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Next » There was an error. Delete post THIS IS A SPINNER or cancel THIS IS A SPINNER metadata Hi. First off: if you are a fresh player, consider adding me as a referral during the tutorial! This will yield you 300 credits immediately (scarce in-game currency), no questions asked. My code is **44520**. Early on in the game you **only get one shot to add a code** , afterwards it’s lost forever. The guide below is possible due to experimentation, sheet building, data mining and strategizing of others. Credits go to zzzi, travelingretard, krazden, jcwileyc4, narfinarf. _August 2016 edit: large parts of this guide are dated to the point of being useless. However, the part below about planet raids is still valid. Another great tip I can give new players is to use the Kongregate chat to beg for rides in T4 – T5 rifts. Active top players can do these effortlessly and they don’t mind if you hitch a ride and can’t contribute._ _August 2016 edit #2: feeling guilty about having such an ancient guide stickied while, thanks to the new achievements, there’s such a large player influx, I’ve decided to cull all the useless bits. However, due to the amount of labour that went into them, I backed them up [here](https://docs.google.com/document/d/1psdyQQAFMJSw_kHQlwkJHiy_Ox2UIhhlKosx7AUdxM4/edit?usp=sharing)_ Some quick pointers: - the fastest free way to get Immortal (red) ships is to do fast fights and spin the platinum wheel. _See planetary farming below_ - If you are interested in farming these ships, **do not do any fleet raids until you have a 2nd fleet beacon** - Drop chance is the same for every fight at every level – you can get a red ship in a sector 1 fight and a bunch of greys in a sector 129 fight - Conserve your credits until you are absolutely sure you’re spending them intelligently - XP is never lost, since every ship or crew can be merged with another. A lvl 30 grey can be burnt into a lvl 1 red, giving you a lvl 30 immortal - However, non-XP investments CAN be wasted, so be frugal/intelligent with all the other resources - The exception to that is carbon and cobalt. Go to town with those. - Resources on red ships are essentially never wasted. You’d need to find more than 240 Immortal ships before that investment goes to waste; I’ve played since October 2014 and I’ve yet to reach that. - Even if you are a solo player, get into any alliance ASAP for your capital ship - Builders under 1000 cr are totally worth it long term - The quickest way to build FP is to level your fleet hosts, the quickest way to level hosts is red xp cards, the quickest way to get red XP cards is T4 and T5 rifts, the quickest way to get there is by asking top players to carry you - The one thing you must avoid in Redshift is losing a high level host ship – this will incur repair times, which at higher levels can take hours. Capital ships don’t have this penalty and thus can be used as bait/meat shield with impunity - Check the fleets of powerful players to get an idea which kind of ships, crew, abilities and so on are popular/worthwhile. **1. Planetary farming** I can’t talk about planetary farming without talking about [elo](http://en.wikipedia.org/wiki/Arpad_Elo), though not specifically the Hungarian. Bear with me. Elo is about relative ranking, and about consecutive wins. Lets assume a fleet starts at rank 1. Fleet beats another fleet, advances to rank 2. Fleet is matched with a rank 2 elo fleet, beats it, advances to rank 3. Fleet is matched with a rank 3 elo fleet, but loses one host ship, and is returned to rank 2. Until your fleet loses a host or a fight, it will continue to gain ranks, regardless of the actual power of the fleet. This means that you **inevitably** are going to lose a host and suffer repair time. Unless you’re clever and are reading this guide. Some things about this mechanic: 1. Its not about the ships in either fleet, but the fleet itself, as a container. It exists separately from any specific ships in it 2. Higher elo means tougher fights and usually better resource rewards (but not drops!). However, the odds that you’re going to lose a host and suffer repair time rapidly approach 100% 3. To keep your elo artificially low (more on this below) while avoiding repair times, sacrifice a grey level 1 host ship. Any lvl 1 host will do, but the greys die quickest. Capital ships are not considered hosts. Losing all hosts (a fleet with 1 host losing that host also counts) drops elo faster than just losing one host and winning the battle 4. Surrendering _without_ losing a ship will not affect Elo ranking 5. As elo is tracked separately per fleet, every new fleet you have will start fights at the lowest elo again 6. There are two separate elo rankings; one for fleet raids and one for base raids 7. Planetary raid strength is based on the **_fleet raid_ elo of fleet 1**. This is absolutely crucial. Read this sentence a few times. 8. lowering base raid elo by sacrificing lvl 1 hosts also works Planetary raids on the lowest elo (you know you’ve reached it when you only fight a grey explorer with 3 grey interceptors) grant a very quick fight, but because they’re a raid, they grant you a platinum token every 30 raids. As mentioned in the quick pointers, your best bet for Immortal (red) ships is (1) many, quick fights and (2) spinning the platinum wheel. Thus, a weak planetary fight fulfills both qualifiers. VIDEO: [here’s a recording](https://www.youtube.com/watch?v=cilBO8CF1mk) of three planetary battles, with nicely dated graphics and without the savagely irritating 3 star animation. Since the animation curses all raids and sector battles equally, planetary raids should still qualify as the fastest method to farm for Immortals. In order to get your planetary raids to the lowest elo, use your first fleet to sacrifice a lvl 1 explorer in **fleet raids** (not planetary raids(!) until your foe is a grey explorer with 3 grey interceptors. Then do a planetary raid: it will at first use your original elo rating, but after you have extracted resources it will revert to that lvl 1 grey **as long as you keep your first fleet out of fleet raids forever**. Protip: once you get your 2nd HQ and your 2nd fleet bay, move all your strongest ships to fleet 2 and use that for your regular fleet raids. Because planetary raids are dependent on the fleet raid elo of fleet 1, you can do them with any fleet you like without the enemy fleet strength ever increasing. In sum: 1. **Base raid** difficulty is determined by the **base raid** elo of **currently selected fleet** 2. **Fleet raid** difficulty is determined by the **fleet raid** elo of **currently selected fleet** 3. **Planetary raid** difficulty is determined by the **fleet raid** elo of **your first fleet** 4. **Rift** and **sector** difficulty is static and determined by the (cruel and callous) whims of Clipwiregames. I heard Baraphor drinks the tears of a hundred newbies every morning, before belching “Coming Soon™” regarding some necessary bugfix or feature update. **1.5. How do I get…** - **Green schems** : A wealthy alliance OR grinding rifts → getting rift points → spinning rift wheel - **Immortal crew** : From packs (planetary raids → tokens → immortalis → packs) AND daily reward leeching T3/T4/T5 for cores (100 cores=guaranteed red) - **Immortal ships/interceptors** : planetary raids - **Remnants** (green rods): Grind/leech rifts → Rift Points → Spin rift wheel - **Alliance points** : Grind/leech rifts → Rift Points → Spin rift wheel OR camping low tier alliance ops for last hit - **Cold Matter** (blue resource): Extracting planetary raids (higher FP = higher yields) OR camping low tier alliiance ops for last hit **2. Droprates/chances** The drop system in Redshift is both elegant and punishing. Every fight reward you get in Redshift gives you a base three grey items. However, these items have a 15% chance to “crit” to the next rarity. So your grey item has a 15% chance to become a blue item. That blue item has, again, a 15% chance to crit to a green item, and so on. It works the same for schematics and presumably for the hourly chests. This is why there is no place with “best drops” and why drop rates are the same everywhere. You can calculate the chance your grey quad-crits to a red by just doing 0.15\*0.15\*0.15\*0.15. To save you the trouble, here are the chances (assuming grey base): **blue** (rare): 15% **green** (epic): 2.25% **purple** (legendary): 0.3375% **red** (immortal): 0.050625% This means that if you have 10,000 items drop (3333.3 fights), 8,500 are going to be grey, 1275 are going to be blue, 191 are going to be green, 29 are going to be purple, 5 are going to be red Obviously the base item is respected, so if a grey xp quad-crits you’re going to get a red xp, not a red ship. Interesting things happen when the base item is not grey, in the case of, the sector rewards, the pack rewards, blue+ gifts, or, most notably, wheel rewards. All of these can crit, so the 28 day login reward (a purple ship) has a 15% chance to crit to red (!). Every time the wheel lands on the green interceptor, there’s a 2.25% chance you’re going to get a red one. This is why including tokens in your farm session is so important. The wheel offers you the best shot at getting red stuff. And you should be getting about 2.30 reds per 100 packs :) **3. What should I do with my base?** As it stands, bases are weak and fairly pointless. New players tend to moan about losing carbon to raids, but I beseech them to not waste any emotions on this. In my opinion, the following structures should receive priority upgrades: Command Center level 8 \> Planetary extractor 1, 2, 3 \> Cold Matter Extractor \> Command Center level 9+. Upgrade carbon storage as needed (you need about 200k carbon for the max (lvl40) upgrades of the extractors). You can prioritize command center over extractors if you care about fleets for alliance ops. Reasoning: the other matter extractors are next to pointless. You can farm fleet raids or sectors for prime/omega matter, and neither extractor will give you a decent income anyway. Turrets can be upgraded via nanobots. Don’t worry about designing a defensible base: the vast majority of your tokens will come from chests anyway. Cold matter is a good long term goal. 100k cold matter buys you a red ship of your choice. This might seem an impossible amount, but if you plan to play long term, then know that around 800-900k fleet power you can likely expect a guaranteed red ship of your choosing every 20 days, provided you are somewhat disciplined in extracting planet raids. The speed of clearing a planet raid depends on the level of your extractors. The amount of cold matter you will find is dependent on your highest fleet power, regardless of which fleet you use for your planetary raid. **4. What should I do with my stuff?** _NOTE: theres even more stuff now (sigh) but the things mentioned are still valid_ Theres fifteen (!) types of stuff: credits, carbon, cold/prime/omega/dark matter, nanobots, xp, schematics, alliance valor, alliance points, remnants, selenium, titanium, rift points. a) **Credits** : I would save up a minimum amount of 1500-2000. If theres a sale for an immortal crew at 1500 cr, take it. If you find an immortal crew during the course of the game, roll it if you have ~1500 credits. Reroll until you get something good. Never spend credits on anything but truly excellent deals, rerolling red crew or red schematics, or inventory space. Unless youre loaded or feeling charitable. b) **Carbon** : spend freely as necessary. Redshift has no annoying energy bar limiting your actions, so you can farm bases and sectors all day long and get all the carbon you could possibly need. It barely makes sense as a resource since its easily obtained and functionally limitless. c) **Cold matter** : spend it sparingly on your first few captain(s) until you find a red captain. If your red captain has God Mode (invulnerability) or EMP (stun) then its fairly safe to max those abilities out. Otherwise, save your cm for purchasing immortal ships in the future. d) **Prime matter** : ignore the speed upgrade. Dont use more than lvl ~20 on ships that are not red. Some people prefer to upgrade weapons on fast firing ships (liberator, nemesis) while upgrading armor on slow firing ships. It’s probably a good idea to upgrade armor on hosts (because they need to not die) while upgrading weapons on escorts (because no-one sheds tears at their deaths). Note that prime matter spent on host ships add more FP than prime matter spent on escorts. e) **Omega matter** : just like with prime matter, dont upgrade non-red interceptors past ~20, as you will dump them in a fleet slot you never use in the long run. Omega is relatively fairly scarce, so spend it sparingly and wisely. f) **Dark matter** : Try to have enough (~500k) for when you find your first Immortal ship, otherwise sparingly spend it on your green/purple hosts. In the long run, spread dark matter out on host ships for FP padding. g) **XP** : The nice thing about Redshift is that experience never goes to waste. If you burn a lvl 70 green ship into a lvl 1 red ship, you will have a lvl 70 red ship. Thats why you can freely upgrade even the crappiest of ships: unwanted ships can just be merged with the wanted ones at 0 xp loss. As for the daily legendary xp reward cards: i tend to invest those into the capital ship or red crew. h) **Schematics** : Use your first 6 blue/green schematics to upgrade your capital ship to the next rarity. Only use purple/red schems to upgrade your CS to the next rarity if you think you can get 6 of them eventually; otherwise decode them for equips. It’s probably a good idea never to use green or higher schematics to burn into your CS for experience. Some green schems can still be of use in top tier Capital Ship builds. i) **Alliance Valor** : Use Alliance Valor to upgrade your alliance’s HQ, but _only if you plan to stay in that alliance_. Otherwise, hoard it, you can use it as a bargaining chip to get into a better alliance. j) **Alliance points** : Hoard this resource and coordinate with alliance members when to invest it into what. Activating daily for 50 coins is always a good idea. If you have your eyes set on a better alliance, tempting the recruiter with your AP hoard could give you an edge. k) **Remnants** These are used for upgrading your CS to the next rarity and to convert to titanium and selenium. My recommendation is to hoard enough to get your CS to the next rarities, and then hoard some more unless you’re absolutely certain converting it to selenium or titanium makes sense. l) **selenium** There are 10 potential equipment slots in your CS that require selenium to upgrade them making this the most valuable upgrade resource in the long run. Use it wisely, and sparingly. m) **titanium** There are seven equipment slots in your CS for titanium. Be thrifty with it, but you can be a bit less thrifty than with selenium. n) **Rift points** Only one use for them, and no rational reason to hoard them: just spin that rift wheel! metadata ~~**5. Whats the ultimate fleet?**~~ _This part was woefully out of date, archived_ [here](https://docs.google.com/document/d/1psdyQQAFMJSw_kHQlwkJHiy_Ox2UIhhlKosx7AUdxM4/edit?usp=sharing) Ultimate fleets these days are collections of red capital ships with high level equipment. You can view these on the leaderboard. For those not blessed with tenure/wealth/alliance positioning, I would refer you to lower ranked leaderboard players with predominantly immortal ships in their top fleets. The game has changed a lot since I first wrote this guide, and because capital ships have rendered other ships utterly inferior, I have not kept up with the minutiae of the strengths, weaknesses and synergies of regular ships. As a rule of thumb, grey \< blue \< green \< purple \< red. But you knew that! metadata **8. Alliances** **Capital Ship** You can only get a capital ship after joining an alliance. Once you have it, its permanently yours, even if you switch alliances. The steps to get one: 1. Join any alliance 2. Remove any host in your fleet to free up a slot 3. Click the plus 4. Select your (grey) capital ship You can level it with XP cards and with schematics. Schematics you get from a daily reward and from sending your fleet(s) at alliance ops. The best way to get high quality/rare schematics is the AP (alliance point) forge. The better your alliance, the faster/better schematics you get. If you want to maximize your schematic income through alliance ops, you can use [this calculator](http://tinyurl.com/schemhunter) to figure out which op is going to give you your schematic. ( props to [Battle00333](http://www.kongregate.com/accounts/Battle00333) ) You can (and should) decode some schems to equip them as weapons/plating/passives/actives on your CS. You also need 6 schems of the same rarity (and the remnant resource) to upgrade your capital ship to the next level. Upgrading it gives you one more equipment slot, and improved base stats. You can level decoded, equipped gear with “alliance matters”, i.e. titanium and selenium. You get remnants, titanium and selenium from alliance ops and alliance structures. Again, a better/more active alliance is going to get you more of this stuff. Note that a red CS has 17 slots, 10 of which can be upgraded with selenium and 7 with titanium Plan your Capital Ship equipment ahead and dont waste too much selenium/titanium, it is a very limited resource. [Use this wiki](http://redshift-by-clipwiregames.wikia.com/wiki/Schematics) page to choose what you want to invest into. Capital ships are very useful for new players as they don’t take up repair time when destroyed (and they can also have effects on death). You can beef it with plating and use it as a decoy while the rest of the fleet deals the damage. However, when your CS gets killed it doesn’t lower opponent elo, because it is not a host. ~~**Decoded schematics**~~ _This part is also out of date as schems have changed. You can always investigate the wiki for good data and ask the top rifting players for advice. Its been backed up on the google doc linked to before_ **Alliance op damage** Your fleets will always do predictable damage to alliance ops: your FP and 10% per boost, so if you have 100 fp with 9 boosts you will do 190 damage. However, the maximum amount of damage to any op is 5% of its initial hp. So an op with 10 million hp will take maximally 500k damage per fleet. If you have a strong fleet you will find that you will always hit the cap on Common and Rare alliance ops, and full CS fleets can easily cap on epic, legendary and some low hp immortal ops. **Gifting** While you do alliance things you will occasionally get gifts: as rewards from last-hitting certain ops, or when you get 100 boosts. You cannot use these gifts yourself: you can only send/trade them with other players. This can be done directly (via the social screen, after you’ve added a friend) or indirectly, via the discussion board in the alliance screen. When gifting via discussion board, people asking for trades trust that whoever opens their gift will also leave a return gift. If you value not being a douche and/or no infighting in your alliance, honour this quid pro quo social gifting rule. metadata **9. The Battle Rift** This used to be a giant section that got obsolete very quickly as the Rift has changed a few times over the past year. Rifts are however your best bet at quickly leveling your ships (though not necessarily for farming high tier ships!) and the rift points you get yield very valuable rewards on the rift wheel. You’ll progress a lot faster in Redshift if you hitch a ride on high tier rifts. With normal gameplay you’ll eventually be able to comfortably solo T3 rifts, but higher ranks require a strong alliance, lot of time and dedication, or a patron. metadata Lots of good info here. Thanks for taking the time to put it together. While I understand the “ELO” concept, I’m curious what it stands for? Note that the strength of enemy fleets and bases decreases more from losing a host than it does from winning the battle. You can, therefore, keep a grey host in your fleet and sacrifice it every few attacks to keep the enemy fleets and bases at whatever level you’d like. When a grey host dies in battle, there is no delay before it is available for the next battle. I use the Explorer because it has the least plating and, therefore, dies the fastest. metadata krafen, that is covered: " _You could optionally feed a sacrificial ship (preferably a lvl 1 grey, as it dies fastest) to a base turret to keep opponent base strength really low. The downside is that you cannot autoburn (automatically upgrade ships when inventory is full) because you would level up said grey, which would induce repairtimes. So while you kill bases fast, you spend many clicks manually burning surplus cards in the fleets screen._ " as for ELO: [http://en.wikipedia.org/wiki/Arpad\_Elo](http://en.wikipedia.org/wiki/Arpad_Elo) metadata ive been doing frequent updates, posting so that the thread is bumped metadata ive fully revamped the first post, notably updating it with recent changes, adding alliance resources to the stuff chapter, clarified planetary farming, and putting droprates in chapter 2 instead of chapter 5 (because theyre often discussed and theres some misconceptions) metadata yeah its not because its grey Krafen, its because its lvl 1 that it has no repair time metadata Whoops I managed to fudge up but tons of good info in this guide, really appreciate it. Made me unfudge my plant raids! :) metadata the worst fudging you can do is wasting creds on stuff that isnt worthwhile metadata Good job on recent addition about Capital Ship. This thread should be sticked! =D metadata two updates: rewrote rift composition chapter (deleted a lot of text there which was old, useless speculation) and added in the alliance chapter an extensive piece on worthwhile capital ship equips. metadata To add on to what potatopeppie said about “squashy rifting fleets”, my main fleet is nowhere near as good as the top runners, and I manage to solo rift to around 20 or so with a single primary red deploy (argo or nem backed up by either two titans and a cyg, or two cygs and a titan), a lesser deploy (usually a red host with either a single titan or cyg escort), and my capital ship. While a mayflower is nice to have as a host while doing rift, unless you have it’s active ability at a high level, it’s going to be difficult to blast through those interceptors, due to their increased plating since the update. It’s understandable then to not be able to afford 60 levels. My method usually involves losing the capital ship on wave 19, but if you’re careful, those are the only losses you will have. As suggested… only defend a single pylon (the red one, or leftmost one is best as explained by potato) and lure as many enemy ships as possible with your capital ship. The capital ship should be at least epic to take the brunt of the enemy fire and successfully complete the wave. Some waves have ships coming from opposite directions, if you can’t quite reach them with your cs it might be advisable to add an additional host (legendary) to your fleet to compensate without overspending your DP. Wave 11 is tricky, the key is to eliminate the blob as quick as possible before it wrecks your capital ship. Your main deploy, equiped with medium-high lvl inters, placed behind or to the side of the blob should do the job for you. If you lose your cs, you’ll probably want to ditch your current rift before wave 15. If your cs survives, continue to 15 and use the same tactics… deploying both of the red hosts if needed. Wave 19 is the wave where your capital ship should bite the dust. While it dies, the damage done to the blob already by your deploys should slow them down enough to die before your hosts do. Since Wave 19 is your last wave… consider using the remainder of your DP to stop the blobs with whatever hosts you can scrounge up. Making your way past Wave 20 without a mayflower/better cs is going to be almost impossible without losing some hosts. The method I use is not infalliable, and I’ve lost several hosts trying to solo rift runs. If you manage to get the timing right though… and anticipate where the ships will come from, it should work. metadata thanks for that demosthenes! ive listed some ideas for CS design above, but a lot of it is governed by what you have. Recently ive rolled a lot of lasers cloning lasers. The problem is that lasers are uninteresting: they cant really be properly boosted damage wise, as far as i can see. Also the red lasers shoot once per 3 secs, and they look pathetic. Both kinda lame! I think this will be my CS: Weapons: laser cloning laser x 5 (only need two more) Plate: 1 purple dodge, 2 host reduction, 2 all reduction (complete) Passive: Fleet defender, fleet defender, purple damage/attackspeed boost x 2, burning core (once crit applies to CS weapons, until then placeholder). (need the purples) Active def: Leach, once leach is fixed: autoheal (need autoheal) Active off: nuke (complete) Long term plan: cannons cloning/stunning/damage boosting cannons, missiles cloning missiles, purple missile with missile stun. If missiles, warhead upgrade unit. metadata doing an experiment with interceptors. Interceptors will get most of their damage from titans and most of their plating from crew (at high levels). With that in mind, the base stats of interceptors matter less and less. Now red/purple/green interceptors shoot once per 3 seconds while blue and grey inters shoot much faster. With greys at 5 hits per second, it could be that theyre more efficient at clearing the field because they waste less damage. So ill do experiments: 3 runs on s128 with my normal config 3 runs on s129 with my normal config 3 runs on s128 with grey inters 3 runs on s129 with grey inters I will record the time it took to clear these sectors. 3 x s128 normal: 34.59 seconds | 34.61 seconds | 35.10 seconds 3 x s129 normal: 20.16 seconds | 18.34 seconds | 20.07 seconds 3 x s128 grey ints: 47.2 seconds | 51.84 seconds | 51.48 seconds 3 x s129 grey ints: 28.01 seconds | 31.45 seconds | 29.97 seconds (framerate anyone?) so yeah, fairly conclusive. metadata its not super conclusive though in my mind, the thing that grey interceptors have to offer is the lack of overkill damage compared to red inters. at 10 lvl 100 titans, the grey inters get +48 dmg added per shot, and the red inters get +720 dmg added per shot. At 24 lvl 100 titans, the grey inters get +112 dmg per hot, while the red inters get +1728. Suppose some target has 2000 plating, the red inters need at least two shots if they dont crit, wasting tons of damage points. The grey inters will however portion it better – their crits as well. (Crit supposedly does +400% dmg!) metadata Did you max those grey ints ? metadata 3 x s128 normal: 34.59 seconds | 34.61 seconds | 35.10 seconds 3 x s128 grey ints: 47.2 seconds | 51.84 seconds | 51.48 seconds That…shouldn’t be right? If so the extra base plating from a red inter is still a significant improvement; the dps of grey vs red should be functionally equivalent with enough titans. The reds surviving to get off a extra shot or two is the obvious source of the discrepancy. The impact of attrition is something that’ll want looking at. metadata i had no interceptors dying in my tests, the amount of plate crews, fleet defender and the EMP headstart take care of all that. Also redemptions are very, very squishy and I have a bunch of them. i just dont have enough titans to make it count metadata I suspect the effect of speed being neglected also affects the times? Red interceptors reach new targets slightly faster, and generally has more range from what I can see. But once again, did you use maxxed or level 1 reds/greys? metadata id never be so irresponsible as to blow tons of omega on grey inters. The reds were lvl 65ish metadata totally rigged test then :D metadata hej can someone tell me why can’t I play on rift battle i tired to play but it didn’t work so i asked a friend that play this game he tired to fix that but it still didn’t work se he told me to ask you for this my name on redshift is driti33 metadata So i was under the impression that missiles with warheads would massively outperform lasers. I was wrong. did a test. Again its not 100% equal (the lasers have slightly higher lvl), but its telling all the same. All the weapons clone themselves; the missiles are lvl 51 and the lasers lvl 55: Missile 1: 43.8 dps Missile 2: 46.2 dps Missile 3: 43.8 dps Missile 4: 43.2 dps Missile 5: 45 dps Laser 1: 65.39 dps Laser 2: 68.63 dps Laser 3: 62.34 dps Laser 4: 74.35 dps Laser 5: 69.67 dps Furthermore i have: lvl 50 laser boost (75% range) lvl 50 weapon cooling (15% attackspeed) lvl 50 type-B (15% CS damage) lvl 61 supercharged proc (147% crit dmg) lvl 52 Warhead Upgrade Unit (76% missile damage) lvl 52 Warhead Upgrade Unit (76% missile damage) lvl 52 Warhead Upgrade Unit (76% missile damage) Testing s128, same deploystyle and skill usage each time: 5 missiles 3 warheads: **41 seconds** 5 missiles 2 warheads 1 crit: **38.6 seconds** 5 missiles 3 warheads 1 crit: **35 seconds** 5 lasers 1 crit 1 range 1 cooling: **34 seconds** 5 lasers 1 crit 1 range 1 cooling 1 type-B: **31 seconds** to make the test fully honest id have to stack +4 levels on each missile, but seeing this lukewarm performance, id rather not spend more of my precious selenium. It also seems like crit outperforms warhead (3 sec difference), but again, warheads are 52 and the crit is 61. caveat: with the missiles, my CS had to do a lot of flying around (without a speedcrew), whereas the laser CS was just sitting still the whole time. Still, i didnt get the feeling those missiles did much good. « Prev

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