Universal Galaxy Reavers- Sliding Starships, Tactical Space RTS (Developed by Good Games)

Discussion in 'iPhone and iPad Games' started by Goodgamestoplay, May 19, 2016.

  1. Nullzone

    Nullzone 👮 Spam Police 🚓

    Jul 12, 2013
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    Good news ;) looks like I'll be back to playing then.
    Could you fix the bug with ships losing target / changing course?
     
  2. Nullzone

    Nullzone 👮 Spam Police 🚓

    Jul 12, 2013
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    The first new mission is outright sadistic, swarming you with maybe a dozen very fast cruisers and half a dozen satellites.
    I have no idea how to win that one, my main fleet - which cuts through everything before that like a hot knife through butter - got slaughtered. Maybe outfitting them with all shortrange weapons. But that's way too annoying, as I'd have to manually note down the current outfits if I want to restore them later.
    @goodgames: This really needs a way to save ships loadouts, can you add that in a future update (ideally asap)?
     
  3. Sword_Art

    Sword_Art Member

    Aug 13, 2016
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    Art is Well made.:rolleyes:
     
  4. Nullzone

    Nullzone 👮 Spam Police 🚓

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    @goodgames: Also, please allow more fleets than the current three. At least 5, unlimited would be even better.
    I have so many ships now - going to buy 2 of the new Carriers next - that three just isn't enough anymore.
     
  5. Lamberto

    Lamberto New Member

    Aug 21, 2016
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    Hello everyone. Love the game. Area 52 so far

    Main fleet: Titan, C-type Aircraft carrier, C-type battleship, Cruiser.

    Question. Should I buy another C-type Carrier/ Battleship to replace the cruiser? If so, which one and why?


    What's the Best fleet combo in your opinions? Best weapons for each ship?

    I equipped my titan with a bunch of iron guns, long range cruise missiles, mid range missiles, 1antimatter cannon and 1cluster missile luncher.
    Is this fine or change it up?

    Grinding area 46 since my ships dont take forever to repair, 7 mins tops. Anywhere better to grind?
     
  6. Nullzone

    Nullzone 👮 Spam Police 🚓

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    #146 Nullzone, Aug 22, 2016
    Last edited: Aug 22, 2016
    Hi Lamberto, first of all welcome to TA! Nice to see another active Reavers player.
    Now, let's see what I can advise:

    1) Main Fleet: At current maximum commander level of 40, you have 64 command points (cp). The only combination to fill them up completely is Titan (22cp), Normal Carrier (16cp), C-Type Carrier (15cp), and Normal Battleship (11cp).
    As in all stages up to 60 capital ships are the superior choice (with the possible exception of the "destroy the transport" stages), this is the best setup to go with.
    My primary fleet is: Titan, Carrier, Battleship x2. Once I have a C-Carrier leveled up enough, I'll replace one of the BS with a C-Carrier.

    2) Best fleet/ship combo:
    See #1 for the best general setup.
    I also have 4 C-Battleships, mostly for the fun of rushing around with heavy weapons ;)

    3) Weaponry:
    For the Capital Ships (anything that stays stationary and fires broadsides) long range weaponry is the best option.
    Shortrange weapons like the Raygun have a range of 0-350. Good luck getting there with your Titan snailpacing it across the battlefield :p
    *see my next post for an addendum.

    Longrange has 300+, with a few standard range brackets: 300-600 (e.g. Gauss Gun), 350-650 (e.g. Ion Gun), 250-600 (Mid-range Missile), 450-850 (Long-ranged Cruise Missile).
    A few weapons have special ranges which - albeit just barely - reach into long-range territory, like the Torpedo with its 0-500.

    I used mixed loadouts at first, but now try to have only one range-bracket (and ideally type) of weapons on a ship (e.g. all Ion Guns, or all Gauss Guns) . The reason is:
    If you need to move into attack range, your ship moves into range of the longest-ranged weapon. This is especially bad when you have a bunch of Cruise Missiles - their maximum range is way outside everything else, so your other weapons won't fire until the CM runs out of ammo - only then your ship will move closer because the max. attack range dropped from the CM's to the next longest-ranged weapon.

    Some general thoughts on weapons:
    - Phase out Missile Launchers for other long-range weapons. In stages 50+, you run out of ammo quite easily. I only have a few purple and orange ones left on my Titans, and those will phase out when I find replacement beam weapons for them.
    - Put the 1-shot Antimatter Torpedo (aka Nuke) on your Titan, if you want to use it. Reason: The Explosive Torpedo ordnance fires only from broadside, and a Titan takes ages to turn from frontside to broadside. The Nuke however also can fire from the frontside, making it ideally suited for Titans.
    - The Explosive Torpedo ordnance thus is best used on non-Titan capital ships, as they always fire broadside anyways.
    - My primary Titan has a Piercing Cannon (lowers Kinetic Resistance of enemy for a short time, only one I got), which is why I loaded it up with Gauss Guns to get more mileage out of it.
    In a similar setup, my C-Battleships are loaded to the gills with electric weapons, and a Proton Torpedo Launcher each to lower enemy electric resistance.

    - Ordnance for capital ships. I have these on each (except for my C-Battleships, those are all short-range):
    Antimatter or Quantum Cannon (Quantum needs more Energy, should go into Titan), Nuke (Titan) or Explosive (Carrier, Battleship) Torpedo, Cluster Missile Launcher, UAV Fighters.
    - As I still cannot make it through mission 61, I'll try to swap the Fighters with Shields next, see if the added survivability helps. Shields are a good option over Fighters when you know that you face enemies with AA guns.
    - Same goes for you: When you are up against enemies spawning Fighters, pack an AA gun or two.

    4) Grinding:
    If you can do stage 48 at about the same speed as 46, switch to that one.
    I moved on to doing stage 52 with my 3rd fleet: C-Type Carrier still leveling up, 3x C-Type Battleship. The C-BSs aren't sturdy enough to reliably win even stage 56.
    Originally I used stage 60 for my other 2 fleets. But now I moved back to doing stage 58 and stage 56, as my primary and secondary fleet can do it 2-3x in a row each. And I need a lot more Gold to open up remaining slots on my ships.
    In general, stages where you do not have enemy Fighters I find best, as I don't have to bring AA guns.

    "Destroy the Transport" type missions are doable even with smaller ships, mostly because they can close the distance so fast. Just for fun I made a fleet of my 2 Cruisers and 2 Chasers (all max level, though), and loaded them with any leftover shortrange weapons I had. While they took a good beating, they still managed to do stage 48 twice in a row (but second time was really close).

    I can cover short-range armament another time, if you are interested.
     
  7. Lamberto

    Lamberto New Member

    Aug 21, 2016
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    So much information ;) Hopefully this helps newer players too. Thank you for the advice friend.
     
  8. Nullzone

    Nullzone 👮 Spam Police 🚓

    Jul 12, 2013
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    Always welcome! I played A LOT since launch, and with the difficulty sharply increasing in later stages I had to optimise quite a bit.
    If you feel like reading a bit, browse the thread. Me and others left quite a bit of game experience and advise sprinkled all over the place ;)

    Also, one addendum to the Weaponry section of my earlier post:
    C-Type Battleships are the exception. While they fire broadsides, they are pretty fast - even more so when you put a sublight propeller on them to give them a speedboost.
    In my opinion, this makes them perfectly suited for short-range weapons on a capital ship, which is the way I use them currently.
    However, pay attention that they are glass-cannons: while they can really lay down the hurt, they cannot stand up to much punishment in return. Shield is pretty much mandatory to increase their lifetime in battle.

    Nothing speaks against using them with longrange weapons, though. I simply didn't try how they compare to a regular Battleship in that regard.
     
  9. MrWackaWacka

    MrWackaWacka New Member

    Aug 25, 2016
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    #149 MrWackaWacka, Aug 25, 2016
    Last edited: Aug 25, 2016

    Have you managed to get past it yet? I've only been able to destroy the first wave entirely, and most of the second with only 2-3 cruisers limping about before time runs out. Im using a Titan, 2x C carriers and 1 C Battleship that are all fully equiped with beams and gauss, ions on the titan for close range. The Titan usually lives (barely!) and the others are fairly healthy

    @goodgames
    I wish there were better ways to get better weapons past pink/blue- I've only got a few orange ones and not the pinks that I'd like. Maybe disable the green/white weapon spawns at higher levels to increase the random likelihood of getting better ones?
     
  10. MrWackaWacka

    MrWackaWacka New Member

    Aug 25, 2016
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    #150 MrWackaWacka, Aug 25, 2016
    Last edited: Aug 25, 2016
    @Lamberto
    I like grinding level 41 since it doesnt really do damage to my ships and I dont have to touch the game after starting the battle. I just occasionally look down and start the next battle at my leisure.
    I also def. recommend getting a C Carrier- the extra resistance is nice (15% electrical?) and its rotating speed is 2 points higher than the standard carrier. I got 2 of them to replace my old carriers and upgrading them completely used probably 1mil- I had 750k at the start and was relying on victory gold to get the final slots
     
  11. Nullzone

    Nullzone 👮 Spam Police 🚓

    Jul 12, 2013
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    First of all, welcome to TA, Wacka.
    No, didn't make it past stage 61 yet. Without refitting my ships to shortrange, I get about the same results as you do: With my shortrange fleet of 4 C-Battleships, I get destroyed before I can kill everything, those Satellites just do too much damage on top of the enemy ships.
    And my longrangers cannot destroy the enemy fast enough.
    But I'm too lazy to move equipment between at least half a dozen ships :p
    For now, my plan is to wait till my C-Carriers are both maxlevel, and then load them up on shortrange (I armed them with leftovers, so I can refit them more easily).
    By the way, if I remember right, Fighters ordnance is pretty useless in that stage, as all enemy ships seem to carry AA guns.

    Tried that just now, and you're right, plays itself after you gave your ships initial targets.
    The downside is that the equipment rewards aren't great. I got quite some good stuff from grinding stages 56 and 58.

    Yes, it's electrical resistance on the C-Carriers. And agree, they seem to be superior to the old Carriers. Still need to get one to maxlevel to see how HP and Energy compare.

    I have mostly purple equipment left on my ships, with maybe enough orange in total to outfit both Titans (but I don't like mixed weapons anymore); so at least I cannot complain ;)
    But I've been playing a lot since launch, got a lot of it from grinding stages 56 and 58, and spending my Khorium on buying Expert Laser Weapon and Expert Tactical Device packs.

    Like I wrote earlier already, it would be good if the equipment shown as possible gain would actually have a dropchance (ideally 50%), so I can work on getting what I want/need for my fleets. Right now, the dropchance is exactly 0%, which is plain bad.
     
  12. Nullzone

    Nullzone 👮 Spam Police 🚓

    Jul 12, 2013
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    @goodgames:
    I think you introduced a bug in the latest update:
    My Antimatter Cannons now miss if I do no fire them at more or less a 90 degree angle at an enemy (battle)ship that is parked for firing broadside or one that's coming straight at my ship's nose.
    When I e.g. fire at a 45 degree angle, and the beam thus does not hit the broadside perfectly, it misses. This definitely was not the case in earlier versions, could you look into it please?
     
  13. MrWackaWacka

    MrWackaWacka New Member

    Aug 25, 2016
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    I've beaten 61 by placing more Beams as my long range so I could hit those damn cruisers swarming about. Fighters were useful to take down the satellites. Titan had most of my shorter ranged weapons to reduce the need for it to spin.

    Now it's level 62 that's challenging for me. It's an escort mission with 2 waves, the first with 2x C Carriers and a bunch of Cruisers, and the second with Battleships and Cruisers. It's nearly impossible for me to fully prevent the escort Battleship from taking damage, and by the middle of wave 2, my Titan and C carrier die and the escort battleship shortly after.
     
  14. Nullzone

    Nullzone 👮 Spam Police 🚓

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    Hey Wacka, nice to see you around finally. Missed your post yesterday, somehow.
    Congratulations on beating stage 61!
    I didn't play further yet, too busy with other stuff. Didn't even get around to posting my ship setup.

    If you take too much damage in stage 62, did you try the missiles that prevent enemy ships from firing for a few seconds? The effect adds up over time, especially when you spread your fire until the launchers run out of ammo.
    Takes more micromangement than usual, but sometimes I spreadfire the weapon-blockers, then switch everyone to one target, and spread again before the blockers are reloaded.

    Also, do you bring shields? They soak a nice chunk of damage.
     
  15. Boobi

    Boobi Well-Known Member

    Oct 18, 2011
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    New Titan's anyone try them out?
     
  16. Baconslice

    Baconslice New Member

    Sep 29, 2016
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    Fleet suggestion

    Loving the game so far... 2 things I'd like to suggest:

    1- please hire a native English speaker to help with the writing! This is such a beautiful game, but the clunky English is very awkward.

    2- more slots so we can have more ships in a single fleet! Cost can still be balanced- but it would be cool to be able to make a decision on whether or not to bring in a single Titan or 3 fast frigates depending on what the mission requires. You could have a fleet with 1 Titan plus 3 cruisers, or a titan plus 6-9 frigates... this would make me want to have more than 1 of the same ship, and keep all the ships viable even at top levels of play.

    Thanks for the awesome game!

    Can someone also please tell me if I should buy the Titan, C class Titan... or hold off until next content patch?? Haha thanks
     
  17. Nuno

    Nuno New Member

    Apr 17, 2016
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    It's wierd because that what you said unfortunately doesn't happen to me. In my case when I order a ship to attack another it will move to the closest position possible and my long and mid range weapons can´t fire! Also when the ships don't have any orders they will engage a ship again with the same annoying behavior!
    I find myself in battle struggling to give orders quickly to ships to move around the targets at a long range but it's very inaccurate. I'm I missing something? There should be some option in each ship to chose the distance to engage.
     
  18. Nullzone

    Nullzone 👮 Spam Police 🚓

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    Hello Nuno, and welcome to TA.

    I didn't play since September (and most likely won't play again), so maybe they changed that behaviour in an update.
    And I don't have time to check it currently.

    When you load up e.g. Frigate with a Cruise Missile (longest range weapon) and something very shortrange, and test it in the simulator: does it stay at long-range or does it close in immediately when you order it to attack?
    When I tried last in September, they stayed at max. range until the launchers ran out of missiles.

    Small ships will keep flying around their target, Capital ships will go stationary to fire broadsides. Manually positioning the slower capital ships takes quite some work, I tried to avoid it whenever possible.
     
  19. Nuno

    Nuno New Member

    Apr 17, 2016
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    Hello Nullzone, thanks for the quick reply :D
    I'm a bit new playing this game, still in mission 34, got my first big ship yesterday, a C-battleship.
    Actually I tried that today with a frigate with cruise missiles and and a short range ray gun and the ship rushed to short range to the ship and only fired the missiles one round.
    I will try now with the battle ship to see if maybe it will choose long range first.
     
  20. Nuno

    Nuno New Member

    Apr 17, 2016
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    Ok just tested, with the battle ship it will chose the range of the longest range weapon first! Makes sense. Now I will try with the other ships. I guess with the chaser will choose short range. The cruiser not sure.
     

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