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Guide:Core Computing Challenge

From Official Unnamed Space Idle Wiki
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Core Computing Challenge will prevent you from getting salvage from killing enemies and getting drops. Instead Compute will generate Salvage instead of Damage and Max Shields multipliers. Moreover all damage and shield upgrades other than the core are disabled and Core Upgrades are 10x more powerful.

How to complete Core Computing Challenge[edit source]

In order to complete Core Computing Challenge its required to go for a Compute Build focusing on Compute multipliers.

Modules
Compute Speed Booster is a must, also getting Power Generator will help with the reactor Compute buffs if you don't have sufficient power production. Void Matter Recovery Efficiency and Energy Void Auto Collector will be useful for some Void Matter farming and Compute Boost.
V-Device
Compute Shard goes into the Blue slot for additional Compute Levels Gained.
Battle Shard should have Orange Slot bonus for extra Compute Speed.
Shard Link isn't necessary, but can be used to provide required bonuses if shards are placed elsewhere.
Power Shard in pink slot and Flex Shard in blue can help if there are any issues with Void Power.
Also Compute shard with in the Red slot or with a Red slot link will help with some Void Matter drop amount to get higher level Computation Power

Reactor should prioritize Boost Compute.

Crew
Most Compute Challenges can be finished before delving deep into the Compute Crew a lot.

Cyber Specialist with focus on 2 Compute Speed skills (Speedy Computation, Coordinated Computing)
Industrial Engineer with focus on 1 Compute Speed skill (Industrious Computing)

Utility Cores Advanced Computer Lab will help with extra Compute Power.
As for the main equipment Beam Laser with Laser Cannons as a support will do well, backed up by Bulk Generator Shields.

Target Sectors for Each Core Computing Challenge[edit source]

Each challenge difficulty has some specific Stage Bosses that needs to be defeated in order to finish the challenge:

Core Computing Challenge 1 - sector 5
Core Computing Challenge 2 - sector 8
Core Computing Challenge 3 - sector 11
Core Computing Challenge 4 - sector 14
Core Computing Challenge 5 - sector 16
Core Computing Challenge 6 - sector 17
Core Computing Challenge 7 - sector 18
Core Computing Challenge 8 - sector 19
Core Computing Challenge 9 - sector 21

Core Computing Challenge Requirements: Upgrade Bars Maxed[edit source]

Approximate compute power required to complete the challenge is enough to max out all compute bars up to those with the given level, using best compute build. Core Computing 5 and above requires the "Compute Improvements" upgrade from Base 2 to unlock the ability to use the Cap+ bars.

Maxed "Cap 4+" is required to afford a T2 weapon. Core Computing 5 requires a T2 weapon to do quickly but can be done early with a T1 weapon, taking about 2 hours with maxed "1.25 Cap+".

Core Computing approximate requirements
Challenge Completion Bars Capped
Core Computing 1 Shield 1.25
Core Computing 2 Shield 2
Core Computing 3 Shield 4
Core Computing 4 Shield 10
Core Computing 5 4 Cap+
Core Computing 6 10 Cap+
Core Computing 7 10 Cap+
Core Computing 8 10 Cap+
Core Computing 9 10 Cap+

Core Computing Challenge 1-8 Strategy[edit source]

Here is a list of Core Layouts for each Core Computing challenges that should help you to get an easy completion:

Core Computing 1
Core Computing 2
1xBeam Laser 1.02xLaser Cannon 1.0
2xBulk Generator 1.0
Core Computing 3
Core Computing 4
1xBeam Laser 1.03xLaser Cannon 1.0
2xBulk Generator 1.0
Core Computing 5
1xBeam Laser 2.03xLaser Cannon 1.0
2xBulk Generator 1.0
Core Computing 6
Core Computing 7
1xBeam Laser 2.05xLaser Cannon 1.0
3xBulk Generator 2.0
Core Computing 8
1xBeam Laser 3.05xLaser Cannon 2.0
2xBulk Generator 2.01xDeflector Shield
Core Computing 9
1xBeam Laser 3.05xLaser Cannon 2.0
2xBulk Generator 3.01xDeflector Shield

Core Computing Challenge 9 Strategy[edit source]

This is a strategy to beat Computing Challenge 9 earlier than suggested by the game. It works as early as around sector 43 in normal runs.

Warning: To effectively do this, a significant amount of time (potentially 3 or more hours) must be spent building up salvage before proceeding. Waiting until Crew are available for support significantly shortens the time required.

Sector 19[edit source]

Sector 19 Boss
1xBeam Laser 2.05xLaser Cannon 2.0
3xBulk Generator 2.0

Lasers until S19 boss is beaten. Use all bottom nodes on laser cannons. On beam, use all the damage nodes, along with Laser Boost Power and Mass Focuser.

Sector 20[edit source]

Sectors 20-21
1xBomb Launcher 2.05xKinetic Cannon 2.0
3xBulk Generator 2.0

After beating the sector 19 boss, retrofit to bomb and kinetic cannons.

For S20 boss, use a max damage bomb with kinetic supports.

  • Kinetic Cannon 2.0
    Each level grants a flat damage increase
  • 10

    Kinetic Volley Unlocks the Kinetic Volley ability
    Damage x2

  • 20

    Weapon Power Damage x3.5

    Kinetic Volley Cooldown Kinetic Volley Cooldown x0.7

  • 30

    Weapon Power Damage x3.5

    Emp Mode Shield Damage x8.5

  • 40

    Weapon Power Damage x3.5

    Armor Damage Synergy All Shield Damage + 200%

  • 50

    Rapid Fire Fire Rate x1.15

    Kinetic Volley Power Kinetic Volley Power + 100%

  • 60

    Improved Tracking +1% Damage per wave cleared. Soft cap at 1,000 waves cleared.

  • 70

    Armor Piercing Armor Damage x7
    Fire Rate x1.33

    Fire Support Damage x0.4
    All Kinetic Damage x4

  • 80

    Weapon Power Damage x3.5

  • 95

    Weapon Power Damage x3.5

    Armor Damage Synergy All Armor Damage +200%

  • 110

    Weapon Power Damage x3.5

    Emp Mode Shield Damage x8.5


  • Bomb Launcher 2.0
    Each level grants a flat damage increase
  • 10

    Kinetic Volley Unlocks the Kinetic Volley ability
    Damage x2

  • 20

    Weapon Power Damage x3.5

    Kinetic Volley Cooldown Kinetic Volley Cooldown x0.7

  • 30

    Weapon Power Damage x3.5

    Launch Power Projectile Speed x2

  • 40

    Weapon Power Damage x3.5

    Range Synergy All Max Range +5%

  • 50

    Rapid Fire Fire Rate x1.15

    Kinetic Volley Power Kinetic Volley Power + 100%

  • 60

    Improved Tracking +1% Damage per wave cleared. Soft cap at 1,000 waves cleared.

  • 70

    Propelled Bombs Fire Rate x1.33
    Projectile Speed x2

    Mega Bombs Damage x13
    Fire Rate x0.8

  • 80

    Weapon Power Damage x3.5

  • 95

    Weapon Power Damage x3.5

    Range Synergy All Max Range + 5%

  • 110

    Weapon Power Damage x3.5

Sector 21[edit source]

For S21 boss, switch bomb's nodes to support (bottom) nodes, set 1 kinetic cannon to max damage, keep other 4 kinetic cannons as support.

  • Kinetic Cannon 2.0
    Each level grants a flat damage increase
  • 10

    Kinetic Volley Unlocks the Kinetic Volley ability
    Damage x2

  • 20

    Weapon Power Damage x3.5

    Kinetic Volley Cooldown Kinetic Volley Cooldown x0.7

  • 30

    Weapon Power Damage x3.5

    Emp Mode Shield Damage x8.5

  • 40

    Weapon Power Damage x3.5

    Armor Damage Synergy All Shield Damage + 200%

  • 50

    Rapid Fire Fire Rate x1.15

    Kinetic Volley Power Kinetic Volley Power + 100%

  • 60

    Improved Tracking +1% Damage per wave cleared. Soft cap at 1,000 waves cleared.

  • 70

    Armor Piercing Armor Damage x7
    Fire Rate x1.33

    Fire Support Damage x0.4
    All Kinetic Damage x4

  • 80

    Weapon Power Damage x3.5

  • 95

    Weapon Power Damage x3.5

    Armor Damage Synergy All Armor Damage +200%

  • 110

    Weapon Power Damage x3.5

    Emp Mode Shield Damage x8.5


  • Bomb Launcher 2.0
    Each level grants a flat damage increase
  • 10

    Kinetic Volley Unlocks the Kinetic Volley ability
    Damage x2

  • 20

    Weapon Power Damage x3.5

    Kinetic Volley Cooldown Kinetic Volley Cooldown x0.7

  • 30

    Weapon Power Damage x3.5

    Launch Power Projectile Speed x2

  • 40

    Weapon Power Damage x3.5

    Range Synergy All Max Range +5%

  • 50

    Rapid Fire Fire Rate x1.15

    Kinetic Volley Power Kinetic Volley Power + 100%

  • 60

    Improved Tracking +1% Damage per wave cleared. Soft cap at 1,000 waves cleared.

  • 70

    Propelled Bombs Fire Rate x1.33
    Projectile Speed x2

    Mega Bombs Damage x13
    Fire Rate x0.8

  • 80

    Weapon Power Damage x3.5

  • 95

    Weapon Power Damage x3.5

    Range Synergy All Max Range + 5%

  • 110

    Weapon Power Damage x3.5

You might need to set one KC's nodes to anti-shield nodes and damage nodes to deal with shielded enemies in S20.

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