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Summary

Hyper Tech is a form of technology that is available for players above level 100, and requires a many cosments, dark matter and other resources. You can unlock different Ships, Weapons, and Devices, with all types of parts of an unlocked tech being able to obtain additional developments with expertise. When you have constructed the Hyper Lab with it's 10 construction stages, you may proceed research.

For information about building the HyperLab, please use this link here.


[ Fig 01 Hyper Laboratory]
Screenshot 20160826-055748
Screenshot 20160826-055755
Screenshot 20160826-055800
Screenshot 20160826-055807

Hyper Research[]

You may need appoint a Lab Director in order to start the hyper research. Within each research, you will select which type of tech (Namely, all tech expertise, H. Ship, H. Weapon, and H. Device) you want to conduct research for, plus the amount of time you'd wish to start, from 8, 16, 24 hours and after each research, you can get a certain amount of hyper knowledge points depending on the research selection. Additionally, with every 20 Govern points your lab director have, the more points you can get from the research. After obtaining enough points, you can use those earned points for either Hyper Ships, Weapons or Devices.

Hyper Development[]

By obtaining and using knowledge points, you can develop new parts for your fleet, and when a part is already developed, you will get a higher tier of the part until you have researched a certain level where no further developments are required. During a upgrade, you can choose one of traits of a part.

Name Trait
H-Destroyer Durability(10), Attack(10), Production Cost(5), Missile EVA(10), Cannon EVA(10)
H-Cruiser Durability(10), Production Cost(5), Missile RES(10), Fighter RES(10), Cannon RES(10)
H-Battleship Durability(10), Attack(10), Production Cost(5), Beam RES(10), Missile RES(10), Cannon RES(10)
H-Mothership Durability(10), Attack(10), Production Cost(5), Fighter RES(10)
H-Destroyer Type B [information goes here]
H-Cruiser Type B Production Cost(5), Beam RES(10), Missile RES(10), Fighter RES(10), Cannon RES(10)
Hyper Battleship Type B Durability(10), Attack(10), Production Cost(5), Cannon EVA(10)
Hyper Mothership Type B Durabulity(10),Cost(5),Beam RES(10),Fighter RES(10)
[ Fig 02 Hyper Research/Development ]
Screenshot 20160826-055626
Screenshot 20160826-055635
Screenshot 20160826-055650
Screenshot 20160826-055722


Additional Hyper-Ship Info:[]

Hyper-Destroyer:[]

H. Destroyers have the craziest evasion levels and can make a super squirrel fleet or completely negate your enemies cannons. Having one squirrel in your defense fleet is very helpful because it forces your opponent to mind their accuracy levels or necessitates the use of explosive fire.

Hyper-Cruiser:[]

H. Cruisers are arguably the best for defense because you can max their resistances with the least possible defense heroes. This maximizes the fleet spots you have for attacker fleets or utility skills such as defense shield and confusion fire. (Post-HCR nerf - this is my comment) - Really only viable for CR masters, not ideal for DPS nearly as much anymore.

Hyper-Battleship:[]

H. Battleships remain the best attacking fleet with the highest atk damage. Their hyper advancement however has given them an initial boost in durability so that they now match cruisers and exceed destroyers in durability. They also gain cannon resistance through upgrades so they have become the best long range attacking fleet. These fleets work best for a pure offense "brute force" method.

Hyper-Mothership:[]

H. Motherships remain the highest durability tanks in the game but have gained a deduction to cannon res. This means they need 220 cannon res to max their protection against cannons- this is difficult with even end game heroes and technology. Hyper mothership fleets seem tailored to play with multiple defense heroes in order to survive to close range. However, pure defense fleets' effectiveness has been neutered since the advent of advanced piercing fire a few months ago and in my opinion still do not work when not paired with an offensive threat.

Hyper-Destroyer Type B:[]

H. Destroyer Type B had some difference to the H. Destroyer, namely durability, beam, missile and fighter evasion are increased at the cost of significantly lower cannon evasion. The mineral cost were higher than gold cost in production. These fleets are significantly important for all 3 evasion with the same challenge that an enemy would face. (Note that mineral cost increases across the H. Ship Type B platform, all information are based on unupgraded/level 1 information.)

Hyper-Cruiser Type B:[]

H. Cruiser Type B is somewhat less efficient on the surface, due to a slight durability increase with a slightly severe attack power penalty and the evasion being reduced to more than half of that of the H. Cruiser at base level. Also, beam resistance is penalized heavily while offering some increase on other resistances. However, you are able to further upgrade the resistance of the ship to gain more survivability against powerful attacks, while Cruiser Master heroes can be paired further with their durability and evasion increase. These are a must-have when picking for an evasive, and tanky in weapon resistance.

Hyper-Battleship Type B:[]

H. Battleship Type B has a significantly higher attack power than the H. Battleship, at a cost of lower durability and resistance while the production cost is also significantly higher. These battleships were basically a direct upgrade to the H. Battleships in terms of attack power and are best paired with cannons, but they require defense since their durability and resistance are low. This calls the need for defensive fleets with skills such as the Protecting Barrier skill.

Hyper-Mothership Type B:[]

H. Mothership Type B has a higher durability, with a slightly buffed missile and cannon evasion and nerfed beam and fighter evasion. Resistance is nerfed on the beam, and fighter side. Although the production cost is extremely high, their loss ratio may beg to differ. Despite the deduction of the beam and fighter res, it most likely have a fighting chance with the durability of the ship itself, although, it almost suffers the same problem as the H. Mothership.

Take note however that all Hyper Ships have 4 device slots, meaning you can add four devices on a fleet which uses a Hyper Ship.

Hyper Devices:[]

Devices each cost 400 expertise to unlock, then 500 for the first upgrade, 600 for the second, and 700 for the third for stealth and provocation. The evasion device upgrades start at 50 expertise and increase by 10% each upgrade, similar to ships. There are three devices:

Stealth:[]

This causes the ship with the stealth device equipped to not be able to be targeted directly while active. The first level of the device cloaks through range 110 (Altair), first upgrade through 105 (Quake), second upgrade through 100 (Piercing Cannon), and finally the third upgrade through 95. Stealthed ships can be hit with splash damage from explosive fire, even though they cannot be targeted directly. If a stealth device is in use on defense, and the attacker and defender have weapons with the same range equipped, the attacker will not fire, then the defender will un-stealth and fire. If a firing turn is skipped as a result of stealth, the turn is simply skipped and the weapon fires the next time it normally would. Attacking fleets of same range weapon as stealthed fleets will fire first when said fleets come out of stealth.

Provocation:[]

This device causes the ship with the provocation device equipped to be targetted with higher likelihood by random skills (RF, CFF). The initial device causes the ship to be targeted 50% more, first upgrade 100% more, second upgrade 150% more, and final upgrade 200% more. What this means is that if (for example, with a max-level device) there are five fleets, two tanks with the device equipped and three DPS without the device equipped, then the device will function as follows. The DPS will remain with their 100% likehood, the two DPS at an additional 200% for a total of 300% likelihood. That means there is a total of 900% to be distributed between the five ships. The DPS are at 100%/900%, so 11% likehood of being hit each, and the tanks are at 300%/900%, so 33% likelihood of being hit each. This means that without provocation devices, you had a 60% chance of taking a hit on a DPS; now, with provocation devices equipped, you have a 33% chance of taking a hit on a DPS.

Evasion:[]

This is pretty self explanatory. The initial eva starts at 30, and maxes out at 70. Each upgrade is for a single weapon and increases the eva for that weapon by 5.

Hyper Weapons:[]

Disruption Beam

Disruption Beam:

Causes confusion to delay the enemies’ attacks. Enemy fleets’ fire timing will be reset upon a successful attack. The enemy fleet's firing charge timer will start charging for attacks all over again. Although the beam’s ATK and ACC is low, it is quite effective to counter a powerful attack except fast-firing beams and fighters.

Dmg

Acc

Range

Rate

Minimum value 200 120 60 10
Maximum value 250 140 80 8
Added value for each upgrade + 10 + 4 + 5 - 1
Permitted upgrade of times 5 5 4 2
Diminution Missile

Diminution Missile:

Weakens enemy fleets' attacks.

Reduces ATK of the target enemy fleet upon a successful attack. Chances of total annihilation of your fleet will be greatly decreased. This missile are best used against fleets equipped with fighters.

Dmg

Acc

Range

Rate

Atk

Debuff

Debuff turn applied

Minimum value 180 140 80 7 20% 6
Maximum value 216 156 80 7 35% 9
Added value for each upgrade + 9 + 4 0 0 + 3% + 1
Permitted upgrade of times 4 4 0 0 5 3
Augment Fighter

Augment Fighter:

This weapon increases fighter’s ATK upon every attack towards enemies.

Although the default ATK is 300, not that high when compared with those of other fighters, the fighter will become more powerful throughout the battle since ATK and ACC will be increased upon every attack, making it arguably the best fighter in the game.

Dmg

Acc

Range

Rate

Atk buff

Acc buff

Minimum value 300 130 30 4 10% 10
Maximum value 300 160 40 4 20% 20
Added value for each upgrade 0 + 10 + 5 0 + 2% + 2
Permitted upgrade of times 0 4 2 0 5 5
Shock-Wave Cannon

Shock-Wave Cannon:

Reduces ACC of the enemy fleet. Chances of damage taken will be decreased.

This weapon is effective when a fleet with high EVA uses it. Enemy fleet with reduced ACC won’t be able to attack your fleet easily if your fleet has high EVA. Also, since it's range is enormously long, at 120 max, it can clear up enemy fleets of any other weapons so long as the weapon has enough firepower to knock them with such being used best when equipped to a battleship. There is also another effect unlisted to the cannon that may not be noticed right on. When the Shock-wave Cannon hits an enemy fleet, the aforementioned accuracy reduction takes effect. However, when the next strike hits the same fleet, the evasion reduction takes effect. Meaning that not only can you disable the accuracy of an enemy attack unit, you can also degrade an evasive unit through successful attacks with the cannon.

Dmg

Acc

Range

Rate

Acc

Debuff

Debuff turn applied

Minimum value 170 110 100 9 30 6
Maximum value 170 135 120 9 70 9
Added value for each upgrade 0 + 5 + 5 0 + 10 + 1
Permitted upgrade of times 0 5 4 0 4 3

Gallery[]

Hyper Destroyer Type B

Information of the Hyper Destroyer Type B, notice that all stats are at un-upgraded, base level.

Hyper Battleship Type B engaging unique ability

A Terra Hyper Battleship Type B fleet activating a unique ability

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