I'm still relatively new compared to some people in this game, (~55 hours, max wave ~1155), but with that I have noticed a couple things though play that either the community or the devs are going to have to address in a major way. This is, the idea that the Rocket Launcher and (mostly) Particle Ball, aren't cost elective and its better to just use the Pulse Pistol, Flak Cannon and Spread Rifle. To use only 3 attacking weapons in a game where there are already only 5 to begin with is a pretty big step, so let me explain myself. If I were to say the one true unique thing about this game that sets it apart from other incremental games is how you only have 5 weapons to work with (not counting the click pistol). The next unique thing about this game is how it makes you think more deeply about leveling up these weapons more than just "highest level is better." This is because attack speed means something. Instead of having a single foe that you wale on for a bit until it dies, you have multiple enemies on the screen with individual health for each one, with varying amounts of health for each type. This is very clever because it makes you think about how all of the individual weapons work instead of just which one have more dps. But it seems to fall apart at the rocket launcher and, most of all, particle ball. So why doesn't the rocket launcher or particle ball work in my eyes? Simple, they don't attack fast enough, and they are too expensive. Hear me out. Both of these weapons, even when at their highest speeds possible, cannot fill their attacking progress bars with "instant attacking." This is the most detrimental because early in a timeline where no matter what you do, you are instantly killing enemies and attack speed is the name of the game. And as you continue to time warp, the time that you are instantly killing enemies increases, thus making the time the rocket launcher and particle ball is useless far longer and longer. Since these two weapons are the last two weapons in the list, they are naturally more expensive. Wouldn't it be nice to be able to take the large about of money you would have spent in these two weapons and put it into something much more effective? Not only that, with time cubes instead of having to upgrade 5 artifacts that increase dps, ignore the last two and just put it into the other three or somewhere else entirely. But what makes the pulse pistol, flak cannon, and spread rifle so much more effective? In the case of not being redundant ill recap what iv said, but in opposite. They are cheaper, can attack instantly, you can take the money and time cubes from not using the rocket launcher and particle ball and put it somewhere else more effective, and so on. There are a couple thing that make them stand out more so than usual though. the flak cannon and spread rifle can both get artifacts that both allow them to never miss. Which basically means that if an enemy is killed before the weapon can fire, it will redirect its shot to another enemy (if I understand correctly). This has huge ramifications when combined with the fact that they can both get into this "instant firing" phase. This also compounds when they are in spec ops training and they can get the extra projectiles upgrade, combined with never missing and instant firing it gets pretty insane. The pulse pistol is unique because there actually isn't an artifact in the left side of the damage tree that gives it a special bonus. Instead its special bonus is being the cheapest weapon and the first one that will get into spec ops training and get that colossal dps boost, as well as also being able to instantly fire. Late game this will help take down walls. A few flaws I feel I found: 1) I realize that the three top weapons wont always have the instant firing mode, but their fire speed increases so quickly that its not a huge problem. 2) I also feel like the particle ball was made for taking down walls, specifically bosses, and getting that remove from my play could be bad. But one purpose for one weapon doesn't seem like enough insensitive to use it, compared to the huge potential of the top three. 3) A biggie, the rocket launcher might actually be viable for late game, and I should just not use it until I start to slow down. Something I plan to test heavily. This could work, but using the top three has given me great results before, and I cant argue with those results either. Its a tough balance. 4) The drop the dps you get in not using the bottom two weapons will lower your click damage. This could be fixed by keeping the rocket launcher and particle ball trailing behind the top three just enough that they aren't really digging into your money supply, but also enough that they impact your click damage, with the added benefit of slightly higher kills per second (kps because dps is less important in this game). Also, the potential time cubes you could have saved could go into the click tree on the artifact screen. In the end this is just the insane ramblings of someone who really likes the direction the game has taken. If i'm right, then we as a community need to work to figure out how to work around this or the devs need to fix it. If i'm wrong, though, then please tell me because this is a huge problem with a large mechanic of the game and being right about it might not be the best -.- Either way, good luck out there!