Grid Sage Forums

Grid Sage Forums

  • May 15, 2024, 01:16:37 PM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  

News:

LINKS: Website | Steam | Wiki

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Sherlockkat

Pages: 1 2 3 [4] 5 6
76
General Discussion / Re: Alpha 7/7b Discussions [SPOILER VERSION]
« on: April 06, 2016, 11:11:29 PM »
Yes plz. I will take another +10 to dodge incoming fire. I want to go back down there with my regular hacker build. The build I was running on my last game was fairly crappy. I had nothing but propulsion and enh optical array to carry me through. So, I was pretty much on my last "legs" when I showed up on -2. A hacky build can leverage the machine locations much more effectively.

77
General Discussion / Re: Alpha 7/7b Discussions [SPOILER VERSION]
« on: April 06, 2016, 10:55:27 PM »
This may or may not be a typo. The log message says "...pinpointed LCS-V3...". Should it not be LRC-V3?

78
General Discussion / Re: Alpha 7/7b Discussions [SPOILER VERSION]
« on: April 06, 2016, 10:38:01 PM »
Quote
Ooh, you found them! Good thing they're completely optional since they won't show up unless you did that thing ;)

Haha. The thing reminded me of this from the matrix.

79
General Discussion / Re: Alpha 7/7b Discussions [SPOILER VERSION]
« on: April 06, 2016, 10:25:32 PM »
Quote
I wonder how they'll compare to the new Programmer model which I don't believe anyone has encountered yet--no drones or cloaking, but they're faster and pack a punch.

Just died to the new programmers in research/-2 :). Holy crap, their weapons. I wish I was playing a combat build so that I could get my hands on them. As a speed build, I just had to settle for watching those programmers vaporize (literally!!) haulers and recylcers as I used them as cover. Didn't help though. They kept up with me and pack a lot of hurt. Well played, K.

edit : Seems like there a huge score bonus for making 'it' happen. It might be a nice way for speed builds to prop up their sad scores. Question :Do the combat progs not show up till -2? I was wondering how the game got hard until they showed up.

80
General Discussion / Re: Alpha 7/7b Discussions [SPOILER VERSION]
« on: April 05, 2016, 08:30:51 PM »
Spoiler: score (click to show/hide)

Chalk one more up for hunters :(. This one critted my power supply off slowing me down. Through a wall. The swarmers and programmers finished me off. Was so close to winning...

Is there anything hunters can't do? You run into rooms. They shoot through walls. They hit like a truck, thanks to long ranged weapons with high damage and high crits. They dodge well, coz cloaking. They are accurate over a long ranges, coz lol targeting computers. You can't see them coming via sensors due to their innate cloaking. Run from them. They send their drones after you. Jerks.

On a more serious note, speed/hack runs more or less feel the same except hunters deliver more ouchies and are even more hard to detect. I was very close to winning when the finally decided that they had enough of my bs and put an end to the whole affair.

81
General Discussion / Re: Alpha 7/7b Discussions [SPOILER VERSION]
« on: March 31, 2016, 03:15:13 PM »
@Happylisk: I have mixed feelings about the time requirement. I can see its value as a anti-grind mechanic. But, waiting around for X turns is not fun and discourages some people (i.e me :) ) from using the fabricators in the first place. That's why I suggested that fabricators destroy the matter storage units that we supply for item construction. Fabricating high-tier items en-masse can be discouraged by upping their matter costs to the point you need to carry multiple large matter storage units which are not easily to replace. Replacing and filling those matter containers will take time bringing the food clock back into play.

Simply put, I definitely agree that there needs to be some kind of time investment for fabrication. I just don't think it should be in the form of waiting around.


82
General Discussion / Re: Alpha 7/7b Discussions [SPOILER VERSION]
« on: March 31, 2016, 10:46:59 AM »
I like the instant build idea. Here is a balance suggestion. Retain the matter costs and scale it according to the rarity of items. Let the fabricators build stuff instantly. But, have fabrication not only require matter storage containers, but also consume it. That way, we can't just farm items without sacrificing inventory space. Time also plays a factor here. If we spend time farming matter storage units and filling it up, the food clock naturally kicks in anyway. This way, the cogmind has to be more proactive instead of just waiting around the fab unit getting bored. 

83
General Discussion / Re: Alpha 7/7b Discussions [SPOILER VERSION]
« on: March 28, 2016, 02:52:47 PM »
Speaking of spoilery story stuff...

Does the mainframe in Cetus do anything?  It seems too central a prop piece to be inconsequential.  I blew it up and it didn't seem to do anything perceptible outside of sending a lot of guys at me.

I am not sure. Once, I had 07 with me. But, I wasn't able to hack the door. I had enough fire power to just blow through it. I did that and damaged the machine in the process and 07 said something regarding the mainframe. But, nothing came out of it and I assume it's because I damaged the machine. Another time, I managed to hack it open but didn't have 07 with me. The key might be to have 07 with you AND hack the door. Btw, I saw your playthrough thro extension. You can blow through those prison doors if the hacks fail. Be careful though. They send demolishers after you if your army gets too big. I have had 15+ allies and they weren't too happy with me. You also don't have to engage the behemoths along that narrow 1-tile corridor. It might be worth it go back to the start of the level and take the long corridor heading east. That takes you to the behemoths and you can engage in a wider space along with your allies instead of having to shoot through them in that tight corridor. I also think that it is better to take those behemoths out before free you any of the allies. This is because I like to keep 07 alive in Cetus and you need a considerable force of allies in order to protect 07 from the Cetus guards. Better not to lose them to those behemoths and sentries.

There is a terminal near the mainframe that doesn't seem to do anything besides allowing a manual hack.  That might be a key to something.  Is that active, or the key to something interesting?  ;) [See here]

Hmm. Bring 07 with you into Cetus and listen to him. Also, try not to damage the machinery in that room. It's...useful  ;).

Do the spotters in Recycling do anything?  Cool animation, but I did seem to realize anything beyond that.

I think they spike up the alert level and nothing else. I need to go down there with a speed build and sneak through the place and see if there is any upside to avoiding them.

84
General Discussion / Re: Alpha 7/7b Discussions [SPOILER VERSION]
« on: March 26, 2016, 09:13:36 PM »
Re the bug: Glad to have helped. Happy bug fixing.

And I'm happy to hear you're getting into the story. There's a lot of stuff going on, and much of it will raise questions throughout a lot of the game until you can reach all these new areas (and meet new NPCs) coming to future versions. There is one major NPC added back in Alpha 5 that still no one has reported meeting, but the chance of meeting them is rather low right now, anyway. They're more likely to be met in another location that hasn't been added yet.

Like I said, very much a story nerd. I like to know how things came to be the way they are. Partly why I got into research :).

I haven't read the weekly seed thread yet since I want to play it myself, but I presumed Enno destroyed the conduit because I saw his death location on the leaderboards ;). However, that's not how you make the latter half of the game harder--it just triggers the local guards (who some of you might recognize). Hint: The way you "make the game harder" is in the Data Miner's cave, though...

Ah hah. So, if it's not blowing up the data conduit...There is nothing down there except the terminals. The hack is irrelevant if God Mode is not in the game yet.Aaah...You kill the data miner? Will do that next time and see what happens.

85
General Discussion / Re: Alpha 7/7b Discussions [SPOILER VERSION]
« on: March 26, 2016, 08:47:42 PM »
Re : The bug. If it would help. that tile was initailly covered by # which I blew up with an ion cannon. It might be the case that an exit got generated and the overwritten by something else.

86
General Discussion / Re: Alpha 7/7b Discussions [SPOILER VERSION]
« on: March 26, 2016, 04:55:38 PM »
Hey,Guess where I am :).
Spoiler (click to show/hide)

I am not spoiler tagging anything. Hope it's ok since we are in the spoiler section. Lore spoilers below. Probably too late if you are at this point.

The lore just got super interesting. I am very much a story nerd and I must say that the lore is really cool.
So, is God Mode already in game? The data miner told me to have a word with it. Also, where is this warlord nerd I keep hearing about? is he a physical robot? Is he a AI like MAIN.C? Is section 7 going to be a branch? Do we ascend into section 7 in the end? Is that were Leapord is located?

I think there is something going on in proximity caves. I didn't get the chance to fully explore it. I had to leg it due to the state of my build, as you can see in the image. I must say speed builds are much better if you are into sight seeing, atleast as far as the caves are concerned.

The data miner dialogue when you are about to leave: I think "..so, if you see an opportunity hack...." should be "..so, if you see an opportunity, hack...". It was a bit difficult to parse with out the comma. Also, is that hack the secret behind making the game harder in the second half? Are the derelict looking for a new leader? Why would they think that I can make better use of the god mode than the warlord?

edit: There is a serious bug in the upper caves. The exit tile wouldn't render even though I got a popup with ?? indicating that it is a exit. I wasn't able to use it as a exit. I also found a derelict log which indicated that that was the exit. I died due to that :(. Picture below.
Spoiler (click to show/hide)

87
Competitions / Re: Weekly Seed #32 [Alpha 6] [Seed: Speedy Style]
« on: March 24, 2016, 09:01:33 AM »
I think it would make sense to automatically "open" the casing if the blast doors were opened by any means. Hacking/speed builds don't have to carry weapons then. On the other hand, pure combat builds will have to demonstrate their firepower till the end to exit if they plan to tear down the front walls.

88
General Discussion / Alpha 7/7b Discussions [SPOILER VERSION]
« on: March 23, 2016, 01:59:26 PM »
Note by Kyzrati:

Here's the place for feedback and discussion about the most recent releases, if you want to talk about something that doesn't really warrant a dedicated thread.

This is the open spoiler version, for discussions where you plan to talk about spoilery content and don't want to bother with spoiler tagging. Do not read this thread if you want to avoid spoilers! For non-spoiler discussion, feel free to use the non-spoiler discussion thread here.

Alpha 7 release notes and changelog.

(Plus the little 7b hotfix.)



Sorry for the confusion; back to the actual thread...


Ok. Revised opinion on alpha 7b:

Alien artifact : I went in with sensors and found the alien artifact, thanks for the hint. I was looking for things hiding in the walls, similar to the derelict army in wastes. Free slot evolution is always welcome. I assume, in the end, you get only one slot evolution instead of two when you ascend into access/-1. Ok. Back to alien artifacts. Are they all core expanders? Will we find any in the main complex?

Derelict logs: These are super useful. I found quite a few in my recent run. They revealed all the machine locations, a branch exit, security status and trap locations. It seems like derelict logs are consumable random hacks. I think it is a nice way to teach players the value of certain hacks that they will almost never attempt. For instance, inventory(components) is not worth burning a hacking attempt around late mid-game. But, if you can get it for free from a derelict log...

Derelict terminals: They seem to open doors. That's all I got. I did find a new item behind one of those doors. Tactical Co-ordination Suite.

Caves outposts: I had been relatively unlucky here. I saw a outpost with a reinforced blue wall thingy. But, I was running a speed build and the game crashed (alpha 7) and I died in my next attempt trying to get in there. I haven't been able to find that outpost again. I am guessing there is just loot/friends behind those walls? I found other outposts with a terminal with a bunch of grunts and swarmers guarding them. The terminal records were interesting. I suppose this is how we learn about recycling codes and such? I don't think those outposts are worth taking on if they don't give us any other advantage.

Caves difficulty : Caves does feel a bit like mines. So, not exactly easy mode all the time. The achilles heel for a combat cogmind seems to be propulsion. I don't usually carry a lot of backup propulsion. So, if you run out of those and if your salvage is going to self-destruct...that could be a problem. On other hand, the reason I got so much trouble was I just wouldn't leave until I had explored the entire place. I was always able to find the exit with ease. I am going to wait until alpha 8 before I form an opinion on this. It's really hard to judge as it is. I still love the self-destructing loot idea :).

Caves is also more tactically challenging. I am starting to feel that explosives are a must if you are going down there.

Other stuff:
Hunters are back to being scary. I think I am going to start running purely thermal/em builds from now on. Fighting against hunters with kinetics is just hopeless and I have lost a lot of good runs to them.

There is a weird bug(?) in the score sheet. It adds a extra zero after the last entry in Turns passed section. Right above prototype ids.

Extension: Is there a critical mass of allies to which the AI just responds by going nuts? My first alpha 7 run ended when I freed all the allies in the extension branch and the AI just sent demolishers and marksmen after me. My alert level wasn't that high and that kind of response was surprising. There is just no good way to protect your allies against demolishers and I just lost all of them. Poor 07.

89
General Discussion / Re: Alpha 7 Feedback/Discussion
« on: March 23, 2016, 09:07:49 AM »
Snooping around the caves again!!
The game crashed when I was hacking terminal records. Attached the crash log.

90
General Discussion / Re: Alpha 7 Feedback/Discussion
« on: March 22, 2016, 10:58:15 PM »
Ok. First impressions.

I like the changes to recycling units. I definitely found them more useful during my first alpha 7 run.
I also dived into lower caves on -7. Initial thoughts below:
Spoiler (click to show/hide)
Looking forward to find new items though..

91
General Discussion / Re: Alpha 6 Discussion
« on: March 18, 2016, 08:59:10 PM »
I must have been very lucky :o. I didn't know I had the most powerful launcher in the game. It was just an unidentified prototype. I whipped it out after I had entombed myself trying to do some renovation work on access. In my defense, my original game plan was to actually reach the back-exit and rely on the fact that I was very, very powerful hacker (look at my peak state) to carry me through.

92
General Discussion / Re: Alpha 6 Discussion
« on: March 18, 2016, 06:01:27 PM »
Hmm. Theory question.


93
Competitions / Re: Challenges
« on: March 13, 2016, 09:42:42 PM »
"If" being the operative keyword :) The problem with stealth builds in general is they are a few unlucky shots away from disaster due to low inventory. This is magnified with this crazy build. I carry a spare power supply just in case. But if I lose my scanner/interpreter, I'm SOL.

Interesting. I can see that it is absolutely necessary that you have a backup power source. I think if the fabrication mechanics are improved, they can be a good support tool for builds like these. All you need to do is dedicate one of your inventory slots to a matter storage unit. Pretty low price to pay for the flexibility that comes with it.

Obtaining a new scanner/intrepreter is surprisingly difficult. Watchers have high core integrity, they're hard to hit, fly away rapidly, call reinforcements, send distress signals, leave the wrong item on death or destroy it before they die...I hate those assholes!

Congrats for your first win BTW!
:) Watchers ARE little sh*ts. I have never been able to get them to drop what I want either. But yes. A good sensor setup is hard to get going with speed builds. I have similar problems with heat dissipation. Can never find good heat sinks.

94
Competitions / Re: Challenges
« on: March 13, 2016, 09:05:54 PM »
That is a really clever build, decker!!

I assume the philosophy behind it is that you tank damage using the spare propulsion while remaining speedy converting pretty much a fairly common item type into armor. During my recent flirtation with speed runs, one thing I noticed is that such builds require a really small core of items to get started. A couple of flight units and a decent sensor/hacking setup will take you a long way. If you can protect that core set of items indefinitely with those spare propulsion slots, that's a whole different game right there..

In theory, if you can get your hands on a good sensor setup (lrn sensors with signal interpreters is quite good), this could serve as a blueprint for a really simple build/plan which requires fairly high skill to execute. Pretty cool!! Gonna try it next time I play.

95
General Discussion / Re: Alpha 6 Discussion
« on: March 12, 2016, 03:20:43 PM »
I like the description "enthusiastic harem." I can't imagine they'd believe you called them that :P

Haha. They were very persistent. I would lose them for a couple of turns and then they will be on me again. I don't think I managed to lose them until the end where they got killed by falling debris when I was blowing through the walls to reach the exit. The end to that game reminded me of an episode from Doctor Who. There is this episode where the Doctor is pursued by this really slow and evil contraption and runs into a wall of pure diamond blocking him from the exit. He then..urm...punches through the wall over..erm.. a period of 4 billion years. It's complicated. I had a easier time with my point singularity launcher. But, that reference immediately sprang to my mind with those slow hunters on my tail and me stuck in a corner with no place to go.

Congratulations Sherlockkat.  Well done!

Thank you. Gratz on getting into recycling :). Hope you have better luck finding its secrets than I  did.

96
General Discussion / Re: Alpha 6 Discussion
« on: March 11, 2016, 05:24:30 PM »
Guess who ascended :). A speed win, of course. It was only a matter of time though. I had been getting to access almost every other game. Just had to get a little bit lucky.

Access was tricky. I hacked the exit location, but I am pretty sure I would have died if I had just made a beeline to it. The most direct route was guarded by a small army. There was a lot of shooting through walls and bolting through single tile corridors in order to lose my enthusiastic harem of programmers and hunters.

Spoiler (click to show/hide)

This was an interesting/weird run. I had a lot of hacking gear but was actually quite unlucky with my hacks. I also had no good sensing equipment and was running blind almost all the time. I think a good deal of my success was due to equipping defensive gear like reaction control systems, maneuvering thrusters, cloaking devices, focal shields, em shields, propulsion shielding and light armors. This worked well in conjunction with my speed. There were plenty of situations where I had no options and just had to dive through enemies and I would have fared poorly without all that defense.

Score sheet:
Spoiler (click to show/hide)


97
Competitions / Re: Weekly Seed #30 [Alpha 6] [Seed: Curious Lifeforms]
« on: March 03, 2016, 03:54:13 PM »
@Shobalk :
Spoiler (click to show/hide)

98
General Discussion / Re: Alpha 6 Discussion
« on: February 26, 2016, 03:00:20 PM »
Spoiler (click to show/hide)

99
General Discussion / Re: Alpha 6 Discussion
« on: February 26, 2016, 12:02:17 PM »
So, Extension/Hub_04(d)..
Spoiler (click to show/hide)

p.s: My log says I spent 1034 turns in armory. Bug?

100
General Discussion / Re: How much of an end game is currently in place?
« on: February 17, 2016, 10:23:47 PM »
Man. I should clean that list up a little bit. It is mostly good. Will get to it tomorrow.

Pages: 1 2 3 [4] 5 6