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 81 
 on: April 07, 2024, 05:20:33 PM 
Started by R-26 Lightspeed - Last post by Kyzrati
Okay, now I see what you mean. It would've been really helpful if you mentioned the Reaction Control System in your original post, since that changes everything and I wasn't thinking about that at all, was just looking at overloaded propulsion in isolation. (You mentioned momentum, but I considered that as a part of movement, but here we're talking specifically about in combination with another utility.)

Clicking the CYCLE button doesn't overload propulsion, only swaps it between active/inactive.
At least i don't think so? I'm certain i tried several times in my last run to toggle overloading like this, and it didn't do anything?
The reason i checked was because i thought it did overload, so either i missed it during that run, or it was accidentally removed.
Edit: I double-checked a recording, and clicking CYCLE turned my flight units from all active to all inactive. They briefly go yellow, but that's it.
Oh right, I'd forgotten that it doesn't behave like siege mode with treads, which does get cycled to (non-flight player here :P). In the case of overloadable prop it instead cycles past that state automatically, probably a decision made because you're more likely to want to siege anything you can when you can, the entire reason to be toggling treads at all, whereas there are multiple different scenarios in which you want to toggle propulsion, and it's not always to overload.

Correct me if i'm wrong, but doesn't the auto-threads feature already detect attack intent?
Right, but I was making that statement under the working assumption that you get no benefit from toggling while adjacent to an enemy to make an immediate melee attack with suddenly overloaded prop, in which case there would be no way to know your intent is to an attack simply be moving into a cell with no enemy.

So back to the original point... considering this discovery, attacking while overloaded should also burn out your propulsion (perhaps even at a higher chance?), and under such circumstances, having a permanent option to enable that would not be desirable, since then it could damage your prop due to attacks, and you may not always want that in every encounter.

 82 
 on: April 07, 2024, 01:32:15 PM 
Started by Jiyva - Last post by Baxter
I play without music 95% of the time.

However, when I'm in the mood for it, I find this to be a good fit (if you approach the game as industrial horror, or something like that):


 83 
 on: April 07, 2024, 10:07:33 AM 
Started by R-26 Lightspeed - Last post by R-26 Lightspeed
This doesn't actually help you, because overloading propulsion only increases your speed while moving not attacking, in other words, during the run through cells towards an enemy, for example, not while you're already adjacent to the enemy you want to attack. When you attack you just make an attack with whatever speed and momentum you already have at that point.
If i have 1 momentum and 20 speed, and i overload flight units to reach a faster speed of 8, then my melee bonus goes higher, even without moving, as shown by both Cogmind's stats and my weapons'.

Quote from: Kyzrati
An automatic toggle isn't really feasible, since it's not known when your intent is to attack.
Correct me if i'm wrong, but doesn't the auto-threads feature already detect attack intent?

Quote from: Kyzrati
Also remember to use the CYCLE button (or hotkey) to quickly overload all your propulsion at once if and when you are going to approach a target.
Clicking the CYCLE button doesn't overload propulsion, only swaps it between active/inactive.
At least i don't think so? I'm certain i tried several times in my last run to toggle overloading like this, and it didn't do anything?
The reason i checked was because i thought it did overload, so either i missed it during that run, or it was accidentally removed.
Edit: I double-checked a recording, and clicking CYCLE turned my flight units from all active to all inactive. They briefly go yellow, but that's it.

Quote from: Kyzrati
But don't expect that staying in an "overloaded" state means anything after you've already engaged and aren't actually moving anymore (this is also why your momentum drops as soon as you do anything over than move).
Given what you're saying, it sort of feels like i'm going to cause a nerf to flight/hover melee, but Reaction Control Systems give 1 momentum even if you aren't moving. And those are the best way to dodge stuff while flying/hovering.
I don't know about other players, but they're usually my first option for additional evasion, meaning i'll usually have one while fighting on flight melee.

Cog-Minder also agrees with me about the benefits of overloading propulsion. The attached screenshot is for fighting one of the most powerful bots with melee weapons while stationary with a Reaction Control System, and the only difference between the two is speed.

 84 
 on: April 07, 2024, 07:55:39 AM 
Started by R-26 Lightspeed - Last post by Kyzrati
This doesn't actually help you, because overloading propulsion only increases your speed while moving not attacking, in other words, during the run through cells towards an enemy, for example, not while you're already adjacent to the enemy you want to attack. When you attack you just make an attack with whatever speed and momentum you already have at that point. An automatic toggle isn't really feasible, since it's not known when your intent is to attack. Also remember to use the CYCLE button (or hotkey) to quickly overload all your propulsion at once if and when you are going to approach a target. But don't expect that staying in an "overloaded" state means anything after you've already engaged and aren't actually moving anymore (this is also why your momentum drops as soon as you do anything over than move).

 85 
 on: April 07, 2024, 07:46:37 AM 
Started by R-26 Lightspeed - Last post by Kyzrati
No this is normal behavior, you've always been able to take even turn-based inventory/part actions while the info window is open. You can drop parts and whatnot, you just might not be able to do most of them very easily (or at all) via the mouse, but the keyboard is technically capable of them, just not normally something you'd ever want or need to do.

Maybe theoretically there's something that could go wrong as a result, but the possibility won't be removed unless it actually causes an issue, which it hasn't so far. (If something destroys the item in the process the window just disappears, it works in this sort of instance.)

 86 
 on: April 07, 2024, 02:35:18 AM 
Started by R-26 Lightspeed - Last post by R-26 Lightspeed
There's an option to automatically switch to threads when firing ranged weapons then switch back automatically to previously used propulsion when moving.
My suggestion is something similar for melee weaponry :
If you have any momentum and are attacking with a melee volley, automatically overload all possible propulsion units when attacking, then stop overloading the propulsion units that overloaded because of this immediately at the start of the player's next "turn".

-Melee damage gets a boost from momentum and also speed when you do have momentum, and overloading makes you go faster (in the vast majority of cases, at least), meaning you deal more damage.
-There's no drawback from attacking with overloaded propulsion units, since all negatives come from movement.
-It is quite tedious to overload all propulsion units one by one every time you want to attack, then stop overloading them to move, then overload them again.

 87 
 on: April 07, 2024, 02:19:48 AM 
Started by R-26 Lightspeed - Last post by R-26 Lightspeed
Non-modal UI.
I accidentally both left-clicked and right-clicked an item in my inventory at (almost?) the same time, which caused the part description window to appear, and i was also holding the item in my mouse cursor, which could then used like normal, without removing the part description window. (Dropping it on the ground, swapping it with equipped parts...)

The bug is that i could move an inventory part around with the mouse while its description window was active, which is normally impossible. This also means it's possible to take time-based actions with a part window active, which i don't think is also normally possible?

(I wonder if there are more bugs that can result from this, like by dropping an item that then gets damaged/destroyed by for instance explosives, all while its description window is still open?)

 88 
 on: April 06, 2024, 08:05:02 PM 
Started by Jiyva - Last post by Kyzrati
Yep, can't be guaranteed that a log is going to be good or useful at all! Remember, as with pretty much everything in the world of Cogmind, the logs are not for you.

 89 
 on: April 06, 2024, 08:02:34 PM 
Started by Jiyva - Last post by Jiyva
I am already at level 6.... what use is this derelict log? Not to mention the risk I took to get it.....

 90 
 on: April 06, 2024, 06:21:52 AM 
Started by Kyzrati - Last post by Kyzrati
Hi matthewgdv! Thanks for the input. These points are known and noted, though an update to the system is not currently planned. Although there are theoretically technical solutions for everything, they involve a massive amount of work, and even if the system were to be updated, an external solution will always be superior to whatever would be implemented in Cogmind (due to limitations). Even the experimental solution we have now took like two full weeks to implement within the constraints of what I'm using, and it barely scratches the surface of what is needed and/or should exist in an ideal world xD

(More specifically to one of your points, the mouse commands don't always match up one-for-one in Cogmind, so exposing them in the configuration would not work.)

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