Cogmind - Alpha 3b
Name: Adraius
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Performance
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Evolutions (9) 4500
Robots Destroyed (333) 1665
Value Destroyed (13894) 13894
Prototype IDs (15) 300
Alien Tech Identified (0) 0
Bonus (2000) 2000
TOTAL SCORE: 22359
Cogmind
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Core Integrity 1038/1600
Matter 300/300
Energy 1040/1040
System Corruption 0%
Temperature Cool (0)
Location Surface
Parts
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Power (4)
Quantum Reactor
Quantum Reactor
Particle Reactor
Improved Quantum Reactor
Propulsion (2)
Improved Heavy Treads
Utility (14)
Advanced Cooling System
Large Storage Unit
Layered Heavy Armor Plating
Large Storage Unit
Advanced Cooling System
Advanced Force Field
Advanced Heat Sink
Advanced Targeting Computer
Large Storage Unit
Advanced Targeting Computer
High-capacity Storage Unit
Advanced Targeting Computer
Advanced Target Analyzer
Weapon (5)
Multirail
Multirail
HERF Cannon
Enhanced Quantum Rifle
Compact HERF Cannon
Inventory
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Quantum Reactor
Quantum Reactor
Improved Quantum Reactor
Improved Heavy Treads
Improved Heavy Treads
Gamma Rifle
Gamma Rifle
Enhanced Nova Cannon
Railgun
Multirail
Ragnarok Missile Launcher
Guided Micro-nuke Launcher
Advanced Heat Sink
Advanced Heat Sink
Advanced Cooling System
Layered Heavy Armor Plating
Reactive Heavy Armor
Reflective Heavy Armor
Advanced Hacking Suite
System Restoration Module
System Restoration Module
Multirail
Multirail
Peak State
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Power
Improved Quantum Reactor
Particle Reactor
Quantum Reactor
Quantum Reactor
Propulsion
Improved Heavy Treads
Utility
Advanced Target Analyzer
Advanced Targeting Computer
High-capacity Storage Unit
Advanced Targeting Computer
Large Storage Unit
Advanced Targeting Computer
Advanced Heat Sink
Advanced Force Field
Advanced Cooling System
Large Storage Unit
Layered Heavy Armor Plating
Large Storage Unit
Advanced Cooling System
Weapon
Compact HERF Cannon
Enhanced Quantum Rifle
HERF Cannon
Multirail
Multirail
[Rating: 156]
Favorites
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Power Improved Ion Engine
Engine Improved Ion Engine
Power Core Micro Fission Core
Reactor Light Particle Reactor
Propulsion Light Treads
Treads Light Treads
Hover Unit Improved Anti-Grav System
Utility Large Storage Unit
Device Advanced Heat Sink
Storage Large Storage Unit
Processor Advanced Targeting Computer
Hackware Hacking Suite
Protection Layered Light Armor Plating
Weapon Railgun
Energy Gun Gamma Rifle
Energy Cannon Heavy Ion Cannon
Ballistic Gun Railgun
Ballistic Cannon Fusion Cannon
Launcher Grenade Launcher
Stats
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Classes Destroyed 16
Worker 25
Builder 21
Tunneler 3
Hauler 28
Recycler 30
Operator 1
Watcher 6
Swarmer 34
Grunt 91
Brawler 5
Duelist 5
Protector 1
Sentry 30
Hunter 27
Programmer 24
Behemoth 2
NPCs Destroyed 0
Best Kill Streak 11
Combat Bots Only 8
Matter Collected 10206
Salvage Created 19780
Parts Attached 470
Power 60
Propulsion 34
Utility 228
Weapon 148
Parts Lost 124
Power 11
Propulsion 5
Utility 51
Weapon 57
Average Slot Usage (%) 90
Naked Turns 99
Spaces Moved 6582
Fastest Speed (%) 200
Slowest Speed (%) 5
Overloaded Moves 0
Propulsion Burnouts 0
Targets Rammed 4
Cave-ins Triggered 0
Teleports 0
Heaviest Build 196
Greatest Overweight (x) 65
Average Overweight (x) 2
Largest Inventory 32
Most Items Carried 32
Core Damage Taken 2817
Volleys Fired 700
Largest 5
Hottest 412
Shots Fired 2392
Gun 1675
Cannon 682
Launcher 35
Special 0
Kinetic 1045
Thermal 829
Explosive 25
Electromagnetic 493
Overload Shots 0
Energy Bleed 0
Heat Surge 0
Short Circuit 0
Meltdown 0
Melee Attacks 0
Impact 0
Slashing 0
Piercing 0
Damage Inflicted 42337
Projectiles 39351
Explosions 2973
Melee 0
Ramming 13
Highest Temperature 342
Average Temperature 72
Shutdowns 0
Energy Bleed 1
Interference 3
Matter Decay 0
Short Circuit 1
Damage (minor) 0
Damage (major) 0
Damage (core) 0
Highest Corruption 30
Message Errors 70
Parts Rejected 14
Data loss (map) 69
Data loss (database) 41
Misfires 12
Misdirections 24
Targeting Errors 72
Weapon Failures 19
Haulers Intercepted 28
Robots Corrupted 12
Robots Melted 29
Tactical Retreats 27
Communications Jammed 0
Parts Field Recycled 0
Retrieved Matter 0
Parts Merge Repaired 0
Drone Launches 10
Drone Recoveries 0
Derelicts Assembled 0
Traps Triggered 0
Indirectly 0
Trap Hack Attempts 0
Triggered 0
Disarmed 0
Reprogrammed 0
Reused 0
Machine Familiarity 30
Terminals 22
Fabricators 0
Repair Stations 4
Recycling Units 2
Scanalyzers 2
Machines Hacked 30
Terminals 22
Fabricators 0
Repair Stations 4
Recycling Units 2
Scanalyzers 2
Total Hacks 109
Successful 37
Failed 72
Catastrophic 33
Database Lockouts 0
Manual 28
Terminals 79
Fabricators 0
Repair Stations 16
Recycling Units 7
Scanalyzers 7
Terminal Hacks 20
Record 0
Part Schematic 0
Robot Schematic 0
Robot Analysis 0
Prototype ID Bank 0
Open Door 1
Level Access Points 1
Branch Access Points 0
Emergency Access Points 2
Machine Index 0
Terminal Index 0
Fabricator Index 0
Repair Station Index 0
Recycling Unit Index 0
Scanalyzer Index 0
Alert Level 1
Unreport Threat 10
Locate Traps 0
Disarm Traps 0
Reprogram Trap 0
Dispatch Records 1
Maintenance Status 0
Security Status 0
Surveillance Status 0
Patrol Status 0
Transport Status 0
Investigation Status 0
Extermination Status 0
Reinforcement Status 0
Assault Status 0
Recall Investigation 0
Recall Extermination 0
Recall Reinforcements 0
Recall Assault 0
Hauler Manifests 0
Registered Components 0
Registered Prototypes 0
Zone Layout 2
Sector Layout 0
Machine Controls 2
Hacking Detections 38
Full Trace Events 13
Feedback Events 2
Feedback Corruption 2
Feedback Part Disabled 0
Feedback Blocked 0
Robot Schematics Acquired 0
Robots Built 0
Robot Fabrication Matter 0
Robot Fabrication Time 0
Part Schematics Acquired 1
Parts Built 0
Part Fabrication Matter 0
Part Fabrication Time 0
Parts Repaired 5
Part Repair Time 150
Parts Recycled 0
Recycled Matter 0
Retrieved Matter 0
Parts Scanalyzed 2
Part Schematics Acquired 1
Parts Damaged 0
Robot Analysis Total 0
Robots Rewired 1
Robots Hacked 0
Non-combat 0
Combat 0
Parse 0
Link 0
Rebooted 0
Overloaded 0
Assimilated 0
Manual 0
Secondary 0
Robot Hack Failures 0
Allies Hacked 0
Hacks Repelled 0
Total Allies 22
Largest Group 4
Highest-Rated Group 44
Highest-Rated Ally 44
Total Orders 16
STAY 0
GOTO 4
ROAM 0
FOLLOW 0
GUARD 0
AID 0
BUILD 0
TUNNEL 0
DROP 0
PICKUP 0
COLLECT 0
EXPLORE 12
RETURN 0
Terraforming Orders 0
Walls Built 0
Walls Tunneled 0
Ally Attacks 9
Total Damage 297
Kills 1
Allies Corrupted 1
Allies Melted 0
Peak Influence 1032
Average Influence 265
Maximum Alert Level 3
Low Security (%) 54
Level 1 25
Level 2 10
Level 3 9
Level 4 0
Level 5 0
Squads Dispatched 47
Investigation 11
Extermination 16
Reinforcement 15
Assault 5
Exploration Rate (%) 23
Regions Visited 12
Turns Passed 17920
Depth 11 92
Depth 10 1053
Depth 9 1501
Depth 8 1203
Depth 7 1532
Depth 6 1134
Depth 5 1705
Depth 4 1338
Depth 3 798
Depth 2 3498
Depth 1 4066
Scrapyard 92
Materials 2368
Factory 5709
Research 4296
Access 4066
Storage 1389
Prototype IDs
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Improved Quantum Reactor
Advanced Beam Rifle
Improved Heavy Laser
Improved EM Shotgun
Advanced Beam Cannon
Improved Assault Rifle
Enhanced Coil Gun
Helical Railgun
Mini Assault Cannon
Precision Rocket Launcher
Ragnarok Missile Launcher
Guided Micro-nuke Launcher
Improved Matter Compressor
Beam Splitter
Experimental Core Analyzer
Advanced Particle Charger
Alien Tech Recovered
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None
Game
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Seed: 1441148486
^Manual?: 0
Play Time: 422 min
Sessions: 12
Mod: N/A
Game No.: 34
ASCII: 0
Keyboard: 1
Font: 16/Dina
Map View: 90x50
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EDIT2: an oddity I noticed - I definitely destroyed *at least* three Behemoths this run, and I'm 90% I killed five. Odd that it says I only killed two...My guess is you took them out via system corruption (?). Those kills aren't currently attributed to you, they just appear as part of the "Robots Corrupted" tally. Bringing robots down through other indirect means, such as traps or collateral damage from machine explosions, is also not added to your total.
Oh my, the weapons on sublevel 1!
Haha, awesome box shot :PChromehounds was a great game with not enough polish. I dream of someday seeing a high-budget game bring 'realistic' modular combat robots into the limelight, but for now I can play Cogmind and pretend. =)
And WOW you ran the entire game with only the original 2 propulsion slots. That's really brave since it means you've essentially forced yourself into being slow and heavy the whole time.I've always ran my combat builds this way - unless you're aiming for a hybrid build from the start, I guess I don't see much point in the flexibility. The only time I'd transition away from being a brawler is when forced to, and I'd rather make that point harder to reach by investing more in utility slots than building flexible with propulsion. More than one tread doesn't really get you much in my - admittedly limited - experimentation; it makes it practical to seek cover when caught out in the open from a bit farther away, but the difference in distance covered isn't very significant, and you're still far slower than pretty much anything that matters. If you want more redundancy, that's what Storage Units are for.
The weapons are pretty deadly once you get that high, and those aren't even the best in the game0.o
My guess is you took them out via system corruption (?). Those kills aren't currently attributed to you, they just appear as part of the "Robots Corrupted" tally.Huh, must have been. I do remember some of them falling apart rather suddenly/before their core got overly low. I bet that's why I kept getting huge piles of virtually pristine gear from them, too! Every time I looted one of them, I felt like an Ice Age human who'd just killed a woolly mammoth and would be feeding off the kill for months!
MWO isn't a bad alternative.Haha, awesome box shot :PChromehounds was a great game with not enough polish. I dream of someday seeing a high-budget game bring 'realistic' modular combat robots into the limelight, but for now I can play Cogmind and pretend. =)
I will say the boost to durability was a massive boost to the 'all treads, all the time' option, though. Before, I would be forced to use legs or other methods of propulsion intermittently, which took away the unique benefit of committing oneself to this sort of build. The straight doubling of their durability was significantly more than expected, but boy am I grateful!It was more than originally planned, too :P.
Alien tech is not yet available, but it will be ;)The weapons are pretty deadly once you get that high, and those aren't even the best in the game0.o
And I thought I was on the top of the pile with my [9*] Enh. Nova Cannon and [10] Multirail! Would the 'Alien Tech Identified' score category have anything to do with this? =P
I bet that's why I kept getting huge piles of virtually pristine gear from them, too! Every time I looted one of them, I felt like an Ice Age human who'd just killed a wholly mammoth and would be feeding off the kill for months!Haha, exactly. That's what jimmijamjams did once when he reached -1. Corrupting robots is a great way to take their gear; corrupting Behemoths is a great way to treat yourself to a one-stop shopping spree. I started trying that on my last full run when I had the chance. Good tactic, and probably even better now.
And WOW you ran the entire game with only the original 2 propulsion slots. That's really brave since it means you've essentially forced yourself into being slow and heavy the whole time.
What a win! It gives me hope that I'll win a combat cogmind in the not too distant future.
I wonder if Behemoth looting via EMP on -1 is the way go for a combat build (at least for now until even more badass weapons are added to the game via the branches).
What a win! It gives me hope that I'll win a combat cogmind in the not too distant future.
I wonder if Behemoth looting via EMP on -1 is the way go for a combat build (at least for now until even more badass weapons are added to the game via the branches).
I think if you can even kill a behemoth you might be set already. Haven't tried myself.It was somewhere in Research IIRC, not Access (a.k.a. sublevel 1, the name is on the high score list so I figure I can say it), but I one-shot a Behemoth! =D I think I may have crit it's core with a bunch of cannons amp'd up with Target Analyzers. I used to think those utilities weren't worth using over other options - this run really changed my mind. Equipping them in support of Targeting Computers they work wonders, as long as you equip weapons that can take advantage of them.
Nicely done ;DOh yes, definitely. I'm pressed for every utility slot I get get until around sublevel 4 or so. It's amazing how little use guns are without the right utilities to make them work; I was playing tired for part of the run, and because I was very low on power generation, sometimes I'd turn off ALL my combat utilities to regen power - when I forgot to turn them on again before the next battle, it was immediately apparent simply from the volley's poor performance that something was very off.And WOW you ran the entire game with only the original 2 propulsion slots. That's really brave since it means you've essentially forced yourself into being slow and heavy the whole time.
Bit of theory-crafting: if you're going the route of combat and heavy propulsion (treads), then you can skimp on extra propulsion slots to unlock more utilities and other slots. This I think is one of the most attractive aspects of running a combat build. With flight or hover, you want at least three propulsion slots, and often more.
If you recall, I used to be playing Cogmind on an older laptop - I actually got a new one just a couple weeks ago (with numpad!), so I was able to try Mechwarrior Online out! Unfortunately, I found the mechs to be really ungainly and frustrating to control - a first for me, normally I dislike all the mech games that having them flying around like they weigh nothing at all. Perhaps I need more time to get the control scheme down, but in any case, the level of customization I'm after is significantly more than what even MWO provides. The Early Access game M.A.V. (http://store.steampowered.com/app/280440/) is basically a bit-for-bit indie Chromehounds, and I'm hoping it will someday be solid enough for me to jump into.MWO isn't a bad alternative.Haha, awesome box shot :PChromehounds was a great game with not enough polish. I dream of someday seeing a high-budget game bring 'realistic' modular combat robots into the limelight, but for now I can play Cogmind and pretend. =)
Honestly, I was expecting an increase of only 20-40% - again, not that I'm complaining. However, I was basing my expectations on my experience (and troubles) running a flying, stealthy Cogmind, where finding more flight units was a near-constant issue. (I suspect part of the issue was me just not having the right playstyle/strategy for stealth) With treads being the their 'equivalent' on the far end of the spectrum, I found it reasonable enough they should be hard to constantly acquire and maintain. But I'm perfectly happy with this duality where the slow, brawl-y treads can take an incredible pounding and keep on ticking. =P It should be whatever fits your vision of the game.I will say the boost to durability was a massive boost to the 'all treads, all the time' option, though. Before, I would be forced to use legs or other methods of propulsion intermittently, which took away the unique benefit of committing oneself to this sort of build. The straight doubling of their durability was significantly more than expected, but boy am I grateful!It was more than originally planned, too :P.
I was thinking +25%, then when it came time to implement I decided to go all out with it on the premise that if you're going to commit to being slow and fighting everything, you really can't be worrying too much about propulsion in the meantime, not to mention you have a 100% chance of triggering traps (though you're slow enough that you'll often see them first)--how did traps figure into your run?
I think with a lot of power sources and the right utilities you might even be able to make yourself deadly (and nearly invulnerable) even without relying on much armor.I was thinking the same thoughts after killing a bunch of Hunters and getting my hands on their Imp Cloaking Devices in Research, but obviously I didn't have the power to run those at the time. As you might have been able to tell, I usually skimp on power slots as well as propulsion in my ruthless pursuit of utility slots, but when I reached the final evolution, I finally felt like I couldn't utilize even more very effectively, so I went with x2 new power slots to ensure I wouldn't have power issues on sublevel 1. Thanks to that, I got to try out an Adv Force Field in all it's glory. I think a few good Cloaking Devices, especially combined with one of those, would make for a very formidable defense. I hesitate to try it, however, because it would necessitate investing in a 3rd and possibly even 4th power slot fairly early on, and then hoping you run into the utilities to harness that power. Plus, replacements would be a big problem when attrition eventually takes its toll. The plug-and-play nature of armor makes it both more accessible and less risky, in my experience. I'll have to try it out at some point, but I'll be nervous taking that build into pitched battle - plus, relying on those will make me piss my pants even more when a Brawler comes around a corner at close range!
Kyzrati, how much did you rely on hacking on your combat run that went to Access?You're right about the feedback loop. It's a dangerous proposition, especially for now where you have no branch exits in the latter half of the game. The idea is that later on if you run into too much trouble you can skip off to a branch and lose some of that heat. (In Alpha 3 there is a new way to completely reset your security level, but I doubt anyone's figured that one out yet. There will be an in-game tip on how it works later.)
I don't know what double-posting etiquette is around here, but it's been awhile, so I'm going to stick the rest of this in its own post.By all means! I think double-posting is fine so long as it's adding a lot more to the discussion (e.g. your second huge post here :P).
But I'm perfectly happy with this duality where the slow, brawl-y treads can take an incredible pounding and keep on ticking. =P It should be whatever fits your vision of the game.The final balance will come when the world is complete. We need to make sure that you can keep on ticking through a potentially longer game (sometimes without as many replacement parts). So this and other tweaks are edging toward that state. I wanted very early alpha to generally have a more difficult Complex 0b10, since for now that's where much of the game happens.
for some silly reason I decided to assume that they were all gone after one shot, and stepped in a tile I didn't explicitly know was clear - but I was actually rewarded for it with one of the new little 'events' you've put in!Oh nice ;). Yeah, that's gotten me before, too, while testing--blowing up an area and "assuming" they were all gone :P
Again, in hindsight, I might have been able to get through either by kiting (I'm not used to being faster than things with my treads), or by dropping everything and rushing past, but I was too curious watching how they devoured my poor Cogmind. =PYup, they are slow and you'll generally be able to make it out with only minor sacrifices. Hint: There are also multiple potential benefits down there.
Feature request: can we please require a confirmation press before stepping on traps we know about, similar to how collisions work?Great idea; it shall be done. Identified chute traps especially can be hard to spot ;)
Traps were a net difficulty increase for me, but not a huge one, and perhaps overall not quite enough of one, though I should really do a few more runs before I say that. But they did work very well as a way to increase environment variation and interactivity - you can call them a success on that count in my book. In fact, I feel more features that do this sort of thing would be very welcome. I understand the ideal of keeping environmental complexity low, but I think there's still room for more - I vote for more features in this vein as development continues. =)Thanks for the rundown on your trap experience. They weren't really intended to increase difficulty, at least not significantly, mostly just to spruce up the environment and provide more tools for players to use, if desired. Once you have a combat build traps may not be all that useful to you, but I can imagine hybrid or fast Cogminds making good use of them to augment otherwise weaker combat capabilities.
relying on those will make me piss my pants even more when a Brawler pops around a corner at close range!Same! Brawlers are always my primary target ;). I hate those things with a passion because they can knock out sensitive systems first. (I'm glad I added them, though :P)