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Messages - zxc

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51
Strategies / The Speedrunning Thread
« on: August 19, 2018, 12:46:12 AM »
Figured it's a good idea to centralise all information, links, discussion, everything to do with speedrunning into one thread.

Sub 1k run analysis spreadsheet https://docs.google.com/spreadsheets/d/1SqOchZ23bMZVg8uSYwWZ4Dq_Y4gQJy7728m0gysX2XQ/
Race spreadsheet https://docs.google.com/spreadsheets/d/1YFk6M-MlgiQTrj-LKh5XhIMt6sQcDLi3xcN6lINELfA/

Last race VOD https://www.twitch.tv/videos/296450516
Current record 635 turns by Valguris
637 turns by zxc
651 turns by Pimski https://youtu.be/nPIpjA5BeNw
701 turns by zxc
744 turns by Pimski

Streams
https://www.twitch.tv/b_s3n (Race Commentary)
https://www.twitch.tv/decinym
https://www.twitch.tv/cartesian717
https://www.twitch.tv/pimsk1
https://www.twitch.tv/mhorre
https://www.twitch.tv/valguris
https://www.twitch.tv/zxcmind

Youtube Channels
https://www.youtube.com/channel/UC10krPdXjwFQh3CgxwjnzhQ b_sen
https://www.youtube.com/channel/UCGc17ErUCrMvV46rOiOmyWA zxc
https://www.youtube.com/channel/UC1jZJ3WHUUEBi1MV6kXSRig Pimski

Got more links? Post them and I'll add to this list.

52
Strategies / Re: Armchair Robotics - Weekly Topical Strategy Discussions
« on: August 18, 2018, 10:27:27 PM »
Two elements of the game which are influenced by RNG are the items you find and the enemies you have to fight. Winning any one particular fight is easy, but over time there is a decent chance that you'll face a large fight or two or more fights in close sequence in which you lose many of your items. This RNG can be smoothed over by equipping storage units and grabbing spare parts (especially key parts like weapons, propulsion and armour). Hence storage units are very important for reducing variance in Cogmind.

53
General Discussion / Re: Oddities of time system.
« on: August 18, 2018, 11:30:12 AM »
I don't know what exactly causes grunt hopping (if we knew exactly, I imagine Kyzrati could've fixed it by now). What I do know is that the time system in Cogmind is strange compared with most roguelikes, so I figure there is a chance the two are related.


54
General Discussion / Re: Oddities of time system.
« on: August 18, 2018, 01:06:21 AM »
If the time system were shored up, I expect we'd see these outcomes:

  • No more peeking exploit. GJ nerf.
  • More consistent movement by enemies faster than 100 time / move (swarmers, saboteurs, operators, watchers, programmers, among others...). More predictable swarmer patrols.
  • Fast enemies better able to spot you, as it's their turn more often. Decent flight nerf.
  • Probably culls most if not all grunt hopping incidence. +10 rep with experts.
  • Rare double move by medium speed enemies like brawlers eliminated. +1 sanity for Valguris.

Sounds to me like this would score 5/5?

55
General Discussion / Re: Oddities of time system.
« on: August 18, 2018, 12:49:36 AM »
Haven't noticed this myself but I can conceive of how this might happen:

It is turn 6.0
Brawler to act on turn 6.1
You move, it's turn 6.9
You move, it's turn 7.8
Brawler acts twice (6.1 + 1.6 = 7.7)

Edit: Before you say that this is fine because the brawler can never catch up, suppose all the events of significance start at turn 6.9 (perhaps you were fighting some other dudes and now it's just the brawler left).

You see that there the brawler is adjacent to you, but since his speed is 160 and yours is 90 he should never hit you if you move away, right?

You move away (it's now turn 7.8 ). The brawler moves and hits you.

56
Ideas / Re: Builders stabilize explosive machines.
« on: August 17, 2018, 11:19:54 AM »
Builders assemble machines, mechanics come along and turn them on?

57
Ideas / Re: Robot Hack ideas
« on: August 17, 2018, 11:18:59 AM »
Siphon Energy - Steals energy from bot

Recall Squad - Recalls squad. Works only on leader.

Butter Up - 60% more likely to crit target [joke]


58
Ideas / Re: Builders stabilize explosive machines.
« on: August 16, 2018, 05:43:35 AM »
Sounds cool. More interactions and connections between existing systems is always cool. Should it be engineers (builders) or mechanics?

59
Well, a whole bunch of people only consider extended when crafting builds and strategies, and that makes sense to me because we have collectively become good enough at the game that the regular game does not require pushing new strategic boundaries.

Of course, there are challenge modes as well... but I think everyone is still focused on extended endgame.

60
Strange that you say guns are preferable to cannons. Energy cannons esp. EM have been meta since at least Steam release. Gunslinging has been avoided by most top players for a long time (although perfectly playable, just loses steam when hitting extended).

61
>You can already fairly easily increase the gunslinging percentage to 100 with utilities,

I think this is a good argument for making it 100% all the time. That way you don't need to deal with yet another stat, and it'll make the effect clearer, especially to newer players. This would not be much of a buff, but again, it doesn't really need a buff (except perhaps vs single target late-game esp. crit immune).

What if there were a utility which made guns have a chance to fire twice instead of once (for no/reduced resource cost)? Random thought.

62
Strategies / Re: Armchair Robotics - Weekly Topical Strategy Discussions
« on: August 04, 2018, 01:24:32 AM »
X-post from reddit:

I wrote up some initial thoughts regarding propulsion a while ago, and I'll quote it here below:

Quote
Propulsion type and build strategy are tightly coupled

Propulsion type primarily affects speed, support, and integrity

A mismatch between propulsion type and build strategy leads to underperformance

Choice of propulsion type can transform over a run

Flight

Fastest speed, lowest support, lowest integrity, hopping over robots ability

Key stats define it as extreme propulsion characterised by avoidance of confrontation

Low integrity exposes it to massive attrition if damage is not avoided or mitigated well enough

High speed amplifies energy costs and heat generation

Arrays trade some speed for support and reduction in energy/heat effects

High speed and the flight bonus leads to high evasion, which can be effective damage avoidance if maximised

Low support benefits more from low mass items such as processors, hackware, melee weapons, light power sources, sensor/scanner utilities, and power amplifiers

Low support means minimal inventory space

Hover

Fast speed, moderate support, moderate integrity

Key stats define it as flexible propulsion suiting a hybrid approach of not avoiding all confrontation

Excellent balance between speed and support suits endgame play

Significantly worse than flight for confrontation avoidance, which it must make up for with robustness and some combat ability

Relatively rare and therefore vulnerable to attrition

Fast speed must be taken advantage of

Wheels

Moderate speed, moderate-high support, moderate integrity, low penalty

Key stats define it as suitable for maintaining moderate speeds while significantly overweight

Low penalty is best taken advantage of with a minimum of propulsion slots (excluding propulsion armour)

Low end wheels common on main floors but high end wheels are significantly rarer

Exposed to traps while overweight

Legs

Slow speed, high support, high integrity, kicking ability (+20% chance per active slot)

Key stats define it as flexible propulsion for combat focused play

Most common type found from hostile robots and high integrity makes it resistant to attrition

Treads

Slowest speed, highest support, highest integrity, no self-damage when ramming ability, crushing ability (chance varies), reduced recoil (-1% recoil per active slot)

Key stats define it as extreme propulsion for combat focused play

Vulnerable to traps

High likelihood of triggering traps and slow speed reduces the importance of staying under the support limit

Exposed to extermination clock due to slow speed

Reduced ability to avoid combat and therefore alert gain and item attrition

Recoil reduction benefits kinetic builds the most

Propulsion doubles as effective armour

High end treads somewhat rare but last a long time

Often occupy two slots per item (especially at endgame), preferring an even number of propulsion slots

To continue...

My favourite propulsion is flight. This should come as no surprise to anyone. It's sleek and elegant. My favourite items in the game are lightweight and go perfectly well with flight. Hacking is extremely powerful and pairs perfectly with flight. Having a significantly faster movespeed than everyone else opens up a lot of options. The big downside is how fragile you are.

You can play flight in a variety of ways. Any number of propulsion slots is perfectly viable. With just two, you can run an ultra light hacking build. It's over the top but it works. With a dozen prop slots, you'll be using a whole lot of propulsion armour (inactive treads and legs which serve as massless armour) and you'll have heaps of spare flight units already equipped and ready to be switched on whenever you need them.

The sweet spot is definitely 4-8 prop slots though. Even numbers are better because of flight arrays, which are extremely strong and pragmatic. Impulse thruster arrays support 27 mass for two slots spent, which is 13.5 support per slot, but also have the cost of a typical one slot flight unit. They can also be fabricated in pairs. They're certainly not the best flight units but they are so useful in transitioning to a high-end flight build or just completing a w0. The best flight units for mass support are 16 support per slot (imp. q-thruster I think?).

A lot of the time I play with 6 prop slots because it's 'just right'. You reach something like 20 speed with endgame flight units that way with about 80 support, which is enough for 2-3 lrg storage.

One big vulnerability of flight is stasis traps. If you're running 'tight', with no excess mass support, you're going to get stuck in one for ages. Some methods to counteract this:

* Ensure that you never get hit by stasis traps. This means having operator allies, hacking machines and robots, and exploring through rooms as much as possible instead of using hallways.
* Have excess propulsion slots with flight units ready to be switched on to 'burst' through the stasis.
* Have treads as propulsion armour and switch them on for the one or two turns it takes to break free.
* Have stasis canceller utilities at the ready. I don't like this because it's so niche and consumes a slot, even if it's an inventory slot.

Flight is very tough early in the game. I still do switch to flight very often in Materials, but it's not exactly optimal to do so. For years, the preferred strategy has been to play combat early on and accrue a number of items to be used in a switch to flight around the end of Materials or the start of Factory. This is still the way to go. Materials is very confined and difficult to avoid enemies in, and early flight units are so fragile that they'll be blown off with a single bad hit.

63
Ideas / Re: Challenge Modes
« on: July 17, 2018, 05:42:31 AM »
Exiles?!

Exiled derelicts... causing mayhem and giving zionites a bad rep.

64
General Discussion / Re: I cannot read the game
« on: July 17, 2018, 05:39:50 AM »
For me the biggest advantage is not needing to hold ctrl shift and more keys at the same time. It ends up being quicker and better for my hands to use the / modal menu.

65
Stories / Re: SmallTacticalClaws, a turn-based speedrun win
« on: July 17, 2018, 05:37:39 AM »
Gotta say well done Kyzrati. This is clearly not your forte but you were stuck like glue to the back of Mhorre and Malthusis and you might've beaten them if you hadn't had that chute.

SmallTacticalClaws is a great name for a seed. I would've used it for a weekly seed except that so many people have already ran it now. It's very felid-esque.

I like optics a lot more than sensors in speedruns. They get shot off much less often and they don't consume energy or require two items and slots.

66
Competitions / Weekly Seed #131 [Beta 6] [Seed: GravityResetTrap]
« on: July 17, 2018, 04:27:40 AM »
This week's seed: GravityResetTrap



The Weekly Seed is open to anyone, and we encourage you to share your experiences, stories, and tactics over the course of your run.

The rules are as follows:
  • The Weekly Seed begins from the date this thread is posted and lasts about seven days.
  • Make sure you are running the correct version of Cogmind (see thread subject).
  • Enter the seed and abort your current game to initiate the seed (more details are below).
  • Verify you are not running the tutorial and that the screenshots below match your game.
  • Play through the game once. This is a friendly event and we are all honest people.
  • When finished, post your scoresheet here (it should be the newest file in /scores) and any other screenshots/stories/strategies you wish to share with the community.
  • If you want to share details about the seed or your approach, make sure you use spoiler tags.
  • Due to the spoilerific nature of this thread, be sure to avoid reading details about the seed if you haven't completed your run.
  • As Cogmind now has multiple difficulty modes and challenges which will affect the world generation, by default it is assumed everyone is playing on regular difficulty with no challenges enabled. You are free to use whichever settings you wish, but if you intend on discussing it, be sure to specify what difficulty/challenges you're using!

Good luck and have fun!



HOW TO ENTER A SEED

Press F1 to go to the MENU, select OPTIONS, select Seed, and enter this week's seed:




Select GAME, select ABORT:




If you have followed the steps [Manual seed applied: GravityResetTrap] should display in the log window.

Congratulations on entering the seed, now get in there!

67
Strategies / Re: SPOILER : The last mile
« on: July 09, 2018, 02:07:51 AM »
BTW if you are set on exited via that gauntlet, the best route is actually to break in from the side and bypass the guards. This may be easier/harder depending on the layout, but in the top screenshot it is on the easy side (just need a little bit of matter).

68
This week's seed: CooledHypercooledModule



The Weekly Seed is open to anyone, and we encourage you to share your experiences, stories, and tactics over the course of your run.

The rules are as follows:
  • The Weekly Seed begins from the date this thread is posted and lasts about seven days.
  • Make sure you are running the correct version of Cogmind (see thread subject).
  • Enter the seed and abort your current game to initiate the seed (more details are below).
  • Verify you are not running the tutorial and that the screenshots below match your game.
  • Play through the game once. This is a friendly event and we are all honest people.
  • When finished, post your scoresheet here (it should be the newest file in /scores) and any other screenshots/stories/strategies you wish to share with the community.
  • If you want to share details about the seed or your approach, make sure you use spoiler tags.
  • Due to the spoilerific nature of this thread, be sure to avoid reading details about the seed if you haven't completed your run.
  • As Cogmind now has multiple difficulty modes and challenges which will affect the world generation, by default it is assumed everyone is playing on regular difficulty with no challenges enabled. You are free to use whichever settings you wish, but if you intend on discussing it, be sure to specify what difficulty/challenges you're using!

Good luck and have fun!



HOW TO ENTER A SEED

Press F1 to go to the MENU, select OPTIONS, select Seed, and enter this week's seed:




Select GAME, select ABORT:




If you have followed the steps [Manual seed applied: CooledHypercooledModule] should display in the log window.

Congratulations on entering the seed, now get in there!

69
Competitions / Weekly Seed #129 [Beta 6] [Seed: GreatImprovedNetwork]
« on: June 30, 2018, 08:16:06 AM »
This week's seed: GreatImprovedNetwork



The Weekly Seed is open to anyone, and we encourage you to share your experiences, stories, and tactics over the course of your run.

The rules are as follows:
  • The Weekly Seed begins from the date this thread is posted and lasts about seven days.
  • Make sure you are running the correct version of Cogmind (see thread subject).
  • Enter the seed and abort your current game to initiate the seed (more details are below).
  • Verify you are not running the tutorial and that the screenshots below match your game.
  • Play through the game once. This is a friendly event and we are all honest people.
  • When finished, post your scoresheet here (it should be the newest file in /scores) and any other screenshots/stories/strategies you wish to share with the community.
  • If you want to share details about the seed or your approach, make sure you use spoiler tags.
  • Due to the spoilerific nature of this thread, be sure to avoid reading details about the seed if you haven't completed your run.
  • As Cogmind now has multiple difficulty modes and challenges which will affect the world generation, by default it is assumed everyone is playing on regular difficulty with no challenges enabled. You are free to use whichever settings you wish, but if you intend on discussing it, be sure to specify what difficulty/challenges you're using!

Good luck and have fun!



HOW TO ENTER A SEED

Press F1 to go to the MENU, select OPTIONS, select Seed, and enter this week's seed:




Select GAME, select ABORT:




If you have followed the steps [Manual seed applied: GreatImprovedNetwork] should display in the log window.

Congratulations on entering the seed, now get in there!

70
This week's seed: IntegratedShadeNegator



The Weekly Seed is open to anyone, and we encourage you to share your experiences, stories, and tactics over the course of your run.

The rules are as follows:
  • The Weekly Seed begins from the date this thread is posted and lasts about seven days.
  • Make sure you are running the correct version of Cogmind (see thread subject).
  • Enter the seed and abort your current game to initiate the seed (more details are below).
  • Verify you are not running the tutorial and that the screenshots below match your game.
  • Play through the game once. This is a friendly event and we are all honest people.
  • When finished, post your scoresheet here (it should be the newest file in /scores) and any other screenshots/stories/strategies you wish to share with the community.
  • If you want to share details about the seed or your approach, make sure you use spoiler tags.
  • Due to the spoilerific nature of this thread, be sure to avoid reading details about the seed if you haven't completed your run.
  • As Cogmind now has multiple difficulty modes and challenges which will affect the world generation, by default it is assumed everyone is playing on regular difficulty with no challenges enabled. You are free to use whichever settings you wish, but if you intend on discussing it, be sure to specify what difficulty/challenges you're using!

Good luck and have fun!



HOW TO ENTER A SEED

Press F1 to go to the MENU, select OPTIONS, select Seed, and enter this week's seed:




Select GAME, select ABORT:




If you have followed the steps [Manual seed applied: IntegratedShadeNegator] should display in the log window.

Congratulations on entering the seed, now get in there!

71
This week's seed: GatlingParticleShredder



The Weekly Seed is open to anyone, and we encourage you to share your experiences, stories, and tactics over the course of your run.

The rules are as follows:
  • The Weekly Seed begins from the date this thread is posted and lasts about seven days.
  • Make sure you are running the correct version of Cogmind (see thread subject).
  • Enter the seed and abort your current game to initiate the seed (more details are below).
  • Verify you are not running the tutorial and that the screenshots below match your game.
  • Play through the game once. This is a friendly event and we are all honest people.
  • When finished, post your scoresheet here (it should be the newest file in /scores) and any other screenshots/stories/strategies you wish to share with the community.
  • If you want to share details about the seed or your approach, make sure you use spoiler tags.
  • Due to the spoilerific nature of this thread, be sure to avoid reading details about the seed if you haven't completed your run.
  • As Cogmind now has multiple difficulty modes and challenges which will affect the world generation, by default it is assumed everyone is playing on regular difficulty with no challenges enabled. You are free to use whichever settings you wish, but if you intend on discussing it, be sure to specify what difficulty/challenges you're using!

Good luck and have fun!



HOW TO ENTER A SEED

Press F1 to go to the MENU, select OPTIONS, select Seed, and enter this week's seed:




Select GAME, select ABORT:




If you have followed the steps [Manual seed applied: GatlingParticleShredder] should display in the log window.

Congratulations on entering the seed, now get in there!

72
Competitions / Re: Weekly Seed #124 [Beta 6] [Seed: OmegaEnergyBeam]
« on: June 09, 2018, 05:20:29 AM »
Bicycle hacker  ;D

73
This week's seed: PlasmaMachineCanceller



The Weekly Seed is open to anyone, and we encourage you to share your experiences, stories, and tactics over the course of your run.

The rules are as follows:
  • The Weekly Seed begins from the date this thread is posted and lasts about seven days.
  • Make sure you are running the correct version of Cogmind (see thread subject).
  • Enter the seed and abort your current game to initiate the seed (more details are below).
  • Verify you are not running the tutorial and that the screenshots below match your game.
  • Play through the game once. This is a friendly event and we are all honest people.
  • When finished, post your scoresheet here (it should be the newest file in /scores) and any other screenshots/stories/strategies you wish to share with the community.
  • If you want to share details about the seed or your approach, make sure you use spoiler tags.
  • Due to the spoilerific nature of this thread, be sure to avoid reading details about the seed if you haven't completed your run.
  • As Cogmind now has multiple difficulty modes and challenges which will affect the world generation, by default it is assumed everyone is playing on regular difficulty with no challenges enabled. You are free to use whichever settings you wish, but if you intend on discussing it, be sure to specify what difficulty/challenges you're using!

Good luck and have fun!



HOW TO ENTER A SEED

Press F1 to go to the MENU, select OPTIONS, select Seed, and enter this week's seed:




Select GAME, select ABORT:




If you have followed the steps [Manual seed applied: PlasmaMachineCanceller] should display in the log window.

Congratulations on entering the seed, now get in there!

74
Nice @ armory. It actually provides you with some nice resources usually, such as allies. In my mind it's like a higher tier Storage.

75
Ideas / Re: We make bad suggestions and come up with horrible ideas
« on: June 01, 2018, 06:29:34 AM »
Your doppelganger spawns somewhere on each floor and roams around. It is hostile only with you.

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