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Messages - mindreader

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26
Strategies / Re: Basic Question and Answer thread
« on: August 10, 2016, 04:30:45 PM »
Sorry I updated my post to correct my descriptions without reloading the page, only to see you'd answered already.

Sounds to me like operating as a heat sink that removes x heat where x is your current heat divided by 30 would be an interesting modification.  Does barely anything at low heat, but at 500 heat it would be a 16 heat reduction.  The description would be: converts 1/30 of your current heat into energy per turn.

27
Strategies / Re: Basic Question and Answer thread
« on: August 09, 2016, 12:37:20 PM »
I have a question about thermal generators.  It says generates energy from surplus heat at a ratio of 30:1 every turn.

a) Is it 30 energy for every 1 heat?  Or 30 heat for one energy?
b) does the heat go down as a result of the gain in energy?  Is it basically a heat sink with benefits?
c) or is it like, I have 300 heat, it will generate 15 energy that turn (per 100?).

I guess I'd like to know if it is something worth using and what type of build it is useful for.

28
Ideas / Re: Projectile avoidance modifiers, a reference window
« on: August 02, 2016, 01:09:23 PM »
Looking forward to it! :)

29
Ideas / Re: Projectile avoidance modifiers, a reference window
« on: July 22, 2016, 08:45:39 AM »
I realized reading this post that I never, ever think about my own avoidance.  In fact, I completely forgot that heat was even a factor.  So yeah, I'm all for this.

I'm assuming heat changes color as you get hotter?

Maybe change speed to momentum?  Unless that is misleading.

Take off evasion and cloaking when you don't have them.

What do all these mean?  '40% avo' before base accuracy, and what is the difference between derived and average avoidance?  Which one is displayed in the small screen?

30
Strategies / Re: Basic Question and Answer thread
« on: July 18, 2016, 11:24:26 AM »
> @mindreader: Note that you can click on any item stat for a description of what it means :)

I always used keyboard mode, but I did eventually stumble into the item stats.  However that did not clear up everything for me.

I'm not sure what "light" is supposed to mean when used with a reactor, but in my mind a light reactor would just weigh less, provide less, store less, and that is not the case on the most common and first reactor type you meet (ion)?  And then is inconsistently applied on later ones.  Like a micro nuclear produces more energy than a light nuclear.  Both angular momentum and deuterium produce same, but one weighs less and stores less.  Fusion stores more, but produces less than mini fusion.  It is just that every time I run into a reactor I'm never sure if it is better for my current role than what I already have.

As for the fire delay, the tooltip is something like, 'delay on firing weapon' but that didn't tell me what it actually did.  I don't think there was anything about that in the manual.  I suppose I could've checked the volley description on the right,  had I thought to do so before I posted.

31
Strategies / Re: Basic Question and Answer thread
« on: June 16, 2016, 09:28:34 AM »
I thought volley time was related to how many guns you were firing, not what type of gun.  Are you saying that the actual firing of the weapon is delayed until later in your turn?

32
Strategies / Re: Basic Question and Answer thread
« on: June 16, 2016, 09:13:07 AM »
I have some questions about item stats.

What does "delay" mean on some guns.  Does that add to total length of time a volley takes?

On power sources, what does cooldown period mean?  I see shorter is better, but why?

Probably related, why do light engines produce more power than not light engines?  Why would I ever not use light engines unless I was absolutely loaded down with lasers?

What is burnout on flight units?

33
General Discussion / Re: Thoughts from a new player
« on: June 02, 2016, 10:23:14 AM »
I guess I should've held off on posting because my very next game, which I just finished I managed to get to -2 with a combat focused build.  The alert level was never above 2.  And I would've gotten further if the last stairwell had gone somewhere (assuming there will not something worse on the other side).

I was mostly using energy weapons but as the game progressed I had to just take what I got.  I started with legs, then found some grav arrays that were great.  Unfortunately a scanalyzer ate one of them, and that kind of screwed me up and things kind of gradually went down hill.  I ended up finding some thrusters just as things were dire and was just running around looking for a stairwell with a terrain scanner while tons of stuff was chasing me, but I couldn't find anything in time.  I can't imagine actually trying to fight my way through that.

Anyways, I had a lot of fun!  Can't wait for the update.

34
General Discussion / Re: Thoughts from a new player
« on: June 01, 2016, 07:37:49 AM »
I'm also a new player, and although I'm about to ponder strategy, I'd prefer not to know what optimally should be doing.  If you spoil things for me, I will quickly lose interest in the game.  I always do.  So please don't spoil me.

I love the concept. I love the lack of grinding.  I love the weapons and items.  I'm definitely looking forward to the fabricator update, because I've never even used it.  I suspect that I haven't gotten anywhere near as much play time as the OP did.  I've played maybe 15 games or so.  Although this looks like a lot of criticism, I'm only mentioning things that seem off to me, I actually quite like the game and I think I'll keep playing it for a long time because I'm pretty bored with dcss.

Some items found early seem abnormally strong, like win the game strong.  Like I found advanced sensors and I was flying through the game in hover mode I could choose every engagement and dig through walls and nothing could stop me.  I probably would've gone really far if I hadn't accidentally removed my advanced sensor chip, whatever it is called.  On that note I really wish there was a confirmation dialogue when you try to remove a cpu that will immediately break because that ended that game really quick.

My attempts at hacking are almost entirely fruitless.  Outside of the occasional repaired part or located traps, anyhow.  Even when I have hackware my ability to hack anything seems woefully lacking.  The manual spoils that you should try to get operators to assist, but I've never managed it even once, with even the smallest robots having a 10% or less chance of taking them over.  I also suspect that my failures draw attention, but I have no way to know.  Reading the forums I have been spoiled that there are trojans that help, but this reeks of secret elbereth style knowledge, which I refuse to look up, because it will spoil my enjoyment.

I've been as high as -6, but it when I lose on any floor I never know why.  A lot of times I'll move around the level and it is like no one is looking for me, no matter how many robots I kill.  Other times I'll literally have 20 robots barrelling at me and popping out of the floor and I have no idea what I could've done to cause it or how to stop it.  It would be nice to be told that I am alerting the system when I screw something up because I have no idea what actions I am doing that are stirring the bee hive or by how much.  At least let me know occasionally that an action was bad, so that I can learn.

It might also be great if when you reset the game, it told you the current status of the game, the security level, what squads (extermination? search? whatever) were out to get you before you start the next game.  I'm not sure what else might give me some insight into my situation.

A lot of times I end up naked running through the level with 500 core left, but I don't know how to recover from this state, so it is always a slow death.  Is there really any point to having the core move really fast, prolonging the game?  Hoping I run upon weapon, engine, and propulsion that I can use has not worked out for me, although one time I found a katana and managed to dice up about thirty robots before I was inevitably stopped.

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