Grid Sage Forums

Grid Sage Forums

  • May 07, 2024, 08:11:29 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 - Happylisk

Pages: 1 [2] 3 4 ... 11
26
Because I think it's probably a bit excessive now, rather than tweaking explosive results in particular, I could simply lower the overall value of wall/door destruction with regards to alert. This would maintain consistency and reduce alert spiking, while technically reducing the consequences of non-explosive wall destruction even further than what it was before.

As someone who bristles with cannons, I wholeheartedly endorse this change

27
Competitions / Re: Weekly Seed #101 [Beta 3] [Seed: NeutronMetafiberWheel]
« on: November 12, 2017, 06:39:34 PM »
Pretty standard run: did my favorite branch, got to -3, got bogged down in the open and died horribly.  Had the codes for deep caves but didn't think it was a good idea to go in without a launcher.

Went gun slinging this round instead of cannons.  It went ok, I still think I prefer going 3-4 slots and focusing on thermal and EM cannons.

Spoiler (click to show/hide)

28
General Discussion / Re: Cogmind beta 3 [SPOILER] thread
« on: November 12, 2017, 01:40:48 PM »
More discoveries means more questions!  I got to the hidden lab - confirmed even more of my suspicions about what's going on.  Afterwords, I began getting combat programmer dispatches.  Does that happen whenever you enter armory, or only if you enter the lab?

Was bummed to learn that being a Zionate is irreconcilable with Warlord reward.  Makes sense, you gotta pick a side.  Warlord's alternative speech made me realize it's time for me to explore Deep caves.  Is there any way to reliably enter, given that the code doesn't spawn each game?  If you have a weapon strong enough to bust the door open, would attacking it piss off Zion? 


29
General Discussion / Re: Cogmind beta 3 [SPOILER] thread
« on: November 10, 2017, 09:49:38 PM »
Nah it's fine, if moving slow you just can't afford to do any deep exploration or even waste turns (at all, at least until you've located him). I always go in on legs or treads and always make it out, and that was back when combat propulsion was slower than it is now.

Yeah, upon a second visit the balance is seems right.  I got there with a decent tread build today and made a point to find WL asap.  Found him (in my haste forgot to visit his stache, that was dumb), and waited until the counter attack was announced.  I fought with them, inching forward, and when there was a pause between the waves made a run for it.  Got dinged up but out more or less in one piece.  As long as you have a launcher and some spare armor it's not an ordeal. 

Too bad you can't fully explore the map on treads, it's such an interesting level.  It causes Z allies to fry - I wonder if that's the demented guys at the entrance or something special about the level. 

Also, finding the bomb maker in Zion in then dropping tons of bombs where the attack will come from is pretty fun. 

30
Competitions / Re: Weekly Seed #100 [Beta 3] [Seed: ThunderRocketVortex]
« on: November 09, 2017, 07:27:56 AM »
The crushers are super resistant to EM so that's not the way to go.    Massed thermal cannon volleys with enough heat dissipation is how I survive waste.  Kinetic cannons or really good launchers can work too, but you'll usually need a matter pod in the inventory to have enough matter to get through.

Worst case scenario, get naked, flee, and try to mount a come back next level. 

31
Ideas / Re: Add a chance to have a derelict fabricator in Zion
« on: November 09, 2017, 06:02:00 AM »
Glad the idea has some appeal!  I'm sure it'd take a lot of finagling, but it'd be a cool reward.  If it doesn't belong in Zion, I'm sure there are other places it could go (possibly a new small branch off of -6 / -5 full of fabs, with the special fabricator behind a sealed door. or guarded in some other way). 


32
Ideas / Add a chance to have a derelict fabricator in Zion
« on: November 08, 2017, 08:14:47 AM »
(some spoilers follow)




I love the random mini rewards in Zion, and the more variety the better for immersion and replayability.  One possible reward I would like to see is a machine that is a derelict take on the fabricator, allowing you to load schematics for fabrication but without any fail chance or risk of trace/lock out.  The balancing factors would be 1) it would necessarily be on -6 or -7, so you won't have the best schematics; 2) give the machine a finite amount of matter so it can only fabricate so much; and 3) you wouldn't get it every game since it would not always spawn.

This unique reward would allow for the one place in the game where you could have risk-free successful fabbing, a nice perk for combat builds without hacking gear.  In the event that Data Miner is -7 and Zion is -6, this reward would allow combat builds to put some of DM's rewards to use and would create further synergy between the branches (which again which be an infrequent turn of events, since it would depend upon the ordering of the branches, successfully reaching both, and having the fabricator randomly spawn in Zion). 

There is already some precedent for risk free fabbing as a branch reward.  Adding the chance to see this machine in Zion would give you a different take on that and could alter how you plan runs and how runs turn out if you get this reward.  Finally there's little risk of this being too good of a reward, since you can just tweak how much matter the machine has and can therefore fab. 

(Also if the title is too spoilery let me know and I'll change it).

33
General Discussion / Re: Cogmind beta 3 [SPOILER] thread
« on: November 07, 2017, 07:44:21 AM »
Had a great run ended yet again by testing (this time indirectly).  I was stomping through Research 2 and found the exit.  Sadly it led to testing and I tried to be real careful to avoid getting scanned.  ZIon intel gave me the exit (at least testing isn't huge), but even with that I managed to get pinpointed before I could get out.  Combat programmers and Q series grunts made Access basically impossible.  Died a few steps from Command.  On the bright side, I got to wield an EMOS for the first time.  Now *that* is a weapon.

This run's discovery: blowing up mindsweepers in caves makes them drop traps.  Great way to deal with grunt squads you find in there.   

34
Strategies / Re: Theorycrafting for specific items
« on: November 06, 2017, 07:32:55 AM »
I never use anything besides treads.  I guess it's time to change that!

35
Strategies / Re: Theorycrafting for specific items
« on: November 06, 2017, 06:28:22 AM »
I had a gun slinging run yesterday that found a QC on -2 and decided to switch tactics.  I turned it on, plugged in a particle charger, turned a HERF cannon and, and switched to a Nova cannon when fighting programmers.  Those aren't even the best cannons, as zxc alluded to, and I was killing most enemies before they could fight back.  I didn't even find heat to be a problem, my problem was draining energy too fast.  I think a build dedicated around the QC needs either 3 power sources, or at least a good energy well or power amplifier.  The QC is an amazing item. 

I hadn't planned on going QC that run so I had 5 gun slots that became basically useless.  It made me want to try a build where you never go bast 2 weapon slots, focus on cannons, and have all the extra support slots to support the QC (or perhaps even hybrid hacking).  Anyone have experience with a non-melee combat build that never upgraded weapons slots? 

36
General Discussion / Re: Cogmind beta 3 [SPOILER] thread
« on: November 05, 2017, 11:24:36 AM »
Hmm if it's just neutral bots, that's a pretty minor perk to Extension.  It's still a fun branch though. 

37
General Discussion / Re: Cogmind beta 3 [SPOILER] thread
« on: November 05, 2017, 08:14:41 AM »
A thing I learned today: If you get imprinted at Zion and also meet dataminer, the holding cells in extension automatically open.  Extension is a great map for a Zionate on top of it, since all those terminals mean tons of reinforcements.

I know blowing up transfer stations reduces the size of enemy reinforcements down the road.  Does it also make programmer dispatch teams smaller?  I'm use to seeing 4ish programmers per dispatch in research, and this time it was smaller than that.

Bonus hilarity: When you're sneaking around Testing trying not to be pinpointed and corruption makes one of your weapons go off. 

38
General Discussion / Re: Cogmind beta 3 [SPOILER] thread
« on: November 03, 2017, 07:11:28 AM »
I guess I dilly dallyed too much then.  As for the Node, you might want to add to the existing log when a terminal does spawn that whatever it does is a puzzle - that'd be a hint to the player that they're dealing with something that's not straightforward. 

39
General Discussion / Re: Cogmind beta 3 [SPOILER] thread
« on: November 03, 2017, 06:47:28 AM »
Hey happylisk, welcome back!!!!!

Dimensional Node Initializer doesn't do anything on its own. You need to combine it with another space-wacey timey-wimey artifact. Sure you know what that is!!!

Hi Sherlockkat!  Thanks for the tip.  I do indeed know which artifact you're referring to, so I'll know what to do with that guy in the future.

Kyzrati: I have a friend who plays cogmind and he also found the Node a few days ago and had no clue what to do with it.  It's possible that the terminal next to the node should give a small clue, otherwise most people will probably just attach it on the spot, which seems like a waste. 

zxc:  Interesting to know that it has a secondary effect.  I'll try to figure it out.

On an unrelated note, I think the difficulty level of the warlord branch is still a pinch too high for combat builds.  I was treading and going at 55% speed - by the time I found Warlord, the attack had not only already begun, but had eliminated most of Warlord's forces and there were marksman squads about 20 paces from Warlord.   

40
General Discussion / Cogmind beta 3 [SPOILER] thread
« on: November 02, 2017, 06:42:16 PM »
HERE THERE BE SPOILERS

This is the thread for all questions and discussions about spoilery things in the Steam release.  It goes without saying that this thread will be filled with spoilers so read at your own risk. 

You've been warned!

Here's my spoilery question.  In caves I found today an alien artifact called the Dimensional Node Initializer.  There was a terminal nearby but it's log didn't give me any ideas as to what this thing does.  I just decided to attach it, which resulted in it implanting in the ground and creating an orange tile.  I couldn't pick the tile up and stepping on it had no visible effect.

My theory is that this artifact creates a little dimensional pocket, so that when you attach it and stand on the square you're invisible to enemies.  Just a guess though.  It'll be awhile before I find this guy again, making experimentation hard, so if anyone has insight into what this little guy does i'd love to know!

41
General Discussion / Re: Congrats on the (imminent) Steam release!
« on: October 18, 2017, 06:22:23 AM »
Hardlight generators are my new favorite mid-game item in cogmind.  I have a cogmind currently sitting in research with an inventory full of goodies, and I attribute getting there and in such good state to the hardlight.  It made standing and fighting against hunters way less painful.

I've been going back and re-reading patch notes and blog/reddit posts to learn about the dev changes over the last year.  I noticed in one post you mentioned you tweaked force fields.  Was it just a matter of decreasing the energy drain, or something else?  I have a force field sitting in my inventory but I can't peep the new numbers since I'm currently at work  :P

42
General Discussion / Re: Congrats on the (imminent) Steam release!
« on: October 16, 2017, 07:06:39 PM »
Me, irl, literally, right now, installing cogmind on steam:


43
General Discussion / Re: Congrats on the (imminent) Steam release!
« on: October 15, 2017, 07:37:31 PM »
I'm glad people like the old guide!  I felt bad not finishing it but I realized it was silly to put that much effort into something when the game was in so much flux.  Once things are more or less baked into the cake I'll update and finish it.  The real thing I want to do is a post with .gifs demonstrating how to fight - positioning, target selection, when and how to use explosives, etc.  Probably nothing ground breaking to anyone playing since alpha or beta, but I imagine we'll have new players coming in once steam is go.

Quote
it's really hard for me to do that without pausing development for a while


This caught my eye!  How much more dev do you envision between the steam release and cogmind 1.0?  I thought the game was basically finished once it hit Steam? 

And I'm really looking to see the all the new content.  I've still never even visited Command!  Though that's partly due to my refusal to play anything besides a full heavy tread combat run...

Man I miss the days when there were no garrisons and programmers dispatched from the stairs :)

44
General Discussion / Congrats on the (imminent) Steam release!
« on: October 15, 2017, 11:17:50 AM »
Hi Kyzrati (and everyone else)!  Congrats on being 1 day and 7 hours away from steam launch.  I'm staring at the countdown on steam and wishing tomorrow was a Sunday instead of today so I could play all day. 

I took a break from Cogmind because I didn't want to burn out.  I played so much DCSS back in the day I can't go back to it and I didn't want that happening with this wonderful game.  The Steam release seems like a perfect time to jump back in!

Any chance we'll see an official steam release tournament?? :D :D :D  The alpha tournament was ludicrously fun. 

45
General Discussion / Re: How is the customization?
« on: January 03, 2017, 06:48:07 AM »
Aj_, I would consider giving the game a shot.  Although it's not like ADOM or Qud, where you can always play the class you want to play, it's not quite like games such as Brogue or The Ground Gives Way.  There are two broad ways to play cogmind (combat vs. speed/stealth), and within those two main categories there are dozens of ways to play (a combat build focused on thermal weapons, a melee build, a hybrid combat build with a bit of hacking, etc).  When I fire up a game and say "this is how I want to play this run," I usually have the basics of my desired build off the ground within the first three levels.  Granted, I've been playing for awhile but the learning curve of this game is not brutal.

Just my two cents.  I personally only want to play combat builds, and the game is more than happy to oblige.   

46
General Discussion / Re: Alpha 12 Discussion/Feedback (spoiler-free)
« on: December 15, 2016, 07:37:02 AM »
If I had to guess, the variable he tweaked is "how pissed Main.C gets for each enemy combat robot destroyed." 

47
General Discussion / Re: Alpha 12 Discussion/Feedback (spoiler-free)
« on: December 13, 2016, 09:22:43 AM »
Had some time to seriously play a few days ago.  Got to Access with a pure combat build.  Due to my belief that the mid-game branches are not currently worth it, I used a signal interpreter to make sure I only went through the main complex.  Worked like a charm.  Died in access primarily due to the lack of a good launcher.

While the game is much easier now, I'd be careful with overcorrecting.  I never got hit with an assault squad or significant disruption message, which is clearly not right.  On the other hand, in alpha 11 I was getting hit with them as early as -6 and they kept coming and it was just brutal.  There's a happy medium between the two. 

48
Ideas / Re: Hot wheels idea
« on: November 30, 2016, 03:04:23 PM »
+1 to removing wheels from the scrapyard.  Always a subpar choice and their availability sends a misleading signal.

49
Ideas / Re: Hot wheels idea
« on: November 30, 2016, 06:40:56 AM »
I'd leave as is.  They fill a small "oh crap I need propulsion" niche and that's fine.  Make them support more or have better integrity and they begin stepping on legs.  Make them faster and they begin stepping on hover/flight.  Do both and they might even be OP.  Like K said, not everything needs to be optimal or even viable. 

With that said, some in-game indication for newbies that wheels are suboptimal might be a nice touch.  Perhaps dialogue in Zion (and it's possible it already exists, I haven't talked to all Zionites (Zionists?(Zionistas?(Zionesians?))). 

e: with that said, a brand exclusive cache of wheels that can't be found anywhere else and actually kick ass would be fun.

50
General Discussion / Re: Alpha 12 Discussion/Feedback (spoiler-free)
« on: November 27, 2016, 06:52:12 AM »
Spoiler (click to show/hide)

Pages: 1 [2] 3 4 ... 11