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Messages - Happylisk

Pages: 1 ... 9 10 [11]
251
Competitions / Re: Weekly Seed #7 [Alpha 2c] [Seed: Alpha3IsComing]
« on: August 27, 2015, 06:45:25 AM »
This is off topic, but will Alpha 3 have the first cogmind tournament, or are you saving that for a subsequent release?

252
Competitions / Re: Weekly Seed #6 [Alpha 2c] [Seed: ThePlayerOfGames]
« on: August 20, 2015, 04:47:15 PM »
Interesting little game.

Spoiler (click to show/hide)

I tried focusing on guns rather than cannons.  Not sure I'm going to do that again.  The most powerful I felt was when I had 2 ballistic guns and 2 ballistic cannons (advanced assault cannons).  Those plus 2 advanced targeting computers were one shotting everything quick.  It was the first time playing cogmind where, without having like 3 launchers at once, I legit felt way more powerful than the competition.

Also, when melee bots get into melee range, god do they hurt. 

253
Competitions / Re: Weekly Seed #5 [Alpha 2c] [Seed: FeersumEndjinn]
« on: August 12, 2015, 07:01:42 PM »
I think this was my favorite cogmind run so far, just loads of fun.  I got to try out the 4 EMP Blaster alpha death strike thanks to Storage.  It one shot most things til -6.  Storage is so crucial for a heavy fighting run.

Got into some trouble with some slayers.  Rammed em to death (tactical ramming for the win!) and rebuilt, and found a great heavy armor cache.  I was feeling super tanky (this was the most armor I've ever had) but with my low core from the ramming exploits I could only take so many more fights before core shut down.

I blew up a lot of stuff this run (even one shot an ARC!) and thoroughly enjoyed it. 

Spoiler (click to show/hide)

254
Competitions / Re: Weekly Seed #4 [Alpha 2c] [Seed: AScannerDarkly]
« on: August 10, 2015, 06:34:31 AM »


That's a heck of a score for only two evolutions, Happylisk.


Once I got 3 EMP blasters, I was able to mow down waves of enemies in storage.  Had I gotten out of storage for a core repair, I think this guy could have gone far.  Based on this run, I'm going to see how viable it is to indirect hack EMP blaster schematics, get 3 of them, get some coolant, and build a cogmind who's designed to alpha strike everything. 

I can't wait to find the higher tier EMP AOE weapons. 

255
Competitions / Re: Weekly Seed #4 [Alpha 2c] [Seed: AScannerDarkly]
« on: August 08, 2015, 09:47:07 AM »
Much better than last time.

Spoiler (click to show/hide)

What went down:

Spoiler (click to show/hide)

256
Ideas / Re: Trap ASCII
« on: August 07, 2015, 06:29:47 AM »
My vote is ^ - reminds me of ADOM, and slightly easier to spot. 

257
Competitions / Re: Weekly Seed #4 [Alpha 2c] [Seed: AScannerDarkly]
« on: August 04, 2015, 06:31:31 AM »
This week's goal: don't die in the mines like a scrub

258
Yeah I'm using the mouse which explains this.  I'll give a keyboard run a try and see how it feels. 

259
Ideas / When pressing "f", have cursor default to last robot targeted
« on: August 01, 2015, 04:01:39 PM »
Let's say you want to blow up the recycler in the starting zone to get a storage unit.  You press f and fire.  Mr. Recycler doesn't die, but instead moves away. You press "f" again.  Your cursor will be placed on where he was, not where he is now, forcing you to move the cursor before firing again.  The default should be last targeted robot, not last targeted square. 

260
Competitions / Re: Weekly Seed #3 [Alpha 2c] [Seed: ConsiderPhlebas]
« on: August 01, 2015, 07:13:57 AM »
Ughhhhh how embarrassing.

Spoiler (click to show/hide)


What went down:

Spoiler (click to show/hide)

261
Yep, that big ole score was from me!  The "i" key on my laptop at home is busted so I went with HappyCog instead of Lisk :)

I had the feeling traps would be worse against legs and treads than flying units.  I do hope there will be grav-traps that only effect fliers.  But yeah, increasing tread integrity will hasten the day someone wins with a pure blaster build.   

262
This is a supplement to somethings I had said on the SA forums re: treads.

I am now not so sure that treads are in dire need of any buffs.  Last night I got to Access, -3 on a pure combat run and used treads for the latter half of the run.  I think treads are not a great idea in the early game, since you're still scrambling to get your build and can't hold your own in sustained firefights.  However, once you hit storage/factory and get some real weapons you can stand and fight; as such, the need to run goes down.  A tread reliant build can get away with only 2 propulsion slots, freeing more slots up for utilities and weapons.  And since combat in this game is about 95% ranged, the slow movement isn't really a huge deal.  Sure, once you're in a fight you're committed to that fight - but the same is more or less true with legs. 

So I'm pretty sure I jumped the gun in saying treads really need a buff relative to the other propulsion systems.  However, since combat is inherently harder than stealth/speed runs, I wouldn't complain if treads were buffed all the same ;)

263
Ideas / Re: Scoring Factors, a Discussion
« on: July 27, 2015, 06:59:34 AM »
This is getting off topic, but I like the farming issue being discussed.

Using Alert(Purge) score deduction would solve the problem (no point score farming through wanton destruction if you're not actually getting a score benefit), but it uses a meta, non in-game mechanism to alter gameplay behavior.  I think it's preferable when player behavior is modified by in-game consequences as opposed to meta consequences.

I can think of two solutions.  One, wholesale destruction of machinery eventually raises the Alert level to an extent that outpaces purges.  The logic being, the global AI is not going to like you when you're running around blowing up robots and getting beefy, but it's really not going to like you when you're destroying large swathes of the complex itself.

Solution 2, give level wide consequences to the destruction of things like reactors.  Currently, the player cares about terminals, scanalyzers, repair stations, etc.  The player doesn't really care about reactors or the like, except to the extent that you want to take care to no get caught in their blast radius, and sometimes want to blow them up from afar to take out enemies.  But surely those neutriono reactors, etc are serving some purpose for the complex.  What if destroying certain structures had a chance to make nearby Terminals and so forth shut down?   the flavor explanation is that the terminal is depowered without the reactor.  If there was no guarantee that there would be a functioning terminal around for a purge, that would thoroughly disincentivize blowing the crap out of everything.

264
Competitions / Re: Weekly Seed #2 [Alpha 2b] [Seed: AlwaysRun]
« on: July 26, 2015, 07:30:12 AM »
First post hooray!

The morgue below
Spoiler (click to show/hide)

Pretty weak run, just got to -7.  As I always do, I went pure blaster.  There was a shining moment when I had a gausse cannon, 2 plasma cannons, plenty of heat utilities, and armor, and was one shotting fools throughout the factory.  Unfortunately, my shenanigans raised the alert level in the factory pretty bad, and after plowing my way through a horde of commandos the stairs....were to the caverns, shiny and red, and locked.  Backtracking resulted in an army being dropped on my head after reaching Alert level 3.  RIP blaster cogmind, you were too shooty for this world.

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