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Messages - Happylisk

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51
General Discussion / Re: Alpha 12 Discussions [SPOILER VERSION]
« on: November 26, 2016, 07:17:08 PM »
Without spoiling anything, how hard was Command for a mano a mano combat build? 

52
General Discussion / Re: Alpha 12 Discussion/Feedback (spoiler-free)
« on: November 26, 2016, 07:15:53 PM »
Cannons are much, much better.  Love the change.  Game is definitely easier without being too easy.  I started getting cocky in -4 and 6 hunters put me in my place.

I think the new heat changes need some tinkering.  I bumped into some friends in Waste, and a few of them just started randomly overheating.

53
Ideas / Re: Drone Bay adjustments
« on: November 22, 2016, 03:01:33 PM »
I wish drones could be launched for the inventory.  If that's impossible, it'd be nice if there was an incentive to keep the bay attached.  Otherwise, it's annoying item swapping for the player.

One solution I've heard is buffing the bays so they're like makeshift armor.  That's a nice thought, but I'd rather have slots devoted to good armor than subpar armor.  The second option I've heard bandied around is making drones require the bay to be attached to work.  Not a fan of that one.   

My proposal: Reduce drone speeds by by 25% if no bay is attached.  Increase their speed by 25% of what it is now if a bay is attached.  Slight nerf to drones, and makes drones more effective for players who keep the bay attached, without forcing them to keep it attached.  More choices = a more thoughtful game. 

54
General Discussion / Re: Alpha 12 Discussion/Feedback (spoiler-free)
« on: November 22, 2016, 01:36:32 PM »
Very excited about the damage overflow mechanic.  Time to try out massed thermal cannon volleys - takes advantage of the overflow mechanic, can melt enemies, programmers are extra weak to it, and only savior class robots resist it (ie who cares).  As long as you can manage heat and live with melting potential salvage, could be strong strategy. 

55
Strategies / Re: Alpha 11 combat strategy
« on: November 21, 2016, 09:38:48 AM »
Even with the armor buffs, armor still gets chewed through like candy.  This isn't surprising info but it's certainly helpful for new players to visualize how impermanent armor is in this game. 

56
Strategies / Re: Alpha 11 combat strategy
« on: November 16, 2016, 09:13:32 AM »
Variable heat transfer?  But.. but... thermodynamics...

But seriously I like that idea.  I use thermal weapons more than I should and I almost never see anyone melt.  The masses demand the melted husks of our foes.     

57
General Discussion / Re: Alpha 11 Discussions [SPOILER VERSION]
« on: November 15, 2016, 08:21:24 AM »
I like that suggestion.  Item destruction can be mitigated by EM weapons or adjacent combat.  Sometimes neither is an option. 

E: you can also make how long it takes an item to go poof depend on integrity.  Processors and devices go poof the quickest.  Then things like legs and guns.  Cannons, armor, and treads could take the longest to self-destruct. 

58
General Discussion / Re: Alpha 11 Discussions [SPOILER VERSION]
« on: November 15, 2016, 07:04:34 AM »
Had a silly run where I managed to get to Testing again.  Even after finding a few cool toys I still got torn to shreds in there.

With the acknowledgment that I am not the world's best gamer and that combat mode is hard mode in Cogmind, I think the branch difficulties in cogmind need tweaking.  Unless you have a perfect build, you are going to come out of any caves run in much worse shape than when you came in as a combat build.  Extension and from what I'm so far seen Testing are likewise brutal.  I understand that branches are supposed to be a high risk/reward scenarios, but the risks are really, really high and the rewards for the mid-game branches are not exactly breathtaking.  Every time I limp out of Zion, DM, or Zhirov with a combat build I always think to myself "well that wasn't worth it."  (Warlord has a great reward but getting out of that branch alive with a slow moving combat build is a feat unto itself).  I'm sure that's not the feeling you're shooting for. 

I've done branch runs with stealth builds the few times I've played stealth and it's of course infinitely easier.  But for players like me who have a strong preference for combat builds, visiting large swathes of the game feels like a suboptimal decision. 

Even if you think this a legitimate point, I'm not sure what the solution is.  Decreasing the branch difficulty or increasing the rewards helps stealth/hacker runs who need no help.  Further buffs to combat builds will make non-branch combat runs too easy (they're in a good place as is). 

One possibility is adding things to the Caves that would only be of use to a combat build, such as the occasional cache of heavy armor/weaponry/treads.  Not of much use to a stealth build, a godsend to a beat up combat cog.   Another possibility is adding the chance for a fabricator with a finite number of matter in Zion.  It would make runs where DM was on -7 and Zion with a fabricator on -6 very, very satisfying.   




59
Too bad you can't create traps in this game.  Be nice to dig em out and lay some landmines in front of them before attacking DM. 

60
Interesting to know about the data miner grunts.  If you dig em out, do they attack on sight? 

61
The two things we can say for sure are purple is Warlord and Red is Revision 17.  You convinced me that Zhirov is light yellow and not orange.

You also convinced me that Data Miner is orange.  If you attack data miner, some high tech grunts teleport in.. very similar to the grunts that zip in if you disable Zhirov's cloaking, and they're clearly not Main.c forces.  This clearly suggests that Data miner has allies. So... 1) who the hell is Data miner allied with? 2) Who is the mid game data miner NPC that links to black? 3) Who is that standalone light green?  It looks like someone you can encounter around -7 or -6.  I suspect this is an NPC hidden away in the branch still locked in Zion.  Is there some NPC you can find in storage that I've never heard of?

I really need to fool around with some flight/stealth builds and explore the new late game branches thoroughly.  It's a pity that my preferred play style is not conducive for tourism. 

62
General Discussion / Charting the NPCs and their factions [MAJOR SPOILERS]
« on: November 02, 2016, 10:44:57 AM »
Major spoilers ahead, proceed with caution. 

Kyzrati has been posting a blog series about how to weave a plot into a roguelike/procedurally generated game.  It's definitely worth a read.

Part 1:  http://www.gridsagegames.com/blog/2016/10/weaving-narratives-procedural-worlds-part-1-value/

Part 2: http://www.gridsagegames.com/blog/2016/11/weaving-narratives-into-procedural-worlds-part-2-characteristics/

In part two, he posted a fascinating graph: 



This graph depicts every major NPC in the game; where you can find them; their faction; and the impact they have on future events/other NPCs.  Or as Kyrzrati put it, the "major NPC encounter visualization ... showing those with a direct effect on some later encounter (arrows), as well as those with a relatively significant long-term impact on gameplay (bracketed length)."

Let's try to decipher it!  I haven't thoroughly explored Testing, Armory, or Quarantine so I'm not well versed in the plot events in there.  People who have seen more of the end game will probably have a much better idea than me about who some of these dots could be. 

First off, assuming I am not colorblind, we have 8 majors factions.  Interesting and more than I expected. 

The first one is the easiest.  The red dot on the left is revision 17, since that's the only early game NPC.  What about the other two red dots?  I believe the middle is O7 and the third is revision 17 again in Archives.  I'm not the biggest lore/branch junkie though so correct me if I'm wrong!

The lime green one is probably data miner.  You encounter him early and he can potentially change the rest of the game.  Fits the bill.  Interestingly, if I'm right that means Data Miner is not partied with the other factions.  No other lime green dots.

I believe orange is Zhirov's faction.  The orange dot on the far left is probably O8, who can be found in Zion and gives you that hack to summon help when needed.  Two of the central orange dots are Zhirov himself, representing that he can be found in archives or the caves.   The far right orange is Zhirov again, since he can show up in access under certain conditions.  If I'm right that Zhirov = orange, there's one orange dot I can't account for.

Note that one of the oranges links to black.  If I recall correctly, Zhirov gives you a Main.C related hack... perhaps black is Main.C itself?

There's a free floating yellow dude.  No idea who that is.  Could be O7 if some of my assumptions are wrong.

Warlord is either light yellow or purple.  I suspect purple, since that would allow one of the other purples to be God Mode.  I have no idea who the other purples are and no idea who the light yellow is. 

No idea who light blue is.

Finally, it's worth noting that the branch off of Zion is locked.  I bet there's a major NPC in there that no one has seen yet. 

Lots of robots still to meet (and blow up).   

63
Ideas / Re: Allow backwards manual commands?
« on: October 27, 2016, 11:10:54 AM »
That feature owns.  I'm sure it'll exclude the trojan and brute force hacks, which is ok since they're secret anyway and the ones you commonly use are easy to remember.

64
General Discussion / Re: Alpha 11 Discussions [SPOILER VERSION]
« on: October 25, 2016, 07:39:45 AM »
Huh... I could've sworn I was taking less damage while being held, but I guess not.  Btw, researchers are my favorite tile in the game besides demolishers. 

65
Stories / Re: First Attempt at a Melee-Focused Run(Floor -2)
« on: October 25, 2016, 07:29:35 AM »
Super cool run. 

My ladyfriend is out of town this weekend so this post has given me a goal - a melee win. 

66
Stories / Re: Amphouse: "Why..."
« on: October 25, 2016, 07:24:16 AM »
*pours a 40 out for his high capacity storage units

67
General Discussion / Re: Alpha 11 Discussions [SPOILER VERSION]
« on: October 25, 2016, 07:18:17 AM »
One thing I have to keep reminding myself is that combat runs are basically hard mode.  If you combat it up all the way to Research, the alert level is going to be pretty high by the time you get to those branches, unless you take a dip in Waste on -4.  I'm sure zipping around Testing with a high speed and low alert level is a lot easier... provided you don't eat a stasis bubble.

I loved those stasis guys though.. thanks for the shields while I kill your buddies!

68
General Discussion / Re: Alpha 11 Discussions [SPOILER VERSION]
« on: October 25, 2016, 06:55:23 AM »
Had a pretty good run going.  I incorporated two advanced hacking utilities into my combat build.  The loss of combat effectiveness was more than made up for by being able to instantly find the stairs.  I'll probably make this a staple of my builds in the future.

Getting to research, I decide to hack the branch stairs and find that Testing is nearby.  Up until this point I still hadn't been into the Research branches and figured this would by a good chance to check it out since I was in fairly decent shape.  I figured Testing would be a gift basket of cool toys.

And it was, as well as tons of extermination squads and friggin combat programmers.  The latter shredded me and further combat programmer dispatches on -2 finished me off.  God damn testing does not screw around. 

In other news, triple HERF cannon action versus grunts is pretty funny. 

69
General Discussion / Re: Alpha 11 Discussions [SPOILER VERSION]
« on: October 20, 2016, 11:17:59 AM »
Hearing talk of assault squad farming makes me kind of wish we had security level 6.  Something truly absurd that could only be triggered by deliberate grinding. 

70
General Discussion / Re: Alpha 11 Discussions [SPOILER VERSION]
« on: October 20, 2016, 07:50:13 AM »
1) Amazing speed run zxc.  And that music.... some metalhead!   ;D

2) Does any else think that it's problematic that Zhirov and Armory can spawn on the same level?   An entire aspect of the game can become undoable simply due to bad level spawning luck. 

71
General Discussion / Re: Alpha 11 Discussions [SPOILER VERSION]
« on: October 15, 2016, 05:04:06 AM »
Re: balancing Command, I think it might be better to err on the side of too difficult instead of too easy. Reason being that it's super optional (you can't even accidentally enter it), and combat builds can potentially get far stronger than my one was.

I was literally going to use that exact phrase.  I agree, make Command nuts.  One of my complaints with DCSS' end game is that it's too easy if you know what you're doing. 

72
General Discussion / Re: Alpha 11 Discussions [SPOILER VERSION]
« on: October 14, 2016, 07:45:24 PM »
Wow, what a score!

I will say, a consistent win-rate doesn't mean the game is too easy.  It just means you've figured it out.  A strong DCSS player can win 5 games in a row if they played seriously.  Honestly, I'm suspicious of roguelikes that can't be beaten consistently (e.g. TGGW, IVAN).  This genre is embodied by games with high skill caps that should reward mastery of the mechanics. 

Plus, this game has multiple endings.  Getting out of Access is one thing.  I'm sure there will be endings, especially once Command opens, that will try our skill. 

73
General Discussion / Re: Alpha 11 Discussion/Feedback (spoiler-free)
« on: October 13, 2016, 08:24:46 PM »
I've got a run in the end game - currently sitting at the beginning of Access.  In pretty rough shape, but if I get lucky with the first few rooms might be able to do a come back.  Of course, I didn't find any of the new branches in Research this run.. next time! On the bright side, I found a certain entropic weapon for the first time, which proved to be very good against hunters.

Armor is def more valuable than treads now pound for pound.  At one point this run I had 3 sets of heavy armor on.  For the first time, I felt like I could go toe to toe with terminators without getting completely shredded. 

And the buffs to Behemoths are noticeble.  I took one on with 3 nova cannons and was shocked by how long it took to down it.  Definitely a good change.  Way back in 3c they were basically jokes.  Not anymore!

edit: Escaped!  My first Alpha 11 win, only took three tries.  I'll admit, I got really, really, really lucky on -1. 

Scoresheet:

Code: [Select]
Cogmind - Alpha 11

Name: Happylisk

---[ ESCAPED! ]---

 Performance
-------------
Evolutions (9)             4500
Robots Destroyed (209)     1045
Value Destroyed (9938)     9938
Prototype IDs (3)          60
Alien Tech Recovered (0)   0
Bonus (6576)               6576
              TOTAL SCORE: 22119

 Cogmind
---------
Core Integrity             1023/1600
Matter                     130/300
Energy                     98/100
System Corruption          3%
Temperature                Cool (0)
Location                   Surface

 Parts
-------
Power (4)
  (None)
Propulsion (4)
  (None)
Utility (13)
  (None)
Weapon (4)
  (None)
Inventory (4)
  Improved Heavy Treads

 Peak State
------------
Power
  Neutrino Core
  Micro Fission Core
  Anti-Matter Reactor
  Light Quantum Reactor
Propulsion
  Medium Treads
  Medium Treads
  Improved Heavy Treads
Utility
  Advanced Heat Sink
  Advanced Heat Sink
  Advanced Cooling System
  Advanced Cooling System
  Advanced Coolant Injector
  Large Storage Unit
  Large Storage Unit
  Large Storage Unit
  Advanced Target Analyzer
  Improved Weapon Shielding
  Dynamic Insulation System
  Improved Dynamic Insulation System
Weapon
  Gamma Rifle
  Nova Cannon
  Railgun
Inventory
  Anti-Matter Reactor
  Light Anti-Matter Reactor
  Light Anti-Matter Reactor
  Particle Reactor
  Light Particle Reactor
  Light Particle Reactor
  Medium Treads
  Durable Medium Treads
  Improved Heavy Treads
  Improved Heavy Treads
  Advanced Cooling System
  Matter Compressor
  HERF Cannon
  Compact HERF Cannon
  Railgun
  Railgun
  Magnetic Acceleration Cannon
  Fusion Bomb Launcher
  Fusion Bomb Launcher
[Rating: 141]

 Favorites
-----------
Power                      Improved Deuterium Engine
  Engine                   Improved Deuterium Engine
  Power Core               Neutrino Core
  Reactor                  Anti-Matter Reactor
Propulsion                 Light Treads
  Treads                   Light Treads
  Leg                      Flexi-carbon Leg
Utility                    Large Storage Unit
  Device                   Advanced Cooling System
  Storage                  Large Storage Unit
  Processor                Advanced Target Analyzer
  Hackware                 Makeshift System Shield
  Protection               Makeshift Armor Plating
Weapon                     Lightning Gun
  Energy Gun               Lightning Gun
  Energy Cannon            Neutron Cannon
  Ballistic Gun            Gauss Rifle
  Ballistic Cannon         Advanced Assault Cannon
  Launcher                 Grenade Launcher
  Special Weapon           Molecular Deconstructor
  Impact Weapon            Powered Hammer

 Stats
-------
Bonus Breakdown            6576
  Win                      3000
  Win Speed                3576
Classes Destroyed          16
  Worker                   10
  Builder                  6
  Hauler                   1
  Recycler                 3
  Watcher                  1
  Swarmer                  51
  Grunt                    58
  Brawler                  7
  Duelist                  4
  Sentry                   12
  Specialist               1
  Hunter                   23
  Programmer               20
  Behemoth                 2
  Demented                 2
  Assembled                8
NPCs Destroyed             0
Best Kill Streak           12
  Combat Bots Only         8
Matter Collected           6096
  Salvage Created          9247
Parts Attached             292
  Power                    44
  Propulsion               41
  Utility                  74
  Weapon                   133
Parts Lost                 124
  Power                    25
  Propulsion               19
  Utility                  39
  Weapon                   41
Average Slot Usage (%)     87
  Naked Turns              280
Spaces Moved               6742
  Fastest Speed (%)        200
  Average Speed (%)        66
  Slowest Speed (%)        40
  Overloaded Moves         0
  Propulsion Burnouts      0
  Targets Rammed           1
  Cave-ins Triggered       1
Heaviest Build             159
  Greatest Support         135
  Greatest Overweight (x)  9
  Average Overweight (x)   1
Largest Inventory          28
  Average Capacity         19
  Most Items Carried       28
  Average Items Carried    16
  Final Capacity           4
  Final Carried            1
Core Damage Taken          3019
Average Core Remaining (%) 72
  Depth 11 Exit            100
  Depth 10 Exit            89
  Depth 9 Exit             87
  Depth 8 Exit             49
  Depth 7 Exit             87
  Depth 6 Exit             67
  Depth 5 Exit             42
  Depth 4 Exit             97
  Depth 3 Exit             92
  Depth 2 Exit             29
  Depth 1 Exit             63
Volleys Fired              524
  Largest                  3
  Hottest                  346
Shots Fired                1134
  Gun                      625
  Cannon                   441
  Launcher                 60
  Special                  8
  Kinetic                  544
  Thermal                  279
  Explosive                60
  Electromagnetic          243
Shots Hit Robots           704
  Core Hits                388
Critical Hits              63
  Kills                    20
  Parts Destroyed          35
Overload Shots             0
  Energy Bleed             0
  Heat Surge               0
  Short Circuit            0
  Meltdown                 0
Melee Attacks              10
  Impact                   10
  Slashing                 0
  Piercing                 0
Damage Inflicted           24677
  Projectiles              17681
  Explosions               6730
  Melee                    261
  Ramming                  5
  Kinetic                  8111
  Thermal                  6384
  Explosive                5992
  Electromagnetic          3924
  Impact                   261
  Slashing                 0
  Piercing                 0
Self-Inflicted Damage      601
  Shots                    16
  Rammed                   1
Highest Temperature        335
  Average Temperature      46
  Shutdowns                0
  Energy Bleed             1
  Interference             1
  Matter Decay             0
  Short Circuit            0
  Damage (minor)           0
  Damage (major)           0
  Damage (core)            0
Highest Corruption         15
  Average Corruption       3
  Message Errors           22
  Parts Rejected           5
  Data loss (map)          21
  Data loss (database)     15
  Misfires                 4
  Misdirections            10
  Targeting Errors         29
  Weapon Failures          8
  Depth 7 End              1
  Depth 5 End              4
  Depth 3 End              12
  Depth 2 End              15
  Depth 1 End              3
Haulers Intercepted        1
Robots Corrupted           15
Robots Melted              0
Power Chain Reactions      5
Tactical Retreats          38
Communications Jammed      0
Parts Field Recycled       0
  Retrieved Matter         0
Parts Merge Repaired       0
Drone Launches             3
  Drone Recoveries         0
Derelicts Assembled        0
Traps Triggered            7
  Indirectly               0
Trap Hack Attempts         0
  Triggered                0
  Disarmed                 0
  Reprogrammed             0
  Reused                   3095
Machines Disabled          33
Data Cores Recovered       0
  Used                     0
Machines Hacked            9
  Terminals                5
  Fabricators              0
  Repair Stations          1
  Recycling Units          0
  Scanalyzers              0
  Garrison Access          1
Total Hacks                25
  Successful               10
  Failed                   13
  Catastrophic             2
  Database Lockouts        0
  Manual                   5
  Unauthorized             0
  Terminals                10
  Fabricators              0
  Repair Stations          7
  Recycling Units          0
  Scanalyzers              0
  Garrison Access          4
Terminal Hacks             7
  Part Schematic           1
  Prototype ID Bank        1
  Open Door                2
  Zone Layout              1
Hacking Detections         8
  Full Trace Events        1
  Feedback Events          0
  Feedback Corruption      0
  Feedback Part Disabled   0
  Feedback Blocked         0
Trojans Installed          0
  Terminals                0
  Fabricators              0
  Repair Stations          0
  Recycling Units          0
  Scanalyzers              0
  Garrison Access          0
Fabricators Overloaded     0
Garrisons Disabled         2
Garrisons Compromised      0
Fab Network Shutdowns      0
Robot Schematics Acquired  0
  Robots Built             0
  Total Robot Build Rating 0
  Robot Fabrication Matter 0
  Robot Fabrication Time   0
Part Schematics Acquired   1
  Parts Built              0
  Total Part Build Rating  0
  Part Fabrication Matter  0
  Part Fabrication Time    0
Parts Repaired             2
  Part Repair Time         76
Parts Recycled             0
  Recycled Matter          0
  Retrieved Matter         0
  Retrieved Components     0
Parts Scanalyzed           0
  Part Schematics Acquired 0
  Parts Damaged            0
Robot Analysis Total       0
Robots Rewired             0
Robots Hacked              0
  Non-combat               0
  Combat                   0
Robot Hack Failures        0
Allies Hacked              0
Hacks Repelled             0
Total Allies               3
  Largest Group            2
  Highest-Rated Group      10
  Highest-Rated Ally       5
Total Orders               2
  EXPLORE                  2
Terraforming Orders        0
  Walls Built              0
  Walls Tunneled           0
Ally Attacks               0
  Total Damage             0
  Kills                    0
Allies Corrupted           0
Allies Melted              0
Peak Influence             1092
  Average Influence        347
  Final Influence          694
Maximum Alert Level        3
  Low Security (%)         34
  Level 1                  33
  Level 2                  19
  Level 3                  12
  Level 4                  0
  Level 5                  0
Squads Dispatched          34
  Investigation            2
  Extermination            10
  Reinforcement            17
  Assault                  3
  Garrison                 2
  Intercept                0
Derelict Logs Recovered    8
Exploration Rate (%)       22
  Regions Visited          18
  Pre-discovered Areas     3
Garrisons Visited          0
  Relays Disabled          0
  Generators Disabled      0
Network Hubs Disabled      0
Actions Taken              8225
Turns Passed               13978
  Depth 11                 66
  Depth 10                 424
  Depth 9                  956
  Depth 8                  781
  Depth 7                  2403
  Depth 6                  4217
  Depth 5                  2655
  Depth 4                  264
  Depth 3                  401
  Depth 2                  1486
  Depth 1                  325
  Scrapyard                66
  Materials                1557
  Factory                  3217
  Research                 1887
  Access                   325
  Mines                    604
  Lower Caves              3441
  Proximity Caves          466
  Zion                     2415

 Prototype IDs
---------------
Advanced Power Amplifier
Improved Medium Laser
Molecular Deconstructor

 Fabricated
------------
Nothing

 Alien Tech Recovered
----------------------
None

 Route
-------
-11/Scrapyard
-10/Materials (discovered 2 exits: *Mat / [*Min])
-9/Materials
-9/Mines (discovered 2 exits: *Mat x2)
-8/Materials
-7/Factory
-7/Lower Caves
-7/Lower Caves (discovered 2 exits: [*Fac] / [*Dat])
-6/Factory (discovered 3 exits: Fac x2 / [*Low])
-6/Lower Caves
-6/Lower Caves
-6/Zion
-5/Proximity Caves
-5/Factory (discovered 2 exits: [*Fac] / Upp)
-4/Factory
-3/Research
-2/Research
-1/Access
Surface

 Game
------
Seed: 1476321458
^Manual?: 0
Play Time: 108 min
Sessions: 13
Mod: N/A
Game No.: 246
Lore%: 3
Gallery%: 69
ASCII: 0
Keyboard: 0
Movement: Numpad
Fullscreen: 1
Font: 18/SmallcapsGlow
Map View: 76x50
FOV Handling: Instant


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74
General Discussion / Re: Alpha 11 Discussions [SPOILER VERSION]
« on: October 13, 2016, 08:10:40 AM »
Out of curiosity, is that cave attached to Zion now accessible? 

75
General Discussion / Re: Alpha 11 Discussion/Feedback (spoiler-free)
« on: October 13, 2016, 08:10:03 AM »
The shocking return of Happylisk!

I took a bit of break from cogmind, partly because I didn't want to burn out before the final release, and partly because I had a mountain of work in September.  But now with all Research branches open, I gotta see what's in testing and quarantine.

Currently have a good run going, sitting in mid-Factory.  I like the charges to armor.  Noticeable without being OP.  Anything that helps a combat build is a-OK in my book!  Though I guess this is a slight buff to sentries and anything else with armor...

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