Grid Sage Forums

Grid Sage Forums

  • April 28, 2024, 09:46:47 PM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  

News:

LINKS: Website | Steam | Wiki

Pages: [1] 2 3 ... 10
 1 
 on: Today at 05:48:17 AM 
Started by R-26 Lightspeed - Last post by Kyzrati
This isn't a bug, it's just how that particular event is coded. Disable at your own risk!

You'll find a number of other events and situations that use a similar approach for various reasons.

 2 
 on: Today at 04:10:48 AM 
Started by R-26 Lightspeed - Last post by R-26 Lightspeed
In order to request backup, outpost sentries of cave branches need to have made their pre-backup request statement.
In order to make that statement, they have to :
1 - Be tracking Cogmind.
2 - Do the same thing that NPCs like Exiles need to do when they want to tell you something, which is to say be within Cogmind's FOV.

This makes no sense whatsoever, as it means having a Visual Processing Unit-type utility can cause the sentry to request backup before it actually sees you (if you shoot it from afar, for example).
This also makes disabling visual range utilities a good idea (and makes Cloaking Devices useless for preventing backup) when attacking 0b10 outposts.

 3 
 on: April 27, 2024, 04:33:37 AM 
Started by R-26 Lightspeed - Last post by Kyzrati
Yes this is not referring to a specific part, and is not a bug xD

It's just referring to Makeshift parts in general, and in their opinion, as stated.

 4 
 on: April 27, 2024, 03:10:12 AM 
Started by R-26 Lightspeed - Last post by R-26 Lightspeed
As visible in the attached screenshot, this Tinkerer says their makeshift parts are "pretty effective for their mass", which implies that the parts are of lower mass but still as/more effective than same-mass non-makeshift parts.
However, one of the parts here is a Mak. Transmission Jammer, which has a higher mass than its same-range counterpart.
The only way it can be considered more effective is with its energy cost, but it still has a higher mass than any other Transmission Jammer.


It's probably normal in some way, but unless i'm being annoying by posting so many of these bug reports i'll keep posting what feels wrong to avoid not reporting an actual bug.

 5 
 on: April 27, 2024, 02:58:36 AM 
Started by R-26 Lightspeed - Last post by Kyzrati
Understandable, although as a part of the line-of-fire visualization rather than extra AOE visualization, it will remain for now.

 6 
 on: April 27, 2024, 02:53:45 AM 
Started by R-26 Lightspeed - Last post by R-26 Lightspeed
I mean... explosion predictions are pretty obvious because they have a half-square outline delineating the maximum in each axis direction, which is the more fundamental part of that display--it uses lines in addition to the interior highlight area and not just relying on color like the rest of the targeting interface.
It might be intended to be the more fundamental part of that display, but what i automatically check to see if an explosion will occur is the far more obvious highlighted area. I wouldn't be surprised if that was also the case for a good chunk of players.
At some point, i even saw those explosion range line indicators and thought "wait, were those always there?". I might be good at noticing things generally, but apparently i can tunnel vision when i'm not in "parsing the entire screen for information" mode.

 7 
 on: April 27, 2024, 02:50:02 AM 
Started by R-26 Lightspeed - Last post by Kyzrati
This is allowed. The precise edges of your range are a bit fungible, especially in cases like that because the object on the other side is a prop that occupies its entire cell position and is pushed right up against the edge of whatever's next to it, so if you penetrate you do still hit the side of it (now if it was something smaller that probably wouldn't occur, but there was no distance to travel following the penetration).

 8 
 on: April 27, 2024, 02:43:43 AM 
Started by R-26 Lightspeed - Last post by R-26 Lightspeed
As visible in the attached screenshot, i shot the tile directly down-right of the upper Wall Chamber's lower right corner using my Imp. KE Penetrator, which was as far as i could shoot directly up-right diagonally.
This hit the barely out-of range Wall Chamber, which i think is normal? But the projectile penetrated the first tile, which made it travel to the next tile(?) and broke it, which i'm pretty sure breaks the rules of how weapon range works.

I later tried to see if you could hit a stationary hostile by extending the range using this method, but i'm not sure if it worked, as it might have been an Infiltrator i didn't recognize as friendly because of only have an Imp. Signal Interpreter (I hadn't seen Infiltrators yet), who didn't move when i shot them because they weren't 0b10?

 9 
 on: April 26, 2024, 02:49:48 AM 
Started by R-26 Lightspeed - Last post by Kyzrati
Hm, I think this happened once before ages ago and that was fixed, looked like there might be some other source for it. I'll have to add this to the list to check later once I get back to look at Beta 13 stuff (can't load the save right now, working on Beta 14).

 10 
 on: April 26, 2024, 02:47:05 AM 
Started by R-26 Lightspeed - Last post by Kyzrati
I mean... explosion predictions are pretty obvious because they have a half-square outline delineating the maximum in each axis direction, which is the more fundamental part of that display--it uses lines in addition to the interior highlight area and not just relying on color like the rest of the targeting interface.

Pages: [1] 2 3 ... 10