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Messages - Storm Mk9

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1
Ideas / Re: Challenge Modes
« on: October 21, 2022, 07:28:25 AM »
Blinded: Cogmind's visual radius is set to 1, but everything else, including audio, infowar modules, etc, are unaffected. Considering the improvements to infowar in update 11, this could potentially be much more of an interesting challenge than it would've been otherwise. Then again, I can't exactly know for certain without testing it, but it definitely seems like an interesting concept to me

2
Ideas / Re: Constructs with built-in utilities.
« on: October 13, 2022, 08:50:52 PM »
(Kyzrati replied while i was still typing, call that timing!)

Considering how Constructs are being balanced, i don't really see these being added, at least not without some serious balancing changes, purely beneficial effects like that is something that it seems like is being avoided. That being said, i'm far from the best authority on this, so take that with a grain of salt. There would absolutely be a way to balance it, of course, but it would probably need a lot more than just mass, e.g. Power Amplifier increasing power generation, at the cost of a similar, if not higher increase in the Construct's heat generation, or something like the Weapon Cycler, reducing delay slightly, but also reducing accuracy, and adding to the power usage. But again, i'm not Kyzrati, so who am i to say?

I will say, though, i did have a related idea, of things like weapon shielding, power shielding, and propulsion shielding (which the Scrap Engine can use anyway) repairing EITHER the scrap engine or a relevant construct, depending which needs it more. Although again, i'm far from the best authority on this, i haven't even gotten to use the Scrap Engine for myself yet.

(also clearly it would be Targeting Computer for accuracy, Visual Processing Unit would be range, if anything)

3
So I had an idea yesterday to do a Player 2 build, and focus on playing a support role, letting Player 2 deal with all the combat while helping from the sidelines with RIF hacks, Remote shields, and of course punching the occasional wall. The part that really made the build something special (at least in theory) is the group of allies i'd hacked to work for us, but Player 2's rampant friendly fire problem, along with the inability to give specific orders to even controllable allies, made it more of a curse than a blessing.
Player 2 was seemingly determined to kill everything i hacked (including the Mechanics helping to keep us both alive), with me being powerless to get them out of the line of fire. Sure, Follow and Stay are usually good enough, but they don't help if they're already in Player 2's line of fire, and apparently giving an order to move to a specific location is just impossible for whatever reason, despite apparently having direct control.
Unfortunately, without Player 2, the entire build i was going for would be nigh-impossible, since it was almost completely useless in 1-1 combat, the entire point being to get others to fight for you while reinforcing them from behind, much like Protectors (much of the reason Assault squads are often as dangerous as they are). The only other way i could see that build working other than having a reliable ally or giving specific move orders, is perhaps being able to use a certain part to act as a Mechanic/Surgeon yourself (former 0b10 bots aren't reliable, so make them reliable), in that you can repair other bots' cores, and to a lesser extent their parts, while presumably remaining unable to heal your own integrity, and likely at a significant matter + energy cost. Even if your ability to attach backup parts is limited/nonexistent, it's the only thing i can think of that would make a commander run like that particularly viable, aside from a more specific orders system
But then again i'm the person who tries to play support in almost every game, so i may be just a little biased, but i feel like fully committing to a support build should at least let you have some consistent allies, rather than the usual bots being absolute dumbasses, managing to get themselves killed faster than you can replace them anyway, or Player 2, apparently absolutely determined to be the only other bot on your team, and still without enough firepower to properly support their reckless playstyle. I'd say potentially ECA might support something like this a bit better, if it didn't need a competent combat build to start anyway, rather than just getting lucky with a RIF installer position and a coupler as trying to do the same with proper RIF would
Anyway... yeah. What was i rambling about again?

4
Ideas / Re: We make bad suggestions and come up with horrible ideas
« on: October 10, 2022, 11:01:33 PM »
Combat Engineers: Instead of calling for a normal reinforcement squad they call for other nearby engineers to build a box around Cogmind so that they're just stuck in a 1x1 space.

Combat ARCs: They ram you before deploying, just to add insult to injury

Zombies Mode: All bots are hostile and will attack you with whatever they have: Even Serfs will try to ram into you, and Excavators are suddenly kind of terrifying

Combat Mechanic: A 2x2 Mechanic with a stasis projector who immobilises you, then just comes up and takes all your parts off, like you can make normal mechanics do with RIF

Combat Sentry: ...Wait that's just a Heavy, isn't it

Combat Heavy: ...Wait, that's just a Behemoth, isn't it

Combat Behemoth: ...Wait, that's just a normal Behemoth

Deploy-A-Sentry 2.0: an 8-slot Drone Bay that, when used, just deploys an entire Y-64 Sentinel next to you. It's not friendly.

Combat Minesweepers: they place collected traps around you in inconvenient locations

Combat Garrisons: Oh god they have legs now run

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