Grid Sage Forums
- November 21, 2024, 02:49:16 PM
- Welcome, Guest
Good ole Waste.
If you want to avoid it: you can do terminal hacks to detect nearby traps; you can kill operators, whose datacore that they drop on death can reveal traps; you can prioritize flying/hovering over walking/treading, which have a much lower chance of setting off traps. Also, if you use EM weapons and corrupt enemies, they have a chance to trigger traps.
If you find yourself in waste: if you're a combat cogmind, standing your ground and fighting will usually lead to death. The one time I was able to take on the compactors was when I had a really good launcher and some matter containers. EM weapons are borderline useless against them due to their EM resistance. Flight is usually the answer.
You can also equip a structural analyzer, which will reveal some of the traps sooner.
In theory.
In practice, you can't really afford to detect traps, if you're going for a combat build. Your odds of retrieving a datacore on a floor is very low. The same for EM weapons revealing a trap. Terminals are best used to purge the alert and find the exit. You're not going to be flying/hovering much. And you don't want to waste a slot on a structural analyzer.
So, what's the solution? Carry 3 hover units with you until you leave factory. If you get dumped in Waste (or go there voluntarily, which is a good idea on -4), equip your hover units, remove/drop your heaviest weapons, and you'll make it out with most of your stuff. To be able to carry 3 hover units without crippling yourself, you will need a large inventory. Low inventory builds are overrated
@mathSq: Congratulations!
Note that you'll be able to outmaneuver them with most forms of propulsion, even legs as long as you're not overweight. Only super slow builds have much to worry about, or due to the width of the tunnels if you attract too many at once they can pin you in and make it harder to escape without taking a hit or two, which can be nasty.
Also, it's true they have a fairly low ID number compared to their ability, but they are technically a non-combat robot (and happen to be the one with the highest number). Their actual threat rating (an internal number that determines robot shade or color and threat targeting priority) is 4, which is the second to highest level (5).
I fell down there not too long ago with a weapon-heavy build with a bunch of cannons and punched right through them, so that definitely works if you've got the resources.
Once you've got the Waste survival tactics down, getting sucked down there isn't too bad unless your core was already low at the time and you have to head back to the Factory and can't find another exit quickly enough.
One of the other methods to avoid traps that wasn't mentioned: If you get an Operator ally they will instantly identify all traps that come into view.
The thing about treads is, they have a 100% chance to trigger traps, so if you're going to drive around as a battle tank, just expect that it's inevitable you'll eat some explosions and other unexpected effects along the way.
Low inventory builds are overratedI heard that
Welcome, mathSq!
/r/roguelikes is one of the main communities where you might come across Cogmind in the wild, so that's likely
If you've gone back to read nearly three years of blog posts, you are very well versed in the history of the game! I'm curious if down the road you'll be able to do better at Cogmind than DCSS, but either way it usually takes a little getting used to at first.