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Messages - GTD-Carthage

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After seeing 80% shot chance on three weapons on a few guys, I suddenly feel like my sentiments are moot. :P There's definitely a huge formula influencing accuracy given that explanation and I do agree there's a huge amount of tension surrounding fights thus far - position is integral to survival and, in the end, it's the player's fault for letting himself get surrounded by Defenders shooting from all directions. ;) There's a lot of fascinating close encounters where terrain advantage manages to let you win against a whole bot squad coming along their path.

Perhaps the biggest discovery (noticeable the longer you play...) would definitely be recent movement applying itself against accuracy. Knowing that influences my playstyle a bit.

At this point, I think accuracy is in a solid good place - experience with Pests on the first non-tutorial floor definitely leaves the idea you'll never shoot particularly well and it felt like a foreboding experience for future encounters. (That Rogue plz)

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General Discussion / Stormtrooper Marksman Academy Trajectory Chips
« on: May 22, 2015, 07:17:21 AM »
Hello all! This is my first post here. I've been an occasional lurker of Cogmind for some time now and, glad to see the game is now available for public access, took the opportunity to take a look at the early build of the game. I must say, the game is very impressive with a fair good bit of graphics. (I enjoy both the tileset and ASCII look but I must say the particles are easiest to appreciate if it's all in ASCII!)

I have no idea where to put this down as it isn't a bug nor is it an idea.

I've been through several games now with my furthest at least three floors in. (Those katana-wielding Rogues tore me a new one...)

After some time of playing and adopting specific strategies, the issue I'm actually going to discuss here has become less of a problem but at the same time, I feel it limits some gameplay aspects of the game I'll also discuss here...

Weapon accuracy. Everyone shoots like, really badly. Not that it's a bad thing when it's enemy bots on you.

A large number of combat scenarios (outside of funneling the bad bots into tight spaces) most definitely tear my entire inventory of equipment apart quicker than I can take at least half of them down. The flying little Pests are definitely... pests.

There are frequent times in the game where robotic grunts are at least less than five tiles away but are still only at 50% hit chance. (this is understandable of course for things that can fly and move fast - like Pests) I'd figure an extremely low shooting accuracy at certain ranges is acceptable but when a target is just on the opposite side of the street, I'd assume a near-guaranteed hit - it especially becomes a huge curiosity when hostile bots are funneled down 1-tile corridors but still have more or less 50% hit chance despite enfiladed fire.

Definitely, I'm rather weak on discussing this as I presume accuracy, a major variable in combat, was probably among the first balancing acts polished up in the game and that it plays as it was intended now. And that a number of other factors (like moving targets) probably account for lower accuracy rates.

In so far, the accuracy of hostile bots are satisfactory - they hit hard most especially if you stand in the wrong spots. However, unless you were in tactically advantageous terrain such as a tight corridor or a doorway (of lesser defensive value though...), your own accuracy does little good up until you have at least three or more guns to guarantee one of them will hopefully hit your target (all the while those bots will tear your guns away...). Low accuracy on longer engagement ranges is also actually quite fine, especially when enemies are practically at the border of your sensor range.

Any thoughts? I personally think weapon hit chances are fine - just need to be a bit kinder when you expect them to be.

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