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Alpha Challenge 2015 (September 8-22)

Started by Kyzrati, September 08, 2015, 08:27:02 PM

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boomblip

#50
Well that was my best score yet.

I had plenty of parts but the battles became too intense and I couldn't replace fast enough to get any shots off.  Basically been focusing on energy weapons with one or two AOE explosive weapons for crowd control, but I have pretty consistently found myself in the chute traps getting it all knocked off due to lack of speed.  Found myself with 15%+ corruption more than once which was absolutely ridiculous, as I ran around the level blowing up generators and random robots unintentionally.

Spoiler
Cogmind - Alpha 3c

Name: BoomBlip

---[ CORE DESTROYED ]---

Performance
-------------
Evolutions (7)             3500
Robots Destroyed (211)     1055
Value Destroyed (9310)     9310
Prototype IDs (17)         340
Alien Tech Identified (0)  0
Bonus (0)                  0
              TOTAL SCORE: 14205

Cogmind
---------
Core Integrity             0/1300
Matter                     300/300
Energy                     50/50
System Corruption          20%
Temperature                Cool (0)
Location                   -3/Research

Parts
-------
Power (3)
Propulsion (2)
Utility (12)
Weapon (4)

Inventory
-----------
Experimental Terrain Scan Processor
Improved Medium Treads
Compact Heavy Treads
Micro Fission Core

Peak State
------------
Power
  Micro Fission Core
  Light Anti-Matter Reactor
  Light Particle Reactor
Propulsion
  Improved Anti-Grav System
  Improved Anti-Grav System
Utility
  Energy Well
  High-capacity Storage Unit
  Advanced Heat Sink
  Advanced Reclamation Unit
  Improved Launcher Guidance Computer
  Advanced Heat Sink
  Advanced Heat Sink
  Powered Armor
  Powered Armor
  Powered Armor
  Powered Armor
  Advanced Heat Sink
Weapon
  Variable Charge Gun
  Gamma Rifle
  Gamma Rifle
  Gamma Rifle
[Rating: 119]

Favorites
-----------
Power                      Micro Fission Core
  Engine                   Light Angular Momentum Engine
  Power Core               Micro Fission Core
  Reactor                  Anti-Matter Reactor
Propulsion                 Improved Treads
  Treads                   Improved Treads
  Leg                      Myomer Leg
  Hover Unit               Gravmag Array
Utility                    Large Storage Unit
  Device                   Improved Heat Sink
  Storage                  Large Storage Unit
  Processor                Improved Targeting Computer
  Hackware                 Deep Network Scanner
  Protection               Improved Light Armor Plating
Weapon                     High-powered Shock Rifle
  Energy Gun               High-powered Shock Rifle
  Energy Cannon            Ion Cannon
  Ballistic Gun            Railgun
  Ballistic Cannon         Advanced Assault Cannon
  Launcher                 Mini Smartbomb Launcher
  Special Weapon           Advanced Remote Datajack
  Slashing Weapon          Katana

Stats
-------
Classes Destroyed          15
  Worker                   14
  Builder                  10
  Tunneler                 6
  Hauler                   7
  Recycler                 18
  Mechanic                 1
  Operator                 1
  Watcher                  4
  Swarmer                  37
  Grunt                    51
  Brawler                  2
  Duelist                  2
  Sentry                   12
  Hunter                   17
  Programmer               29
NPCs Destroyed             0
Best Kill Streak           11
  Combat Bots Only         9
Matter Collected           5276
  Salvage Created          9961
Parts Attached             329
  Power                    53
  Propulsion               36
  Utility                  118
  Weapon                   122
Parts Lost                 178
  Power                    27
  Propulsion               17
  Utility                  65
  Weapon                   69
Average Slot Usage (%)     87
  Naked Turns              14
Spaces Moved               5345
  Fastest Speed (%)        222
  Slowest Speed (%)        6
  Overloaded Moves         0
  Propulsion Burnouts      0
  Targets Rammed           11
  Cave-ins Triggered       0
  Teleports                0
Heaviest Build             131
  Greatest Overweight (x)  31
  Average Overweight (x)   2
Largest Inventory          34
  Most Items Carried       24
  Average Items Carried    13
Core Damage Taken          3289
Volleys Fired              489
  Largest                  4
  Hottest                  339
Shots Fired                1275
  Gun                      830
  Cannon                   393
  Launcher                 48
  Special                  4
  Kinetic                  397
  Thermal                  563
  Explosive                48
  Electromagnetic          263
Shots Hit Robots           795
  Core Hits                465
Overload Shots             10
  Energy Bleed             0
  Heat Surge               0
  Short Circuit            0
  Meltdown                 0
Melee Attacks              2
  Impact                   0
  Slashing                 2
  Piercing                 0
Damage Inflicted           29365
  Projectiles              17993
  Explosions               11269
  Melee                    57
  Ramming                  46
Highest Temperature        565
  Average Temperature      107
  Shutdowns                10
  Energy Bleed             3
  Interference             10
  Matter Decay             5
  Short Circuit            2
  Damage (minor)           1
  Damage (major)           7
  Damage (core)            0
Highest Corruption         26
  Message Errors           67
  Parts Rejected           27
  Data loss (map)          76
  Data loss (database)     60
  Misfires                 16
  Misdirections            31
  Targeting Errors         93
  Weapon Failures          17
Haulers Intercepted        7
Robots Corrupted           9
Robots Melted              9
Tactical Retreats          22
Communications Jammed      0
Parts Field Recycled       2
  Retrieved Matter         6
Parts Merge Repaired       0
Drone Launches             0
  Drone Recoveries         0
Derelicts Assembled        0
Traps Triggered            0
  Indirectly               0
Trap Hack Attempts         0
  Triggered                0
  Disarmed                 0
  Reprogrammed             0
  Reused                   0
Machine Familiarity        12
  Terminals                12
  Fabricators              0
  Repair Stations          0
  Recycling Units          0
  Scanalyzers              0
Machines Hacked            12
  Terminals                12
  Fabricators              0
  Repair Stations          0
  Recycling Units          0
  Scanalyzers              0
Total Hacks                33
  Successful               1
  Failed                   32
  Catastrophic             14
  Database Lockouts        0
  Manual                   33
  Terminals                33
  Fabricators              0
  Repair Stations          0
  Recycling Units          0
  Scanalyzers              0
Terminal Hacks             1
  Record                   0
  Part Schematic           0
  Robot Schematic          0
  Robot Analysis           0
  Prototype ID Bank        0
  Open Door                0
  Level Access Points      0
  Branch Access Points     0
  Emergency Access Points  0
  Machine Index            0
  Terminal Index           0
  Fabricator Index         0
  Repair Station Index     0
  Recycling Unit Index     0
  Scanalyzer Index         0
  Alert Level              0
  Unreport Threat          0
  Locate Traps             0
  Disarm Traps             0
  Reprogram Traps          0
  Dispatch Records         0
  Maintenance Status       0
  Security Status          0
  Surveillance Status      0
  Patrol Status            0
  Transport Status         0
  Investigation Status     0
  Extermination Status     0
  Reinforcement Status     0
  Assault Status           0
  Recall Investigation     0
  Recall Extermination     1
  Recall Reinforcements    0
  Recall Assault           0
  Hauler Manifests         0
  Registered Components    0
  Registered Prototypes    0
  Zone Layout              0
  Sector Layout            0
  Machine Controls         0
Hacking Detections         12
  Full Trace Events        4
  Feedback Events          1
  Feedback Corruption      1
  Feedback Part Disabled   0
  Feedback Blocked         0
Robot Schematics Acquired  0
  Robots Built             0
  Total Robot Build Rating 0
  Robot Fabrication Matter 0
  Robot Fabrication Time   0
Part Schematics Acquired   0
  Parts Built              0
  Total Part Build Rating  0
  Part Fabrication Matter  0
  Part Fabrication Time    0
Parts Repaired             0
  Part Repair Time         0
Parts Recycled             0
  Recycled Matter          0
  Retrieved Matter         0
Parts Scanalyzed           0
  Part Schematics Acquired 0
  Parts Damaged            0
Robot Analysis Total       0
Robots Rewired             1
Robots Hacked              1
  Non-combat               0
  Combat                   1
  Parse                    0
  Link                     0
  Rebooted                 0
  Overloaded               0
  Assimilated              0
  Manual                   0
  Secondary                1
Robot Hack Failures        0
Allies Hacked              1
Hacks Repelled             0
Total Allies               9
  Largest Group            1
  Highest-Rated Group      81
  Highest-Rated Ally       81
Total Orders               0
  STAY                     0
  GOTO                     0
  ROAM                     0
  FOLLOW                   0
  GUARD                    0
  AID                      0
  BUILD                    0
  TUNNEL                   0
  DROP                     0
  PICKUP                   0
  COLLECT                  0
  EXPLORE                  0
  RETURN                   0
Terraforming Orders        0
  Walls Built              0
  Walls Tunneled           0
Ally Attacks               2
  Total Damage             46
  Kills                    0
Allies Corrupted           1
Allies Melted              0
Peak Influence             638
  Average Influence        207
Maximum Alert Level        2
  Low Security (%)         66
  Level 1                  11
  Level 2                  21
  Level 3                  0
  Level 4                  0
  Level 5                  0
Squads Dispatched          35
  Investigation            7
  Extermination            17
  Reinforcement            10
  Assault                  1
Exploration Rate (%)       24
  Regions Visited          9
Turns Passed               12979
  Depth 11                 95
  Depth 10                 454
  Depth 9                  699
  Depth 8                  550
  Depth 7                  917
  Depth 6                  2568
  Depth 5                  3656
  Depth 4                  2850
  Depth 3                  1190
  Scrapyard                95
  Materials                1703
  Factory                  9991
  Research                 1190

Prototype IDs
---------------
Improved Medium Laser
Precision Beam Rifle
Cooled Plasma Rifle
Heavy Gatling Laser
Heavy Wave Gun
Advanced Beam Cannon
Cooled Phase Cannon
Improved Assault Rifle
Helical Railgun
Mini Smartbomb Launcher
Experimental Heat Sink
Improved Matter Compressor
Experimental Terrain Scan Processor
Quantum Shroud
Precision Energy Filter

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

Game
------
Seed: 1442035249
^Manual?: 0
Play Time: 244 min
Sessions: 3
Mod: N/A
Game No.: 52
ASCII: 0
Keyboard: 1
Font: 18/Cogmind
Map View: 76x50


X=9160174034322230848663001080
398001380863966699983460939661
648088081084008469430099989808
360366949069800364690130303160
066688143081806380033333333363
333333636969363633336363663333
313333333333633336680636303333
633363333333333633303333733633
333633338111381016183333060633
630606330336333338030039446196
181688440488038600361364304808
840980061994608191300033333688
809418088880490888198318040691
109889800168181061616330633800
008188648980846808460068669110
901689944009663904001006041860
864836860636688601133130303313
316316300086363338146361336190
0316613301418
[close]

Happylisk

Wow bb, great run.  Look at all those powered armors.

I recently had a promising run go straight to hell in -5.  I was in the middle of a big hallway and 2 hunters shot both my engines off.  I didn't have spares and things quickly death spiraled.  I've gotten the hang of dealing with programmers.  Hunters are the things now giving me more problems.  I think having more armor than what I'm currently wearing is going to be necessary for dealing with them. 

The run thereafter ended up in waste.  Standing and fighting there is not a good idea. 

boomblip

Yep the power armor saved my butt a few times but EM damage wrecked me, looking at that score sheet: "Highest Corruption         26"  Seriously nasty, seemed like every other turn I was moving in the wrong direction and/or misfiring.

zxc

Won a third game - a rather messy stealth run. That probably won't be breaking any records. Took some screenshots for my guide though.

I also had a combat run which collapsed, and I was almost able to salvage it by switching to stealth with the single flight unit I had in my inventory. Reached -2 and died, but the potential was there.

Research remains the biggest killer for me, especially with combat runs.

zxc

Combat win remains elusive...

It doesn't seem like you can control situations well enough by combat. I just passed 18k score with a run that ended in Factory, and the attrition is just insane. There just aren't enough armour and storage units. I tried fabricating HCP storage units whenever I could, but it wasn't enough. Saboteurs are disgusting, and the waves of enemies are just endless.

This time I tried to go with more utilities and fewer weapons, to maximise the ability to mitigate damage by having slots for force fields, batteries, lots of armour, matter-energy converters, and lots of storage. But that doesn't work if you can't find those items faster than you lose them.

It feels like a meatgrinder. Maybe I will get a combat win when the stars align after several dozen runs like this. However, these runs are a lot more exhausting than stealth runs. Constantly swapping items, managing volleys, seeking out matter in the most turn efficient manner possible, and on top of that, trying to find the exit ASAP.

I think the player could do with a general accuracy buff and either more gradual influence increases, significant hack success rate increases for scan/fab machines, or item integrity boosts across the board. I understand that combat is meant to be the harder route, but as it stands, it is both harder and more random due to item attrition and the inability to reposition/escape well with overburdened treads.

Edit: And don't even get me started on recyclers. I think dropped items should have X turns immunity to the greedy bastards, maybe 50 for starters.

Spoiler
Cogmind - Alpha 3c

Name: zzxc

---[ CORE DESTROYED ]---

Performance
-------------
Evolutions (6)             3000
Robots Destroyed (323)     1615
Value Destroyed (13143)    13143
Prototype IDs (21)         420
Alien Tech Identified (0)  0
Bonus (0)                  0
              TOTAL SCORE: 18178

Cogmind
---------
Core Integrity             0/1150
Matter                     121/300
Energy                     48/50
System Corruption          10%
Temperature                Cool (0)
Location                   -4/Factory

Parts
-------
Power (3)
Propulsion (2)
Utility (10)
Weapon (4)

Inventory
-----------
Improved Targeting Computer
Matter Compressor
Advanced Heat Sink

Peak State
------------
Power
  Light Anti-Matter Reactor
  Light Quantum Reactor
  Micro Fission Core
Propulsion
  Improved Treads
  Improved Treads
Utility
  Improved Heat Sink
  Improved Medium Armor Plating
  Advanced Heat Sink
  Advanced Heat Sink
  Large Storage Unit
  Advanced Power Amplifier
  Medium Storage Unit
  Improved Fusion Compressor
  Medium Storage Unit
  Improved Force Field
Weapon
  Enhanced Gauss Cannon
  KE Penetrator
  Compact Ion Cannon
  Improved KE Penetrator
[Rating: 92]

Favorites
-----------
Power                      Improved Deuterium Engine
  Engine                   Improved Deuterium Engine
  Power Core               Micro Fission Core
  Reactor                  Light Anti-Matter Reactor
Propulsion                 Light Treads
  Treads                   Light Treads
  Leg                      Aluminum Leg
  Flight Unit              Flight Unit
Utility                    High-capacity Storage Unit
  Device                   Advanced Heat Sink
  Storage                  High-capacity Storage Unit
  Processor                Improved Target Analyzer
  Protection               Improved Heavy Armor Plating
Weapon                     Mini Assault Cannon
  Energy Gun               Plasma Rifle
  Energy Cannon            Compact Ion Cannon
  Ballistic Gun            KE Penetrator
  Ballistic Cannon         Mini Assault Cannon
  Launcher                 Improved Grenade Launcher

Stats
-------
Classes Destroyed          18
  Worker                   30
  Builder                  33
  Tunneler                 4
  Hauler                   12
  Recycler                 30
  Mechanic                 2
  Operator                 1
  Watcher                  7
  Swarmer                  28
  Saboteur                 1
  Grunt                    96
  Brawler                  7
  Duelist                  8
  Protector                2
  Sentry                   13
  Hunter                   23
  Programmer               24
  Behemoth                 2
NPCs Destroyed             0
Best Kill Streak           15
  Combat Bots Only         12
Matter Collected           10588
  Salvage Created          13844
Parts Attached             387
  Power                    40
  Propulsion               46
  Utility                  160
  Weapon                   141
Parts Lost                 163
  Power                    20
  Propulsion               11
  Utility                  86
  Weapon                   46
Average Slot Usage (%)     92
  Naked Turns              50
Spaces Moved               4445
  Fastest Speed (%)        200
  Slowest Speed (%)        7
  Overloaded Moves         0
  Propulsion Burnouts      0
  Targets Rammed           31
  Cave-ins Triggered       0
  Teleports                0
Heaviest Build             115
  Greatest Overweight (x)  27
  Average Overweight (x)   2
Largest Inventory          34
  Most Items Carried       32
  Average Items Carried    21
Core Damage Taken          3044
Volleys Fired              750
  Largest                  4
  Hottest                  285
Shots Fired                1824
  Gun                      905
  Cannon                   869
  Launcher                 50
  Special                  0
  Kinetic                  1111
  Thermal                  525
  Explosive                50
  Electromagnetic          138
Shots Hit Robots           1076
  Core Hits                634
Overload Shots             0
  Energy Bleed             0
  Heat Surge               0
  Short Circuit            0
  Meltdown                 0
Melee Attacks              0
  Impact                   0
  Slashing                 0
  Piercing                 0
Damage Inflicted           36650
  Projectiles              26663
  Explosions               9940
  Melee                    0
  Ramming                  47
Highest Temperature        375
  Average Temperature      71
  Shutdowns                0
  Energy Bleed             3
  Interference             3
  Matter Decay             0
  Short Circuit            0
  Damage (minor)           0
  Damage (major)           0
  Damage (core)            0
Highest Corruption         15
  Message Errors           41
  Parts Rejected           15
  Data loss (map)          55
  Data loss (database)     24
  Misfires                 4
  Misdirections            12
  Targeting Errors         48
  Weapon Failures          11
Haulers Intercepted        12
Robots Corrupted           0
Robots Melted              7
Tactical Retreats          29
Communications Jammed      0
Parts Field Recycled       0
  Retrieved Matter         0
Parts Merge Repaired       0
Drone Launches             0
  Drone Recoveries         0
Derelicts Assembled        0
Traps Triggered            0
  Indirectly               0
Trap Hack Attempts         0
  Triggered                0
  Disarmed                 0
  Reprogrammed             0
  Reused                   0
Machine Familiarity        25
  Terminals                16
  Fabricators              7
  Repair Stations          0
  Recycling Units          0
  Scanalyzers              2
Machines Hacked            25
  Terminals                16
  Fabricators              7
  Repair Stations          0
  Recycling Units          0
  Scanalyzers              2
Total Hacks                94
  Successful               42
  Failed                   52
  Catastrophic             14
  Database Lockouts        0
  Manual                   15
  Terminals                59
  Fabricators              29
  Repair Stations          0
  Recycling Units          0
  Scanalyzers              6
Terminal Hacks             23
  Record                   8
  Part Schematic           1
  Robot Schematic          0
  Robot Analysis           0
  Prototype ID Bank        0
  Open Door                0
  Level Access Points      0
  Branch Access Points     2
  Emergency Access Points  0
  Machine Index            0
  Terminal Index           0
  Fabricator Index         0
  Repair Station Index     0
  Recycling Unit Index     0
  Scanalyzer Index         0
  Alert Level              2
  Unreport Threat          1
  Locate Traps             1
  Disarm Traps             0
  Reprogram Traps          0
  Dispatch Records         0
  Maintenance Status       0
  Security Status          0
  Surveillance Status      0
  Patrol Status            0
  Transport Status         1
  Investigation Status     0
  Extermination Status     0
  Reinforcement Status     1
  Assault Status           0
  Recall Investigation     0
  Recall Extermination     0
  Recall Reinforcements    0
  Recall Assault           0
  Hauler Manifests         0
  Registered Components    0
  Registered Prototypes    0
  Zone Layout              2
  Sector Layout            0
  Machine Controls         4
Hacking Detections         29
  Full Trace Events        14
  Feedback Events          2
  Feedback Corruption      2
  Feedback Part Disabled   0
  Feedback Blocked         0
Robot Schematics Acquired  0
  Robots Built             0
  Total Robot Build Rating 0
  Robot Fabrication Matter 0
  Robot Fabrication Time   0
Part Schematics Acquired   4
  Parts Built              4
  Total Part Build Rating  4
  Part Fabrication Matter  80
  Part Fabrication Time    240
Parts Repaired             0
  Part Repair Time         0
Parts Recycled             0
  Recycled Matter          0
  Retrieved Matter         0
Parts Scanalyzed           3
  Part Schematics Acquired 3
  Parts Damaged            0
Robot Analysis Total       0
Robots Rewired             0
Robots Hacked              0
  Non-combat               0
  Combat                   0
  Parse                    0
  Link                     0
  Rebooted                 0
  Overloaded               0
  Assimilated              0
  Manual                   0
  Secondary                0
Robot Hack Failures        0
Allies Hacked              0
Hacks Repelled             0
Total Allies               7
  Largest Group            0
  Highest-Rated Group      0
  Highest-Rated Ally       0
Total Orders               0
  STAY                     0
  GOTO                     0
  ROAM                     0
  FOLLOW                   0
  GUARD                    0
  AID                      0
  BUILD                    0
  TUNNEL                   0
  DROP                     0
  PICKUP                   0
  COLLECT                  0
  EXPLORE                  0
  RETURN                   0
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             2232
  Average Influence        605
Maximum Alert Level        4
  Low Security (%)         21
  Level 1                  23
  Level 2                  30
  Level 3                  16
  Level 4                  8
  Level 5                  0
Squads Dispatched          57
  Investigation            14
  Extermination            16
  Reinforcement            14
  Assault                  13
Exploration Rate (%)       23
  Regions Visited          8
Turns Passed               12423
  Depth 11                 81
  Depth 10                 1114
  Depth 9                  716
  Depth 8                  893
  Depth 7                  2279
  Depth 6                  3529
  Depth 5                  2422
  Depth 4                  1389
  Scrapyard                81
  Materials                2723
  Factory                  9619

Prototype IDs
---------------
Enhanced Nuclear Core
Light Neutrino Core
Improved Medium Laser
Advanced Beam Rifle
Heavy Gatling Laser
Heavy Wave Gun
Precision Shock Rifle
Advanced Beam Cannon
Compact Ion Cannon
Precision Assault Rifle
Improved KE Penetrator
Mini Assault Cannon
Rocket Array
Precision Rocket Launcher
Scatter Rocket Array
Tiamat Missile Launcher
Guided EMP Blaster
Advanced Power Amplifier
Experimental Thermal Converter
Precision Energy Filter
Improved Fusion Compressor

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

Game
------
Seed: 1442149743
^Manual?: 0
Play Time: 187 min
Sessions: 6
Mod: N/A
Game No.: 20
ASCII: 1
Keyboard: 0
Font: 18/Terminus
Map View: 76x50


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[close]

Kyzrati

Quote from: zxc on September 14, 2015, 01:27:04 AM
Combat win remains elusive...

I understand that combat is meant to be the harder route, but as it stands, it is both harder and more random due to item attrition and the inability to reposition/escape well with overburdened treads.
The late game will change significantly with the addition of new branches, including ways to make it easier (the first should come in Alpha 4), so it's too early to make other major adjustments there. For 3c I already made Research and Access about 20% easier than when Adraius won his combat run.

I might make some more tweaks when we get back to doing seed runs after the Alpha Challenge. I need to do some more full-length combat runs myself, though as you say they do take a good bit longer.

Quote from: zxc on September 14, 2015, 01:27:04 AM
Edit: And don't even get me started on recyclers. I think dropped items should have X turns immunity to the greedy bastards, maybe 50 for starters.
There are additional ways to deal with them that haven't been added yet, but they won't be outright nerfed like that. I almost never have problems with them as is--scaring them away works fine. Only in the occasional protracted intense battle do they get the upper hand.

Another change coming down the pipe: You'll be able to track them to the nearest Recycling Unit and hack to get back all the parts they collected. (As well as in other ways, to be announced...)
Josh Ge, Developer - Dev Blog | @GridSageGames | Patreon

zxc

Quote from: Kyzrati on September 14, 2015, 05:08:08 AM
For 3c I already made Research and Access about 20% easier than when Adraius won his combat run.

However, Adraius has had difficulty replicating that run, which illustrates the randomness of combat runs in general. The number of HCP storage units you find or can create, for instance, is something you have very little control over yet has a lasting impact on the outcome of a combat run. Likewise, the number of armour pieces you find, and timely force fields and so on.

I am fairly consistently reaching -4 to -2, and consistently dying there due to attrition, while trying variations of Adraius' strategy. I'd like to discuss combat run theory-crafting in depth in another thread perhaps, but it seems to me that sooner or later a combat run will end due to attrition almost regardless of what the player does.

Also, my experience with traps so far is that they are certainly a net negative for the player. I haven't yet tried to rewire them, but for a stealth run I would guess that this is more trouble than simply avoiding both the trap and the enemy. For combat runs, all the programmer spawns make system corruption surge high, reducing hacking ability (making alert purge extremely difficult). Making use of rewired traps may also be difficult with overburdened treads and ranged enemies, and in any case they would be one-use, preventing

Happylisk

My last two runs ended in Research -2. While I agree that combat runs are way harder (duh) and RNG'y, I find them to be fair and exhilarating.  I can tell I'm getting better cause I'm now able to see my mistakes.  I feel like I'm on the cusp of a win.  Most recent mistake: Forcefields without batteries is asking for pain. 

Another thing:  Recyclers in research drop medium storage units.  Not ideal but had I remembered that one of my Research runs would have been very different. 

I wouldn't mind an ever so slight increase in Hcp storage unit drops.  That said, I think we can't really talk balance until we all understand the game better and the branches are in.   

Kyzrati

Quote from: zxc on September 14, 2015, 05:55:52 AM
Quote from: Kyzrati on September 14, 2015, 05:08:08 AM
For 3c I already made Research and Access about 20% easier than when Adraius won his combat run.
However, Adraius has had difficulty replicating that run, which illustrates the randomness of combat runs in general.
True, though he's only played a couple games since the Challenge started... The mid- and late-game branches will be for those who would like to stack the odds more in their favor. Hopefully you'll be able to make decisions that adjust the difficult to a somewhat controllable degree, but still leave open the "I'm going to blast my way straight to the end" approach that some players may enjoy.

It looks like you were attracting quite a lot of attention in your combat run, compared to other players at that stage.

Quote from: zxc on September 14, 2015, 05:55:52 AM
Also, my experience with traps so far is that they are certainly a net negative for the player. I haven't yet tried to rewire them
Not rewiring them at all would make them a net negative, yes :)

Quote from: zxc on September 14, 2015, 05:55:52 AM
For combat runs, all the programmer spawns make system corruption surge high, reducing hacking ability (making alert purge extremely difficult).
Trap rewiring can be done via datajack, though, which is quite easy and unaffected by system corruption. There are some really mean things you can do with traps.

Also, I don't believe anyone's discovered the new way to reset your security level to 0 when it gets out of hand. It's somewhat costly, but under the right circumstances it can be useful... (There will be a tip on that later.)
Josh Ge, Developer - Dev Blog | @GridSageGames | Patreon

zxc

Quote from: Kyzrati on September 14, 2015, 09:50:04 AM
Trap rewiring can be done via datajack, though, which is quite easy and unaffected by system corruption. There are some really mean things you can do with traps.
Well that's cool. I will need to play around with it more in a test run.

Quote from: Kyzrati on September 14, 2015, 09:50:04 AM
It looks like you were attracting quite a lot of attention in your combat run, compared to other players at that stage.
Oh yes. Oh yes. But I didn't seek out enemies intentionally. If anything, I try to avoid them, even with a combat build. But that's the combat build randomness that's I'm talking about. I just got heaps of enemies, and it just spiraled out of control despite my best efforts. I even purged threat once or twice.

Happylisk

So close.  So close.  Got to -1 with a less than ideal build but it was doable.  Got into a nasty situation where in a long hallway there were two teams of terminators on either side.  Prevailed but lost lots of key utilities and my launchers.  Rebuilt, pressed on and
Spoiler
found the exit, got ridiculously excited, realized I found the locked branch to Command, die very soon thereafter.
[close]

So close.  Assuming I have enough time to play, I think I'll squeeze out a win.  I'm extremely sure that that the trick to research is drone bays and a really powerful launcher.  I wouldn't have gotten to Access without my micro nuke launcher.

The post mortem:

Spoiler
Cogmind - Alpha 3c

Name: Happylisk

---[ CORE DESTROYED ]---

Performance
-------------
Evolutions (9)             4500
Robots Destroyed (288)     1440
Value Destroyed (11014)    11014
Prototype IDs (13)         260
Alien Tech Identified (0)  0
Bonus (0)                  0
              TOTAL SCORE: 17214

Cogmind
---------
Core Integrity             0/1600
Matter                     285/300
Energy                     50/50
System Corruption          2%
Temperature                Cool (12)
Location                   -1/Access

Parts
-------
Power (4)
Propulsion (2)
Utility (15)
Weapon (4)

Inventory
-----------
High-density Centrium Heavy Treads
Light Particle Reactor
High-capacity Storage Unit

Peak State
------------
Power
  Light Quantum Reactor
  Particle Reactor
  Light Particle Reactor
  Micro Fission Core
Propulsion
  High-density Centrium Heavy Treads
Utility
  Layered Heavy Armor Plating
  Layered Heavy Armor Plating
  Advanced Targeting Computer
  Advanced Heat Sink
  Advanced Cloaking Device
  Advanced Targeting Computer
  Advanced Heat Sink
  Advanced Heat Sink
  Compact Battery
  Advanced Core Analyzer
Weapon
  Compact HERF Cannon
  Railgun
  Quantum Rifle
  Enhanced Quantum Rifle
[Rating: 148]

Favorites
-----------
Power                      Micro Fission Core
  Engine                   Light Angular Momentum Engine
  Power Core               Micro Fission Core
  Reactor                  Light Anti-Matter Reactor
Propulsion                 Light Treads
  Treads                   Light Treads
  Wheel                    Wheel
  Leg                      Flexi-carbon Leg
  Hover Unit               Anti-Grav System
Utility                    Medium Storage Unit
  Device                   Advanced Heat Sink
  Storage                  Medium Storage Unit
  Processor                Targeting Computer
  Protection               Core Shielding
Weapon                     Compact Ion Cannon
  Energy Gun               Heavy Beamcaster
  Energy Cannon            Compact Ion Cannon
  Ballistic Gun            Assault Rifle
  Ballistic Cannon         Linear Accelerator
  Launcher                 Improved Proton Missile Launcher

Stats
-------
Classes Destroyed          18
  Worker                   27
  Builder                  29
  Tunneler                 2
  Hauler                   10
  Recycler                 19
  Mechanic                 3
  Operator                 1
  Drone                    1
  Watcher                  5
  Swarmer                  60
  Saboteur                 1
  Grunt                    60
  Brawler                  4
  Duelist                  3
  Protector                1
  Sentry                   16
  Hunter                   24
  Programmer               22
NPCs Destroyed             0
Best Kill Streak           15
  Combat Bots Only         10
Matter Collected           8224
  Salvage Created          13028
Parts Attached             419
  Power                    53
  Propulsion               49
  Utility                  163
  Weapon                   154
Parts Lost                 191
  Power                    26
  Propulsion               17
  Utility                  100
  Weapon                   48
Average Slot Usage (%)     81
  Naked Turns              72
Spaces Moved               6919
  Fastest Speed (%)        222
  Slowest Speed (%)        4
  Overloaded Moves         0
  Propulsion Burnouts      0
  Targets Rammed           2
  Cave-ins Triggered       0
  Teleports                0
Heaviest Build             170
  Greatest Overweight (x)  45
  Average Overweight (x)   3
Largest Inventory          28
  Most Items Carried       24
  Average Items Carried    9
Core Damage Taken          3322
Volleys Fired              690
  Largest                  4
  Hottest                  338
Shots Fired                1472
  Gun                      722
  Cannon                   586
  Launcher                 164
  Special                  0
  Kinetic                  579
  Thermal                  609
  Explosive                70
  Electromagnetic          214
Shots Hit Robots           819
  Core Hits                558
Overload Shots             1
  Energy Bleed             0
  Heat Surge               0
  Short Circuit            0
  Meltdown                 0
Melee Attacks              0
  Impact                   0
  Slashing                 0
  Piercing                 0
Damage Inflicted           34829
  Projectiles              20582
  Explosions               14247
  Melee                    0
  Ramming                  0
Highest Temperature        476
  Average Temperature      139
  Shutdowns                19
  Energy Bleed             4
  Interference             5
  Matter Decay             3
  Short Circuit            1
  Damage (minor)           3
  Damage (major)           0
  Damage (core)            0
Highest Corruption         12
  Message Errors           53
  Parts Rejected           14
  Data loss (map)          55
  Data loss (database)     33
  Misfires                 10
  Misdirections            22
  Targeting Errors         23
  Weapon Failures          6
Haulers Intercepted        10
Robots Corrupted           15
Robots Melted              8
Tactical Retreats          30
Communications Jammed      0
Parts Field Recycled       0
  Retrieved Matter         0
Parts Merge Repaired       0
Drone Launches             6
  Drone Recoveries         0
Derelicts Assembled        0
Traps Triggered            0
  Indirectly               0
Trap Hack Attempts         0
  Triggered                0
  Disarmed                 0
  Reprogrammed             0
  Reused                   0
Machine Familiarity        19
  Terminals                19
  Fabricators              0
  Repair Stations          0
  Recycling Units          0
  Scanalyzers              0
Machines Hacked            19
  Terminals                19
  Fabricators              0
  Repair Stations          0
  Recycling Units          0
  Scanalyzers              0
Total Hacks                65
  Successful               9
  Failed                   56
  Catastrophic             18
  Database Lockouts        0
  Manual                   22
  Terminals                65
  Fabricators              0
  Repair Stations          0
  Recycling Units          0
  Scanalyzers              0
Terminal Hacks             9
  Record                   0
  Part Schematic           1
  Robot Schematic          0
  Robot Analysis           0
  Prototype ID Bank        1
  Open Door                3
  Level Access Points      1
  Branch Access Points     0
  Emergency Access Points  0
  Machine Index            0
  Terminal Index           0
  Fabricator Index         0
  Repair Station Index     0
  Recycling Unit Index     0
  Scanalyzer Index         0
  Alert Level              0
  Unreport Threat          1
  Locate Traps             1
  Disarm Traps             0
  Reprogram Traps          0
  Dispatch Records         0
  Maintenance Status       0
  Security Status          0
  Surveillance Status      0
  Patrol Status            0
  Transport Status         0
  Investigation Status     0
  Extermination Status     0
  Reinforcement Status     0
  Assault Status           0
  Recall Investigation     0
  Recall Extermination     0
  Recall Reinforcements    0
  Recall Assault           0
  Hauler Manifests         0
  Registered Components    0
  Registered Prototypes    0
  Zone Layout              0
  Sector Layout            0
  Machine Controls         1
Hacking Detections         26
  Full Trace Events        15
  Feedback Events          2
  Feedback Corruption      2
  Feedback Part Disabled   0
  Feedback Blocked         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             0
  Part Repair Time         0
Parts Recycled             0
  Recycled Matter          0
  Retrieved Matter         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
  Parse                    0
  Link                     0
  Rebooted                 0
  Overloaded               0
  Assimilated              0
  Manual                   0
  Secondary                0
Robot Hack Failures        0
Allies Hacked              0
Hacks Repelled             0
Total Allies               20
  Largest Group            3
  Highest-Rated Group      13
  Highest-Rated Ally       5
Total Orders               6
  STAY                     0
  GOTO                     0
  ROAM                     0
  FOLLOW                   0
  GUARD                    0
  AID                      0
  BUILD                    0
  TUNNEL                   0
  DROP                     0
  PICKUP                   0
  COLLECT                  0
  EXPLORE                  6
  RETURN                   0
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             2820
  Average Influence        476
Maximum Alert Level        4
  Low Security (%)         51
  Level 1                  17
  Level 2                  9
  Level 3                  11
  Level 4                  9
  Level 5                  0
Squads Dispatched          48
  Investigation            15
  Extermination            11
  Reinforcement            10
  Assault                  12
Exploration Rate (%)       19
  Regions Visited          14
Turns Passed               15517
  Depth 11                 113
  Depth 10                 566
  Depth 9                  1129
  Depth 8                  1127
  Depth 7                  1189
  Depth 6                  4489
  Depth 5                  1565
  Depth 4                  915
  Depth 3                  426
  Depth 2                  1240
  Depth 1                  2758
  Scrapyard                113
  Materials                2822
  Factory                  6641
  Research                 1666
  Access                   2758
  Storage                  799
  Waste                    718

Prototype IDs
---------------
High-density Centrium Heavy Treads
Improved Flight Unit
Precision Beam Rifle
Cooled Particle Cannon
Compact Ion Cannon
Precision Grenade Launcher
Tiamat Missile Launcher
Experimental Cooling System
Experimental Power Amplifier
Inertial Stasis Machine
Quarantine Testbed
Thermal Defense Suite
Advanced Overload Amplifier
Experimental Field Recycling Unit

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

Game
------
Seed: 1442229537
^Manual?: 0
Play Time: 191 min
Sessions: 30
Mod: N/A
Game No.: 57
ASCII: 0
Keyboard: 1
Font: 12/Cogmind
Map View: 76x56


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[close]


Shobalk

Quote from: Kyzrati on September 14, 2015, 09:50:04 AM
Also, I don't believe anyone's discovered the new way to reset your security level to 0 when it gets out of hand. It's somewhat costly, but under the right circumstances it can be useful... (There will be a tip on that later.)

WHAT!?  8)

Are there in-game clues at this point to deduce how to do this?

Kyzrati

Very close run, Happylisk!
Spoiler
Too bad it was Command and not the other one, otherwise you would've been out! (And with the top score at that.) That's why zxc just makes sure to hack the location and get out of there as soon as possible.
[close]

About Adraius, I was looking at the records, and he disappeared after only playing two very short runs that ended in -9, so our original combat Cogmind is unfortunately MIA :/

Quote from: Shobalk on September 14, 2015, 11:40:42 AM
WHAT!?  8)

Are there in-game clues at this point to deduce how to do this?
Hehe, no. It's not impossible to deduce, but you'd have to get lucky or keep an unreasonably close eye on your security level. The hint will be available from NPCs you'll meet later (okay, they'll outright tell you). Like I said though, it's costly. It also may only be of limited use for anyone who can already punch their way through the Factory without too much difficulty, since it only works in the Factory.
Josh Ge, Developer - Dev Blog | @GridSageGames | Patreon

zxc

Quote from: Kyzrati on September 14, 2015, 08:45:49 PM
Spoiler
That's why zxc just makes sure to hack the location and get out of there as soon as possible.
[close]

Spoiler
Actually in my last few runs I've been escaping without managing to hack the location of the exit. It's becoming easier over time to work out where the exit will be. Generally I find Access easier than Research for a stealth run.
[close]

Kyzrati

Excellent! It was my hope that experienced players will start to learn how each type of map is generally laid out, which while not always being a 100% certainty, this meta knowledge can free up some in-game resources for other uses.
Josh Ge, Developer - Dev Blog | @GridSageGames | Patreon

zxc

Quote from: Kyzrati on September 14, 2015, 11:41:01 PM
Excellent! It was my hope that experienced players will start to learn how each type of map is generally laid out, which while not always being a 100% certainty, this meta knowledge can free up some in-game resources for other uses.

Finding exits in Research can be ridiculous though. It's like it's been designed for screwing with me! I do think Research is definitely the hardest part of the game, for any type of run.

Would be cool to generate layouts and see overviews of each map type with full visibility. I used to do it in DCSS wizmode to better learn level and monster generation.

Kyzrati

As per an earlier discussion with nsg21, it's possible we'll get map output capability. Not so sure about full visibility of undiscovered areas; some maps might be too easy to learn that way. We'll see, it's on the long-term list.
Josh Ge, Developer - Dev Blog | @GridSageGames | Patreon

zxc

I was thinking something more like a large image output:



Also, I noticed recently I reached the edge of the map:
Spoiler
[close]
Could it be better to have an unbreakable wall around the edges instead of just blackness? I'm not sure really.

Kyzrati

Yeah, the map image is what I was talking about in the other thread. (You may have to read down a bit more.)

About the edges, that only happens if you dig/blast your way there, and I decided it was a waste of memory to pad a wall around the whole thing seeing as maps are so large. It also seems to me to be the more gamey approach, creating a visible barrier which implies it was built there.
Josh Ge, Developer - Dev Blog | @GridSageGames | Patreon

Happylisk

Re: Maps, Access wasn't actually that bad.

Spoiler
I tried hacking the exit, but without hackware that went nowhere fast.  I remember reading that the exit in access is near the center of the map, and that proved true.

I was thinking about my run last night and what kills me is how, well, I got killed.  After I found Command I was a bit confused (and extremely disappointed.  I was so damn excited opening those three doors beforehand).  I thought, hey maybe the main exit is just a bit south.  Just a bit south turned out to be the 2 B-99 Colossi guarding Command who blew my armor and guns off.  Had I been a bit more spoiled, I would have turned back upon finding Command and would have still had a shot at escaping.  I'm playing cogmind about 95% unspoiled though so I appreciate learning that the hard way.

Also, I didn't realize there were branches in Research.  Found Quarantine for the first time.  Really looking forward to getting my hands on some Sigix gear when that branch opens.  8)
[close]

I'm more determined than ever after my Access death.  I'm going to modify my gameplan slightly by adding fabrication into the mix.  Doing more terminal hacking (especially
Spoiler
Access(Main))
[close]
really improved my game.  I suspect not using basic fabrication is an unnecessary handicap, so it's time to fix that.   

My goal is try to manufacture 2 Hcp. Storage Units before leaving Materials and 2 Drone bays before leaving Factory.  The hcp units will take a lot of RNG out of the equation, and 2 drone bays are enough to make Research a thousand times easier (deploy one drone and then turn the bay off.  If the first one finds the exit, deploying the second is a waste.  Follow your drone around with the Alt-movement map command.  If two are needed to find the exit, you want to delay the second launch anyway lest they travel together which is 99% of the time a waste). 

K, I know drone bays are rating 3.  Should be easy enough to get that schematic through indirect hacks.  How much matter would it take to make one?    Can I just have the matter in a container in my inventory, or do I need to attach it to a utility slot before fabrication?  I've never done fabrication before.

Finally, I'm going to add
Spoiler
Inventory(Components)
[close]
to my list of routine indirect hacks.  If there are drone bays just lying around, that's a heck of a lot easier than manufacturing them.   

zxc

Quote from: Happylisk on September 15, 2015, 06:50:33 AM
Re: Maps, Access wasn't actually that bad.

Spoiler
I tried hacking the exit, but without hackware that went nowhere fast.  I remember reading that the exit in access is near the center of the map, and that proved true.

I was thinking about my run last night and what kills me is how, well, I got killed.  After I found Command I was a bit confused (and extremely disappointed.  I was so damn excited opening those three doors beforehand).  I thought, hey maybe the main exit is just a bit south.  Just a bit south turned out to be the 2 B-99 Colossi guarding Command who blew my armor and guns off.  Had I been a bit more spoiled, I would have turned back upon finding Command and would have still had a shot at escaping.  I'm playing cogmind about 95% unspoiled though so I appreciate learning that the hard way.

Also, I didn't realize there were branches in Research.  Found Quarantine for the first time.  Really looking forward to getting my hands on some Sigix gear when that branch opens.  8)
[close]

I'm more determined than ever after my Access death.  I'm going to modify my gameplan slightly by adding fabrication into the mix.  Doing more terminal hacking (especially
Spoiler
Access(Main))
[close]
really improved my game.  I suspect not using basic fabrication is an unnecessary handicap, so it's time to fix that.   

My goal is try to manufacture 2 Hcp. Storage Units before leaving Materials and 2 Drone bays before leaving Factory.  The hcp units will take a lot of RNG out of the equation, and 2 drone bays are enough to make Research a thousand times easier (deploy one drone and then turn the bay off.  If the first one finds the exit, deploying the second is a waste.  Follow your drone around with the Alt-movement map command.  If two are needed to find the exit, you want to delay the second launch anyway lest they travel together which is 99% of the time a waste). 

K, I know drone bays are rating 3.  Should be easy enough to get that schematic through indirect hacks.  How much matter would it take to make one?    Can I just have the matter in a container in my inventory, or do I need to attach it to a utility slot before fabrication?  I've never done fabrication before.

Finally, I'm going to add
Spoiler
Inventory(Components)
[close]
to my list of routine indirect hacks.  If there are drone bays just lying around, that's a heck of a lot easier than manufacturing them.

Matter container in your inventory is fine for fabrication. It's interesting how highly you value drone bays. I haven't tried them out myself. Maybe I should.

Happylisk

#71
You don't use drones?!?  Seriously dude, that's why you're struggling in Research.  A drone launch (especially when you do it right and stagger the drones) has a real decent high chance of finding the exit.  Even if it doesn't, it'll show you caches of items, you know which rooms to skip, you can see patrols, etc.  Less time exploring is less time getting programmers dispatched. I breezed through Research cause of just 2 bays.  They're only rating 3 so I'm confidant a dedicated combat cog could probably fab them with ease. 

Info is king in this game.  A pure combat cog can't hack it (literally) and doesn't have the speed and the sensor arrays of a stealth build.  Drone bays are the most reliable way for a combat cog to get info once the security levels of terminals gets too high. 

E: I answered my question above.  A drone bay just takes 40 matter to fab.  That's nothing!  However, I was wrong about their rating.  Rating 5. I wonder how feasible it will be to reliably fab them absent dedicated hackware.  If fabbing them proves too hard, using a certain terminal hack to find drone caches in factory and just fabbing hcp storage units may be the way to go. 

Kyzrati

Spoiler

Quote from: Happylisk on September 15, 2015, 06:50:33 AM
Also, I didn't realize there were branches in Research.  Found Quarantine for the first time.  Really looking forward to getting my hands on some Sigix gear when that branch opens.  8)
It'll knock their robotic socks off. Some toys can be very, very dangerous though ;)
[close]

Quote from: Happylisk on September 15, 2015, 07:43:51 AM
E: I answered my question above.  A drone bay just takes 40 matter to fab.  That's nothing!  However, I was wrong about their rating.  Rating 5. I wonder how feasible it will be to reliably fab them absent dedicated hackware.  If fabbing them proves too hard, using a certain terminal hack to find drone caches in factory and just fabbing hcp storage units may be the way to go. 
You've probably noticed there's often a cache found in Storage, too, if you want to go there. (Not 100% guaranteed, though.)
Josh Ge, Developer - Dev Blog | @GridSageGames | Patreon

Kyzrati

Josh Ge, Developer - Dev Blog | @GridSageGames | Patreon

zxc

Those min/max slot stats are very cool. I'm not sure they tell us that much, but I don't care, they're very cool!

I just had another combat run end in -3. This time I played much more carefully than usual, and made good use of drone bays (I now agree they are fantastic). I got lucky with some level exit hacks on -4 and -3, but reaching the stairs is another story. I'm telling you, I played it as perfectly as I could, but I still ended up dying simply due to attrition. I took a lot of screenshots to chronicle the run, especially the last floor where it all ended. I'm not sure there are major refinements to make to my strategy now - just playing carefully like that and hoping to get lucky. At the very end I ran out of weapons and took advantage of some flight units I was standing on to swap to flight and get away from a losing battle. With a few flight units and a power source I reached the stairs, but it was blocked by a sentry and I had enemies on all sides. I tried waiting nearby to get the sentry to move, but my core integrity was too low and I ended up dying before it moved. 12k score, reflecting my avoidance of enemies and care. Also, not a single HCP storage unit, and so few armour items to be had that I was suffocating. I still had a decent setup around late factory due to a cache of Imp. Force Fields and good power sources, but without enough armour they eventually all fell off.

I hate nosy ARCs.

Also, what exactly is the kill streak stat?

Edit:

Screenshot story of that run:
Spoiler

Start of -4. Doing OK considering the lack of decent armour.


Now here is something truly nasty. I was moving to a better position to fight from, but between moves my treads get rejected and my move delay suddenly becomes 1900; so unwittingly I allow a bunch of attacks on me. I think part rejection should stop actions for a time and be made slightly more obvious (like the collision warning).


Not in a good state...


Start of -3. I've salvaged the situation to a degree. Looking dandy now. Also, the entrance is enclosed inside a secret passage. How bizarre.


Amazingly I hack the location of the exits. It's a long trek.


Nasty battle


that never ends...


It's actually not a huge battle by the standards of my other combat runs, but nevertheless it's a key battle because it's so damaging. I'm out of weapons.


Salvaged what I could. You can see this is still extremely terrible. The slots are filled but this is the edge of ruin.


I manage to defeat two programmers with just a Hvy. Laser. Notice the flight units.


Doing what I can... It is pretty much just a question of when I will die at this point.


Yep, thank you ARC. That'll do it.


Now to try the most flimsy long-shot...


I did say flimsy.


And I did say long-shot.

[close]