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Author Topic: Alpha 11 Discussions [SPOILER VERSION]  (Read 28658 times)

Decker

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Re: Alpha 11 Discussions [SPOILER VERSION]
« Reply #50 on: October 20, 2016, 04:38:33 PM »

Quote
With another utility slot I can run another large storage unit, which could hold yet more spares

Agreed, one more storage unit would definitely make you more resilient. I didn't see it was an option.

Quote
KE penetrators are my most tested and certain friends, but they are only rating 6

Yup, really good weapons. Ratings don't correlate so well with usefulness anyway.

Quote
In my first ever combat win, I got to the exit first, then started farming. I might try doing that in this game, if I can. The problem is that my alert level is already 5. Once assault squads start coming for you, I don't think you can reduce threat if you keep killing them.

That's what I always try to do (find the exit first). Farming is easy, finding the exit is difficult. Even if you had 100% hit & crit rates, in uncontrolled conditions you can only target 1 or 2 robots per volley. You can't always prevent programmers from shooting back at you. You don't have hackware, you're moving sluggishly on legs, and you'll have to deal with corruption on entry... I hope your exit-finding skills are better than mine :D
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Kyzrati

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Re: Alpha 11 Discussions [SPOILER VERSION]
« Reply #51 on: October 20, 2016, 06:09:56 PM »

Hearing talk of assault squad farming makes me kind of wish we had security level 6.  Something truly absurd that could only be triggered by deliberate grinding.
Something along those lines has been in the plans for a few releases now, but I keep pushing it back because it's been a less pressing issue that only impacts a tiny number of players so far. I'm watching you guys... ;)
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Josh Ge, Developer - Dev Blog | @GridSageGames | Patreon

Decker

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Re: Alpha 11 Discussions [SPOILER VERSION]
« Reply #52 on: October 20, 2016, 07:13:31 PM »

I'm playing a stealth build in Access. I killed no one, sealed garrisons with hacking (NOT a jam), destroyed no machine. I got a "significant disruption event" and assault. I checked a terminal, alert level is 2-Z. What gives?
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Kyzrati

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Re: Alpha 11 Discussions [SPOILER VERSION]
« Reply #53 on: October 20, 2016, 07:22:54 PM »

Residual alert from previous floors? You don't start each floor at 0.
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Decker

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Re: Alpha 11 Discussions [SPOILER VERSION]
« Reply #54 on: October 20, 2016, 07:25:47 PM »

Last floor was pretty much the same. The alert should have been washed out while leveling, unless I missed something.
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Kyzrati

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Re: Alpha 11 Discussions [SPOILER VERSION]
« Reply #55 on: October 20, 2016, 07:31:47 PM »

Hard to say without seeing everything that transpired, but it won't spike for no reason, and as of one of the more recent releases it doesn't go down as much as it used to when traveling between floors.
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Decker

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Re: Alpha 11 Discussions [SPOILER VERSION]
« Reply #56 on: October 20, 2016, 07:38:32 PM »

OK thanks. I'll monitor the situation in my next games. I had assumed the alert was zero. Ironically I could have purged it as much as I wanted with all the hackware I was carrying. I got all those garrisons sealed but I played badly and I got stripped due to the unexpected dispatches before I could convert to a combat build. Die and learn 8)
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Kyzrati

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Re: Alpha 11 Discussions [SPOILER VERSION]
« Reply #57 on: October 20, 2016, 07:48:51 PM »

Hehe, you and your garrison sealing mission... I've got my eye on you!

For several alphas there it had become that purges were pretty much unnecessary even as a devastating combat build, so I changed the rules such that alert doesn't come down quite so easily just from travel. Purges are a pretty good idea now if you really want to lower it after a good amount of fighting. (Traveling through Waste or multiple branches also works, of course, but even that isn't perfectly effective.)
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zxc

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Re: Alpha 11 Discussions [SPOILER VERSION]
« Reply #58 on: October 20, 2016, 09:37:01 PM »

I'm playing a stealth build in Access. I killed no one, sealed garrisons with hacking (NOT a jam), destroyed no machine. I got a "significant disruption event" and assault. I checked a terminal, alert level is 2-Z. What gives?

That's bizarre. I'd like to see the morgue after you finish. I don't think that's ever happened to me. (Perhaps enemies remember you from previous runs? :P)

For my game I'm considering 1 utility and 1 weapon slot, for a large storage unit and another weapon (due to my insane built-in heat dissipation and energy, I can run any cannon or energy weapon).

I can also go for two more weapon slots perhaps, and fill one or two slots with weaker weapons (quantum rifles etc). That is probably better as makeshift armour than propulsion, and will be just as plentiful. My energy/heat can handle it if I decide to use them in volleys too.

Either way, it might be best for me to equip an extra large storage unit now and grab what I can, before progressing, evolving, and reorganising my items.

edit: I'm leaning towards going 2x weapon now, as going from 2 weapons to 4 is an increase of 50 to volley time (300 -> 350) but much more damage. It's also good as armour. The innate energy supply / heat dissipation of this build is significantly different from my previous combat builds, so I think I should be able to mix in energy weapons effectively.
« Last Edit: October 20, 2016, 09:54:46 PM by zxc »
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zxc

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Re: Alpha 11 Discussions [SPOILER VERSION]
« Reply #59 on: October 21, 2016, 04:45:09 AM »

Code: [Select]
Cogmind - Alpha 11

Name: zzxc

---[ CORE DESTROYED ]---

 Performance
-------------
Evolutions (9)             4500
Robots Destroyed (533)     2665
Value Destroyed (30108)    30108
Prototype IDs (49)         980
Alien Tech Recovered (12)  2400
Bonus (8500)               8500
              TOTAL SCORE: 49153

 Cogmind
---------
Core Integrity             0/1600
Matter                     300/300
Energy                     348/350
System Corruption          20%
Temperature                Cool (23)
Location                   -1/Access

 Parts
-------
Power (3)
  (None)
Propulsion (6)
  (None)
Utility (13)
  (None)
Weapon (4)
  (None)
Inventory (4)
  Matter Drive
  Sigix Containment Pod

 Peak State
------------
Power
  Reinforced Anti-Matter Reactor
  Particle Reactor
  Improved Quantum Reactor
Propulsion
  Myomer Leg
  Myomer Leg
  Myomer Leg
  High-density Centrium Leg
  High-density Centrium Leg
  High-density Centrium Leg
Utility
  Large Storage Unit
  Large Storage Unit
  Large Storage Unit
  Advanced Targeting Computer
  Advanced Targeting Computer
  Experimental Targeting Computer
  Advanced Target Analyzer
  Advanced Target Analyzer
  Advanced Target Analyzer
  Advanced Target Analyzer
  Experimental Target Analyzer
  Layered Heavy Armor Plating
Weapon
  Sigix Quantum Sheargun
  KE Penetrator
  KE Penetrator
  Multirail
Inventory
  Particle Reactor
  Quantum Reactor
  Myomer Leg
  Myomer Leg
  Myomer Leg
  Advanced Target Analyzer
  Advanced Target Analyzer
  Improved Heavy Armor Plating
  Layered Heavy Armor Plating
  Advanced Force Field
  Matter Drive
  KE Penetrator
  Railgun
  Sigix Containment Pod
[Rating: 189]

 Favorites
-----------
Power                      Light Quantum Reactor
  Engine                   Ion Engine
  Power Core               Nuclear Core
  Reactor                  Light Quantum Reactor
Propulsion                 Myomer Leg
  Treads                   Compact Heavy Treads
  Wheel                    Compact Wheel
  Leg                      Myomer Leg
  Hover Unit               Anti-Grav System
  Flight Unit              VTOL Module
Utility                    Advanced Target Analyzer
  Device                   Advanced Sensor Array
  Storage                  Large Storage Unit
  Processor                Advanced Target Analyzer
  Hackware                 System Shield
  Protection               Layered Heavy Armor Plating
  Artifact                 Matter Drive
Weapon                     KE Penetrator
  Energy Gun               Sigix Quantum Sheargun
  Energy Cannon            Improved Matter Neutralizer
  Ballistic Gun            KE Penetrator
  Ballistic Cannon         Linear Accelerator
  Impact Weapon            Heavy Hammer
  Slashing Weapon          Axe
  Special Melee Weapon     Advanced Datajack

 Stats
-------
Bonus Breakdown            8500
  Met Warlord at Base      500
  Used Core Reset Matrix   3000
  Met Sigix                2000
  Activated Exoskeleton    3000
Classes Destroyed          21
  Worker                   29
  Builder                  24
  Tunneler                 5
  Hauler                   13
  Recycler                 37
  Carrier                  12
  Mechanic                 17
  Operator                 1
  Watcher                  8
  Swarmer                  28
  Saboteur                 15
  Grunt                    176
  Brawler                  29
  Duelist                  34
  Protector                23
  Sentry                   12
  Hunter                   22
  Programmer               43
  Behemoth                 1
  Alpha 7                  1
  Demented                 3
NPCs Destroyed             0
Best Kill Streak           23
  Combat Bots Only         17
Matter Collected           13964
  Salvage Created          42672
Parts Attached             436
  Power                    61
  Propulsion               118
  Utility                  183
  Weapon                   74
Parts Lost                 120
  Power                    20
  Propulsion               32
  Utility                  36
  Weapon                   32
Average Slot Usage (%)     91
  Naked Turns              10
Spaces Moved               12338
  Fastest Speed (%)        400
  Average Speed (%)        240
  Slowest Speed (%)        66
  Overloaded Moves         0
  Propulsion Burnouts      0
  Targets Rammed           0
  Cave-ins Triggered       0
Heaviest Build             166
  Greatest Support         174
  Greatest Overweight (x)  17
  Average Overweight (x)   0
Largest Inventory          22
  Average Capacity         14
  Most Items Carried       22
  Average Items Carried    14
  Final Capacity           8
  Final Carried            4
Core Damage Taken          2361
Average Core Remaining (%) 86
  Depth 11 Exit            100
  Depth 10 Exit            58
  Depth 9 Exit             53
  Depth 8 Exit             92
  Depth 7 Exit             96
  Depth 6 Exit             100
  Depth 5 Exit             93
  Depth 4 Exit             92
  Depth 3 Exit             100
  Depth 2 Exit             82
Volleys Fired              836
  Largest                  4
  Hottest                  327
Shots Fired                2650
  Gun                      2362
  Cannon                   288
  Launcher                 0
  Special                  0
  Kinetic                  2202
  Thermal                  308
  Explosive                0
  Electromagnetic          72
Shots Hit Robots           1705
  Core Hits                873
Critical Hits              1160
  Kills                    443
  Parts Destroyed          554
Overload Shots             0
  Energy Bleed             0
  Heat Surge               0
  Short Circuit            0
  Meltdown                 0
Melee Attacks              166
  Impact                   25
  Slashing                 209
  Piercing                 0
Damage Inflicted           56271
  Projectiles              54055
  Explosions               430
  Melee                    1786
  Ramming                  0
  Kinetic                  43189
  Thermal                  7807
  Explosive                108
  Electromagnetic          1386
  Impact                   349
  Slashing                 3432
  Piercing                 0
Self-Inflicted Damage      293
  Shots                    7
  Rammed                   0
Highest Temperature        232
  Average Temperature      28
  Shutdowns                0
  Energy Bleed             0
  Interference             2
  Matter Decay             0
  Short Circuit            0
  Damage (minor)           0
  Damage (major)           0
  Damage (core)            0
Highest Corruption         20
  Average Corruption       10
  Message Errors           67
  Parts Rejected           11
  Data loss (map)          59
  Data loss (database)     35
  Misfires                 8
  Misdirections            27
  Targeting Errors         241
  Weapon Failures          38
  Depth 3 End              5
  Depth 2 End              2
Haulers Intercepted        13
Robots Corrupted           0
Robots Melted              0
Power Chain Reactions      2
Tactical Retreats          67
Communications Jammed      764
Parts Field Recycled       0
  Retrieved Matter         0
Parts Merge Repaired       0
Drone Launches             0
  Drone Recoveries         0
Derelicts Assembled        0
Traps Triggered            44
  Indirectly               0
Trap Hack Attempts         0
  Triggered                0
  Disarmed                 0
  Reprogrammed             0
  Reused                   2783
Machines Disabled          67
Data Cores Recovered       0
  Used                     0
Machines Hacked            69
  Terminals                38
  Fabricators              2
  Repair Stations          1
  Recycling Units          3
  Scanalyzers              7
  Garrison Access          5
Total Hacks                197
  Successful               77
  Failed                   107
  Catastrophic             35
  Database Lockouts        0
  Manual                   57
  Unauthorized             44
  Terminals                96
  Fabricators              3
  Repair Stations          4
  Recycling Units          4
  Scanalyzers              32
  Garrison Access          9
Terminal Hacks             93
  Record                   24
  Prototype ID Bank        16
  Open Door                4
  Level Access Points      2
  Branch Access Points     1
  Machine Index            1
  Alert Level              1
  Locate Traps             2
  Zone Layout              5
  Exoskeleton Controls     1
Hacking Detections         47
  Full Trace Events        2
  Feedback Events          0
  Feedback Corruption      0
  Feedback Part Disabled   0
  Feedback Blocked         0
Trojans Installed          6
  Terminals                5
  Fabricators              0
  Repair Stations          0
  Recycling Units          0
  Scanalyzers              1
  Garrison Access          0
Fabricators Overloaded     0
Garrisons Disabled         10
Garrisons Compromised      0
Fab Network Shutdowns      0
Robot Schematics Acquired  0
  Robots Built             4
  Total Robot Build Rating 32
  Robot Fabrication Matter 384
  Robot Fabrication Time   102
Part Schematics Acquired   2
  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
  Retrieved Components     2
Parts Scanalyzed           3
  Part Schematics Acquired 2
  Parts Damaged            0
Robot Analysis Total       0
Robots Rewired             0
Robots Hacked              0
  Non-combat               0
  Combat                   0
Robot Hack Failures        0
Allies Hacked              7
Hacks Repelled             0
Total Allies               5
  Largest Group            4
  Highest-Rated Group      96
  Highest-Rated Ally       24
Total Orders               0
Terraforming Orders        0
  Walls Built              0
  Walls Tunneled           0
Ally Attacks               24
  Total Damage             412
  Kills                    1
Allies Corrupted           3
Allies Melted              0
Peak Influence             9776
  Average Influence        3094
  Final Influence          9539
Maximum Alert Level        5
  Low Security (%)         30
  Level 1                  3
  Level 2                  1
  Level 3                  0
  Level 4                  1
  Level 5                  61
Squads Dispatched          142
  Investigation            2
  Extermination            21
  Reinforcement            15
  Assault                  98
  Garrison                 6
  Intercept                0
Derelict Logs Recovered    5
Exploration Rate (%)       33
  Regions Visited          18
  Pre-discovered Areas     3
Garrisons Visited          0
  Relays Disabled          0
  Generators Disabled      0
Network Hubs Disabled      0
Actions Taken              16622
Turns Passed               13819
  Depth 11                 76
  Depth 10                 834
  Depth 9                  85
  Depth 8                  85
  Depth 7                  353
  Depth 6                  353
  Depth 5                  831
  Depth 4                  303
  Depth 3                  289
  Depth 2                  4265
  Depth 1                  6345
  Scrapyard                76
  Materials                332
  Factory                  1057
  Research                 1049
  Access                   6345
  Mines                    672
  Upper Caves              245
  Proximity Caves          65
  Warlord                  473
  Quarantine               494
  Section 7                3011

 Prototype IDs
---------------
High-density Centrium Leg
Experimental Target Analyzer

 Fabricated
------------
4x S-43 Plague (-3/Research)

 Alien Tech Recovered
----------------------
Sigix Broadsword
Stasis Generator
Matter Drive
Core Reset Matrix
Integrated Dissipator
Integrated Singularity Reactor
Core Expander
Subatomic Replicator
LRC Insulator
LRC Energy Well
Integrated Heat Negator
Sigix Quantum Sheargun

 Route
-------
-11/Scrapyard
-10/Materials
-10/Mines
-9/Materials
-8/Materials
-7/Factory
-6/Factory
-5/Factory
-5/Upper Caves
-5/Upper Caves (discovered 2 exits: *Fac / *War)
-5/Warlord
-4/Proximity Caves
-4/Factory
-3/Research (discovered 3 exits: *Res x3)
-2/Research (discovered 5 exits: *Acc x3 / *Qua x2)
-2/Quarantine
-2/Section 7
-1/Access

 Game
------
Seed: 1476951510
^Manual?: 0
Play Time: 368 min
Sessions: 5
Mod: N/A
Game No.: 223
Lore%: 76
Gallery%: 74
ASCII: 1
Keyboard: 1
Movement: Numpad
Fullscreen: 1
Font: 18/Terminus
Map View: 76x50
FOV Handling: Instant


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118237271772373247922219322924
217772734227777777777797772278
772938324297828472139927797897
787877488227221878272132742977
927441492777429777337739277391
783877977797733277779972437298
274778788774488778727828277218
487792817273779741281473143797
799924972874728839887297297787
777777787724228979918222827878
972219429977278228777129292892
929278889227218729394819298922
223721898877727772777277377348
497729729289873247277279278797
239179734773477782974117479721
7972377822397371993

I did take two weapon slots, and in hindsight, it was definitely the right choice.

I left it a touch too long before transitioning to flight. It seems there is a strange bug involving groups of grunts/brawlers hopping around corners as fast as swarmers, which contributed to my demise. I still had good items, but I was in a bad location and out of weapons (though weapons were all over the place). My core was also getting low.

I believe I was close to the exit. If I didn't try exploring, I could've farmed more heavily. And if I didn't commit to finding the exit, I would've made some different decisions, resulting in a higher score. The matter drive and sigix were useless in my inventory, taking up 4 slots the entire time.

I was also unable to find Warlord in Research, earlier in the run. Very strange...

I'm disappointed that this was only 50k. I farmed for what felt like an age. My worst enemies were saboteurs from assault squads, which are nearly impossible to hit and blow off all yo items.

Given that Access took so long, and that I recorded in many chunks, and that the overall run wasn't very impressive in the end, I think I'll skip uploading this.

I found Command though. I would've been able to enter it with a pretty good setup. Maybe I can blame the incomplete state of the game. :P

Some cool tidbits: 2.5 hours spent in Access, peak influence of 9.7k, 98 assault squads dispatched (I think I defeated all but three), and 61% of the run spent at alert 5.

All my fighting started at -2 and Access. Before then, I had destroyed very few robots because I was a flight build. Given the amount of effort that went into this run, I'm disappointed in how low it scored, and I will definitely switch back to lore runs and speed runs. I'd also like to try a hybrid of some kind, and/or a melee build. But I have doubts as to the viability of each of those compared with pure flight + stealth and pure combat.
« Last Edit: October 21, 2016, 05:16:25 AM by zxc »
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Kyzrati

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Re: Alpha 11 Discussions [SPOILER VERSION]
« Reply #60 on: October 21, 2016, 07:24:00 AM »

9.7k influence o_O

That's crazy.

Certainly an impressive score, too, which would've been more so if you'd pulled off a win.

It's still possible for combat bots to sometimes slip past one another at corners to get at you. I implemented one change to prevent that from happening too often, but it does still sometimes occur. Not sure of the conditions.
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Decker

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Re: Alpha 11 Discussions [SPOILER VERSION]
« Reply #61 on: October 21, 2016, 07:55:03 AM »

Quote
That's bizarre. I'd like to see the morgue after you finish. I don't think that's ever happened to me.

Here you go.
Spoiler (click to show/hide)

Quote
I can also go for two more weapon slots perhaps, and fill one or two slots with weaker weapons (quantum rifles etc). That is probably better as makeshift armour than propulsion, and will be just as plentiful.

Good thinking.

Quote
Some cool tidbits: 2.5 hours spent in Access, peak influence of 9.7k, 98 assault squads dispatched (I think I defeated all but three), and 61% of the run spent at alert 5.

Yeah, you need to destroy about 700 robots to score high. My true combat games last longer than 2.5 hours!

In my next game, I'll try another stealth build. There are two potential exploits I want to try to enable unlimited farming at virtually no risk.
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Kyzrati

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Re: Alpha 11 Discussions [SPOILER VERSION]
« Reply #62 on: October 21, 2016, 08:03:35 AM »

Yeah, you need to destroy about 700 robots to score high. My true combat games last longer than 2.5 hours!
He said 2.5 hours in Access :P. Altogether zxc's latest run was over 6 hours.

In my next game, I'll try another stealth build. There are two potential exploits I want to try to enable unlimited farming at virtually no risk.
You go Decker ;)
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zxc

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Re: Alpha 11 Discussions [SPOILER VERSION]
« Reply #63 on: October 21, 2016, 09:39:24 AM »

I would've killed well over 700 robots if I started out with combat. But this was a lore-flight run, and I only converted to combat right before Access. So nearly all the score and robot killing was from Access. I don't think I made many mistakes in Access, either. I had force fields up for a good portion of the time, had armour most of the time, had utilities the entire time, had good weapons up until the very end. Fought in chokepoints the vast majority of the time. I think I did everything right, and I was whittled down slowly (saboteurs are the worst).

I'm not sure you can farm Access more than I did that game, without perhaps some better items from Testing. Another problem was item attrition due to the floor being saturated with items. Corruption build up was also a problem. There was always the risk of rejecting a part and then losing it for good, because you were standing on a deep pile of stuff.

Random screenshot of a portion of the carnage: https://i.imgur.com/C5LJLxd.png

I think a higher scoring combat run would be combat from the start, and would visit all the branches (except Recycling), and would also farm the final floors in a similar manner. And of course, it would either win, or commit to not reaching the surface, and therefore would stay with ideal positioning the entire time.

My chokepoint in the Access farming video I did was the best one I've seen. It worked super well with optics and long-ranged weaponry.

In my next game, I'll try another stealth build. There are two potential exploits I want to try to enable unlimited farming at virtually no risk.

What... :P

Also, have you explored much of Testing, Quarantine, etc? Theory-crafting is all well and good, but there are a lot of cool new tools and toys which could potentially play a big role in theory-crafting. I can basically guarantee it.
« Last Edit: October 21, 2016, 09:45:27 AM by zxc »
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Sherlockkat

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Re: Alpha 11 Discussions [SPOILER VERSION]
« Reply #64 on: October 22, 2016, 01:49:17 PM »

Code: [Select]
Cogmind - Alpha 11

Name: Sherlockkat

---[ CORE DESTROYED ]---

 Performance
-------------
Evolutions (8)             4000
Robots Destroyed (223)     1115
Value Destroyed (11713)    11713
Prototype IDs (8)          160
Alien Tech Recovered (0)   0
Bonus (2500)               2500
              TOTAL SCORE: 19488

 Cogmind
---------
Core Integrity             0/1450
Matter                     170/300
Energy                     100/100
System Corruption          25%
Temperature                Cool (14)
Location                   -2/Testing

 Parts
-------
Power (2)
  (None)
Propulsion (6)
  (None)
Utility (11)
  (None)
Weapon (4)
  (None)
Inventory (4)
  Enhanced Flexi-carbon Leg
  Enhanced Flexi-carbon Leg
  Heavy Armor Plating

 Peak State
------------
Power
  Light Anti-Matter Reactor
  Reinforced Anti-Matter Reactor
Propulsion
  Enhanced Flexi-carbon Leg
  Myomer Leg
  Myomer Leg
  Myomer Exoskeleton
Utility
  Advanced Heat Sink
  Advanced Heat Sink
  Advanced Heat Sink
  Medium Storage Unit
  Large Storage Unit
  Advanced Signal Interpreter
  Advanced Targeting Computer
  Advanced Targeting Computer
  Layered Light Armor Plating
  Layered Light Armor Plating
  Layered Light Armor Plating
Weapon
  Hypervelocity Railgun
  Hypervelocity Railgun
  Hypervelocity Railgun
  Hypervelocity Railgun
Inventory
  Particle Reactor
  Light Quantum Reactor
  Enhanced Flexi-carbon Leg
  Enhanced Flexi-carbon Leg
  Enhanced Flexi-carbon Leg
  Enhanced Flexi-carbon Leg
  Enhanced Flexi-carbon Leg
  Heavy Armor Plating
  Disruptor Cannon
  Railgun
  Heavy Fusion Cannon
  Micro-nuke Launcher
[Rating: 153]

 Favorites
-----------
Power                      Light Anti-Matter Reactor
  Engine                   Light Angular Momentum Engine
  Power Core               Micro Fission Core
  Reactor                  Light Anti-Matter Reactor
Propulsion                 Enhanced Flexi-carbon Leg
  Treads                   Improved Treads
  Leg                      Enhanced Flexi-carbon Leg
Utility                    Advanced Heat Sink
  Device                   Advanced Heat Sink
  Storage                  Large Storage Unit
  Processor                Advanced Targeting Computer
  Hackware                 Advanced Hacking Suite
  Protection               Layered Light Armor Plating
Weapon                     Hypervelocity Railgun
  Energy Gun               Shock Rifle
  Energy Cannon            Nova Cannon
  Ballistic Gun            Hypervelocity Railgun
  Ballistic Cannon         Linear Accelerator
  Launcher                 Compact Tesla Bomb Launcher

 Stats
-------
Bonus Breakdown            2500
  Met R17 at Cetus         500
  Met R17 at Research      2000
Classes Destroyed          21
  Worker                   6
  Builder                  3
  Tunneler                 1
  Hauler                   2
  Recycler                 11
  Operator                 6
  Drone                    6
  Watcher                  4
  Swarmer                  44
  Saboteur                 3
  Grunt                    55
  Brawler                  6
  Duelist                  7
  Protector                1
  Researcher               1
  Sentry                   32
  Demolisher               4
  Specialist               8
  Hunter                   9
  Programmer               11
  Behemoth                 3
NPCs Destroyed             0
Best Kill Streak           9
  Combat Bots Only         9
Matter Collected           9428
  Salvage Created          13961
Parts Attached             266
  Power                    39
  Propulsion               69
  Utility                  90
  Weapon                   68
Parts Lost                 101
  Power                    11
  Propulsion               34
  Utility                  29
  Weapon                   27
Average Slot Usage (%)     93
  Naked Turns              24
Spaces Moved               10917
  Fastest Speed (%)        200
  Average Speed (%)        82
  Slowest Speed (%)        8
  Overloaded Moves         0
  Propulsion Burnouts      0
  Targets Rammed           17
  Cave-ins Triggered       0
Heaviest Build             104
  Greatest Support         184
  Greatest Overweight (x)  27
  Average Overweight (x)   0
Largest Inventory          14
  Average Capacity         8
  Most Items Carried       14
  Average Items Carried    7
  Final Capacity           8
  Final Carried            6
Core Damage Taken          2986
Average Core Remaining (%) 82
  Depth 11 Exit            100
  Depth 10 Exit            78
  Depth 9 Exit             85
  Depth 8 Exit             97
  Depth 7 Exit             96
  Depth 6 Exit             88
  Depth 5 Exit             79
  Depth 4 Exit             90
  Depth 3 Exit             27
Volleys Fired              582
  Largest                  4
  Hottest                  239
Shots Fired                1671
  Gun                      1466
  Cannon                   181
  Launcher                 24
  Special                  0
  Kinetic                  1541
  Thermal                  72
  Explosive                24
  Electromagnetic          34
Shots Hit Robots           1019
  Core Hits                495
Critical Hits              217
  Kills                    83
  Parts Destroyed          77
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           27321
  Projectiles              24772
  Explosions               2426
  Melee                    0
  Ramming                  123
  Kinetic                  23947
  Thermal                  764
  Explosive                2139
  Electromagnetic          348
  Impact                   0
  Slashing                 0
  Piercing                 0
Self-Inflicted Damage      428
  Shots                    7
  Rammed                   17
Highest Temperature        465
  Average Temperature      100
  Shutdowns                3
  Energy Bleed             5
  Interference             2
  Matter Decay             0
  Short Circuit            0
  Damage (minor)           1
  Damage (major)           0
  Damage (core)            0
Highest Corruption         22
  Average Corruption       3
  Message Errors           38
  Parts Rejected           13
  Data loss (map)          40
  Data loss (database)     28
  Misfires                 8
  Misdirections            18
  Targeting Errors         19
  Weapon Failures          5
  Depth 7 End              1
  Depth 4 End              7
  Depth 3 End              3
Haulers Intercepted        2
Robots Corrupted           0
Robots Melted              0
Power Chain Reactions      2
Tactical Retreats          31
Communications Jammed      0
Parts Field Recycled       0
  Retrieved Matter         0
Parts Merge Repaired       0
Drone Launches             16
  Drone Recoveries         0
Derelicts Assembled        0
Traps Triggered            29
  Indirectly               0
Trap Hack Attempts         0
  Triggered                0
  Disarmed                 0
  Reprogrammed             0
  Reused                   2200
Machines Disabled          43
Data Cores Recovered       0
  Used                     0
Machines Hacked            26
  Terminals                21
  Fabricators              2
  Repair Stations          0
  Recycling Units          0
  Scanalyzers              1
  Garrison Access          2
Total Hacks                55
  Successful               18
  Failed                   37
  Catastrophic             15
  Database Lockouts        0
  Manual                   2
  Unauthorized             2
  Terminals                44
  Fabricators              2
  Repair Stations          0
  Recycling Units          0
  Scanalyzers              6
  Garrison Access          3
Terminal Hacks             11
  Record                   1
  Part Schematic           1
  Open Door                4
  Emergency Access Points  1
  Alert Level              2
  Locate Traps             1
  Maintenance Status       1
Hacking Detections         24
  Full Trace Events        6
  Feedback Events          0
  Feedback Corruption      0
  Feedback Part Disabled   0
  Feedback Blocked         0
Trojans Installed          0
  Terminals                0
  Fabricators              0
  Repair Stations          0
  Recycling Units          0
  Scanalyzers              0
  Garrison Access          0
Fabricators Overloaded     0
Garrisons Disabled         1
Garrisons Compromised      0
Fab Network Shutdowns      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              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
  Retrieved Components     0
Parts Scanalyzed           3
  Part Schematics Acquired 3
  Parts Damaged            0
Robot Analysis Total       0
Robots Rewired             19
Robots Hacked              0
  Non-combat               0
  Combat                   0
Robot Hack Failures        0
Allies Hacked              0
Hacks Repelled             0
Total Allies               36
  Largest Group            12
  Highest-Rated Group      343
  Highest-Rated Ally       37
Total Orders               10
  STAY                     1
  GOTO                     1
  FOLLOW                   2
  EXPLORE                  6
Terraforming Orders        0
  Walls Built              0
  Walls Tunneled           0
Ally Attacks               147
  Total Damage             2548
  Kills                    22
Allies Corrupted           5
Allies Melted              0
Peak Influence             1370
  Average Influence        631
  Final Influence          0
Maximum Alert Level        4
  Low Security (%)         21
  Level 1                  10
  Level 2                  26
  Level 3                  22
  Level 4                  18
  Level 5                  0
Squads Dispatched          37
  Investigation            8
  Extermination            3
  Reinforcement            17
  Assault                  6
  Garrison                 1
  Intercept                2
Derelict Logs Recovered    0
Exploration Rate (%)       21
  Regions Visited          16
  Pre-discovered Areas     0
Garrisons Visited          0
  Relays Disabled          0
  Generators Disabled      0
Network Hubs Disabled      0
Actions Taken              12915
Turns Passed               16513
  Depth 11                 60
  Depth 10                 532
  Depth 9                  423
  Depth 8                  277
  Depth 7                  748
  Depth 6                  976
  Depth 5                  1893
  Depth 4                  816
  Depth 3                  10018
  Depth 2                  770
  Scrapyard                60
  Materials                1232
  Factory                  2208
  Research                 1018
  Lower Caves              404
  Extension                1432
  Cetus                    389
  Armory                   9154
  Testing                  616

 Prototype IDs
---------------
Enhanced Flexi-carbon Leg
Myomer Exoskeleton
Heavy Particle Gun
Improved Assault Rifle
Improved KE Penetrator
Heavy Fusion Cannon
Compact Tesla Bomb Launcher

 Fabricated
------------
Nothing

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

 Route
-------
-11/Scrapyard
-10/Materials (discovered 2 exits: *Mat / [*Min])
-9/Materials (discovered 2 exits: [*Mat] / [*Min])
-8/Materials
-7/Factory
-6/Factory
-6/Lower Caves
-6/Lower Caves
-5/Factory
-5/Extension (discovered 2 exits: *Fac / *Cet)
-5/Cetus (discovered 2 exits: *Fac / [*Arc])
-4/Factory
-3/Research
-3/Armory
-2/Research
-2/Testing

 Game
------
Seed: 1477099981
^Manual?: 0
Play Time: 140 min
Sessions: 1
Mod: N/A
Game No.: 52
Lore%: 44
Gallery%: 43
ASCII: 1
Keyboard: 1
Movement: Numpad
Fullscreen: 1
Font: 18/SmallcapsGlow
Map View: 76x50
FOV Handling: Fade In


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651561

I played combat after a very long time. I started a run so that I could take some screenshots to write a "How to survive Materials" guide and thought, "ok lemme just do -7 and see what combat feels like" and went all the way up to -2 :p. This was interesting run. Combat was quite fun. Here are some screenshots cataloguing the various states of my build (some of them are spoilery).
Spoiler: Cetus ho!! (click to show/hide)
Spoiler: It's just us now (click to show/hide)
Spoiler: DEATH COMES (click to show/hide)
Spoiler: Yep, definitely dead (click to show/hide)


I think combat is fine as long as you don't dive into caves. Caves is too RNG for my taste. Anyway, I got to -3 and dived into the armory. I was in a good shape and thought I should go look for the secret map in there. Turns out the programmer dispatches in that map is bugged (i.e they don't happen) and guess what, I cleared the entire Armory!! Not a single bot was left standing and proceed to search every inch of that place. I still couldn't find the map.
Spoiler (click to show/hide)
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Kyzrati

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Re: Alpha 11 Discussions [SPOILER VERSION]
« Reply #65 on: October 22, 2016, 07:42:43 PM »

Turns out the programmer dispatches in that map is bugged (i.e they don't happen) and guess what, I cleared the entire Armory!!
Indeed, as discussed in Discord chat (just confirming here for others) all Armory dispatches are blocked, and have been restored to normal for Alpha 12.
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Happylisk

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Re: Alpha 11 Discussions [SPOILER VERSION]
« Reply #66 on: October 25, 2016, 06:55:23 AM »

Had a pretty good run going.  I incorporated two advanced hacking utilities into my combat build.  The loss of combat effectiveness was more than made up for by being able to instantly find the stairs.  I'll probably make this a staple of my builds in the future.

Getting to research, I decide to hack the branch stairs and find that Testing is nearby.  Up until this point I still hadn't been into the Research branches and figured this would by a good chance to check it out since I was in fairly decent shape.  I figured Testing would be a gift basket of cool toys.

And it was, as well as tons of extermination squads and friggin combat programmers.  The latter shredded me and further combat programmer dispatches on -2 finished me off.  God damn testing does not screw around. 

In other news, triple HERF cannon action versus grunts is pretty funny. 
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Kyzrati

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Re: Alpha 11 Discussions [SPOILER VERSION]
« Reply #67 on: October 25, 2016, 07:14:23 AM »

HERF cannon arrays are pretty much always fun :)

For a long while I was having trouble resisting incorporating nice hackware I found into my combat build, but always felt it kept me from being a fully effective fighter, so I've been resisting the urge more recently to see if I fare better. So far I've found I pretty much can't hack anything at all, which is kind of annoying :P

Testing can be nasty, or not too terrible--you know, like a lot of branches xD. My seed run from last week ended there...
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Happylisk

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Re: Alpha 11 Discussions [SPOILER VERSION]
« Reply #68 on: October 25, 2016, 07:18:17 AM »

One thing I have to keep reminding myself is that combat runs are basically hard mode.  If you combat it up all the way to Research, the alert level is going to be pretty high by the time you get to those branches, unless you take a dip in Waste on -4.  I'm sure zipping around Testing with a high speed and low alert level is a lot easier... provided you don't eat a stasis bubble.

I loved those stasis guys though.. thanks for the shields while I kill your buddies!
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Kyzrati

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Re: Alpha 11 Discussions [SPOILER VERSION]
« Reply #69 on: October 25, 2016, 07:31:37 AM »

Well... (Researcher) stasis beams don't actually shield you like traps do! They just prevent movement, unless you've met the other... special guys (I've not heard of anyone meeting them before, though).

Whenever damage passes through a shield or protective stasis effect there's that special shielding sfx, so notice you won't hear it while under fire and Researchers are holding you for study while reinforcements arrive.

(I wonder if I should change the beam color back to green, which it was set to originally. I wanted all stasis-related effects to be the same color, but if that might lead to confusion...)

Combat is usually going to be more dangerous, though yeah.
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Happylisk

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Re: Alpha 11 Discussions [SPOILER VERSION]
« Reply #70 on: October 25, 2016, 07:39:45 AM »

Huh... I could've sworn I was taking less damage while being held, but I guess not.  Btw, researchers are my favorite tile in the game besides demolishers. 
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Decker

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Re: Alpha 11 Discussions [SPOILER VERSION]
« Reply #71 on: October 25, 2016, 05:47:05 PM »

Quote
For a long while I was having trouble resisting incorporating nice hackware I found into my combat build, but always felt it kept me from being a fully effective fighter, so I've been resisting the urge more recently to see if I fare better. So far I've found I pretty much can't hack anything at all, which is kind of annoying

I tried incorporating hackware into my combat builds. It just doesn't work. It'll get blasted off after a few fights, or get destroyed by a fighter. I suppose you can hoard it for when you find a level 1 terminal. If you have a god build like zxc's then it'll last longer, but then again having hackware directly reduces the combat potential of your build, so I don't think it's really viable. It works a lot better for a stealth build, where you just want to assimilate a programmer dispatch.
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Kyzrati

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Re: Alpha 11 Discussions [SPOILER VERSION]
« Reply #72 on: October 25, 2016, 07:02:24 PM »

I wouldn't argue that stealth builds can't use it better (since that's a given :P), but many of my winning combat runs did rely on occasional use of hackware. One slot can go a long way there when you've found something good! Not necessary by any means, but it did help.
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Decker

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Re: Alpha 11 Discussions [SPOILER VERSION]
« Reply #73 on: October 25, 2016, 07:18:08 PM »

Well, my exploits didn't work out.

I tried building a killbox out of rock using a tunneler. It turns out these guys don't reinforce like they do in Materials. The tunnel crumbles on them.

Next I tried using engineers to build walls. But they can't be hacked, the schematic doesn't exist in the database and I haven't found a disruption gun that does less than 10 damage so that I could rewire one on my side.

Last I tried using the barrier walls of Access to seal myself into an enclosed place, with a neutral engineer repairing the weaker blue barrier behind me. I recall this repair happening a few alphas ago. Then I was hoping to crit through walls at the ARCs and programmers who couldn't me hit back. I'd still have to go out from time to time but an engineer could reseal after me every time. However no engineer came and I got sick of waiting.


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Kyzrati

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Re: Alpha 11 Discussions [SPOILER VERSION]
« Reply #74 on: October 25, 2016, 07:34:14 PM »

Decker always trying to find the cracks :). It's probably impossible to get an engineer on your side (at least it's supposed to be! But I wonder if disruption+rewiring could do it?).

On the list of low-priority stuff I should do is completely remove the BUILD order, since the enemy wouldn't know what to do with you once you're capable of that nastiness :P. I've left it in all this time because the feature itself is fully implemented, and didn't really want to outright remove it after putting in all that work in the first place...

Note: Engineers cannot repair blue barriers or machines, only doors and walls.
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