Grid Sage Forums
- November 23, 2024, 05:59:12 PM
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EMDSGot nerfed already, still busted. Busted aspects are:
Is the combat too launcher-focused?In the sense of launchers being necessary, no. You have real alternatives, e.g. gunsling can just miss into swarmers until it enters siege mode and picks off whatever remains. Launchers do happen to be extremely efficient, their matter costs feel sort-of balanced around bad-RNG scenarios where you launch 3-5 times to kill the whole group rather than efficient 1-3 launches then cleaning up with other weapons. Their alert gain doesn't seem significant with the methods there are to manage that, and I think early walls don't even boost alert much --- and they're good for sterilization so this is less of an outright issue nowadays. You do have good reasons not to go launcher-mad in R branches, unless you're explicitly playing for sterilization and discarding the alert management option.
Being able to trigger multiple investigation squads from the same alarm trap array via AOE seems dodgyOnly happens with AoE EM, which is kinda busted in general and it's a flavorful & unique interaction.
Cmb linears need to be prototype (and possibly other/all cmb hovers)The absolute highest-end cmb. hover that's better than antigravs which were already very good and common... yeah, I could see it being prototype. With the other ones it comes down to whether you want to incentivize players to e.g. go imprint and fab cmb. hover because they got a cmb. airjet in Mines, that seems fine as far as branch interactions/incentives go. Having some reason to potentially value hackware or Hubs on imprint is good.
Something about siege mode giving a substantial flat accuracy buff seems off to me, like it's too easy to obtain the full benefit without a build dedicated to it. Might prefer if it upped the acc % buff per tread slot.Yeah, players are carrying 1x. siege tread on flight/hover these days to fight things like Intercepts. Having at least the accuracy boost scale from the amount of treads sieged would be nice. At the moment it's very powerful to the point of de-emphasizing targeting computers (with some exceptions), so redoing the numbers to nerf 2-prop treads and even slightly nerf 4-prop treads would be fine.
Don't let us find 2+ of hyp EM gauss / tachyon in lab... it really sucksThere aren't that many possible rolls for the L weapon combo, and getting even one PC is very, very good. PCs are currently strangely common*, they really shouldn't be even more common.
Metafield takes significant effort and skill to obtain, and again significant effort and skill to succesfully use in a build. If it is not at least as good in-slot as the tier 8* and tier 9* stuff flighthack builds fabricate with significantly more ease, then it will not see play in lategame builds.
The overloading nerf puts metafield on par with triangulator and heat shielding.
Having to overload propulsion is the sign of a weak build that is already doomed to die.
The very fact that this is even being considered as a nerf makes me feel like the people who have agreed to this suggestion have never played this sort of build.This seems excessive even assuming intentional hyperbole, and you should know it as a likely truth that the people suggesting these nerfs have played these builds. As we recently concluded in Discord, you were there, speed is one of the best forms of damage reduction. The damage you take from burnout can easily represent much, much more damage avoided. Changes to metafield could easily call for changes to its energy upkeep, especially if it outright overloads prop and the energy cost of that prop becomes magnified. The spirit of the suggestion seems to be to change metafield from a mainly energy dilemma to an integrity dilemma.
I really don't see how nerfing the energy / heat AA's makes the game any more interesting. I personally don't consider evolving extra engine slots interesting gameplay, they don't *do* anything other than provider power.More engines or Power Amps or Fusion Compressors or Thermal Generators or MD is more interesting than builds just having enough energy for their plan because they replicated a singularity reactor. The latter being good enough for your energy at 1-2 power slots and no other energy generation is maybe a bit too common at the moment.
if I want to go for a very energy hungry build, I should probably go to s7 to get some energy AA's. If I want to focus more on offense (and maybe don't want to run a force field), or maybe have issues with alert management, I could instead go to Lab or T and otherwise skip s7.Yep, sounds good to me. Another balance issue with S7 is that there's so many sec-1 terminals to botnet and purge/recall at, you can exit the map at low-sec/sec-1 without playing an actual hacking build, by just killing operators for a hacking suite or entering the level with ~2 offensive hackware in inventory. If you play combat your build can't die when it has hvy. regen and exp. biometal, so there is no challenge, often just a big & boring map. Currently S7 is an interesting decision/map exclusively for imprinting and I guess if you have intercepts.
2-prop flight, metafield2-prop is slower than multi-prop flight, that is supposed to be the downside of mass support utils there. I think some of the proposed metafield changes are interesting, but I also think metafield isn't inherently busted relative to imprinting, it seems a real choice. I think more than the metafield the fast+stealth builds people play it with still seem far too easy, it's also why the speed of 2-prop flight is inherently sufficient and you never feel like being even faster. Would be nice if this paradigm was somehow solvable with sensor/dig changes. Although metafield with 2x. Exp. flight is very fast, so maybe a lesser speed boost than halving base speed is reasonable too, seems a good item even at worse numbers. I've had runs where the effect was excessive and I could've reached roughly speed-cap even with a worse metafield, those weren't 2-prop builds of course.
gunslinging does need a decent store of backups due to its levels of attritionOne of the optimal ways to play 4 weapon slots is to equip 4x kinetic guns and have melee+launcher+kincannon in inventory because they are low coverage, highly efficient, high integrity whereas your active loadout is common items getting shot and replaced. Could play most of the game with just 3 weapons in inventory if you wanna stick to low inventory (would mean equipping the occasional TH/EM gun), don't really need the kingun backups because you don't need to be all-in on gunslinging 100% of the time instead of 90%. The identity that the different weapon categories have here is at least pretty good.
metafieldTo an extent metafield feels fine to me because it's prop overloading without the nuisance, you kinda get what you would "otherwise" except the way it plays out is more fun, including the part where you kill Z-Imprinter. And in general fast feels more inherently broken than faster. The suggestions here are potentially interesting though, the one about doubling both downsides and upsides, and how it could be a util that e.g. turns cmb. hover (what you would use, i.e. max integrity) into overloaded prop, would change the identity of the item and how you want to play it.
- Machines that cause corruptionThis is probably bad because of the possibility of not carrying backup modules because you expect to stay at 0% corruption (at least for a while), getting bumped to 1% because you got close to a machine probably doesn't feel good, neither does equipping something before going past the machine.
- Alternative sensor changeSensors having a close-to-medium-range identity is something I like, optics for longer hallways. It's currently a bit silly how Exp. Sensors (26) are how you want to leverage Helical Railguns (26), not Spectral Analyzers (16+8 = 24).
- Sensors merged with signal interpreters as a processor
- Sensors made short range like Imp Sensor Array
- Nerfs sensor range, stops swap tedium, protects sensors via low coverage
- Mass support utilsbut muh core hover with mass utils strats, they don't tread on the purpose of prop slots when your prop slots are treads for armor
- Subvert disadvantages of fastest prop types
- Tread on the purpose of prop slots
- Probably could be safely removed
- GunsWhile I kinda miss Com. Railguns and Coilguns, and they were more satisfying than Com. Mass Drivers are... a general change to guns probably isn't warranted. Gunslinging with 3-5 weapons at once is already enabled by the frequency of kinetic guns (Sentries, Hunters, etc.) and while the coverage is a part of what blocks even more weapons than that from being a great build, the idea of 3-5w gunsling is partially to have your weapons serve as integrity that you pick up from the ground. You want some distribution between engines, treads, and guns getting shot or you're wasting all of those items when they drop. Thermal gunsling is not competitive due to a combination of thermal gun integrity, heat, and qcap being good on the better thermal guns like Dispersion Rifle. It's fairly satisfying that grunts actually lose their weapons quickly if you keep missing core, means you don't always need to EM them.
- Lower coverage to make them less like 'cannons but bad'
- Lower resource costs as well?
- Promotes more weapon slots and gunslinging, especially non-KI crit
instantly game-losing scenarioPimski, I know you've played Infra Arcana. When the White Spider gives you the bad touch and rolls its 50% paralysis proc for 2 turns and keeps chaining paralysis until you're dead, that's an insta-loss interaction. Even that extreme of an interaction happens to be fair due to various additional nuances, like the fact that there's tells for a spider/summon being in the vicinity, the fact that you tend to have a dynamite/molotov/debuff in inventory... IA is largely a fair game because it only forces you to gamble on "and then you died" interactions once you've burned through your resources, and good play can preserve those. It is somewhat more extreme about such things than the average RL, but that also makes it exciting.
dodging behemoths in caves on a flight build, getting SHELL from the SHELL lab, digging into the Q exit prefab, etcetera.But there's various ways for flight to deal with cave Behemoths and SHELL Lab without any digging. I know a good variety of them from experience, because sometimes I like to pretend that the games I play are already good instead of devolving to simple play patterns that shouldn't be possible/reasonable. To me this sound like you don't know those methods and have not thought much about them because of how easy and straightforward the tunnel strat is. I should be concrete here, so some off the top of my head are off-turn spotting, gui./hyp. baiting, drones/allies, ECM, recall(reinforcements), sheer ridiculous speed.
I don't know how others feel about this, but I think Cogmind -- overall -- is for the most part reasonably balanced and quite fun. I'd be very careful about making any large overhauls to fundamental parts of the gameplay experience.Far as I can tell Cogmind has never been a well-balanced game, which of course is something you can say about the vast majority of them. Getting the balance right is inevitably a grind for more complex games. On the whole Cogmind's balance and nuance has improved over time, and players urging the dev to be careful as a general rule seems counterproductive, devs of a proper game that they've put a ton of effort into are already predisposed to that bias. This is merely my own interpretation, but there's already precedence of that attitude from the playerbase slowing down work on the game that ended up happening anyway, mainly relating to nerfs that happened to flight and hackware stacking. Some of those changes are fairly old at this point, and the retrospective on them does not tell a tale of the game's build variety shattering without proper recompense, even if you can no longer assimilate bots via what's now known as machine-hackware. That used to be a fundamental aspect of the game and of build flexibility, even treads builds could put on a bit of temporary hackware to assimilate/reboot a sentry in addition to hitting up access(branch) on terminals, perhaps to safely plasma cut them for hvy. armor plating.
If the support cost is too great, the player can use something other than HCP. Such as large storage units. For the same mass, you can store 50% more items. But at a greater cost in slots (33% more).
reducing overall storage capacity should be a goalRight, reducing the inventory sizes you can play at or reasonably would.
Well I don't know about the 2x values, since that's zxc's suggestion and I haven't looked at any math myself, but regardless of mass increase details, technically there's always the option to add more propulsion/support if necessary, no?The main potential complication is if currently 0x0 builds transition into 0x1 because 0x0 doesn't seem affordable. 0x1 is double mass support, after all --- can't really add +5 prop to a 5-prop build, and then where's my option to potentially equip reaction control on legs. That's not exactly how it would work out in practice, but you get the point. It is currently "necessary" to run some amount of storage unit(s), and 0x0 would become harder. The builds with too much inventory already run overweight and care relatively less about extra mass.