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Alpha 6 Discussion

Started by zxc, January 26, 2016, 12:10:10 PM

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Kyzrati

Spoiler
Heh, yeah as a speed build you would be hard pressed to take them on in direct combat. That was a silly question by me :P

You probably need to be a fully decked out combat build to reliably take them out, and you'll probably still get mauled for it, but that's okay because the salvage is worth it ;)

Surviving a flyby would be pretty risky... but as of Alpha 6 there are areas beyond the Cetus, so it might be worth it. I don't think anyone's done any real exploring out that way yet.
[close]
Josh Ge, Developer - Dev Blog | @GridSageGames | Patreon

zxc

In my last run I tried force jam on a level 2 garrison. It failed three times and I decided to not risk a fourth. It got me wondering - if it's so hard, then trying to seal it, which is even harder, would almost never be worth it. The alert level gain will dissipate very quickly avoiding combat.

I actually have a love/hate relationship with watchers. They have excellent items like sensors and signal interpreters, so killing them is a great idea.  Their signal jammers are useful too but they make the watchers far more dangerous when you have sensors. However, you can also be confident nothing is around if a watcher spots you and doesn't sound a distress signal. That can be very beneficial when running without sensors.

Kyzrati

Failing a jam three times is pretty unlucky, since there's an 80% base chance, though it'll be more difficult for higher level garrisons so that might have been part of it.

Sealing it is doable if you have some hackware, but yes that strategy is only intended for specialists. (Base chance is 30%, so at a level 1 garrison you can pretty easily get above a 50% chance which you should be able to pull off before they detect and trace.)

Quote
However, you can also be confident nothing is around if a watcher spots you and doesn't sound a distress signal. That can be very beneficial when running without sensors.
That's what I use them for :P. If you see them send out a message then it's time to make sure you're in a defensible position and ready for combat.
Josh Ge, Developer - Dev Blog | @GridSageGames | Patreon

zxc

Quote from: Kyzrati on February 07, 2016, 01:09:10 AM
That's what I use them for :P. If you see them send out a message then it's time to make sure you're in a defensible position and ready for combat. run pre-emptively

Kyzrati

Right, right :). I meant for my usual combat strategy, whereas for stealth runs it's definitely time to head in a different direction. With combat I just plow through everything since I prefer to keep my bearing steady.
Josh Ge, Developer - Dev Blog | @GridSageGames | Patreon

Happylisk

I keep touring the factory and no sign of extension.  Guess I have to start doing some Access(Branch) hacks if I want to do some sight seeing. 

Decker

#31
Quote
I keep touring the factory and no sign of extension.  Guess I have to start doing some Access(Branch) hacks if I want to do some sight seeing. 

Spoiler

I found the entrance in -4, using Access(Branch). Warning: this place is tough.

I recruited 07, but he promptly charged 2 behemoths and died heroically. I'm curious about what he's supposed to do, so I'll have to try again. Next time, I'll clear the passage before I free him.

And finally...I found lots of hackware to play with! I also found medium regenerating armor, which is amazing. I hacked the alert level down to low security in the hub, and extracted a lot of lore.

I found those big generators, and I knew from their angry sound that it would be best not to be nearby when blowing them up. I explored the place a bit before blowing one from (what I thought would be) a safe distance. Holy crap.

Then I fought the cavalry, and I never managed to even bring one down. It didn't help that they blew another generator near me (and them, but they're plenty sturdy enough to survive it). I thought I'd never make it alive, but somehow they didn't pursue very aggressively and I made it to the Research exit with 125 health. I promptly died in Research since the only weapon I had was a matter destroyer, which leaves nothing behind.

A very fun run, all-in-all.

I'm very curious about what that "reduced security" actually does. I'm guessing it means the subsequent levels have less patrols or less dispatches.

[close]

Kyzrati

@Decker
You're the first person who's reportedly visited that far. Sounds like the difficulty is just about right. (That said, it's going to get a little harder because the Hunter AI was messed up and those guys can normally even shoot through walls, so have fun with that :P. That said, there are other benefits you haven't discovered yet which can tip the odds in your favor, too...) As for the destruction bonus, I tried to make it somewhat apparent from the wording without outright saying it, but either way there will be some other methods to learn exactly what that means soon enough.
[close]

There are still several other big things going on that have yet to be discovered ;D
Josh Ge, Developer - Dev Blog | @GridSageGames | Patreon

Sherlockkat

#33
So, Extension/Hub_04(d)..
Spoiler

I switched back to playing combat builds so that I can explore extension a bit more.
There is this locked door in Cetus leading to the mainframe. Not sure what it does. I had O7 with me. I wasn't able to hack the door. So, well, I blew it up (I had no idea cannons were this good, I used to avoid them because of their impact on salvage). O7 had some dialogue but nothing came of it. I also damaged the machine a little bit. Wonder whether that has something to do with nothing happening. Second time around, I was able to hack it, but O7 was already dead.

I built those enhanced grunts and those guys wreck everything. If there is ever going to be a viable ally build, I feel like it needs to be based off these prototype units. Very durable and deal good damage. It is a bit hard to control allies. They keep jumping in front me and I can't fire. That kinda sucks coz I am way better at tanking damage than they are. Also, there is friendly fire, no?

Hub_04(d) was quite the place. I have been there twice now. I did something really stupid the first time around. I had auto-ascend on. The exit was right next to the network hub. I thought I can blow it up and get out before they can mount a defense. Except, I accidentally walked into the stairs and ascended without blowing up the hub. So dumb. The second time around,  I blew up the hub but was quite far from the exit. And then...they showed up. Holy crap, those prototypes are insane. I did not make it out.

What does blowing the network hub do? The message wasn't very clear. Intrusion management? Is it referring to garrisons?
[close]

p.s: My log says I spent 1034 turns in armory. Bug?

Shobalk

Spoiler

Where is Hub_04(d)?  I have yet to find it.  Just let me know this.. is it a stairway extension sitting out in the open?   Or is it accessed in a different manner (such as a garrison)
[close]

Sherlockkat

#35
Spoiler
Quote from: Shobalk on February 26, 2016, 01:40:01 PM
Spoiler

Where is Hub_04(d)?  I have yet to find it.  Just let me know this.. is it a stairway extension sitting out in the open?   Or is it accessed in a different manner (such as a garrison)
[close]
Hub_04(d) is located deep within the extension branch which you can access from factory.

Detailed directions:
Spoiler

You first find the extension branch in the factory. You have to access the Cetus branch in the extension. Watch out though. There a bunch of exits which leads back to factory/research. Signal interpreters are handy if it is your first time down there. Then, then there is this small hub area that you can access from the rightmost corner of Cetus. The exits in that hub area lead to Hub_04(d). Go in armed to the tooth. Extension/Cetus/Hub ain't easy.
[close]
[close]

Kyzrati

Spoiler

Quote from: Sherlockkat on February 26, 2016, 12:02:17 PM
p.s: My log says I spent 1034 turns in armory. Bug?
Oops. Thanks for letting me know, that's a bug. I just looked and the turn records skipped over Archives, which was an unplanned map, so it recorded your Hub visit turns to the Armory. There's no impact other than this; I'll have it fixed for the next release.

The Network Hub message isn't 100% clear, since it's in theme, but in Alpha 7 there's a place you'll be able to learn more specifically what that does if you can't already guess. It can be quite useful (hence the heavy defenses). True there are so many systems now that guessing these things can be difficult. For now I've changed the message to ALERT: Network intrusion management efficiency reduced by 5%.

Ally builds will be more viable in the future. Still working towards that, but yeah Enhanced Grunts can carry you pretty far if you take them back to the main complex. Though controllability is not likely to change--allies are in most cases meant to be just an autonomous boost to your capabilities, since we don't want to really get into micromanagement. You either have them or you don't, and you can indirectly control how things turn out via their composition and supporting parts like remote shields and hacking. (It would be nice if you could set some overall tactics and allied AI would stick to that, but the AI is not really built to handle such a thing...)
[close]
Josh Ge, Developer - Dev Blog | @GridSageGames | Patreon

Shobalk

#37
Recycling Spoiler
Spoiler


Is it still possible to get into Recycling if an Operator locks the terminal in front of the door?



* Not pictured, the terminal ;)  I blew it up trying to see if I could work around from the rear or rocket through the door.  However, it was already locked by an operator.

[close]


Kyzrati

Spoiler

There is one way, but it relies on luck so doesn't really count.

This has hit other players before (also in other circumstances), and I've been debating whether to never base Operators out of door-opening terminals. It's a tough decision since I also like the fact that things don't always go according to plan (plus you sometimes have the option of taking the Operator first, or reaching the terminal first).

Punching through the wall isn't usually an option, since you can't easily get hold of weapons capable of taking out a reinforced wall.
[close]
Josh Ge, Developer - Dev Blog | @GridSageGames | Patreon

Shobalk

Spoiler


I'm going to argue that the current method of getting into Recycling also relies on luck ;)

I'm 0-3 trying to get into Recycling before being locked out by an operator.  You usually only get 1 shot at these guys before they're out of range or lock the terminal. 

Do you have a hard time getting into Recycling, or is there a key piece that I'm missing?

I've been going into Storage with a Array/Signal Interpreter to help get ready for operators, but so far my initial shots fail to kill them and they lock the terminal. 

Here's a video where I engage an operator and miss him twice.  I think he ends up locking the door that I see @1:06:27, but I'm not sure.

Quote from: Kyzrati on March 05, 2016, 10:51:13 PM
There is one way, but it relies on luck so doesn't really count.

This has hit other players before (also in other circumstances), and I've been debating whether to never base Operators out of door-opening terminals. It's a tough decision since I also like the fact that things don't always go according to plan (plus you sometimes have the option of taking the Operator first, or reaching the terminal first).

Punching through the wall isn't usually an option, since you can't easily get hold of weapons capable of taking out a reinforced wall.
[close]

Kyzrati

Yes, we're just going to spoiler this whole thread...

Huh, zero for three is terrible considering there's only a 25% chance that an Operator will even be stationed there on a given run! When I've passed it's usually not protected or locked, which is more in line with that value.

Part of the reason I wouldn't immediately respond to this situation by simply making an Operator impossible there is that under the right circumstances Recycling can be a very good route to take, enough so that some players may want to always go that way when possible, so I don't think it should be guaranteed possible. It's more like a bonus "if the stars align and you can manage it" side route.
[close]
Josh Ge, Developer - Dev Blog | @GridSageGames | Patreon

Sherlockkat

#41
Guess who ascended :). A speed win, of course. It was only a matter of time though. I had been getting to access almost every other game. Just had to get a little bit lucky.

Access was tricky. I hacked the exit location, but I am pretty sure I would have died if I had just made a beeline to it. The most direct route was guarded by a small army. There was a lot of shooting through walls and bolting through single tile corridors in order to lose my enthusiastic harem of programmers and hunters.

Spoiler
In the end, I ran into this big dead end which was separating me from the exit with a pack of hunters on my tail. Luckily, I had a fusion bomb launcher AND a point singularity launcher and just blew up everything between me and the exit.
Question: Is blowing up the casing the only way to access the exit? Is there no non-violent way to open the casing?
[close]

This was an interesting/weird run. I had a lot of hacking gear but was actually quite unlucky with my hacks. I also had no good sensing equipment and was running blind almost all the time. I think a good deal of my success was due to equipping defensive gear like reaction control systems, maneuvering thrusters, cloaking devices, focal shields, em shields, propulsion shielding and light armors. This worked well in conjunction with my speed. There were plenty of situations where I had no options and just had to dive through enemies and I would have fared poorly without all that defense.

Score sheet:
Spoiler

Cogmind - Alpha 6

Name: Sherlockkat

---[ ESCAPED! ]---

Performance
-------------
Evolutions (9)             4500
Robots Destroyed (34)      170
Value Destroyed (792)      792
Prototype IDs (9)          180
Alien Tech Identified (0)  0
Bonus (9186)               9186
              TOTAL SCORE: 14828

Cogmind
---------
Core Integrity             1189/1600
Matter                     131/300
Energy                     28/50
System Corruption          2%
Temperature                Cool (2)
Location                   Surface

Parts
-------
Power (2)
Propulsion (6)
  Improved Q-Thruster
  Experimental Cesium-ion Thruster
Utility (15)
  EM Shield
  Hacking Suite
  Advanced Visual Processing Unit
  Hacking Suite
  Improved Focal Shield
  Long-range Sensor Array
Weapon (2)
  Point Singularity Launcher

Inventory
-----------
Nuclear Pulse Array

Peak State
------------
Power
  Light Anti-Matter Reactor
  Light Anti-Matter Reactor
Propulsion
  Nuclear Pulse Array
  Field Propulsion Drive
  Experimental Cesium-ion Thruster
  Improved Cesium-ion Thruster
  Improved Q-Thruster
Utility
  Cloaking Device
  Long-range Sensor Array
  Improved Focal Shield
  Hacking Suite
  Advanced Visual Processing Unit
  Hacking Suite
  Hacking Suite
  Experimental Heat Sink
  Advanced Hacking Suite
  Hacking Suite
  Improved System Shield
  EM Shield
  Advanced Reaction Control System
Weapon
  Kinetic Spear
  Nova Cannon
[Rating: 127]

Favorites
-----------
Power                      Improved Ion Engine
  Engine                   Improved Ion Engine
  Power Core               Light Nuclear Core
  Reactor                  Light Anti-Matter Reactor
Propulsion                 Improved VTOL Module
  Leg                      Aluminum Leg
  Hover Unit               Experimental Airjet
  Flight Unit              Improved VTOL Module
Utility                    Hacking Suite
  Device                   Advanced Sensor Array
  Processor                Advanced Visual Processing Unit
  Hackware                 Hacking Suite
  Protection               Improved Propulsion Shielding
Weapon                     Heavy Plasma Cannon
  Energy Gun               EM Pulse Gun
  Energy Cannon            Heavy Plasma Cannon
  Ballistic Gun            Light Assault Rifle
  Launcher                 Long-range Missile Launcher
  Slashing Weapon          Scythe
  Piercing Weapon          Kinetic Spear
  Special Melee Weapon     Datajack

Stats
-------
Bonus Breakdown            9186
  Win                      3000
  Fast Win                 6186
Classes Destroyed          8
  Builder                  2
  Tunneler                 2
  Hauler                   1
  Recycler                 2
  Operator                 2
  Watcher                  2
  Swarmer                  19
  Grunt                    4
NPCs Destroyed             0
Best Kill Streak           7
  Combat Bots Only         6
Matter Collected           1065
  Salvage Created          847
Parts Attached             87
  Power                    13
  Propulsion               22
  Utility                  27
  Weapon                   25
Parts Lost                 42
  Power                    8
  Propulsion               11
  Utility                  14
  Weapon                   9
Average Slot Usage (%)     82
  Naked Turns              2
Spaces Moved               6423
  Fastest Speed (%)        555
  Average Speed (%)        377
  Slowest Speed (%)        71
  Overloaded Moves         8
  Propulsion Burnouts      0
  Targets Rammed           3
  Cave-ins Triggered       2
  Teleports                0
Heaviest Build             48
  Greatest Overweight (x)  9
  Average Overweight (x)   0
Largest Inventory          4
  Most Items Carried       4
  Average Items Carried    3
Core Damage Taken          1032
Average Core Remaining (%) 84
  Depth 10 Exit            52
  Depth 9 Exit             76
  Depth 8 Exit             63
  Depth 7 Exit             100
  Depth 6 Exit             96
  Depth 5 Exit             93
  Depth 4 Exit             98
  Depth 3 Exit             95
  Depth 2 Exit             98
  Depth 1 Exit             74
Volleys Fired              140
  Largest                  2
  Hottest                  155
Shots Fired                175
  Gun                      103
  Cannon                   60
  Launcher                 12
  Special                  0
  Kinetic                  84
  Thermal                  60
  Explosive                12
  Electromagnetic          19
Shots Hit Robots           83
  Core Hits                50
Overload Shots             0
  Energy Bleed             0
  Heat Surge               0
  Short Circuit            0
  Meltdown                 0
Melee Attacks              29
  Impact                   0
  Slashing                 5
  Piercing                 6
Damage Inflicted           2995
  Projectiles              644
  Explosions               2034
  Melee                    313
  Ramming                  4
  Kinetic                  431
  Thermal                  106
  Explosive                2034
  Electromagnetic          107
  Impact                   0
  Slashing                 123
  Piercing                 190
Self-Inflicted Damage      237
  Shots                    3
  Rammed                   3
Highest Temperature        227
  Average Temperature      54
  Shutdowns                0
  Energy Bleed             0
  Interference             0
  Matter Decay             0
  Short Circuit            0
  Damage (minor)           0
  Damage (major)           0
  Damage (core)            0
Highest Corruption         2
  Average Corruption       1
  Message Errors           1
  Parts Rejected           0
  Data loss (map)          1
  Data loss (database)     0
  Misfires                 0
  Misdirections            0
  Targeting Errors         0
  Weapon Failures          0
  Depth 6 End              1
  Depth 5 End              2
  Depth 1 End              2
Haulers Intercepted        1
Robots Corrupted           0
Robots Melted              0
Power Chain Reactions      0
Tactical Retreats          24
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
Machines Hacked            26
  Terminals                21
  Fabricators              0
  Repair Stations          0
  Recycling Units          0
  Scanalyzers              0
  Garrison Access          5
Total Hacks                43
  Successful               12
  Failed                   31
  Catastrophic             11
  Database Lockouts        0
  Manual                   22
  Unauthorized             25
  Terminals                35
  Fabricators              0
  Repair Stations          0
  Recycling Units          0
  Scanalyzers              0
  Garrison Access          8
Terminal Hacks             8
  Record                   0
  Part Schematic           0
  Robot Schematic          0
  Robot Analysis           0
  Prototype ID Bank        1
  Open Door                0
  Level Access Points      4
  Branch Access Points     0
  Emergency Access Points  1
  Machine Index            0
  Terminal Index           0
  Fabricator Index         0
  Repair Station Index     0
  Recycling Unit Index     0
  Scanalyzer Index         0
  Garrison Index           0
  Alert Level              0
  Unreport Threat          0
  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            1
  Machine Controls         0
Hacking Detections         20
  Full Trace Events        1
  Feedback Events          0
  Feedback Corruption      0
  Feedback Part Disabled   0
  Feedback Blocked         0
Garrisons Disabled         4
Garrisons Compromised      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             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        4
Allies Hacked              0
Hacks Repelled             0
Total Allies               0
  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             165
  Average Influence        40
  Final Influence          25
Maximum Alert Level        0
  Low Security (%)         100
  Level 1                  0
  Level 2                  0
  Level 3                  0
  Level 4                  0
  Level 5                  0
Squads Dispatched          17
  Investigation            2
  Extermination            2
  Reinforcement            13
  Assault                  0
  Garrison                 0
Exploration Rate (%)       25
  Regions Visited          13
Garrisons Visited          0
  Relays Disabled          0
  Generators Disabled      0
Network Hubs Disabled      0
Turns Passed               2937
  Depth 11                 54
  Depth 10                 452
  Depth 9                  243
  Depth 8                  164
  Depth 7                  193
  Depth 6                  241
  Depth 5                  538
  Depth 4                  171
  Depth 3                  310
  Depth 2                  156
  Depth 1                  415
  Scrapyard                54
  Materials                747
  Factory                  1143
  Research                 466
  Access                   415
  Mines                    112

Prototype IDs
---------------
Experimental Airjet
Improved VTOL Module
Improved Cesium-ion Thruster
Experimental Cesium-ion Thruster
Improved Q-Thruster
Improved Spread Laser
Point Singularity Launcher
Plasma Sword
Kinetic Spear
Experimental Heat Sink

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

Game
------
Seed: 1457736347
^Manual?: 0
Play Time: 65 min
Sessions: 3
Mod: N/A
Game No.: 170
ASCII: 1
Keyboard: 1
Movement: Numpad
Fullscreen: 1
Font: 12/Terminus
Map View: 83x54


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Kyzrati

Congratulations :D

Spoiler

The inner shell around the lift can only be shot through, but it's mostly cosmetic since if you inspect it you'll see that even a late-game gun can blast through its armor, or any type of cannon and most explosives. And even if you're unarmed, if you've got someone's attention some of them might miss and blow it open for you ;) (Behemoths are especially good at this, and it's how zxc managed his most recent speed win unarmed and almost dead.)
[close]

I like the description "enthusiastic harem." I can't imagine they'd believe you called them that :P
Josh Ge, Developer - Dev Blog | @GridSageGames | Patreon

Shobalk

Quote from: Sherlockkat on March 11, 2016, 05:24:30 PM
Guess who ascended :).

Congratulations Sherlockkat.  Well done!

Sherlockkat

#44
Quote from: Kyzrati on March 11, 2016, 08:49:12 PM
I like the description "enthusiastic harem." I can't imagine they'd believe you called them that :P

Haha. They were very persistent. I would lose them for a couple of turns and then they will be on me again. I don't think I managed to lose them until the end where they got killed by falling debris when I was blowing through the walls to reach the exit. The end to that game reminded me of an episode from Doctor Who. There is this episode where the Doctor is pursued by this really slow and evil contraption and runs into a wall of pure diamond blocking him from the exit. He then..urm...punches through the wall over..erm.. a period of 4 billion years. It's complicated. I had a easier time with my point singularity launcher. But, that reference immediately sprang to my mind with those slow hunters on my tail and me stuck in a corner with no place to go.

Quote from: Shobalk on March 11, 2016, 10:53:00 PM
Congratulations Sherlockkat.  Well done!

Thank you. Gratz on getting into recycling :). Hope you have better luck finding its secrets than I  did.

zxc

Grats Sherlockkat 8)

Quote from: Kyzrati on March 11, 2016, 08:49:12 PM
Spoiler

(Behemoths are especially good at this, and it's how zxc managed his most recent speed win unarmed and almost dead.)
[close]
Spoiler
I am really don't think it was a behemoth. I'm 90+% sure it was a programmer.
[close]

Kyzrati

Spoiler

Quote from: zxc on March 15, 2016, 05:56:26 PM
I really don't think it was a behemoth. I'm 90+% sure it was a programmer.
I recall you pointing that out, and now that you mention it I guess that must be true after seeing your screenshots since they won't fire through walls from another side. But even the Sage uses EM weapons too weak to blow through that shell. Based on the number a Terminator could just barely manage it (10%). It can be hard to follow ballistic projectiles over short ranges since they fire so quickly :P
[close]
Josh Ge, Developer - Dev Blog | @GridSageGames | Patreon

zxc

Quote from: Kyzrati on March 15, 2016, 09:59:18 PM
Spoiler

Quote from: zxc on March 15, 2016, 05:56:26 PM
I really don't think it was a behemoth. I'm 90+% sure it was a programmer.
I recall you pointing that out, and now that you mention it I guess that must be true after seeing your screenshots since they won't fire through walls from another side. But even the Sage uses EM weapons too weak to blow through that shell. Based on the number a Terminator could just barely manage it (10%). It can be hard to follow ballistic projectiles over short ranges since they fire so quickly :P
[close]
Well I am happy for this to become an enduring Cogmind mystery :P

Sherlockkat

#48
Hmm. Theory question.

 Beware, question regarding endgame/-1/access

What happens if I blow through the side-walls to reach the exit casing without damaging any of the other walls or the door and lose all my weaponry to falling debris? Given that the enemies can't reach me, am I just stuck inside the room? This nearly happened to me in my winning run. I blew through with a fusion bomb launcher and lost it to the debris. Luckily, had a backup launcher to blow up the casing.
[close]

zxc

Quote from: Sherlockkat on March 18, 2016, 06:01:27 PM
Hmm. Theory question.

 Beware, question regarding endgame/-1/access

What happens if I blow through the side-walls to reach the exit casing without damaging any of the other walls or the door and lose all my weaponry to falling debris? Given that the enemies can't reach me, am I just stuck inside the room? This nearly happened to me in my winning run. I blew through with a fusion bomb launcher and lost it to the debris. Luckily, had a backup launcher to blow up the casing.
[close]
If that happens then you're stuffed ;D

Spoiler
BTW blowing through the sides to reach the casing should be significantly harder now. You must've had some fantastic weapon to be able to do that. This was my preferred method of reaching the exit, but K nerfed it in Alpha 6 (and added (a) new way(s) to reach the exit.
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