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If it has a health bar treat it as a unit, and if it has a power symbol then it's a building.
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# ? Mar 6, 2018 14:25 |
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# ? Jun 10, 2024 11:05 |
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Lichtenstein posted:Dear goons, nano hover, charge tank + abe, grapple tank (all brutes for the achievement, too)
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# ? Mar 6, 2018 14:31 |
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girth brooks part 2 posted:If it has a health bar treat it as a unit, and if it has a power symbol then it's a building. Artelier posted:Quick Question regarding FTL: The one that Into the Breach provided is the "Advanced Edition," which I've also got if I bought the base game ages ago, even if it only says FTL: Faster than Light, right? I can just give this new copy freely*?
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# ? Mar 6, 2018 14:31 |
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Is grid defense the only random number roll in the entire game?
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# ? Mar 6, 2018 14:36 |
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Captain Foo posted:nano hover, charge tank + abe, grapple tank (all brutes for the achievement, too) Owlofcreamcheese posted:Is grid defense the only random number roll in the entire game? Depends if you count Vek AI targeting and available shop selection.
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# ? Mar 6, 2018 14:39 |
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Lichtenstein posted:Nano is science though, unless you somehow don't mean the hazardous acid-spitter. Nah you're right, i was mixing up two different runs i did; the brute squad was cannon/grapple/charge, the other was nano/lightning/boulder
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# ? Mar 6, 2018 14:48 |
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Owlofcreamcheese posted:Is grid defense the only random number roll in the entire game? vek spawns, vek spawn locations, vek targeting, shop contents, pod locations, pod contents, island layout, enemies and rewards, map layout and hazards, the final maps. there's a shitload of random rolls in this game
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# ? Mar 6, 2018 14:50 |
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Argue posted:Follow-up question: if, using the Zoltan pilot, I fire a non-lethal shot with the tank and it backs into a mountain, will it die? (self-damage plus mountain) Yes, but if you kill a vek from either the shot or the push damage you’ll survive.
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# ? Mar 6, 2018 15:14 |
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Just got my first hard win with Rusty Hulks carrying every smoke item I could find. Lost a pilot, but I managed two perfect islands, which really helped things snowball in the right direction. 3 island clear got me more survivors than a perfect run would have on normal. So, that's nice. All I got left is finding the FTL pilots, and I can buy the secret team.
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# ? Mar 6, 2018 15:18 |
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A little late, but the best custom team to me was the starter cannon mech, hazardous mechs cannon mech w/Abe inside, and a laser mech/punch mech. Too much damage to care, a little bit of push if you need it.
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# ? Mar 6, 2018 15:21 |
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https://twitter.com/rotational/status/971027095701934088?ref_src=twcamp%5Ecopy%7Ctwsrc%5Eandroid%7Ctwgr%5Ecopy%7Ctwcon%5E7090%7Ctwterm%5E3
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# ? Mar 6, 2018 15:26 |
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Prav posted:vek spawns, vek spawn locations, vek targeting, shop contents, pod locations, pod contents, island layout, enemies and rewards, map layout and hazards, the final maps. I mean obviously the game is procedurally generated. I'm saying grid defense seems to be the only element where you can look at a still screenshot of pending moves and not know the outcome. Everything else works like chess pieces but that one mechanic.
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# ? Mar 6, 2018 16:00 |
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Skill rolls are random so potentially you could have a pilot pending a levelup and getting a HP + is what will save their life.
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# ? Mar 6, 2018 16:09 |
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My Abe has +move/+reactor and he's completed, I think, like 7 final battles
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# ? Mar 6, 2018 16:10 |
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Owlofcreamcheese posted:I'm saying grid defense seems to be the only element where you can look at a still screenshot of pending moves and not know the outcome. Everything else works like chess pieces but that one mechanic. There is one edge case that I haven't nailed down yet. If you have multiple enemies taking damage due to a given environmental effect (this happened to me with the Smoky Boys passive) then instead of taking it all at once, they take it one at a time, which is relevant if for instance an Explosive Psion is one of the targets. I would hope that the resolution order would be the same as the enemy turn order, but it's possibly random.
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# ? Mar 6, 2018 16:11 |
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Slime placements are (I think) unpredictable and can gently caress a plan right up I see grid defense as just a way to counteract the occasional unlucky opening turn. Every once in a while you just can't do anything to avoid grid damage and every once in a while you get a freebie
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# ? Mar 6, 2018 16:13 |
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Aaaaaaand that's 55/55. StrixNebulosa posted:https://twitter.com/rotational/status/971027095701934088?ref_src=twcamp%5Ecopy%7Ctwsrc%5Eandroid%7Ctwgr%5Ecopy%7Ctwcon%5E7090%7Ctwterm%5E3 Yeah, this is a really interesting article. One thing I've found that makes things even clearer is enabling colour-blind mode, because it adds an icon to Alpha Vek too - which to be honest, should really be baseline. Would be really interesting to see how much of the development of this was basic engine as well; it'll be a neat little lesson in how interface really is king. ilmucche posted:3 of the first squad punch bots, with one having the pilot who moves after attacking. You fly around slugging things and blocking spawns. This was my choice for the 3x/same on custom squad. It's really powerful. (For the no-upgrade achievements, 3x laser mech - it's the only way to reliably get 3 damage with a starter mech, which is Important because it means you can annihilate most non-alpha with one shot.)
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# ? Mar 6, 2018 16:15 |
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FreeKillB posted:There is one edge case that I haven't nailed down yet. If you have multiple enemies taking damage due to a given environmental effect (this happened to me with the Smoky Boys passive) then instead of taking it all at once, they take it one at a time, which is relevant if for instance an Explosive Psion is one of the targets. I would hope that the resolution order would be the same as the enemy turn order, but it's possibly random. Good call. I honestly wonder if they will patch stuff like that. It's really cool how close this game is to being perfectly clockwork. It doesn't really hurt the game in any way, but I imagine if people get really serious about this game and are playing any sort of serious challenges they will really want to have things work consistently. Especially for things like environmental damage order where it's not an intentional source of randomness.
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# ? Mar 6, 2018 16:28 |
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I'd really love it if grid defense was a chance for a shield to go up around a building once it gets targeted by an attack instead of a chance to avoid the attack.Feral Integral posted:The big problem i have with the judos is the throw doesn't seem to allow one to chuck enemies into each other. major bummer I don't think the judo mech is terrible and absolutely needs a buff. It's got 4 movement and armor, so it can't have a great weapon anyway. But I'm kinda surprised that's not even (included in) an upgrade option.
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# ? Mar 6, 2018 16:38 |
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Wizard Styles posted:I'd really love it if grid defense was a chance for a shield to go up around a building once it gets targeted by an attack instead of a chance to avoid the attack. The answer, as the UI article suggests, is probably that it gets pretty complicated and can't really be expressed cleanly in the UI.
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# ? Mar 6, 2018 16:52 |
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Yeah, seems like a UI thing - even in a vacuum it would be using different rules to 'normal' shifts, never mind if there were buildings or other units nearby. It'd be cool to have an optional "Advanced Edition" mode with some of the weirder, more complicated weapons/moves they originally had, though.
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# ? Mar 6, 2018 16:57 |
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Wizard Styles posted:I'd really love it if grid defense was a chance for a shield to go up around a building once it gets targeted by an attack instead of a chance to avoid the attack. Yes, something like that would be perfect. Like clearly it doesn't ruin the game to be random, but it's the most half baked mechanic.
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# ? Mar 6, 2018 17:02 |
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I like that that article mentions ice originally making things slide around because that makes a ton of sense and I had been wondering why this game seemed to want to have random ice tiles show up on all the maps despite ice not really doing that much.
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# ? Mar 6, 2018 17:12 |
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Owlofcreamcheese posted:I like that that article mentions ice originally making things slide around because that makes a ton of sense and I had been wondering why this game seemed to want to have random ice tiles show up on all the maps despite ice not really doing that much. Ice tiles are instakill tiles if you have fire damage.
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# ? Mar 6, 2018 17:15 |
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Fangz posted:The answer, as the UI article suggests, is probably that it gets pretty complicated and can't really be expressed cleanly in the UI.
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# ? Mar 6, 2018 17:37 |
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Will FTL pilots start appearing in regular pods once you've unlocked them, or are they exclusively in mountains even after the first time?
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# ? Mar 6, 2018 17:39 |
Argue posted:Will FTL pilots start appearing in regular pods once you've unlocked them, or are they exclusively in mountains even after the first time? You can start a run with one, but no, never in normal pods.
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# ? Mar 6, 2018 17:41 |
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Mafan is the only good FTL pilot anyways.
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# ? Mar 6, 2018 17:45 |
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Wizard Styles posted:What would be needed apart from an arrow showing that the Vek in the landing spot is going to get pushed out of the way? An explanation that the ability does not require a vek be present in the destination tile, for example. Also what happens if the destination vek has no room to go. Also clarification that unlike normal push abilities you can't target empty space to get pushback on the pushback tiles.
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# ? Mar 6, 2018 17:49 |
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Owlofcreamcheese posted:Yes, something like that would be perfect. Can't agree. If a vek threatening a building is already enough to potentially trigger a shield you'd have half the settlements covered in shields all the time with just baseline proc chance because attempting to attack is literally all they do.
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# ? Mar 6, 2018 18:03 |
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I think the implementation of it actually has a subtle benefit, in that it ensures that there aren't any formal 'no win scenarios'. The player is incentivized to actually hit 'End Turn' instead of resetting immediately when they see that there's no way to prevent the fatal grid damage. This has benefits in terms of the desired immersion, since just hitting 'quit playthrough' and starting over is a very 'I'm a player interacting with a video game' kind of action, whereas watching the Vek knock down buildings and then the map becoming totally overrun underlines the whole 'I'm a time traveler trying to save humanity' motif. The other benefit is that when the grid defense does go off, the fact that it's a random and rare reward should trigger a bit of dopamine.
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# ? Mar 6, 2018 18:12 |
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The intent of grid defense is that the game is (slightly) easier than it appears, so it feels tense and you are always fighting to defend every building. If grid defense is just 'the game is randomly easier, some of the time you clearly don't have to do anything and you're fine' then that just breaks engagement.
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# ? Mar 6, 2018 18:16 |
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Mindblast posted:Can't agree. If a vek threatening a building is already enough to potentially trigger a shield you'd have half the settlements covered in shields all the time with just baseline proc chance because attempting to attack is literally all they do. Oh, I assume he means a shield along with the attack indicator, not a permanent shield that would exist if you cancel the attack. A way to know before you hit "end turn" if a plan to have one bug hit a building so another bug's shot can knock back the boss bug on the other side of the building that is just about to hit a killing blow on something vital. As it's virtually the only time right now you don't know an exact outcome in advance.
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# ? Mar 6, 2018 18:30 |
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Making grid resist random on the point of taking damage was a deliberate decision. Without it you'd 100% know you've lost the game the turn before you do, making the last turn anti-climactic since you might as well just quit out of the game. As it is you can always continue playing to the end, trying to minimize your chance of losing.Rynoto posted:Mafan is the only good FTL pilot anyways. Irony Be My Shield fucked around with this message at 18:44 on Mar 6, 2018 |
# ? Mar 6, 2018 18:37 |
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Irony Be My Shield posted:Making grid resist random on the point of taking damage was a deliberate decision. Without it you'd 100% know you've lost the game the turn before you do, making the last turn anti-climactic since you might as well just quit out of the game. As it is you can always continue playing to the end, trying to minimize your chance of losing. Real talk I have spent some final battles on the last turn watching a bug about to zap my last GP and - literal hands together praying and sometimes it actually works and I win.
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# ? Mar 6, 2018 18:45 |
If I could make one change, it would be to let me use my reset on the pre-match positioning. It's probably where I make the dumbest mistakes, but it's tough to learn from them because I can't make minor changes to see how the Vek react differently. I've had a few games get derailed because my first turn is bad option vs. worse option and I wish I understood what mistakes I was making more clearly.
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# ? Mar 6, 2018 18:49 |
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Irony Be My Shield posted:Without it you'd 100% know you've lost the game the turn before you do, The game gives you 100% knowledge of everything else and it's the best part of the game and what makes it different than other games.
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# ? Mar 6, 2018 19:10 |
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Owlofcreamcheese posted:The game gives you 100% knowledge of everything else and it's the best part of the game and what makes it different than other games. Knowing that you have zero chance to win but you're supposed to keep playing is bad. Also this change would have the side effect of making grid defense absolutely amazing.
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# ? Mar 6, 2018 19:37 |
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Owlofcreamcheese posted:The game gives you 100% knowledge of everything else and it's the best part of the game and what makes it different than other games. ice cream is great, so let's have it for breakfast, lunch and dinner It's not some kind of mistake or oversight that grid defense is random and unpredictable. *Grid defense didn't have to exist at all* Fangz fucked around with this message at 19:43 on Mar 6, 2018 |
# ? Mar 6, 2018 19:39 |
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# ? Jun 10, 2024 11:05 |
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I like it that grid defence is mostly an upexpected boon rather than something for you to actively count on, you execute the best plan you have at that moment and end up with no grid damage instead of the 2 you'd resolved to take.
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# ? Mar 6, 2018 19:43 |