Cogmind

Cogmind

95 ratings
A quick guide to early game
By Valguris
Designed for new players that do not want an extensive guide just yet. Completely spoiler-free.

It's a small enough collection of tips and hints that you can read in a few minutes, but hopefully enough to lead you past the early game.
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Preface
Play a few games first. Then read the Survival Tips section of the manual. Then play a few more games. Only then I grant you permission to read this guide (:P), so that you have an idea of what I'm talking about and why is it that good to know/use.

Make sure to visit our discord chat[discord.gg]! This is the place where most players hang out. We will be happy to answer your questions and concerns there!
A quick guide to early game
Materials test your tactics.

Here is a collection of tips and tactics that are especially useful for players trying to reliably get past the early levels. Some of them may feel counterintuitive.

  • Fill all your slots - You want to protect your core. Any damage that goes to one of your parts is damage spared from your core. There is no reason to have unused slots other than not having enough items (usually due to recently losing your items) or having not enough resources to equip items (10 matter and 20 energy for equipping an item).

  • Always carry backups - Your parts are more fragile than your core, so you will lose them often. It is crucial to replace your parts (i.e. weapons), even in the middle of combat, to regain full functionality. Running out of items of a type often spells doom for the entire run (i.e. losing all weapons makes you defenseless AND you can't hunt hostiles to get a weapon; losing all propulsion forces you to drop most of your stuff).

  • Replace items during combat - Replacing parts under enemy fire sucks, but it is worth it! You should usually take your time to put on new items even if it's just for their coverage. As long as you can replace your parts faster than they get destroyed, you'll be fine. Of course it's better if you can duck behind a corner before spending multiple turns on this, but that is not always an option.

  • Reposition frequently - Complex has the numbers advantage if you fight in the open. Nullify it by going back to a choke point. If you get flanked, then reposition again. It is usually worth it to take a few shots while running for cover in order to be able to fight enemies one-by-one. If you want to do something else than firing weapons for a few turns (replace destroyed parts, wait until your temperature goes down, etc.) you can take fewer hits overall if you just run for cover first. Remember that a few shots can't destroy you.

  • Doorway tactic - The most common chokepoints are the doorways. Stand diagonally adjacent to a doorway (as shown in the picture below) during combat. This forces enemies to fight you one-by-one. The enemy who stands in a door will block his friends and no other hostile will be able to take a clear shot at you. Beware of other entrances to a room!


  • Safe exploration/movement - keep close to choke points and stay away from explosive machinery, so that when a squad spots you, you can deal with it with minimal damage received. When a squad spots you, run to a choke point in an ALREADY EXPLORED area. You know that there are no more hostiles or explosive machines there. There's nothing worse than running away from a squad only to be spotted by another squad - it's a potentially run-ending situation.

  • Dealing with dodge-reliant enemies - Some enemies (such as Pests) heavily rely on their dodge chance. You can completely nullify this advantage by using a launcher - they can't dodge explosions. A launcher shot will explode when it hits a target (hard when dealing with high dodge chances) or hits a wall (make sure such enemies stand next to a wall and target the wall instead) or when it reaches it's full range (keep enemies around launcher's max range). Second way of dealing with such enemies is to use multishot weapons, such as shotguns and flak guns. More shots fired equals more chances to hit the target. Lastly, you can counter dodge chance by gaining accuracy (via targeting computers, close range, standing still, etc.). Bonuses to accuracy are more important when chance to hit is low (gaining 10% accuracy when already at 80% is barely noticeable, but gaining 10% when at only 10% doubles your damage output!).

  • Prefer high damage weapons - Most enemies in the early levels have 15 or 20 core integrity. A weapon that deals 20 damage is guaranteed to one-shot such enemy if it hits its core. Surprisingly, a single shot of 20 damage is way more effective at this than 2 shots of 10 damage each. Multiple shots tend to spread damage across components and leave all of them functional, while larger chunks of damage tend to destroy the few components they hit.
9 Comments
SimonSaysStuff 12 Jul, 2023 @ 9:04am 
Thanks for keeping the info short and sweet! The extra info in the comments always helps too, I think one of the reasons I died a lot is because of my tactic to overuse many weapons in a turn. Very interesting mechanics, I'm excited to play another game of Cogmind now :P
erkyp3rky 15 Dec, 2022 @ 11:24pm 
doorcamping is the best tip, immensely helpful and changed everything for me
𝐄𝐫𝐥𝐤𝐢𝐧𝐠 17 Sep, 2022 @ 1:01pm 
this is great, thankyou
Valguris  [author] 14 Sep, 2021 @ 7:53am 
You're right. It's 33% DPS increase.
ktur 14 Sep, 2021 @ 7:12am 
Actually it is 33% DPS increase with x2 weapons and 150% fire time, which is pretty significant (especially when deciding should you use double cannon or single cannon with certain late-game utility)
Valguris  [author] 6 May, 2021 @ 9:46am 
Ah, let me put more details on this mechanic here:
It costs 2-4 turns to fire all your weapons (without modifiers). Basically, going from 1 weapon (2 turns) to 2 (3 turns) carries the largest penalty, increasing volley time by 50% (so your DPS increases by 50% instead of by 100%), but after that the volley time cost increases by less than 10% with each extra weapon (+0.25 turn), until reaching its max of 4 turns per volley at 6 weapons.
I also didn't want to put that in the guide, because I think that volley times might change at some point, while the guide contains info that I consider to be universal (i.e., it will never become outdated).
Valguris  [author] 6 May, 2021 @ 9:44am 
This guide is up to date. Commenting on it isn't necroing. Good point about new players not knowing that multiple weapons volleys are slower.
I aimed for this guide to be short, so that the new players don't have to spend more time reading the guides than playing the game. :P That's why I did not include such information. Up to 4 weapon slots are effective in materials levels and using more weapons than 4 has more prominent downsides of high resource upkeep and weapon attrition than the downside of volley time increases. Hence I did not include that info in the guide. It's nice to have it in the comments, though.
clarkeveritas 6 May, 2021 @ 2:14am 
It took me a while to learn that having 8 weapons firing at once was a disadvantage because it took longer to fire... something along those lines.
And as for the whole "Necro-Posting" complaints.... this info is most likely still relevant. Haven't played in a bit but it always kinda bothered me when people say "Don't Post on Old Topics" when the info is likely still useful.
1MantisPhoenix 10 May, 2020 @ 9:22am 
Thank you