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MonsterEnvy
Feb 4, 2012

Shocked I tell you
I have forgot to build the bigscreen. Maybe that will help with my Heat Issues.

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Gato
Feb 1, 2012

jimmydalad posted:

Holy poo poo, be careful with dealing with the roboticist. One of her objectives requires you to turn off power in your base. I had to consecutively deal with Symmetry, killer robots, Agent X, killer robots and then the Lucha Saboteur with more killer robots afterwards. Eventually, I had to just turn off power while dealing with the crazy robots and just brute force minions. I really don't have a chance to breathe, but it's fun.

EDIT: Just another day of killing hordes of giant robots...



So the game gave me the objective to capture a robot after I had dealt with the first wave of robots exploding and setting fire to the base. Do I just have to wait for another one to spawn?

Pylons
Mar 16, 2009

So far I'm wondering if the right play isn't to just put criminal networks everywhere, keep them at level 1, and deal with the lockouts/heat as it comes. Five fully locked out regions is like, 250 heat? The game doesn't even seem to consider that a lot.

Brutakas
Oct 10, 2012

Farewell, marble-dwellers!
Apparently minions can specialize?



I only noticed because their hat is different (worker minion on the right side of the screen shot). That buff isn't something that's filterable or displayable on the minion overview screen so keep an eye out for strange hats, I guess. No clue what it does but I made the control room the priority for them. Going off of what others have said, I hope that keeps them from going on missions or training to be something else.

kiss me Pikachu
Mar 9, 2008

batteries! posted:

Anyone have any good layouts for the middle island with the two peaks? The right side further away from the casino front is large enough but it takes forever to get to the helipad. And the left side is too small for a starting base + defenses.



On my first no tutorial game I started with building exclusively on the right side - the first few investigations I tagged around where the body disposal is and they were huge bloodbaths but with your genius carrying and a bunch of minions sacrificing themselves you can get through them. After unlocking Valets I built up some dorms, a cafeteria and all the training on the left island none of which generates suspicion and put a bunch of traps in the initial entrance and down that hallway to soften up and discourage anything that makes it through the cover operation. It got very tight on the right hand side but I beelined for the stairs tech and currently moving the power plant, vault, and other sensitive locations deeper into the base. The run to the helipad is a huge pain and the worst part about the map but it is very defensible with just a few guard posts so far.

Lord_Magmar
Feb 24, 2015

"Welcome to pound town, Slifer slacker!"


Alongside that, minion traits impact who goes for advanced training I’m pretty sure. But those are I think meant to be buffs to working capabilities, if you execute someone you can see the execution witness buff show up there.

Captain Oblivious
Oct 12, 2007

I'm not like other posters
Roboticist spoilers I captured her and she’s currently working WITH me but not for me and patrols my base as a non controllable special character

batteries!
Aug 26, 2010

kiss me Pikachu posted:



On my first no tutorial game I started with building exclusively on the right side - the first few investigations I tagged around where the body disposal is and they were huge bloodbaths but with your genius carrying and a bunch of minions sacrificing themselves you can get through them. After unlocking Valets I built up some dorms, a cafeteria and all the training on the left island none of which generates suspicion and put a bunch of traps in the initial entrance and down that hallway to soften up and discourage anything that makes it through the cover operation. It got very tight on the right hand side but I beelined for the stairs tech and currently moving the power plant, vault, and other sensitive locations deeper into the base. The run to the helipad is a huge pain and the worst part about the map but it is very defensible with just a few guard posts so far.

Thanks for the ideas, gonna rework some things already. You noticed how there's a door next to that dish right of the helipad? Is that accessible from any of the floors, or just decoration? It's even consuming power.

Danaru
Jun 5, 2012

何 ??

batteries! posted:

Thanks for the ideas, gonna rework some things already. You noticed how there's a door next to that dish right of the helipad? Is that accessible from any of the floors, or just decoration? It's even consuming power.

It's a door enemy agents can come in from, I think the cave on the ocean level below it is where agents go in to come through that door. Boy was I surprised when No Fun Allowed Olga came storming over that bridge for the first time

Grand Fromage
Jan 30, 2006

L-l-look at you bar-bartender, a-a pa-pathetic creature of meat and bone, un-underestimating my l-l-liver's ability to metab-meTABolize t-toxins. How can you p-poison a perfect, immortal alcohOLIC?


Seems like there's a point where two super agents show up and just waste your entire base. Nothing at all I can do about these guys.

jimmydalad
Sep 26, 2013

My face when others are unable to appreciate the :kazooieass:

AGDQ 2018 Awful Block Survivor

Gato posted:

So the game gave me the objective to capture a robot after I had dealt with the first wave of robots exploding and setting fire to the base. Do I just have to wait for another one to spawn?

Yep, but don't worry. You don't have to wait too long.

Grand Fromage
Jan 30, 2006

L-l-look at you bar-bartender, a-a pa-pathetic creature of meat and bone, un-underestimating my l-l-liver's ability to metab-meTABolize t-toxins. How can you p-poison a perfect, immortal alcohOLIC?


Lol Symmetry's squad is just sitting at my stairs surrounded by 100 corpses while all my minions come up single file then get terrified and stuck there until they revolt. Game over I guess.

Captain Oblivious
Oct 12, 2007

I'm not like other posters

Grand Fromage posted:

Seems like there's a point where two super agents show up and just waste your entire base. Nothing at all I can do about these guys.

You don't have enough guards or guns.

Also you aren't Ivan because Ivan can personally demolish Super Agents if you get the drop on them with a good line of sight. Rocket launcher babyyyyy.

But yeah failure cascades were a thing in the old game too.

gimme the GOD DAMN candy
Jul 1, 2007
you can get by with distractions and non-lethal traps until the game escalates, at which point you need to already have guns, guards and lethal traps ready. even then, the non-lethal front defense serves to make money and reduce the frequency of real attacks so it isn't like you need to swap it out.

jimmydalad
Sep 26, 2013

My face when others are unable to appreciate the :kazooieass:

AGDQ 2018 Awful Block Survivor
My casino front has reached a point that it’s swarming with valets and socialites and I completely forget about investigators arriving because they sort it all out without me interfering.

Researching Genius and Henchmen stat upgrades is good if you’re having base defense troubles because doing so can let them tank ungodly amounts of damage and can either let all your guards and minions wail on intruders or just outright defeat them.

On the subject of research, tier 3 is becoming ridiculously long to reach. I’ve already researched everything I can and I still can’t research any tier 3 techs.

Grand Fromage
Jan 30, 2006

L-l-look at you bar-bartender, a-a pa-pathetic creature of meat and bone, un-underestimating my l-l-liver's ability to metab-meTABolize t-toxins. How can you p-poison a perfect, immortal alcohOLIC?


I had 90 guards/mercenaries, all armed, but they chose to come at the enemies one or two at a time. :newfap: What I need is a second henchman, but the first one I tried to get just like... wanders around my base doing nothing instead of henching. Would also be nice if guards actually stayed at their guard posts, but even the advanced one that theoretically works when not on alert does not.

Fortunately I had schemes going and the sudden decrease in pay meant I was able to hire 200 fresh minions rapidly, so game not over.

dogstile
May 1, 2012

fucking clocks
how do they work?
I recruited the er, old samurai and I just use his teleport when I need assistance in a place. He one shots a lot of enemies.

Danaru
Jun 5, 2012

何 ??

dogstile posted:

I recruited the er, old samurai and I just use his teleport when I need assistance in a place. He one shots a lot of enemies.

Glad to see Jubei is still going as an "I dont want to deal with this" button :unsmith:

Scalding Coffee
Jun 26, 2006

You're already dead
Did someone say there was a third treasure item you can get for the game depending on where you pre-ordered?

Major Isoor
Mar 23, 2011

Deltasquid posted:

This is from pages ago but my first thought was "sounds like standard P.A.T.R.I.O.T. procedure to me"

Honestly, I wouldn't even be mad, if this happened to me. Sounds more like a feature than a bug! :v: Typical fuckin' CIA PATRIOT bullshit. They're even more corrupt than the villain's we're meant to be portraying!

Bloodly
Nov 3, 2008

Not as strong as you'd expect.

Nam Taf posted:

One of my loot got stolen :smith:

I haven't found a way to get it back, yet. It's not showing back up in the same region of the world map. It's just listed as "stolen" in the loot list. Any ideas?

If it's anything like the first game, that item's gone permanently. Was a bastard then, is a bastard now, I guess.

deep dish peat moss
Jul 27, 2006

I've had essentially zero issues with agents playing on Normal ever since I realized that they were planting listening devices all over my base and removed them all. Also don't launch global ops in a region they're currently in. No investigator ever makes it past my distract order at the casino and agents don't show up unless I'm active in their current region :shrug:

Grand Fromage posted:

Would also be nice if guards actually stayed at their guard posts, but even the advanced one that theoretically works when not on alert does not.

I've had the opposite problem, guards will stand at their post even as an escaped prisoner sneaks by or whatever.

Major Isoor
Mar 23, 2011
By the way, does anyone have some key pointers to establishing a base on the "doughnut" island? So far I've got my "innocent" facilities through the right door of the casino (i.e. dorm, cafeteria, future staff room, training room) then a dog-leg/S-bend* before looping around to the rear of of the island, which houses my vault, prison, generator room etc.

I'll eventually also have a doorway leading out of the casino to the left, which'll just be a circle filled with dead-ends and random traps, as a way to dispatch enemies dumb enough to turn left instead of right. I remember that working well for me in the original, so we'll see how that goes.


*This is where I'll put a bunch of traps. Planning on having a fan with a shark tank opposite and maybe a couple of small wall traps before+after, then if they still make it through, poison darts. Not sure if this is optimal though, or if I'm better off using other traps.
I figure I might as well let agents access the evidence-free part of my base without being poisoned etc, since that way it'll give me a chance to KO mooks before they enter my death trap, so that I can then interrogate them. I might put freeze-rays at the main entrance though, I guess.

Back Hack
Jan 17, 2010


sean10mm posted:

Is there an easy way to see the overall status of minions? Alternately is there a rule of thumb for number of beds/TVs/eating places/etc per minion to shoot for?

In the infograph, there dedicated minion section shows the average overall stats of your minions.

gimme the GOD DAMN candy
Jul 1, 2007
the downside of a large elaborate trap maze that leads nowhere is that it's a huge pain to get corpses out of them. also, agents are still going to go the other route sometimes, which is likely less well defended because you used all your room/electricity/technicians on the maze.

on the other hand, killing tons of agents with traps is fun.

Grand Fromage
Jan 30, 2006

L-l-look at you bar-bartender, a-a pa-pathetic creature of meat and bone, un-underestimating my l-l-liver's ability to metab-meTABolize t-toxins. How can you p-poison a perfect, immortal alcohOLIC?


dogstile posted:

I recruited the er, old samurai and I just use his teleport when I need assistance in a place. He one shots a lot of enemies.

Yeah, I got the old crew back together too. He still got his rear end kicked by Symmetry's goons.

How many side quests do you have to do to get a second henchman? The first set with any of them seems to yield nothing, I'm on the second for Eli. Also anyone gotten far enough for tier 3 to unlock?

Vengarr
Jun 17, 2010

Smashed before noon
There’s an annoying bug where if you cancel a room after laying it out because it would bankrupt you, the rooms’ cost never comes off the books. So your AI will constantly scream that you don’t have enough gold.

Pylons posted:

So far I'm wondering if the right play isn't to just put criminal networks everywhere, keep them at level 1, and deal with the lockouts/heat as it comes. Five fully locked out regions is like, 250 heat? The game doesn't even seem to consider that a lot.

Bad idea. Your biggest bottleneck quickly becomes how fast you get new workers in, so sending lots of workers out for piddling returns isn’t going to help you.

Plus, the jump in value from a level 2 criminal network is nuts. There are missions that can give you 300k gold per hour.

Vengarr fucked around with this message at 01:49 on Apr 1, 2021

Pylons
Mar 16, 2009

Vengarr posted:

There’s an annoying bug where if you cancel a room after laying it out because it would bankrupt you, the rooms’ cost never comes off the books. So your AI will constantly scream that you don’t have enough gold.


Bad idea. Your biggest bottleneck quickly becomes how fast you get new workers in, so sending lots of workers out for piddling returns isn’t going to help you.

Plus, the jump in value from a level 2 criminal network is nuts. There are missions that can give you 300k gold per hour.

Setting the network up is a one time cost though.

Roadie
Jun 30, 2013

Banemaster posted:

Yeah. Various stat replenishing rooms are the worst offender so far. 5 step tutorial for "To replenish [Brains / Morale / Health / Hunger / didgeridoo] build [far too large room] with 1 [item]" is annoying. I wonder if playtesters demonstrated that tutorials need to be this handholdy.

Consider how many streamers sat there staring at the broken casino parts for hours.

KirbyKhan
Mar 20, 2009



Soiled Meat

Me: playing this 20 year old game

Captain Oblivious
Oct 12, 2007

I'm not like other posters
I’ve found that going wide is actually not super worthwhile. Focusing one one or two continents with two level 2 networks both generates more money, consumes less workers, and draws less super agents

TheAnomaly
Feb 20, 2003

Captain Oblivious posted:

I’ve found that going wide is actually not super worthwhile. Focusing one one or two continents with two level 2 networks both generates more money, consumes less workers, and draws less super agents

going wide isn't bad if you can keep your heat down because then you get different groups of low level agents and keep your faction heat more evenly spread out for longer, which keeps super agents from showing up as often.

ALSO, you usually get offered a mission about a minute before a super agent shows up that allows you to cancel their visit. Noticed this with the thief woman today, cost me like 3 valets and 20k but easily worth not having her show up.

EDIT but yeah, the lockout plan is a bad idea. Lockouts last way too long and generate extra heat with the faction who controls the locked out territory, which means more super agent visits.

Major Isoor
Mar 23, 2011
Speaking of all the complaints/troubles with super agents, how hard is it to eliminate/imprison them when they rock up the first time? (I haven't played much yet, so I haven't actually had any hostiles show up yet, so I honestly don't know.) Since I recall reading that someone mentioned receiving missions to invite specific super agent(s) to their lair - could you do that during a quiet period at home, then just gank 'em when they arrive?
And if you do that, will that effectively neuter that faction's attacks, super agent-wise? Or will they magically get a new clone of the super agent you just killed?

toasterwarrior
Nov 11, 2011
If it's like the first game, Super Agents will always escape, and you will have to research a way to execute them in a spectacular fashion to finish them for good.

Gadzuko
Feb 14, 2005

toasterwarrior posted:

If it's like the first game, Super Agents will always escape, and you will have to research a way to execute them in a spectacular fashion to finish them for good.

Yeah, it's this. Although the fake James Bond is different, in a funny way: You can actually kill him because it's a title, not an individual, so some other guy will show up next time

Zadda
Jan 27, 2007


Young Urchin

Major Isoor posted:

Speaking of all the complaints/troubles with super agents, how hard is it to eliminate/imprison them when they rock up the first time? (I haven't played much yet, so I haven't actually had any hostiles show up yet, so I honestly don't know.) Since I recall reading that someone mentioned receiving missions to invite specific super agent(s) to their lair - could you do that during a quiet period at home, then just gank 'em when they arrive?
And if you do that, will that effectively neuter that faction's attacks, super agent-wise? Or will they magically get a new clone of the super agent you just killed?

I've played about 8 hours on easy. The normal agents where no issue to distract them, occasionally one slipped through but I just killed that one. While I did keep my heat down in the territories, the symetry super agent still popped up on the world map.

I used the invite scheme and while I was able to eventually get rid of her, she doesn't come alone and I very very narrowly avoided a game over because of that :(

Seems it could still use some balancing in my opinion. I don't mind a bit of a challenge, though I do play on easy to have it manageable.

Maduo
Sep 8, 2006

You see all the colors.
All of them.


They really hewed too close to remaking the original because this is fun but incredibly buggy. I've had to pick up and put back down the interrogator chair to get agents to sit in it without escaping, the mouse drifts off items you're trying to place if you spin the camera around too much and Excalibur keeps setting my base on fire even after I completed the quest line. I've also had some bad graphical hitches on Vulkan but that might just be because my computer is an ancient pile.

JosefStalinator
Oct 9, 2007

Come Tbilisi if you want to live.




Grimey Drawer
Am I doing something wrong with my traps? The investigators just come in and disable like 15 of them in a row, and they don't do anything.

juggalo baby coffin
Dec 2, 2007

How would the dog wear goggles and even more than that, who makes the goggles?


i wish i could unrestrict my camera angle cause i wan t to be able to look at my base from foot level

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MonsterEnvy
Feb 4, 2012

Shocked I tell you

JosefStalinator posted:

Am I doing something wrong with my traps? The investigators just come in and disable like 15 of them in a row, and they don't do anything.

If an agents skill is too high they will notice and disable them.

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