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AlternateAccount
Apr 25, 2005
FYGM
Ugh so I defeated (crime lord) Ming but I still have random gas clouds roving my base but there are NO emitters left anywhere. I've scoured everywhere for them. This poo poo kills more people than agents >:(

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jimmydalad
Sep 26, 2013

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

AGDQ 2018 Awful Block Survivor
What does Emma’s super weapon do? It fires at the world stage so I assume it does something there but I’m not sure what.

Gyoru
Jul 13, 2004



Janet Bombe is the worst henchman.

Low vitality
Melee only
Active skills don't do much and take too long to animate

Never should have recruited her as my 2nd hench. I'll execute her once I get another combat focused hench lined up.

IRIS is good (ranged) and tanky though.

MonsterEnvy
Feb 4, 2012

Shocked I tell you
I feel you should be able to get 8 henchmen if only to fill up all the chairs on the meeting table, like they show on the trailers.

SweetBro
May 12, 2014

Did you read that sister?
Yes, truly a shitposter's post. I read it, Rem.
Is my game bugged or some poo poo or is Incedio literally impossible to interoggate? I've gotten to the second part mission where the game asks to kill or capture him, so I choose capture and figure I'll interogate him on the ice thing and convert him into a henchman. But he literally just sets his cell on fire non stop as well as anyone who attempts to interrogate him.

Onehandclapping
Oct 21, 2010
Man, there is so much jank that goes on with minions filing in one by one to die to some group of people I told them to just to quietly distract.

It really does have me sending out someone to deal with it personally, while complaining about being surrounded by incompetent buffoons. 10/10 bond villain simulator

Hihohe
Oct 4, 2008

Fuck you and the sun you live under


jimmydalad posted:

What does Emma’s super weapon do? It fires at the world stage so I assume it does something there but I’m not sure what.

Shes gonna release a gas that causes everyone to go berserk all over the world, effectively starting World War 3

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?


Is there any pattern to the listening device placement or do I just have to scroll around my base literally forever waiting for more to spawn?

Esdesu
Sep 14, 2014

Danaru posted:

I had to restart because in addition to the ghost notification I constantly had over the build menu, the fireballs constantly spewing from a piece of super loot didnt stop spawning even after the side quest was done :negative:

Is that the only way to fix it? I dont want to start my playthrough again :cripes:

MonsterEnvy
Feb 4, 2012

Shocked I tell you
Starting to get really into the gameplay loop.

Danaru
Jun 5, 2012

何 ??

Esdesu posted:

Is that the only way to fix it? I dont want to start my playthrough again :cripes:

The work around I've seen is to load a save from before you finished it, finish the side story again, and hope it actually stops this time. Hopefully it gets patched soon

MonsterEnvy
Feb 4, 2012

Shocked I tell you
That one extra red dot on the item menu still bothers me a bit.

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?


Grand Fromage posted:

Is there any pattern to the listening device placement or do I just have to scroll around my base literally forever waiting for more to spawn?

Figured it out. There are some nerds you gotta set ignore on and let roam around planting devices. I had them all tied up in the casino so they weren't doing it.

Gamerofthegame
Oct 28, 2010

Could at least flip one or two, maybe.
I've hit a weird point that makes me question the game pacing;

All the research is done that I can do, my vault is pretty much at 100% (and that's with my spamming vault stuff, too) and while certain Super Agent invasions are a host of dead bodies, Ivan alone can deal with incursions without issue, even when two come at once. I've stopped doing schemes and just flick over to occasionally pay to swat down heat.

I think it mostly boils down to the side story system, having two or three going at once would get things a little more involved and faster, I think. It's not a bad game tho just... I feel I hit an end state before doomsday stuff has ever been mentioned.

edit: oh, executions instantly top out morale so if you have a morale spiral from a bunch of corpses or something just add one more infront of everyone

Gamerofthegame fucked around with this message at 04:31 on Apr 2, 2021

FUCK SNEEP
Apr 21, 2007




None of my technicians are repairing anything so everything is sparking and unusable while all my minions stand around and talk loudly. idk what happened :lmao:

Psion
Dec 13, 2002

eVeN I KnOw wHaT CoRnEr gAs iS
The pacing feels weird at most stages of the game I've played so far. My perpetually-full-vaults stage didn't last, but I've certainly gotten into a lot of scenarios where just hitting fast forward and going to get a drink is the right option.

More than once now I've had to wait something like 5+ clock minutes for a world map mission to start because the helicopter queue is so unbelievably long. I don't know what the fix is there but I want a fix there.

on the upside there seems to be a lot of support for revisiting the boat horn so I hope that happens sooner rather than later :v:

gimme the GOD DAMN candy
Jul 1, 2007
i spend a lot of time waiting for super agents to gently caress off for side mission objectives. i guess i could just antagonize them, but that can take a while to resolve and this happens a lot.

w00tmonger
Mar 9, 2011

F-F-FRIDAY NIGHT MOTHERFUCKERS

This game owns and I'm so happy it got a sequel. Reinstalled the first one every year or so and so far this one holds up.

Not so hot on how schemes are handled now. I prefer the original where you can just throw 20 dudes on something to make it go fast

Specter1357
Mar 31, 2010
Game has a lot of potential but it feels like they didn't do enough testing or debugging. It's silly that the game doesn't tell me what any of my loot does or what traps do and there is no wiki yet to pick up the slack. Also I have permanent Excalibur fires all over my base and the game thinks I have a 60,000 dollar, 50ish power work order placed when I don't so any time I build anything, it says I lack the power or money to complete it (though it all still builds like normal).

I feel like after a few patches the game will be great though.

doctor iono
May 19, 2005

I LARVA YOU
can confirm super agents are permanently removable, and doing so just requires advancing far enough in their "questline". agent x is finally gone, now for the others!

MonsterEnvy
Feb 4, 2012

Shocked I tell you
Symmetry seems the most dangerous of the super agents I have encountered so far. Olga is the only one that has not shown up yet.

The Steele's seem pretty weak but I would not be shocked if they got stronger as the game went on.

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?


MonsterEnvy posted:

Symmetry seems the most dangerous of the super agents I have encountered so far.

Easily. Agent X doesn't do poo poo, and all the other ones have to come in through the front door so they're fairly easy to waste once you have good killzones set up. Symmetry teleports into your base with a death squad that you can't really defend against. Only thing I've found to help is having a single vault set up with a kill corridor as if it's an outside entrance, that's helped a lot. It doesn't matter that they steal stuff since you get it back when they die, just leave them alone until they emerge.

Traps seem kind of pointless now. There aren't many agents on your island at any given time, and they go full psycho the moment they get in the front door so it's just a battle.

MonsterEnvy
Feb 4, 2012

Shocked I tell you

Grand Fromage posted:

Easily. Agent X doesn't do poo poo, and all the other ones have to come in through the front door so they're fairly easy to waste once you have good killzones set up. Symmetry teleports into your base with a death squad that you can't really defend against. Only thing I've found to help is having a single vault set up with a kill corridor as if it's an outside entrance, that's helped a lot. It doesn't matter that they steal stuff since you get it back when they die, just leave them alone until they emerge.

Traps seem kind of pointless now. There aren't many agents on your island at any given time, and they go full psycho the moment they get in the front door so it's just a battle.

Traps have their uses. For the Symmetry squad I post traps outside the vault so they get hit with them as they leave.

Having some Freeze rays at the entrances is also good, as long as you don't start a fight there, as the agents will be really weakened by it.

Omobono
Feb 19, 2013

That's it! No more hiding in tomato crates! It's time to show that idiota Germany how a real nation fights!

For pasta~! CHARGE!

Are there traps that sap resolve? My current combo hallway is a touch too lethal for my tastes.

Captain Oblivious
Oct 12, 2007

I'm not like other posters
The game takes waaaay too long to open up tier 3 research. Having a great time other than that. I am a bit sad that I apparently lost my chance to steal Excalibur (I was putting off the sidequest due to knowing about the bug) but oh well. Apparently some sidequests do disappear if you wait too long it seems.

gimme the GOD DAMN candy
Jul 1, 2007
the trap combo achievements are really hard to pull off. might have to try an easy sandbox sometime.

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug

Omobono posted:

Are there traps that sap resolve? My current combo hallway is a touch too lethal for my tastes.
Anything that drains resolve is gonna be something that also deals damage. Even the cartoon boxing glove is lethal, and I would not be surprised if the "Slippery floor prank" trap that makes agents fall and land on their rear end will probably kill them too.

EDIT: Oh right, this might be considered a spoiler but it will save people some tears later. According to preview streamer footage, The disco trap might :siren: REFILL AGENT SKILL AND RESOLVE :siren: A lot, saw it bring agents down at 20ish back up to to their max of 100 in the clip I'm thinking of. But then it fires deadly lasers, so I guess the hope is it will finish the job killing off a wounded agent in some flamboyant Risk Vs Reward attempt?

I haven't taken the disco trap for a spin personally, but keep that in mind in case they didn't change that for launch.

Section Z fucked around with this message at 10:04 on Apr 2, 2021

Motherfucker
Jul 16, 2011

I certainly dont have deep-seated issues involving birthdays.
For anyone having trouble with agents going psycho when they stumble on a staff room I've found doing an 'open plan' deal like this works pretty well.

Bloodly
Nov 3, 2008

Not as strong as you'd expect.

Section Z posted:

Anything that drains resolve is gonna be something that also deals damage. Even the cartoon boxing glove is lethal, and I would not be surprised if the "Slippery floor prank" trap that makes agents fall and land on their rear end will probably kill them too.

EDIT: Oh right, this might be considered a spoiler but it will save people some tears later. According to preview streamer footage, The disco trap might :siren: REFILL AGENT SKILL AND RESOLVE :siren: A lot, saw it bring agents down at 20ish back up to to their max of 100 in the clip I'm thinking of. But then it fires deadly lasers, so I guess the hope is it will finish the job killing off a wounded agent in some flamboyant Risk Vs Reward attempt?

I haven't taken the disco trap for a spin personally, but keep that in mind in case they didn't change that for launch.

Do investigators have traits like you? That sounds like it would be related to 'won't let disco die'.

Major Isoor
Mar 23, 2011

Motherfucker posted:

For anyone having trouble with agents going psycho when they stumble on a staff room I've found doing an 'open plan' deal like this works pretty well.



How do you gain access to casino stuff like those palm trees and pot plants, btw? (Also, I respect your dedication to the stage shows! I thought I was overdoing it with two in one hall, but now I've seen the light :D )

Also, if I set up a trap (saaaay....a poison dart trap) before a door leading to a deeper part of my base, will agents/investigators automatically become hostile to anyone they encounter afterwards, or will it take several traps and/or a suspicious item to alert the intruders?

Motherfucker
Jul 16, 2011

I certainly dont have deep-seated issues involving birthdays.

Major Isoor posted:

How do you gain access to casino stuff like those palm trees and pot plants, btw? (Also, I respect your dedication to the stage shows! I thought I was overdoing it with two in one hall, but now I've seen the light :D )

Also, if I set up a trap (saaaay....a poison dart trap) before a door leading to a deeper part of my base, will agents/investigators automatically become hostile to anyone they encounter afterwards, or will it take several traps and/or a suspicious item to alert the intruders?

As you gain new deception minions new casino decor unlocks! Also: Stage shows are mega efficient!! One minion can tie up a buncha agents for ages! My whole deal is a loop with three turns that has stages all over the place in little chicanes... the more you can run agents over the footprints of your casino floor stuff the more likely they get lured.


Agents won't become intrinsically hostile if they get trapped before they reach your base, but the problem is your minions will attempt to lure them out of 'staff only' areas if they are 'distract' tagged, corridors count as staff only. So you need to keep the traps out of the line of sight of your staff or else they'll harass the agent. If they do that enough times the agent goes berserk. This can happen pretty rapidly if you have a dense amount of deception minions and a trap hallway with a level three door at the end and it pretty quickly leads to them shooting up the place. You could theoretically use a magnet trap to suck 'em in so your deceivers don't have time to harass but the problem is techs working on traps will also harass... I really wish you had another auto-tag order that was 'Really, ignore people here. Seriously. I mean it'


I've had some fun making magnets with bumpers in their path that bump the agent to a second side corridor through little slippery floor 2x2 holes in the wall, than fan them to the back and coating the rest of it in darts. Works pretty good. Agents mostly fuckle your traps if they're allowed to walk over them but once you get them moving they can do nothing about it, slippery floors will allow you to basically keep the momentum as they slide around and they'll take hits from darts they pass through... plus they'll stop and try and disable each set of darts one by one which gives the whole thing time to reset and suck them back in again.

Motherfucker fucked around with this message at 11:07 on Apr 2, 2021

Major Isoor
Mar 23, 2011

Motherfucker posted:

As you gain new deception minions new casino decor unlocks! Also: Stage shows are mega efficient!! One minion can tie up a buncha agents for ages! My whole deal is a loop with three turns that has stages all over the place in little chicanes... the more you can run agents over the footprints of your casino floor stuff the more likely they get lured.


Agents won't become intrinsically hostile if they get trapped before they reach your base, but the problem is your minions will attempt to lure them out of 'staff only' areas if they are 'distract' tagged, corridors count as staff only. So you need to keep the traps out of the line of sight of your staff or else they'll harass the agent. If they do that enough times the agent goes berserk. This can happen pretty rapidly if you have a dense amount of deception minions and a trap hallway with a level three door at the end and it pretty quickly leads to them shooting up the place. You could theoretically use a magnet trap to suck 'em in so your deceivers don't have time to harass but the problem is techs working on traps will also harass... I really wish you had another auto-tag order that was 'Really, ignore people here. Seriously. I mean it'


I've had some fun making magnets with bumpers in their path that bump the agent to a second side corridor through little slippery floor 2x2 holes in the wall, than fan them to the back and coating the rest of it in darts. Works pretty good. Agents mostly fuckle your traps if they're allowed to walk over them but once you get them moving they can do nothing about it

Thanks, that's great to know!

One more question though, if you don't mind: How are salaries paid? Are they gradually paid as I get income, or is it like, all paid in a lump sum on the 1st of each month?

Motherfucker
Jul 16, 2011

I certainly dont have deep-seated issues involving birthdays.
I have no clue tbh. Although I'm pretty sure its gradually or negligible in comparison to your general income by midgame. Just hit those gradual income schemes every now and than.


Stuff of note: Symettra and her goons and I'm pretty sure no other agent type at all don't or can't deactivate pay walls. So placing the 30 second ones regularly throughout your trap halls can slow her right down. Dosn't work on defecting minions but all other traps do so its whatever.

Motherfucker fucked around with this message at 11:27 on Apr 2, 2021

jimmydalad
Sep 26, 2013

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

AGDQ 2018 Awful Block Survivor
I know the twin peaks base is said to be highly defensible, but I feel like Caine Key aka Donut island is possibly just as, if not more, defensible because every unit, apart from those that teleport into your base, have you go through your casino front.

Nuclear War
Nov 7, 2012

You're a pretty pretty pretty pretty pretty pretty pretty pretty pretty pretty pretty pretty girl
Ok how the hell am I supposed to deal with synmetry ? her goonsquad teleports in, avoids every trap without fail on their weird forever cloaked walk around the base and IF i catch them i better pray its not in a chokepoint cause they will murder a 100 guards and mercs without a second thought in melee. is there a trick to making traps catch high level agents?
at least they dont kill civillians, unlike Soldiers. one earlier from the 'peacekeeper' event no less, broke into a lab where 20+ scientists and valets were cowering and machinegunned them down.

Comte de Saint-Germain
Mar 26, 2001

Snouk but and snouk ben,
I find the smell of an earthly man,
Be he living, or be he dead,
His heart this night shall kitchen my bread.

Nuclear War posted:

Ok how the hell am I supposed to deal with synmetry ? her goonsquad teleports in, avoids every trap without fail on their weird forever cloaked walk around the base and IF i catch them i better pray its not in a chokepoint cause they will murder a 100 guards and mercs without a second thought in melee. is there a trick to making traps catch high level agents?
at least they dont kill civillians, unlike Soldiers. one earlier from the 'peacekeeper' event no less, broke into a lab where 20+ scientists and valets were cowering and machinegunned them down.

Give your minions guns, use your EG in combat (but be careful with them and keep them out of melee) and build a lot of guard rooms with desks in them, so that your guards arrive in waves. Upgrade your EG and Hench stats from research too.

I have also realized that I was repeating a mistake that I did in EG1, which is to not train up enough advanced muscle minions. Mercs can do all the same jobs as normal guards (except schemes obviously) and they are the pre-requisite for martial artists (also seem to be good) so you really should be rolling with as many mercs as you can handle, and fewer guards. Super agents of most types seem to kill normal guards in one hit. Mercs + a lot of guns = dead super agents with far fewer casualties on your end.

EDIT: And yeah, I set up my single vault with a long trap hallway leading to it. It won't kill her, but if you can take off some of her health or weaken her team, it's useful.

Mad Wack
Mar 27, 2008

"The faster you use your cooldowns, the faster you can use them again"
yeah you need to use your henchman tactically to take down symmetry. i use the hench to spot (they really can't be detected by your regular goons) and uncover them, then i hold him back until they are engaged with 5-10 minions then i unload on symmetry. once she is down the rest get mopped up with probably 20ish casualties over all.

Omobono
Feb 19, 2013

That's it! No more hiding in tomato crates! It's time to show that idiota Germany how a real nation fights!

For pasta~! CHARGE!

Some combat observations:

Minion melee damage is 5 damage each hit, no matter the muscle minion type. Strong agents can have 200 health, super agents 300+ health. Yup.
Maybe martial artists deal more damage than 5 without weapons equipped, it'd make sense, but I have no clue.

Most of your minions do not come with guns by default. Agents do. Ranged combat always deals more damage than melee combat, with a giant question mark for martial artists.
Some muscle minion types come with guns by default. They're peashooters but at least they're ranged.

Meanwhile, henchmen, super agents and your Genius deal loads of damage. Steele can 1-shot any minion in melee for example.

Corollary 1: research and build a lot of gun/rifle racks in your guard rooms. It's the only way to deal serious damage, even strong combat henchmen will get overwhelmed by numbers. It's 5 guns/rifles per rack, so divide by your non-martial artist target number and build that many racks, plus a couple. Muscle minions will arm themselves by default.

I'd do an even split between lethal/nonlethal weapons or a 2 to 1 split. Lethal weapons deal more vitality damage, non-lethal deal more skill damage. Capturing a target requires depleting both.

Corollary 2: melee weapon are not useless, and martial artists can only use clubs/staves anyways. You'll need minions in melee to tie their ranged attacks, so might as well have them deal real damage.


Engagement procedure: use an henchman at the start to draw aggro, they can take some punishment. Kite if the hired muscle is taking their time.
When your throng of muscle minions finally arrives on the scene, micro the henchmen to engage in melee any agent staying back and shooting until a minion comes in.


It's why IRIS' camera ability is surprisingly useful. She can run at the enemy, engage, and activate camera mode for 2 or 3 seconds, making all the muscle minions are now converging on the scene.
Meanwhile IRIS can use the first ability to stall before needing to kite, and she has a very strong ranged attack.

Motherfucker
Jul 16, 2011

I certainly dont have deep-seated issues involving birthdays.

Nuclear War posted:

Ok how the hell am I supposed to deal with synmetry ? her goonsquad teleports in, avoids every trap without fail on their weird forever cloaked walk around the base and IF i catch them i better pray its not in a chokepoint cause they will murder a 100 guards and mercs without a second thought in melee. is there a trick to making traps catch high level agents?
at least they dont kill civillians, unlike Soldiers. one earlier from the 'peacekeeper' event no less, broke into a lab where 20+ scientists and valets were cowering and machinegunned them down.

Symmetry early game is VERY much a pain, she is the strongest super agent hands down. However, shes pretty predictable in that she teleports directly to your vault. So its less about keeping her out and more about keeping her in since she is the only threat too the vault directly. It can be difficult to make trap configurations that catch her but you can... The long range magnet is capable of snatching her and her goons and once you have them moving you can bop them into a shark tank or whatever. Plus, traps keep her busy because she has to disable them one by one when moving around.

Early game the key to killing her is hench micro, don't stand and fight, run behind doors. wait and when she busts through take some cheap shots and repeat. Also: Don't put cameras on your vaults... Sending your entire squad to fight in a vault means she can generally 300 Spartans your entire base because the vault is a crouded place if you're building it correctly. Its smarter to have one entrance to your vault, a trap tunnel, and a camera and ambush point with some guard posts beyond that, delineated by laser doors that take her a sec to bust through. The traps slow and potentially weaken and than after that the initial guards keep her in place while the camera sends the goonstorm down on her. You'll end up with a sea of body bags but thats just the deal... plus the trap tunnel will kill anyone defecting!

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jimmydalad
Sep 26, 2013

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

AGDQ 2018 Awful Block Survivor
Is there any reason to use Janet Bombe? Her combat and special skills seem meh compared to literally every other starting Henchman.

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