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gimme the GOD DAMN candy
Jul 1, 2007
the game is so long and there are relatively few things to research, so a research specialist genius is kind of a waste. the game is based on money, heat and combat and that's what the other three each focus on, respectively.

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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?


A research boost genius is hilariously worthless.

Back Hack
Jan 17, 2010


Yeah, I'm really wishing they kept the old research system to be honest.

QuarkJets
Sep 8, 2008
Probation
Can't post for 6 hours!

MonsterEnvy posted:

All the important dialog have textboxes that you continue.

A lot of the unimportant dialog, too; even when your genius just says some quip that text will also be on the screen

Lord_Magmar
Feb 24, 2015

"Welcome to pound town, Slifer slacker!"


Grand Fromage posted:

A research boost genius is hilariously worthless.

I feel like she should be able to actually do research herself at a massively increased rate, the same way that Red Ivan can actually scrap and lead his minions on the front line in military fights.

MonsterEnvy
Feb 4, 2012

Shocked I tell you
Question were are all the targets for kidnapping engineers in Max's campaign I can only find 3.

Dark Off
Aug 14, 2015




GruntyThrst posted:

I rolled credits at about 46 hours, a few of which were AFK and paused so probably about 43 hours gameplay.

All in all I'm satisfied, I really enjoyed the first game and getting a sequel at all was really cool. The biggest issue the game has (besides being relatively buggy) is pacing- it would be a better game if it was shaved down to 30 or even 25ish hours- there's still the oppurtunity for multiple runs because there's multiple geniuses to use. There's huge stretches of time where you can't do anything new because you need to do 5 more main story missions all of which have 2-4 steps and require equally as many schemes. Schemes are the biggest sore spot for me; specifically intel. Intel is only generated by interrogations and by minions manning the computer items in the control room. I don't know if it's a bug but I stopped getting intel from interrogation about 10-15 hours in, which meant waiting for the intel to slowly... trickle... in... because despite assigning a bunch of scientists specifically to manning those data centers, they were unmanned 75% of the time even with science minions that had job: none (IE they are available to work) in the manager. I spent a good portion of my time, probably over half, in fast forward mode. I can't fathom how long the game would take if you played it at normal speed all the way through.

So the things I hope they touch on, because I'd like to come back for another playthrough once there's the DLC and patches out:
-Either make stats deteriorate slower (or set a lower level before a minion stops working) or give us more granular control over minion jobs so I can have my intel stations manned when I need them. Micromanaging my genius to use their "work here, NOW" power is not fun because you need to remember to recharge it every so often. And if you're not supposed to stop getting intel from interrogations fix that.
-Helicopter speed upgrades (or multiple helicopters). Also, some schemes that have high minion counts actually require 2 helicopter trips, which is just unnecessary time wasted.
-When an agent refuses to be led to the cover operation, just have them walk past my social minion instead of murdering them in one hit. One they kill a minion, the fight is on and they get mobbed, which means my cover operation was useless because no agent ever survived to report home and lower my heat. I did not make a casino maze and you shouldn't have to do that for the cover operation to work. Also, walking past my minion means agents might actually step foot into my base for once without having spawned there!
-More ingress points for agents. Actually having to respond to agents in different parts of your base instead of having them all enter in only 2 places means designing a base actually matters. As is you might as well not have any walls or doors because they just inconvenience your minions and other than rogues no agent will ever get 10 feet past the front door.

Here's what I know regarding Genius/Superweapons:

The targeted region will lose Heat for all geniuses, I believe.

Firing Kalika's weapon gives you a scheme in the targeted region to steal a technology. Side Effect: I think it's supposed to randomly turn some of your minions into "VOID Worshipers" which are hostile. This happens in the story quests but I also noticed minions that had been randomly renamed to VOID Worshiper in the manager, so maybe it's currently bugged. I think it's supposed to happen every time because that seems to be the case for other Geniuses.

Firing Max's weapon gives you a scheme in the targeted region to collect gold. Side Effect: randomly turns some of your minions into gold statues

Firing Emma's weapon gives a scheme to reduce heat in other (random, I believe) regions. Side Effect: some of your minions go berserk and hostile

Firing Ivan's weapon [no idea what kind of scheme or side effect]

Ivan: Fires engine up sky sets region on fire, which creates opportunity for money gaining scheme Side Effect:

Dark Off fucked around with this message at 07:33 on Apr 4, 2021

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!

Captain Oblivious posted:

Were you playing on Caine Key, the one that specifies everyone comes in through the cover operation? :v:

This might have been it. :v:

(yes)

gimme the GOD DAMN candy
Jul 1, 2007
having a back door is actually quite nice, because most of the stronger enemies come through there. i think olga is the only super that comes in the front? aside from special events, of course. having every enemy including the ones that start killing immediately go through your screen of deception minions only results in a lot of extra body bags and a constant shortage of those minions. then you get tons of investigators that come in, max out suspicion instantly and either leave or contribute to the pile. not being able to have an incinerator close to your casino is a major problem that i'm not quite sure how to solve.

haldolium
Oct 22, 2016



Deki posted:

Might be a settings issue, I've got an old rear end GPU and it's not struggling

it's an engine issue. Sniper Elite does the same.

khy
Aug 15, 2005

Grand Fromage posted:

A research boost genius is hilariously worthless.

I thought she'd be amazing at first because I was in full EG1 mode and didn't realize you can build more than 1 of each research device. Once I learned that, well.... at least she has a free brainwasher?

Lord_Magmar
Feb 24, 2015

"Welcome to pound town, Slifer slacker!"


khy posted:

I thought she'd be amazing at first because I was in full EG1 mode and didn't realize you can build more than 1 of each research device. Once I learned that, well.... at least she has a free brainwasher?

She still seems to nearly double the glacially slow research speed, so if you have 6x speed she buffs it to 12 by standing in the middle of it all.

toasterwarrior
Nov 11, 2011
What's a good rule of thumb for specialty minions? 2x the amount you need to crew stations?

Lord_Magmar
Feb 24, 2015

"Welcome to pound town, Slifer slacker!"


toasterwarrior posted:

What's a good rule of thumb for specialty minions? 2x the amount you need to crew stations?

1.5 to 2x seems to be right to me, a little more for Military and a little less for Scientists because the Military guys have long and weird priority lists and spend stats fast whilst scientists seem to actually research longer than it takes for their replacement to recover anyway.

khy
Aug 15, 2005

Do socialites do anything other than mingle? I made a bunch but they won't staff the tables and won't do that not-quite-a-run jog that the Valets do when picking up bodybags so they feel awful and useless compared to my Valets.

bandaid.friend
Apr 25, 2017

:obama:My first car was a stick:obama:

khy posted:

I thought she'd be amazing at first because I was in full EG1 mode and didn't realize you can build more than 1 of each research device. Once I learned that, well.... at least she has a free brainwasher?

Figuring this out saved me from the constant "research has stalled/resumed" announcements which is even better than the speed boost

The Wicked Wall
Aug 24, 2012

I guess the aphorism
"I think, therefore I am" brings little comfort in this case.
Welp, update from previous post - recruiting one henchman requires you to kill Super Agents in your base, but Symmetry won't do anything even when ANVIL is largely locked down and and her invitation won't appear. This means I can't go do a loot quest, meaning I can't advance the main story any more until Symmetry decides to get un-stuck (am at the tier where you unlock the last minion types).

Any ideas?

Nephthys
Mar 27, 2010

The Wicked Wall posted:

Welp, update from previous post - recruiting one henchman requires you to kill Super Agents in your base, but Symmetry won't do anything even when ANVIL is largely locked down and and her invitation won't appear. This means I can't go do a loot quest, meaning I can't advance the main story any more until Symmetry decides to get un-stuck (am at the tier where you unlock the last minion types).

Any ideas?

Just wait until you see her in a territory and use the -heat scheme. ANVIL being locked down will actually prevent her from coming since she'll only invade if she is present for one of your schemes.


I think I got the Henchmen you're trying to and he is pretty strong. Sir Daniel has a powerful gun so he's a strong ranged attacker. His first ability stealths him, makes him really really slow and he does extra damage on his next attack. His second is a deployable trap that does about 40-50 vitality damage and tags for capture. He's definitely geared towards ambushing invading agents and he is good at this. I don't think he's as good as Jubei as a henchmen but when paired with Jubei or something that uses melee he wrecks agents.

The Wicked Wall
Aug 24, 2012

I guess the aphorism
"I think, therefore I am" brings little comfort in this case.
Does nothing, she's stuck on 'Investigating: [throwaway text]' and even quick heat reducing missions do nothing to change it.

DarkHorse
Dec 13, 2006

Nap Ghost
I agree, the first game let you see what minions and agents were doing in great detail, which helped troubleshoot when things went wrong. Also it's dumb you can't see the heat generated by individual objects

The Wicked Wall posted:

Does nothing, she's stuck on 'Investigating: [throwaway text]' and even quick heat reducing missions do nothing to change it.

The quick ones that don't require minions don't seem to trigger super agents every time, unless I've gotten the same bug in non-game-wrecking situations.

Related: the quick heat killing missions that require gold and Intel should always be canceled at the last second. You get 95% of the benefit heat reduction, plus you get 20% of the resources spent back, PLUS you won't trigger the super agents.

I've been able to chain multiple extras of them because my 20 Intel will refund 5, so after four of them I get a fifth one free!

Also I'm not sure about Max's doomsday device eliminating heat in the region. I fired it and the region locked down immediately afterwards. It's possible it locked down before it fired though.

Nephthys
Mar 27, 2010

The Wicked Wall posted:

Does nothing, she's stuck on 'Investigating: [throwaway text]' and even quick heat reducing missions do nothing to change it.

If she's investigating something else even when you're doing schemes in the territory she's in then that might indeed be a bug and you should reload an earlier autosave to try and reset her. The only other thing I can think of is that you might be mixing up which territory she's in if shes standing on a boarder between two of them.

Azuth0667
Sep 20, 2011

By the word of Zoroaster, no business decision is poor when it involves Ahura Mazda.

khy posted:

I've discovered something I'm wondering if the rest of you can confirm/deny.

Seems like if two investigators are both distracted at the same time, it ALWAYS fails. But if I tag them one-by-one and split up the group it has drat near a 100% success rate. (I don't know if it works on other agent types because I had to restart after a death spiral)

Also another question : Do side stories ever expire? Like, should I be worried about doing them in a certain time frame or can I simply do them whenever it's convenient?

Yes, do the side stories before advancing the main plot. If you don't then you'll lose some loot side stories. Some of the crime lord and super agent stories persist but it won't indicate which ones.

Elendil004
Mar 22, 2003

The prognosis
is not good.


I have the recruit a henchman from the world stage side quest, but no schemes are appearing on the world stage. What the hell?

Mad Wack
Mar 27, 2008

"The faster you use your cooldowns, the faster you can use them again"
on top of expiring some of the loot side stories have follow up side stories after you complete them, i really wish the game was more clear about this

now i'm 45 hours into my max campaign and trying to decide if i want to do all the side stuff or just finish up and do the whole thing again on a new island with a new genius

overall i really like max's aesthetics and his superweapon, it's really cool to fill your base with gold statues of executed minions, also you can steal the doors of fort knox and give him a golden door to go with his golden inner sanctum, surprised i liked him so much to go this far considering i was planning to just do the tutorial with him and switch to ivan

ate shit on live tv
Feb 15, 2004

by Azathoth

GruntyThrst posted:

It depends on the Genius. For Kalika (science lady) you get a scheme to steal a tech you don’t have. I *think* the level you fire at determines how good a tech you steal can be (for example firing at level 2 I was able to unlock a max tier trap long before I could have researched it)

This is interesting. I wonder if it's just traps or if you could in theory unlock the ability to dig end-game walls.

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?


khy posted:

Do socialites do anything other than mingle? I made a bunch but they won't staff the tables and won't do that not-quite-a-run jog that the Valets do when picking up bodybags so they feel awful and useless compared to my Valets.

They do the lower heat mission when you have a level three criminal network.

double negative
Jul 7, 2003


Anyone had luck using pianos? I’ve seen every other casino object draw in agents, but pianos don’t seem to do a thing

wayniechan
Jul 16, 2004
<img src="https://forumimages.somethingawful.com/images/newbie.gif" border=0>
As far as I can tell from watching them, non-valet deception minions do little more than pick up body bags and collect paychecks. Maybe every once in a while they get roped into escorting a prisoner. However, if you manually tag some agents in your casino with distract, or some get taken there from your base and still have the tag, they finally get turned back on. Honestly they might even be overpowered. They will swarm the agents and drain their resolve to zero before they can get to your base or even go gamble at your tables, and leave your island. So if you are willing to tag everyone manually, they will finally stop standing around uselessly.

Maybe adding a corridor with auto tag to the entrance of the casino they have to walk through would work hmm.
(AFAIK setting casino to auto tag does nothing)

Carcer
Aug 7, 2010
That's basically what the higher tier deception minions did in the first game. It wasn't uncommon to tag an agent and literally have a line of social minions stack up on them waiting to bamboozle them somehow.

seaborgium
Aug 1, 2002

"Nothing a shitload of bleach won't fix"




wayniechan posted:

As far as I can tell from watching them, non-valet deception minions do little more than pick up body bags and collect paychecks. Maybe every once in a while they get roped into escorting a prisoner. However, if you manually tag some agents in your casino with distract, or some get taken there from your base and still have the tag, they finally get turned back on. Honestly they might even be overpowered. They will swarm the agents and drain their resolve to zero before they can get to your base or even go gamble at your tables, and leave your island. So if you are willing to tag everyone manually, they will finally stop standing around uselessly.

Maybe adding a corridor with auto tag to the entrance of the casino they have to walk through would work hmm.
(AFAIK setting casino to auto tag does nothing)

I have a little room off the side of my casino with beds and food, and it's set to auto tag distract. The agents always seem to go there first, and then they get autotagged and head back out to the casino to get distracted.

I lose a lot of people when soldiers show up, but otherwise my social minions actually do something.

Vengarr
Jun 17, 2010

Smashed before noon

khy posted:

Do socialites do anything other than mingle? I made a bunch but they won't staff the tables and won't do that not-quite-a-run jog that the Valets do when picking up bodybags so they feel awful and useless compared to my Valets.

They are better than Valets in that they will actively seek out and harass enemy agents, lowering their Skill and Resolve. Spin Doctors do the same.

You can definitely set your casino to auto-distract. Problem is, agents don’t get set to “ignore” when they leave those zones. So they’ll get into a cycle of entering your base, getting distracted, walking ten feet back into the casino, then wander into the base again...

Eventually a distract attempt will fail and trigger a gunfight.

Vengarr fucked around with this message at 18:17 on Apr 4, 2021

wayniechan
Jul 16, 2004
<img src="https://forumimages.somethingawful.com/images/newbie.gif" border=0>
Yeah I had a few side rooms setup to feed my social minions next to the hotel but I got tired of Olga and her cronies mowing down half my workforce every time I accidentally triggered her or started her side mission, so I keep that stuff right past the hotel now. The only time I almost legitimately lost the game was during one of those hotel slaughters as my guards kept coming in single file, and I had 18 minions left. Had to fight her off with careful jubei micro and Maximilian sneaking up to take pistol shots.


Wish I could lock a door to level 4 or like, strongly recommend my minions not go to a certain place temporarily so I could get a big pile of them ready to go after Olga. Too risky to have side rooms for me, I let her come in the main corridor and get mowed down by my 50 hitmen now.

wayniechan fucked around with this message at 18:27 on Apr 4, 2021

Banemaster
Mar 31, 2010
It is tad disappointing that they managed to go backwards from first game's minion screen, which showed counts (and the target caps?) of all minions of all types.

There is also other changes that sound good in idea, but the details of implementation sucks (f.ex. needing to repeat schemes all the time in the world map).

Vengarr
Jun 17, 2010

Smashed before noon
The minion screen does show caps and numbers though?

Psion
Dec 13, 2002

eVeN I KnOw wHaT CoRnEr gAs iS
Considering how un-useful my enormous casino maze is I might just train up another dozen socialites and just switch my casino to pure scam tourists, so it does something other than annoy me constantly

I sure hope that gets looked at, investing in a huge front operation should, you know, have benefits. Maybe something where you can alter the popularity by building a 'good casino' and the more popular it is, the more likely agents are to get distracted? I dunno.

Vengarr
Jun 17, 2010

Smashed before noon
Make sure you are setting all agents to distract, otherwise it really won’t do poo poo.

I presume it’s that way so you can allow agents into your base if you wish. There are some times you need to let them steal stuff or plant bugs or whatever for missions.

WithoutTheFezOn
Aug 28, 2005
Oh no
Aren't the Crime Lord side quests henchman quests? I finished one for the roboticist and she seems to have just disappeared after saying something like “I’ll get right on it, I’ll start in the lab”.

Lichtenstein
May 31, 2012

It'll make sense, eventually.

WithoutTheFezOn posted:

Aren't the Crime Lord side quests henchman quests? I finished one for the roboticist and she seems to have just disappeared after saying something like “I’ll get right on it, I’ll start in the lab”.

You have to go through a series of three consecutive quests, with appearance of later stages sometimes tied to some rpogress triggers.

MonsterEnvy
Feb 4, 2012

Shocked I tell you

WithoutTheFezOn posted:

Aren't the Crime Lord side quests henchman quests? I finished one for the roboticist and she seems to have just disappeared after saying something like “I’ll get right on it, I’ll start in the lab”.

Progress and another side story for her should show up.

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WithoutTheFezOn
Aug 28, 2005
Oh no
Yeah thanks. Another side quest just showed up.

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