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It’d be nice if you can have more than one side story going at a time. It would also be nice if some side stories didn’t utterly gently caress you over like the giant ice cube one ‘just because’. I had to reload a save from half an hour before because my minions started deserting from the “the lair is too hot” gimmick faster than they could be trained into the specialists needed to carry out the missions and get to the loving helicopter.
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# ? Apr 9, 2021 22:47 |
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# ? Jun 5, 2024 04:26 |
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Captain Oblivious posted:Maybe it just lights people on fire in that radius idk. That's exactly what it does. Anyone found out what the Meteor does?
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# ? Apr 9, 2021 22:51 |
Wyld Karde posted:Minions riding the pig get their morale restored. And it's always adorable to see them using it. One thing that's good about minions is their ineffable sense of priorities.
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# ? Apr 9, 2021 23:28 |
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Welp, someone already made an infinite trap loop. https://www.youtube.com/watch?v=Bygme9oDL_k
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# ? Apr 10, 2021 00:08 |
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there doesn't seem to be a lot of opportunities for agents to enter the loop, so it's probably not very useful in practice. still funny, though.
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# ? Apr 10, 2021 00:20 |
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GruntyThrst posted:One thing that's good about minions is their ineffable sense of priorities. yolo Magni posted:Welp, someone already made an infinite trap loop. lol he has to depower the loop for an agent to actually die
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# ? Apr 10, 2021 00:21 |
How do you all get the agents with higher smarts to actually fall victim to your traps? Right now they all just disable every single one of my traps besides the Disco Laser as soon as they see them, with no way to lower their smarts. I've got a trap corridor that's basically a power/space sink that is more lethal to my own people on the rare occasion one of the traps actually gets set off. I don't mind the super agents getting past them, that makes sense. But as soon as investigators have over 50 smarts and start to go through the non-cover operation entrance every trap I have becomes useless.
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# ? Apr 10, 2021 01:14 |
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seaborgium posted:How do you all get the agents with higher smarts to actually fall victim to your traps? Right now they all just disable every single one of my traps besides the Disco Laser as soon as they see them, with no way to lower their smarts. I've got a trap corridor that's basically a power/space sink that is more lethal to my own people on the rare occasion one of the traps actually gets set off. I don't mind the super agents getting past them, that makes sense. But as soon as investigators have over 50 smarts and start to go through the non-cover operation entrance every trap I have becomes useless. It helps to bury traps in little nooks or indentations in the wall so that by time they’re anywhere near it to even try to disable it it’s already active. Freeze traps are great for this because then you can combo them into something else
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# ? Apr 10, 2021 01:18 |
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Yeah think of how in a cartoony spy movie the corridor full of traps is just a simple obstacle to be overcome because of how obvious it all is, it's always the hidden stuff around a blind corner that actually catches someone
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# ? Apr 10, 2021 01:22 |
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seaborgium posted:How do you all get the agents with higher smarts to actually fall victim to your traps? Right now they all just disable every single one of my traps besides the Disco Laser as soon as they see them, with no way to lower their smarts. I've got a trap corridor that's basically a power/space sink that is more lethal to my own people on the rare occasion one of the traps actually gets set off. I don't mind the super agents getting past them, that makes sense. But as soon as investigators have over 50 smarts and start to go through the non-cover operation entrance every trap I have becomes useless. Spin Doctors and your cover operation both lower agent skill which increases the effectiveness of the traps.
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# ? Apr 10, 2021 01:23 |
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Which means that the bigger your cover op, the more slot machines and other BS they have to walk by, and the weaker they will be when they reach your base. IF they reach your base at all.
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# ? Apr 10, 2021 01:26 |
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I tended to find until I got slots, my cover operation would drain resolve at least as well as skill, so agents just left rather than fall into the traps. Socialites (and Incendio wandering around) are good resolve suckers, and given the choice between gambling tables and floor shows/drinks bars, I went more with the ones that would make agents go away. Slots change that, though, since they're unmanned so you can have as many as you want. And now agents are gambling away at them long before any minions can start getting involved. Come on guys, aren't you here on a mission? At least with the roulette and baccarat tables you can claim you were trying to keep undercover in front of the minions, but there's no one here to impress! Your bosses should ask for their money back.
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# ? Apr 10, 2021 01:33 |
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Little bit irritated, just ended up with what seems to be a game-ending bug. Not far into Emma's main story, the Song of Science, you're meant to lure 3 scientists to your lair by various world missions, then capture/interrogate them on your island. Except... only 2 appeared. Unless the last one appeared while I was busy dealing with super agents and such. No other way to summon them as far as I can tell, so... I guess that's it? Shame, I was really getting to grips with this run and I don't feel like starting from the absolute beginning again.
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# ? Apr 10, 2021 01:55 |
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Just think of how many missions James Bond must have failed while sitting at a slot machine with a bucket full of quarters
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# ? Apr 10, 2021 01:56 |
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Sycophantry posted:Little bit irritated, just ended up with what seems to be a game-ending bug. I thought this had happened to me. They can be very difficult to spot since they just wander around wherever, but I eventually found the 3rd one after checking on a trap notification. I swear that I had looked everywhere probably 10 times before finally getting that trap notification and seeing that he had just gotten smacked by a boxing glove trap. Best I can say is to keep some basic traps in the hallway to your cover area and always check them when there's a notification, eventually you should see the scientist there. These guys also come in on the helicopter, and it's unclear to me whether they come in right away or if they wind up in the same queue as your outgoing minions (e.g. if you have 7 queued schemes on the world stage, he might not come in until all 7 of those queued groups finish leaving?)
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# ? Apr 10, 2021 02:01 |
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Sycophantry posted:Little bit irritated, just ended up with what seems to be a game-ending bug. Obviously doesn't help now, but yeah, it pays to switch save files when you start a new side story or main objective just in case, as this bug does happen sometimes. Just in case, though, do note you can zoom right out on the world stage and special schemes appear as animated circles while standard ones disappear. Check that to make sure you haven't just missed this one in some obscure corner of the world.
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# ? Apr 10, 2021 02:03 |
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Tenebrais posted:Check that to make sure you haven't just missed this one in some obscure corner of the world. You can say Australia
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# ? Apr 10, 2021 02:17 |
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It's also possible that my (and/or your) 3rd scientists got killed by a soldier, suggesting that maybe the game detects this and gives you a new copy of him after awhile? Like I really did spend quite awhile looking for him until eventually saw him, after what felt like a long time
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# ? Apr 10, 2021 02:17 |
ate poo poo on live tv posted:Spin Doctors and your cover operation both lower agent skill which increases the effectiveness of the traps. There's a whole back entrance to the base on 2 of the islands that skips the cover op, I'm trying to catch ones going through that. That's what I meant by non-cover op entrance. Captain Oblivious posted:It helps to bury traps in little nooks or indentations in the wall so that by time they’re anywhere near it to even try to disable it it’s already active. Freeze traps are great for this because then you can combo them into something else I'll have to try indentations then, currently they just disable everything.
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# ? Apr 10, 2021 02:28 |
Beat Max's campaign after 26 hours, the final mission was madness but I stocked enough money up that I could just keep throwing minions at it until everyone died. The halls literally had so many body bags in them that I had issues moving my henchmen around because they can't be commanded to move on a tile with a bag, apparently. Still, and appropriate ending. Restarted on Doughnut Island and instantly loved the space, its magical. Captain Oblivious posted:It helps to bury traps in little nooks or indentations in the wall so that by time they’re anywhere near it to even try to disable it it’s already active. Freeze traps are great for this because then you can combo them into something else Also if you are using it for just one trap then magnets tend to work better than fans.
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# ? Apr 10, 2021 02:37 |
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There is apparently a door under the helipad set to L2 security by default. I depowered it. Wonder if that actually does anything to helicopter load time or if it just makes me feel better?
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# ? Apr 10, 2021 03:11 |
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Psion posted:There is apparently a door under the helipad set to L2 security by default. I depowered it. Wonder if that actually does anything to helicopter load time or if it just makes me feel better? It absolutely makes it faster. I really wish setting 1 was just an auto door that let anyone in,propping the door open feels weird
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# ? Apr 10, 2021 03:31 |
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Which rooms don't generate suspicion for investigators? Canteen, Barracks, what else?
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# ? Apr 10, 2021 10:21 |
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Archive, medical (if you just use the pods, I think the advanced equipment raises heat), Rec room, Training. Agents will just waltz past your shooting ranges, for some reason.
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# ? Apr 10, 2021 10:42 |
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You'd think that the brainwashing pods in Archive would be a prime suspicion material.
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# ? Apr 10, 2021 11:09 |
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I've seen such things in real life used as relaxation. Similar here. They're not like the brainwasher in the Prison, which is a different thing.
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# ? Apr 10, 2021 11:41 |
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The armory doesn't generate suspicion by itself either afaik, but if you have weapon racks in there those generate heat. I keep an armory with a table off the side of my trap hallway so I always have some muscle minions hanging around to rush in if an agent with too much skill comes through or if I want to capture them before the traps finish them off.
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# ? Apr 10, 2021 13:13 |
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Jack Trades posted:You'd think that the brainwashing pods in Archive would be a prime suspicion material. Aren't they're basically just a chair attached to an Oculus
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# ? Apr 10, 2021 13:15 |
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batteries! posted:Archive, medical (if you just use the pods, I think the advanced equipment raises heat), Rec room, Training. Agents will just waltz past your shooting ranges, for some reason. So far as me waving a super serum machine in front of agents inside the trap testing tunnel shows in sandbox, Agents don't care about advanced medical equipment anymore. Which is for the best considering the game doesn't even let us see item heat info anymore. Though I wonder how much of that is agents finding it entertaining to see nerds forced to use a treadmill or Guards getting slimed. So similar reasons, I have zero problems with murder training simulators not counting as evidence after years of "This tiny school desk? Nearly as bad as a rack of flamethrowers!" in EG1. Section Z fucked around with this message at 13:47 on Apr 10, 2021 |
# ? Apr 10, 2021 13:44 |
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Am I missing something or are rogues/heist team also somehow the toughest of all agents to deal with? Not from a strategy perspective but from a “they will murder wave after wave of guards in head on combat and their thirst for blood knows no bounds” perspective at the same time as you have literal ‘super soldier’ agents not even making it through the front door before they’ve been taken care of. Feels very weird to have them be master sneaks and also total brick walls capable of ending a game any time in the first couple of research tiers.
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# ? Apr 10, 2021 14:00 |
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Yeah, Symmetry's heist team are massively overtuned. I've been having no problem with any of the other super-agents - I can take down Atomic Olga's team with only a handful of deaths - but Symmetry's five goons managed to take out two henchmen and dozens of minions even without Symmetry herself in the fight (she spawned in a different vault and went down like a chump). I'm pretty sure I saw one one-shot a mercenary.
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# ? Apr 10, 2021 14:20 |
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I’m glad it’s not just me then. The first time they turned up I was super early game and they killed 70-80 minions before casually murdering my genius. I had to roll my save back to before I pissed off Symmetry so much. Even now I can just tag any other agent/super agent for death and carry on with my day, but for a heist team I have to actively co-ordinate a response.
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# ? Apr 10, 2021 14:39 |
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Most of the items are just sort of There but I lolled at the bbq contest sidequest and the reward for it (an “Australian bbq” of giant bugs and cans of Fosters) What the heck do the aurora do? I thought you were supposed to put it in the casino but it doesn’t do anything?
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# ? Apr 10, 2021 14:49 |
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IME, Symmetry loves walking to stairs, which turns whole situation as one massive death funnel where minions waddle in one by one and get slaughtered.
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# ? Apr 10, 2021 15:56 |
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Been playing the poo poo out of this game. I recently found out through experimentation that you can have deserting minions captured, and while captured they'll restore stats, and if you turn off the cell and let them out, they'll be loyal again. I haven't pursued his questline, but I appreciate that the latin american Super Agent is an homage to Blue Demon: Destructor de Espías, a spy movie starring the luchador Blue Demon.
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# ? Apr 10, 2021 17:10 |
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i keep getting stuck with the bug that permanently notifies me i dont have enough gold for my current build order. i'm not building anything at the moment and i've got shitloads of gold. anyone found a way to prevent, clear, or block this message? i'm getting close to just putting the game down for a while until the next big patch
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# ? Apr 10, 2021 17:40 |
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Mikedawson posted:Been playing the poo poo out of this game. I recently found out through experimentation that you can have deserting minions captured, and while captured they'll restore stats, and if you turn off the cell and let them out, they'll be loyal again. Oh neat! I tried that at first and it didn't seem to work. I'll be sure to check it out again Mr. Fall Down Terror posted:i keep getting stuck with the bug that permanently notifies me i dont have enough gold for my current build order. i'm not building anything at the moment and i've got shitloads of gold. anyone found a way to prevent, clear, or block this message? i'm getting close to just putting the game down for a while until the next big patch I've heard that if you try building a zone you can sometimes reset it
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# ? Apr 10, 2021 17:46 |
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So as part of my poking sandbox mode with a stick, I put a guard table crammed full of bare hands martial artists by the entrance, and set them to the task of capturing investigators. "The game makes a big deal about them being better at capturing than other minions in the rogue's gallery, also they are martial artists." 5 Vit damage per kung fu spin kick, then 5 skill damage per martial arts move I was also trying to work out a way to manage catch and release of low/no suspicion agents without them dying to the traps maze on the way back, or just taking a photo of their own prison cell to max out suspicion and render them immune to survey stations. (and powering down the cell gives them back some resolve so they won't want to leave anyways). I thought I was a smart boy for building some zero damage slippery floor pads right outside the casino. "Okay, I'll just escort them to the slippery floor, then they turn around and leave in shame. Good job everybody-" And then he slippery pad loving killed them. I guess because it counts as interrogation and all interrogation is lethal now. Is there anything you can do captured agents except "Kill them for intel(or kill them and not get intel), or keep trying to stuff them back into a cell when they start trying to escape every minute"? Section Z fucked around with this message at 18:22 on Apr 10, 2021 |
# ? Apr 10, 2021 18:19 |
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How do bare handed martial artists compare to with a staff? And vs mercs with/without weapons?
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# ? Apr 10, 2021 18:21 |
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# ? Jun 5, 2024 04:26 |
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What exactly is the difference between stun and kill weapons? Do stun weapons do skill damage too?
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# ? Apr 10, 2021 18:29 |