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Dinictus
Nov 26, 2005

May our CoX spray white sticky fluid at our enemies forever!
HAIL ARACHNOS!
Soiled Meat
I don't remember this map having had a clear set of tiles at the entrance. You've dug the entire area clear out about, and I distinctly remember there being some indestructible tiles you had to contend with. Mostly, that area became a central passage area with a mixing bowl Kitchen unit. High traffic meant an easy means of recharging minions' stats during dinner.

But god, what a blast from the past. Crisp art style, crisp animation, mostly alright gameplay that tided me over until War For The Overworld came out.

EDIT: I knew it! I knew those tiles were there at the entrance! God, I remember using this site so much for planning poo poo out.

As an aside, when you want to reconsider setting up your Control Room later, consider having a 2x2 space set as a Hallway within it, or as a Lair proper, so you can plant an Evil Genius Desk there. It allows your Genius to roam about more freely, but also recharge stats at one of the most important areas you want to keep them in, surrounded by Minions that maintain your economy. That, and it looks pretty great, a centrepiece to the Control Room proper.

Dinictus fucked around with this message at 22:41 on Aug 31, 2019

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Dinictus
Nov 26, 2005

May our CoX spray white sticky fluid at our enemies forever!
HAIL ARACHNOS!
Soiled Meat

wedgekree posted:

Can you summarize when we get to voting what each henchy can do?

Well I got permission to do so, so I might as well!

At 75 Notoriety onwards, we had gotten access to the following Henchmen:


Red Ivan is the Henchman that Grey Hunter got at the earliest convenience, and unmodded, he's a monster to contend with. He's an excellent demolitions expert which translates to him using his RPG launcher (with a little bit of leading) at targeted enemies (mind the explosive radius, as that's all collateral), a chin even Arnold Schwarzenegger would flush over, some of the greatest ability to actually steal money with, and an alright capacity to plot and plan. His skills include
Cossack Grenade Jig, which has the man do a proper Cossack kick dance, lobbing grenades around him in a short radius for even more (collateral) damage, and
Minefield, in which he lays down a fire-and-forget minefield. They are traps that can be triggered by anyone unfortunate enough not to pay attention and are triggered by a lacking Attention stat.


Colonel Blackheart is fresh from Colonial Congo and the game's only DLC, a big game hunter looking to hunt the biggest game after a tiger devoured his left leg. While not quite as beefy or strong as Ivan is (but it's close!), he packs quite the wallop, and where his fists can't connect, his blunderbuss will. He has next to no presence on the World Domination Map, but at least he makes up for that in excellent capacity to damage, a bit more mental stats than Ivan has, a unique walking sound (his metal peg leg goes tink!), and his very own monkey
Pendragon. I wasn't kidding. He has a pet monkey. He can fling his companion at a group of Agents so that they may become terrified into a blind panic.
Man Traps are Blackheart's answer to Ivan's Minefield. These traps clench around anyone's legs, sapping health, while locking them into place while any Minions or Henchmen can overwhelm them while they try to get free.


Doctor Neurocide is a tragic figure of hubris, poor decision making, and applying a foundation that changed her neurochemistry. I am not joking. She did both cosmetics development and biochemical weapons research. Her ability to plot is unparalleled, but she generates quite a bit of Heat doing so, and her capacity to fight are rather limited. Her skills, meanwhile, are
Poison Pour Homme, a perfume that drains Endurance. Useful to knock out a group of Agents, and some of the lesser Super Agents, certainly, but that's really the height of its capacity.
Hallucinogen Powder, a Smarts draining toxin. Good enough to hide, say, outdoor items with for research purposes, or to quickly eliminate the Heat from a group of Agents with accumulated evidence, but despite it being an AOE as well, it doesn't last that long.


The Matron, or dear old Elisa Krabb from Switzerland (though why is her recruitment within Sweden?), is a sadistic old biddy with a penchant for electroshock therapy, instilling Stockholm Syndrome, impeccable bedside manner, chocolate chip cookies, knitting, and Renaissance faire weaponry. Her combat capacity is surprisingly alright in a brawl, and her map presence shines in covering for Minions' Heat on the World Domination Map. Her right hand actually got bitten off by a patient, and has since then been replaced by a prosthetic tool which she exchanges for either a heavy handed mace head on a chain, or
Electroshock Therapy. "Don't taze me bro" remark aside, this weapon stuns a single target quite effectively, while also draining their Smarts. Either eliminate the gathered evidence from their memory, or lock them in place while the loyal Minions come beating down on the stunned Agent.
Motherly Love is a Henchman-to-Henchman skill that allows a targeted Henchman to use their skills faster.

At 175 Notoriety onwards, we gain access to:


Moko, an actual Incan blood guardian spirit turned vengeful mortal wanderer, out to avenge the deaths of his ancient peoples and to wage war against the civilized world at large. He is perhaps the sturdiest Henchman you could acquire, and his capacity to inflict pain is without peer, but he only has two fists and not much else. His World Domination Map presence is limited, and though he protects as well as late tier Minions, his presence instils crazy amounts of Heat. Can't even steal much worth a drat. His skills, however, do have some use.
Feral Roar is much an ability like Gather Minions: it gathers Minions to his location. But its range of effect is larger, and it also directs Minions to any tagged Agents for action. Kill, Capture, even Incapacitate, it does it all, at a rather low cooldown. Gather a group, and then let them loose at the Agents.
Monkey Pound is Moko's big hit, however. Any people caught in its radius are knocked down on the ground, and even the most hardy of Super Agents find their footing unstable. Plenty of opportunity for Minions to engage with them at range, or to close the distance for a scrap.


Montezuma is a Haïtan voodoo abuser. Very little in the way of spiritual guidance, and all about the bad mojo and the pain dolls and the hexes. Does a decent job in the kitchen too if you've got everything for a gumbo. His attacks are strongest at range (with a universal voodoo dolly), and he's an all-around average Henchman with regards to World Domination Map presence: he steals, plots, and protects from heat all equally well; mediocre. As an aside, internally within the game files, he was switched around with Montezuma for their respective names.
Voodoo Puppetry allows Monty to hijack an enemy Agent (any Agent!) into temporarily becoming allied to and taking an Evil Genius' orders. Best to do so when they're not hostile, and when they're not high on Smarts.
Voodoo Mind Fog is Monty's best skill without a doubt, as it blanks out an enemy Agent (any Agent!)'s Smarts, making them forget all existence of evidence, but also forces them off the island altogether! Works great if you target any group of Agents' leader, as then they'll all fly off! Doesn't really work on high Smarts operatives, so find a way to reduce that before siccing him on any Super Agent.


The Butcher, aka doctor Ethan Asia, is a man cursed to be quite the bloodthirsty cannibal. He meant well, at the time, but who would have known that when his last patient died on his table when his own pancreas burst, that they were a cannibal? The Butcher's blades do chip damage, but he chops swiftly so it adds up. He's more a Minion managing Henchman, rather. plotting excellently and creating little Heat on the World Domination Map. His skills reflect this to a degree too.
Facade of Normality allows the good doctor to slip in to enemy Agents invisible and untargetable into the fray of Agents that would otherwise shoot on sight. Still, his Health and Stamina only last him that long.
Terror Tactics, however, is a rather useful skill. It locks down the stats of all Minions in an area of effect. No drainage, no recovery, nothing. Need minions to stay put at the security consoles in the Armory? Or the Control Room? He'll keep your lads in check, yes sir.

At 300 Notoriety onwards, we gain access to:


The Great Mesmero is a man with a gift for mind reading, applied suggestive coercion, and reading peoples' facial and kinetic expression to a tee. It's a right shame that he had realized his life was mostly wasted and spent on nothing in particular until he discovered and honed his gift. A true Napoleon Complex on this man, backed with a new-found capacity for showmanship. His combat skills are meagre, but his World Domination Map skills are surprisingly good: high stealing, alright plotting, low Heat generated, decent coverage of Heat. His skills include
Willpower Drain, with which Mesmero saps Loyalty (or Health if Agents were tagged for death) in a sizeable area, and usually so strongly that Agents will act like Tourists for a decent chunk of their time on your island.
Telepathic Mind Control allows you to directly control any Agent, Super Agent, or even Freaks as any Henchman. Send Agents out to fight Agents (which does nothing besides thin numbers and add to their Heat), or Super Agents against Super Agents (infinitely more useful). Mind that this won't work on high Smarts targets.

At 400 Notoriety, we can choose another Henchman previously not yet selected. Finally, at 225 and 360 Notoriety we gain access to the other two Evil Geniuses' Henchmen, Lord Kane and Jubei.


Lord Kane is Shen-Yu's Henchman, and is a Mastermind in his own right. He is supposedly responsible for a majority of the various political and sociological plots and sabotages from the 1900's onwards, and still instils fear wherever he makes himself known. His World Domination Map presence is excellent: he steals and plots excellently, he produces zero Heat, and can really help uncover all Acts of Infamy with a team of sufficient social Minions and science Minions. As an aside, he's actually identified within the game files as the mythical criminal Kaiser Soze, from The Usual Suspects.
Psychic Terror can send any Agent (or any group of Agents!) into a right panic. High Smarts protects, sure, but most actual gun-toting Soldiers tend not to have that kind of defense.
Smooth Operator is capital B Broken. Kane easily sidles up to any Agent (any Agent!) and distracts them while conversing with them at length. Meanwhile, your Minions and Henchmen can pummel the target without fear for retribution. Perfect for Super Agents, since they can disable Henchmen permanently.


Jubei is Maximillian's Henchman, and is a modern-day ronin that has an entire dojo's leadership's deaths on his conscience, but Jubei isn't too particularly bothered about that. Jubei is the deadliest melee combatant you can recruit, even outperforming Eli, Moko, Ivan and the Matron by 50%. Still, his attacks do come in slowly, so he's not that great against shooty groups. His World Domination Map presence is middling, but that's probably not what you got him for, anyway. His skills similarly reflect this, with his
Wind Walk allowing Jubei to swiftly teleport to any point at all on the island map. Respond to immediate threats such as thieves, assassins, or even Super Agents. This ties in neatly to his other ability,
Eviscerate, which deals massive damage to a single target. Even Super Agents can be reasonably taken down with this ability, but remember that Jubei's strokes come in slow.

And while we already have the man in our employ, we might as well finish this off with


Eli Barracuda, Alexis' Henchman. He's an All-American 70's gangster in a 50's world, and a trendsetter in more ways than one. He also did manage to hold control over most of NYC until murdering the puppet mayor he had entirely in his pocket. Because he spilled coffee over Eli's cream coloured suit. What a man. He's as dangerous as he is at range as he is in a brawl, and he steals almost without equal on the World Domination Map, as effective as five Construction Workers with only the Heat of three. Poor plotting, however, and he's arguably the weakest starter Henchman.
Super Headshot is about as effective as Jubei's Eviscerate, but it's ranged. Same cooldown too! Just takes a long while to line up the shot.
Ghetto Posse actually is somewhat useful, I find. Taking out a boombox, he leads any Agents (any Agent!) along for a trip behind him as long as their Loyalty isn't too high, dancing and snapping fingers behind Eli. Lead them out of your base, lead them into a tunnel towards your trapped Freezer hallway, or just be cool.


We're currently sitting at 210 Notoriety, so our choices are TWO of either Colonel Blackheart, Doctor Neurocide, The Matron, Moko, Montezuma or The Butcher. Additionally, at 225 Notoriety, we can choose either Lord Kane or Jubei.

Dinictus fucked around with this message at 06:59 on Sep 3, 2019

Dinictus
Nov 26, 2005

May our CoX spray white sticky fluid at our enemies forever!
HAIL ARACHNOS!
Soiled Meat
And as for personal picks for two Henchmen and the next Genius Henchman, I'd say Colonel Blackheart and The Matron (though Moko is also good for that one), and Lord Kane.

Dinictus
Nov 26, 2005

May our CoX spray white sticky fluid at our enemies forever!
HAIL ARACHNOS!
Soiled Meat
Huh. Seems you missed picking your Henchman because you stalled picking them earlier.

Thanks for keeping track of that, game.

Dinictus
Nov 26, 2005

May our CoX spray white sticky fluid at our enemies forever!
HAIL ARACHNOS!
Soiled Meat
Nice. More content. I'm a bit anxious about you keeping treasure, even Uber Loot in open hallways, though :ohdear:

You do seem to have that old Laboratory at your trap corner open still. Maybe demolish that as Agents can roll into safety there.

Also glad to see you embracing Spin Doctors. As they sap Smarts, that means no more Heat on any witnesses when that zeroes out.

Dinictus
Nov 26, 2005

May our CoX spray white sticky fluid at our enemies forever!
HAIL ARACHNOS!
Soiled Meat

Deadmeat5150 posted:

I used to do this in a three-wide main hallway (after my trap halls of course) as it passively keeps loyalty high whenever minions run past them. Just like I'd put the most powerful piece of loot in the control room.

Terrifying considering lost Uber Loot is lost forever.

I must do this sometime.

Dinictus
Nov 26, 2005

May our CoX spray white sticky fluid at our enemies forever!
HAIL ARACHNOS!
Soiled Meat

Grey Hunter posted:

How do you survive the move to island 2? Your nerves must be shot!

A corridor lined with doors set at highest access level, thus having guards stationed at it. You get plenty of space by decommissioning unnecessary rooms.

Now, the scramble to rebuild come Island 2 is the real nerve wracking part, making sure all pieces of Loot spawned after the transition and getting a small, temporary setup for them up and running.

Dinictus
Nov 26, 2005

May our CoX spray white sticky fluid at our enemies forever!
HAIL ARACHNOS!
Soiled Meat
rip miniaturized Eiffel Tower.

But yeah, this is the nailbiter portion alright.

Dinictus
Nov 26, 2005

May our CoX spray white sticky fluid at our enemies forever!
HAIL ARACHNOS!
Soiled Meat
Well you got Frostonova in your base now. And no more Dojo :v:

This is why you always keep an eye out for inaccessible areas.

Dinictus
Nov 26, 2005

May our CoX spray white sticky fluid at our enemies forever!
HAIL ARACHNOS!
Soiled Meat

Grey Hunter posted:

Yeah, things are going to get interesting....

And I'm not sure what inaccessible means in this situation.

Basically, an area you cannot walk into, but where you do have space where items can be placed. Like that Dojo-sized hole behind the Dojo and between your Firing Ranges.

Any Agent or Super Agent will teleport around the island via hidden hatches, explicitly to enter those inaccessible areas. Note that to get out, they'll teleport via the same way out, but can (and will) get into areas with locked or guarded doors past any security you've set up.

If they're Saboteurs and Super Agents with missions for sabotage, they'll break their way out.

Dinictus
Nov 26, 2005

May our CoX spray white sticky fluid at our enemies forever!
HAIL ARACHNOS!
Soiled Meat

gonadic io posted:

To be fair this is not mentioned at all that I could ever see, is extremely easy to do, and will majorly gently caress your poo poo up when your nuclear power plant is one square to large to tesselate nicely

I think it's actually mentioned under the in-game compendium, under Agents and their assignments.

Dinictus
Nov 26, 2005

May our CoX spray white sticky fluid at our enemies forever!
HAIL ARACHNOS!
Soiled Meat

Slaan posted:

Try doing interrogations in more than just the chair too. Most of the lab items can be used, and a surprising number of other large items as well

Loyalty and Smarts sapping devices are great. No more evidence of misdeeds.

The Mixing Bowl Cafeteria is particularly great for that and entertainment over burgers or pasta.

Dinictus
Nov 26, 2005

May our CoX spray white sticky fluid at our enemies forever!
HAIL ARACHNOS!
Soiled Meat

wedgekree posted:

So is it worth it to put a half dozen sentry guns down random corridors? They seem less likely to spring nerve gas on minions.

In the base game (read: no table modifications via, say, Notepad or the like), turrets are explicitly outdoor items only. Useful in a pinch to damage health for kills or stamina for captures, but limited in use because they readily draw attention to themselves, target tagged enemies only, and their limited firing arcs.

If you're going for a more military fortress kinda base setup, that's fine, but you're likely to run out of storage space in the Freezer even if you only targeted intruders in the base.

Also, they explode spectacularly and suffer from low item health. Even the Disguised Sentry Gun is underwhelming, though I do like to use them or Disguised Cameras between Hotel hubs to close off the spaces between the outdoors and another Hotel hub or the base's mountain entrance.

Dinictus
Nov 26, 2005

May our CoX spray white sticky fluid at our enemies forever!
HAIL ARACHNOS!
Soiled Meat

wedgekree posted:

Have you been able to track where the old ninja went to? I mean like he's.. Escaped what, four times now? I'd almost give him prpos for it then remember each time he resists an interrogation your minions forget him and randomly wander off.

Is that something the patch fixes?

Not at all. It's actually intended. Non-lethal interrogations generally kill the time an Agent spends on the island, and a social Minion will actually escort a confused or dazed person out of the base and out of your way.

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Dinictus
Nov 26, 2005

May our CoX spray white sticky fluid at our enemies forever!
HAIL ARACHNOS!
Soiled Meat

Fish Noise posted:

.......hold on.

Can this:

And this:

Combine to cause disastrous consequences?

like, bullion bodyblocking creating emergent agent entry points?

Ab. So. Lutely.

Which is why I'm surprised nothing serious has come from that ship model in the Archives leaving one tile of room. One tile :ohdear:

Anyway, P.A.T.R.I.O.T. is probably the strongest and most dangerous enemy to antagonize. We haven't suffered much of him, but not-James Bond, John Steele, is a harrying Super Agent to come knocking on our door. On the other hand, having him captured ought to liven up the eventual launch of our Doomsday Weapon.

S.A.B.R.E. and A.N.V.I.L. are annoying to deal with, but relatively safe options. I like how, at this point of the game, the nascent global power S.M.A.S.H. is almost completely out of the picture. However, both forced are likely to shoot each other up on the island due to those infiltrating Diplomats.

H.A.M.M.E.R. has a lot in common with P.A.T.R.I.O.T. but is weaker a power still. Probably the safest option. Lots of interrogation to show off, but honestly, you can do the same with confused Agents you lead back in for capture.

My vote goes to harassing P.A.T.R.I.O.T.

Dinictus fucked around with this message at 12:01 on Sep 25, 2019

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