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gimme the GOD DAMN candy
Jul 1, 2007

Acerbatus posted:

Have they said why Maximillian looks the same despite Jubei going from a young man to old dude?

he was 12 years old in the first game, obviously.

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gimme the GOD DAMN candy
Jul 1, 2007
the corpse piles made lethal traps actively detrimental in 1, and all the cool traps were lethal.

gimme the GOD DAMN candy
Jul 1, 2007
acquiring money in eg1 by actually playing the game was torturous and slow. i'm cool with the new stuff they've revealed, but i'd like a functional economy most of all.

gimme the GOD DAMN candy
Jul 1, 2007
if income is too low or too slow i'll just use cheat engine.

gimme the GOD DAMN candy
Jul 1, 2007
what exactly unlocks the research tiers? t2 just kind of popped up after i did a couple projects.

gimme the GOD DAMN candy
Jul 1, 2007
it'd sure be nice if you could place all the objects first and then draw the room around them.

gimme the GOD DAMN candy
Jul 1, 2007
i think the problem is simply that scientists spend a lot of time doing other stuff and take time to replace each other. there's no queueing at all. the obvious solution is making a large enough research room and having a large number of scientists, but that's more of a midgame project i think.

gimme the GOD DAMN candy
Jul 1, 2007
with how agents disable traps, floor traps seem to be strictly worse than wall traps and small wall traps are better than large. i haven't played around with the t4 traps, though. as others have said, ice ray is the best early game trap because it burns through low tier agent stats like crazy. mid and late game, i haven't quite decided. it is probably for the best that the horribly broken wall fan mazes from 1 are gone.

i'll probably cheat my way up to unlocked zones with each new game. it is such an amazing qol feature but it requires t2 and also a research device which isn't used for much else. .

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.

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.

gimme the GOD DAMN candy
Jul 1, 2007
i've never had much luck with using max to fight anything serious.

gimme the GOD DAMN candy
Jul 1, 2007
i think level 1 agents max at 5 suspicion anyway. take them on a guided tour to the incinerator, whatever.

gimme the GOD DAMN candy
Jul 1, 2007
yeah, you'd think they'd stop to open doors and thus trigger traps, but it doesn't really work that way.

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.

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.

gimme the GOD DAMN candy
Jul 1, 2007
i have no idea why it isn't already set, but you can set hotkeys to select your genius and henchmen. the number keys are not bound to anything, even! such a strange omission.

gimme the GOD DAMN candy
Jul 1, 2007
going against the grain bugged out for me, as only 3/4 of the hourglasses spawned on the world map. i even went as far as sticking a network on every territory, but nope. that's it for this campaign, i guess.

gimme the GOD DAMN candy fucked around with this message at 00:32 on Apr 3, 2021

gimme the GOD DAMN candy
Jul 1, 2007
so, lesson learned. make a save before starting any side story, because you can't cancel them.

gimme the GOD DAMN candy
Jul 1, 2007
hmm, i hadn't considered that. trap mazing doesn't work so well, but regular mazing still works fine.

gimme the GOD DAMN candy
Jul 1, 2007
also, drastically diminished skill means that traps actually work again.

gimme the GOD DAMN candy
Jul 1, 2007
i definitely wouldn't use a giant casino maze on the third map, though. having a back door for the serious attacks is actually really helpful. if every super had to come in through the casino maze they'd simply kill all the deception minions and the maze would make corpse disposal a nightmare.

gimme the GOD DAMN candy
Jul 1, 2007
i tried a slot machine maze in sandbox, but it really needs spin doctors out and about. i tried just the slot machines alone with no deception, then with valets to man the devices and then with spin doctors too. the slot machines alone erased most of the skill from low level agents, but they don't go away until they reach low resolve or high suspicion. they kept going back and forth through the maze after being escorted out. with valets there still wasn't enough resolve loss, and these were fairly low level agents. so, a slot maze mostly functions to slow agents down so the spin doctors can get to work. also, i had to bypass the maze whenever there was a corpse pile, because you really can't have an incinerator too close to the casino and the maze is a maze. on the upside, i was able to get all the trap combo achievements in about 30 minutes. even aside from the cheevos, it does make traps work on regular agents that come in the front.

so, pros and cons.

i can also confirm that making the entire casino a deception tag zone is what causes agents to suddenly start killing people. someone said it was based on failed escorts, which tracks. however, this is tied to the number of times they are escorted and not the distance they are escorted. if you put a small deception zone near the end of the casino or manually tag them and agents will happily walk all the way back to the entrance a couple times before they get mad.

gimme the GOD DAMN candy
Jul 1, 2007
two steps forward, one back

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.

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.

gimme the GOD DAMN candy
Jul 1, 2007
an effective way to distract tag i found was to cut into my casino with an extra trap hallway, so i have two small ones. i used a lot of slot machines and cocktail bars to cut skill down, though not necessarily in a maze format. it is vital to not use a distract tag in the casino, because agents aren't using devices or lowering their stats while being escorted. they lose some resolve due to escorts, but too many escorts and they immediately start killing people. after the casino, agents hit the first hallway which is filled with non-lethal traps with a heavy focus on slippery floors and freeze rays. the next trap hallway also has non-lethal traps, but this one is tagged for distract. here i used mostly fans, bubbles and bumpers just to mix things up. this works because you want them to go through some traps and the casino before they are distract tagged, but not actually reach your base interior. in sandbox i even found that paywalls can function as doors for creating tag zones, though i haven't unlocked them yet since my first campaign got stuck and i had to start a new one.

the lethal traps i mostly stuck near the entrance of control rooms and vaults, because those are where symmetry and agent x teleport in. they mostly just kill deserters, though they do occasionally hit an agent. lethal traps just aren't very useful, since any dangerous enemies pop in without any opportunity to reduce their skill. so, it is unfortunate that most of the higher tier traps are lethal.

gimme the GOD DAMN candy
Jul 1, 2007
there's not much point in going past 3-4 research stations per type, imo. everything but whiteboards are huge power hogs, too.

gimme the GOD DAMN candy
Jul 1, 2007
the scientist option is good when you unlock biologists. the biologists do most of the research, and that's also when you need intel for almost every mission. having your main control room and lab be adjacent along with various science devices like smarts recovery is quite helpful. i had good results from dedicating the entire second floor to science including a training room.

gimme the GOD DAMN candy
Jul 1, 2007
you can't escort agents too many times or they aggro. setting your casino to auto-tag distract means they are constantly escorted. it's not a bug, just a very unclear mechanic. there are also many bugs, though.

gimme the GOD DAMN candy
Jul 1, 2007
all i can say is that softening up agents enough that traps functioned before distraction tagging them worked for me. making the entire casino a distraction tag always resulted in bloodbaths right at the entrance.

gimme the GOD DAMN candy
Jul 1, 2007
they are intercepted when they enter a non-casino area. so, tagged agents walk straight into your tiny barracks segment at one side of the casino and are then escorted out. it doesn't matter if the barracks is also tagged. if your barracks is right at the entrance then that is their first stop and they are then escorted while they have full stats.

gimme the GOD DAMN candy
Jul 1, 2007
i suppose it would work better if your casino was just a casino, with no rest areas. but that's a problem in other ways.

gimme the GOD DAMN candy
Jul 1, 2007
huh. i didn't realize that caine key was the opposite of the other islands in that the level you unlock first is the giant sprawling basement.

gimme the GOD DAMN candy
Jul 1, 2007
i tried out the trap loop someone mentioned earlier and it works wonders. i've tried simple dead end corridors with traps, but they were mostly ignored. but when the hallway goes around in a circle with nothing but level 3 doors and traps agents can't get enough of it. one time even atomic olga went through it after she killed all of my muscle minions and i had my genius and henchmen retreat.

also, i mistakenly believed that slippery floors were good because of how well they hit enemies. they don't actually do any kind of damage and are only good for stalling. conversely, bubbles don't mention doing any damage in the item description but hit for a good chunk of resolve.

also also, why the heck is emma melee only?

gimme the GOD DAMN candy
Jul 1, 2007
zalika's research and maintenance focus might be iffy, but at least she can fight. planting your genius off to one side of a big fight and letting them fire away works really well even when you aren't using a rocket launcher (you should still use a rocket launcher). emma can't do that! the elaborate spider chair is less effective than max, a tiny man with a pistol. so, her main function in combat is to reset a henchman's power and then run the heck away.

gimme the GOD DAMN candy
Jul 1, 2007
anyway, i couldn't find a complete list of trap damage types so i spent a couple hours and made one.

code:
Boxing Glove: vit
Giant Fan: none
Freeze Ray: skl/res
Poison Darts: vit/skl
Pinball Bumper: none?
Giant Magnet: res/vit
Laser Wall: vit
Bubble Cannon: res
Slippery Floor: none
Flamethrower: vit
Shark Tank: vit
Killer Bees: res
Knockout Gas: vit/skl
Fake Safe
Paywall: none
Laser Disco: vit, +res
Puppy of Death: vit
Venus Spy Trap: vit
dunno about fake safe, since i didn't get any rogues spawning. the only rogues that matter come in with symmetry anyway. i did however learn a lot about agent pathing and i can get most enemies to enter my trap rectangle. it's of limited effectiveness when a super goes in with their group, but it does work somewhat. the mvp for resolve damage is surprisingly killer bees. for skill damage, there aren't a whole lot of options so probably knockout gas which has some neat effects and interactions. of course, gas does do vit damage so you need to combine it with other traps. movement traps are really only useful for splitting groups up, though it is probably possible to use enough of them to make an infinite loop.

gimme the GOD DAMN candy
Jul 1, 2007
turning power on and off is the only instant tool to manipulate the ai. i figured out that you can activate traps on supers by luring them into multiple overlapping traps and messing around with power settings. it's not very useful, though.

gimme the GOD DAMN candy
Jul 1, 2007
it's a good game but it is also incredibly goddamn slow.

gimme the GOD DAMN candy
Jul 1, 2007
symmetry does not know how to handle the donut. without a back exit, she instead feels obligated to explore every single room, often backtracking long distances to check out that small archive nook back in the control room she already passed by several times. once she has seen literally everything including the casino and front door, she backtracks to the vault she entered by and only then gets the leaving tag. i had to let her run around for about two hours before she'd finally leave for the achievement.

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gimme the GOD DAMN candy
Jul 1, 2007
that's some real rose tinted glasses about eg1. however, gold generation amps up dramatically with each network upgrade. t2 is available very quickly and has 1h schemes with payouts ranging from 100-300k based on region. which is good, because you spend a big chunk of the game stuck at t2.

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