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Grapplejack
Nov 27, 2007

Grand Fromage posted:

I've known several people like this IRL.

His name? Len Girder. His job? Secret double agent for H.A.M.M.E.R., with the sole purpose of destroying the evil genuis's toilets

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Grapplejack
Nov 27, 2007

God I wish I picked the donut island, the twin island is cool and it's fun to have the base bits in two distinct columns but it really drastically ups travel time

Grapplejack
Nov 27, 2007

i'm so loving sick of how long everything in this takes, I've played loving idle games that move faster than this

Grapplejack
Nov 27, 2007

If anyone is considering the game I'd honestly suggest giving it like, 2-3 months or so. There are a bunch of bugs and issues and poo poo that need ironed out, largely QA issues.

Grapplejack
Nov 27, 2007

Traps are still pretty good for dealing with investigators as long as you can zap their skill level hard enough with your casino or an earlier trap setup.

Grapplejack
Nov 27, 2007

The Cheshire Cat posted:

One thing that is kind of annoying abut the game in general is how obscured most information is. Like it's not even clear what most traps even do, as far as what kind of damage they do, from their description, let alone how difficult they are for agents to evade (although it is reasonable to guess that the higher tier traps are harder for them to avoid, it's not clear how much harder).

This is again in comparison to the original game, which had a literal encyclopedia of things you could look at that would tell you everything

Grapplejack
Nov 27, 2007

Idr if someone posted it in here but finding out that agents will always prioritize doors let me design a two block width "employee hallway" hidden behind a casino floor switchback beside a deadly trap hallway and my minion death rate basically fell to zero

Grapplejack
Nov 27, 2007

Captain Oblivious posted:

You should post pictures, that sounds like a cool design.



Please note: if the agents don't come through the casino they'll ignore the door to the trap hallway. if they DO come through the casino they won't.

Grapplejack
Nov 27, 2007

If they've fixed the pistol only bug / issue it's less of a big deal I think, since your guards will be able to actually fight again

Grapplejack
Nov 27, 2007

Yeah the blue saint ending is probably the worst one. You know what to do! You have loving martial artist minions!!!!!!! Demask him you lazy dickheads!

Grapplejack
Nov 27, 2007

Yeah this patch looks really good and it's closer to what the 1.0 should have been

Grapplejack
Nov 27, 2007

Jackie whips rear end btw, you get her in act 3 which is really late but god drat she's worth it

Grapplejack
Nov 27, 2007

I think they may have overtuned missions a bit, 10s is cool and all but it also feels kind of short.

Grapplejack
Nov 27, 2007

Danaru posted:

As far as I've noticed, when an enemy agent hits 0 resolve they beeline for the exit

Yeah zero resolve means they leave, zero skill means they stop being able to detect and avoid traps.

Grapplejack
Nov 27, 2007

MonsterEnvy posted:

The Pyro has been added as a Free new Henchman to the game. (Alongside a DLC Henchman)

Much like the game itself it's a fun throwback to when valve had stuff like this in tons of games

Obviously play them with red Ivan and remember those fun times when you would blow up your entire base

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Grapplejack
Nov 27, 2007

History Comes Inside! posted:

Is it still slow as gently caress like a mobile game with timers once you get into the later stages where you have to wait forever for the right objectives to pop on the world map and/or wait for heat to go away/be reduced by sending a pile of social minions to the reduction objective in time to drop it before it locks the region?

I’m tempted to do a second play through but that’s putting me off

I'll probably do a second playthrough once all the dlc hits since I played at launch

The gameplay changes alone are probably worth it

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