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The Cheshire Cat
Jun 10, 2008

Fun Shoe

gimme the GOD drat candy posted:

if you are trying to get all the loot items in one game you should be aware that there are a lot of them and the requirements for many of them are still unknown. a bunch are very easily missable, too.

I just finished the game and yeah one thing I noticed is that some loot missions will just disappear after a certain point and never come back. I think it's based on your main story progress, like some of them are "early game only", "mid game only", etc, but the transition points are completely unmarked so the only way to really be sure is to always exhaust all your available side missions before moving forward with the main story, which will of course take ages (I had like, 25% side story completion when I got to the ending cutscene).

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The Cheshire Cat
Jun 10, 2008

Fun Shoe

twistedmentat posted:

Okay at least that's logically consistent. She can sneak into your base but she has to leave through the front door. In EG1 thieves could just pop into your vault, steal some of your money and leave. There wasn't much you could do about it.

I wish you could prioritize jobs. I should be able to make sure the consoles for the cameras is always manned, but a minion decides its lunch time and they wander off leaving it unattended.

Also how does intel get generated? Is it actually like a resource that builds up, or is it something thats directly related to how many computers you have?

Does the big board stack?

I've been doing get money, reduce heat, get money, reduce heat loop, but I'm thinking should i just not bother with reducing heat and just keep stealing money until the territory goes into lock down?

You can prioritize jobs, each genius has an AoE ability that causes minions to prioritize whatever is in the area. It won't help if the issue is that they keep running off to eat though, as they'll still leave to restore stats. It will pull minions off other jobs to replace them quickly, though.

Intel gets generated by having minions using the computers, so more computers will generate it faster, but it won't generate anything if they're unmanned. You also get it from interrogating agents and investigators will give you +4 intel a pop so they are usually worth capturing for that.

I honestly can't tell what difference the big board makes at all.

Yeah usually it's just easier to let a region go into lockdown rather than reduce heat. Reducing heat is only really worthwhile if A) you take the slow option because you just don't want to have to pay attention to that region for a while, or B) you take the fast option because the heat is at a level that's still far away from locking down, but too high to be able to complete a scheme you need to do there. The slow option will also work for the second one since you can just cancel it once it's reduced the heat enough to give you enough of a buffer, but it will still take a while unless you only need to shave off a couple of points.

The Cheshire Cat
Jun 10, 2008

Fun Shoe
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).

I mostly didn't use traps in general. I was using the donut map and found it pretty easy to just auto-tag agents for distraction in the casino, and I stuck a guard room in the diggable area that's right in the middle of the casino so any agents who wandered where they weren't supposed to and started fighting when confronted would quickly get swarmed.

The Cheshire Cat fucked around with this message at 19:07 on Apr 19, 2021

The Cheshire Cat
Jun 10, 2008

Fun Shoe

twistedmentat posted:

Yea i've been using the science genius to hang out in the lab to help speed up research, but i don't think anyone makes guards stay at the monitor station.

The thing is this ability works for everything, not just for the specific thing the genius is good at. Only the bonus applies when prioritizing that specific thing, but you can use it to force them to prioritize anything. So you can send her to go stand next to the monitor station and use the ability and the minions will prioritize it above other tasks, they just won't regenerate smarts while doing it like researchers do.

The Cheshire Cat
Jun 10, 2008

Fun Shoe

twistedmentat posted:

Yea I'd like to see that. I'm always strapped for space early on.

What do the Data schemes do?

You need them to fire the doomsday device later - unlike the first game it's not just a "you do this once and that ends the game" deal, you use it a bunch of times throughout the game (and can also fire it any time you want outside of plot required stuff - it does specific things on the world stage depending on your genius) and it requires fuel for each use. For Zalika, the fuel is "Data".

The Cheshire Cat
Jun 10, 2008

Fun Shoe

Mikedawson posted:

Parts I didn't like:
-Lowering heat sucks, wish that the deception minion option wasn't 30+ goddamn minutes, and after a point I generally just waited for the lockout to activate and pass
-Intel sucks, the drip is too slow usually and the cap of 99 really bottlenecks progress
-The endgame is very underwhelming. There's some fun ideas in place, but the big fight feels too slow and the victory lap was basically an idle game
-Symmetry sucks to fight, the vocal performance she gives is very wooden, and she reminds me of an Overwatch character in the worst way possible.

For the heat thing, I generally just see the long minion option as "I just don't want to have to pay attention to this area for a while". Whenever I actually need the heat to do something specific, I either let it go into lockdown if it's close, or use the fast intel option. Agreed about the endgame being a slog - I feel like one of the big issues in the game is the threats to your base never really escalate, so by the endgame you're still dealing with the same investigators + occasional soldier groups and they might be a bit higher level but still not really going to be able to make an impact against a well-designed base. So honestly the game doesn't even really need a victory lap because like the last 75% of the game is the victory lap.

The Cheshire Cat
Jun 10, 2008

Fun Shoe

Tenebrais posted:

Ah, so specialist agents are summoned by Investigators leaving with suspicion? That would explain why I never see them outside super agent/side story stuff.

Keen to see what their rebalance is going to look like.

I had a rogue show up exactly once outside of super agents or story events, and I have no idea what I did to make it happen. I am assuming the way it works is that investigators don't just build up generic suspicion but actually do keep track of the things they've observed, and observing certain things will cause them to summon in the special agent types if they escape the island with that suspicion (like say, generators for saboteurs or gold storage/loot for rogues), but it's so easy to just prevent investigators from ever getting to any of that stuff that nobody ever sees the specialist agents.

The Cheshire Cat
Jun 10, 2008

Fun Shoe
The Blue Saint one is especially weird because like, there's a whole setup earlier in his arc about how a luchador losing his mask is the greatest dishonour he could possibly suffer and then that's.... not what you do to him.

The Cheshire Cat
Jun 10, 2008

Fun Shoe

Elendil004 posted:

I think I accidentally triggered the end game, all the side missions disappeared. Which is kind of frustrating because I wanted to knock some more out just to do em and I have no desire to grind back up to a place to be comfortable again.

Yeah I ended up doing this as well, triggered end-game while I was in the middle of the second last side mission to deal with the last super agent, meaning once I finished it I had no option to do the final one and get rid of them before the finale. The placement of the end-game cutoff is kind of weird because you can sort of tell that you are approaching it but the actual specific objective that gets you past that line is not one you can easily stall on, it's a bunch of stuff you will probably be doing a lot of just playing normally.

The Cheshire Cat
Jun 10, 2008

Fun Shoe

Tenebrais posted:

Incendio is useful in this way, too - he only hangs around the casino and autonomousy distracts agents/tourists. The upside is it's easy for him to be first on the scene for any front-door attack. This is also the downside.

Yeah I found out the hard way that Incendio is also the Red Ivan of this game. He's not quite as bad since he doesn't start fires everywhere but he is going to destroy a lot of stuff and probably kill just as many of your minions as he does agents.

The Cheshire Cat
Jun 10, 2008

Fun Shoe

explosivo posted:

Is there a way of knowing which things are going to tip off an investigator? Is it only certain rooms that you need to hide from them?

Not in-game as far as I can tell, but there are absolutely rooms that are "safe". I believe barracks and canteens don't have anything that will add suspicion.

The Cheshire Cat
Jun 10, 2008

Fun Shoe

TheDeadlyShoe posted:

Game wasn't expensive and the DLC has a heavy cosmetic focus - seems fine to me. But the game-restart requirement suuuuucks

I feel like the thing about the game is that they did design it with the intention of people doing multiple playthroughs, but underestimated how long a single playthrough takes. There are a lot of strategy/management games out there where a patch/DLC requiring a game restart is not that big a deal because you restart all the time, but a single playthrough in EG2, not even a 100% side mission thing, can take dozens of hours.


skooma512 posted:

My headcanon for this game is it's a Silicon Valley Office Tycoon.

You should play Zalika because this is literally her backstory.

The Cheshire Cat
Jun 10, 2008

Fun Shoe

uber_stoat posted:

is there a specific trigger to make super agents start appearing on the map? cuz there aren't any in my current game.

I don't know this for sure but I think it has to do with how many criminal networks you have in their territory, and for them to show up at all is probably gated behind story progress. This is just from my own anecdotal experience where I was quite late in the game and Olga hadn't appeared yet because I just didn't have any criminal networks in HAMMER territory, and as soon as I put some up she appeared shortly afterwards.

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The Cheshire Cat
Jun 10, 2008

Fun Shoe

CuddleCryptid posted:

I'd take a Pyro henchman just to have more AOE against waves of agents. If a couple of minions get cooked too that is just the cause of doing business.

Incendio's attacks are AoE, which is something I didn't realize for ages and couldn't figure out why various furniture in my casino kept disappearing.

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