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History Comes Inside!
Nov 20, 2004




Hahahahaha I played 20 hours wondering when it was going to tell me how to increase the research speed since it was shown in the research tab before going “I wonder...” and just building extra lab objects.

:suicide:

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History Comes Inside!
Nov 20, 2004




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.

History Comes Inside!
Nov 20, 2004




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.

History Comes Inside!
Nov 20, 2004




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.

History Comes Inside!
Nov 20, 2004




It doesn’t matter how you engage them, the heist team soak damage for days.

Case in point, I just did the finale where wave after wave of basically every enemy type comes at you, and everything was feeding in through a choke point to be instantly slaughtered at the doorway until the heist team showed up and made it significantly further than anyone before them.

In the late game it doesn’t really matter because your guards/muscle type minions are all a lot stronger than they started out and it makes up the difference well enough, but they’re absolutely more tanky than any other agent type which is just odd for a team of sneaky thieves.

History Comes Inside!
Nov 20, 2004




gimme the GOD drat candy posted:

oh poo poo, right. you can use traps to interrogate and that includes shark tank. wonder if that counts?

shark tank is a terrible interrogation device, mind you. random workers will definitely walk through while you are using it and die.

It does count because that’s how I got the achievement.

History Comes Inside!
Nov 20, 2004




Knowlue posted:

Tried to not use Jubei as my starting henchman and now I deeply regret it. Tried to recruit him through the crime lord story but I seemed to have messed something up as I ended up killing him on the world stage. I'm not sure if I should expect another side story to recruit him. My henchman will run into walls every so often when trying to deal with intruders

I read something about the crime lord stories having options that you need to take to recruit a henchman but hosed if I saw where the option was in any of the ones I’ve done, they just all end in killing them.

I completed one run and I’ll wait for patches/dlc before I play it again I think. It scratched an itch I guess but it could have been a lot better, I hadn’t put my finger on it but “free to play” is absolutely in the DNA of this game and as soon as that’s been pointed out it just feels like a slog.

History Comes Inside!
Nov 20, 2004




My number one wish for the world map is a button to snap to the scheme for a chosen objective, because having to search around for them amongst all your other schemes is a loving ballache and the little highlighting blinky arrow thing that highlights what are supposed to be the key ones seems to not be there half the time.

History Comes Inside!
Nov 20, 2004




The only thing heat seems to do consistently is gently caress you over if you’ve not got enough empty capacity in an area to finish a scheme, so it’ll go into lockdown and cancel it and you have to start over.

The more I think about it the more little annoying mechanics that don’t need to be the way they are I see. I got my one playthrough out of it but I’m not likely to pick it up again without some big patches.

History Comes Inside!
Nov 20, 2004




The original had a timeclock to make minions prioritise jobs in that room and I really felt it’s absence.

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History Comes Inside!
Nov 20, 2004




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

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