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They will lose consciousnesses and be carried outside the base, will come too, and will leave the island.
Problem is all my Valets get killed my then. So there stuck on the floor and then get either jailed again, or blow up stuff.
Yea, well, they ended up killing them eventually. Im going to try the game on a easier difficulty. That may help me.
I also had a bug in my current game too. Everytime i treid to open the labratory project, it crashed my game.
You can also conga line a horde of Social Minions at them, it will take several interactions, and many will die depending on which super agent is involved, but once drained they will be rendered helpless for a while.
The third method is the one i use, Place disguised cameras around sensitive outside areas (Hotel/Depots and any paths between them) and use a wreaking ball of military minions w/ Camera/speaker systems, Always using kill tag so the ranged minions shoot as opposed to going in melee.
Regardless of Method, KEEP HENCHMEN AWAY FROM SUPER AGENTS! They Specialize in dishing out High damage to single targets (Save Dirk Masters who can clear hordes) and will QUICKLY down any Henchmen near them.
After a few Downs/Captures/Disables, most Super Agents will want to leave. If they are leaving to HQ, remove any Tag on them but keep an eye on them in case they change their mind.
As far as Danger Level goes per Super Agent, the easiest ones are Marina Mamba and Katrina Frostonova, Both can melee down minions at a decent pace, but suck at getting swarmed... just got to be careful of Katrina going stealth as it enables a 1-shot kill on ANY Target near her.
The Next two are Jet Chan and Dirk Masters, both act like soldiers and are NOT afraid to attack socials minions on sight... if you have either of them on your island disable any hotels to save Social Minions. As for Strats, Jet Chan is the harder of the two to down due to his immunity to ranged attacks, so you have to swarm this guy and you WILL pay for it each time. Dirk on the other hand is an AOE Range damage dumper, so don't be afraid to go Red/Yellow Alert and Shoot him back.
The most Dangerous for you base is going to be the last Super Agent John Steel, mostly due to his special ability Base Mayhem. The best way to get around this is to delete any Outside Shacks as he needs to be Indoors to use this ability (Not sure if Hotels Count). He has the Highest stats of all the Super Agents and fights similar to Katrina as far as combat ability goes (Ranged pistol no AOE) so Swarm him if you can.
TLDR, use swarms of Minions on Super Agents as Henchmen are way too fragile to tackle them, and Traps will be dismantled in short order as well, most Supers have too high stats to fall for them and even if they do they can easily absorb any affects/damage.
For example, i moved the control room further in. I only made one entrance this time, and i plan on putting the lab all the way in the back of my base, so it is very hard for them to get all that way.
One of my biggest mistakes is i made 2 entrances on each side of the base last time.
I also am making the majority of my henchmen trained into guards and more advanced ones when i open them.
Good idea. I need to unlock some of that stuff still, but that is a decent idea. Make a fake entrance leading to a fake base..lol.
I always had my heat at the maximum and I got tired of losing my minions to soldiers and super agents so I went all in on turrets and using force. You may also be able to make the abominations to help fight them. I found the social minions really didn't work as a defensive strategy, traps didn't work very well and making a fake base entrance didn't work for me either.
When an super agent finally went down inside the base, I could place a knockout gas trap atop of them and link it to the signals from the zombie pit. The gas trap and agent would then be walled off and put behind a maximum locked door.
I seem to remember having the 3 final super agents passified indefinitely at the same time, and only let them awake a final time when I was ready to end their story. :-)