Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
PS, None of this is a new topic. There are plenty of threads on the topic already.
When's the optimum time to build it? I wanna add that info to my notebook.
Edit: After doing a little searching, it seems the devs are gonna fix it somehow... So admittedly it's not balanced correctly.
Ah. yeah. You said that once, lol...
Instead of being part of a whole the MK ULTRA feels more like its own separate mini-game made to keep players busy. It consumes a vast amount of time and money while punishing players with additional heat, which in turn also cost money to get rid off. The trade-off is very limited if there are any..
If there are any 'secret' blueprints or trade contracts hidden behind interrogations then I haven't noticed it.
get the upgrades and they are cheaper
mkultra has a lot of captured enemy agent functions aswell
Even soon interrogatory bring much better result than anything else. And brainwash is cool to cure a dormant agent but fo this, it's more for the mood.
But once you get any of the other possibilities, it's just very powerful.
All other functions, save brainwashing, seem irrelevant. They can be useful, I guess, but I find it more useful to murder enemy agents rather than mucking about. Tailing, stakeouts, and the other options for tracking down cells seem like more than enough AND less of a hassle.
Taking the danger reductions make MK more useful generally, just not enough to make me think twice about shooting their agents.
And yes, one of the devs said they were looking into balnacing what you can do to caputred agents without MKULTRA vs what you can do to them with MKULTRA. So that should help.
Dormant can be triggered during stealth phase, but if the agent is also an enemy dormant agent, when combats starts he will go back to enemy side.
Gambit won't allow it because it triggers automatically when combat phase starts. But you need that combat starts.
Now I'm trying to purge them from enemy dormant hidden skill, give them each Dormant+Gambit+Location signal, and release them. It's a bit exploiting the system but I'm curious to try.