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
Traps also work rather well on normal agents as I pretty much destroyed Lvl5 agents in my gauntlets. It does help if you build up Casino to take away part of their skill and resolve.
If agents are frequently bypassing your traps, then your casino isn't doing its job. Get Baccarat tables and Roulette wheels going. While they're staffed by a valet and NOT set to scam tourists, any agents who use these tables will lose some skill. The less skill they have, the greater the chance they will fail to bypass traps.
I have a hallway filled with 3 fans 12 bumpers, 6 ice traps, and 6 sets of doors as well as poison darts anywhere I can fit them, cost 2 mil to get it all together
They do nothing, absolutely nothing, pesky investigators walk over them after being in the casino for 20 minutes because hard would actually be hard if the game worked.
My main defence network worked 70% of the time when it was just freeze rays, bees and laser walls.
When later on I started comboing traps using magnets and fans, 99% of agents would give up.
Heck, My main problem became deep agents and deserters who would activate traps, leading to other minions falling into them too and turning deserter, but government agents couldn't pass most of the time. Few rare exceptions had to contests with the second gaunlet made to kill this time, as all my heat generating items were on second floor.
First floor became a death trap. you ether give up and leave or die trying.
- door + shark tank/laser wall + magnet (group kill)
- door + 4 freeze rays + door (simple setup to drop agent stats)
- door + fan + K.O. gas + bubble + what ever behind that
Though it's still a plus when they try to disable it in the middle of a fight.
Gives your minions more time to shoot them.
I dont think you are understanding the issue.
Via normal gameplay you are more encouraged to have minion after minion stop incoming units via distraction mostly as missing investigstors means more come and it keeps getting larger.
Super agents and their groups are the ones that are actual threats and they flat out will disable traps. Its not about 'stalling' or keeping them busy by having them disable it. Its about protecting valuable rooms with traps and then that not work EVER.
For example if sym is in my base no traps protecting the front door of the vault will activate it just acts as a slow down mechanic for them.
So its not about me not knowing how to play the game its more about traps dont serve a meaningful purpose unless its focused solely on the constant units coming which even then would just lead to more heat and more units.
What made EG1 so interesting in this regard is that people could lay out pretty elaborate designs and test them to see if their 'math' held up under gameplay circumstances. It was fun to experiment with.
EG2 takes this in a different direction by.. being needlessly obscure, and thinking that throwing darts at a board is how trap design is done. It's clear that alot of love, research and detail went into the making of this game, though little details like this kinda betray that they didn't seem to actually play it that much.