Evil Genius 2

Evil Genius 2

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mrohtbart Mar 22, 2021 @ 8:34am
No yellow alert
One of the things that drew me to the first evil genius game was the ability to go between green, yellow, and red alerts. I am still excited about playing evil genius 2, but I would be lying if I said I was not just a little disappointed there is no medium level of alert I can see in the new game so far.
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Showing 1-15 of 22 comments
MessiahofMelons Mar 22, 2021 @ 8:43am 
What was medium alert i genuinely dont remember. Did it keep everyone armed but not attack onnsight?
mrohtbart Mar 22, 2021 @ 8:51am 
Originally posted by MessiahofMelons:
What was medium alert i genuinely dont remember. Did it keep everyone armed but not attack onnsight?
Yes, but there were some minor penalties for keeping your base on this setting at all times.
Darklordnj Mar 22, 2021 @ 8:53am 
Originally posted by MessiahofMelons:
What was medium alert i genuinely dont remember. Did it keep everyone armed but not attack onnsight?
Pretty much what you said. Personally I thought the alert system in EG1 was fairly useless, if not annoying. Green meant no one was armed, red was generally a bit over the top with kos and actively hunting everyone else on the island down. Which generally meant you were on yellow alert, so you would have weapons equipped, but you would also constantly hear the alarm blaring at a low rate. Imo, regardless of the alert you want military minions to have something equipped at all times.
MessiahofMelons Mar 22, 2021 @ 8:56am 
Originally posted by Darklordnj:
Originally posted by MessiahofMelons:
What was medium alert i genuinely dont remember. Did it keep everyone armed but not attack onnsight?
Pretty much what you said. Personally I thought the alert system in EG1 was fairly useless, if not annoying. Green meant no one was armed, red was generally a bit over the top with kos and actively hunting everyone else on the island down. Which generally meant you were on yellow alert, so you would have weapons equipped, but you would also constantly hear the alarm blaring at a low rate. Imo, regardless of the alert you want military minions to have something equipped at all times.
Yeah i tended to manually get people to stop inruders. Only reallly using red alert in really dire times
Tumas Altaawus Mar 22, 2021 @ 9:02am 
Originally posted by Darklordnj:
Originally posted by MessiahofMelons:
What was medium alert i genuinely dont remember. Did it keep everyone armed but not attack onnsight?
Pretty much what you said. Personally I thought the alert system in EG1 was fairly useless, if not annoying. Green meant no one was armed, red was generally a bit over the top with kos and actively hunting everyone else on the island down. Which generally meant you were on yellow alert, so you would have weapons equipped, but you would also constantly hear the alarm blaring at a low rate. Imo, regardless of the alert you want military minions to have something equipped at all times.
if you set yellow/red alert then click it again, it disables the alarm whilst staying on alert
Sovereign246 Mar 22, 2021 @ 9:09am 
I replayed really recently and i cant say i'll miss it. Green was pointless. You want your guards armed at all times even though agents will shoot on sight. Red as was mentioned was overkill unless a soldier squad was on the island. So all you did was double click yellow alert to kill the alarm noise and leave it there. There is so much Qol coming with the game that it will be worth it based on that alone.
Shalmendo Mar 22, 2021 @ 9:17am 
Originally posted by predator246:
I replayed really recently and i cant say i'll miss it. Green was pointless. You want your guards armed at all times even though agents will shoot on sight. Red as was mentioned was overkill unless a soldier squad was on the island. So all you did was double click yellow alert to kill the alarm noise and leave it there. There is so much Qol coming with the game that it will be worth it based on that alone.

I partly agree with this. I would have preferred more of a minion management screen where you could have decided to have your security armed at all times or no, among other little things that you would want to set it and forget it, or go back and change depending on the situation.

What always annoyed me is that when a social minion got attacked they'd immediately go to pointless fisticuffs (sure it looked kind of funny) but they'd die pretty much immediately. This would happen one at a time and I'd lose a whole room full of social minions. I would have much preferred a 'chicken' setting where one or all of them would flee to safety the moment the soldiers started shooting. This could be another option in the minion management or policy screen. I'm sure some people would find value in having social minions mob an attacker, but having them try to fisticuff their attackers one at a time was such a joke.
Altrue Mar 22, 2021 @ 9:18am 
Like you I was dissapointed by the lack of a yellow alert, but after thinking more about it, it makes sense if you consider that the two EG1 alerts were not all actually useful.

I just wish there was some way of preparing the base if you know something is coming, preparing in a way that isn't sustainable long-term, yet isn't a last-resort option :)

Perhaps the choice made for EG2 is a good choice, but it was also the "simplest" (to avoid saying laziest) of the bunch.
Shalmendo Mar 22, 2021 @ 9:20am 
Originally posted by Altrue:
Like you I was dissapointed by the lack of a yellow alert, but after thinking more about it, it makes sense if you consider that the two EG1 alerts were not all actually useful.

I just wish there was some way of preparing the base if you know something is coming, preparing in a way that isn't sustainable long-term, yet isn't a last-resort option :)

Perhaps the choice made for EG2 is a good choice, but it was also the "simplest" (to avoid saying laziest) of the bunch.

I actually did use the red alert setting a few times when I got desperate to keep my operation from being destroyed, but it's usefulness was limited. Also who else made the mistake of keeping Jet Chan in a cell next to the security desk that was meant to monitor him and alert the base if he got out? lol.
Sovereign246 Mar 22, 2021 @ 9:24am 
From what I've heard both science and social minions now run from combat situations. only construction workers and muscle minions will engage agents in a hostile manner now. However construction workers are now very poor at it meaning that a healthy muscle force will be paramount.

Social minions can still distract of course although another nice change is that now anyone can use the fire extinguisher.
Sovereign246 Mar 22, 2021 @ 9:32am 
Originally posted by Shalmendo:
Originally posted by Altrue:
Like you I was dissapointed by the lack of a yellow alert, but after thinking more about it, it makes sense if you consider that the two EG1 alerts were not all actually useful.

I just wish there was some way of preparing the base if you know something is coming, preparing in a way that isn't sustainable long-term, yet isn't a last-resort option :)

Perhaps the choice made for EG2 is a good choice, but it was also the "simplest" (to avoid saying laziest) of the bunch.

I actually did use the red alert setting a few times when I got desperate to keep my operation from being destroyed, but it's usefulness was limited. Also who else made the mistake of keeping Jet Chan in a cell next to the security desk that was meant to monitor him and alert the base if he got out? lol.
Is that not the high alert? i dont know about you but due to how henchmen are quite valuable i kinda consider them a last resort. Granted i dont know if super agents are still the only ones who can take them down in this on or if front line agents now pose an actual threat to them or if they did away with henchmen being able to die all together,

Defo made that mistake a few times, pretty sure chan wiped out my high level minions a few times. I made the mistake with Steele once lets just say that the rebuild was very expensive.
Kunovega Mar 22, 2021 @ 9:44am 
Eg2 you can post armed guards anywhere without being on alert, you have custom control so no need for yellow. You choose what to guard and with who.
👁 Mar 22, 2021 @ 10:11am 
I dunno I trained an army of Kung Fu experts and barely even had anyone on my island using guns .
Shalmendo Mar 22, 2021 @ 10:26am 
Originally posted by predator246:
From what I've heard both science and social minions now run from combat situations. only construction workers and muscle minions will engage agents in a hostile manner now. However construction workers are now very poor at it meaning that a healthy muscle force will be paramount.

Social minions can still distract of course although another nice change is that now anyone can use the fire extinguisher.

OH GOD. The way that the fire extinguishers worked was AWFUL. They literally did an exclusive queue for each fire extinguisher! If you had four valets with four extinguishers, it would be a nightmare because the first valet to get there would only put out the fires in their queue and then leave the OTHER FIRES BURNING for the other three valets, who might be on the other side of your base (or in a hotel) running all the way to extinguish the fires in their queues. Meanwhile the one valet that was already at the fire went to go put the extinguisher back while the remaining fires spread.

It was literally a BAD IDEA to have more then one fire extinguisher when fires occurred. Intuitively you'd want multiple extinguishers around your base to they could have one nearby critical rooms (like the generator room) but in practice the meant some fires would wait longer to get extinguished and that would just cause massive damage and more fires, because of how the extinguisher queues worked.

I think I can safely say that's the only thing I hated more then Steele's base mayhem power. That extinguisher issue made me rage a few times until I figured it out and kept ONE in my base, in a centralized position. It was better for one valet to run across the base with an extinguisher and have him actually put out all the fires while he was there, then leave some burning because other valets who haven't gotten there yet will put them out 'soon'.
Emanouche Mar 22, 2021 @ 7:02pm 
I would get frustrated at times at guards getting in fist fights after I gave a kill order, even though they have a rifle strapped to their back. :/
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Date Posted: Mar 22, 2021 @ 8:34am
Posts: 22