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I feel ya. I'm not feeling enthusiastic about trap combos myself because it seems they're only good for cheevos, with little actual in-game benefits like the last game had.
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When I tried doing that they died on the first trap. o_O
Well then that happens when a normal agent walks into it as well. Keep in mind that agents have different levels. Higher levels are more durable.
Really appreciate your feedback and for playing EG2, for starters.
This is actually something we're keeping an eye on, with traps already having been adjusted to make them trigger more reliably on agents up and down the spectrum of skill. We've tried to make it so that you still get SOME benefit from lower level traps on higher levels agents while still giving those higher level agents that fear factor of slipping through weaker defences.
We'd have some more improvements to traps that we're working on, but it'd be super helpful if you could give your impressions of how this initial trap tweak has been working. As much feedback on why traps aren't as you'd like them - or are! - would be amazing right now! Also, if you come up with any particularly fiendish combos we'd love to see them, agents spinning through hallways of death are a great way to start a Monday morning...
Sometimes it would work, most times not.
After much testing I realized, magnets can't pull a moving target. The ones that worked were pulling right at the very end of the targets movement.
I think fans work the same way.
As for trap combo...flipper bumper. I am not that musicly talented but did anyone tried to recreate a James Bond theme using these. I did but i kind of lack skill for tunes.
For my trap combo i found that knockout gas works well with killer bees and vice versa.
Shark tanks are the most effective when placed between doors and in corners combined with giant fans.
I really cant find reliable use for magnets, i mean they can have some method when used with boxing gloves to direct a victim into proper direction, but aside from that...not much use of them.
Poison darts cost way to much power when compared how much damage they are doing. Seriously, now even lvl 5 investigator did not die after triggering 5 of these. Got pretty close but no death.
I really wish that there is a "sicky treadmill" trap that immobilises and transport agent for certain distance. Leaving him/her vulnerable to the effects of other traps. Combine that with flamethower and bam "Crispy" achivement. Add, a flour trap (reduces resolve) and combine with "sitcky treadmill" and flamethrower and ban "Gingerbread man" achivement.
Maybe add a classic MK combo "Get over here!!" Wall mounted grapple hook with boxing glove. Causing "bleed" damage to the agent.
I have couple of more ideas but i will stop here.
I used a star level agent and they still died on the first trap. It has to be a new change. Last I tried it was when Extermio, or whatever his name is, was new.
I have actually had traps actually trigger on agents lvl 3-5 reasonably reliably. So the change was definitely good, because previously traps were almost totally useless on agents above lvl 1. Its a good change!
I think important thing is to have the blower/magnet work on higher lvl agents reliably, because otherwise none of the chain-traps function and much of the fun is lost.