Evil Genius 2

Evil Genius 2

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Mr. Noodle Jun 12, 2021 @ 10:09pm
Trap tester.
I'm really bad at making trap combos, mainly becaues it's very hard to tell how far one thing is going to go and what is going to trigger what. There needs to be a way to properly test traps.
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Showing 1-15 of 35 comments
Boneyard Bob Jun 13, 2021 @ 8:28am 
Sandbox mode?
Bloodartist Jun 13, 2021 @ 9:13am 
You can test traps with prisoners. When you have captured an agent, you can interrogate choosing the first trap in the chain as the interrogation device (blowers, magnets etc).
Mr. Noodle Jun 13, 2021 @ 9:18am 
Originally posted by Boneyard Bob:
Sandbox mode?
I'd prefer not to have to switch to sandbox every time I test a trap.
Boneyard Bob Jun 13, 2021 @ 2:45pm 
Originally posted by Mr. Noodle:
Originally posted by Boneyard Bob:
Sandbox mode?
I'd prefer not to have to switch to sandbox every time I test a trap.

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.
Angel666 Jun 13, 2021 @ 2:47pm 
Originally posted by Bloodartist:
You can test traps with prisoners. When you have captured an agent, you can interrogate choosing the first trap in the chain as the interrogation device (blowers, magnets etc).

This is the answer
The_Pastmaster Jun 13, 2021 @ 10:46pm 
Originally posted by Bloodartist:
You can test traps with prisoners. When you have captured an agent, you can interrogate choosing the first trap in the chain as the interrogation device (blowers, magnets etc).

When I tried doing that they died on the first trap. o_O
Bloodartist Jun 14, 2021 @ 2:00am 
Originally posted by The_Pastmaster:
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.
76561199167332209 Jun 14, 2021 @ 2:32am 
Hey folks,
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...
Mavros Jun 14, 2021 @ 8:08am 
I spent hours building a complex trap that required pulling a moving target with a magnet.
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.
Fr8monkey Jun 14, 2021 @ 9:29am 
I don't even bother with traps anymore. They always get disabled and don't stop agents anyway. I just spam deception minions and stop them in the casino.
Mr. Noodle Jun 14, 2021 @ 10:30am 
Originally posted by MeaT:
I spent hours building a complex trap that required pulling a moving target with a magnet.
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.
Honest to god anyone who complained about the old trap system are idiots. Being able to set your own triggers was way better than the current system. The real problem with EG1 traps was the agents could just notice them to quickly and instead of balancing this out they just removed them thinking that this would solve the issue. If there was a way to time traps like he wind turbine things would go a lot smoother.
Atrix_Tussand Jun 14, 2021 @ 11:09am 
Originally posted by ross_rebellion:
Hey folks,
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...
First and foremost. i think that most of the traps have way to big "reload" cooldown timer. expecially non leathal traps like slippery floor or giant fan. Secondly, i thought that when agent disarm a trap a small chunk of his skill will be chipped off thus making him slightly more vulnerable to the low tier traps. Or simply reduces his chances that he survives "the gauntlet of death" that i spend a min of 2 hours to set up. Because right now all but end tiers traps are obsolite when dealing with lvl 8-9 agents. It is easier to slap some venom traps and some shark tanks, put some doors between them and on the other end of the hallway place a big room with welcoming committiee (20+ advanced guards stations manned with mercenary/hitman armed with rifles) that will clean up aprox 7 or 8 lvl 9 soldiers like they are nothing.

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.
The_Pastmaster Jun 14, 2021 @ 1:32pm 
Originally posted by Bloodartist:
Originally posted by The_Pastmaster:
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.

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.
FDR'sThinkTank Jun 14, 2021 @ 2:22pm 
I wish they would bring back the Crash Test Dummies.
Bloodartist Jun 14, 2021 @ 3:08pm 
Originally posted by ross_rebellion:
Hey folks,
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.

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.
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Date Posted: Jun 12, 2021 @ 10:09pm
Posts: 35