Evil Genius 2

Evil Genius 2

View Stats:
Cohen 🫃 Apr 17, 2021 @ 3:50am
How could you not include trap sync
Have the developers of this game played the first game? The CORE of the game was creating traps for agents to traverse. The traps now are completely useless because you did not include trap sync
< >
Showing 1-11 of 11 comments
Mandemon Apr 17, 2021 @ 3:51am 
You can still combo traps, so I am not sure wtf you are talking about. There are even infinite trap designs to be found on YouTube
Last edited by Mandemon; Apr 17, 2021 @ 3:51am
Radene Apr 17, 2021 @ 3:58am 
The OP might mean something like the Freak trigger from the first game, but I'm not sure...
Sitting Duck Apr 17, 2021 @ 4:48am 
EG1 had not only traps but sensors (pressure pads, motion detectors etc) that needed to be linked with sepcific traps to trigger.
So, in EG1 building a trap consistsed of 3 steps:

1. Placing the trap itself
2. Building the sensor(s) that activate the trap
3. Linking the sensor(s) to the trap

It was a lot of fun to experiment with triggers and traps trying to create combos. Also it gave you more control of the whole thing, as you could synchronize traps. Short video showing this:
https://www.youtube.com/watch?v=wjqEmbzmMH8

Mandemon Apr 17, 2021 @ 5:17am 
I mean, EG2 allows you to "synchronize" (AKA combo) traps together.

https://www.youtube.com/watch?v=IHrUObbFO00
Sitting Duck Apr 17, 2021 @ 7:28am 
Yes, I agree, the concept is more ore less the same, EG2 just made traps and trap combos more accessible or overly simple, depending on personal taste ;-)
As for myself, I miss the sensors and manual linking, loved that part in EG1 and also found it rather unique.
Necros Apr 17, 2021 @ 8:42am 
It's technically still there, just a lack of universal synergy among the traps. Some traps that get activated by a fan or magnet victims don't seem to do damage and end up getting wasted. It also doesn't help that the effective range is the activation range also, which prevents you from doing overlaps with traps since they need their own space. The sensor and trapping linking system from EG1 would've been useful to not let your push and pull traps activate prematurely and only end up snagging an agent or two. Also would've made more sense for agents to try to disable the sensors instead of the traps itself.
Twelvefield Apr 17, 2021 @ 8:54am 
No Freaks, no Freak Triggers. That was a fun exploit, but it did make EG1 too crazy.

While it was nice to be able to have discrete sensors for traps and create intricate links, the micromanagement needed to keep that system going seems unwieldy to me. That's more of a thing for the tech minions to worry about than an Evil Genius.

I do prefer that traps cannot be destroyed now, and that they are auto-repaired by minions. I guess a hybrid system where you could set up a discrete trigger or else just have the trap set to a default trigger might make some people happier, but I'm fine without it. The end result is the same.

Both systems allow for creative trap deployment, if that's what you want. I'm not big on traps. While they do feature in James Bond or Derek Flint, traps don't really seem to do much more than annoy super agents and kill hapless minions in those franchises. That seems to me around par for the course in the EG games as well.
Last edited by Twelvefield; Apr 17, 2021 @ 8:55am
Cursed Hawkins May 11, 2021 @ 3:47pm 
Guys just a heads up, this OP is a very known troll in fact they've been going around trying to get games being "inclusive about LGBT and other organizations" just have a look at their posts the evidence is all there.
Prometheus May 11, 2021 @ 4:21pm 
I've noticed the Frost Ray and Bubble often miss when you pull or push an agent past them. This includes if you smash them against a wall or door and the ray is perpendicular to them but supposedly flush. The hit box is apparently just a tiny bit smaller than the entire square. I found if you want these to hit reliably in conjunction with magnets or fans have the movement trap smack them directly into wall the ray trap itself is on.

One of my most frequently used trap combos is Magnet pulls past bees. Boxing glove smacks them at the magnet to push them into a wall with a freeze ray. Then fan pushes them past gas trap (skill damage) and into a bubble. Lots of skill and resolve damage.
FDR'sThinkTank May 11, 2021 @ 4:29pm 
Originally posted by Cursed Hawkins:
Guys just a heads up, this OP is a very known troll in fact they've been going around trying to get games being "inclusive about LGBT and other organizations" just have a look at their posts the evidence is all there.

Yeah... that's a pretty big hint something is off. It's not like Rebellion hasn't been incredibly tolerant and inclusive already. More over, there isn't any appropriate content that could very well be added to the game that highlights anything about such nonsense. If you aren't suggesting market viable DLC, it's a waste of thought. Even more so when there are strong odds this game will get Workshop access and free player mods. You have to keep those demands confined to things that could be sold as official cosmetic upgrades, controls, and features. What would most players consider actually buying?

On the flip side, traps still need to be synced up! So the complaint he is making isn't one someone who has played the game would make. The different triggers and ability to SPACE the triggers game more flexibility to play with the timing of activation so that is missed, but it's not like we can't be given a "Activation Time" slider for each trap so we can slow the activation timing down to our delight... just remember that once a unit is caught in a bumper chain, everything happens pretty darn quick. Slowing trap activation down wouldn't help very much... yet. I could see something with slowing Fan and Magnet activation. Maybe if we get more consequence-type traps like Rolling Boulders, it would be great for catching minions that are behind the combo chain.
Cohen 🫃 May 11, 2021 @ 11:05pm 
This is why equity, diversity and inclusion is SO important
< >
Showing 1-11 of 11 comments
Per page: 1530 50

Date Posted: Apr 17, 2021 @ 3:50am
Posts: 11