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Hacking can do five things:
-Give you Tech / cause loss of tech
-Give you Ransomware (and let's face it, Ransomware should be some kind of research debuff so that it sucks to have it and it's worth getting fixed or negotiated)
-Delete Arrest Records
-Locate ALL of the Scientists
-MAKE THE GAME SUPER EASY BY COMPLETELY ROCKING THE ALERT LEVEL!!!
And if they're caught:
-Alert level can go up (but see above) and
-Diplo relations take a hit.
-Oh, and you can hack the same nation immediately afterward, because why not?
Meanwhile:
Having someone on the ground can
-Actually do Exfiltrations (Critical)
-Very slowly locate A scientist
--For some reason, the best move is to counter-abduct imprisoned scientists.
-Gain knowledge on targets
-Get weapons (This seems to do little)
-Do Recon
-They risk capture, death, and raising the alert level quite rapidly.
Hackers make good 'fullbacks' to address enemy agents in your country, and I actually find Akuilleu (Sp?) to be an excellent choice. They're generally able to stop enemy agents, even if they can't capture them, and they have very little downtime (whereas guns on the ground need time for logistics)
---
if we want to balance out the game, I think guys on the ground should get some additional benefits:
-Assassination: Guys on the ground can target
--Scientists (Which has diplomatic consequences)
--Foreign Secretary (If successful, rerolls the diplomat and refreshes possible scandals)
--Enemy Operatives: Here's a novel answer to your basement hacker--use more gun.
--Sigma Head: Extremely hard, but generally sets back everything and might even cause a nation to quit. After all, AI players can hit and KO the player, why not do it back?
--Diversion: Guys on the ground get a way to directly reduce alert level themselves.
--Tactical Victory (While at War): Make the other country WANT TO END the conflict instead of passively continuing to their own possible demise. AI Nations should be conducting diplomacy to their own benefit, but if they're not 'full players' then at least have some way that they don't want to blow themselves up.
-Screw over criminal society threats.
--It's kinda silly that criminal gangs can automatically succeed on their threats against government organizations. So, what if they didn't? It would logically be tied to strength.
So I think the real answer to this is buff the guys on the ground. It would also mean that someone like Gamera needs a Gun on the Ground to avoid getting assassinated at home.
If the best thing you can do with an agent is exfiltrate a Genius Prisoner Scientist, Recon/Smuggle Weapons is dominated by 'Lower Alert Level' and then, at 0%, get one encounter and leave.
If you're at 0% alert level, Gun on the Ground will get 1 encounter and, if you throw the observer drone at it, that's likely it.
Conceptually, Guns on the Ground should be high reward, high risk and hacking should be lower reward lower risk, Instead, we have high reward, low risk for hacking, high reward for one mission only (Exfiltrate), otherwise low reward for Gun on the Ground.
Arguably, Sigma Theory should either be balanced between GotG / Hackers or it should be balanced GotG / Hackers / Diplomats; there would need to be a lot of changes to diplomacy if it were to become a game-winning option.
.Gamera is available from the start in Japan but the other good hackers might need to be unlocked characters. You'll see the difference immediately between someone like .Gamera and someone else like .Mystery who has high intel but no hacking trait. Try it dude! Although they won't always succeed, particularly if the defence is 3stars, but eventually they will be completely infallible if you know how to build them up.
Answering the original post basically I haven't found any other way to get the high score other than using hackers. Are they too strong? As far as I can see, they are the only way to ACE the game.......
It doesn't take a lot of time to get to 0%.
It takes a lot of actions. And that difference is critical.
It takes two, perhaps three successful hacks to drop an alert to 0%.
But you can hack a country multiple times in PARALLEL, rather than SERIAL.
So you can, using your whole team, get a scientist on day 3. And Day 6, etc. Counter Agents require responses, but captured agents plus compromising materials can also be used to parley scientists, or, frankly, you can just have them sit in prison until their host country abandons the Sigma Race.
Hacking gives major synergy advantages, outcomes disproportionate to the risks, and Sigma Theory is not balanced. Either Guns on the Ground need to have some kind of super cool effects, or Hacking needs to be nerfed.
Especially their lack of travel time makes them really productive. In the time that another agent infiltrates and recons a location, the skilled hacker has already located the scientists, reduced the alarm level, and installed some ransomware, for good measure.
Drop an alert level that's at 50%? I think the highest I seen was maybe 90%, can you get that down in 3 turns?... I'm not debating, just asking if it can be done. I only try to lower threats if it's to high.
I just did a quick hacker test, this was on my first try with 3 hackers... I didn't try to lower the threat level, I just wanted to do a scientist sweep, all of them failed, they didn;t get caught, but they just failed lol....
https://steamcommunity.com/sharedfiles/filedetails/?id=1940081123
I was playing classic mode. How many times have you beat the game using hackers?
Yes I agree we need some more super cool effects. I thought unlocking some of the sigma stuff would give us some cool gadgets. I mean the perks we get are fun, but it doesn't really feel like a spy vs spy game to me yet, it feels more like a strategy game where you gather inelegance on your opponents while trying not to get caught. It's not a bad thing it just makes the AI seem like they're not doing much to counter you.
I think instead of a hacker nerf it would have been better if the hackers sometimes got false intel, so you're left with a choice of go in or not.
I want at least one, two of them works really well, too.
That's exactly what 'force multiplier' means. They can't win it by themselves, but they make the other agents crazy productive.
Low alert level means the exfiltration is a cake walk, and if things do go wrong somehow (If you picked Punch for example), the hacker can easily remove the arrest warrant and raised alerts.
Admission: I had been struggling in making progress with the game (and its mechanics), until I saw this thread, tried with Gamera, and subsequently won the game in about 2 months flat.
Or maybe it's more that the intel from boots on the ground could be a bit more competitive.
It's not the only place where gameplay mechanics are unbalanced. For example, interrogation of a captured agent can be crazy effective too. Especially that question where you get to set the alert level to 0.
To be honest the best nerf I think is that in order to hack, you should be local, like any other spycraft. That way at least arrest warrants mean something, and travel time becomes a consideration. Not to forget that it means your smart hacker cannot also be the 'home defense' to identify foreign spies operating in your home.
And it's pretty conceivable that Sigma would have a physically separate, only local accessible network, that the hacker would need to tap into.