![]() Only and always use the lethal ones even in capture scenarios - they will serve you best. In short, “stun” weapons are comparatively useless. And, yes, guns are dropped and restocked when minions die.Īlso note, guards can’t use any of the “advanced” items, so keeping a couple of the basic item racks around is not a bad idea.įinally, while using the “stun” gear feels more natural as you’ll generally want to capture rather than kill, the “lethal” ones are universally more effective given how capture mechanic works - as you need to reduce vitality to 10 even for capture. So if you have 20 guards, you’ll need 4 stun gun racks. ![]() Soldiers entering your casino is likely a good trigger for a red alert condition. If you stir up enough trouble to have soldiers sent your way, note they can’t be distracted - only captured or killed. I don’t know what the other super agents do yet in terms of “leave behind gifts.” John Steele clones will plant incriminating evidence which other agents can use to generate suspicion. Symmetry will attach a device to walls which scrambles your security cameras. Super agents can leave nasty items in your base. Note this is the “right click on minion while having the genius selected” execute and NOT the “tag to kill” version. I’ve found that an effective way of dealing with such situation is by executing minions with witnesses - that instantly maximizes morale and solves most of the problem. Use the genius “execute minion” task with witnesses to prevent “body bag tantrum spiral”īody bags can have a deleterious effect on morale, to the point of your entire base acquiring the “low morale” moodlet and eventually starting to desert en-masse. Note they are very suspicious however, so you may want to keep those buried deep within your base. You need multiple (at least 4-5x) incineratorsĮach incinerator can only handle one “haul” job at a time, so to deal with the inevitable mass of body bags that will eventually occur, you’ll need 4-5x active incinerators. If your genius is not otherwise occupied, it doesn’t hurt to leave him/her in the middle of the cafeteria with the work harder aura on, for the salary reduction. ![]() Your genius “work harder” actually reduces minion salaries for a while ![]() Do note that the computer stations that generate intel actually need to be manned. Repeater stations don’t actually need to be manned Useful later on to keep guard/mercs next to hitmen/MA training area for faster training, while deploying the hardier hitmen/MAs to sensitive areas in the base. In addition, the advanced guard table can be toggle between guards/mercs and hitmen/MAs. I find this most useful by having security stations (for cameras) set to be manned by muscle minions. Several stations have the option of being manned by a general worker or by a specialized minion class Good if no agents are around and/or a truckload of tourists just landed. It will let you generate money from tourism, although it prevents them from being used to distract agents. You have the option of setting casino items to “scam tourists.” This is particularly useful especially in setting your casino / front as a “distract” zone - this way valets and socialites will actually do what they are supposed to.īe careful though if setting a tag for the area between your base and the helipad I have not found a way to clear a tag from that area once set - probably a bug. The research description clearly states this but I struggled to find where to actually apply it - it’s one of the buttons that pops up when you click the main “menu” button on bottom-left of the screen. You can set up “auto tag” zones (after doing some research) The window above is actually the only way to take advantage of minion “perks.” The “Minion Management” window has a second “tab” in which you can set priorities for individual minions, including selecting which ones you want to handle world-map schemes (read: get rid of.) Since side-missions CANNOT be canceled, the end result is an unwinnable game until we figure out console commands which can act as workarounds, the ONLY solution to this is reverting to a previous save. Unfortunately the game shipped with severe bugs that can put your save in an “unwinnable” state if you happen to accept a side mission which generates schemes for which you don’t have the tech, and can’t acquire the tech for. *** Last updated Ap*** Avoiding game-breaking bugs A lot of things are not explained in-game, so thoughts I’d share these “advanced tips and tricks.”įeel free to add your own in the comments below. Thought I’d share what I figured out by playing the game.
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |