One thing to add. After you unlock by research security zone actions, you can set up zoning such as in certain corridors or rooms, if a enemy is caught by a camera, to auto tag it to either distract him, try to arrest him or kill him. That situation of symmetra goons not being tagged by camera is due to no zoning( default) was created
The game should let you choose the weapons for minions, Guards use clubs and pistols while Mercenaries and Martial Artists use heavy staffs, Hitmen use only submachine guns or whatever you want.
@@VertigoTeaparty in EG1, Guards use assault rifles, Mercenaries use machine guns and Marksman use sniper rifle while every worker can use pistol. But that would be over kill : ]].
Mercenaries can also use rifles. As far as I was able to observe it, minions also don't "upgrade" when they can. So a guard with a pistol undergoing mercenary training will keep that weapon, even if a rifle is available. Same goes for clubs. If I could make a wish in that regard, I would wish for combat minions to have clear priorities (and the ability to "move up" in the chain). Mercs have Rifle>Pistol>Staff>Club>Fist, Guards have Pistol>Club>Fist, Hitmen Rifle>Pistol>Fist, Martial Artists Staff>Club>Fist. Lethal being higher than stun. Just having some sort of "guard only" button on the lower tier weapons would be useful.
Does anyone know what unlocks the Biologist mission to unlock Tier 3 tech? Is it random? I feel like I've been stuck forever on Tier 2, doing side mission and main mission after mission and I don't get the Biologist unlock. The superweapon has been unlocked and fired, I've got a ton of world loot, and I'm stuck on Tier 2 un-fun tech for no reason.
@@KaiNLinda You have to get pretty deep into the campaign to even open up the research though. Initially the only zone painting you have reasonable access to is for distraction. You have to get quite a bit more of the campaign done to get access to capture zone painting, and kill zone painting isn't available until relatively late game.
@@Rowgue51 Yes, but, if your whole base is flagged for distraction then when a valet tries to distract the agent the agent will start a fight and then the guards will come and kill them.
@@KaiShanIV Only guards that happen to be walking by will jump in on the fight with enemies not tagged for capture our kill. It's not an automatic reaction from guards sitting at guard tables that see tagged agents.
Super agents can also hope to nearby regions when you choose to pick a mission. BUT before the mission completes you can optionally destroy the criminal network that the superagent is investigating. This will effectively stop the superagent from coming to your bade. If you complete or cancel the mission than there is nothing you can do to stop them Alternatively you can choose a purposefully long scheme to occupy the super agent and you can launch your schemes elsewhere as a literal diversion.
I like having a guard table in the vault. Or surround the guard table with a vault area. Also I do like to put some hallway in the room to put up a guard post and place a few cameras in the vault itself.
For fun, on my next stream I'm thinking of moving the Vault to the basement, surrounding it with 2/3 guard tables, and moving my Lair with the henchman table...
I am surprised how people in other walkthrough and tip videos are clueless. I am very grateful you put up this video, it saved me hours of frustrating gameplay.
man, thank god you made this video, was having hard times to deal with ci metra, always killing half of my base, guard acting like chairs with an ant brain, now i lost barely 4 people max ( reaction of guards + 2 laser doors ) i wasn't aware of the disruptor she left in bank ... you saved my game haha ! cheers to you from france
The reason you can invite them is to get them off the map for a while, freeing up the regions so you're not stuck with not being able to use all the regions. I invite them after I bolster my staff so I can defeat them easier. Also, I.R.I.S. (hire your computer) does decent ranged dps as well as acting like a camera as her second ability if you get attacked by the anvil super agent(rogue) as she disables your cameras. Her paired with jubei is amazing.
Also, yes. Super agents will only attack if you do a mission in the region they are occupying. But you also still generate passive income while they occupy the area so its not -entirely- useless... just mostly.
I love Iris's camera ability. It's great for attacks in the casino especially. My biggest issue with her is that she's slow so sometimes the fight is over by the time she shows up.
i believe you also need to invite them for a certain number of times in order to unlock the side quests to get rid of them once and for all, as to how many times, i have no idea lol
I’m really hoping the developers (or at least the marketing team) is watching our videos and working on fixing these issues. It took me forever to figure out how to convert Incendio. Another very opaque way of collecting your reward. 😂 I figured it out in the end, after 30min of live-streaming and shoving him into different traps to lower his resolve. Also, the AI needs more work!
PS. I’ve found that super agents trigger only *after* you’ve completed a scheme in the area they’re watching. So had you paid $10K to lower 100 heat in 10seconds, that should’ve triggered Symmetry to attack your base right away. This way (in your video), you have to wait the full 30min for your scheme to conclude before the super agent tracks you down. To where your minions came from. Hope that helps.
Ah, that makes sense with the Super Agent thing and completing the mission. Overall I think the AI has mostly been fine. My biggest gripes are guards not grabbing guns when there are plenty available and the awkward situations they can get into when in combat, especially around doors. Game is great overall but definitely could use tweaks. Sym's rogues are far too strong, world map could use some UI improvements, more control over IRIS's message "THERE'S SOMETHING WRONG IN THE TRAINING ROOM!", make Tier 3 research come far earlier, etc.
@@VertigoTeaparty agreed with all these points. Had the exact same issues as you thus far. Regarding AI: the AI of guards/mercenaries needs to be improved as sometimes they’re just silly with the decisions they make (like not grabbing guns or arming themselves). I’ve encountered a few glitches where they get stuck in corners as well and never move (not even on high alert). In those, albeit rare, cases I needed to manually destroy the room they were in and redesign it to prevent such things from occurring. Great game so far, but tweaks are very necessary and essential, that’s for sure.
@@StarStuDDedChefs if you cancel the scheme before it completes the super agents wont be activated and you will get 25% of the cost back. The world stage is quite exploitable as well.
They also need to change how guards AI (mercs and hitmen) change weapons or make them pick up upgraded versions, had to get rid of most guns on the base in order to force them to pick rifles... or make an action so that they automatically grab a rifle if available leaving handguns for the normal guarda
Agreed completely. Have unarmed guards have first pick at upgrades and once they are done, have guards with lower tier weapons exchange their current weapon for the new one.
Very hopeful that we can get some more zoning options like setting barracks areas to only be used by specific minions. Nothing worse than setting up beds adjacent to the guard tables and them getting filled up with construction workers.
@@VertigoTeaparty The specific mess tables that are better for certain minion types CAN be set to only serve those minions if you click on them and turn on the button that says their minion type. But it's never taught to you during gameplay so why would you know?
Agent X + his agents isn't too bad. I think he catches a lot of folks off-guard though. Symmetry however is far worse. And it's not her; it's her rogues. They are FAR too tough for being thief-type characters. They are far more dangerous than the soldiers, it's nuts. I fully expect that they will be toned down.
I had about 40 to 50 guards plus my genius, my henchman, and my whole base with my 120 minions got destroyed. Maybe some other agents joined in the fray. After watching this vid, I would've handled my situation a lot simpler by just killing them rather than trying to capture them..
Another thing I found if I can't find agents is to switch to camera mode then filter out all but agents then the only people you see in you base when viewing through this mode will be the agents. It also helps with agent X's planted evidence as the corridors are no longer clustered with people.
iirc there are certain traps that always work against each super agent, and some of these are vital to actually taking them out permanently (but only once you've done the side story chain to find their weakness). For example, Agent X's weakness? shark pools. as for the Invitation missions, you generally want to do that once you know that agent's weakness and have the perfect trap prepared for their arrival. Oh, and Agent X's location he teleports to is pseudo-random each time - however, it's always within a room that is *inoccuous* (doesn't have anything that makes investigators suspicious).
Interesting info about the trap weakness. I know Olga is weak to the Magnet trap. I'd be curious if anyone has gotten X to fall for the Shark trap outside of doing his side stories.
This video was pretty helpful, and I will have to overhaul my layout later. Got caught completely off guard (pun intended) by Symmetry yesterday. Thank you for sharing!
I was experimenting with the room build thinking that it wouldn't work but low and behold the I managed to put a camera in a vault room which worked. It came as a massive surprise to me and made life easier.
@@VertigoTeaparty well. It all depends on your luck and where she “spawns” if she’s anywhere near a wall she gets them immediately. but if she’s near the Centre or away from the wall then you’ll get a few guards in there. Before she gets them again. You can also place a guard post inside to distract her enough for help to arrive. But it’s only a delay tactic.
I've found that the heat reduction missions that take time, instead of money, don't trigger agents to attack you. So you can reduce heat without them attacking you.
They will probably still attack but they don't initiate until that quest is done and since it takes longer, maybe they moved? I've not tried that myself, will try to experiment.
@@VertigoTeaparty The best thing to do is do the one that costs money, but instead of letting it complete, cancel the scheme before it completes and the agent wont activate. The reason to cancel is that you get the rewards over the time of the scheme instead of on completion. Also agents cannot move while you are looking at the world stage and they cannot move into a region you have an active scheme in, so I like to leave open a few regions and force the agents into those regions and then lock the others with schemes so they cannot move into the regions I actually want to work in.
Agent X and Symmetry are ez to deal with. The most annoying super agents are saboteurs like Wrecking Bola and Blue Saint. These guys will spawn on your lab or power station and set everything on fire including your minions.
Funny enough, I've never had any issue with those 2. Now that I think of it, I think that if they are teleporting to my power room, they are going to my old one that only has incinerators that is close to the door. So try that to deal with those guys. Have like 4-6 tiles of Electric Room with an incinerator or 2. See if that will draw them there instead of your actual power room.
Super Agents will only come to your base if you finish a scheme in a region that they are in. Example, if Symmetry is in Australia already and you start a scheme an orange magnifier icon will appear above her head showing that she is watching your scheme. When this happens she will stay there until you finish the scheme. To avoid Super Agents, ignore doing schemes in the region they are in. You can do really long schemes so for early game the 30 minute ones. You'll net some money from the scheme and before it finishes you can cancel it to avoid the super agent from even visiting your lair. There seems to be a bug or maybe not a bug and working as intended but recently doing the above mentioned method, the icon will stay above their heads and they will never leave the region until a scheme is completed. Another comment said to destroy the network all together but I never had to do that until a few patches ago. But yeah this is all you need to do to avoid Super Agents entirely from a playthrough. Just start and finish any schemes in a region they are standing on. Heat doesn't do anything for Super Agents as far as I know in terms of making them stronger or not. Heat will only cause the investigators/soldiers/saboteurs to be stronger.
Best strategy I found with these two agents is to simply distract tag one of their fellow agents at a time - make sure a minion escorts them out before tagging another one. Then once the super agent is all alone, just kill/capture tag the super agent and they don't stand a chance. Much fewer minion deaths and the other agents will just ket killed in traps
Just asking: at 16:30 the pistol rack says "stock: 5/5" - does that mean it can only arm 5 minions at a time? Could that be an explanation why they sometimes pick other weapons or attack with fists because there are no leftover weapons of choice?!
Yup, that means that that rack can supply 5 pistols and then it's out. If you look over the racks, if they have any weapons available, they'll have a holographic image of the weapon that they provide. If they are out, the holographic image will not be there. I usually have more dispensers than I need to to avoid running out. I think that the AI SHOULD always prefer any weapon over fists. Even if a minion prefers melee, if no clubs/staves are available they should pick up a gun. I think what may have been happening was the guard had a gun but was running up to fight with fists anyway. I've been hit with this bug at least once and i was able to fix it by re-starting the game.
When it comes what weapon they chose I find that’s guards are melee and mercenaries are guns. Look at the training stations for each. The guards use a boxing robot. The mercenaries use a shooting range. If you want to capture place stunning clubs or tasers. Killing you place lethal guns or clubs.
So buggy game warning: I just had a mission where one of Symmetry's rogues singlehandedly took out all five of my henchmen and about 10 guards before i realized he was bugged out and invincible at 1 hp. If this happens to you, I fixed it by switching his tag from "kill" to "capture" which forced him to surrender, then switching it back to "kill" which seems to have snapped him out of it and then he died. Thanks for this video it was quite helpful btw.
Guards always resort to cqc at close range. Also, once a guard picks a weapon they'll never change it. Additionally, the baton dispensers and gun dispensers have a cap. I think 5 weapons from each can be distributed. If your guards don't have weapons it might be that none are available.
The thing I don't get about high alert is that all of the guards immediately leave their tables and just start running around. It's actually easier to deal with agents sometimes if you *don't* trigger high alert in a battle scenario and just keep them on the tables.
BEFORE activating High Alert let your guards spot the Enemy on the camera and those seated at teh guard table will start the attack; that focuses them on the target. Then if you us high alert, every other guard not sat at the guard table will go to any built Guard posts AND every other guard will go running randomly around the Lair LOOKING for enemies, and they might stumble upon them. Otherwise they would just stay whever they were. High Alert also causes ALL workers to also run around searching the lair randomly looking for trouble.
You should define sections in your lair that flag NPCs automatically (need to be researched first though). This is especially helpful if you run a casino and don't want to fight all the agents everytime. Just layout a small corridor section at the entrance that will mark agents automatically as to escort to the casino, arrest them or kill them.
This is good advice, but be careful about putting zones in areas of your lair that are far away from guards. I've had cases where I had an area flagged for kill that was far from guards, and Agent X would sometimes spawn there and kill loads of Workers before the guards showed up. For those cases, I'd unflag the room and just remember to look there first, initiate with Henchmen, then let the guards come to back you up.
Doing the invite super agent missions has the super agents attack your base with lower quality agents in their squad. Same thing with the mission to hinder their investigation after they are already planning to attack you. That’s why agent x attacked your with poor quality investigators instead of the stronger ones.
I tested this last night and it doesn't appear to be the case. Normally Sym attacks with at least Good quality rogues. I invited her and she still came with rogues of Good quality.
@@bellicosegeist7889 Sorry, but like I said, Symmetry hasn't spawned since the game bugged. I can't complete her mission or cancel her mission so the game is locked.
Going into the zone is what flags them. This is somewhat important to note because if an Agent walks through, say, a Distract zone into an unmarked zone, they will keep the Distract tag.
In Evil Genius 1, there were side quests to permanently neutralize the Super Agent, typically boiling down to interagating them on a specific item. Mariana Mamba in an Infirmary Chair, Jet Li the Dogo Minion trainer, Dirk Masters the Bio-Chem Research machine (turning into the Henchman "a Freak") maybe that is possible in this game too? however it seems S.A.B.R.E. S.A. John Steele connonicly survived EG1
Very useful video, I think the reason why you have the lure operation is so you can get rid of them in order to start another op quickly or to prevent consecutive super agent attacks. For the heat, anytime you click on a region, you can see the white outline of its area of influence. If the agent model is inside the white line, you're guaranteed to trigger an agent visit immediately after a successful op but you can still hit neighboring region without them retaliating. You can also click on them to see what they're doing on the world map, the description will tell you what they're planning. They will naturally visit you after enough lockdowns' been triggered though. I really don't like how much it takes for tier 3 tech to unlock in order to give guard 100 hp. It's so common to lose 20+ minion per fight. Edit*: forgot to mention this but the reason why your minion are fighting with their barehand is because the pistol model disappear during melee and the AI must have melee units blocking for them in order to use guns (unless there's a door, it breaks the AI for some reason). My advice is to use your genius and henchmen as tanks and with a pistol majority guard team. I would also get Incendio if you have the option, he is extremely broken with his infinite knockdown basic range attack. Even though it has friendly fire, he can disable anyone and everyone for the entire fight.
Don't get me started on how much I hate how long it takes to unlock Tier 3 research... Not only does it feel bad, having access to T3+ sooner would help fix some of the games other issues, such as you mentioned with the guard's HP. Also, why on Earth do all tiers of Muscle minions only have 50??? As to the guards using guns, it seems very inconsistent. Earlier the other day I had guards shooting intruders with no problems. Later, they would run up to them and fist them even though they had guns and the agents were in combat with others. It's rage inducing to see your guards with guns run down a long hallway, put the gun away and then fight with their fists.
@@VertigoTeaparty Yep, it's just so weird to me that I'm already testing the super weapon but I can't have access to a bigger stick. Not to mention digging floors and what not. The game definitely has a line of sight issue going on and bad AI in general. I lost over half of my Merc and hitmen team to Sir Daniels because he was camping at the door and he was able to shoot while my guy just stands around unable to fire back.
One of the reasons I think some people might use the invite a super agent to investigate you would be if you are tired of them locking down the places where you do missions, after they are defeated it takes a while for them to spawn back so you get a break, I think I'll do that with one, I am short on cash and can't really scout places they patrol (at least in my game they lock down some sectors) looking at you South America and South Africa. I don't know if I explained correctly English is not my native language. Oh thanks for the tips, I'll use that Edit: I should have watched the entire video, maybe I got lucky and the times I killed super agents it took longer to respawn? Maybe my reasoning was wrong. Also, Agent X or whatever the name is, spawns in different places in my game, I had him spawn in my control room and another place I have a memory blank right now and can't remember where at this moment
I think you are right. I never invited an agent to my base but I noticed that the heat goes up so fast, even if you aren't doing anything. Also some missions ask you to invite them.
i was going over TH-cam and found your video.. i was wondering aswell why the hell would i want to invite super agents to come to my lair i have no clue pls if you do know why let me know..
As far as I can tell it serves no real purpose. I've heard some say inviting them makes them come with lower level agents instead of the higher ones but in my experience this is not the case.
Does Cameras mark the intruders to be fought, without markers? If they see one in areas set as a caputre/kill zone? Once you unlock the ability to set those zones?
Cameras won't mark Agents (except maybe the upgraded Guard Table? I'm not sure how that thing works). However, Agents who entered a zone will be tagged, regardless of wether or not a camera is there. So you could have a scenario where Agents walk through an area with no camera but it's a Kill Zone, so they all get the "Kill" tag. When one of these Agents wanders in front of a camera, the camera will see a target with the "Kill" tag so all guards in the armory will rush to that location.
Yup. However, I've also had problems with guards who CLEARLY have enough room to shoot at an agent, like coming down a hallway, and they run in and melee. It's quite frustrating.
@@VertigoTeaparty I THINK, and im no sure on this one, that they will engage on melee until there is no empty space adjacent to the enemy. What I like to do is to put pistol boxes (or whatever they are called) in armories at the second floor or really far away from where I believe the fighting will happen an club boxes in te nearby ones. It usually works.
I think whether or not an agent comes to get you depends on the time the mission you select is. If you do the 3-worker 20 minute heat reduction mission, the agent will never come after you for doing that mission. The 10,000 gold 10 seconds heat reduction mission will immediately garner their attention
From my experience, they will always come after you finish any scheme in their region. However, there is a 1 minute delay. So when a scheme finishes, 1 minute later they will be in your base.
I know this was made very soon after the game release, and you may have already know this, but there are few things wrong in the video: _Super Agent(SA) will not attack if you chose the heat reducing scheme that cost minions. _Currently, there is a bug, where if you pick the scheme mentioned above, then switch to another scheme, it wont trigger the agent. For most case, this mean switching from minion costing heat reducing schemes to either quest, special, or fund costing heat reducing schemes. _SA seem to be on a timer regardless if you do not interact with them on the map. I've had periods of doing no scheme, yet getting attacked by them. _Tier 1 scheme is actually more time, and fund efficient than T2 scheme. Reason being, they do not cost intel, use only workers which you can always order more instantly, and the instant heat reducing schemes cost peanuts comparing to the output. Combining with the bug mentioned above, and you can keep all towers in every region on the map actively generating funds. One down side is having to micro manage every so often, due to having tower in all regions running on short cooldown schemes, running it on X3 and you'll have to check the map every 5 or so minutes. Just run the schemes until you nearly max heat, then reduce it instantly. _Noticeable mention schemes in the T1 rank are the 50k reward in South America, the 30k reward in Africa, the 15k rewards in Europe, and 5k instant heat reduce in Asia. Upgrading to T2 in South America in particular actually reduce the amount you can make in that region substantially, due to how much it cost to even start a money making scheme. _ If you're going to upgrade the towers, go for T3 for the 200k+ schemes. This mainly to reduce the micromanagement, while keeping on par with how much you'd make when staying on T1. I still think T1 is going to ever so slightly make more money. But it's a good compromise.
Regarding T2 not being worth it due to Intel costs, honestly this is a small price to pay for the greatly increase income and, for me, the lack of having to micromanage the world map. The shorter missions are better money vs time investments for sure so early game I think it's better to run them. However I'd rather chew a handful of thumbtacks than to do that ever 3 minutes across 10+ regions, so later on I switch to the longer versions. Intel cost isn't a HUGE deal at T2/T3, though it definitely can be problematic, especially considering how ridiculously long it takes to research the upgraded Broadcast generators. I'll gladly pay the Intel + higher tier minions for the increased cash flow. That said, money generally isn't a huge problem overall. My strategy on my Emma run was to get South America and Africa to T2 ASAP and start destroying other networks. Those 2 contents alone, doing T2 long money missions, tended to generate more gold than I needed.
@@VertigoTeaparty The main plus of staying on T1 is having all tower constantly running money making scheme. You basically earn a some to little everywhere constantly to make a large amount of gold in the end. When going to t2, I find that some regions just doesn't make me money since they're busy running the minion costing heat reducing schemes, or just not have enough intel/minion type to start the schemes. And the 100k-200k ones are kinda hard to come by when you have still limited number of towers. Whereas on T1, I can throw 10k and workers to make my problems go away and keep the flow going. Though I must admit, sometime it feel like I'm some 4 arms clown doing juggling with how the UI is currently when staying at T1. In the end, since there technically is no time constraints, you're correct that money is really not an issue.
I just about had a heart attack because I'm listening to this and playing the game, so when I heard rogues were stealing my gold I almost hit the high alert button.
I'm still at a point where I'm actively trying to avoid the Super Agents in the early game, but doesn't the Super Agents go on some sort of cooldown after you take them down in your lair where they are not on the world stage? I've noticed that there were side quests where you have to force a confrontation with the various Super Agents? I wonder if this is why they have those "invite/incite" schemes? Likewise, don't the Super Agents also go on some sort of cooldown after they are taken out? Perhaps that could also be the purpose for that scheme? What I'd be curious about is if the "Provoke the Super Agent" scheme would also degrade the support team's stats---e.g. this would be an "all in one" scheme
If you "kill" them when they attack, yes they shouldn't show back up on the world map for awhile. I did further testing and it does appear that if you invite a Super Agent, they will come with weaker versions of the sub-Agents than they normally would. So if the Agents were going to be Great, they'd be Good instead.
Wasn't clear from the video....When Symmetry visits your base and empties your vault, do you get your gold back, or do you also have to deal with a full rebuild of the room?
the gold that the thieves steal will drop of their corpses. Your minions will just pick it up and put it back in the vault. They only drop it if they die though
Final question: Any tips on how to tweak the base and agent management to mitigate the entrance becoming "body bag central?" like what happened towards the end of the video? (Granted having enough incinerators would also speed up the disposal).
Two things. First, there has been a patch since I recorded this which changed how often Agents attack Deception minions who fail a distract. Lower tier Agents will never attack and higher tier Agents will attack less often. Second, get Socialites or higher when you can. They seem to have a significantly lower fail chance. Third, you can cut out a 2x4 (or so) section of the area as Corridor and put a camera there. This way if an Agent gets violent the guards will come running and stop them from turning it into a bloodbath... well, a bloodbath for your minions.
You can let Symmetry rob you blind and let her go, disable automation in the casino as she will pick a fight if Valets approach her. I did this and no problems, she usually gets to pick the gold anyway before any response is viable, when you have 500.000+ gold it doesn´t matter. If you aren´t far along into the game just don´t trigger the agents. The safest route is to ditch the casino, only train Valets for missions and have an army. You can actually accomplish this before triggering the first technician quest. My latest game has no casino, no traps, no doors ... and it has by far been the easiest. I have 50 guards by one entrance and 50 at the other, all sitting at their fancy tables ready to overwhelm anyone entering ... or trying to exit.
So, I've removed Sym's camera jammers but the cameras refuse to reset. What gives? And yes, I've checked for other jammers, thoroughly. Scanned up and down every wall in every room and corridor, again and again. There is literally nothing to be done if nobody even knows they're there. And yes, Sym's rogues are way too OP. They are glorified thieves, not elite commandos, yet an upgraded Max can barely survive to take one out in a one-on-one fight. Thanx for the vid! Liked and subscribed!
Silly question, but do you have enough desks and people manning the desks? If you don't have enough minions at the desks, ALL the cameras will be disabled. If that doesn't work, save and restart the game. Sometimes weird things happen and restarting will fix it.
@Jason Johnson The only one I can ever rely on is the genious themself. Guardposts, even the 'allways guard' ones tend to be useless if they do not activley see combat happening already, and the henchmen love to just walk off if I do not especially tell them to stay at the table, nearly always running into the casino, where they are absolutely useless to me. The most reliable thing I managed was putting the genius at the end of the trap hallway and placeing, *wallseats* there so a few idle minions hang arround there at basically all times. I assume it gets better after hour six or so, ecause everyone else claims that deception is actually strong as hell, but for me? I just have the hallway of poison darts, soap, and fans, and if they survive that, they gonna be captured and brainwashed to replace the minion they most surely killed. That, or if I do not like them, death by slippy flor, cause you can use most traps as a 'interogation' device for agents.
I started typing a longer reply but TH-cam wiped it.. thanks YT! Anyway, short version is: make sure your guards SEE the tagged minions. If they don't see them they won't act. That's why I bang on and on about camera coverage. That said, I started seeing wonky AI stuff happening in my game lately. 1 example was guards running up to tagged agents and... doing nothing. So sometimes it doesn't work as it should, but in my experience it's rare
As far as I can tell you don't really get anything out of them. However if you capture them they won't show back up on the world map, at least according to what someone else has mentioned.
I haven't tested this, but maybe normal guards won't pick up guns if they don't know how to shoot (i.e. they have the sharpshooter perk or lack a negative perk or something), or at least favour batons, while mercenaries favour the guns.
It's possible. Honestly I've stopped allowing the guards to equip guns. Sometimes they use them fine but far too often I'm seeing them run into melee for no reason and use their fists.
Also if it says they're idle it seems like sometimes they won't notice schemes, I recently had Blue Spirit ignore the first mission I did by him but notice the second. It said he was idle: testing new explosives
I think the point of inviting a super agent to investigate is that they won’t immediately try to steal or sabotage you base so you can get them to go right where you want them or (I think) if your luck they might not see enething suspicious and leave you alone
From what I've heard and tested, it looks like if you invite them, the Super Agents sub-agents will be 1 tier lower quality. So if they normally would have had Excellent agents, they instead will be Good.
Never done one of those, I may check it out. I would like more build hotkeys. Once you have the build menu open and a room selected, you can use "Q" and "E" (I think? maybe "A" and "D") switch between tabs. Not quite the same thing but can save a little bit of time and clicking.
@@zelphernide5758 No it's not bound by default. But if you go into keybindings you can set it there, it's listed under " select characters 1-8 " or something, you'll find it :) Also it goes left to right, your Genius is character 1 and your next henchman would be character 2, and so on, just left to right in relation to the character panel and the numbers.
From what i understand, Super Agent's region generates heat faster for you, this makes the slow Heat down schemes not even work, and so the SA wont bother with you, if you do any other scheme including the fast money Heat down scheme they'll come
As far as I've seen, there is no correlation between Super Agents and Heat. You can have very low heat and Super Agents will still show on that faction's map. Finishing (not starting) any mission while they are visible on a region will then start a countdown for them to come to your base.
@@VertigoTeaparty You misunderstood my post, SA presence makes that region's passive heat generation go way faster, and they ignore if you do the Slow heat down scheme instead of the fast one.
So what I have found non paid heat reduction missions agents literally do not care about them i oft pop one of them in the agents tile if the heat is high he finally move their ass I can do a mission immediately. Allso if you start or have a mission running in a agents area and cancel it they loose track of you and resume idling
To be fair they aren't there to stop agents, just slow them down. However, it doesn't really end up mattering since Agents are limited by time. The only thing you really get from a door is giving a minion more time to get to that agent to Distract them before they get pictures of things they shouldn't be seeing. Overall, IMO, doors are mostly a detriment since they slow down your minions and the benefit you get from them is tiny.
You can just let Symmetry rob you blind and let her go, you have to disable the automation for the casino though as Symmetry will start a fight if your Valets attempt to talk to her. She can be stuck in your base for ages though.
I think the upgraded guards could possibly stand with slightly more HP, or the Muscle HP increasing Medbay upgrade needs to come earlier. The issue with making Muscle minions stronger is mid-late game. You (should) have 30-40 Muscle minions fairly early on, and up to about 60-70 later. If they get buffed, these armed guards will be able to Zerg down pretty much any threat. Instead of buffing Muscle, I think they should just make sure that they aren't sending ridiculously strong Agents (*cough* Symmetry *cough*) to your base too early.
Not exactly sure why you can't just send guards to a location you mark rather than needing them to be seen on camera. Cameras you would think would be for when you aren't paying attention. Also not sure why you would need to tell them to hunt an intruder, you would think that would be a standing order.
I think it's a strategy thing. They want you to make sure that you are covering the your base with cameras and that your armories are manned and placed appropriately. If you could command guards to go wherever you wanted, threats would be a lot easier to deal with. You'd also be able to micro-manage guards during fights, making it even easier. I get that logically it makes sense to be able to radio the guards and tell them to deal with the threat that's outside the lab, but gameplay-wise it'd make threats far, far easier to counter.
@@VertigoTeaparty it doesn't bother me as much that you can't rally your troops, I can appreciate the logic. However, I am annoyed that troops will ignore hostile units right in front of them unless I hit the combat button since I don't feel I should have to screw with my workers if not needed. Primarily rogues walking with gold right in front of them. The biggest issue the game should address though is that you don't get credit if you do things before prompted. I was told to build 5 generators when I had 40 of them already. I had no more room and had to delete 1 to put a new one down to get credit.
every region has their own super agent which can be equally annoying. the blue saint for example leaves his fire bombs. there is no escape. at least for me....
Just feel like Cy Mettrie's team is a bit too strong compared to other. Even when entire team of mercenary's, martial artist and hitmans. It's just so weird how a team of rogue is more effective in combat than a team of soldiers. Also here is a tip if you want to avoid having agent invading your base when reducing your heat. Just look at your heat meter and whenever it hits 0 cancel the missions, it wont trigger the agent.
Sym's rogues are absolutely overtuned. They need their HP dropped, their damage dropped, or less of them to show up with Sym. I've got 0 doubt that they'll be nerfed somehow.
It would seem that im apparently like one ofthe only people that bother to make an aesthetically pleasing lloking base instead of "oh well just throw this here". Not a jab, just an observation i have that no one else plays like i do. Also, tip, build you vaults directly off of an Armory with two guard tables in it, and dedicated a 2x2 or 2x3 space inside the vaults on the walls to be made into corridor sections, and shove yourself some cameras in there. Would also build the Prison off an Armory. Even if the cameras dont pick them up, they will walk straight into a bunch of guards.
Oh no most of this base is a mess, no doubt. I like aesthetics but I prefer efficiency. I'm also experimenting so some areas are particularly ugly (like the bottom left area... ugh. ) I often will become more into the looks once I feel I have a solid grasp of mechanics, how the AI works, and what to expect from threats.
I think it's quite asthetically pleasing. Much better than something that looks like it was designed by an automaton. You're a Evil genius, you haven't got time for such trivial and boring things as organisation. Let the chaos reign.
@@lmaoroflcopter Its just something ive always hated, whenever ive seen other people play the game its always no use of corridors, every room type is mashed together, no use of choke points, loot and now decor isnt utilized, layout is similar to a child drawing on the walls, it just doesnt look nice. Whereas building an inner sanctum with, in Maxs case, using the golden pillars in the corners, using golden statues to line the walls and the hallway leading to the main room, plants next to doorways, and having a small vault area right behind his desk so hes sitting in front of stacks of gold because hes Goldmember, and keeping the room straight lined instead of jagged zig zaggy edges, just looks much more appealing to me. Then theres stuff like control rooms just being one big open rectangle with broadcasters sitting back to back in long lines like super market aisles looks horrible, sot bringing out little divets from the walls you can fit them and desks into, a central world map surrounded by the intel desks and corner pieces, back and flanked by big screens in their own nooks, utilizing soem rock pillars to break up the space, water coolers, plants, lights, rando decor objects, it all looks much better when you actually put the effort in. I get there are people that just want to play and progress, but i have no problem having spent 48 of the 61 hours playing the game in sandbox mode to get a good looking lair set up, then starting the game and building that way from the start, and prefer t play that way.
@@cyanide7270 you should spend more time playing the game, than casting shade on how others play the game. Your way sounds rather boring (45 hours in sandbox!! 🥱) to me and I would imagine a great many other people hence your difficulty in finding someone with the same setup as you. However you like to enjoy the game, feel free to enjoy it but let's not start nitpicking someone's base design. It's not your game save, it's his. Some people colour in-between the lines, others don't. Whatever you do, do you.
@@lmaoroflcopter If you read my comment, i said "Not taking a jab". I wasnt casting shade on how he plays, i was making an observation and comparison. If we want to get real technical, the fact that you still have to progress the game normally in Sandbox, minus the AOI's, make that argument invalid. Its not like everything is already unlocked. Besides which, there are games literally built around that concept and playstyle, Cities Skylines? Planetbase? Surviving Mars? its its own genre. You dont just throw shit down all willy nilly in those games. Its also the same shit as with games like Ark, Rust or Valheim, you have those people that just build the barebones boxes, and you have people like me who try to make things look good. Also, casting shade, being a bit hypocritical right there when thats exactly what youre doing.
In most cases yes. However you want some Muscle minions with melee to engage agents to force them to use melee. It also keeps the agents from running up to Muscle with guns and forcing them to melee with their fists.
Get more Henchman as fast as you can. They help a lot with tough fights. Make sure your guards all have access to weapons. If you notice that they are trickling in to tough fights and getting executed quickly when it's like 4-5 agents vs 3-4 guards a time, look at your setup and make sure that you have at least 10-15 guards all rushing to and arriving at the fight location at the same time.
I was enjoying the game till they introduced teleportation agents in a game about layered defence and traps a teleporting agent completely nullifies all my efforts and leaves me feeling dejected and stupid for having believed the devs promises not to mention that annoying voice saying you are out of money and you need to spend less or steal more it was funny the first time but after 1000 0000 times its fucking annoying
Most Super Agents don't teleport in. I've only had Agent X and Symmetry do it. I do agree it feels like a kick in the nuts to setup defenses then just have them show up behind it all. You can get around this with good camera coverage but yeah it's frustrating especially early on. IRIS definitely needs some options and some work on keeping her from repeat herself so much. Game definitely has a good deal of flaws but overall I think it's still a lot of fun. It may be worth waiting a bit to see what fixes/balance chances that they implement but I'm still working through Emma's campaign currently.
One thing to add. After you unlock by research security zone actions, you can set up zoning such as in certain corridors or rooms, if a enemy is caught by a camera, to auto tag it to either distract him, try to arrest him or kill him. That situation of symmetra goons not being tagged by camera is due to no zoning( default) was created
The game should let you choose the weapons for minions, Guards use clubs and pistols while Mercenaries and Martial Artists use heavy staffs, Hitmen use only submachine guns or whatever you want.
Absolutely. Something as general as Guards use clubs and staves, Mercenary use only pistols, Martial Artists only use Staves, etc., would be fine.
@@VertigoTeaparty in EG1, Guards use assault rifles, Mercenaries use machine guns and Marksman use sniper rifle while every worker can use pistol. But that would be over kill : ]].
Mercenaries can also use rifles. As far as I was able to observe it, minions also don't "upgrade" when they can. So a guard with a pistol undergoing mercenary training will keep that weapon, even if a rifle is available. Same goes for clubs.
If I could make a wish in that regard, I would wish for combat minions to have clear priorities (and the ability to "move up" in the chain). Mercs have Rifle>Pistol>Staff>Club>Fist, Guards have Pistol>Club>Fist, Hitmen Rifle>Pistol>Fist, Martial Artists Staff>Club>Fist. Lethal being higher than stun.
Just having some sort of "guard only" button on the lower tier weapons would be useful.
Does anyone know what unlocks the Biologist mission to unlock Tier 3 tech? Is it random? I feel like I've been stuck forever on Tier 2, doing side mission and main mission after mission and I don't get the Biologist unlock. The superweapon has been unlocked and fired, I've got a ton of world loot, and I'm stuck on Tier 2 un-fun tech for no reason.
@@RealYRM You have to upgrade the weapon then you get the biologist. Yeah, it takes forever, one of the reasons I was getting bored.
Learned more about the cameras. That was very useful. Didn't know they had to be tagged first
Actually u dont need to tagged em manually. You can paint areas how you want intruders to be deal with but you need to unlock the research node 1st.
@@KaiNLinda
You have to get pretty deep into the campaign to even open up the research though. Initially the only zone painting you have reasonable access to is for distraction. You have to get quite a bit more of the campaign done to get access to capture zone painting, and kill zone painting isn't available until relatively late game.
@@Rowgue51 that's true too but helps quite alot.
@@Rowgue51 Yes, but, if your whole base is flagged for distraction then when a valet tries to distract the agent the agent will start a fight and then the guards will come and kill them.
@@KaiShanIV
Only guards that happen to be walking by will jump in on the fight with enemies not tagged for capture our kill. It's not an automatic reaction from guards sitting at guard tables that see tagged agents.
Super agents can also hope to nearby regions when you choose to pick a mission. BUT before the mission completes you can optionally destroy the criminal network that the superagent is investigating. This will effectively stop the superagent from coming to your bade. If you complete or cancel the mission than there is nothing you can do to stop them
Alternatively you can choose a purposefully long scheme to occupy the super agent and you can launch your schemes elsewhere as a literal diversion.
Super agents? Get Ivan and use rocket launcher. 4 rockets kills from 100% to 0% any agent.
I like having a guard table in the vault. Or surround the guard table with a vault area. Also I do like to put some hallway in the room to put up a guard post and place a few cameras in the vault itself.
For fun, on my next stream I'm thinking of moving the Vault to the basement, surrounding it with 2/3 guard tables, and moving my Lair with the henchman table...
I am surprised how people in other walkthrough and tip videos are clueless. I am very grateful you put up this video, it saved me hours of frustrating gameplay.
Glad it helped!
man, thank god you made this video, was having hard times to deal with ci metra, always killing half of my base, guard acting like chairs with an ant brain, now i lost barely 4 people max ( reaction of guards + 2 laser doors ) i wasn't aware of the disruptor she left in bank ... you saved my game haha ! cheers to you from france
I'm glad to hear that it helped!
The reason you can invite them is to get them off the map for a while, freeing up the regions so you're not stuck with not being able to use all the regions.
I invite them after I bolster my staff so I can defeat them easier.
Also, I.R.I.S. (hire your computer) does decent ranged dps as well as acting like a camera as her second ability if you get attacked by the anvil super agent(rogue) as she disables your cameras. Her paired with jubei is amazing.
Also, yes. Super agents will only attack if you do a mission in the region they are occupying.
But you also still generate passive income while they occupy the area so its not -entirely- useless... just mostly.
I love Iris's camera ability. It's great for attacks in the casino especially. My biggest issue with her is that she's slow so sometimes the fight is over by the time she shows up.
i believe you also need to invite them for a certain number of times in order to unlock the side quests to get rid of them once and for all, as to how many times, i have no idea lol
@sean
Not so; once you progress far enough in the main story you unlock all the sidequests for them.
I’m really hoping the developers (or at least the marketing team) is watching our videos and working on fixing these issues. It took me forever to figure out how to convert Incendio. Another very opaque way of collecting your reward. 😂 I figured it out in the end, after 30min of live-streaming and shoving him into different traps to lower his resolve. Also, the AI needs more work!
PS. I’ve found that super agents trigger only *after* you’ve completed a scheme in the area they’re watching. So had you paid $10K to lower 100 heat in 10seconds, that should’ve triggered Symmetry to attack your base right away. This way (in your video), you have to wait the full 30min for your scheme to conclude before the super agent tracks you down. To where your minions came from. Hope that helps.
Ah, that makes sense with the Super Agent thing and completing the mission.
Overall I think the AI has mostly been fine. My biggest gripes are guards not grabbing guns when there are plenty available and the awkward situations they can get into when in combat, especially around doors.
Game is great overall but definitely could use tweaks. Sym's rogues are far too strong, world map could use some UI improvements, more control over IRIS's message "THERE'S SOMETHING WRONG IN THE TRAINING ROOM!", make Tier 3 research come far earlier, etc.
@@VertigoTeaparty agreed with all these points. Had the exact same issues as you thus far. Regarding AI: the AI of guards/mercenaries needs to be improved as sometimes they’re just silly with the decisions they make (like not grabbing guns or arming themselves). I’ve encountered a few glitches where they get stuck in corners as well and never move (not even on high alert). In those, albeit rare, cases I needed to manually destroy the room they were in and redesign it to prevent such things from occurring. Great game so far, but tweaks are very necessary and essential, that’s for sure.
Hi
@@StarStuDDedChefs if you cancel the scheme before it completes the super agents wont be activated and you will get 25% of the cost back. The world stage is quite exploitable as well.
They also need to change how guards AI (mercs and hitmen) change weapons or make them pick up upgraded versions, had to get rid of most guns on the base in order to force them to pick rifles... or make an action so that they automatically grab a rifle if available leaving handguns for the normal guarda
Agreed completely. Have unarmed guards have first pick at upgrades and once they are done, have guards with lower tier weapons exchange their current weapon for the new one.
Very hopeful that we can get some more zoning options like setting barracks areas to only be used by specific minions. Nothing worse than setting up beds adjacent to the guard tables and them getting filled up with construction workers.
YESSSSS this. I really want the option to be able to designate more items (beds, mess tables, etc) to be useable only by specific minion types.
@@VertigoTeaparty The specific mess tables that are better for certain minion types CAN be set to only serve those minions if you click on them and turn on the button that says their minion type. But it's never taught to you during gameplay so why would you know?
In my game, Agent X was a pushover. Iris soloed him... Symmetry... I had 40 guards.
Agent X + his agents isn't too bad. I think he catches a lot of folks off-guard though.
Symmetry however is far worse. And it's not her; it's her rogues. They are FAR too tough for being thief-type characters. They are far more dangerous than the soldiers, it's nuts. I fully expect that they will be toned down.
I had about 40 to 50 guards plus my genius, my henchman, and my whole base with my 120 minions got destroyed. Maybe some other agents joined in the fray.
After watching this vid, I would've handled my situation a lot simpler by just killing them rather than trying to capture them..
@@ntd4ever To capture takes longer cause health and skill needs to be depleted in combat
@@RG-os4xx I learned that the hard way 😂
Another thing I found if I can't find agents is to switch to camera mode then filter out all but agents then the only people you see in you base when viewing through this mode will be the agents. It also helps with agent X's planted evidence as the corridors are no longer clustered with people.
To clarify what I called camera mode can be found after hitting escape. It's supposed to be used to take in game pictures.
Thank you for the tips, I feel much more confident dealing with agents now.
iirc there are certain traps that always work against each super agent, and some of these are vital to actually taking them out permanently (but only once you've done the side story chain to find their weakness).
For example, Agent X's weakness? shark pools.
as for the Invitation missions, you generally want to do that once you know that agent's weakness and have the perfect trap prepared for their arrival.
Oh, and Agent X's location he teleports to is pseudo-random each time - however, it's always within a room that is *inoccuous* (doesn't have anything that makes investigators suspicious).
Interesting info about the trap weakness. I know Olga is weak to the Magnet trap. I'd be curious if anyone has gotten X to fall for the Shark trap outside of doing his side stories.
This video was pretty helpful, and I will have to overhaul my layout later. Got caught completely off guard (pun intended) by Symmetry yesterday. Thank you for sharing!
Glad it was useful!
@@VertigoTeaparty I have since managed to deal with Symmetry and Agent X rather easily!
I was experimenting with the room build thinking that it wouldn't work but low and behold the I managed to put a camera in a vault room which worked. It came as a massive surprise to me and made life easier.
One nice advantage of this is that you get your guards going to their location before Symmetry has a chance to place her camera jammer
@@VertigoTeaparty well. It all depends on your luck and where she “spawns” if she’s anywhere near a wall she gets them immediately. but if she’s near the Centre or away from the wall then you’ll get a few guards in there. Before she gets them again.
You can also place a guard post inside to distract her enough for help to arrive. But it’s only a delay tactic.
I've found that the heat reduction missions that take time, instead of money, don't trigger agents to attack you. So you can reduce heat without them attacking you.
They will probably still attack but they don't initiate until that quest is done and since it takes longer, maybe they moved? I've not tried that myself, will try to experiment.
,
canceling the reduction missions with 1 sec left also won’t trigger agents.
@@rwil7641 Good info
@@VertigoTeaparty The best thing to do is do the one that costs money, but instead of letting it complete, cancel the scheme before it completes and the agent wont activate. The reason to cancel is that you get the rewards over the time of the scheme instead of on completion. Also agents cannot move while you are looking at the world stage and they cannot move into a region you have an active scheme in, so I like to leave open a few regions and force the agents into those regions and then lock the others with schemes so they cannot move into the regions I actually want to work in.
Agent X and Symmetry are ez to deal with.
The most annoying super agents are saboteurs like Wrecking Bola and Blue Saint. These guys will spawn on your lab or power station and set everything on fire including your minions.
Funny enough, I've never had any issue with those 2. Now that I think of it, I think that if they are teleporting to my power room, they are going to my old one that only has incinerators that is close to the door.
So try that to deal with those guys. Have like 4-6 tiles of Electric Room with an incinerator or 2. See if that will draw them there instead of your actual power room.
At hardest difficulty, Symmetry and her lvl 9 rogues can kill 100+ of your Guards, including Hitmen.
Just put corridor tiles in the vault corners. Put cameras up on them and then set the room to yellow or red. Ez fix
Super Agents will only come to your base if you finish a scheme in a region that they are in. Example, if Symmetry is in Australia already and you start a scheme an orange magnifier icon will appear above her head showing that she is watching your scheme. When this happens she will stay there until you finish the scheme.
To avoid Super Agents, ignore doing schemes in the region they are in. You can do really long schemes so for early game the 30 minute ones. You'll net some money from the scheme and before it finishes you can cancel it to avoid the super agent from even visiting your lair.
There seems to be a bug or maybe not a bug and working as intended but recently doing the above mentioned method, the icon will stay above their heads and they will never leave the region until a scheme is completed. Another comment said to destroy the network all together but I never had to do that until a few patches ago.
But yeah this is all you need to do to avoid Super Agents entirely from a playthrough. Just start and finish any schemes in a region they are standing on. Heat doesn't do anything for Super Agents as far as I know in terms of making them stronger or not. Heat will only cause the investigators/soldiers/saboteurs to be stronger.
Best strategy I found with these two agents is to simply distract tag one of their fellow agents at a time - make sure a minion escorts them out before tagging another one. Then once the super agent is all alone, just kill/capture tag the super agent and they don't stand a chance. Much fewer minion deaths and the other agents will just ket killed in traps
That's a good strategy! Tagging one at a time lowers the chances of it starting a bloodbath. Good thinking!
Just asking: at 16:30 the pistol rack says "stock: 5/5" - does that mean it can only arm 5 minions at a time? Could that be an explanation why they sometimes pick other weapons or attack with fists because there are no leftover weapons of choice?!
Yup, that means that that rack can supply 5 pistols and then it's out. If you look over the racks, if they have any weapons available, they'll have a holographic image of the weapon that they provide. If they are out, the holographic image will not be there.
I usually have more dispensers than I need to to avoid running out. I think that the AI SHOULD always prefer any weapon over fists. Even if a minion prefers melee, if no clubs/staves are available they should pick up a gun.
I think what may have been happening was the guard had a gun but was running up to fight with fists anyway. I've been hit with this bug at least once and i was able to fix it by re-starting the game.
When it comes what weapon they chose I find that’s guards are melee and mercenaries are guns. Look at the training stations for each. The guards use a boxing robot. The mercenaries use a shooting range. If you want to capture place stunning clubs or tasers. Killing you place lethal guns or clubs.
I'm pretty sure I've seen Mercs grab clubs though when guns are available, so I dunno. It'd make sense to work the way you describe though.
building a camera in a vault sometimes snags her. but usually Pause, get Jubei, and the rest will follow in the meantime
This was so fun and helpful please make more about the other villains
Glad it was helpful! I do have a general tips video as well - th-cam.com/video/WYPDEDkLDm4/w-d-xo.html
So buggy game warning: I just had a mission where one of Symmetry's rogues singlehandedly took out all five of my henchmen and about 10 guards before i realized he was bugged out and invincible at 1 hp. If this happens to you, I fixed it by switching his tag from "kill" to "capture" which forced him to surrender, then switching it back to "kill" which seems to have snapped him out of it and then he died.
Thanks for this video it was quite helpful btw.
Guards always resort to cqc at close range. Also, once a guard picks a weapon they'll never change it. Additionally, the baton dispensers and gun dispensers have a cap. I think 5 weapons from each can be distributed. If your guards don't have weapons it might be that none are available.
Man thank you so much , i started my first campaign ever and symmetry + bad time events just destroy everyone in my base
The thing I don't get about high alert is that all of the guards immediately leave their tables and just start running around. It's actually easier to deal with agents sometimes if you *don't* trigger high alert in a battle scenario and just keep them on the tables.
I agree. Once I had my defense network set up, I never used High Alert again.
BEFORE activating High Alert let your guards spot the Enemy on the camera and those seated at teh guard table will start the attack; that focuses them on the target. Then if you us high alert, every other guard not sat at the guard table will go to any built Guard posts AND every other guard will go running randomly around the Lair LOOKING for enemies, and they might stumble upon them. Otherwise they would just stay whever they were. High Alert also causes ALL workers to also run around searching the lair randomly looking for trouble.
You should define sections in your lair that flag NPCs automatically (need to be researched first though). This is especially helpful if you run a casino and don't want to fight all the agents everytime. Just layout a small corridor section at the entrance that will mark agents automatically as to escort to the casino, arrest them or kill them.
This is good advice, but be careful about putting zones in areas of your lair that are far away from guards. I've had cases where I had an area flagged for kill that was far from guards, and Agent X would sometimes spawn there and kill loads of Workers before the guards showed up. For those cases, I'd unflag the room and just remember to look there first, initiate with Henchmen, then let the guards come to back you up.
I ignored Symmetry in my base. She and her crew wandered around for a while and now seem to be stuck for 5 in-game days in the same spot
It seems agents sometimes just don't want to leave your base, I'm not sure what causes that.
I think it is up to 12 in-game days and they have stayed in the same place. I did put in a ticket
They got 2 of my saves so hope they will fix it but I ended them anyway and got them out lol
For symmetry put a camera and strong turret in your vault. the turret will keep them busy till the guards get there.
Doing the invite super agent missions has the super agents attack your base with lower quality agents in their squad. Same thing with the mission to hinder their investigation after they are already planning to attack you. That’s why agent x attacked your with poor quality investigators instead of the stronger ones.
I tested this last night and it doesn't appear to be the case. Normally Sym attacks with at least Good quality rogues. I invited her and she still came with rogues of Good quality.
I find the best way to deal with Symmetry is for the game to bug out and stop spawning her on the world stage.
@@bellicosegeist7889 Sorry, but like I said, Symmetry hasn't spawned since the game bugged. I can't complete her mission or cancel her mission so the game is locked.
They don't have to be flagged. If you setup zones to distract, capture, and kill then the guards will react to all identified intruders
Going into the zone is what flags them. This is somewhat important to note because if an Agent walks through, say, a Distract zone into an unmarked zone, they will keep the Distract tag.
In Evil Genius 1, there were side quests to permanently neutralize the Super Agent, typically boiling down to interagating them on a specific item. Mariana Mamba in an Infirmary Chair, Jet Li the Dogo Minion trainer, Dirk Masters the Bio-Chem Research machine (turning into the Henchman "a Freak") maybe that is possible in this game too?
however it seems S.A.B.R.E. S.A. John Steele connonicly survived EG1
The only way to permanently off a Super Agents is to do all of their related Side Stories.
Very useful video, I think the reason why you have the lure operation is so you can get rid of them in order to start another op quickly or to prevent consecutive super agent attacks.
For the heat, anytime you click on a region, you can see the white outline of its area of influence. If the agent model is inside the white line, you're guaranteed to trigger an agent visit immediately after a successful op but you can still hit neighboring region without them retaliating. You can also click on them to see what they're doing on the world map, the description will tell you what they're planning.
They will naturally visit you after enough lockdowns' been triggered though.
I really don't like how much it takes for tier 3 tech to unlock in order to give guard 100 hp. It's so common to lose 20+ minion per fight.
Edit*: forgot to mention this but the reason why your minion are fighting with their barehand is because the pistol model disappear during melee and the AI must have melee units blocking for them in order to use guns (unless there's a door, it breaks the AI for some reason). My advice is to use your genius and henchmen as tanks and with a pistol majority guard team. I would also get Incendio if you have the option, he is extremely broken with his infinite knockdown basic range attack. Even though it has friendly fire, he can disable anyone and everyone for the entire fight.
Don't get me started on how much I hate how long it takes to unlock Tier 3 research... Not only does it feel bad, having access to T3+ sooner would help fix some of the games other issues, such as you mentioned with the guard's HP.
Also, why on Earth do all tiers of Muscle minions only have 50???
As to the guards using guns, it seems very inconsistent. Earlier the other day I had guards shooting intruders with no problems. Later, they would run up to them and fist them even though they had guns and the agents were in combat with others. It's rage inducing to see your guards with guns run down a long hallway, put the gun away and then fight with their fists.
@@VertigoTeaparty Yep, it's just so weird to me that I'm already testing the super weapon but I can't have access to a bigger stick. Not to mention digging floors and what not.
The game definitely has a line of sight issue going on and bad AI in general. I lost over half of my Merc and hitmen team to Sir Daniels because he was camping at the door and he was able to shoot while my guy just stands around unable to fire back.
One of the reasons I think some people might use the invite a super agent to investigate you would be if you are tired of them locking down the places where you do missions, after they are defeated it takes a while for them to spawn back so you get a break, I think I'll do that with one, I am short on cash and can't really scout places they patrol (at least in my game they lock down some sectors) looking at you South America and South Africa. I don't know if I explained correctly English is not my native language. Oh thanks for the tips, I'll use that
Edit: I should have watched the entire video, maybe I got lucky and the times I killed super agents it took longer to respawn? Maybe my reasoning was wrong. Also, Agent X or whatever the name is, spawns in different places in my game, I had him spawn in my control room and another place I have a memory blank right now and can't remember where at this moment
I think you are right. I never invited an agent to my base but I noticed that the heat goes up so fast, even if you aren't doing anything. Also some missions ask you to invite them.
Regarding the guards, i've only been playing the past week, but the guards not picking up weapons bug seems to be fixed on PS5 now.
i was going over TH-cam and found your video.. i was wondering aswell why the hell would i want to invite super agents to come to my lair i have no clue pls if you do know why let me know..
As far as I can tell it serves no real purpose. I've heard some say inviting them makes them come with lower level agents instead of the higher ones but in my experience this is not the case.
Does Cameras mark the intruders to be fought, without markers? If they see one in areas set as a caputre/kill zone?
Once you unlock the ability to set those zones?
Cameras won't mark Agents (except maybe the upgraded Guard Table? I'm not sure how that thing works). However, Agents who entered a zone will be tagged, regardless of wether or not a camera is there.
So you could have a scenario where Agents walk through an area with no camera but it's a Kill Zone, so they all get the "Kill" tag. When one of these Agents wanders in front of a camera, the camera will see a target with the "Kill" tag so all guards in the armory will rush to that location.
They only use pistols if they are out of melee range. If you have a guard with a pistol and the enemys is within melee, he will use fists.
Yup. However, I've also had problems with guards who CLEARLY have enough room to shoot at an agent, like coming down a hallway, and they run in and melee. It's quite frustrating.
@@VertigoTeaparty I THINK, and im no sure on this one, that they will engage on melee until there is no empty space adjacent to the enemy.
What I like to do is to put pistol boxes (or whatever they are called) in armories at the second floor or really far away from where I believe the fighting will happen an club boxes in te nearby ones. It usually works.
I think whether or not an agent comes to get you depends on the time the mission you select is. If you do the 3-worker 20 minute heat reduction mission, the agent will never come after you for doing that mission. The 10,000 gold 10 seconds heat reduction mission will immediately garner their attention
From my experience, they will always come after you finish any scheme in their region. However, there is a 1 minute delay. So when a scheme finishes, 1 minute later they will be in your base.
@@VertigoTeaparty I have NEVER had an agent come after me on a scheme that takes 20+ minutes, and it even occured in the video in front of your eyes
I know this was made very soon after the game release, and you may have already know this, but there are few things wrong in the video:
_Super Agent(SA) will not attack if you chose the heat reducing scheme that cost minions.
_Currently, there is a bug, where if you pick the scheme mentioned above, then switch to another scheme, it wont trigger the agent. For most case, this mean switching from minion costing heat reducing schemes to either quest, special, or fund costing heat reducing schemes.
_SA seem to be on a timer regardless if you do not interact with them on the map. I've had periods of doing no scheme, yet getting attacked by them.
_Tier 1 scheme is actually more time, and fund efficient than T2 scheme. Reason being, they do not cost intel, use only workers which you can always order more instantly, and the instant heat reducing schemes cost peanuts comparing to the output. Combining with the bug mentioned above, and you can keep all towers in every region on the map actively generating funds. One down side is having to micro manage every so often, due to having tower in all regions running on short cooldown schemes, running it on X3 and you'll have to check the map every 5 or so minutes. Just run the schemes until you nearly max heat, then reduce it instantly.
_Noticeable mention schemes in the T1 rank are the 50k reward in South America, the 30k reward in Africa, the 15k rewards in Europe, and 5k instant heat reduce in Asia. Upgrading to T2 in South America in particular actually reduce the amount you can make in that region substantially, due to how much it cost to even start a money making scheme.
_ If you're going to upgrade the towers, go for T3 for the 200k+ schemes. This mainly to reduce the micromanagement, while keeping on par with how much you'd make when staying on T1. I still think T1 is going to ever so slightly make more money. But it's a good compromise.
Regarding T2 not being worth it due to Intel costs, honestly this is a small price to pay for the greatly increase income and, for me, the lack of having to micromanage the world map. The shorter missions are better money vs time investments for sure so early game I think it's better to run them. However I'd rather chew a handful of thumbtacks than to do that ever 3 minutes across 10+ regions, so later on I switch to the longer versions.
Intel cost isn't a HUGE deal at T2/T3, though it definitely can be problematic, especially considering how ridiculously long it takes to research the upgraded Broadcast generators. I'll gladly pay the Intel + higher tier minions for the increased cash flow.
That said, money generally isn't a huge problem overall. My strategy on my Emma run was to get South America and Africa to T2 ASAP and start destroying other networks. Those 2 contents alone, doing T2 long money missions, tended to generate more gold than I needed.
@@VertigoTeaparty
The main plus of staying on T1 is having all tower constantly running money making scheme. You basically earn a some to little everywhere constantly to make a large amount of gold in the end.
When going to t2, I find that some regions just doesn't make me money since they're busy running the minion costing heat reducing schemes, or just not have enough intel/minion type to start the schemes. And the 100k-200k ones are kinda hard to come by when you have still limited number of towers. Whereas on T1, I can throw 10k and workers to make my problems go away and keep the flow going.
Though I must admit, sometime it feel like I'm some 4 arms clown doing juggling with how the UI is currently when staying at T1.
In the end, since there technically is no time constraints, you're correct that money is really not an issue.
I just about had a heart attack because I'm listening to this and playing the game, so when I heard rogues were stealing my gold I almost hit the high alert button.
"Your Mastermind is under attack!!"
@@VertigoTeaparty AAAAAA
I stream, like, ALL the time (4 days/week.) Come watch, it's good times -- www.twitch.tv/vertigoteaparty/
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I'm still at a point where I'm actively trying to avoid the Super Agents in the early game, but doesn't the Super Agents go on some sort of cooldown after you take them down in your lair where they are not on the world stage?
I've noticed that there were side quests where you have to force a confrontation with the various Super Agents? I wonder if this is why they have those "invite/incite" schemes?
Likewise, don't the Super Agents also go on some sort of cooldown after they are taken out? Perhaps that could also be the purpose for that scheme?
What I'd be curious about is if the "Provoke the Super Agent" scheme would also degrade the support team's stats---e.g. this would be an "all in one" scheme
If you "kill" them when they attack, yes they shouldn't show back up on the world map for awhile.
I did further testing and it does appear that if you invite a Super Agent, they will come with weaker versions of the sub-Agents than they normally would. So if the Agents were going to be Great, they'd be Good instead.
Wasn't clear from the video....When Symmetry visits your base and empties your vault, do you get your gold back, or do you also have to deal with a full rebuild of the room?
the gold that the thieves steal will drop of their corpses. Your minions will just pick it up and put it back in the vault.
They only drop it if they die though
Final question: Any tips on how to tweak the base and agent management to mitigate the entrance becoming "body bag central?" like what happened towards the end of the video? (Granted having enough incinerators would also speed up the disposal).
Two things. First, there has been a patch since I recorded this which changed how often Agents attack Deception minions who fail a distract. Lower tier Agents will never attack and higher tier Agents will attack less often.
Second, get Socialites or higher when you can. They seem to have a significantly lower fail chance.
Third, you can cut out a 2x4 (or so) section of the area as Corridor and put a camera there. This way if an Agent gets violent the guards will come running and stop them from turning it into a bloodbath... well, a bloodbath for your minions.
You can let Symmetry rob you blind and let her go, disable automation in the casino as she will pick a fight if Valets approach her. I did this and no problems, she usually gets to pick the gold anyway before any response is viable, when you have 500.000+ gold it doesn´t matter.
If you aren´t far along into the game just don´t trigger the agents.
The safest route is to ditch the casino, only train Valets for missions and have an army. You can actually accomplish this before triggering the first technician quest. My latest game has no casino, no traps, no doors ... and it has by far been the easiest. I have 50 guards by one entrance and 50 at the other, all sitting at their fancy tables ready to overwhelm anyone entering ... or trying to exit.
So, I've removed Sym's camera jammers but the cameras refuse to reset. What gives? And yes, I've checked for other jammers, thoroughly. Scanned up and down every wall in every room and corridor, again and again. There is literally nothing to be done if nobody even knows they're there.
And yes, Sym's rogues are way too OP. They are glorified thieves, not elite commandos, yet an upgraded Max can barely survive to take one out in a one-on-one fight.
Thanx for the vid! Liked and subscribed!
Silly question, but do you have enough desks and people manning the desks? If you don't have enough minions at the desks, ALL the cameras will be disabled.
If that doesn't work, save and restart the game. Sometimes weird things happen and restarting will fix it.
@@VertigoTeaparty Yeah, I figured it out (and you're right). Lesson learned: have way more security desks than you need, haha! Thanx again!
There is a auto flagging system, but it has to be researched, in steps, and it starts at *distracting*, which is, well... Unreliable for me.
@Jason Johnson The only one I can ever rely on is the genious themself. Guardposts, even the 'allways guard' ones tend to be useless if they do not activley see combat happening already, and the henchmen love to just walk off if I do not especially tell them to stay at the table, nearly always running into the casino, where they are absolutely useless to me.
The most reliable thing I managed was putting the genius at the end of the trap hallway and placeing, *wallseats* there so a few idle minions hang arround there at basically all times. I assume it gets better after hour six or so, ecause everyone else claims that deception is actually strong as hell, but for me?
I just have the hallway of poison darts, soap, and fans, and if they survive that, they gonna be captured and brainwashed to replace the minion they most surely killed.
That, or if I do not like them, death by slippy flor, cause you can use most traps as a 'interogation' device for agents.
I started typing a longer reply but TH-cam wiped it.. thanks YT!
Anyway, short version is: make sure your guards SEE the tagged minions. If they don't see them they won't act. That's why I bang on and on about camera coverage.
That said, I started seeing wonky AI stuff happening in my game lately. 1 example was guards running up to tagged agents and... doing nothing. So sometimes it doesn't work as it should, but in my experience it's rare
Just as a question I noticed that you can capture the super agents is there a point to that can you do something with them if you capture them
As far as I can tell you don't really get anything out of them. However if you capture them they won't show back up on the world map, at least according to what someone else has mentioned.
@@VertigoTeaparty ok I wonder if it’s worth doing that then
I haven't tested this, but maybe normal guards won't pick up guns if they don't know how to shoot (i.e. they have the sharpshooter perk or lack a negative perk or something), or at least favour batons, while mercenaries favour the guns.
It's possible. Honestly I've stopped allowing the guards to equip guns. Sometimes they use them fine but far too often I'm seeing them run into melee for no reason and use their fists.
long term heat reduction missions don't trigger the agent any other mission will.
That's what I keep hearing. Never notice it myself, seems quite odd but if it works it works!
Also if it says they're idle it seems like sometimes they won't notice schemes, I recently had Blue Spirit ignore the first mission I did by him but notice the second. It said he was idle: testing new explosives
I think the point of inviting a super agent to investigate is that they won’t immediately try to steal or sabotage you base so you can get them to go right where you want them or (I think) if your luck they might not see enething suspicious and leave you alone
From what I've heard and tested, it looks like if you invite them, the Super Agents sub-agents will be 1 tier lower quality. So if they normally would have had Excellent agents, they instead will be Good.
@@VertigoTeaparty ok so you can take care of them more easily
How about a quick vid about hotkeys in the game. Personally I love hotkeys. I feel that the lack of hotkeys in the build menu very annoying.
Never done one of those, I may check it out. I would like more build hotkeys. Once you have the build menu open and a room selected, you can use "Q" and "E" (I think? maybe "A" and "D") switch between tabs. Not quite the same thing but can save a little bit of time and clicking.
@@VertigoTeaparty the Q and E only let's you switch between room type and room item for that selection.
For those who don't know... you can bind your Genius and Henchmen to keys, like 1,2,3,4 it's so much better.
@@isitoppositeday6944 the usual ctrl+number? I thought I tried that. I'll try it again
@@zelphernide5758 No it's not bound by default. But if you go into keybindings you can set it there, it's listed under " select characters 1-8 " or something, you'll find it :)
Also it goes left to right, your Genius is character 1 and your next henchman would be character 2, and so on, just left to right in relation to the character panel and the numbers.
I for one am sick of the angry Ghost of Agent X tormenting me on the World Map even after I have vanquished them.
From what i understand, Super Agent's region generates heat faster for you, this makes the slow Heat down schemes not even work, and so the SA wont bother with you, if you do any other scheme including the fast money Heat down scheme they'll come
As far as I've seen, there is no correlation between Super Agents and Heat. You can have very low heat and Super Agents will still show on that faction's map. Finishing (not starting) any mission while they are visible on a region will then start a countdown for them to come to your base.
@@VertigoTeaparty You misunderstood my post, SA presence makes that region's passive heat generation go way faster, and they ignore if you do the Slow heat down scheme instead of the fast one.
So what I have found non paid heat reduction missions agents literally do not care about them i oft pop one of them in the agents tile if the heat is high he finally move their ass I can do a mission immediately. Allso if you start or have a mission running in a agents area and cancel it they loose track of you and resume idling
Great tips man, thank you.
No problem! Glad to hear that it helped!
what the hell is the point of the laser/reinforced door. they haven't stopped anything I've encountered.
To be fair they aren't there to stop agents, just slow them down. However, it doesn't really end up mattering since Agents are limited by time. The only thing you really get from a door is giving a minion more time to get to that agent to Distract them before they get pictures of things they shouldn't be seeing.
Overall, IMO, doors are mostly a detriment since they slow down your minions and the benefit you get from them is tiny.
@@VertigoTeaparty Yikes, that seems like incredibly poor game design.
Symmetry always appear in the vault room. But agent X is hard
You can just let Symmetry rob you blind and let her go, you have to disable the automation for the casino though as Symmetry will start a fight if your Valets attempt to talk to her. She can be stuck in your base for ages though.
Honestly all the types of guards need a buff they drop like flies quickly
I think the upgraded guards could possibly stand with slightly more HP, or the Muscle HP increasing Medbay upgrade needs to come earlier.
The issue with making Muscle minions stronger is mid-late game. You (should) have 30-40 Muscle minions fairly early on, and up to about 60-70 later. If they get buffed, these armed guards will be able to Zerg down pretty much any threat.
Instead of buffing Muscle, I think they should just make sure that they aren't sending ridiculously strong Agents (*cough* Symmetry *cough*) to your base too early.
Not exactly sure why you can't just send guards to a location you mark rather than needing them to be seen on camera. Cameras you would think would be for when you aren't paying attention. Also not sure why you would need to tell them to hunt an intruder, you would think that would be a standing order.
I think it's a strategy thing. They want you to make sure that you are covering the your base with cameras and that your armories are manned and placed appropriately. If you could command guards to go wherever you wanted, threats would be a lot easier to deal with. You'd also be able to micro-manage guards during fights, making it even easier.
I get that logically it makes sense to be able to radio the guards and tell them to deal with the threat that's outside the lab, but gameplay-wise it'd make threats far, far easier to counter.
@@VertigoTeaparty it doesn't bother me as much that you can't rally your troops, I can appreciate the logic. However, I am annoyed that troops will ignore hostile units right in front of them unless I hit the combat button since I don't feel I should have to screw with my workers if not needed. Primarily rogues walking with gold right in front of them.
The biggest issue the game should address though is that you don't get credit if you do things before prompted. I was told to build 5 generators when I had 40 of them already. I had no more room and had to delete 1 to put a new one down to get credit.
every region has their own super agent which can be equally annoying. the blue saint for example leaves his fire bombs. there is no escape. at least for me....
What are the positives to inviting the super agents? Are there any? I don't understand 😰
Lmao i asked this right before you said: "i have no idea why you would do that"
Just feel like Cy Mettrie's team is a bit too strong compared to other. Even when entire team of mercenary's, martial artist and hitmans. It's just so weird how a team of rogue is more effective in combat than a team of soldiers.
Also here is a tip if you want to avoid having agent invading your base when reducing your heat. Just look at your heat meter and whenever it hits 0 cancel the missions, it wont trigger the agent.
Sym's rogues are absolutely overtuned. They need their HP dropped, their damage dropped, or less of them to show up with Sym. I've got 0 doubt that they'll be nerfed somehow.
It would seem that im apparently like one ofthe only people that bother to make an aesthetically pleasing lloking base instead of "oh well just throw this here". Not a jab, just an observation i have that no one else plays like i do.
Also, tip, build you vaults directly off of an Armory with two guard tables in it, and dedicated a 2x2 or 2x3 space inside the vaults on the walls to be made into corridor sections, and shove yourself some cameras in there. Would also build the Prison off an Armory. Even if the cameras dont pick them up, they will walk straight into a bunch of guards.
Oh no most of this base is a mess, no doubt. I like aesthetics but I prefer efficiency. I'm also experimenting so some areas are particularly ugly (like the bottom left area... ugh. ) I often will become more into the looks once I feel I have a solid grasp of mechanics, how the AI works, and what to expect from threats.
I think it's quite asthetically pleasing. Much better than something that looks like it was designed by an automaton. You're a Evil genius, you haven't got time for such trivial and boring things as organisation. Let the chaos reign.
@@lmaoroflcopter Its just something ive always hated, whenever ive seen other people play the game its always no use of corridors, every room type is mashed together, no use of choke points, loot and now decor isnt utilized, layout is similar to a child drawing on the walls, it just doesnt look nice. Whereas building an inner sanctum with, in Maxs case, using the golden pillars in the corners, using golden statues to line the walls and the hallway leading to the main room, plants next to doorways, and having a small vault area right behind his desk so hes sitting in front of stacks of gold because hes Goldmember, and keeping the room straight lined instead of jagged zig zaggy edges, just looks much more appealing to me.
Then theres stuff like control rooms just being one big open rectangle with broadcasters sitting back to back in long lines like super market aisles looks horrible, sot bringing out little divets from the walls you can fit them and desks into, a central world map surrounded by the intel desks and corner pieces, back and flanked by big screens in their own nooks, utilizing soem rock pillars to break up the space, water coolers, plants, lights, rando decor objects, it all looks much better when you actually put the effort in.
I get there are people that just want to play and progress, but i have no problem having spent 48 of the 61 hours playing the game in sandbox mode to get a good looking lair set up, then starting the game and building that way from the start, and prefer t play that way.
@@cyanide7270 you should spend more time playing the game, than casting shade on how others play the game.
Your way sounds rather boring (45 hours in sandbox!! 🥱) to me and I would imagine a great many other people hence your difficulty in finding someone with the same setup as you.
However you like to enjoy the game, feel free to enjoy it but let's not start nitpicking someone's base design. It's not your game save, it's his.
Some people colour in-between the lines, others don't. Whatever you do, do you.
@@lmaoroflcopter If you read my comment, i said "Not taking a jab". I wasnt casting shade on how he plays, i was making an observation and comparison. If we want to get real technical, the fact that you still have to progress the game normally in Sandbox, minus the AOI's, make that argument invalid. Its not like everything is already unlocked. Besides which, there are games literally built around that concept and playstyle, Cities Skylines? Planetbase? Surviving Mars? its its own genre. You dont just throw shit down all willy nilly in those games.
Its also the same shit as with games like Ark, Rust or Valheim, you have those people that just build the barebones boxes, and you have people like me who try to make things look good.
Also, casting shade, being a bit hypocritical right there when thats exactly what youre doing.
Since guards only have 50 hp guns are way better on them than clubs.
In most cases yes. However you want some Muscle minions with melee to engage agents to force them to use melee. It also keeps the agents from running up to Muscle with guns and forcing them to melee with their fists.
30 to 35 guards? I have 65 guards, 25 mercenaries, and 15 each of hitmen and martial artists.
It depends on your population. He only has 100ish out of the max 300.
@@aloluk Good point.
I have 40 guards and hentchman and lose all base vs 5 guys (130 peoples)
Get more Henchman as fast as you can. They help a lot with tough fights.
Make sure your guards all have access to weapons.
If you notice that they are trickling in to tough fights and getting executed quickly when it's like 4-5 agents vs 3-4 guards a time, look at your setup and make sure that you have at least 10-15 guards all rushing to and arriving at the fight location at the same time.
i has like 80 guards with 6 henchdudes super agents doesnt bother me now
More Henchman help a ton for sure.
How to build a mcdonald's
I was enjoying the game till they introduced teleportation agents in a game about layered defence and traps a teleporting agent completely nullifies all my efforts and leaves me feeling dejected and stupid for having believed the devs promises not to mention that annoying voice saying you are out of money and you need to spend less or steal more it was funny the first time but after 1000 0000 times its fucking annoying
Most Super Agents don't teleport in. I've only had Agent X and Symmetry do it. I do agree it feels like a kick in the nuts to setup defenses then just have them show up behind it all. You can get around this with good camera coverage but yeah it's frustrating especially early on.
IRIS definitely needs some options and some work on keeping her from repeat herself so much.
Game definitely has a good deal of flaws but overall I think it's still a lot of fun. It may be worth waiting a bit to see what fixes/balance chances that they implement but I'm still working through Emma's campaign currently.
There is a really easy way to avoid super agents and thats just not to do schemes where they are