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Rescue team evil genius bonus level 5
Rescue team evil genius bonus level 5










rescue team evil genius bonus level 5
  1. #Rescue team evil genius bonus level 5 how to
  2. #Rescue team evil genius bonus level 5 Patch

Fake Safes are fairly reliable, but only Rogues use them. Having one or two level 5 traps that target Skill would be HUGE to use as an opener in a trap hall. Just one problem with this: There are only two level 5 traps, and they both hit Vitality. Level 5 traps can even clip Super Agents somewhat reliably. It seems to be the general consensus that the higher the trap level (as determined by research level), the higher the chance to trigger. I'd give example, but it just happens all over the place, especially with Fans and Magnets. I mean, even when it's the exact same chain, sometimes the combo just won't work. Sometimes an Agent will hit the whole chain, sometimes they won't. This info should just be in the game.Ĭombos are WILDLY inconsistent, for reasons I don't really understand. Yeah, there are guides you can consult, but that shouldn't be necessary. Traps should AT LEAST show what stats they target, and preferably the exact number.

rescue team evil genius bonus level 5

I'll try to break down what I think some of the problems are.įirst, we need better transparency. But mid level agents shouldn't be able to casually waltz through a million dollar trap hallway completely unscathed, no matter how badly designed it is. Now as with the Casino, I'll freely admit I'm not the best trap builder, and wasn't in the original either. Taking apart the trap system probably deserves its own topic, but it's tied in with a lot of other stuff, so here we are. Agents generate Suspicion INSIDE the base, but the only way to reduce it items they'll only encounter on the way out? How does that work? On a side note, does anybody know if Agents ever use Suspicion reducing items (like the Complaints Desk) AFTER they hit zero Resolve? I don't think I've seen it happen, and this is a bit of a baffling design choice. I believe a LOT of problems, including many of the problems with traps, stem from an inability to reliably reduce Skill and Suspicion in the Casino. Agents occasionally use the machines, but they completely ignore my Deception Minions, and I don't know why. I'm not going to pretend the design was fully optimized, but it should've done SOMETHING. In my entire Red Ivan campaign, I NEVER saw it reduce Skill (and to a lesser degree, Resolve) by a meaningful amount. It was either that or the switch to Hard on the new campaign, but whatever the reason, the problem is the same: The casino DOES NOT WORK ANYMORE, even though it seemed like it did in my first run.

#Rescue team evil genius bonus level 5 Patch

I've heard some people say the Casino was nerfed in 1.3, but I can't actually find it in the patch notes. With that said, let's get into some thoughts on balance (and general design) in EG2 v1.3. And I'm certainly open to opposing ideas.

rescue team evil genius bonus level 5

Basically, don't assume I'm any kind of authority, is what I'm tryna say here. I doubt I'm the first person to think of most of these ideas, but most of them are my own. I have no special insight beyond what anyone else has, aside from just having played a lot. For EG2, I've done one campaign with Max at launch on Normal, and just finished another campaign with Red Ivan on Hard (no DLC because it came out after I started). So far, it's been fun, but I can't go as far as actually recommending it as GOOD. I've been waiting for this game for 15 years. I appreciate that the devs have shown a willingness to listen to feedback and make major balance changes, and I'd like to contribute to that in some small way.

#Rescue team evil genius bonus level 5 how to

It's intended to offer ideas on how to make the game better, not to just crap all over it. While the feedback is mostly negative, it's hopefully constructive.












Rescue team evil genius bonus level 5