![]() So why bother ever playing tactically if rushing the cap and camping are the best way to win?Īs I described I get more RP in normal games because I can move around, flank and cap multiple times. Moving around would make you loose the cap and kills. As once you have the cap the design makes it next to impossible to loose a cap so killing players is the onky option left. I want it removed and fixed but this time with effort and passion.Īnd as I sated I get less arP because Kills are all there is to do in a normal conquest game. Which actually changed the map layout for this mode and therefore do not caus as many problems.Īnd I am also not for the removal of the mode forever. Well it is still zero effort wuth the exception of maybe Korea and port New Russia. So its again not lazy because its not lazy… Learn the mode, and get it done faster so you can move on to the next… And put up or shut up… If you think it’s lazy, then show us how easy it is to make a mode, and lets see how fast we can disect it and dismiss it because we just don’t like it… Is it not insulting to say it’s lazy development? We’ve had that mode for so long, and it doesn’t need to be removed, just you want it removed, because you can’t work with it…Īnd to the brain comment, I think you need to take a bit of your own advice… Are you here to engage, or only hear what you want to hear, because that’s all I’m getting… Removal or bust, and I just see the bust… Prove to you that it’s not lazy? Then show us how easy it is then and go make a mode yourself… That’d be simple wouldn’t it?Īnd I will call out your skill at any point because the map knowledge, and mode knowledge has a lot to do with it, and calling for removal, shows how little skill there is in that method. Seems a bit gatekeepy to be real… It really shows who is engaging and who isn’t. What’s irrelevant about you saying you’re being told that others experience issues with the mode, yet I can say the same about chat and having issues with the game, getting the same ‘support’… ![]() It was clear from the outset you’d only settle for removal, and making claims of lazy development… Take a look at our other Evil Genius 2 guides here on GameSkinny.You really have no interest in actually discussing this do you? With all of this advice you should be able to build a devious lair to hatch your nefarious schemes in. Building Boxing Gloves, Freeze Rays, Bubble Blows, Magnets and Fans will all work to split agents apart, and waste their time – and as we know, lazy minions mean time is a premium. Use movement traps: Whilst damage traps are brilliant for whittling down enemy agents, it’s important not to sleep on the movement traps.You can change to different sizes on additional floors, but only if you know they’re secure. This is the best size to stick with in general, because traps and doors are configured to fit this width. Make corridors four squares wide: Your base starts out with corridors that are four squares wide.Because space is a premium, this will help you squeeze the most out of each. Vaults and Dorms are best built long, because you can easily fit lots of one width, three length security shelves and lockers in them respectively. ![]() Build long: Whilst it makes sense to build a lot of rooms in squares, like Training Rooms and Canteens, there are certain rooms you’ll want to build long.You don’t want to let fire go out of control (it’ll spread to minions) so have at least three or four extinguishers by each room. You can never build enough Fire Extinguishers: Saboteurs are able to blow up your bases with ease, and will attempt to focus your generators.
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