These are the reception desk and bar desk, the piano and particularly the tables in the bar. If you do build a hotel make sure you don`t build too much staff-requiring furniture inside it. And even if someone decides to shoot down the door it is almost free to replace it after the troublemakers have been dealt with.Ħ: Hotels. They don`t need to contain anything, but the locked doors will take up loads of time from more or less every agent who lands on the island. If this isn`t possible then they should leave the island in your freezer:)ĥ: Topside shack spam: Placing shacks with closed doors on them all around your island is a simple and cheap way of slowing down the agent barrage on your base. Ideally they should leave the island after having seen nothing incriminating at all. So a second entrance which is a time waster without generating heat is good if you can manage it. Always remember that your main goal is to slow the agents down by any means possible, and not to kill them since this generates heat. If you use multiple entrances to the actual base, as opposed to to nothing or to traps, then you need to be very careful about room placement, and be Johhny on the Spot if soldiers or super agents come in the back door. I almost always stick with a single entrance, although multiple entrances can be useful even if they lead nowhere, or alternatively into traps, although nowhere is better because nobody needs to run back and forth to repair it or gather bodybags. It will also give you a long run to either the dock or the helipad, depending on which side you put the entrance on, and especially on the second island where they are opposite each other.Ĥ: Multiple entrances: Advantages and disadvantages are the reverse of the above. The drawback is that parts of your island will be too far away to use properly for anything, since the long run from the entrance defeats the purpose of whatever you want to build on the opposite side. The advantages are that it is easier to defend and that it is easy to place conspicuous, heat generating rooms and items far away from where agents might enter your base. Use as few cameras as possible outside the base, especially before you can research the camouflaged camera, and never ever place turrets for any reason whatsoever.ģ: Single entrance. You might also consider not displaying loot in the first couple of rooms, just in case any agents manage to get in. Inside the base you should place innocent looking rooms like barracks and mess halls closest to the entrance, and heat produucing things like armories and power plants at the back. This is basically what the hotel is for, and if you are playing angry base defense you don`t really need hotels, since your social minions will be much safer inside the base than in the hotel. This is important for the same reasons as I mentioned with the traps, because a hotel far from your entrance will mean that your social minions spend most of their time walking to and from work, while being seriously exposed to agents. And build hotels right outside the entrance. Make sure the camo entrance isn`t locked though, or agents will keep destroying it, which is expensive and generates heat. Make every attempt to never be discovered by placing harmless things like camouflaged base entrances and hotels at the front of the base. This is an aggressive approach and not recommended for beginners:)Ģ: Being innocuous. I haven`t actually tried this, but it might be enough to get rid of even some of the super agents. I rarely use turrets but they might be an option as long as you place loads and loads of them in the same place. So it is best to have trap arrangements near your main entrance, but not actually in the main entrance. Operating with traps in separate entrances not connected to your base sounds good but gives your minions logistical problems when they have to remove dead agents from your traps. A hallway in your base with several doors leading in one to the base and the rest to various traps, is a good way of doing it. Super agents always get in, unless you use minions to stop them or they don`t find the entrance.). 1: Heavy traps and an inaccessible base (Relatively speaking.
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