Billy Get Your Guns
I don’t know if you’ve played the EV 1, but in 2 the arm system is different (I’ve read in some blog that it was the same. I think some posts are written by people that I’m not sure if they had played the game).
In EG2 when a minion become a Muscle Guy (MG from now on), he goes straightway to get a weapon, and it would the best for his class. Mercenaries and hitman will get the rifle and martial arts the stick. But guards would choose the pistol at first option and the club as a second option, and they’ll keep it until they die (I’ve heard that when that happens, the weapon is dropped and other MG pick it up, but I can’t confirm). Most people place racks close to fight areas, or by the table, or similar things. Is useless. Place them in the training room and they’ll get loaded as soon as they finish the training (you can learn lots of things just paying attention to what minions do).
If you don’t want a MG that is carrying a weapon, the only solution I’ve found is set him for schedules, and he and his weapon will leave the HC forever as soon as they can.
Now, if you want all your minions carrying a pistol, just remove all the club racks and just get pistols ones. Easy.
Close Encounters Of The Third Kind
“Why my minions keep using their fist instead of the gun?” is the typical question. I’ve made a few test and I’ve found that MG use fist when they are close to the enemy. If they are in distance, they’ll use rifle/pistol.
If they find the enemy just in the corner, or they are fighting in close/narrow areas, where there’s no possible keep distance, they’ll go for the fists.
Keeping that in mind is up to you. Do you want them to shoot enemies down? Make clear areas. Do you want close encounters? Make narrow places.
As was written in “the art of war”, choose your battlefield. If it’s possible, in a beneficial way to you.
The Fight Club
Usually, we go for guns, right? Well, I think is not so good idea.
Agents and soldiers are dangerous at shoot distance. They can kill a MG in a few shots, and J. Steel just needs one most of the times. We don’t. There’s when numbers are our strong point. What if our MG don’t get the fight all at once, but in small numbers? They die one by one.
But… I’ve seen that agents are not so good in close fights, so that kind of fights could be better options, with mercenaries and hitman shooting from distance (if possible) as support.
That makes clubs a much attractive alternative. I’ve changed the pistols for clubs, all my guards go for body to body combat, and try to drive the fights to quite small areas (usually the casino, but you can make another one). So far so good against lvl 6/7 investigators or soldiers. I’ve already get rid of Steel, so I can’t try on them (any additional info is appreciated).
Obviously, you still need to be careful with heat, so the fewer and weaker agents, plus a good fight strategy, the better. If you go raising heat 1000 in three regions at the same time, killing investigators that drive the attention to all soldiers plus super agents, in hard mode… a pistol is not going to save your day.
Honestly, read “the art of war”. Is quite useful.
Source: https://steamcommunity.com/sharedfiles/filedetails/?id=2502633804
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