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I'm trying to get the hang of this game, but I'm having a few questions that I hope someone else has figured out.

1: Is there any way to tell what a weapon's effective range is when equiping them? In mission you'll get a 0-damage estimate and a message you're out of range sometimes, but I found no way to know how long a weapon's range is in advance. Do all weapons of a given class (pistol, revolver, smg, etc.) have the same range or are there differences? If the former, what are the different ranges (shotguns having less range than snipers is obvious, but what about LMG vs Rfile or pistol vs revolver?)

2: What does assigning agents to work the investigation board actually do? It doesn't seem to generate more intel for the board.

3: I started with a compound in the body engineering facility that slightly raises all stats, but block a different compound that I don't yet have. Will these later compounds be strictly better, and can I overwrite the old compound, or is the new, possibly bettter compound useless if I dope up all my agents with the starter stuff?
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bificommander: 2: What does assigning agents to work the investigation board actually do? It doesn't seem to generate more intel for the board.
It makes agents work on the already gathered intel. They will find keywords in texts and find links for you. Nothing you can't do on your own, unless you are too lazy for that or are somewhat lost with an insane amount of intel pieces.
In most cases, it's better sending the agents to do some other job instead.
Post edited August 21, 2018 by Lone_Scout
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bificommander: I'm trying to get the hang of this game, but I'm having a few questions that I hope someone else has figured out.

1: Is there any way to tell what a weapon's effective range is when equiping them? In mission you'll get a 0-damage estimate and a message you're out of range sometimes, but I found no way to know how long a weapon's range is in advance. Do all weapons of a given class (pistol, revolver, smg, etc.) have the same range or are there differences? If the former, what are the different ranges (shotguns having less range than snipers is obvious, but what about LMG vs Rfile or pistol vs revolver?)
I`ve not seen a way. Like you I can only go by what I expect these weapons would do in reality- shotguns have a very close range- but hit hard, rifles seem to have full long range, and so do pistols.
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bificommander: 2: What does assigning agents to work the investigation board actually do? It doesn't seem to generate more intel for the board.
Leave them there long enough and they will find a lead to some plot or reveal an item or agent (good/bad). I had one Agent do that for me once.
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bificommander: 3: I started with a compound in the body engineering facility that slightly raises all stats, but block a different compound that I don't yet have. Will these later compounds be strictly better, and can I overwrite the old compound, or is the new, possibly bettter compound useless if I dope up all my agents with the starter stuff?
Don`t know, haven`t got that far.
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bificommander: 3: I started with a compound in the body engineering facility that slightly raises all stats, but block a different compound that I don't yet have. Will these later compounds be strictly better, and can I overwrite the old compound, or is the new, possibly bettter compound useless if I dope up all my agents with the starter stuff?
That's the thrill of uncertainty... I'm in the same situation (although I have already unlocked 4 compounds). I left some agents "undoped" and applied the compound to others, just in case. Compounds can be prerequisites for later compounds, or block their use, and there's no way to revert a treatment, a far as I know. Someone will probably make a wiki any day explaining all the compounds, but I prefer to discover things from my own experience.
They should take a look at weapons range player hints. Might be useful. I too prefer to know the basic range of a weapon. Even if its just "short", "normal", "long".
**SPOILER ALERT**

There's a "Remove All" Compound in the game. Found it at Chapter 4.
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bificommander: I'm trying to get the hang of this game, but I'm having a few questions that I hope someone else has figured out.

1: Is there any way to tell what a weapon's effective range is when equiping them? In mission you'll get a 0-damage estimate and a message you're out of range sometimes, but I found no way to know how long a weapon's range is in advance. Do all weapons of a given class (pistol, revolver, smg, etc.) have the same range or are there differences? If the former, what are the different ranges (shotguns having less range than snipers is obvious, but what about LMG vs Rfile or pistol vs revolver?)

2: What does assigning agents to work the investigation board actually do? It doesn't seem to generate more intel for the board.

3: I started with a compound in the body engineering facility that slightly raises all stats, but block a different compound that I don't yet have. Will these later compounds be strictly better, and can I overwrite the old compound, or is the new, possibly bettter compound useless if I dope up all my agents with the starter stuff?
1) I have not come across any visual ques or details that designation the weapons range. My experience shows that from least range to most it goes: Pistols/SMGs, Rifles/LMGS, Snipers. I'd assume shotgun is SMG range since I rarely used it. I can't give precise technical data.

2) My personal experience with Analytics this is that they just read through and point out the words rather than you clicking them, so when you double click a document to open it, it's automatically complete. There is a feature in the game that allows you to assign agents to a similar job to gather intel in "Coms".

3) Body Engineering functions simply by one compound boosting certain stats or an overall average and later compounds can be blocked by previous compounds. As you progress through compounds some are overall better than previous compounds, and some reduce stats while drastically raising over stats, newer compounds can be rendered incompatible. If you don't like the outcome of drug selection, I recall there is a reset button later on.

Hope this helps.