Invisible, Inc.

Invisible, Inc.

Improvisation Items
Mobbstar  [developer] 9 Jan, 2018 @ 6:24am
Sonic Boom - Tips
- Hack all soundbugs before using it.

- If the mission objective is heavily guarded, send one agent to the other end of the office and using the Sonic Boom. It will keep the guards busy for many turns and your agent has enough time to recover and hide.

- Derek (Contingency DLC) can deploy his Beacon, go somewhere else, use the Sonic Boom and then teleport to the Beacon to elegantly escape the guards.

- If you KO a guard using the Sonic Boom, he will wake up after you end your turn. If he sees your KO agent, he'll either pin them or shoot them immediately when they stand up next turn. To avoid this kind of mess, send another agent to pin KO guards, or prepare elsehow.
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Hotklou 6 Mar, 2018 @ 10:36am 
This might be a stupid question. But I have a mod that modifies Bank's paralyzer to not only increase KO time, but also permenantly make them deaf. Would that also make the sonic boom not effect them?

Also, if I understand correctly when you use the sonic boom it just activates immediately? No waiting until end of turn before activating or something like that right?
Last edited by Hotklou; 6 Mar, 2018 @ 10:42am
Mobbstar  [developer] 6 Mar, 2018 @ 11:42am 
Originally posted by Hawkeye:
This might be a stupid question. But I have a mod that modifies Bank's paralyzer to not only increase KO time, but also permenantly make them deaf. Would that also make the sonic boom not effect them?
Yes. (assuming that mod removes guard's "hearing" sense, which is what the Sonic Boom uses)

Originally posted by Hawkeye:
Also, if I understand correctly when you use the sonic boom it just activates immediately? No waiting until end of turn before activating or something like that right?
Yes, immediately. It didn't occur to me to have it like EMPs when I made it, for some reason.
Hotklou 6 Mar, 2018 @ 1:56pm 
Ok thanks for the reply! Will look forward to testing it out for myself. Just haven't seen it in any shops yet! :steamhappy:
Hotklou 18 Feb, 2019 @ 2:33pm 
Instead of making the guards permanently deaf as HetNeSS suggested in the main comments section, just make it something like 2 turns. In real life if your you pop your eardrums you will be disoriented and won't be able to hear much, but (depending on what caused it and how severe it is) you shouldn't take that long to recover.
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