Deceive Inc.

Deceive Inc.

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The Gentleman's Guide (To Being Annoying) *UPDATED FOR SEASON 3*
By Blitz
Welcome agent to a simple guide on how to be a thorn in the sides of every other agent during the operation.
Some strategies might be completely effective in completing the mission and some may not.
What all of the strategies have in common is that it is designed to be an annoyance that cannot be ignored, nor escaped easily.

Annoyance is a form of anger.
Anger clouds the mind.
A clouded mind makes bad decisions.
And bad decisions gives you and your team an advantage.

This may sound cheap and dirty, but remember the company policy:
"As long as you extract with the objective, no trick is too dirty when you work for DECEIVE INC."
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Base Game Agents
This section of the guide will cover each agent and their most annoying expertise and passive in my opinion.

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Chaves
- Personally, his most annoying expertise is Unshakeable Fortress. Doing some testing reveals that the damage reduction in this field is about 40%. This makes his effective health (EHP) is about 140.
- However, combined with his passive Tough as Nails, which increases his max health 150, makes his EHP round 210.

The fact that you can essentially give your team 40% extra health is astonishing, making it quite useful for one strategy in particular.

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Ace
- All of her expertise can be annoying in the right circumstances, but for one strategy, Big Blind is an essential part. As you give you and your team free wall hacks in an area.
- Alternatively, you CAN use tripwires and turrets to your advantage. Enemies who have been shot by the turret allows you to INSTANTLY activate Queen's Gaze or Stacked Odds WITHOUT having to expose yourself at all
- As much as doing damage is the way to go for Ace, her two other passives are quite annoying. Being slowed or exposed is a great way for agents in the open to die quickly, either from guards or other agents.
- With the Upper Echelon update, all passives increase the charged shot damage, but now you can select which kind of cancer you want your enemies to have: Exposed, Slowed or Neutralized. Personally, I prefer Crippling Shot since slow targets are easy targets, especially if you play with a team.

Her abilities are quite useful, but there are clear drawbacks:
Fire rate and gun skill.
But the most glaring downside is render distance.
Some NPCs literally disappear into thin air if you're far enough.
If you want to use this agent, be sure whoever plays her is a good shot.

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Squire
- There are two expertise that are of note, Eyes on the Prize and Under Pressure.
- Eyes on the Prize may seem like a useless ability at first, but it can be used to find vault terminals by simply standing next to the vault terminal room and scanning. If there is no safe in the vault terminal room, then it contains a vault terminal. Good for one strategy.
- The ability to run away from any fight makes Under Pressure good, however, the increased movement speed and reload speed is perfect for anyone particularly bloodthirsty.
- The passive Always Ready further increases Squire's ability to just ♥♥♥♥ off and get away from any fight.

Speed is what Squire specializes in, abuse it.

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Madame Xiu
- Cobra's Deceit in my opinion is her best expertise due to the ability to teleport about 40 meters away from any fight as long as you can see a fresh disguise in the distance.
- Viper's Knowledge in my opinion is her best passive. Knowing where fights happen is great information if you and your team want to be the third party... or just be a nuisance in general.

Madame Xiu is one of the best information gatherers, it's almost a horrible idea to play without her.

As of 2023-06-27, a user by the name CheekyChucky discovered that you could essentially clone any NPC in the game. So you could literally have 20 VIPs or Elite Guards running around confusing the ♥♥♥♥ out of anyone in the game.

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Hans
- The ability to lock your enemies into a fight is strong and all of Hans' expertise is great at that. However, it's much better to fire energy than to essentially create a steel cage since it's quite risky to get close to your enemies at all.
- Personally, Fear Projection is his best passive, the ability to screw over a group of agents can create some chaos and significantly more hectic, but this is best used in a strategy discussed later.

Hans plays the best defensively, so do your best to put him in defensive situations. It's quite hard to be the aggressor as Hans due to his weaponry.

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Cavilère
- Tracing anyone is a great way to keep them moving and in fear. All of her passives specialize in that. However, don't be so quick as to chase your tracked target, as they may plan ahead and setup and ambush.
- Depending on your play style, either Tiger's Leap or Maximum Velocity works as they both encourage moving faster. Tiger's Leap makes it easy to land a hit, but can also be used to move faster in general by spamming the charged attack. Maximum Velocity makes you move faster if you hit your enemy with a charged kick.

Overall, a good tracker that's quite mobile, but don't get too cocky.

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Larcin
- The master of running away, however, Grande Finale is better for defending, while Tour Du Monde let's you run away faster but leaves a trail making it less effective on more experienced agents.
- All of Larcin's passives force people to lose their highest value card or upgrade, and sometimes the briefcase. This great for essentially nerfing people before a fight, but this requires you to basically have an empty inventory.

Probably the most annoying agent to deal with and track.

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Yu-Mi
- I'm going to be honest, I barely play Yu-Mi, but every thing she has is pretty good for multiple situations.
- I've only ever used Yu-Mi's first passive, great for using your gadgets way more.
- As of season 2, the Medi-Field no longer heals enemy agents.
- The third passive is great for being really annoying with certain gadgets, but that will be explained later on.

A very versatile agent, I would play her more if it weren't for her voice lines.

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Season Pass Agents
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Red
- The ability to heal and regain cover with Sweet Embrace is pretty important when it comes to survival in one strategy.
- When it comes to annoying passives, Naughty List tracks anyone who decides that they don't need a disguise when entering certain areas. A great way to find anyone breaking into guard rooms or technician rooms.

A well rounded support agent with some lethal weapons... except the shotgun.

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Sasori
- With this agent released with the Neon Nights update, he introduces us to Poison, which disables healing AND intel gathering, but his passives which revolve around poison is extremely lethal AND/OR annoying.
- Poison Sense, which traces poisoned people, applies to your whole team, which really helps to single out targets in a crowded place, especially if your teammates are brain damaged.
- Give and Take can lead to some crazy two shots if you use the Hyō & Hanei, simply just poison someone, then hit them with a charged slash and a quick chop to do 106 damage.
- Down With the Sickness is great if you want to cover the entire map in poison.
- I have been having a BLAST with this agent, I personally prefer his second expertise Poison Vials, which can be used to spy-check groups of people without blowing cover or gaining heat.

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Octo
- He was released in the Of Queens & Kings update and so far, he is an absolute monster, by using intel to fight enemies.
- His second weapon Nautilo is an absolute monster. For the price of 5 intel, you can charge up and fire a 70 death ball that can hit multiple agents. I foresee a future nerf to this weapon, either the cost of the shot or the charge up time.
- His second expertise On the House has two purposes: knowing if someone is near a hacking device around you and sharing intel with your fellow teammates. Excellent for teamplay.
- His third expertise Make 'em Fold is his most lethal ability. Stealing intel is one thing, but disabling out-of-cover agents expertise AND cover is brutal. Larcin can't use his invisibility, Madame Xiu can't teleport away, Yu-Mi and Red can't heal, etc.
- His third passive Jackpot is terrifying. A recent change made it so agents start a match with their expertise uncharged, this passive bypasses this. Simply gathering and spending intel recharges his expertise slightly, but it has a random chance to INSTANTLY recharge his expertise. But that's not all, while his expertise is active (best seen with his second and third expertise) gathering and spending intel refreshes his expertise's duration and can possibly be maintained PERMANENTLY.

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Gadgets
This section will cover gadgets and my personal opinion for how annoying they can be.
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Deception

Holo-Mimic: The ability to hide ANYWHERE is pretty good, great for ambushing as well as regaining cover when being hunted by guards and staff. However, you give up a gadget slot for something annoying and experienced agents can sniff you out.

Signal Scrambler: Disabling enemy gadgets are great for dismantling a well crafted defense. It can be activated in your hands or placed down. However, it's quite loud and has a limited range.

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Defense

Automated Turret: This thing is underrated as ♥♥♥♥. Combined with tripwires, this thing is one of the most annoying things to run into. It may have ♥♥♥♥♥♥ damage and fire rate (3 damage per shot, 2 shots per second, 6 damage per second), but having 3 turrets total can melt someone in about 6 seconds. Turrets can also mark the person they're shooting through walls, so you know who to target. As of writing, season 3 has just come out and this thing got buffed which makes it fire faster, deploys faster and readies faster.

Bounce Mat: The best mobility gadget in the game and can also be used to bounce enemies into dangerous areas. It takes one shot to destroy, but it's an excellent signal to when someone is nearby. But it is quite loud so be aware.

Shield-Brella: I'm pretty sure everyone and their mother use this thing when it comes to PvP. However, there are drawbacks. It basically becomes completely useless when it's placed in the middle of a room or if your enemies run from the shield. It's usually placed in doorways or corners to keep yourself safe, but backing yourself in a corner or having your back exposed is usually a death sentence. As of writing, season 2 was just released, and now the shield can be one-shot by anyone if you aim for the base of the shield, if you can hide the base of it, then you should be able to experience the old glory of the funny shield-brella.

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Recon

Recon Drone: The epitome of annoying gadgets, it's small, fast, loud as hell and has an annoying debuff. Of course, it's traces any character, so you have to be sure that it's an agent. Luckily, tripwires exist and combining the two together can make any agent miserable. Just place the tripwires around high traffic areas and start stalking agents that run through. As of writing, season 2 was just released, drones can open normal doors and key card doors if you have the required one.

Spyglass: Picking up your teammates and grabbing intel from a distance is good, but you do end up in situations where you wished you took something else. Good for stealing intel right in front of your teammates though.

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Traps

Goo Pod: The ability to cripple your enemies with slowness and the inability to jump is great. However, this also affects everyone, including your teammates. Be careful where you use this thing unless you want to get yelled at for essentially breaking your teammates legs in a critical moment.

Hack Trap: If you know what your opponents will hack, this is good. Great for catching people grabbing ammo, healing or opening security doors. Completely useless if you have no idea what people hack and place it on unimportant things. Hack Traps also work on agents that use key cards on doors. As of writing, season 3 was just released and these things no longer trace agents which allows them to escape, but shows you what agent they are playing as, valuable information.

Tripwires: Blowing your cover is one of the worst things you can to do yourself as it acts a shield which prevents head shots. Tripwires do exactly that, you can place up to 3 of them any where, or make a really big tripwire that covers everything, making it nearly impossible to walk around without getting noticed. As of writing, season 3 was just released and these things no longer broadcast to literally every agent on the map when it's triggered, it instead traces agents who trip them, which makes it really easy to track agents who have tripped them.

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Field Upgrades
Clothes make the man and these field upgrades are your clothes, so choose which fits the best. Realistically, for optimal scummy strategies, only a few are the best for these situations.
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Cover Accelerator: Important when it comes to hiding in a public place, but in a confined room in a safe place, this won't be as necessary.

Extended Ammo Pouch: In my opinion, completely unnecessary. Everyone has about 3 spare magazines at base. But if you can't kill someone in a single magazine, the extra ammo won't even help. You should be stocked up anyways before a fight, there's plenty of ammo boxes around if you look hard enough. If you win and get into another fight, the spy cache from the recently deceased should keep you stocked up.

External Hard-Drive: The more intel, the better. You need it for everything: safes, doors, ammo, health, etc. Even an extra 2 intel space can make the difference.

Overclock Chip: Great if you don't have key cards and don't want to look out of place when it comes to hacking doors. You could always wait for an NPC to open a door for you, but it's very suspicious to suddenly chase an NPC into a staff, guard or technician room.

Bulletproof Fabric: I always find it funny when a Larcin with the Silence pistol hits all of his head shots and gun throws and you still don't die (114 damage vs 115 health). However, that's the gold version of this upgrade but personally, having any extra health in a fight tips it in your favour.

Field Agent Kit: Depending on your agent and their expertise, a must have or not needed at all. Larcin going invisible more often, Red healing more often, literally any agent using their expertise more often is terrifying.

Social Battery: Healing is very scarce in this game, some are from agent abilities, but the main ways of healing is food and a health station. Seeing food disappear or a health station go on cooldown is very suspicious. Sitting down, standing at a table, washing hands, cleaning floors, watering plants or inspecting things is the most NPC thing to do, so why not heal from it too. Even 2 health per second is pretty good, better than no healing at all. And there's plenty of places to use Social Battery, especially in rooms that require any level of security.

Nutritional Supplement: You need less food to fill yourself up, but like I said previously, very suspicious. But it helps in a pinch when it comes to fights.

Exfiltration Scanner: Unless you plan on grabbing the briefcase, this is completely worthless. Otherwise, great for saving intel and looking more often. You only need a second to see, but getting more time to see at all is great.

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Strategy 1: Camping
Yeah, that's right, camping. The most common and obvious form of being annoying.

There are three forms of camping:
- Vault Terminal Room Camping
- Briefcase Camping
- Body Camping

Depending on how things go, sometimes two forms of this camping happen at the same time.

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To start, we have our agent selection.
My personal favourite team setup for season 1.
The goal of this team setup is to make it a nightmare to hide anywhere:

- Ace using the Big Blind expertise can effectively keep an area completely scanned for anyone in it. This can also be used to save some gadgets.
- Red using the Naughty List passive can find anyone who isn't supposed to be where they're supposed to be.
- Madame Xiu using the Viper's Knowledge passive can find anyone who blows their cover, which is especially good to know where team fights are happening.

However, if you can't or don't want to use Big Blind for Ace, the other options are pretty good since they actually combine quite well with our gadgets.

Of course, there are some agents that can also work such as Chavez, Hans, Squire, etc.

As of season 2, another team setup was developed. This time, it specializes in crippling agents who come into contact with your team.

- Ace using the Stacked Odds expertise AND the Cover Flush passive gives her enemies the Vulnerable and Exposed debuff.
- Hans using any of his expertise give his enemies the Neutralized and Slowed debuff. I highly recommend his Incapacitor Orb expertise and his Fear Projection passive.
- Sasori using any of his expertise and his Poison Sense passive gives his enemies the Poisoned and Trace debuff. I highly recommend using his third weapon Yuki & Hikari which gets a 50% damage boost for each debuff on an enemy.

As you can see, that's a total of six debuffs which makes it so enemies:
- Take more damage
- Can't regain cover
- Can't use their ability
- Move slower
- Can't heal
- Can't hide

As of season 3, this setup is a far more improved version of the season 2 setup, now with the addition of Octo.

- Ace using the Stacked Odds expertise AND the Crippling Shot passive gives her enemies the Vulnerable and Slowed debuff.
- Octo using the Make 'em Fold expertise gives his enemies the Neutralized and Exposed debuff.
- Sasori using any of his expertise and his Poison Sense passive gives his enemies the Poisoned and Trace debuff. Season 3 has been very generous to Sasori due to the buffs to Yuki & Hikari which increased the damage boost from +50% per debuff to +75% per debuff.

This is the same as last time, but Octo starting fights with the Nautilo weapon's charged shot can instantly eviscerate any team from existence.

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Speaking of gadgets, here's my recommended ones for your entire team:
- Automated Turrets
- Tripwires

Fun Fact: If Ace is using the Queen's Gaze or the Stacked Odds expertise, you can activate either expertise and mark your enemies that the turret has most recently hit.

As for setup, there are pictures and I'll explain in detail.
First things first, we have to learn a few things about our gadgets.

Turrets:
If there's one thing that most people know about turrets, its that they basically have no health (about 30 health for each one). Realistically, you want to place your turret in a pretty safe place so it isn't shot immediately.
A bit of critical thinking helps when placing your turret:
- "Can my turret see anyone walking in?" Kind of pointless to have a turret not watch anything.
- "Is my turret in range of what I want covered?" Turrets have a range of 15 meters.
- "Can my turret be shot without entering the room?" Kind of ruins the surprise if people can see it.
- "Do my enemies have to look away from me to deal with my turret?" If they're not shooting you, more time for you to shoot them.

Tripwires:
As for tripwires, they're invisible... from a distance. If you get close, you can clearly see the line if you're paying attention. A general rule of thumb is that placing tripwires at eye level is a bad idea, but it does have it's uses.
Smart people are smart enough to:
1. Look before entering
2. Run away when they trip a wire
3. Break the pylon that creates the tripwire
4. Jump over it
We can't really deal with the first two problems, and the third one is just an alarm bell that someone entered or you have sloppy tripwire placement. However, the fourth problem can be solved by placing the wires higher.

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Uniform:
You may be wondering:

"What the hell is uniform in this context?"

Well, here's a image to explain what I mean:

Get your teammates some matching icons and titles.

If you want, change your names too, preferably something stupid like:
- Shadow Wizard Money Gang
- We Love Casting Spells
- Legalize Nuclear Bombs
- etc.

It's always funny when you and your friends stupid ass profile pictures, titles and names pop up on the victory screen.
Part 1: Vault Terminal Camping
Before going into an example, the most important thing that needs to be known with Vault Terminal camping:

Time.

The earlier you can get into a Vault Terminal room, the more likely you can catch people off guard. Most people run off to get upgrades first, so Vault Terminal rooms are usually pretty quiet. Placing gadgets are usually pretty loud, so it's important that you spend as little time possible setting up. Don't worry about finding upgrades, the people who gather upgrades will bring them to you.

Example:
Below you are images of the Fragrant Shore 'A' location of a Vault Terminal, entering from the main street.

The first thing you see in front of you is a couch next to a TV and a support beam, which can potentially be used as cover.

To your right, a break room with a large counter in the back, a great place to hide when attempting to regain cover.

To your left, a completely open area with no where to hide, with the only option to run upstairs.

Currently, I am playing this match alone, so I only have 1 turret and 6 tripwires on me.
First thing I do is cover the entrance before doing anything else, then placing my turret high up so it cannot shot without having to turn around. It also allows the turret to shoot behind short cover, like that couch next to the TV.
Some people don't know that gadgets can be placed higher, which leads to crazy trap setups like this.

1 turret and 4 tripwire used, 2 left.

People that get caught like this have two thoughts:
"I gotta get the ♥♥♥♥ out of here!"
"I'll hide behind the counter so I can get my cover back!"

When it comes to setting up tripwires, you have to think about how enemies will react once they trip them. Placing them in areas where they "think" is safe is a great way to get them with their pants down. So I place the last of my tripwires behind the counter in case they decide to attempt to hide behind said counter.

That's all of my tripwires and turret spent. I've covered the front to the best of my ability. However, one issue:
There are two entrances to the Vault Terminal in the A location. So what now?
Defend it yourself.
Due to the addition of the Elite Guards, it's hard to tell if an Elite Guard is an agent... if what I would be saying if there wasn't a LOUD ALARM that indicated that the person that entered is another agent.

In fact, the addition of Elite Guards made it easier to camp due to easier access to Vault Terminal rooms. The extra firepower combined with the constant shooting from the turret out front makes it a nightmare to raid. Agents will most likely shoot these guards, wasting ammo and give them heat and make them worse for wear.

Example Over.

That's only ONE Vault Terminal of the existing FIVE, across FOUR FIVE maps.
AND that was only with ONE agent.
Bring your friends into the mix.
Tell them to bring tripwires and turrets too.
Cover the absolute ♥♥♥♥ out of each room.
Make it hell to even step into the room.
Part 2: Body Camping
If you play with friends, it's most likely that other agents will also play with friends.
Use this to your advantage.
If the agent's friend decides that they could take on your trap solo and die horrifically.
Use their friend as bait.
Let's assume that you either wait out the timer for the vault to open or you and your friends grab the Vault Terminal for yourselves.
Most people will wait for a bit until they "think" you have left.

Your team can wait for them to be stupid enough to walk back into the now known death trap to secure a few eliminations... or you can leave and let them waste their time. The trick is to leave your gadgets behind and let them deal with it, including the random guards and elite guards.

It's always funny when the last person dies to a turret.
But if they survive, you have a chance to do that last thing on the list.

With the release of the Upper Echelon update, agents now have the choice either of reviving their teammates in a hot situation in order to retrieve their upgrades and supplies OR reviving their teammates at the escape terminals, ultimately losing all of their supplies in exchange for safety.

Regardless, this is a lose-lose situation... for your enemies.
Part 3: Briefcase Camping
Briefcase Camping:
One of the most annoying things you can do. With the same setup in mind as Vault Terminal camping. With one major difference:

Time.

Except this time, running out of it makes everyone lose. Which can be a bit ♥♥♥♥... unless you don't mind losing the extra XP from winning, then go ahead, waste as much time as possible. In my opinion, the ultimate way to annoy someone.

At this point, there is usually only one person left on the map.

But if you plan to win and have some really aggressive teams, wait till they run into the Briefcase room. However, much like Vault Terminal camping, fill the damn thing with tripwires and turrets.

This example is quite sloppy, don't follow this one, but the optimal setup is to completely cover the entrances with tripwires and the vault terminal should be completely inaccessible without touching a tripwire. Excess tripwires should be placed in areas where agents might hide from the turrets. Of course, get this setup done as quick as possible. As usual, other teams are gunning for the briefcase too, so don't be late. Hopefully you have taken out some other agents during the Vault Terminal camping section and have plenty of key cards and field upgrades.

The Briefcase room has the added benefit of losing cover while inside, as well as being unable to regain it (through normal means) and constantly broadcasting out of cover agents to literally everyone on the map.

For anyone who decided to challenge this death trap, bring your whole team with you and gun everyone down. If only one or two agents decided to take you on (and hopefully they've lost, if not, you and your friends might want to practice aiming) and the game hasn't ended, chances are there's only a few stragglers left, feel free to grab the briefcase and mop the rest of them up.

After that's done, hit your enemies with a Doug Shaker™ on the escape car.
Strategy 2: Webs and Wasps
Another completely annoying strategy with one goal in mind.
Just be a nuisance.

This section will be quite quick, but that's due to the fact this strategy isn't refined yet.
Some testing still needs to be done, but once testing is completed, it can be absolute torture for anyone in the match.

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Currently, my favourite team setup for this strategy is Larcin, Madame Xiu and... uh... still thinking of a third agent, but right now, its either Ace or Squire. Yu-Mi.

Both Larcin and Madame Xiu have one thing in common, they both specialise in getting the ♥♥♥♥ out of any situation. Which is perfect for this strategy.

Larcin is the most important thing for this strategy because he can do one thing that no one else can do:
Steal ♥♥♥♥.

Ace can mark someone with her expertise while Squire can literally just run away.

Thanks to Help The Larcins Are After Me, using Yu-Mi's third passive Booby Trap, the drone can be used to dive bomb players, any drones that get destroyed near other agents disables their disguise and any nearby gadgets, with the added benefit of slowing them down.

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As for gadgets it's pretty easy to guess:
- Tripwires
- Recon Drones

Get your whole team to equip these gadgets.

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The plan is simple:
1. Place tripwires in key areas or high traffic areas.

A good example of high traffic areas would be:
- Around Vault Terminal rooms
- Tight corridors and hallways
- Bathrooms that contain healing stations
- Stairs and doorways

2. Find a nice place to hunker down.

Literally just be a civilian and just sit in a chair or stand at a bar

3. Start flying your drone and start tracing.

You mainly just want to target agents that:
- Just got out of a fight or currently in a fight
- Anyone that trips a tripwire
- Anyone jumping over tripwires

You won't be fighting these people, you'll mainly just keep tracing anyone who ♥♥♥♥♥ up. Never leave them alone and keep harassing them. At this point, you should send in your Larcin player to snag a few free field upgrades or key cards, turn invisible and run away.

That's it, you just keep doing this.

However, if the opportunity arrives and the agent that's being harassed is alone, Larcin and Madame Xiu should take this time to mug this poor agent who got separated from his team, then run away.

This strategy does not have winning in mind, this is more so for goofing off and pissing off anyone. This is especially good with people that keep putting "TTV" in their names. Like seriously, they're just asking to be stream sniped by everyone in the lobby.

Do note that I am NOT telling you to stream snipe them, but it is great to gather clips of their anger and annoyance as I already have several folders of people getting mad at this game.
Conclusion
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This is the end of the guide.
If you use any of these strategies, don't feel bad.
Never forget the company policy:

"As long as you extract with the objective, no trick is too dirty when you work for DECEIVE INC."

Feel free to leave more strategies down below.
I'll be sure to add them if they are either intriguing or annoying.
Thanks and have fun ruining people's days!

Special thanks to these people:
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JFJ, the man who got me into this game and gets punished for it a week later for it:
https://www.youtube.com/clip/UgkxsEufl8OequpXD4CbIrBED9r26B6CHfvJ
Also his Gamer Supps flavor is out now, JFJ Brand Snake Oil.
Go and get it, literally tastes like apple pie and its ♥♥♥♥♥♥♥ magic.
Code: JFJ for 10% off!
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penskii, for making this stupid ass picture of a drone with legs, fishnets and heels saying "Get traced idiot."
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TheUnnamedStranger, who left this comment:
this is awful and you should feel bad if you do this

""company policy"" it's a ♥♥♥♥♥♥♥ marketing tagline for a video game you delusional nerd, if it were a hardline rule for the game then I guess the hackers are just peak Deceive Inc players.

also imagine making a whole ass guide just because you were triggered over someone telling you your strategies were dumb. delete this guide and touch grass.
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And most importantly...
Trash_Jackson TTV, who complained about camping so much, that I made this guide out of spite to encourage more people to play dirty. He complained that the game was being held hostage due to people camping vault terminals and died to them when attempting to take them down. Despite giving this man several solutions, he refused to listen and kept dying to them. You can read it here:

https://steamproxy.net/app/820520/discussions/0/6516193260176928364/

And here's a little secret between us:

It was me.

I'm the one who camped Trash_Jackson TTV.
I'm the one who got him so mad decided to complain on the discussions.
Which was the first domino knocked down that created this monstrosity of a guide.
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20 Comments
Penskii 26 Oct, 2023 @ 3:12pm 
"the final solution to the Yumi problem" what a quote
END BURONGPHOBIA 25 Oct, 2023 @ 1:10am 
This guide halved my faith in humanity and created the final solution to the Yumi problem
Blitz  [author] 22 Oct, 2023 @ 12:03pm 
season 3 has been a joy to play
Blitz  [author] 20 Jul, 2023 @ 12:33pm 
ah, a friend mentioned that, and i said that i would add it, but like most things... i forgot
congrats, you get the spot on the funny guide

also, with the new patch, yu-mi's medi field is FINALLY viable
Help The Larcins Are After Me 20 Jul, 2023 @ 12:03pm 
personally, yu-mi p3 i believe (emp bubble on detonation) + recon drone is the most hilarious thing i've done. the emp field deletes their cover and gadgets so not only do you see them traced you can also watch them scramble around since they are slowed and their cover is gone.


drone dive bombing is what saved yu-mi for me. bonus points if you use shield and medi-field to be a nuisance in a fight
Blitz  [author] 9 Jul, 2023 @ 5:25am 
personally, i cannot wait till the addition of season 2
Blitz  [author] 9 Jul, 2023 @ 5:19am 
originally, this was a guide to actually counter camping
to put it simply, i was tired of people complaining instead of actually solving the problem for themselves.

while yes, this guide does have some... interesting tactics... but some people could just use this information to know what kind of bs to expect in these areas of importance, or at least know what fights to even take.

lets be honest, sitting in a room for 15 minutes is boring as hell, exploration and fire fights are indeed more fun.

but then again, this is a guide that encourages people to be annoying.
and as it turns out, the season 2 preview seems to encourage these strategies:

a new agent is being added with a "playstyle that allows opportunities for ambushes and zoning."
terminal rooms are removing the alarm because "We feel the vault terminal alarm removes mind game potential and occasions to bamboozle rivals."
drones are also getting a buff, but its unknown what's actually getting changed
DarkRacer6 8 Jul, 2023 @ 2:00pm 
however i did read jackson's thread and it was funny as hell so i gotta give u that
DarkRacer6 8 Jul, 2023 @ 1:56pm 
as a new player myself it is a deterrent, but it can also encourage you to try and strive to reach a similar skill level, to become superior to what you once were. of course, i have to have this mindset as the playerbase is too small for skill based matchmaking. however, toxicity and annoyances + high level players or experienced players can further discourage new players. the game has enough problems, attempting to create more won't help it. utilizing this guide as a new player encourages habits which will let you win, but detract from the experience of yourself and others. why not just play the game like it's a spy movie? feels cooler, can be more fun, and if you have friends its much more enjoyable to just play the game rather than camping things and delaying the match.
Blitz  [author] 6 Jul, 2023 @ 6:21pm 
you know what also drives people away?
due to the lack of skill based matchmaking, literal level 1 players are being matched up against level 300 players who play nothing but yumi or ace, turning matches into cod lobbies.

as much as i want skill based matchmaking, it would absolutely obliterate queue times and kill the game.

personally, this is a guide for people who arent so good in gunfights
the ability to use your smarts instead of just gun skill is what i love about this game
it encourages creativity and problem solving

as a... "man" once said:
"fire fights rarely go my way, i gotta use my brains to outsmart you guys."
"me me brain faster than your brain. huge smarts."