Hi everyone! I've been working on a run for this game for a while (it'll be my first speedrun!) and I hope to have a good one to submit soon. In the meantime, I was doing some testing of the behavior of the agents in the beginning of Station and I wanted to share something I found funny:
So there are two agents escorting Ethan out of the station. If you shoot the agent in the front before the one in the back, Ethan will turn around and kick the one in the back. If you shoot the agent in the back first, the one in the front will insta-kill Ethan shortly after. But if you shoot the one in the back very quickly after the start of the level, he misses Ethan, and continues shooting while Ethan continues walking to the end of the level. I can't really see any way to use this, but I thought it was an interesting glitch.
There is one thing in this part of the level that I've found to be useful. Rather than aiming for the two agents (which takes time and can be risky if you miss one), if you just mash the trigger as you get control, you'll be perfectly lined up to shoot them the moment the level starts. It's a very forgiving trick, and I find it easier especially with the lag in that part of the level.
One thing I noticed while doing a casual playthrough of this for retro achievements is the hostile agents in the train station are static. The model of the hostile agents always changes but their spawn does not. I believe that this level ends once all hostile agents are dead. So in theory you could memorize where all the hostile agents spawn and take them out quickly. The issue is that it's random when they start moving.
As an example in the picture below, I marked three static NPCs these will ALWAYS be hostile agents. You can even take them out before the agents escorting Ethan and they won't aggro. (Note the one in the middle started moving before I took the screenshot so I marked where she spawns). I also noticed that the NPCs carrying luggage are NEVER hostile agents.