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Dr Cheeto posted:New melee - the post button since most of them wear goggles they make the head motion
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# ? Dec 15, 2015 21:33 |
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# ? May 15, 2024 02:51 |
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The Mike Sparks heist: "Gang, we got a hot tip from an exceptionally intelligent military analyst blogger about an amazing new piece of military tech that just got delivered to Murkywater. All I know is that it's boxy, leightweight, slow, and poorly-armored. The perfect military equipment. Due to its incredible lightweight, it can be easily airdropped or placed into a dufflebag and carried." The Mike Sparks heist includes the following features: -Steal M113 Gavins to keep Murkywater from becoming the most powerful PMC. -Carry the Gavins to a bigger "Escape Gavin." -Safe House is now a Gavin. -James M. Gavin added as a new heister. -Includes "updated" (no specifics given) version of an old US military gun that is somehow better than anything today. -Fursuit masks. -Free, real-life Gavin added to Payday 2 Merchandise page.
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# ? Dec 15, 2015 22:09 |
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I had to google to get that joke, Z, and now I hate myself, you, Sparks, Gavin, and everyone.
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# ? Dec 15, 2015 22:19 |
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Discendo Vox posted:I had to google to get that joke, Z, and now I hate myself, you, Sparks, Gavin, and everyone. "Gavin" is to milspergs as "Death Vox" is to this thread.
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# ? Dec 15, 2015 22:43 |
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I have learned more about milspergs today than I ever wanted to know.
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# ? Dec 15, 2015 22:51 |
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Plan Z posted:"Gavin" is to milspergs as "Death Vox" is to this thread. Speaking of milspergs, what's the deal with the Gavins? Are they just overproduced or some poo poo?
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# ? Dec 15, 2015 22:58 |
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Plan Z posted:"Gavin" is to milspergs as "Death Vox" is to this thread. Speaking of milspergs, what's the deal with the Gavins? Are they just overproduced or some poo poo?
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# ? Dec 15, 2015 22:58 |
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Nobody even linked the best part of Gavinchat. https://www.youtube.com/watch?v=SwHqLtK_TpY
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# ? Dec 15, 2015 23:05 |
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I can't tell if any of those are serious or not. They can't be, right?!?
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# ? Dec 15, 2015 23:17 |
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lmfao listen to the video http://store.steampowered.com/app/416760/
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# ? Dec 15, 2015 23:20 |
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Basticle posted:lmfao listen to the video http://store.steampowered.com/app/416760/ what sort of loophole did they use to get this on steam
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# ? Dec 15, 2015 23:38 |
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CommunistPancake posted:what sort of loophole did they use to get this on steam The "A Literal Pile of poo poo Could Get On Steam At This Point" loophole.
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# ? Dec 15, 2015 23:44 |
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CommunistPancake posted:what sort of loophole did they use to get this on steam Putting games that you're charging money for on Steam uses a loophole?
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# ? Dec 16, 2015 03:04 |
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Plan Z posted:"Gavin" is to milspergs as "Death Vox" is to this thread. both of them have the same basis in reality, at least
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# ? Dec 16, 2015 04:01 |
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Wales Grey posted:Putting games that you're charging money for on Steam uses a loophole? To get something on Steam you have to go through a publisher who's already on Steam (and these guys didn't), or you have to go through Greenlight. I can't believe such an obviously bad game would get greenlit but apparently it did so that explains that.
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# ? Dec 16, 2015 05:11 |
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Dr Cheeto posted:New melee - the post button Vox cannot merely be bound to a key.
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# ? Dec 16, 2015 05:13 |
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CommunistPancake posted:I can't believe such an obviously bad game would get greenlit http://store.steampowered.com/app/321060/
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# ? Dec 16, 2015 06:23 |
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Coolguye posted:since most of them wear goggles they make the head motion the cloaker goggles spin wildly ontop of his head
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# ? Dec 16, 2015 06:32 |
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Finally did overdrill. We nearly ran out of medical supplies but it was actually pretty doable.
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# ? Dec 16, 2015 06:38 |
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$24.99 this is a dating sim video game that is twenty four ninety nine i am mad at lovely video games
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# ? Dec 16, 2015 06:42 |
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BillmasterCozb posted:$24.99 Over 375,000 words. That's like 150 words a penny!
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# ? Dec 16, 2015 06:45 |
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FAUXTON posted:Vox cannot merely be bound to a key. This is true. In celebration of the season, Death Vox Santa's Workshop Santa's workshop is straightforward enough that I'll focus on changes. The heist requires that you secure 100 presents for Vlad. As on other DV heists, sniper and enemy spawns are changed to be nastier (though enemy spawn positions are already pretty bad tbh). Expect additional skylight and window snipers. Overwatch (mass simultaneous sniper spawn, announced by Bain) can occur. Process notes:
Present events: 10 bags: The present supply system mentioned above begins to occur. Until this point, elves will not run out of materials. 16 bags: laser tripmines go active scattered around the back trainyard area. Bain announces this ("I just got a signal- the police are activating something out back"). More will periodically spawn, about every ten minutes. Bain will mention this each time ("police have set more mines, guys, watch out!") 25 bags: A turret truck drives up and parks immediately outside the front left door. This both blocks a sightline to the front chimney and serves as an additional spawn location. 40 bags: Winters spawns near the chimney behind the workshop. 41 bags: A turret spawns on one of the buildings overlooking the rear chimney. 50 bags: Additional spawnpoints will be made active in the workshop interior. 56 bags: Simultaneous 5 cloaker spawn from locations in the warehouse. 70 bags: As on White Xmas, 6 black dozers will spawn across the map. 81 bags: A turret drives through the front left door and crashes into Santa's Slay. This spawns a one-time, large set of police and specials, as on Bomb Forest- it is not a permanent enemy spawnpoint. This tree bagging location is disabled. 100 bags: Vlad is thrilled! You've saved christmas! Both chimneys are now always available and you can secure more presents, but Vlad needs one last thing before you go. The Xmas timer safe will begin spawning between assault waves, and is now available. Vlad wants something important that's inside- his "Secret Santa gift." Xmas timer safe: 2 minutes, no changes. The safe can be attempted again each assault break. What's Vlad's special surprise gift? 5 safes, as from Aftershock. Secure them all for the escape to become available. Tulip posted:Over 375,000 words. That's like 150 words a penny! I need to step my game up. Discendo Vox fucked around with this message at 21:34 on Dec 16, 2015 |
# ? Dec 16, 2015 06:54 |
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Basticle posted:lmfao listen to the video http://store.steampowered.com/app/416760/ It's kinda hosed up but I feel like an educational game about this would be pretty good this isn't that game tho
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# ? Dec 16, 2015 07:05 |
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Tulip posted:Finally did overdrill. We nearly ran out of medical supplies but it was actually pretty doable. Overdrill is easy as long as there is basic teamwork. For instance, not attempting to have 2 people defend the drill while 2 disable the magnetic lock. Then, once you get into the vault, you don't even need that so long as you packed an M308/sniper rifle and sufficient ammo. Hardest part from then on is moving 84 bags of loot.
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# ? Dec 16, 2015 16:01 |
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Discendo Vox posted:This is true. Vox, normally this insanity's vaguely amusing, but this one's just bad. It's too long, too complex, has too many gently caress you points (the chimneys randomly destroying bags, for example) and sounds like absolutely zero fun.
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# ? Dec 16, 2015 16:22 |
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Wastrel_ posted:Overdrill is easy as long as there is basic teamwork. For instance, not attempting to have 2 people defend the drill while 2 disable the magnetic lock. I'd say the hardest part towards the end is getting out of the vault area to the escape sequence through the hellscape that is the front of the bank. Dumping the gold into the vents is easy, if time-consuming.
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# ? Dec 16, 2015 16:23 |
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Wilko posted:Doing some test stuff to get the National Guard mutator to work better and accidentally left the game running in fast-forward while I messed with the code God drat.
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# ? Dec 16, 2015 16:24 |
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Laputanmachine posted:I'd say the hardest part towards the end is getting out of the vault area to the escape sequence through the hellscape that is the front of the bank. Dumping the gold into the vents is easy, if time-consuming. Nah, even then you can just wait for a lull in the spawns and make a run for it. The turret, if it even spawns, is such a non-threat. The only really dangerous part is being caught up on the stairs in the cafeteria. Most bad teams that gently caress up Overdrill (and aren't loving up the puzzle itself) waste too many resources in the first part of the map where it's still played normally. Once you get inside the regular vault and clear it out the spawns flip to the escape zone so it becomes laughably easy. I have no concrete proof but it feels like they've definitely toned down the spawns from when FWB came out because I have barely see any special units during Overdrills lately.
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# ? Dec 16, 2015 16:44 |
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Tempest_56 posted:Vox, normally this insanity's vaguely amusing, but this one's just bad. It's too long, too complex, has too many gently caress you points (the chimneys randomly destroying bags, for example) and sounds like absolutely zero fun. Thanks for the feedback- I'll take another look at it. I'm more likely to drop the item system than the lit chimneys, because the chimneys are way too easy to exploit in the current version- you can stack bags in the one our front all day and police will barely touch them, all for a giant reqard when it becomes the deposit part. Tulip posted:Overdrill chat A reminder that burning into, but not entering, the normal vault prevents bulldozers from spawning during the drill wait and tile sequence.
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# ? Dec 16, 2015 18:47 |
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UnknownMercenary posted:I have no concrete proof but it feels like they've definitely toned down the spawns from when FWB came out because I have barely see any special units during Overdrills lately. it's also possible they get stuck in the front lobby and stare menacingly at a wall for 33 minutes As with you I have no proof but I agree that, subjectively at least, Overdrill in pd2 is a joke if you can breach into the back area without dying too much up front which I admit is a tall order for some pub teams.
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# ? Dec 16, 2015 18:54 |
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Tempest_56 posted:Vox, normally this insanity's vaguely amusing, but this one's just bad. It's too long, too complex, has too many gently caress you points (the chimneys randomly destroying bags, for example) and sounds like absolutely zero fun. I've modified the chimney section a bit- you can now secure bags at any time. To be clear, you get a great big visual and aural indication of which chimney is safe- it's the one with the "secure bags here" indicator on it-the one that's not full of smoke. Bain also tells you when the chimney switches. Burning presents should only happen if you're really not paying attention. Does this help? Does any one of the bag events stand out as especially unfair? Discendo Vox fucked around with this message at 22:14 on Dec 16, 2015 |
# ? Dec 16, 2015 21:36 |
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Discendo Vox posted:I've modified the chimney section a bit- you can now secure bags at any time. To be clear, you get a great big visual and aural indication of which chimney is safe- it's the one with the "secure bags here" indicator on it-the one that's not full of smoke. Bain also tells you when the chimney switches. Burning presents should only happen if you're really not paying attention. The problem with the chimney thing is that even at a glance it's REALLY susceptible to desync and lag - oops, the game didn't update fast enough for the other players, you just lost several bags of loot to something that's absolutely not your fault. That's plain outright bullshit. Closing one point off is one thing, but destroying loot bags is too much. The rest is just.. look, Death Vox is supposed to be challenging and a bit dickish, I get that. But you're outlining a situation that's straight-up combining the least fun aspects of a number of heists. It's a super-long endurance challenge (the only longer challenge in the game is the Overdrill), where you have to gather resources like on Rats 1 (except more widely scattered and you need a fairly constant supply of them), while defending points like Dockyard (except there's more of them, they can be permanently lost AND they're even more spread out) and ferrying a huge number of bags (more than any other heist in the game by a significant margin) between two distant locations. On top of this you're including mass sniper waves, respawning trip mines, multiple turrets, actively removing some resource gathering points (to slow things further) and finishing it off with a mandatory 2 minute super-assault in a restricted location with poor cover. Half those things would be a challenge; all of them together makes this sound like a frustrating slog. The 100 bag limit in particular makes it horrid - a tough, rear end in a top hat-ish challenge is nice, but not one that's AN HOUR LONG and can very easily run longer.
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# ? Dec 16, 2015 22:23 |
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From what I understand about Deathvox though it's supposed to use regular Overkill numbers and stuff so it would just be really tedious more than anything else.
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# ? Dec 16, 2015 22:33 |
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speculation on desync, lag, and balance kinda dont matter when your product does not and will never exist
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# ? Dec 16, 2015 22:44 |
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Tempest_56 posted:The problem with the chimney thing is that even at a glance it's REALLY susceptible to desync and lag - oops, the game didn't update fast enough for the other players, you just lost several bags of loot to something that's absolutely not your fault. That's plain outright bullshit. Closing one point off is one thing, but destroying loot bags is too much. OK, the usual way this is handled is with a warning period- would that work? I really don't have an alternative available for bag destruction at the chimneys. A major problem with the current chimney system is that they're a nonissue- you kill the turret out front, then you can "guard" the bags you leave in there from the warehouse. This basically makes the back half of the map irrelevant, and bag depositing a nonissue. Tempest_56 posted:It's a super-long endurance challenge (the only longer challenge in the game is the Overdrill), Tempest_56 posted:where you have to gather resources like on Rats 1 (except more widely scattered and you need a fairly constant supply of them), Tempest_56 posted:while defending points like Dockyard (except there's more of them, they can be permanently lost AND they're even more spread out) Tempest_56 posted:ferrying a huge number of bags (more than any other heist in the game by a significant margin) between two distant locations. Tempest_56 posted:On top of this you're including mass sniper waves, respawning trip mines, multiple turrets, actively removing some resource gathering points (to slow things further) and finishing it off with a mandatory 2 minute super-assault in a restricted location with poor cover. Half those things would be a challenge; all of them together makes this sound like a frustrating slog. The 100 bag limit in particular makes it horrid - a tough, rear end in a top hat-ish challenge is nice, but not one that's AN HOUR LONG and can very easily run longer. UnknownMercenary posted:From what I understand about Deathvox though it's supposed to use regular Overkill numbers and stuff so it would just be really tedious more than anything else. Afraid of Audio posted:speculation on desync, lag, and balance kinda dont matter when your product does not and will not ever exist
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# ? Dec 16, 2015 23:09 |
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jokes should be funny
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# ? Dec 16, 2015 23:12 |
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"And what do you call this difficulty?" "The Aristocrats!"
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# ? Dec 16, 2015 23:12 |
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Dr Cheeto posted:"And what do you call this difficulty?" Thank you for reminding me- I need to simplify one of my older DV designs where after a jewelry store or H&T or something you run through every escape, modified, in a row. Oy, what was I thinking. Afraid of Audio posted:jokes should be funny You have to time the bags! There's a Johnny Fiveaces reference in the same conversation- I just noticed. Discendo Vox fucked around with this message at 23:22 on Dec 16, 2015 |
# ? Dec 16, 2015 23:15 |
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please dont ruin 2 games i enjoy
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# ? Dec 16, 2015 23:23 |
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# ? May 15, 2024 02:51 |
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Discendo Vox posted:OK, the usual way this is handled is with a warning period- would that work? I really don't have an alternative available for bag destruction at the chimneys. A major problem with the current chimney system is that they're a nonissue- you kill the turret out front, then you can "guard" the bags you leave in there from the warehouse. This basically makes the back half of the map irrelevant, and bag depositing a nonissue. Any warning period long enough to account for desync is going to make the change-over ineffective to dissuade a coordinated team. I see the issue you're designing at, but your solution has major problems. quote:Remember, twice as many elves, and securing bags is always available. Let's take a look at the math. So mask up, run in, find 8 elves, shout at them, kill thugs. Let's say a minute there to get to full production. You need 13 presents from each elf (12.5 but rounding). 2.5 minutes per present. Between them cowering, delays in picking up presents and needing to run to get the resupply items, let's say you lose 1 minute of productivity for every four presents. So 11 minutes per 4 bags; 35.5 minutes to completion. Then the 2 minute safe fight and another 2 minutes to lug the safes to the drop-off and get everyone to the escape. So absolute minimum it's over 40 minutes - on a 100% perfect run. Even a perfect run is going to be longer than any other non-Overdrill single day. A full cook Rats 1 gets close, but that's the only thing I can think of that's nearly as arduously long. Particularly since this is (again) full of a ton of pointlessly gently caress-you moments ("Oops, sorry, you just destroyed several bags due to lag and now you're surrounded by tripmine, the Captain just spawned on the other side of the map and there's a freshly spawned turret firing at you from an elevated position. You can do nothing to prevent this. Are You Having Fun Yet?")
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# ? Dec 17, 2015 00:31 |