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I like the new trees, they look fun to use.
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# ? Mar 25, 2016 21:06 |
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# ? May 28, 2024 15:58 |
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I assume you can't get safes and drills from offshore payday, but I'm going to ask anyway
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# ? Mar 25, 2016 21:39 |
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henkman posted:I assume you can't get safes and drills from offshore payday, but I'm going to ask anyway You can't get safes and drills from offshore payday. You can get weapon boosts, though.
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# ? Mar 25, 2016 21:43 |
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Thank you, friend
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# ? Mar 25, 2016 21:45 |
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UnknownMercenary posted:- Far Away is the new Hard Boiled. Close by will be good at least. UnknownMercenary posted:- Making shield bashing RNG based on weapon damage is a dumb idea. The trade off now is you give up an actual melee weapon for shield bashing effectively. Now there's no reason not to take the melee weapons with the biggest numbers. Don't know why people are scoffing at the idea of it though. Sneaking a previously DLC-locked advantage into the skill trees is a good thing, and literally every ICTV user will have it by default so yeah HE rounds will be more reliable but it's basically a free bonus for all armor builds. Unless the numbers are ridiculously undertuned, I think it'll be fine. UnknownMercenary posted:- Making run and shoot shotgun exclusive is another one I have an issue with. Yes it is most effective with shotguns, but it is useful for all weapons. UnknownMercenary posted:- Are shotguns getting a buff or is the nerf to Underdog a typo? Oh, I just went and looked. The reason why there's no melee skills in Enforcer is because they're moving melee to another class. They're preserving: Pumping Iron, Berserker, Tough guy Ace, and Transporter Basic. I have no loving idea why they would keep Tough Guy Ace, unless it's to provide filler for another skill (ala Basic Die Hard or something) and this means that Transporter Basic is going to probably show up on Ghost/Fugi as a Nu Dead Presidents type thing and to synergize with body bags I guess. At the very least, maybe this means Ghost might finally get that backstab ability I've been pining for all this time. Edit: I don't remember if the full list of carry over skills from Mastermind was ever posted either, so here they are: Equilibrium Aced spotter Gunslinger Pistol messiah Aced Control Freak Kilmer John Murdoch fucked around with this message at 22:01 on Mar 25, 2016 |
# ? Mar 25, 2016 21:58 |
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I'd really like them to just abandon shotgun impact and fold that percentage into the base damage. Like, I was defending the shotgun changes post Crimefest (especially after the range buff) but Jesus Christ I cannot get over how terrible the shotgun tree is.
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# ? Mar 25, 2016 22:05 |
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Far Away is Good because it solves the major problem of using a shootgun as a kill everything weapon so I can have a specialty weapon in my other slot The primary problem is that I could just as well sort all that out without paying so many skill points
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# ? Mar 25, 2016 22:11 |
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ammo specialist bonuses with gambler sounds like it could be fun, especially if you play with friends and can coordinate them, so they let you pick up all the ammo. Putting bulletproof at mid tier is also interesting because then you could get close to ICTV without having to go all the way up the tree for it. A bulletproof ammo specialist gambler could support an entire team with health and ammo, even without the ammo bags.
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# ? Mar 25, 2016 22:27 |
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Plan Z posted:Gotta say that x years in, I'd rather have them jumble things up like this and surprise me to switch up the repetition than to keep running with what I have. I think now you just have to choose what you're going for with a build more, instead of just saying that "These are the most useful things, and I want all of them." This is how I feel. I mean, let's be real here. Most builds following one of the following options: GET THE gently caress UP with dodge. GET THE gently caress UP with armor. All Shotguns, All the Time. Akimbo Guy (possibly with GET THE gently caress UP) Fart Guns other (sub-optimal gimmick builds) SHOTGUN/MEDIC/DODGE could be fun, if you think in terms of how many maxed trees you have. Granted, even just glancing at these previews it's obvious that there's poo poo at the upper end nobody is really going to care about, which is really weird, but I can at least see what they're going for. Having every build boil down to "Fast Hands/Transporter/Underdog/etc" plus one helpful thing is getting pretty old.
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# ? Mar 25, 2016 22:29 |
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I like this new tree, I find the fact that to get the ICTV you need to get puching shields with bullets. This is good, because even though we have a free sniper rifle, more ways to deal with shields is awesome. Compressing the tree to pack more skills in one skill is good, because they actually try to remove the useless skills and props where it's due. ...but at this rate, it seems that Technician and Fugitive will get mostly new skills, which is good too, but given the hit-miss nature of the ones we got so far, I am caustiously optimistic.
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# ? Mar 25, 2016 22:44 |
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That new Enforcer tree is basically my build all in one place! Except for the drill skills. My questions are, is Mag+ still in the Tech tree and will it combine with Close By Ace? With the 2 bag carry will we just fall through the floor if we pick up 2 Artifacts at once because of how heavy we are? I'm liking the changes.
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# ? Mar 25, 2016 22:47 |
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I just don't agree that double ammo bags should be tier 3, other than that I'd like some of the skills to be put into the shotgun stats in general and for them to make up some new shot gun skills and its not the worst condensing of Enforcer ever. But now it looks like the Technician is entirely going to be Drill/C4/Who-loving-cares.
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# ? Mar 25, 2016 22:59 |
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Crabtree posted:I just don't agree that double ammo bags should be tier 3, other than that I'd like some of the skills to be put into the shotgun stats in general and for them to make up some new shot gun skills and its not the worst condensing of Enforcer ever. There's gonna be an automatic weapons tree similar to Mastermind's sharpshooter single-fire tree, and the only place I can think to put it is Technician.
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# ? Mar 25, 2016 23:01 |
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Some ideas to make techs suck less Gain trip mines and/or turret ammo with ammo boxes Shotgun turret - lower ROF so it lasts longer as a distraction - lower DPS and range obviously. A drill skill that let them melee drills to fix them in one or two hits. An armor piercing melee skill so they could inflict more damage on specials or stun them and get through tan armor Set up drills super quickly Electrifying drills so they shock enemies that try to break them Top tier skill that makes drills never break Amp up shockproof so technicians get a ranged shock weapon/throwable with area effect. Shock turrets - same range as a taser now, but can stun multiple foes - batteries recharge every 10/5 seconds. Grant shockproof to entire team as top tier skill Cloaker detection throwable - highlights all cloakers in given area and when aced prevents their charging ability for 10 seconds or something. Turrets grab ammo boxes of enemies that die near them to reload themselves.
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# ? Mar 25, 2016 23:15 |
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quote:6:12 PM - UnknownMercenary: i just had a brainwave I want to believe.
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# ? Mar 25, 2016 23:18 |
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Finally had some time to sit down and look over the new Enforcer tree and man, Grinder builds are going to be loving ridiculous. Easily accessible Bulletproof/Bullseye, maybe take Iron Man Basic to deal with Shields if you're feeling lazy. Ammunition Specialist lets you hoover up ammo even more efficiently than Grinder builds already are and replenishable molotovs will make you even more immortal. Now all we need is cheap Swan Song and the current generation of Mastermind/Fugitive builds will be straight upgraded in every way. Someone goofed and forgot to put in an actual number for the Carbon Blade Ace panic chance. John Murdoch posted:Edit: I don't remember if the full list of carry over skills from Mastermind was ever posted either, so here they are: Aggressive Reload seems to be the rough equivalent of Kilmer, with a bigger reduction in reload time but at the cost of having to activate it with kills. I'm guessing Spotter Ace is either going to be free or moved to Ghost/Fugitive, along with what was formerly Inside Man/Control Freak Ace. Crabtree posted:But now it looks like the Technician is entirely going to be Drill/C4/Who-loving-cares. You'll loving care when it becomes the explosion-man tree.
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# ? Mar 25, 2016 23:27 |
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grenade launchers and the RPG already crack the game wide open in a lot of ways so the idea that they would give any skills that benefit them directly in any major way seems unlikely it is far more likely that jack of all trades will be close to entry level and the rest of the tree will presume you are bringing both c4 and sentries
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# ? Mar 25, 2016 23:30 |
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UnknownMercenary posted:I want to believe. I think it's more likely that sentries and C4 will be two sides of the same tree, with Jack of All Trades topping it off to let you carry both. Then an automatic weapons tree, and a... drill tree with other stuff? isndl posted:Someone goofed and forgot to put in an actual number for the Carbon Blade Ace panic chance. Jules has said all the numbers are up in the air currently and that they're more worried about getting skill functionality in place before finalizing specific numbers and percentages. And it's Overkill, so of course there's inconsistency with putting obviously placeholder variables ("X%") with not-so-obvious placeholder numbers, like Bulletstorm basic lasting 0 seconds.
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# ? Mar 25, 2016 23:33 |
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Coolguye posted:grenade launchers and the RPG already crack the game wide open in a lot of ways so the idea that they would give any skills that benefit them directly in any major way seems unlikely Comedy option: they nerf every explosive gun so you have to invest into the entire explosives tree to get them as they are right now.
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# ? Mar 25, 2016 23:41 |
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UnknownMercenary posted:Comedy option: they nerf every explosive gun so you have to invest into the entire explosives tree to get them as they are right now. Don't even kid about that.
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# ? Mar 26, 2016 00:14 |
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UnknownMercenary posted:Comedy option: they nerf every explosive gun so you have to invest into the entire explosives tree to get them as they are right now. welp, always knew i'd have to pay the explosive price to sit on the explosive throne.
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# ? Mar 26, 2016 00:17 |
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Coolguye posted:grenade launchers and the RPG already crack the game wide open in a lot of ways so the idea that they would give any skills that benefit them directly in any major way seems unlikely UnknownMercenary posted:Comedy option: they nerf every explosive gun so you have to invest into the entire explosives tree to get them as they are right now. Deviant posted:welp, always knew i'd have to pay the explosive price to sit on the explosive throne.
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# ? Mar 26, 2016 00:34 |
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Explosives-boosting skill blatantly called "Fun Tax"
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# ? Mar 26, 2016 00:47 |
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Since "far away" sounds like it only applies to shotguns while in ADS it sounds to me like it may make the Mosconi and Joceline even more murderous at range. Also they better loving add a skill to the Tech tree that lets you restart drills/saws by yelling at/hitting them. Concordat fucked around with this message at 00:51 on Mar 26, 2016 |
# ? Mar 26, 2016 00:49 |
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23 points to make shotguns good? That's bullshit! Explosive tree? I will pay any price.
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# ? Mar 26, 2016 00:49 |
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Oh man, what if the new Iron Man basic will be able to proc off Turrets?
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# ? Mar 26, 2016 01:14 |
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Kikas posted:Oh man, what if the new Iron Man basic will be able to proc off Turrets? ...they'll be mediocre instead of just terrible? gol dang robot guns takin our crime jobs
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# ? Mar 26, 2016 01:18 |
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I took another look at the example build and something kinda clicked for me Have they said whether or not we will be able to mix and match skill trees anymore? Or are things like Techforcers and Masterforcers and Fugiminds and all of those other stupid do-everything portmanteaus we've made up for this game going away, forcing us to coordinate to play this team game? If you consider the idea that you must take one role and then spend ALL of your points in that one tree, the skills themselves start to make a lot more sense overall. Yes, you must spend like half of your points to get to top tier of one tree, but that is because you only have 3 trees to mess with. You only have to decide which handful of skills you can live without, as opposed to being paralyzed for choice. I hope that is not the direction they're going, but the implication they've given in the Mastermind example seems to support this interpretation.
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# ? Mar 26, 2016 01:27 |
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Coolguye posted:I took another look at the example build and something kinda clicked for me from the announcement quote:Does this mean I can only spend skill points in one skill tree, i.e I can only spend my skill points in Mastermind’s subtrees?
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# ? Mar 26, 2016 01:31 |
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ah ok killer thanks
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# ? Mar 26, 2016 01:32 |
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ClonedPickle posted:Explosives-boosting skill blatantly called "Fun Tax" well then call me the IRS, because have i got the answer for you
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# ? Mar 26, 2016 03:52 |
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Top C4/Explosion tree skill is Red Alert, which makes all explosion damage radioactive. A LITTLE GIFT FROM YA BOY VLAD.
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# ? Mar 26, 2016 04:23 |
Crabtree posted:Top C4/Explosion tree skill is Red Alert, which makes all explosion damage radioactive. A LITTLE GIFT FROM YA BOY VLAD. A beacon deployable which summons the orbital downpour from Red Alert 3.
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# ? Mar 26, 2016 04:36 |
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Why is bullets stumbling shields bad?
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# ? Mar 26, 2016 04:40 |
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Geight posted:Why is bullets stumbling shields bad? Because it ruins Vox's fantasies.
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# ? Mar 26, 2016 05:06 |
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Geight posted:Why is bullets stumbling shields bad? Because if you're shooting the shield you're wasting your time, because it could just be Dead. You have a ton of ways to deal with shields that don't involve wasting ammo on it for a chance to proc a stumble.
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# ? Mar 26, 2016 05:17 |
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isndl posted:Because it ruins Vox's fantasies. I'm agnostic on it. It depends on how it functions in action, particularly what animation it uses.
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# ? Mar 26, 2016 05:22 |
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Discendo Vox posted:I'm agnostic on it. It depends on how it functions in action, particularly what animation it uses. I'm assuming it will continue to use the current stumble animations, which loving suck and make the shield really hard to kill.
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# ? Mar 26, 2016 05:23 |
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I thought they changed the stumble animations for shields to knock them on their rear end, or was that just an anecdotal observation e: to be clear I am Shield Deleter Numero Uno cause I basically only ever use a sniper rifle when I play anymore, so I totally get the argument that any form of dealing with shields is less effective than what I can do with one shot. But that being said, I think making the skill apply to bullets should help non-snipers buy themselves precious seconds for me to turn around and delete however many shields are attacking them, depending on how the math for the chance works out. So overall, I think it is possibly a good change. Geight fucked around with this message at 05:48 on Mar 26, 2016 |
# ? Mar 26, 2016 05:44 |
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# ? May 28, 2024 15:58 |
Seriously why the gently caress is there a decay on hysteria stacks? It's totally unnecessary.
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# ? Mar 26, 2016 05:52 |