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Dr Cheeto posted:Caught Chains getting his rear end kicked by Black Widow in the new Captain America film. It's good to see Damion Poitier getting work. That's still not as cool as seeing The Elephant in the newest season of Fargo.
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# ? May 15, 2016 01:16 |
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# ? May 15, 2024 04:05 |
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I was giggling the entire time he was on screen.
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# ? May 15, 2016 01:18 |
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Bain's lines about the pyro sequence in Alesso got drowned out by other audio twice today. I don't recall that happening in any other time we've run the heist - so it may be a beta branch bug? like one person not hearing a line, sure, but we had all 4 people not hear it twice. And not twice in a row. I think other audio was taking priority but the pyro booth controls lit up and the guy yelled at us for failing despite Bain never actually saying which ones to push.
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# ? May 15, 2016 04:44 |
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Anyone else crashing the moment you throw in the last required bag on First World Bank as host? Windows 7 with GoonMod.
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# ? May 15, 2016 10:46 |
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Well, they're doing a Q&A with Jules in the PD2 group chat. I opened it and immediately was met with a spam of "dead game" and "f". the chat got set to officers only. And then, this
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# ? May 15, 2016 17:27 |
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So I guess its mostly done unless they try to experiment with more things, but still lack the several layers of spit polish it will take to fix all the extra issues that it will likely create. Now they've moved to a starbreeze twitch stream and they're talking about wanting like super Dozer armor. I asked if it should shred off and they then talked about maybe having armor bag refill it a few times as a new function for possibly the dumbest deployable at the moment. Crabtree fucked around with this message at 17:57 on May 15, 2016 |
# ? May 15, 2016 17:34 |
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BillmasterCozb posted:Well, they're doing a Q&A with Jules in the PD2 group chat. I opened it and immediately was met with a spam of "dead game" and "f". the chat got set to officers only. noooooooooooooooooooo
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# ? May 15, 2016 18:05 |
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I'm looking forward to some semblance of challenge in the game. A blogpost from a member of Overkill on the design of Sydney. It includes her "canon backstory" if you're interested. Discendo Vox fucked around with this message at 20:47 on May 15, 2016 |
# ? May 15, 2016 20:45 |
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Discendo Vox posted:I'm looking forward to some semblance of challenge in the game. Wow, why can't we have a heist that begins with Sydney stealing everything?
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# ? May 15, 2016 20:50 |
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BillmasterCozb posted:Well, they're doing a Q&A with Jules in the PD2 group chat. I opened it and immediately was met with a spam of "dead game" and "f". the chat got set to officers only. Ugh. I hope they don't nerf the skills too much. The greatest thing about the new skills is how you don't need a detailed metagame knowledge of how Payday works in order to make a good build. Before, you had to know a bunch of stuff gleaned from forums and wikis about how the game mechanics and which skills were bugged out and so forth in order to make a DW viable build and it was quite easy to make a gimped build that couldn't even do Overkill. That was a barrier that kept a lot of people from enjoying the game. I've introduced a bunch of my friends to the beta and they loved it - they had stopped playing because they didn't have the obsession to master the old system like I did but the new beta makes the game 100 times more fun for them. The only truly OP things I've seen are maxed out sentries and jokered cops - when you get 4 or more jokered cops and multiple AP sentries on the map, it really reduces the challenge. Stumbling dozers is fine because it makes headshotting them a lot harder. It takes a lot more ammo to kill a dozer that way. Uppers is a great skill, but it requires forethought to use well.
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# ? May 15, 2016 21:36 |
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the current difficulty comes from 4-taser or 4-cloaker spawn pods, which isn't exactly ideal I guess I'd take a 15 second reduction to the Overkill skill instead of those e: of course the problem is we'll get no change to the first and only the second, Psion fucked around with this message at 22:40 on May 15, 2016 |
# ? May 15, 2016 21:42 |
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Discendo Vox posted:I'm looking forward to some semblance of challenge in the game. "I’m guessing that was the purpose of your little stunt? To show you could play in the big leagues? You wanted our attention? You got it. Suit up, it's time to ECM rush the same diamond store over and over like some chump."
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# ? May 15, 2016 22:14 |
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Sydney is a cool character with a neat backstory but I can't help but roll my eyes when the writer keeps emphasizing how ~*crazy*~ he wanted her to be.
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# ? May 15, 2016 23:48 |
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Windmill Update At long last, the GL40 kill challenges are complete. Now that this momentous task is behind us, a full recap of general kill challenges that remain seems apposite. These are divided by category, in the rough order I'll pursue them. Primaries: Brenner 21 (OK LMG) - done. AMCAR-4 (similar to PD2 AMCAR) - done. Reinbeck 88 (Shotgun) - 51 kills remaining. AK (similar to PD2) - 1400 kills remaining. M308 (same as PD2, best gun) - 500 kills remaining. Secondaries: Locomotive 12 (garbage shotty from hell with no ammo pickup) - done. GL40 (weak GL with no ammo pickup) - done. Compact-5 (very stable, weak bullethose) - 2100 kills remaining. Mark 11 (unstable, strong bullethose) - 1300 kills remaining. B9-S (superweak, accurate) - done. STRYK (full auto, limited ammo) - 900 kills remaining. Bronco (misaligned sights, 6 rounds, bad pickup) - 1700 kills remaining. Crosskill .45 (inaccurate) - 500 kills remaining. Deployables: Trip Mines (worse than they ever were in PD2) - done. It's hard to get more than 10 kills in a run with these. Sentry Guns (worse than they ever were in PD2) - done. It's hard to get more than 20 kills in a run with these. I'm now well past the halfway point (everything but trip mines needs ~3100 kills total), and with the deployables, GL40 and Loco behind me only a couple of the pistols are still frustrating to use. I have only 8451 kills to go!! Discendo Vox fucked around with this message at 00:24 on May 16, 2016 |
# ? May 16, 2016 00:15 |
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Geight posted:Sydney is a cool character with a neat backstory but I can't help but roll my eyes when the writer keeps emphasizing how ~*crazy*~ he wanted her to be. All the "crazy" talk made me think of Harley Quinn and now I'm dreading a Suicide Squad crossover with the Jared Leto Joker Pack.
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# ? May 16, 2016 00:44 |
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Geight posted:Sydney is a cool character with a neat backstory but I can't help but roll my eyes when the writer keeps emphasizing how ~*crazy*~ he wanted her to be. Yeah, between "she's such a maniac!" and getting one over on the actual Payday gang in a non-specific, off-screen way as her method for joining, Sydney's 'official' background basically sounds like a Payday 'Original Character'.
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# ? May 16, 2016 01:27 |
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King Vidiot posted:All the "crazy" talk made me think of Harley Quinn and now I'm dreading a Suicide Squad crossover with the Jared Leto Joker Pack. We already have a Jared Leto Joker pack
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# ? May 16, 2016 01:33 |
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THE CHORSE posted:edit: http://asheron.wikia.com/wiki/Wi_Flag I want to believe some drivers are just unlucky enough to get a call from the chorse but think it's fate, checks out.
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# ? May 16, 2016 01:33 |
clockworkjoe posted:Ugh. I hope they don't nerf the skills too much. The greatest thing about the new skills is how you don't need a detailed metagame knowledge of how Payday works in order to make a good build. Before, you had to know a bunch of stuff gleaned from forums and wikis about how the game mechanics and which skills were bugged out and so forth in order to make a DW viable build and it was quite easy to make a gimped build that couldn't even do Overkill. That was a barrier that kept a lot of people from enjoying the game. I've introduced a bunch of my friends to the beta and they loved it - they had stopped playing because they didn't have the obsession to master the old system like I did but the new beta makes the game 100 times more fun for them. They've got a really fine line to walk, IMO. I can't really think of very many skills they could reduce the strength of without making the skills not worth the points invested.
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# ? May 16, 2016 01:39 |
Payday dev: we'd like to avoid further power creep and keep as many different builds viable as possible. Goons: this is bad for some reason Of course I don't want them to nerf everything into the ground but there are some things that definitely need to be put down a bit. Sentries are way too powerful in their current form. Armorer and Ammo Specialist need a bit of a buff though. Saw skills are garbo, and the LBV is pretty much the god-king of armors right now.
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# ? May 16, 2016 01:58 |
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Assuming of course they aren't going to do what they also talked about and that is "Overkill is a casual difficulty for fun easy shooting. DEATHWISH used to be hard but it got easier. Maybe we'll either make Deathwish harder or have an even higher difficulty setting".Geight posted:"Look at how CRAAAZZY she is!11" Crabtree fucked around with this message at 03:20 on May 16, 2016 |
# ? May 16, 2016 03:14 |
watho posted:Of course I don't want them to nerf everything into the ground but there are some things that definitely need to be put down a bit. Sentries are way too powerful in their current form. I really can't get over this "sentries OP" thing, and it's actually true. The biggest issue is probably that, with the right setup, sentries can run a surplus in terms of ammo drops. If they were slightly below ammo-neutral in terms of efficiency, they'd probably be okay, since they wouldn't be able to basically do the heist for you. If sentries aren't reasonably good, though, they won't be worth the substantial skillpoint investment they require. quote:Armorer and Ammo Specialist need a bit of a buff though. Saw skills are garbo, and the LBV is pretty much the god-king of armors right now. What's wrong with Armorer? It's in great shape, and forms the core of a lot of the "optimal" builds (armored-up LBV builds, Anarchist, Muscle). It's also really easy to navigate: Oppressor, basic Transporter and Die Hard, Bullseye, and Bulletproof are all potentially useful for basically any build, and make obtaining the requisite points for Iron Man fairly painless. Ammo Specialist, on the other hand, is almost complete garbage. Getting to Fully Loaded is painful, and ultimately feels like a waste of points. LBV being good is more a product of the perk decks, I think. Perk decks form the backbone of any build, and it just so happens that LBV works with basically all of the really good perk decks. It also manages to hit the sweet spot in terms of balancing armor, speed, and sometimes, dodge. I don't necessarily see this as a problem, though. One armor setup is always going to be mathematically optimal, or at least tied with one other setup. Anyway, my thoughts on the remaining trees: tl;dr in advance: The point I guess I'm trying to ultimately make is that, individually, the skill trees are largely fine. Nerfing them will almost certainly reduce overall build viability, since people will be drawn to the most optimal combos. Those combos admittedly exist now, but because each tree is individually strong, it's possible to take a "suboptimal" route and still have a build that is fun and viable. If anything, some trees need to be strengthened so that there is more competition for your skill points. Some of the trees right now are really, really bad. I suppose you could reduce the number of points people have to invest, but I suspect that would have a similar chilling effect on build variability. With less points to spread around, I figure most people will strip out the unique quirks in their builds, in order to maintain an "optimal core." As of right now, the game seems reasonably well-balanced for DW. The average pub team probably has a decent shot at clearing DW within a reasonable number of tries, and for some people, that might be a sign of good balance. For people who want the game to be harder, that probably comes as a disappointment. But given that a number of us have hundreds, if not thousands of hours in this game, it really shouldn't be shocking that many of the difficult aspects of the game have been largely mastered. If the game is to become more challenging, I still think that the best route to take is to tweak the strength of cops. Everyone pissed and moaned over OG Boiling Point, but that's an example of a direction that a harder difficulty could take. It would certainly pose the challenge that people insist is so obviously lacking. Or there could be more cops/better cop AI, if health/damage hacks aren't appealing. I remain unconvinced, though, that limiting player options via reductions in skill efficacy is a good route forward, though. Medic: Mostly good as-is. The fix to FAKs really helped reduces the overall brokenness of balance in the beta, though FAKs are still really good if positioned correctly. I think that Inspire AND FAKs make keeping everyone alive a little too easy if you're playing well, so maybe FAKs could stand to heal less when they activate to keep you from going down. Controller: Largely good. Stockholm Syndrome seems decidedly mediocre. Almost all of the bonuses here are the same as they were in their pre-beta versions, but they're more accessible. If they were worse, I'm not convinced they'd be worth the point investment. The only scenario where I'm inclined to budge on that is with regard to having two Jokers at once. At the very least, that skill could stand to cost more than it presently does. It would also probably be quite helpful if it weren't trivial for literally anyone to take half the assault force hostage with a single shout. That particular problem has little to do with the skills as they stand, though. Taking hostages is just too easy. Sharpshooter: Feels slightly weak to me, relative to the other weapon-specific trees. I admittedly am not a huge fan of single-shot rifles, but... Rifleman basically sucks. Marksman and Stable Shot are both okay, but it's sufficiently easy to get good stats on your marksman rifles that they're not necessarily contributing significantly. But hey, who doesn't like bigger numbers on their stats screen? I also have a lot of problems with Aggressive Reload aced, particular when compared to Shock and Awe. Shock and Awe requires two kills, then you get a reload speed buff that lasts indefinitely. Sharpshooter demands that you reload within 2s to get the bonus. Why? Just let the bonus sit there. Maybe require a few more killing headshots, to compensate. Ammo Efficiency is a good capstone skill. Spotter requires some discussion. It sounds like a pretty good skill, and to some extent, it is. But it doesn't seem to do as much as you might suspect. On DW, at least. For the low-damage marksman rifles (~85 damage, see: FAL), it has the most impact. It reduces headshots to kill on Tans and Cloakers by 1, and Tasers by 2. For high-damage rifles (~170 damage, see: M308), it reduces headshots to kill by 1 for Tans and Tasers. For mid-level snipers (~294 damage, see: Platypus), it reduces headshots to kill by 1 for only Cloakers. It has some effects with regards to body shots as well, but the tree very clearly emphasizes scoring headshots. If you're not doing that, you're squandering a lot of your costly bonuses. I'm not factoring the reduction shooting through Shields applies, so maybe that makes a difference for sniper rifles. On the whole, though, I feel like Spotter costs somewhat more than it's actually worth on its own. Shotgunner: Almost all of the skills here are great. I guess I'm one of the few that wasn't bothered by the fact that you had to sink some points to make shotguns really good, since I found them perfectly usable even without skills. But with the damage buffs and 000 changes, there's really no denying that shotguns are really, really great weapons. Maybe too good in some instances. I ran a Euro Bag simulator the other night with a Loco and didn't touch an ammo bag once, for example. Close By aced is the only skill that I see as particularly questionable, since it's fairly costly for minimal returns. And the only shotgun that really *needs* the mag bonus is the Izhma, with it's sad little 7-round default mag. Overkill is the only skill that probably could withstand a nerf, and probably only a light one at that. 30s is a long time, but 10s is a bit short, especially if you really want to take advantage of the aced benefits. Breacher: The drill skills are good, trip mines are better than they were. I'd prefer it if Jack of All Trades were easier to get alongside Tripmines, though. They're still situational, and C4 is still very limited in utility. I feel like this is a tree that people will pass over in order to get more interesting skills out of other trees, though. Shaving a minute off drilling is nice, but hardly necessary. This tree could probably use some help, but it's hard to think of ways to make Tripmines really desirable without changing their importance in the individual heists. Oppressor: Really, really good. Fire Control is probably the most mediocre skill in the tree, but it's an easy skill to bypass. Fast Fire aced is also probably not worth six points. Basically everything else in the tree makes a clear difference, though. I'm not terribly convinced that anything here is obviously overpowered, though. The nerf to Heavy Impact was appropriate, but if it gets hit any further, it will absolutely not be worth it. Body Expertise's bonus could maybe be toned down a bit. On the other hand, it's a capstone skill that needs to compete with the strength of skills like Inspire and Overkill. So if the Body Expertise bonus is too high, I think you could argue that the Overkill bonus is also too high. I don't think that's true, but I'm willing to at least entertain arguments to the contrary. Covert Ops: Laugh all you want, but a mixed stealth/loud build is a lot more practical than it used to be. Feedback is still really questionable, though. I think ECMs would be a lot better on loud heists if ECMs did something more useful. Two ideas: Maybe ECMs could generate a small, passive anti-Cloaker field. Or, have them act like auto-spotters for specials that apply some sort of Spotter bonus. Competes with Tripmines, yes, but you have fewer of them, and they're indestructible. Commando: Another good tree, and also another instance where I feel like applying any nerfs just makes it easier to skip some skills. I could see an argument for cutting Dire Need aced's 6s extension, but by how much? Would people keep taking the skill? Silent Killer: Camouflage is a questionable baseline skill, but that's my only real complaint here. I'm pretty sure Silent Killer is providing a 15% damage bonus per rank taken, and not the listed 7.5%. As it stands, you usually only need basic Silent Killer, though. Changing it to 7.5/rank would maybe change that in some cases, but I'm not necessarily convinced that it would be a good change. Breakpoints aren't that heavily affected. Gunslinger: Extremely bad, largely due to inconsistencies in how the skills work. It's probably also worth remarking on the (bad) changes to pistols: Generally speaking, adjust weapon damage is always a tricky topic. I say this because people tend to forget that damage changes only matter if they shift breakpoints (number of shots required to kill an enemy). If breakpoints don't shift, the change has no substantive impact. Bearing this in mind, let's turn to the pistol damage nerf: The change from 145 damage to 120 damage has a remarkably small impact on Overkill and below. You require an additional bodyshot to kill FBI SWATs and Murkywater enemies (up to 2 from 1). Substantively speaking, this change is effectively meaningless on Overkill, then. On DW, there are more effects. One requires an additional bodyshot to kill SWATs, FBI SWATs, and Tasers. Headshots-to-kill are unaffected, though, and given the emphasis placed on scoring headshots, it's debatable as to whether or not this change really means anything. As far as headshots-to-kill are concerned, one requires an additional headshot to kill Heavy SWATs and Shields. This means that it is as effective to bodyshot them as it is to headshot them, which is, in some sense, a buff to these weapons (since it is easier to score a bodyshot than a headshot). Cloakers require an additional shot, regardless of where you aim. If you factor in the 25% headshot damage bonus from perk decks, then all headshots-to-kill differences are erased, save for Cloakers and Tasers on DW. Given this analysis, I argue that the damage change has very little effect on the whole. Taking the pistol damage skill also effectively reverts the change. Some people might like that, but here's my argument: if the shotgun damage skill is boring, then the pistol damage skill is boring for precisely the same reason. Furthermore, given the lack of influence the damage adjustment seems to make, it's unclear what the balance intent was to begin with. Relentless: Largely garbage. Swan Song is still excellent, but everything else seems really mediocre. Useful for people who need crutches, I guess, but they're all largely bonuses that you can either outgrow the need for, or better address through other skills. Brawler: Prior to Anarchist, I felt that the lower half of the tree was substantially better than the top half. With Anarchist, though, the whole tree is really fantastic, and at the very least, passably good with the other perk decks. Except Counter Strike. Counter Strike is loving terrible.
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# ? May 16, 2016 03:50 |
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LuciferMorningstar posted:Brawler: Prior to Anarchist, I felt that the lower half of the tree was substantially better than the top half. With Anarchist, though, the whole tree is really fantastic, and at the very least, passably good with the other perk decks. Except Counter Strike. Counter Strike is loving terrible. they were all* always good (*I agree that counter-strike is worthless garbage)
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# ? May 16, 2016 03:55 |
LuciferMorningstar posted:What's wrong with Armorer? It's in great shape, and forms the core of a lot of the "optimal" builds (armored-up LBV builds, Anarchist, Muscle). It's also really easy to navigate: Oppressor, basic Transporter and Die Hard, Bullseye, and Bulletproof are all potentially useful for basically any build, and make obtaining the requisite points for Iron Man fairly painless. Armorer itself is a pretty good tree but the ICTV is not nearly as effective as the suit or LBV. I really thought that Anarchist was going to make the ICTV great again but it regens way too slow to be good for aggressive play. Anarchist is amazing with the LBV though... Overkill has this weird thing going on with their balancing where they seem to think that the ICTV is the most powerful armor so it gets a reduced effect with some perk decks (Ex-Prez, Anarchist) when it's the armor that needs the increased effect more since you don't have the mobility or dodge to mitigate the incoming damage. I hope this makes sense. e: I agree with everything else you have to say.
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# ? May 16, 2016 04:23 |
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I would almost say that lowering the pistol damage further would have made more sense instead of nerfing the gently caress out of all the firerates. 55 damage for medium pistols; 85 for the Deagle variants. It'll push them to DW breakpoints with either Underdog or Custom Ammo and the numbers themselves will be fine for Overkill to begin with. Make the distinction between the light pistols and medium pistols closer to that of the light and medium rifles: roughly the same damage but light variants trade higher concealment and ammo count for lowered accuracy.
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# ? May 16, 2016 04:51 |
watho posted:Armorer itself is a pretty good tree but the ICTV is not nearly as effective as the suit or LBV. I really thought that Anarchist was going to make the ICTV great again but it regens way too slow to be good for aggressive play. Anarchist is amazing with the LBV though... Yeah, that makes sense. Some Armorer skills could probably be changed to give additional benefits to higher-tier armors, maybe? UnknownMercenary posted:I would almost say that lowering the pistol damage further would have made more sense instead of nerfing the gently caress out of all the firerates. The fire rate nerf sucks. I took the White Streak to a heist, got charged by a Cloaker. "No problem," I thought. Then I tried to unload on the Cloaker and realized my gun didn't fire fast enough. That was exciting. I stopped bringing pistols after that.
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# ? May 16, 2016 04:51 |
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Yeah - skills aren't the only things they've changed and I think both of the mechanical changes - pistol ROF and pickup 40% cut - were overbroad and ill-thought out. If anything needs a second look, it's those. In the context of the skill beta, it's even more ridiculous - pistols didn't need to get wrecked so bad. There are a ton of powerful options that never go near pistols, many of which are - dare I say it - even more powerful than pre-beta pistols ever were? Of course, I'm not saying what they are. While I appreciate Jules giving an honest answer about what they plan to modify for balance first, I don't think they realized the chilling effect that answer has on discussing things the playerbase currently find powerful. Or put another way, I appreciate the honest answer but it bothers me that particular answer is Overkill's honest answer. Psion fucked around with this message at 04:58 on May 16, 2016 |
# ? May 16, 2016 04:54 |
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Crabtree posted:Assuming of course they aren't going to do what they also talked about and that is "Overkill is a casual difficulty for fun easy shooting. DEATHWISH used to be hard but it got easier. Maybe we'll either make Deathwish harder or have an even higher difficulty setting". If we get a Falling Down remake, yeah. I could see that. Wouldn't make sense from one perspective but then again who gives a poo poo? D-Fens character pack, make it happen.
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# ? May 16, 2016 05:18 |
LuciferMorningstar posted:Yeah, that makes sense. Some Armorer skills could probably be changed to give additional benefits to higher-tier armors, maybe? That's how Transporter ace works now, but it's a pretty insignificant effect in the grand scheme of things. Something like damage reduction based on how much armor or which armor you are wearing could potentially work. It could also break everything. I don't know. Also, I think that shaving 10 percentage points off of dodge universally and have Sneaky Bastard Ace give 20 percentage points at 5 detection would equalize the builds a bit point wise.
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# ? May 16, 2016 06:34 |
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watho posted:That's how Transporter ace works now, but it's a pretty insignificant effect in the grand scheme of things. Something like damage reduction based on how much armor or which armor you are wearing could potentially work. It could also break everything. I don't know. Maybe dodge could be negated or penalized if you're carrying a bag that slows movement instead of a flat nerf to all dodge builds. Also, the next heister HAS to be a jokered cop that just followed the payday crew home. "Can we keep him Bain? We'll feed him first aid kits and meth and rob banks once a day." BTW Does armor recovery rate modify anarchist armor regen at all?
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# ? May 16, 2016 07:18 |
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LuciferMorningstar posted:The fire rate nerf sucks. I took the White Streak to a heist, got charged by a Cloaker. "No problem," I thought. Then I tried to unload on the Cloaker and realized my gun didn't fire fast enough. That was exciting. I stopped bringing pistols after that. The semi-auto handcannons (Deagle, Jericho, White Streak) lost about 1000 rounds per minute. Seriously. They used to be base 667 ROF, Equilibrium was +100% and took it to 1334 or so. Now the base is 240, Gun Nut ace is only +50% and brings it to 360 ROF. The revolvers shoot faster than the high damage semi-autos right now, it's dumb. Granted, 1334 RPM was needlessly high, but the handcannons should be able to get to 600 minimum with skills, and the medium-damage pistols are also firing way too slow (in addition to doing too little damage for their ammo capacity). Pistols are in a bad way in the beta, hella overnerf.
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# ? May 16, 2016 09:28 |
It wouldn't be a nerf to dodge builds as much as a way of normalizing the point costs of the two main defensive trees. There are currently very few reasons to ace Sneaky Bastard since it's so easy to get to <5 concealment with really good guns.
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# ? May 16, 2016 09:31 |
watho posted:It wouldn't be a nerf to dodge builds as much as a way of normalizing the point costs of the two main defensive trees. There are currently very few reasons to ace Sneaky Bastard since it's so easy to get to <5 concealment with really good guns. This would go poorly, I think. If you're pulling those points off of armors, you're utterly wrecking the suit by taking away the only thing it really has going for it. The suit has already been hit with a nerf, and that has only pushed more people toward the LBV. If you pull the points out of perk decks, you're making dodge builds viable with any perk deck, which would make dodge builds even more dominant than they are. This also totally ignores the very powerful non-dodge LBV setups. The solution isn't to make Suit/LBV builds worse or less accessible in order to make ICTV more appealing. The difference in terms of points invested isn't particularly large anyway.
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# ? May 16, 2016 11:23 |
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Do everything pubbing build that also has firetrap mines because firetrap mines own. Also good lord shotguns are really good without any skill investment. Probably the only thing you'd notice is having a glacial reload speed.
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# ? May 16, 2016 19:42 |
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Did they take out the skill to improve its reload?
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# ? May 17, 2016 00:01 |
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Crabtree posted:Did they take out the skill to improve its reload? No, Shotgun CQB is still in there but it doesn't look like that build has the points to take it.
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# ? May 17, 2016 00:06 |
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Nah, I just made that mainly to help some friends through Goat Sim DW who were resistant to changing their builds so I wanted mine to potentially have medic bags, ammo bags and C4. I put my remaining points into Sharpshooter to try out Aggressive Reload but really you can pick and choose what weapon skill you want from the remaining points. It's not as much of a help as you'd think for general use since there are still so few opportunities to use C4, but even having just 7 firetrap mines is pretty loving good.
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# ? May 17, 2016 00:09 |
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Dragon's Breath is loving rad as all hell in the Striker. Fuckin' basically shootin' balls of fire and never loving dying if you have Grinder or Anarchist.
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# ? May 17, 2016 02:02 |
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Would Dozer armor for players be fun now if it shredded and needed armor bags to refil it back to full iron man glory? It was an old idea we sort of kicked around back during the first thread for this game, but when the Q&A twitch stream talked about it, I don't know if I'd want extra heavy armor or not. I mean, it'd be nice for the armor bag to have a loving use in game, but just for that?
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# ? May 17, 2016 03:24 |
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# ? May 15, 2024 04:05 |
Crabtree posted:Would Dozer armor for players be fun now if it shredded and needed armor bags to refil it back to full iron man glory? It was an old idea we sort of kicked around back during the first thread for this game, but when the Q&A twitch stream talked about it, I don't know if I'd want extra heavy armor or not. I mean, it'd be nice for the armor bag to have a loving use in game, but just for that? I doubt anyone would take it? Unless it were really obviously OP. With Anarchist, I've got basically infinite armor. With Grinder, infinite health. And deployables. What does Dozer armor bring to the table?
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# ? May 17, 2016 03:29 |