|
clockworkjoe posted:I figured it out. It's Surefire basic - with that skill, you don't have enough ammo to deploy turrets, even at max. Report this, please- I would myself but i'm stuck on a computer that's basically a box of tic tacs.
|
# ? Jun 26, 2016 16:35 |
|
|
# ? May 13, 2024 23:41 |
|
Nehru the Damaja posted:I played a ton back in the day and a bit after the first weapon rebalance. I've got my deathwish skull and all that, so I knew my way around whatever Payday 2 used to be. How much has changed? Are dodge builds still fun and good? Depends on which state you were playing in. Pistols got a +2 buff followed by a -1 nerf. Currently, there are skills that bump up concealment in various ways that you can take a multitude of weapons in a high concealment build. Largely, the skill re-work opens up a lot of options. It's why the current skill part of the OP is so vague.
|
# ? Jun 26, 2016 16:48 |
|
Cloakers are some bullshit because they will kick you through solid geometry. If they have a lock on you, walls aren't stopping them.
|
# ? Jun 26, 2016 16:57 |
|
Pilgrimski posted:For the dozers, you need to shoot them in the face. They have several layers of armour that you knock off before you can do propper headshot damage. Once you know how, they become a lot more routine. And those advanced special units sound nightmarish. Something to look forward to!
|
# ? Jun 26, 2016 17:11 |
|
UnknownMercenary posted:Cloakers are some bullshit because they will kick you through solid geometry. If they have a lock on you, walls aren't stopping them.
|
# ? Jun 26, 2016 17:20 |
|
Discendo Vox posted:Report this, please- I would myself but i'm stuck on a computer that's basically a box of tic tacs. It's not a bug, though? Surefire Basic makes your DMR AK magazine size 75 for a total pool of 63, which means you always have 0 ammo not in your magazine, so nothing to deploy turrets with. It's working as intended, I'm not sure how you'd change it.
|
# ? Jun 26, 2016 17:59 |
|
Dr Cheeto posted:Pistols in general and deagles in particular got nerfed with fire rate and damage. Shotguns are now incredible, their base damage got boosted and special ammo doesn't gently caress with ammo pickup so you have no reason not to run 000 or flechettes in every gun. Counterpoint: Dragon Breath rounds are more sick nasty than when they were introduced. I forget, was there a skill that made all Shotgun rounds punch through ammo or was that one of DB's buffs.
|
# ? Jun 26, 2016 18:22 |
|
I haven't played in forever and all of this DLC and skill rework stuff is new to me so all I know is I maxed out the shotgun tree and also the ghost skills that buff silenced weapons and put silencers on both my shotguns and now I can one shot almost everything. I have the exploding ammo in the Raven shotgun and I can blow shields the gently caress up and it owns Bilal fucked around with this message at 18:36 on Jun 26, 2016 |
# ? Jun 26, 2016 18:32 |
|
Lemon-Lime posted:It's not a bug, though? Surefire Basic makes your DMR AK magazine size 75 for a total pool of 63, which means you always have 0 ammo not in your magazine, so nothing to deploy turrets with. It's working as intended, I'm not sure how you'd change it. The devs probably didn't foresee that combination of conditions.
|
# ? Jun 26, 2016 19:05 |
|
Question for the sentry turret build folk using the DMR AK to set up quickly: what are your thoughts on that with Fully Loaded Ace? The base pickup rate for the AK is pretty low such that the +75% from Fully Loaded Ace comes in handy, but the extra total ammo capacity from Basic means that you can only drop 1 or 2 turrets before needing about 4-5 pickups to drop again. You definitely can't quickly set down 4 all from the primary, but you can immediately set down 2, then switch to your secondary and immediately set down the other 2. I tend to use the grenade launcher secondary and this leaves me with a full magazine of 3 grenades along with the AK at near maximum, but maybe with the pickup rates it's more practical to mostly just use a really good secondary weapon such that the AK is never used except for setting down turrets (example: AK with Krinkov or AK with Locomotive)?
|
# ? Jun 26, 2016 19:28 |
|
widespread posted:Counterpoint: Dragon Breath rounds are more sick nasty than when they were introduced. I forget, was there a skill that made all Shotgun rounds punch through ammo or was that one of DB's buffs. DB benefitting from Overkill went a long way towards making it good, it's pretty great now but it still can't headshot so I'd stick with putting it in the really big shotguns.
|
# ? Jun 26, 2016 19:53 |
|
Meldonox posted:Last night I saw one kick somebody who was standing inside the house on Rats and the fucker stayed outside even after. It's definitely trained me not to pretend any cover actually exists in the game. My favourite is when cloakers can follow you up the elevator shaft of Beneath the Mountain. I've both seen it happen and had it happen to me. It's hilarious and mindboggling every time. vv They should just let turrets take from your loaded ammo. It will also get around the DMR/grenade launcher exploit that currently exists. UnknownMercenary fucked around with this message at 20:04 on Jun 26, 2016 |
# ? Jun 26, 2016 19:59 |
|
Discendo Vox posted:The devs probably didn't foresee that combination of conditions. Realistically though, what would they do about it? If you have zero ammunition in reserve, you can't deploy a turret.
|
# ? Jun 26, 2016 20:02 |
|
Geight posted:Realistically though, what would they do about it? If you have zero ammunition in reserve, you can't deploy a turret. There's some discussion of making the ammo used also take a balanced ratio portion of ammo in the mag. The ratio would be a function of the proportion of non-mag to mag ammo. Discendo Vox fucked around with this message at 23:14 on Jun 26, 2016 |
# ? Jun 26, 2016 23:07 |
|
Discendo Vox posted:There's some discussion of making the ammo used also take a balanced ratio portion of ammo in the mag. The ratio would be a function of the proportion of non-mag to mag ammo. Isn't that more or less how sentries worked prior to this (albeit a less elegant "to restore x% of a sentry turret it takes that same x% from your primary and secondary ammo pool" formula)? What, precisely, is the concern here? That after years of being the single most expensive skill point investment in the game only to be less useful than ammo bags, sentries are now actually worth taking? We're talking about a 46 skill point investment out of 120 here. That's nearly 40% of your available point pool at maximum level. They already reduced it down once during the beta to make them their present state. The second you start once again making the sentry turret guy eat through most of the team's ammo bags is when everyone goes right back to ditching the build like we've been doing for years now. I say leave the sentries alone. Daryl Surat fucked around with this message at 00:42 on Jun 27, 2016 |
# ? Jun 27, 2016 00:40 |
|
No, sentries used to be placed freely but you could not replenish their ammo and were generally weak. The last time they buffed them, before the skill rehaul, they added the ability to refill sentries with your current ammo with a button prompt but it would almost certainly take all of your ammo from both guns, so the optimal strategy for using sentries was to equip a grenade launcher and a shotgun or some other pair with low ammo/high pickup. Sentries being as powerful as they are while also having their main downside - being resource hogs - nullified by an unforeseen consequence in their design choices is dumb. If they properly took away your ammo they would still be powerful since they kill everything; you can't just have multiple people bringing only sentries and making the game play itself because that's some rightfully boring poo poo.
|
# ? Jun 27, 2016 00:45 |
UnknownMercenary posted:No, sentries used to be placed freely but you could not replenish their ammo and were generally weak. The last time they buffed them, before the skill rehaul, they added the ability to refill sentries with your current ammo with a button prompt but it would almost certainly take all of your ammo from both guns, so the optimal strategy for using sentries was to equip a grenade launcher and a shotgun or some other pair with low ammo/high pickup. Yeah, the DMR thing is fairly absurd. Sentries would still be sufficiently effective if paired with an LMG or something.
|
|
# ? Jun 27, 2016 01:02 |
|
I run a whatever for primary and just remember to switch to the China puff, drop 2 guns, then run over a couple of boxes before I drop the next two.
|
# ? Jun 27, 2016 01:25 |
|
LuciferMorningstar posted:Yeah, the DMR thing is fairly absurd. Sentries would still be sufficiently effective if paired with an LMG or something. They are. I play with a friend who cleans house on DW using turrets with an LMG paired with Gambler. Really, before they consider anything else with the balance of turrets they should fix this one thing.
|
# ? Jun 27, 2016 01:32 |
|
Build chat time! (because I have a 8 hour volunteer shift and I'm bored out of my skull) critique my build for DW. "Classic" Masterforcer While this build may have lost a strong secondary in the loco in the previous skill build, the China Puff fills that hold nicely. In exchange for shotgun skills, you now have a 25 round magazine special slayer, can punch shields at a distance, and have a blazing fast reload on primary. It would be nice to pick up aced spotter, but I'm not sure what to get rid of to fit it. If you guarantee you're never going to take ammo bags, those could be swapped into the saw skills. The m308 is an absolute monster by itself, and now it has an extra 15 rounds in the mag, a fast reload, and one shots tans in the head on DW (with this build). Legit Businessman fucked around with this message at 01:56 on Jun 27, 2016 |
# ? Jun 27, 2016 01:44 |
|
Drewjitsu posted:"Classic" Masterforcer I don't understand acing Confident without taking anything above it or Joker.
|
# ? Jun 27, 2016 01:55 |
|
Yeah that was a mistake, I fixed it in the post. I can take basic spotter at that point. Oops!
|
# ? Jun 27, 2016 01:57 |
|
Funnily enough that's almost identical to one of the builds I run, except I didn't take Fully Loaded Aced and put it towards Jack of All Trades, with the majority of my Sharpshooter points in High Value Target instead of Aggressive Reload. I feel like DMRs get a lot out of HVT when range limit on the damage bonus is 40m and I would try to snipe enemies from further away if I did use it in conjunction with a sniper rifle. I would say if you plan to run ammo bags and need to climb to Fully Loaded, Bulletstorm Aced is a much better skill to take considering how situational the saw is. If you also plan to use the M308 or any other gun with 100 accuracy, the hipfire accuracy bonus does nothing when you already have 0 spread at all stances. I also don't feel like Optic Illusions Basic is going to do all that much for you if you're running around at 75 detection, but I've never been sure about how that skill works. Here's my version of your build: http://pd2skills.com/#/v3/mACEfNopr:eGHjkLmNPr:tCefopr:gjloqr:ibcdea:pM8::w34-18-31-30-34-33::
|
# ? Jun 27, 2016 02:00 |
|
Optic illusions is an "aggro" reducing skill, much like how muscle increase your "aggro" A long guide fellater (I say that with the highest praise) can give you the details, but basically, you should be selected less often by cops so you get shot less, all other things being equal (which is never is). It's probably less effective than professional basic, and that coupled with rifleman basic, ADS should be lightning fast. I categorically hate the stumble skill in oppressor. Basic happens to I frequently for it to really reduce incoming bullets, and even if you ace it, throwing cops to the floor makes it really difficult to kill cops, as you're not really expecting them to hit the deck, meaning you miss more shots on the following killing blow. YMMV, but I think it's a trap skill. If I didn't feel that the m308 needs aced fully loaded to prevent it from being too much of a drain on ammo bags, aced jack of all Trades is a very cool choice. I wonder if the eagle heavy rifle with aced silent killer gets to a significant DW damage breakpoint. That gun might not need aced FL. Legit Businessman fucked around with this message at 02:40 on Jun 27, 2016 |
# ? Jun 27, 2016 02:36 |
|
Since PD2skills has finally updated, this is my LBV crook build. HE judge deals out hilarious crits. You can use a lower concealment primary if you don't mind losing perfect 3 detection, you have a lot more armour than a sneaky blow build in the past! As I mentioned before, you have effective lower targeting priority so unseen strike has room to work its magic frequently even if it dissipates after being shot.
|
# ? Jun 27, 2016 02:49 |
|
Optic illusions basic is, in the opinion of this long guide fellater, a coward's choice
|
# ? Jun 27, 2016 02:56 |
Drewjitsu posted:Optic illusions is an "aggro" reducing skill, much like how muscle increase your "aggro" IIRC, aggo is based at least in part on distance from a cop. So if you're the closest person to a cop, they're probably going to pick you. Thus, if you want the skill to be effective, you need to hang out with at least one other person, and let them get hosed up in your place.
|
|
# ? Jun 27, 2016 02:59 |
|
Dr Cheeto posted:Optic illusions basic is, in the opinion of this long guide fellater, a coward's choice I'll fix it when I get home.
|
# ? Jun 27, 2016 03:04 |
|
LuciferMorningstar posted:IIRC, aggo is based at least in part on distance from a cop. So if you're the closest person to a cop, they're probably going to pick you. Thus, if you want the skill to be effective, you need to hang out with at least one other person, and let them get hosed up in your place. This is correct. The thing that determines a player's base priority is their distance. Threat reduction skills let you get closer without affecting your priority. Other things affecting priority include whether the cop has been hurt by you recently or if the cop has heard an alert caused by you recently. Threat reduction skills reduce the amount of time cops "remember" your damage and alerts. Ideally your meat shield would be close to the cops and using loud guns.
|
# ? Jun 27, 2016 03:08 |
|
For shame vox, you missed this image that best describes the A$$ lifestyle.
|
# ? Jun 27, 2016 03:41 |
|
watho posted:The trick to a turret build is to never actually deploy your turrets. The real trick to a turret build is to make lunch & catch up on some TV. Otherwise you're going to be bored.
|
# ? Jun 27, 2016 03:44 |
|
Crabtree posted:
Waiting for sales? Shameful.
|
# ? Jun 27, 2016 04:00 |
YET ANOTHER FAG posted:The real trick to a turret build is to make lunch & catch up on some TV. Otherwise you're going to be bored. To paraphrase Buckshot: Sentry builds are great if you want to play Deathwish but still want to go out and order a pizza.
|
|
# ? Jun 27, 2016 04:10 |
|
Dr Cheeto posted:Waiting for sales? Shameful. A true A$$ man doesn't buy Payday 2 DLC at a reduced price.
|
# ? Jun 27, 2016 05:15 |
|
So I last played when they added microtransactions, what has changed since then?
|
# ? Jun 27, 2016 06:31 |
|
Azran posted:So I last played when they added microtransactions, what has changed since then? They removed microtransactions.
|
# ? Jun 27, 2016 06:39 |
|
The microtransactions are still there, just heavily marginalised and won't apply to new safes going forward.
|
# ? Jun 27, 2016 06:43 |
|
RandallODim posted:They removed microtransactions. Only that? I thought I heard something about a skills rebalance?
|
# ? Jun 27, 2016 07:02 |
Azran posted:Only that? I thought I heard something about a skills rebalance? Yeah, there's a skill rebalance. Visit PD2Skills to see what the new trees look like.
|
|
# ? Jun 27, 2016 07:05 |
|
|
# ? May 13, 2024 23:41 |
|
Azran posted:Only that? I thought I heard something about a skills rebalance? Yeah, I was just being glib. There's been a second, slightly less dramatic, weapon rebalance, a couple new heists and heisters, and the recent skill revamp, which has really changed a lot of the game's face.
|
# ? Jun 27, 2016 07:08 |