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Discendo Vox
Mar 21, 2013

This does not make sense when, again, aggregate indicia also indicate improvements. The belief that things are worse is false. It remains false.
The Body Expertise change, like the Hydra change before it, solidifies my impression that someone implementing/approving bug "fixes" is completely out of the loop.

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Crabtree
Oct 17, 2012

ARRRGH! Get that wallet out!
Everybody: Lowtax in a Pickle!
Pickle! Pickle! Pickle! Pickle!

Dinosaur Gum
Bummer that they finally noticed how cool it would be to reference Shadow Warrior, but that game got the better end of the deal here. Oh well. Did the emails for Sydney come yet? I donated to it but I'm not seeing anything so far.

UnknownMercenary
Nov 1, 2011

I LIKE IT
WAY WAY TOO LOUD


Discendo Vox posted:

The Body Expertise change, like the Hydra change before it, solidifies my impression that someone implementing/approving bug "fixes" is completely out of the loop.

Well it's really more that crossbows shouldn't count for it to begin with. Expecting Overkill to fix that oversight before doing something like this was too much.

Dr Cheeto
Mar 2, 2013
Wretched Harp
They did a Shadow Warrior collab and somehow Lo Wang STILL isn't a heister?

Explosionface
May 30, 2011

We can dance if we want to,
we can leave Marle behind.
'Cause your fiends don't dance,
and if they don't dance,
they'll get a Robo Fist of mine.


Crabtree posted:

Oh well. Did the emails for Sydney come yet? I donated to it but I'm not seeing anything so far.

I just got mine

Discendo Vox
Mar 21, 2013

This does not make sense when, again, aggregate indicia also indicate improvements. The belief that things are worse is false. It remains false.
Big 'ol DLC leak, probably intentional. We're going to New York to rescue a client for the Continental Club, who are our new contractor. New masks, new melee, a new gun. The heist will probably be an extended love letter to the Red Circle Club scene. All a tie-in for John Wick Chapter 2 and the VR Experience thingy.

spit on my clit
Jul 19, 2015

by Cyrano4747
Can I get a working link to the discord? I left because some guy kept spamming @everyone

FAUXTON
Jun 2, 2005

spero che tu stia bene

I hope the new heister is Ian McShane, but not as his John Wick character.

I hope the new heister is Al Swearingen.

Crabtree
Oct 17, 2012

ARRRGH! Get that wallet out!
Everybody: Lowtax in a Pickle!
Pickle! Pickle! Pickle! Pickle!

Dinosaur Gum
Is Daniel Dae Kim doing anything? Because I can take a not Johnny Gat.

Discendo Vox
Mar 21, 2013

This does not make sense when, again, aggregate indicia also indicate improvements. The belief that things are worse is false. It remains false.
No sign of a new heister. Code diving reveals that the new heist will include an escort, presumably equivalent to the taxman from Undercover. For those not familiar, this isn't bad at all- the escortee will be invulnerable and can be shouted at to keep them moving. They will not move when police arrive within a certain radius of them.

watho
Aug 2, 2013


The real world will, again tomorrow, function and run without me.

spit on my clit posted:

Can I get a working link to the discord? I left because some guy kept spamming @everyone

Laputanmachine
Oct 31, 2010

by Smythe

Discendo Vox posted:

No sign of a new heister. Code diving reveals that the new heist will include an escort, presumably equivalent to the taxman from Undercover. For those not familiar, this isn't bad at all- the escortee will be invulnerable and can be shouted at to keep them moving. They will not move when police arrive within a certain radius of them.

Heat Street 2017?

swims
May 5, 2014

Waiter, this band keeps shooting pearls at me.
I know I shouldn't have gotten my hopes up but that end of the year video specifically mentioned a console "update" in January 2017

I wasn't really expecting DLC or a game update but just a developer update. They failed to even deliver on that.

This is still my most played game and I've never been one of the hostile console guys. I guess Big Score just gave me some kind of belief that they could pull off more.

Mediocrity Goggles
Mar 20, 2009

Looking at it the wrong way.
You forgot to check "Suppress @everyone and @here" which is actually the most important part.

Discendo Vox
Mar 21, 2013

This does not make sense when, again, aggregate indicia also indicate improvements. The belief that things are worse is false. It remains false.

Laputanmachine posted:

Heat Street 2017?

I think it's an entirely new heist. The current rate of leaks, and assets being developed in recent heists, strongly suggest we'll get Diamond Heist next. This isn't surprising, really; Heat Street, No Mercy and Green Bridge each have elements that would make direct porting to Payday 2's systems really awkward. Green Bridge and Heat Street used different, weird assault wave mechanics because much of the map is a giant corridor, a tide of cop you're pushing against, and otherwise certain tactics would have been too effective. No Mercy, on the other hand...It's tiny. Like, really, really tiny-maybe smaller than Jewelry store, and with virtually no cover. There's a reason there's no achievement or challenge for clearing it on 145+.

Geight
Aug 7, 2010

Oh, All-Knowing One, behold me!
As someone that never played Payday 1 I did get the impression that No Mercy was more of a novelty heist than anything else, especially when I saw in a video that it uses the actual geometry of the L4D level.

Shooting Blanks
Jun 6, 2007

Real bullets mess up how cool this thing looks.

-Blade



Discendo Vox posted:

I think it's an entirely new heist. The current rate of leaks, and assets being developed in recent heists, strongly suggest we'll get Diamond Heist next. This isn't surprising, really; Heat Street, No Mercy and Green Bridge each have elements that would make direct porting to Payday 2's systems really awkward. Green Bridge and Heat Street used different, weird assault wave mechanics because much of the map is a giant corridor, a tide of cop you're pushing against, and otherwise certain tactics would have been too effective. No Mercy, on the other hand...It's tiny. Like, really, really tiny-maybe smaller than Jewelry store, and with virtually no cover. There's a reason there's no achievement or challenge for clearing it on 145+.

I'm trying to remember how big that part of No Mercy was on L4D and it didn't seem that small, BUT - it was a series of small rooms and you basically rushed through it, due to how the game was designed. It doesn't seem like it would work as well in PD2.

Discendo Vox
Mar 21, 2013

This does not make sense when, again, aggregate indicia also indicate improvements. The belief that things are worse is false. It remains false.

Shooting Blanks posted:

I'm trying to remember how big that part of No Mercy was on L4D and it didn't seem that small, BUT - it was a series of small rooms and you basically rushed through it, due to how the game was designed. It doesn't seem like it would work as well in PD2.

It's based on the infection ward from No Mercy, but in practice it's about a fourth of the size of that space. As important was that enemies could spawn from the ceiling in every hall of the level.

John Murdoch
May 19, 2009

I can tune a fish.

Shooting Blanks posted:

I'm trying to remember how big that part of No Mercy was on L4D and it didn't seem that small, BUT - it was a series of small rooms and you basically rushed through it, due to how the game was designed. It doesn't seem like it would work as well in PD2.

Well, you couldn't exactly rush through that part since in both versions you get bottlenecked by the slowest elevator ever. :v:

Just based on my vague memories of the map, including how much extra space was hiding back behind the elevators, I'd say No Mercy was roughly the same size as a single floor of the FBI HQ in HoxBreak.

Coolguye
Jul 6, 2011

Required by his programming!
that's true for total walkable area but the reality of the situation is that prior to getting into the infection ward most of the places outside the patient lobby were more or less no man's land and after you got into the infection ward you may as well forget about leaving the sick man's bedside unless the entire team is pushing to a centrifuge. the spawns were just everywhere and they never, ever let up. the distance a cop had to cross to hit you was rarely more than 10m or so, and unlike the fun time murder time builds we occasionally pull off in pd2 camping a spawn in pd1 was a great way to end up on your rear end in an eyeblink. so to limit that as much as possible the entire team basically had to stand on postage stamps for the majority of the heist when higher difficulties started showing their stuff. even on normal difficulty NM would grind a man down, on Overkill it was straight out ptsd inducing. i never played it on 145 and have no desire to.

watho
Aug 2, 2013


The real world will, again tomorrow, function and run without me.

Mediocrity Goggles posted:

You forgot to check "Suppress @everyone and @here" which is actually the most important part.

the point was to point out it's existence, not to show what settings to chose.

Wastrel_
Jun 3, 2004

Read it and weep.

Discendo Vox posted:

They will not move when police arrive within a certain radius of them.


I remember that this could be annoying as gently caress on Green Bridge in PD:TH because sometimes you would have to root out literally every hiding or crouching policeman in the immediate area before he would move. After which the assault would start again and the area would again be flooded with cops. Rinse, repeat, rage-quit.

With dodge, auto-revive with first aid kits, Feign Death, Swan Song and/or grenade launchers, Heat Street would be trivial on PD2. At its worst it would still be easier than Goat Simulator Day 1, because you only need to move on a big open map towards a target location, not find multiple bags and carry them. It would be fun if they tweaked it to involve a significant amount of driving down packed streets, though.

John Murdoch
May 19, 2009

I can tune a fish.

Coolguye posted:

that's true for total walkable area but the reality of the situation is that prior to getting into the infection ward most of the places outside the patient lobby were more or less no man's land and after you got into the infection ward you may as well forget about leaving the sick man's bedside unless the entire team is pushing to a centrifuge. the spawns were just everywhere and they never, ever let up. the distance a cop had to cross to hit you was rarely more than 10m or so, and unlike the fun time murder time builds we occasionally pull off in pd2 camping a spawn in pd1 was a great way to end up on your rear end in an eyeblink. so to limit that as much as possible the entire team basically had to stand on postage stamps for the majority of the heist when higher difficulties started showing their stuff. even on normal difficulty NM would grind a man down, on Overkill it was straight out ptsd inducing. i never played it on 145 and have no desire to.

Given how hosed the scaling was in PD1, I gladly never played past Hard. But yeah, even on Normal with everything going well you didn't really have a good reason to go back out to the lobby with the exception of that one power box at the rear end end of the map. So an already small map felt even smaller. And then you'd have to write off a bunch of the side rooms because a shield spawned and wouldn't leave the doorway. :v:

I'm trying to imagine how insane/broken OD-size spawns crammed into that map would be.

John Murdoch fucked around with this message at 12:30 on Feb 3, 2017

Discendo Vox
Mar 21, 2013

This does not make sense when, again, aggregate indicia also indicate improvements. The belief that things are worse is false. It remains false.
:siren:Payday: The Heist and all DLC is 90% off on steam for another two hours!:siren: That's $1.50!

Now's a great time to get a chance to preview the remaining classic heists, or see how different the original game played, for better and for worse.

Wastrel_
Jun 3, 2004

Read it and weep.
We already have a fairly good idea how No Mercy would work in PD2. Undercover and Safehouse Raid both show that grenade launchers are going to make it trivial, even with the potential for friendly fire.

King Vidiot
Feb 17, 2007

You think you can take me at Satan's Hollow? Go 'head on!

UnknownMercenary posted:

They were already more useful than pubbies since they listen to you when you call to them, and don't use up your ammo bags.

Nice to see a changelog of bugfixes, but they're still not touching the tirefire that was the difficulty update.

This is a great patch.

https://www.youtube.com/watch?v=y1GBfEu1jFE

The word "dozer" no longer has any meaning for me.

Dozah? Dozah! Dozah's history! Dozah!! Dozah.

Discendo Vox
Mar 21, 2013

This does not make sense when, again, aggregate indicia also indicate improvements. The belief that things are worse is false. It remains false.

Wastrel_ posted:

We already have a fairly good idea how No Mercy would work in PD2. Undercover and Safehouse Raid both show that grenade launchers are going to make it trivial, even with the potential for friendly fire.

I'm not as sure. Safehouse Raid isn't usually played on the upper difficulties, and Undercover actually has really easy/generous enemy spawn points. A big strategy on that map in Payday 1 was to kite the entire assault wave around.


Overkill Update Funtimes: The Silence VO option also silences cook instructions in Rats/Lab Rats, Alesso pyro booth commands, and the code/room number in Golden Grin. There's a set of script language ingame to exempt certain lines from the command to deal with this, but it wasn't actually applied to any of the heists.

Discendo Vox fucked around with this message at 18:11 on Feb 3, 2017

Concordat
Mar 4, 2007

Secondary Objective: Commit Fraud - Complete
Did overkill ever fix that exploit on Undercover where you keep the cops from spawning?

Discendo Vox
Mar 21, 2013

This does not make sense when, again, aggregate indicia also indicate improvements. The belief that things are worse is false. It remains false.

Concordat posted:

Did overkill ever fix that exploit on Undercover where you keep the cops from spawning?

Yes, that was patched.

Crabtree
Oct 17, 2012

ARRRGH! Get that wallet out!
Everybody: Lowtax in a Pickle!
Pickle! Pickle! Pickle! Pickle!

Dinosaur Gum
We cheesed it as much as we could for 1D when we stumbled on that one.

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

I wish I had abused that before it got patched.

Wastrel_
Jun 3, 2004

Read it and weep.

Discendo Vox posted:

I'm not as sure. Safehouse Raid isn't usually played on the upper difficulties, and Undercover actually has really easy/generous enemy spawn points. A big strategy on that map in Payday 1 was to kite the entire assault wave around.


I play Safehouse Raid on DW or OD unless I want to farm kills using sentries. It's easy with grenade launchers unless the money is in the worst location, which is the spot on the first floor right next to the garage.

Except the roof, Undercover is primarily comprised of smallish rooms and narrow corridors, which No Mercy will also have in abundance. Wherever the spawn points, grenade launchers are devastating on Undercover and will also be on No Mercy. With the added bonus that No Mercy has no role for snipers (unless they extend the escape portion) while Undercover gives them ample chance to pick you off during the heist.

Crabtree
Oct 17, 2012

ARRRGH! Get that wallet out!
Everybody: Lowtax in a Pickle!
Pickle! Pickle! Pickle! Pickle!

Dinosaur Gum
Yeah, out of all the enemies, the sniper is right next to the regular bronco cop in most loving dangerous with its extra OD damage and pinpoint accuracy. Both seem to be able to hit you beyond regular human means, but the sniper in particular seems to track you through building geometry and before they even spawn in.

And speaking of Undercover, I don't know what Bain is more for making the intended plan of parking the car gently on the roof for all the snipers to hit - incompetent or stubborn. "No, Becky Dallas, WE need to up on the roof because heroic bank robbers shouldn't destroy dilapidated architecture!"

Discendo Vox
Mar 21, 2013

This does not make sense when, again, aggregate indicia also indicate improvements. The belief that things are worse is false. It remains false.
Snipers on OD have identical stats to DW.

Crabtree posted:

And speaking of Undercover, I don't know what Bain is more for making the intended plan of parking the car gently on the roof for all the snipers to hit - incompetent or stubborn. "No, Becky Dallas, WE need to up on the roof because heroic bank robbers shouldn't destroy dilapidated architecture!"

Bear in mind the original plan was made without knowing there would be an FBI sting.

Wastrel_ posted:

I play Safehouse Raid on DW or OD unless I want to farm kills using sentries. It's easy with grenade launchers unless the money is in the worst location, which is the spot on the first floor right next to the garage.

Except the roof, Undercover is primarily comprised of smallish rooms and narrow corridors, which No Mercy will also have in abundance. Wherever the spawn points, grenade launchers are devastating on Undercover and will also be on No Mercy. With the added bonus that No Mercy has no role for snipers (unless they extend the escape portion) while Undercover gives them ample chance to pick you off during the heist.

The paradigmatic comparison for No Mercy isn't Undercover. It's the bridge at the end of Prison Nightmare.

Wastrel_
Jun 3, 2004

Read it and weep.
Doesn't that bridge have specially amped up spawns? And grenade launchers are also, in fact, devastating on it - only that enemies literally spawn in faster than they can be killed. Not even Overkill, surely, would make this kind of insane spawn rate happen for the entirety of No Mercy.

Discendo Vox
Mar 21, 2013

This does not make sense when, again, aggregate indicia also indicate improvements. The belief that things are worse is false. It remains false.

Wastrel_ posted:

Doesn't that bridge have specially amped up spawns? And grenade launchers are also, in fact, devastating on it - only that enemies literally spawn in faster than they can be killed. Not even Overkill, surely, would make this kind of insane spawn rate happen for the entirety of No Mercy.

It does not. It's just that all enemy spawns are effectively on top of where the players are. That's also what No Mercy is. The difference is that Prison Nightmare's bridge has more cover on it. Again, there's a reason there isn't a challenge or achievement for clearing No Mercy on 145+.

Crabtree
Oct 17, 2012

ARRRGH! Get that wallet out!
Everybody: Lowtax in a Pickle!
Pickle! Pickle! Pickle! Pickle!

Dinosaur Gum
Doesn't John WIck 2 come out next week? Overkill needs to get off their asses with that crossover/game stuff.

Discendo Vox
Mar 21, 2013

This does not make sense when, again, aggregate indicia also indicate improvements. The belief that things are worse is false. It remains false.
New email on the fbi site. The short version is that McKendrick is furious/scared that the payday gang are continuing to run roughshod over things. "Bukowski" is mentioned as his competitor in the next election.

edit: ugggh. Looking back at the slick fake campaign ads for McKendrick to hype the election heist, I just noticed the "Drug offenses are up 420%" line.

Crabtree posted:

Doesn't John WIck 2 come out next week? Overkill needs to get off their asses with that crossover/game stuff.


Discendo Vox posted:

Big 'ol DLC leak, probably intentional. We're going to New York to rescue a client for the Continental Club, who are our new contractor. New masks, new melee, a new gun. The heist will probably be an extended love letter to the Red Circle Club scene. All a tie-in for John Wick Chapter 2 and the VR Experience thingy.

It's likely coming out the day before release.

Discendo Vox fucked around with this message at 06:07 on Feb 5, 2017

Crabtree
Oct 17, 2012

ARRRGH! Get that wallet out!
Everybody: Lowtax in a Pickle!
Pickle! Pickle! Pickle! Pickle!

Dinosaur Gum
Never thought to try this.

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Wastrel_
Jun 3, 2004

Read it and weep.

Discendo Vox posted:

It does not. It's just that all enemy spawns are effectively on top of where the players are. That's also what No Mercy is. The difference is that Prison Nightmare's bridge has more cover on it. Again, there's a reason there isn't a challenge or achievement for clearing No Mercy on 145+.

The bridge is only one segment of Prison Nightmare though. Extrapolating that sort of thing over an entire, likely fairly lengthy heist would be totally poo poo balance even by Overkill standards.

Let's hope that when the new DLC hits, they'll finally discount the Scarface DLCs. And then I'll be able to use Break the Rules are my only heisting music forever and ever.

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