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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# ? Feb 1, 2017 09:46 |
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# ? May 31, 2024 03:38 |
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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.
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# ? Feb 1, 2017 09:50 |
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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.
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# ? Feb 1, 2017 11:34 |
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They did a Shadow Warrior collab and somehow Lo Wang STILL isn't a heister?
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# ? Feb 1, 2017 14:30 |
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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
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# ? Feb 1, 2017 16:16 |
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.
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# ? Feb 1, 2017 18:58 |
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Can I get a working link to the discord? I left because some guy kept spamming @everyone
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# ? Feb 1, 2017 22:16 |
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I hope the new heister is Ian McShane, but not as his John Wick character. I hope the new heister is Al Swearingen.
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# ? Feb 2, 2017 14:19 |
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Is Daniel Dae Kim doing anything? Because I can take a not Johnny Gat.
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# ? Feb 2, 2017 22:19 |
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.
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# ? Feb 2, 2017 22:25 |
spit on my clit posted:Can I get a working link to the discord? I left because some guy kept spamming @everyone
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# ? Feb 2, 2017 22:33 |
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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?
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# ? Feb 2, 2017 23:06 |
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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.
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# ? Feb 2, 2017 23:21 |
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You forgot to check "Suppress @everyone and @here" which is actually the most important part.
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# ? Feb 2, 2017 23:46 |
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+.
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# ? Feb 3, 2017 04:15 |
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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.
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# ? Feb 3, 2017 05:10 |
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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.
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# ? Feb 3, 2017 05:19 |
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.
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# ? Feb 3, 2017 05:42 |
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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. 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.
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# ? Feb 3, 2017 09:48 |
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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.
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# ? Feb 3, 2017 11:00 |
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.
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# ? Feb 3, 2017 11:08 |
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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.
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# ? Feb 3, 2017 11:51 |
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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. 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 |
# ? Feb 3, 2017 12:21 |
Payday: The Heist and all DLC is 90% off on steam for another two hours! 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.
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# ? Feb 3, 2017 16:56 |
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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.
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# ? Feb 3, 2017 16:58 |
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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. The word "dozer" no longer has any meaning for me. Dozah? Dozah! Dozah's history! Dozah!! Dozah.
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# ? Feb 3, 2017 17:06 |
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 |
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# ? Feb 3, 2017 17:54 |
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Did overkill ever fix that exploit on Undercover where you keep the cops from spawning?
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# ? Feb 3, 2017 20:39 |
Concordat posted:Did overkill ever fix that exploit on Undercover where you keep the cops from spawning? Yes, that was patched.
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# ? Feb 3, 2017 20:59 |
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We cheesed it as much as we could for 1D when we stumbled on that one.
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# ? Feb 4, 2017 00:03 |
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I wish I had abused that before it got patched.
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# ? Feb 4, 2017 04:59 |
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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.
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# ? Feb 4, 2017 06:51 |
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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,
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# ? Feb 4, 2017 08:21 |
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, 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. The paradigmatic comparison for No Mercy isn't Undercover. It's the bridge at the end of Prison Nightmare.
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# ? Feb 4, 2017 08:41 |
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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.
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# ? Feb 4, 2017 16:18 |
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+.
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# ? Feb 4, 2017 18:25 |
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Doesn't John WIck 2 come out next week? Overkill needs to get off their asses with that crossover/game stuff.
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# ? Feb 5, 2017 06:02 |
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 |
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# ? Feb 5, 2017 06:03 |
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Never thought to try this.
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# ? Feb 5, 2017 07:16 |
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# ? May 31, 2024 03:38 |
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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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# ? Feb 5, 2017 08:23 |