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Its the perfect pubby game as its just about shooting guards and walking to a green objective line. Nothing too complex like picking up loot, masking up, reloading, thinking outside of a simple skinner box direction and basically any gameplay to get in the way.
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# ? Jun 18, 2017 17:23 |
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# ? Jun 1, 2024 05:53 |
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Wastrel_ posted:Looks like Payday 2 has a worthy companion on Android, with perhaps the laziest name ever maswastaken fucked around with this message at 04:44 on Jun 19, 2017 |
# ? Jun 18, 2017 18:01 |
Payday 2 Windmill Report 68,000/658,896 kills, just over 10% I've just discovered a new placement for turrets that kills enemies in their spawning animation, but still lets me snag their ammo. This has improved my grindrate to about 1400 kills per 30 minutes. If I can come up with a way to kill off my AI players during this period, I can probably get a massive increase from there- this new approach removes all challenge from the combat. Discendo Vox fucked around with this message at 03:31 on Jun 19, 2017 |
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# ? Jun 19, 2017 03:16 |
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Anyone got any cool payday 2 videos? Anything unique or interesting?
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# ? Jun 19, 2017 04:14 |
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Discendo Vox posted:Payday 2 Windmill Report I think they key is x but I'm not positive.
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# ? Jun 19, 2017 05:43 |
AAAAA! Real Muenster posted:If you are doing this solo you can shuffle your boys into a corner, walk up to them, and press a certain key to get them to stay still. Do it so they can't shoot the cops but would be nearby if you would get downed - if you do they will un-enlightened stay and pick you up. Yeah, my problem is that in my killfarm spot, there's not really a place I can herd them where they can't shoot cops. Cops also spawn partially based on their position, I believe.
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# ? Jun 19, 2017 06:02 |
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Wastrel_ posted:Looks like Payday 2 has a worthy companion on Android, with perhaps the laziest name ever The description is astonishing quote:Angel turned evil to take revenge from the law & do biggest bank robbery in city
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# ? Jun 19, 2017 06:49 |
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Discendo Vox posted:Yeah, my problem is that in my killfarm spot, there's not really a place I can herd them where they can't shoot cops. Cops also spawn partially based on their position, I believe. edit: you still doing it on Prison Nightmare? AAAAA! Real Muenster fucked around with this message at 14:16 on Jun 19, 2017 |
# ? Jun 19, 2017 13:59 |
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Prokhor Zakharov posted:The description is astonishing This reads like a rick and morty interdimensional cable show It's just called two brothers
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# ? Jun 20, 2017 00:58 |
AAAAA! Real Muenster posted:Ah, yeah, I dont know what your exact setup is so that makes sense. Could you give them really lovely guns to use? Or play without them? yep, the final bridge. I'll give it a try with the bots using crappy weapons inside the train.
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# ? Jun 20, 2017 01:28 |
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Regular Nintendo posted:This reads like a rick and morty interdimensional cable show So Kane and Lynch?
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# ? Jun 20, 2017 14:40 |
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My tryhard friends who play OD regularly can't decide if my build is garbage or not. My armor is a Suit, Perk Deck is Anarchist, and I bring along a Commando and an HE Judge. I'm seeking second opinions on if I'm a shitter or not. I play Payday 2 somewhat casually, so I can't really tell myself.
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# ? Jun 20, 2017 17:57 |
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Power Bottom posted:My tryhard friends who play OD regularly can't decide if my build is garbage or not. My armor is a Suit, Perk Deck is Anarchist, and I bring along a Commando and an HE Judge. Frenzerchist is a decent choice for OD. If you want to make it better, I'd suggest taking off some damage perks an putting points in jokers and related skills. Fully upgraded jokers are really good and useful in OD. Edit: I would say that build is not optimal, but still very much usable. I've done most of my OD runs with frenzerchist and the only map I'm missing is Goat Simulator.
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# ? Jun 20, 2017 18:25 |
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Also take Nine Lives Ace so you can double how often you can die before needing a Doctor Bag.
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# ? Jun 20, 2017 18:27 |
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Speaking of 1D I've been using a Rogue build with fire GL primary, micro Uzi, and jokers. It works well but it has no range so I haven't done things like Goatsim or other maps with large distances. Does anyone have a recommended 1D build with long ranged ability?
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# ? Jun 20, 2017 18:38 |
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Ace 9 lives. Ace the skill that gives flashbang reduction, remove points from bag throwing, remove points from ironman. Once you get some OD completions and get more comfortable you can remove aced Frenzy; suit anarchist doesn't need it aced. I would recommend a separate build with drill skills and making a generalized one without.
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# ? Jun 20, 2017 18:42 |
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TopHatGenius posted:Speaking of 1D I've been using a Rogue build with fire GL primary, micro Uzi, and jokers. It works well but it has no range so I haven't done things like Goatsim or other maps with large distances. Thanatos with China Puff is a good weapon combination that requires very little investment in skillpoints and is surprisingly ammo-efficient. Play it as a dodge build with Swan Song, Feign Death and Messiah all aced, and aced Jack-of-All-Trades so you can have an ammo bag with you too. Converted cops paired with Optical Illusions should further help with survivability.
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# ? Jun 21, 2017 03:16 |
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Can anyone suggest a good shotgun build for me? I'm 80-ish and have been going heavily with Enforcer. The ICTV and my Loco have been getting me through well enough, but I want to make sure I'm not missing something that will skyrocket me to Super Villainy or something. I'm not ultra interested in One Down difficulty, but something to get me through everything else would be appreciated.
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# ? Jun 21, 2017 03:46 |
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You want Overkill basic. Parkour Ace is also super helpful, but not essential. Far Away isn't needed, you can still shotgun most snipers.
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# ? Jun 21, 2017 04:44 |
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Crono S. Magnum posted:Can anyone suggest a good shotgun build for me? I'm 80-ish and have been going heavily with Enforcer. The ICTV and my Loco have been getting me through well enough, but I want to make sure I'm not missing something that will skyrocket me to Super Villainy or something. For shotguns the big decision moment is "removable magazine fed or no?" on your way to basic Overkill. If you're gonna use an Izhma, Steakout or Goliath (all three have removable magazines) you definitely want to ace Close By for a fat +15 to that mag size. The Goliath's starting with 6, and the Izhma with 7, so those get bumped up to an astonishing capacity of 21 & 22 respectively. A drum-fed Steakout goes from 20 to 35 which isn't as game-changing but still very nice indeed. If you're not going to use one of those three, there's still plenty of options. I recommend sticking with the high pickup shotguns; headshots are trivial and overkill's easy to keep active so "low" damage shotguns like the Steakout/SPAS/etc still OHKO plenty of foes when you blap some 000 into their dome. For the times foes aren't one shot, the high-pickup semi/full auto shotguns offer very quick followup shots. Some notable combinations I like from each category: 1. Steakout + Arbiter: Everything Close By (heh) can get shredded by full-auto 000 from the Steakout, for shields, snipers, dozer faceplates and turret armor plates there's the good old Arbiter. The only real weakness of this build is that once a turret's shields are blown off, neither the Steakout nor the Arbiter is very good at finishing the turret off. Good thing there's 3 other heisters in the group! 2. Izhma + 5/7: If you gotta dodge/crit, this combo hits 4 conceal with the right skills for suit or lbv dodge/crit shenanigans and works much the same as option 1; the full-auto Izhma provides nice walls of 000 to hide behind and the 5/7's always a valid answer to shields and snipers, as well as being rapid-fire enough to down a dozer quick in a pinch. Turrets can be a challenge with this build as you have no real way to quickly defeat their armor shield, but once the shield has been dealt with the 5/7 can quickly dispatch the turret. People complain about ammo pickup on the 5/7, but you're only using it to countersnipe, wreck shields, finish off unshielded turrets and deal with dozers at ranges where autofiring your Izhma at their face won't be fast enough. A bit of a reflection of option 1, the real weakness of this build is not having a way to deal with turret armor shields easily; good thing there's 3 other heisters in the group! 3. Little Friend + Street Sweeper (without aced Close By) or Goliath (with aced Close By): Much like a combination Arbiter and 5/7, the Little Friend is a valid answer to all the foes the shotgun cannot easily overcome; snipers, shields and turrets. Unlike those two options, the Little Friend excels at both removing turret armor shields with the underslung 40mm and at destroying unshielded turrets via 7.62x51mm NATO fire into the unprotected turret optics. For choice 2, silencers are a must to hit the necessary concealment (with aced Optical Illusions) but the remaining choices can work silenced or loud.
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# ? Jun 21, 2017 09:56 |
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Crono S. Magnum posted:Can anyone suggest a good shotgun build for me? I'm 80-ish and have been going heavily with Enforcer. The ICTV and my Loco have been getting me through well enough, but I want to make sure I'm not missing something that will skyrocket me to Super Villainy or something. Dodge crit build with Rogue, first-aid kits, Izhma and Arbiter as weapons Weapon modifications (which PD2Skills cannot properly show): Izhma with Buckshot ammo, Short Barrel, Shark Teeth Nozzle, Stability Boost, Auto Fire, Hollow Handle, Compact Laser Module, Rubber Grip, any -1 concealment sight, and Skeletal Stock. Arbiter with Bombardier Barrel, Concealment Boost, Compact Laser Module, and again any -1 concealment sight. Melee weapon: Buzzer because it can stun enemies, especially charging or jump-kicking cloakers, but any low concealment melee weapon will do. It won't get much use anyway. Playstyle: Run around with 60 dodge blasting enemies away with two quick-firing weapons. Take cover intelligently. Drop first aid kits when team-mates need them. Help your team-mates with Aced Inspire. Upsides: 1) Murders absolutely anything on DW and below with great alacrity - both weapons are highly capable of killing multiple enemies at once. Izhma can't hit poo poo at far distances but that's what the Arbiter is for. 2) High mobility, and Aced Uppers theoretically allows for infinite downs (OK, fine, 14 at maximum). 3) Aced Inspire and first-aid kits allow you to be a team player. 4) Rarely any ammo problems - the Izhma picks up between 5 and 7 rounds per box. If you're low on Arbiter ammo just blast away with the Izhma until you get enough ammo boxes to fill up again. Downsides: 1) You're made of paper. If dodge fails you, you get easily downed. Basically you have to kill everything in front of you before they hit you. 2) Pursuant to the above, this build has limitations on large open heists, eg Goat Simulator Day 1, because even the Arbiter can't reliably hit snipers at those distances. Other pointers: 1) Build needs Infamy V and above; I haven't worked out a 0 or lower infamy version. 2) If you don't have the Arbiter, a Judge shotgun with HE rounds is an acceptable substitute; in fact, using that can bring your concealment value to 3 or 4 and you can then use the skillpoints for aced Sneaky Bastard and Low Blow for other skills, eg converts. 3) I have a version for One Down, if you're interested. Wastrel_ fucked around with this message at 12:39 on Jun 21, 2017 |
# ? Jun 21, 2017 12:04 |
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Thanks for all the advice. I can already tell one of my mistakes has been taking both a primary and secondary shotgun. A touch surprised I haven't seen the Locomotive 12 mentioned specifically. Is it just outclassed by the other options? What about heavy armor like the ICTV? I'm still working on maxing out Muscle as my first perk deck, so knowing now if I need to switch to a dodge based deck after I finish it off would be very helpful.
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# ? Jun 21, 2017 15:35 |
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Crono S. Magnum posted:Thanks for all the advice. I can already tell one of my mistakes has been taking both a primary and secondary shotgun. Also, with Jokers and the ability to make cops cower in fear from the Muscle deck there are fewer cops shooting at you at any one time. For example, if you have the Anarchist perk deck maxed, you get armor back in small chunks over a much longer period of time, rather than all of it after you hunker down and dont get shot for a few seconds. Anarchist lowers your health to give you more armor, too, so you can be wearing a suit with 200 armor, but only have like... 80 health?
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# ? Jun 21, 2017 15:56 |
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Double shotgun builds are fine, it's just that ideally you want to be bringing two for a specific purpose. At high level play that might be something like Dragon's Breath in one for crowd control and the other for cracking Bulldozers, but it can be as simple as taking one heavy burst shotgun and one spray and pray room clearer. Double shotguns also makes Far Away more attractive since on some maps you'll definitely feel the lack of range against snipers and basic will also give you a way to elect into a tighter choke to have better luck against Bulldozers if it comes down to it. Plus popping helmets at silly ranges with a damage-amped shotgun is just fun. The Loco has basically never not been great, it's just at this point it's a very generalist pick in a world of crazy specialist builds.
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# ? Jun 21, 2017 16:39 |
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Crono S. Magnum posted:Thanks for all the advice. I can already tell one of my mistakes has been taking both a primary and secondary shotgun. Having shotguns in both weapon slots is not a mistake. There are ways to make it work; my favourite is Buckshot Izhma and HE Judge, but you can also consider Buckshot and Dragon's Breath, with the latter being able to burn shields and stunlock other cops. Muscle suit is viable, but you would then want to take Joker skills so that you have as much health as possible because a suit offers very limited armour protection, and also because the highest level of the Joker sub-tree gives health regen that nicely complements the regen from the perk deck. After that you can either go for Aced Inspire with max medic bags or Basic Fully Loaded with max ammo bags. Muscle ICTV is what I prefer, and it makes you very resilient on DW and below. This'll make you a lot slower, so my advice is to go for Basic Fully Loaded and ammo bags rather than Aced Inspire. You can't get crits with heavy armour (due to no concealment), so pack shotguns with good base damage like the Renfield. Basic Overkill will complement this, but if you think you need more damage go for the silencer skills. Arbiter or HE Judge in secondary slot and you can kill anything the game throws at you.
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# ? Jun 21, 2017 16:41 |
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John Murdoch posted:The Loco has basically never not been great, it's just at this point it's a very generalist pick in a world of crazy specialist builds. Works fine for me as a dozer cracker but I need the extra gap between shots to line them up.
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# ? Jun 21, 2017 19:34 |
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When are we gonna get a fidget spinner melee weapon anyhow.
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# ? Jun 21, 2017 23:38 |
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John Murdoch posted:When are we gonna get a fidget spinner melee weapon anyhow. We already got one with Shadow Warrior 2.
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# ? Jun 22, 2017 00:14 |
Waitaminute, from the long guide: "Flamethrower alert range reduced from 300 m to 0 m." ...could it be?
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# ? Jun 22, 2017 10:01 |
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Discendo Vox posted:Waitaminute, from the long guide: Apparently so. Stealth flamethrowers is now a thing.
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# ? Jun 22, 2017 10:30 |
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Discendo Vox posted:Waitaminute, from the long guide: Is it supposed to be?
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# ? Jun 22, 2017 14:16 |
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I guess stealth is good now
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# ? Jun 22, 2017 14:18 |
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What's the conceal-ability cap of a flame thrower? And ... glass doesn't shatter from flames does it? (EDIT) Unless it's old info. 7
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# ? Jun 22, 2017 14:41 |
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Not terrible but not great. You can squeeze the flamethrower down to 26 detection risk with the help of the Gruber Kurz or a pocket Bronco, and I guess the AI bonuses can knock a few more points off of that.
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# ? Jun 22, 2017 14:53 |
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John Murdoch posted:Not terrible but not great. You can squeeze the flamethrower down to 26 detection risk with the help of the Gruber Kurz or a pocket Bronco, and I guess the AI bonuses can knock a few more points off of that. Also, glass totally shatters from flamethrowers.
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# ? Jun 22, 2017 15:55 |
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Crit flamer build is best done with a Bronco secondary, because a 34 concealment Bernetti is effectively useless on higher difficulties. Crit flamer + Bronco dodge build is OD-viable.
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# ? Jun 22, 2017 16:06 |
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maswastaken posted:Also, glass totally shatters from flamethrowers. I'll bet steel beams won't melt from it though.
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# ? Jun 22, 2017 19:48 |
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dublish posted:I'll bet steel beams won't melt from it though.
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# ? Jun 22, 2017 21:43 |
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So I just bought the ultimate edition for what are some good and cool things to use with it. Minigun? I like being able to bring either doctor or ammo bags in random games incase there are 3 others of each, having inspire+iron man suit while going dakka with big lmgs and M.U.S.C.L.E MUSCLE! *Currently 0 points in fugitive; would like to find a way to get ace nine lives for insurance. Maybe should get more infamy to get perk discounts.
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# ? Jun 23, 2017 03:24 |
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# ? Jun 1, 2024 05:53 |
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EorayMel posted:So I just bought the ultimate edition for what are some good and cool things to use with it. Minigun? Minigun is meh. Get some people to help you unlock DMR kits, check out LMGs, etc.
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# ? Jun 23, 2017 03:37 |