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AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

Gewehr 3 Rifle:
Damage increased to 99 (up from 80).
DMR Kit damage decreased to 61 (down from 80).

There has to be a typo here.

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maswastaken
Nov 12, 2011

61 is the damage boost; DMR kit G3's overall damage is unchanged.

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

maswastaken posted:

61 is the damage boost; DMR kit G3's overall damage is unchanged.
Ah so the damage increase from the DMR kit, got it.


Its not like it matters anyway with the pickup complete and total rear end. I think sniper rifles have a better pickup. I know the Contractor sure does.

Kith
Sep 17, 2009

You never learn anything
by doing it right.


AAAAA! Real Muenster posted:

What is the Nailgun Murdertube?



Nailgun because it sounds like one when you shoot it, Murdertube because it kills everything in the general direction it's pointed at and because it looks like a pool noodle due to the silencer and the shroud.

Speaking of shotguns, I'm really surprised that everything got a pass except shotguns. I wonder when/if Jules will ever make AP Slugs worth a gently caress.

YET ANOTHER FAG
Mar 6, 2003

by R. Guyovich
Looks fun, wish I could play it.

UnknownMercenary
Nov 1, 2011

I LIKE IT
WAY WAY TOO LOUD


AAAAA! Real Muenster posted:

Ah so the damage increase from the DMR kit, got it.


Its not like it matters anyway with the pickup complete and total rear end. I think sniper rifles have a better pickup. I know the Contractor sure does.

It's workable if you make a BYOBB build. (Bring your own Bullets - the extra B is for BULLETSTORM).

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: ADSing with 45 degree sights will crash your game in the beta :siren:

Some "fun" undocumented changes in the beta difficulties:

Minigun dozers have double the health of other dozers on the difficulties where they spawn.

DW has dozers with 12,000 HP. Minigun dozers on DW have 24,000 hp. This is more than Bulldozers had on the old One Down.

On One Down, all dozers have doubled HP. Dozers on One Down have 24,000 HP, more than they did pre-beta.

Minigun Dozers on One Down have 48,000 HP. That's more health than any "boss enemy" in the game.

Minigun Dozers on DW and OD have no damage falloff, focus delay or aim delay. On DW they do 100 damage per hit at any range. On OD they do 120 per hit.

Without focus delay, the minimum accuracy of a Minigun Dozer on OD is 50%. They fire about 70 times at the furthest possible range. Up close they fire 500-700 times.

It's, uh, not a well-made unit.

Oh, yeah, and all enemies on One Down move twice as fast.

UnknownMercenary
Nov 1, 2011

I LIKE IT
WAY WAY TOO LOUD


With a few tweaks the Minigun Dozer would be pretty good. Right now it's just super obnoxious and begging to be killed via Swan Song and RPG fuckery.

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.

UnknownMercenary posted:

With a few tweaks the Minigun Dozer would be pretty good. Right now it's just super obnoxious and begging to be killed via Swan Song and RPG fuckery.

My big issue is it's not doing anything that makes it different from an LMG dozer-it's just got bonkers RoF so anyone standing too close to it takes infinity damage.

maswastaken
Nov 12, 2011

Discendo Vox posted:

My big issue is it's not doing anything that makes it different from an LMG dozer-it's just got bonkers RoF so anyone standing too close to it takes infinity damage.
That's annoying; the only realistic way for my sociopath shotgun/sniper build to reliably take a dozer out without playing hide and seek or getting someone else to smash the visor for me (sniper rifle is slow, shotguns are damage location roulette) is to stab them to death.

SolidSnakesBandana
Jul 1, 2007

Infinite ammo

maswastaken posted:

I've been playing with sniper rifles and shotguns (a rare victory for Overkill Ace, since sniper rifles appreciate both the damage and the weapon swap speed) and I think I'm ready to fire off cylinders of annihilation the size of this:



Please come sooner, beta.

Why does your game have all those dumb lines everywhere

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.

SolidSnakesBandana posted:

Why does your game have all those dumb lines everywhere

It's a screen from the developer stream where they were showing off the size of the graze field of effect. The lines don't actually appear ingame.

maswastaken
Nov 12, 2011

That's the early development build of the beta and was solely there to visually represent the space affected by Graze.

I do not stream Payday 2, own a webcam, have the face of Jules or call myself Jules. I don't even call myself Anna.

FAUXTON
Jun 2, 2005

spero che tu stia bene

drat I was hoping it was some new armor class where you got to have a dozer plate and that visual was the glass faceshield underneath being shattered (but not yet fully destroyed).

I'd be okay with copdozer class armor.

UnknownMercenary
Nov 1, 2011

I LIKE IT
WAY WAY TOO LOUD


maswastaken posted:

That's annoying; the only realistic way for my sociopath shotgun/sniper build to reliably take a dozer out without playing hide and seek or getting someone else to smash the visor for me (sniper rifle is slow, shotguns are damage location roulette) is to stab them to death.

I'm not entirely opposed to having dozers be something that requires cooperation to take down.

Wastrel_
Jun 3, 2004

Read it and weep.
Dozer HP changes remind me of the early days of One Down when it took 3-4 sniper shots to kill a beat cop. So much for moving away from bullet sponges as a way to increase difficulty.

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

UnknownMercenary posted:

I'm not entirely opposed to having dozers be something that requires cooperation to take down.
I'm not either, in principle. I am against it until they unfuck health levels.

TheObserver
Nov 7, 2012
Can anyone answer a question about json functions? I’ve been having repeated crashes on startup due to a “Failed to scan constant from string” data conflict (I think) between InitiateState.cpp:269 and json-1.0.lua:212.

maswastaken
Nov 12, 2011

UnknownMercenary posted:

I'm not entirely opposed to having dozers be something that requires cooperation to take down.
I hope players adapt to this alien concept of cooperation because if there's one thing you can count on, it's players disappearing to go kill things on their own.

John Murdoch
May 19, 2009

I can tune a fish.
So do these new Dozer HP numbers have some kind of logical match to the Thanatos' buffed damage or did they immediately invalidate their own buffs.

maswastaken
Nov 12, 2011

I think he saw my joke about dealing 2.2 million graze damage by killing a cloaker with the Thanatos and oversolved the "problem".

TopHatGenius
Oct 3, 2008

something feels
different

Hot Rope Guy

maswastaken posted:

I hope players adapt to this alien concept of cooperation because if there's one thing you can count on, it's players disappearing to go kill things on their own.

It seems to be pretty prevalent with new players or hotshot veterans who try and dance between the bullet rain.

FAUXTON
Jun 2, 2005

spero che tu stia bene

maswastaken posted:

I hope players adapt to this alien concept of cooperation because if there's one thing you can count on, it's players disappearing to go kill hostages on their own.

Coolguye
Jul 6, 2011

Required by his programming!
forcing straight out cooperation in that there must be sustained fire from all teammates to take down a bulldozer is an awful idea because there is no time to react to most dozer appearances for the entire team. this has been true since payday 1. in PD1 the way cooperation worked was someone took the m308 and was the designated bulldozer killer - even if it worked such that they had in the background until a dozer showed up.

the way it worked in the early days of PD2, when people were actually scared of dozers, was similar, someone took a beefy SMG (like the Kobus) and whenever a bulldozer got spotted, everyone started asking where the cat with the P90 was. of course, since that cat was using a P90, they were probably not on the front lines as such because they weren't carrying a loco.

the issue with forcing sustained fire from all players is that the cops do not need to do the same to down a player during this time period. even with a 'clean' kill where everyone starts firing at the same time and the dozer goes down in 3 seconds, on OD that is all that is required for the cocaine-chompers to zoom into position and take someone out - especially with the added firepower the dozer brings to the table.

you would have to fundamentally change how enemies behave around dozers to make straight cooperation against them a viable and helpful tactic.

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.
They increased the spawn cap again.

72 for four players on most difficulties.

108 on One Down.

He didn't mention it in the patch notes.

swims
May 5, 2014

Waiter, this band keeps shooting pearls at me.
Team shooting events are screwy because each players limited ammo count imo

If there was like an anti bully ghostbuster gun with ammo by the kill area that would be a different story.

UnknownMercenary
Nov 1, 2011

I LIKE IT
WAY WAY TOO LOUD


With the most recent patch minigun dozers are really easy to kill once the faceplates are broken.

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.

UnknownMercenary posted:

With the most recent patch minigun dozers are really easy to kill once the faceplates are broken.

I look forward to finding out Jules doubled the headshot multiplier, or something equally dumb.

Ferrovanadium
Mar 22, 2013

APEX PREDATOR

-MOST AMMUNITION EXPENDED ON CIVILIANS 2015-PRESENT
-WORST KDR VS CIVILIANS 2015-PRESENT

Discendo Vox posted:

They increased the spawn cap again.

72 for four players on most difficulties.

108 on One Down.

He didn't mention it in the patch notes.

"Maybe this time they'll stop making changes with absolutely no rhyme or reason to them," I say every time

Crabtree
Oct 17, 2012

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

Dinosaur Gum

FAUXTON posted:

drat I was hoping it was some new armor class where you got to have a dozer plate and that visual was the glass faceshield underneath being shattered (but not yet fully destroyed).

I'd be okay with copdozer class armor.

In a upcoming heist you will be able to unlock The Tank skill tree that is all about riding around in an experimental mobile armor that eats up a lot of points to basically be bank robbing War Machine.

Nehru the Damaja
May 20, 2005

Is there a postmortem somewhere that explains how Raid was so bad for so long that they just said "gently caress it" and kicked that nightmare out the door and in to the world

Gort
Aug 18, 2003

Good day what ho cup of tea
It's a shame, 'cause I really like some things about Raid:

* I prefer shooting Nazis to cops
* It makes more sense for the Nazis to have an endless army to send at you
* I don't have to compromise between stealth and loud loadouts
* The gun customisation is just a straight "This is better than it was before, to upgrade it again do this"
* I can knife all the Nazis I want without alarms going off

Yardbomb
Jul 11, 2011

What's with the eh... bretonnian dance, sir?

Same, I really wanted to like that game, I was able to deal with the jank and what have you, but lordy did it faceplant.

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.
Another example of unreported changes, this one more welcome: the taser and bulldozer spawngroups now each consist of 2 of the special unit (like they had before), but now they also have an escort of SWAT. How this might effect pathing or spawnpoints (which aren't generally designed for a spawngroup of 6 units) is unclear.

Mercedes Colomar
Nov 1, 2008

by Jeffrey of YOSPOS

Discendo Vox posted:

Another example of unreported change

"One Down Changes posted:

http://steamcommunity.com/app/218620/discussions/31/1700542332320166484/

Specials will no longer spawn alone and will have a few swats accompanying them.
:goofy:

UnknownMercenary
Nov 1, 2011

I LIKE IT
WAY WAY TOO LOUD


The recent patch was a really good update, along with the permanent price reduction, though I doubt it will be enough.

Reusing the Diesel engine and marketing exclusively to Payday 2 players were too huge mistakes they made.

David D. Davidson
Nov 17, 2012

Orca lady?
Coming out right before Wolfenstein 2 probably didn't help either.

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.

My apologies; though it's odd that they're saying it's changed on One Down, when the files say it's happening on other difficulties too. I've written a lot of apologia for overkill, but having Jules post that he avoided describing changes in a public beta because he was afraid of negative feedback has pretty much sapped all my goodwill.

Discendo Vox fucked around with this message at 02:51 on Feb 11, 2018

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.
Jules recently did a stream with Connor Shaw, here's the upshot (stolen from Facepunch). My comments in brackets.

quote:

-Graze may not be the final name of the skill
-Jules said Graze may be the first skill with a very high skill cap due to how it works
-(don't know if they will or just considering) they'd rather buff Trigger Happy than buff pistols, said the current version is "limiting"
-they'll continue tweaking less used perk decks, said that Yakuza was meant for a niche playstyle, said "maybe that's not the best example of one they'll buff"
-was asked if they would add pistol skills out of their tree to add to more used skills, seems they're fine with weapon types having their own trees
-they may add picking up grenades from Fully Loaded into the base game for non dlc owners,said they'd partially implemented it with the ai skill that gives you grenades, but in the future as they'd have to redo the ammo skill tree and ai skills
-they're considering changing the xp/cash reduction for certain mutators, they prioritize work based on popularity and don't know how popular mutators with more (Jules said without, I assume a misspeak) rewards would be, said if enough people make noise they'll make it higher priority
-they're prioritizing balance and performance as they affect everybody
-they think trip mines aren't weak, but the major factor is the limited supply, they may add a way to replenish them
-they have plans for a new Infamy, but is low priority due to the small amount of infamous players, more people benefit from better ai
-they think silencers will still be useful in loud, Jules sometimes uses silencers because of the sound [he doesn't know they keep enemies from targetting or noticing you.]
-they don't want barrel extensions to dictate how good a weapon is, probably won't buff them, they don't know how to make more extensions viable and don't want to do "a weird fix that won't fix anything", they know a meta would form no matter what and don't want to just change which extensions are meta, there's not enough things they can change on the extensions to make them more varied
-they know stealth has flaws and doesn't scale with difficulty, they don't have concrete plans yet, Jules said they discussed adding a timer to stealth. But if they do overhaul stealth they'll let us know beforehand [this is a loving terrible idea]
-they don't like seven day heists due to how long you would need to play
-they haven't abandoned the game for PD3, Jules said they have less manpower than before, but he said they think as a group better and the game is more stable due to less frequent content (I assume dlc)
-they don't want VR players to be a burden when playing with PC players, they're making sure they're on par in terms of power and usefulness
-Jules doesn't pick the new name for One Down, but he can influence it and they're looking at community names, another dev joked about naming it Easy to make it full circle
-they want to see what people think of minigun dozers with the fixed hs multiplier before making further changes, said they take roughly 50% more dmg to the head, he said people have to change tactics with the minigun
dozer and not just run up and unload a magazine in their face [no, people still just run up and facedump them, it just takes longer]
-they boosted minigun dozer health to counter the low speed to make them more threatening, said they were too easy to kill because of their speed
-they tried giving the minidozer more faceplate health instead of hp, but it was too easy to remove because of explosives, and the hp would be huge to not be weak to them [there are several ways to fix this]
-Jules doen't know anything about a skin trade-up, but they have observed the problem of too many commons you won't use
-Jules and OVK made all the new Switch content themselves, including the Hacker perk deck
-Jules thinks the solution to turrets destroying ai teammates is add hp scaling with the amount of human players [Jules doesn't get it.]
-they like better turret placement/more importance in the heist like in Beneath the Mountain and Scarface Mansion, earlier placements of swat turrets were more out of the way [Jules really, really doesn't get it]
-Jules has regrets in regards to balance, but not a biggest one
-to Jules Inspire has been in the game so long nerfing it would hurt everyone, Jules thinks it makes the game more fun
-Goat Simulator doesn't fit in the game as well as they thought it would, Jules thinks the premise is funny and fits payday, he said the problem isn't the absurdity but the size and lack of cover
-they don't think they should buff Medicdozer damage, Jules thinks normal Medics should have the same hp as Tasers to make them a priority [Jules doesn't get it x3, tasers on the top difficulties are still HP sinks]
-they regret the armor bag, said it was originally completly different, but they couldn't finish it due to resources
-Jules's dream enemy would be a more mobile captain with randomized abilities from a pool of five captains, mentioned a captain Summers with a tear gas grenade launcher who buffs enemy damage as long as she's alive, would be too much work [this is just unbelievably stupid]
-said low ammo pickup on medium assault rifles (amr etc) is okay if you use semi auto and priorities accurate shots, said they also see use with body expertise and would be too powerful then with more pickup
-no plans for ZEAL models of the minigun and medic dozers
-can't talk about workshop custom heists, says it's harder than it seems

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EorayMel
May 30, 2015

WE GET IT. YOU LOVE GUN JESUS. Toujours des fusils Bullpup Français.
I would support captain summers if it meant the game turned into a lightning round of Figure It Out or Double Dare.

The secret slime(gas) action is bagging the loot, now you must do the physical challenge of killing the captain across the map.

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