|
Coolguye posted:underscores are unicode names that the game doesn't display properly - you're probably joining a lobby with some folks from japan, china, korea, russia, or whatever. That makes sense. When I use the filters to include or exclude servers with modded players, it looks like a good chunk of people are running mods. Are there any recommended ones I should be looking into?
|
# ? Aug 18, 2020 03:34 |
|
|
# ? May 28, 2024 18:45 |
|
maswastaken posted:Does the regular version work for you? One of the updates caused problems for a whole bunch of people, requiring all manner of solutions like reinstalling various VC++ redistributables and updating MSI Afterburner, etc. Regular works fine yeah. I was experimenting when the update dropped to see if I still remembered how to play DodgeGrinder. Is that still viable? With a pistol secondary for Messiah, and twin DB Grimms. That was my preferred style, coked up Mega Kawaii and all.
|
# ? Aug 18, 2020 03:36 |
|
The Big Bad Worf posted:That makes sense. Mod-wise? I'm pretty groggy so maybe I'm out of date, but PocoHUD displays damage numbers for every hit you make and puts actual timers for your buffs in front of you, plus a stamina indicator, which is all just...a lot of information that has no business being hidden. I also like to use VoidUI because it changes HP/armor numbers to absolute rather than relative values, which pleases me at some primal level.
|
# ? Aug 18, 2020 03:42 |
|
Manuel Calavera posted:Regular works fine yeah. I was experimenting when the update dropped to see if I still remembered how to play DodgeGrinder. Is that still viable? With a pistol secondary for Messiah, and twin DB Grimms. That was my preferred style, coked up Mega Kawaii and all. DodgeGrinder's still fine, the actual builds might need to be tweaked by there are way worse builds to use. Pistols themselves don't need Messiah to proc anymore, and if you're looking for guaranteed Messiah kill-revives, you can kill anything by any method when you fall down to get your proc up. This includes say, the primary Grimms or a buckshot/fletchette Claire or even the compact grenade launcher
|
# ? Aug 18, 2020 04:06 |
|
For the sake of balancing, all weapons and mods have to be nerfed down in certain aspects (accuracy, stability, damage, etc...) and assigned certain (sometimes exaggerated or downright incorrect) performance deficiencies so they won't overpower each other, often resulting in assault rifles with particularly wonky handling (AMCAR) or submachineguns taking more than one solid headshot to kill (e.g the Compact-5 on anything tougher than a security guard). In reality this will fail quality inspection for a majority of them as all firearms were designed and tooled with performance and efficiency in mind, "balancing" in any shape or form is largely non-existent and non-applicable; that's saying nothing about the fact that gun companies often had to compete with each other, and producing weapons with inherent faults might not be a very wise thing to do. Shotguns bizarrely have the ability to launch corpses a significant distance away. According to Newton's third law, every action has an equal reaction going in the opposite direction. Should the same happen in reality, the heister wielding the shotgun would also be thrown backwards after firing. Most of the weapons featured in-game are distinctively loud prior to being suppressed. This combined with the fact that a fair number of heists in the game takes place indoors or otherwise features close quarters means that permanent hearing loss would be a concern were any bit of realism to be portrayed verbatim in the game. A four-man crew opening up with their automatic weapons inside a tight-quarter meat truck in Watchdogs would soon result in a four-deaf-man crew in reality. Convection is never taken into account in normal gameplay. A firing Flamethrower Mk.1 or the fire patch created by a Molotov Cocktail would generate intense amounts of heat while active, and will potentially steam everyone to death if situated in a confined space. The Alpha Mauler and Pen are currently the only Event melee weapons in the game.
|
# ? Aug 22, 2020 19:47 |
|
EorayMel posted:
Parable of the boiling frog but the frog has their hand on the heat setting.
|
# ? Aug 22, 2020 20:45 |
|
EorayMel, The Big Bad Worf, here's a little mod for you to check out, from me to you. After more than a year, Crackdown Mod has been updated. The new Plan Z update represents, dear lord, 350-plus separate revisions to the mod. We've got: Holdouts working and polished to a mirror sheen, New enemy assets (like, almost all of them), Heavy overhauls of bot and enemy AI on almost every single system in the game,, and horribly twisted versions of boss enemies for the namesake top difficulty. We've also started building out a rebalance for player weapons and skills, which I really hope some of you will, like take a look at. The mod can be downloaded from https://github.com/Crackdown-PD2/deathvox/releases/tag/PlanZ. The (out of date) fancy promo site is crackdownmod.com . The Changelog Total Crackdown
Heists
Assets/Enemies
|
# ? Aug 23, 2020 04:24 |
|
EorayMel posted:For the sake of balancing, all weapons and mods have to be nerfed down in certain aspects (accuracy, stability, damage, etc...) and assigned certain (sometimes exaggerated or downright incorrect) performance deficiencies so they won't overpower each other, often resulting in assault rifles with particularly wonky handling (AMCAR) or submachineguns taking more than one solid headshot to kill (e.g the Compact-5 on anything tougher than a security guard).
|
# ? Aug 23, 2020 05:42 |
|
Discendo Vox posted:EorayMel, The Big Bad Worf, here's a little mod for you to check out, from me to you. Is this VR compatible? I'm just coming back to Pd2 with my vr setup (thanks Zaphod for convincing me to stick with it after the initial hurdle, it's a blast) and maybe it's time to apply some changes... Especially since I finally found a fix to my vr performance issues so now playing this is butter smooth.
|
# ? Aug 23, 2020 21:14 |
Goddamn DV, that mod might just make me reinstall this. Wow.
|
|
# ? Aug 23, 2020 21:47 |
|
Kikas posted:Is this VR compatible? I'm just coming back to Pd2 with my vr setup (thanks Zaphod for convincing me to stick with it after the initial hurdle, it's a blast) and maybe it's time to apply some changes... Especially since I finally found a fix to my vr performance issues so now playing this is butter smooth. Yes, it is - though we've had very few people testing, they've reported zero issues with VR. As we build out the optional player side rebalance, there may be issues where we need to tailor some skills to VR players. Hexenritter posted:Goddamn DV, that mod might just make me reinstall this. Wow. Generally, folks, I am starved for feedback on the mod, so the more impressions you can share, the better. Discendo Vox fucked around with this message at 23:19 on Aug 23, 2020 |
# ? Aug 23, 2020 21:49 |
|
Discendo Vox posted:Yes, it is - though we've had very few people testing, they've reported zero issues with VR. As we build out the optional player side rebalance, there may be issues where we need to tailor some skills to VR players. You've reached deep and knocked the rust of this old heister's cold dead heart; I'm re-installing the game now!
|
# ? Aug 23, 2020 23:25 |
|
If we've got new people coming in on Crackdown, I should mention that I also work on it (although I'm focused on the player-side rebalance, Total Crackdown)). If you happen to have any strong feelings about any specific guns or skills, let me know! We're currently in the process of getting the player-side stuff rolling.
|
# ? Aug 24, 2020 01:13 |
|
So this is the very first time I've downloaded superblt or any payday 2 mods, and I downloaded what seems to be everything (voiceline framework, beardlib, deathvoxmaster and deathvox-planZ), put all of the stuff in the newly created mod folder...and nothing seems to have happened. What am I doing wrong? The path is program files(x86)->Steam->steamapps->common->PAYDAY 2->mods, where all of the downloaded stuff resides, if it will help diagnose stuff.
|
# ? Aug 24, 2020 01:43 |
|
I feel very strongly that the chainsaw should do more damage and take enemies apart, since you're asking
|
# ? Aug 24, 2020 02:01 |
|
HebrewMagic posted:I feel very strongly that the chainsaw should do more damage and take enemies apart, since you're asking Cop health is at 320 | 960 for Lights | Heavies in Overkill - Death Wish, whereas they're at 480 | 1010 in Crackdown. I currently have the Lumber Lite L2 dealing 400 damage for an uncharged swing and a 1250 for a charged swing, with the added bonus of throwing nearby cops into Panic while you're charging it. I'll look into dismemberment.
|
# ? Aug 24, 2020 06:19 |
|
May the stars light your way.
|
# ? Aug 24, 2020 08:24 |
|
You'll also be able to pick up enabling Headshots on melee weapons and doubled Charge speed for a very modest amount of skillpoints, if the reworked Chainsaw's base performance doesn't wet your whistle.
Kith fucked around with this message at 09:28 on Aug 24, 2020 |
# ? Aug 24, 2020 09:25 |
|
Kith posted:You'll also be able to pick up enabling Headshots on melee weapons and doubled Charge speed for a very modest amount of skillpoints, if the reworked Chainsaw's base performance doesn't wet your whistle. I'm sure this is a stupid question then but does this mean dedicated melee builds will be at least halfway-viable? All I've ever wanted in Payday is to Battle Without Honor Or Humanity my way through six billion cops. Sure you can do a melee build in vanilla but it feels very anemic and under-powered even in the best of circumstances. Admittedly chainsawing off limbs would go a long way to alleviating that feeling regardless. EDIT: I suppose I could have just read the linked changes where you go into extensive detail on the melee skill changes And I probably missed it, but is there a Discord for the mod or anything? Doomsayer fucked around with this message at 09:42 on Aug 24, 2020 |
# ? Aug 24, 2020 09:38 |
|
Doomsayer posted:I'm sure this is a stupid question then but does this mean dedicated melee builds will be at least halfway-viable? All I've ever wanted in Payday is to Battle Without Honor Or Humanity my way through six billion cops. Sure you can do a melee build in vanilla but it feels very anemic and under-powered even in the best of circumstances. I've been doing a lot of juggling to make Melee weapons viable by themselves with no investment and even more juggling to make the relevant skills worth investing in. Here's a quick rundown of everything I've been up to, if you don't want to flip through 150 pages of Design Document hell:
quote:And I probably missed it, but is there a Discord for the mod or anything? come on down to crackdown town Kith fucked around with this message at 11:55 on Aug 24, 2020 |
# ? Aug 24, 2020 10:53 |
|
Kith posted:I've been doing a lot of juggling to make Melee weapons viable by themselves with no investment and even more juggling to make the relevant skills worth investing in. Here's a quick rundown of everything I've been up to, if you don't want to flip through 150 pages of Design Document hell: A 150 page document on how the Microphone melee is now actually good and cool sounds extremely up my alleyway, I wouldn't mind a link to that.
|
# ? Aug 24, 2020 15:25 |
|
I am curious how the fat stack o' cash now works as a melee weapon.
|
# ? Aug 24, 2020 15:36 |
|
EorayMel posted:A 150 page document on how the Microphone melee is now actually good and cool sounds extremely up my alleyway, I wouldn't mind a link to that. gaze upon my previous post and despair Although, I should mention that it's 150 pages total including supplementary material (of which the Roadmap all links to at various points) - the Roadmap itself is not 150 pages (although it DOES have an incredibly high information density). AAAAA! Real Muenster posted:I am curious how the fat stack o' cash now works as a melee weapon. The Melee Weapon document isn't done yet, but I can share a portion of my ultra-secret notes: quote:Name: Money Bundle Kith fucked around with this message at 16:27 on Aug 24, 2020 |
# ? Aug 24, 2020 16:25 |
|
Kith posted:gaze upon my previous post and despair Dang, guess I gotta wait a little more. But I will guess, completely randomly, that the Hotline 8000x is suddenly the new melee meta.
|
# ? Aug 24, 2020 16:32 |
secretly hoping the microphone melee has a randomly cycling library full of amplified "ow you bastard" "oof" "loving ouch" "a microphone, really?" "Suspect engaging in rap battle" type dumb poo poo for hit sounds
|
|
# ? Aug 24, 2020 18:14 |
|
same, but that the hoxton shank gives you various WANKER clips when you use it and that its delay is reduced to a single frame WWWWWWWWWWWWWWWWWWANKERANKERANKERANKER e: what does ADS mean on the skill trees in the Crackdown design doc? Inexplicable Humblebrag fucked around with this message at 18:30 on Aug 24, 2020 |
# ? Aug 24, 2020 18:23 |
Dear gods yes please lmao
|
|
# ? Aug 24, 2020 18:27 |
|
If dumb poo poo like that happens, I'll need to figure out the VR issue I'm having. Speaking of which, reinstalled entirely. And still not loading on my HMD, but it loads like normal otherwise on the PC itself so, I've confuse.
|
# ? Aug 24, 2020 19:20 |
|
Inexplicable Humblebrag posted:e: what does ADS mean on the skill trees in the Crackdown design doc?
|
# ? Aug 24, 2020 19:25 |
|
oh that makes way more sense, thanks
|
# ? Aug 24, 2020 19:27 |
|
Hits from the money bundle should make cops surrender (and maybe instantly jokered if the player has the skill).
|
# ? Aug 24, 2020 20:47 |
|
Enormous monolith of a post coming about my first taste of crackdown, returning Vox's favor Well I figured out how to get crackdown working. Apparently there was another folder inside the main folder I was supposed to drag and drop into the mods directory, I did have to go one step deeper after all (Disclaimer: I played the crackdown:cash first then a regular h&t cash heist with just the deathvox-master files, then played the crackdown:cash with deathvox-master + deathvox-planZ. No noticeable improvements, and maybe I need to have one or the other. So, my thoughts on about 30 minutes of crackdown/death vox. Starting with the stuff I don't like or don't think is quite right: First thing I noticed is that the breaker got some changes. 28 ammo from 21, and it does 200 damage a shot, most importantly. However, my interceptor pistol modded for 96-100 accuracy was dropped down to about 84 accuracy, far from the pinpoint precision it can use as a pocket sniper. I didn't notice any other changes, like how the peacemaker would got only 30 shots but have armor piercing capabilities and something like 250 damage a shot. Plain 185~ damage and 54 rounds, same slowass reload for it. Melee also looked the same, no description text for gimmicks or adjusted values or whatever. Almost everything else looked the same. Skills were also entirely the same. Nothing about melee weapons scoring headshots or ricocheting bullets or more poison damage like in the google document. I ran the same exact build I always do in normal payday, only with a buzzsaw LMG and a MA-17 flamethrower with the extra ammo attachment I did notice BLT said that crackdown was out of date, and I tried to update it ingame to see what would happen, but it said the update failed. And it took like 5 minutes of a frozen game when I clicked it, so I didn't try again and wanted to go to the action. So either my crackdown version is out of date for real and I don't have the balance overhaul in my folders, or its just not quite down yet, even though the high damage shotguns definitely changed in the inventory. Or it is out and working fine and I have the wrong version or something So anyway, into the good and cool stuff regardless with the gameplay I saw one(1) fedora guard in the bank heist. I killed him instantly and his hat flew halfway across the room. Then another guard spotted me and he survived a frenzerker katana to the crotch and immediately opened fire at me, blowing stealth. Then the alarm triggered and the actual cops game. And holy poo poo, hostage rescue cops with more bronco cops in the first wave! And then the black/white vox cops coming in including the gasser!!! So the heist/enemy changes DO work! and they look pretty drat good The by far biggest improvement is their AI, I think vox's ultimate goal here. And it shows. They took a bunch of alternate paths to try and flank me. They do about deathwish damage, maybe a little more, but ironman suit+maniac is actually viable. Or feels like it, instead of normal death sentence/OD being instagib mode. And the enemies are really drat aggressive too, they don't stare at walls or pretend you're not there. They're smarter and stronger, I like it. And they do flips and try to dodge shots, the cheeky cops. But encouraging mobility and good shotcalling on when to move out or what to kill first is a much better approach to balancing than having 333% more hp on enemies, and giving them laser weapons. And just being good at the game in general, obviously. However, I think one of the main changes was for a quality over quantity approach at least in the design documents, like only having 50 maximum cops present at a time. But in my experience...there was more like 100 at least. A lot of them grouped up in the main room and by the vault door. Again, maybe it was on my end, or maybe the number of enemies was rolled over in a different version. But it wasn't necessarily bad, made it a lot more intense. Speaking of intense, the flashbacks are even more so, I am super happy for resilence ace Shields are still just...shields. Nothing special to them. Getting tazed sucks. The camera shake is way more violent and random when you're getting shocked, but that's fine. You can still fight back depending on the weapon and where the taser is in relation to you. They're more threatening and not an instant reload, which is nice. Snipers don't have outlines when shouted at. I like that. But it seemed like at some points every sniper position was filled up, so that was a little annoying. Medics having the aoe heal, a revolver, but garbage health is really interesting. More threatening than the tasers if they're protected by their buddies, or you don't have good crowd control weapons. Gassers were probably the biggest change, and prioritizing tactically moving around instead of idling in a corner due to the teargas function. A very welcome change that I wish overkill properly implemented instead of being a rare sight with turrets. Now the Cloakers... I couldn't tell if Cloakers were more terrifying or just more annoying. I like how they will down players and immediately move on to find another one, and that fire doesn't interrupt their charge, but it seems like they charge or kick a little too much? At least when I was playing bots, I guess the point is encouraging other people covering the downed guy and being skilled in general, but cloaker chain incapacitations were very common, and probably annoyingly so. And even with all that...the MA-17 flamethrower felt incredibly gamebreaking. Apparently fire damage got buffed a fuckton, it is now properly affected by berserker, or it was supposed to have more ammo limitations than up to 1750 ammo but something's screwed up on my end. The fire couldn't stop charging cloakers, but just spraying it even with the low temp mix (more ammo, less damage per fire particle) and backpeddling would kill them in about 3 seconds. In fact, it would kill everything but dozers in about 3 seconds tops with continuous spray. It was already super strong in the basegame despite nobody ever using it, but here it's even more so. I did go down a couple times, more nervously than normal deathwish, but thats why doc bags exist. And no assets are available on crackdown as well, I don't have an issue with that. It was different, yeah. But really drat good with what was changed and how the enemies got tweaked, much better than death sentence/one down. It's more like deathwish+, taking almost all the steps in the right direction. Again, I don't know if the weapon and skill overhauls are working right or if they're even finished in the first place, but I got through smoothly with the vanilla options. tl;dr enemy changes are good and cool, but the weapon balancing seems to be half-baked and any skill overhauls were non-existent. At least on my end with my current experience, knowledge, and exposure. Also fire GOOD VVVVVVV Ah, good to know. Enemy stuff is still pretty good, though. EorayMel fucked around with this message at 03:40 on Aug 25, 2020 |
# ? Aug 25, 2020 01:31 |
|
Total Crackdown (aka anything player-side) is at something like 5% completion. We're trickling in the weapon changes as time permits and very few skills and zero perk decks are implemented.
|
# ? Aug 25, 2020 03:32 |
|
EorayMel posted:Enormous monolith of a post coming about my first taste of crackdown, returning Vox's favor Thank you very much for the feedback!
I am especially proud of our working Holdout mode, which now progresses based on number of kills, not time. You start wave 1 on Normal difficulty (which is not quite a cakewalk). Difficulty and enemy teams change and intensify through wave 9, which is Crackdown difficulty. The coding it took to get that functioning was unreal. I owe a huge debt to a whole team of very talented coders who have been relentlessly rebuilding almost every single one of the game's systems, as almost every single one of the game's systems is irredeemably hosed in the codebase. I am used to modders going too far and needlessly reprogramming things to their specifications; not the case here. The game spends huge amounts of processor power on AI subsystems that it doesn't cancel properly, and almost all of the intended functions (like enemy targeting, pathing, dodging, task ordering) are malfunctioning due to problems that were sometimes in the game since launch. Discendo Vox fucked around with this message at 06:25 on Aug 25, 2020 |
# ? Aug 25, 2020 06:10 |
|
The Scarface Pack is going away Presumably for licensing reasons, the Scarface character pack will no longer be available for purchase at the end of this month. People who have the pack already will still be able to purchase it. OVK are heavily discounting it in the interim. I have no idea how they hosed up the agreement badly enough to make this happen, but it is a particularly good DLC. https://store.steampowered.com/app/548422/PAYDAY_2_Scarface_Character_Pack/ $1.39 is a steal.
|
# ? Sep 22, 2020 14:43 |
|
Discendo Vox posted:The Scarface Pack is going away But...But why when it was perfectly fine 3-4 years ago
|
# ? Sep 22, 2020 15:28 |
|
Discendo Vox posted:The Scarface Pack is going away This isn't even necessarily a hosed up agreement. There used to be a game called Alpha Protocol that's simply no longer available because the music licensing expired and one party wouldn't renew it - if you don't already own that game, your options are to either pirate it or watch an LP. It ain't coming back.
|
# ? Sep 22, 2020 16:13 |
|
Considering their recent financial issues it's probably not economical to renew the license for Scarface. Shadowrun Chronicles had to shut down after their license expired because they weren't making enough money to keep the servers running and renew the license with Microsoft. They've been trying to get MS to agree to a deal to let the servers operate from a video game museum without having to run a license but it's been slow going. The real concern I think would be with Lionsgate Entertainment and the John Wick franchise since that's multiple dlc for payday. But that's probably better financially for them to help keep the license going.
|
# ? Sep 22, 2020 17:02 |
|
Apparently surefire ace for body armor penetration and body expertise for headshot damage on the body works with bows. Including the 2000 damage english longbow and the free deca bow that can have a scope attachment
|
# ? Sep 27, 2020 01:28 |
|
|
# ? May 28, 2024 18:45 |
|
Hello Payday thread: https://twitter.com/PAYDAYGame/status/1312356279596220416 Can't wait.
|
# ? Oct 4, 2020 12:18 |