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weekly font
Dec 1, 2004


Everytime I try to fly I fall
Without my wings
I feel so small
Guess I need you baby...



Pub games definitely are touching a stove but sometimes you hit gold. I’ve had diamond and golden grin holdout unfinished forever and eventually found a group kitted out to go 9 in GG.

Not sure I’d ever flop into a DSOD or stealth lobby any time soon but there are good players out there.

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EorayMel
May 30, 2015

WE GET IT. YOU LOVE GUN JESUS. Toujours des fusils Bullpup Français.
I, somehow, managed to beat Heat Street's holdout solo. Up to wave 9

Only trust your bots, pubs will never help you :suicide:

EorayMel fucked around with this message at 05:16 on Dec 8, 2020

EorayMel
May 30, 2015

WE GET IT. YOU LOVE GUN JESUS. Toujours des fusils Bullpup Français.
That update ran into Sangres, VERY LUCKY

And now you can use the new lever action rifle with iron sights and dress up like Vlad's useless sack of ballskin brother in law while going on a present hunt in the new missions. Also skins.

more at the actual link posted:

Fixed an issue where the effect of night vision goggles would be permanent if attempting to turn off the night vision goggles and picking up a bag at the same time.
Changed Japanese translations to use English for job/heist names, character names, difficulties as well as the word Infamy.
Change the link used to show what mod a player is using from paydaymods to modworkshop.net.
Fixed an issue where the hair and/or masks would disappear from certain NPC's when their heads were close to the edge of the screen.
Changed the link attached to the tablet in the safehouse from pd2stash to fbi.overkillsoftware.com.
Added the ability to equip angled sights on the default sniper scope.
Fixed issues with skins covering the lenses of gadget/laser modules.
Tweaked Bernetti pistol sights to be green again.


Character

Fixed some clipping issues with the Balaclava mask for Sydney and Houston.
Fixed an issue where the heisters arms would be missing while wearing the Repairman outfit.
Fixed an issue where the heisters arms would be missing while wearing The Casual Formal outfit.
Fixed an issue where the heisters arms would be missing while wearing The Classic outfit.
Fixed various issues with the Duelist outfit on certain characters.
Fixed a graphical issue on the Duelist outfit that occurred with certain male characters.
Fixed some graphical issues on the Tuxedo outfit when equipped by Bonnie.
Fixed graphical issues with the Improved Combined Tactical Vest when equipped by Ethan or Hila.
Fixed graphical issues with The Avenging Gunman outfit.
Fixed a graphical issue with the Molten gloves.
Fixed graphical issues that occurred when the Molten gloves were equipped with the Impresario outfit.
Fixed a graphical issue on the Cosmos gloves when charging a melee attack.
Fixed a graphical issue that occurred with the Cosmos gloves when equipped by Bonnie.
Fixed a graphical issue with the Cosmos gloves that could be seen when using the halt action with Bonnie.


Heists

Fixed an area on day 1 of The Biker Heist that could possibly soft-lock the player.
Fixed a spot behind a couch where players could get stuck on Border Crossing.
Added a collision to prevent players from getting stuck between a wall and a chair on Branch Bank.
Fixed some waypoints on Buluc’s Mansion for loud gameplay that never appeared after reaching the office.
Fixed an issue on Buluc’s Mansion with the list prop for the guards that was floating in the air.
Added pre-planning costs to assets on Buluc’s Mansion.
Prevented cops from spawning near the boat when the front gate spawn is used on Buluc’s Mansion.
Added extra AI navigation blockers on Buluc’s Mansion in the closed basement path.
Fixed an issue on Buluc’s Mansion where the player could see through a wall.
Fixed an issue on Buluc’s Mansion near the office, where loot bags could fall through the floor.
Fixed an issue on Buluc’s Mansion where the gate opening animation would play twice if the swat van arrived while the thermite was burning.
Fixed an issue on Buluc’s Mansion where lamps in the secret meeting room did not sync between host and client.
Adjusted the cafeteria spycam location on Buluc’s Mansion.
Added collision to a pair of glass doors, located in the inner sanctum on Buluc’s Mansion.
Fixed an issue on Buluc’s Mansion where the keypad numbers, for the wine cellar door, were unreadable in Low/Very Low Texture Quality settings.
Fixed a visual effect issue with the flare on Buluc’s Mansion, used to signal the helicopter, for Low/Very Low Texture Quality settings.
Fixed an issue where the masks of the guards on Buluc’s Mansion would reduce in quality when the player marked them.
Fixed an issue on Buluc’s Mansion where waypoints to the inner sanctum would appear even after players had already discovered them the entrances.
Fixed an issue on Buluc’s Mansion where a guard's path would incorrectly lead him to areas that should not be accessible.
Fixed an exploit on Counterfeit where the level could be prevented from going loud.
Fixed an issue where the fountain on Diamond Heist, would disappear when viewed at certain distances.
Updated pre-planning costs of assets on Golden Grin Casino.
Fixed an issue on Henry’s Rock where a player could get stuck inside the crate that is delivered by the crane.
Fixed a progression blocker on Hoxton Revenge where killing the FBI boss from the basement before opening the vault would not cause the level to go loud.
Fixed an issue on San Martín Bank where a police officer's badge was not visible at certain distances.
Fixed an issue on San Martín Bank where the VFX and SFX from drilling a door would remain if the drill was interrupted by a saw.
Fixed an issue on Shadow Raid where a guard's body could fall into an unreachable area, blocking the player from answering the pager.
Moved a stack of boxes on Slaughterhouse to prevent players from getting stuck in a container.
Fixed an issue on The Big Bank where a vault door could be opened again using a set of keys if previously opened with a saw.
Fixed an issue on Car Shop where tied up civilians would clip through walls and be seen from outside the building.
Fixed an issue on The White House where a player could get stuck between the cameras in the press room.
Fixed a wall missing collision on Alaskan Deal.

EorayMel
May 30, 2015

WE GET IT. YOU LOVE GUN JESUS. Toujours des fusils Bullpup Français.
The new scope is very good, bernetti rangehitter iron sights are pretty weird, but if you wanna use it in some weird dodge build its an option I guess.

Also:


Mercedes Colomar
Nov 1, 2008

by Jeffrey of YOSPOS
VR Payday is *so drat weird* oh my god. It finally started working, and it's such a strange sensation.

EorayMel
May 30, 2015

WE GET IT. YOU LOVE GUN JESUS. Toujours des fusils Bullpup Français.
Happy Heisty Year!

The holiday event is now over and the XP event bonus on the Christmas-themed heists are no longer available. The special Christmas decorated heists are back to normal and the same goes for all the holiday versions of certain sounds and the main menu.

All content that was released in the last update will stay in the game. If you did not get around to picking up all the presents in the Mexican heists to unlock the Mega Sangres mask, Fear not, you can still get a hold of the mask. The presents won’t go away.

:siren: A New Face
Of course, we are on top of recent news, so if you want to heist the White House in style, you'll have a brand new mask to wear as you sneak your way through the halls or storm the building in true patriotic style. Some may say Mr. 46 has changed a lot between the time he posed for his portrait and when the mask was made. Some may say they are not even the same person. But most would agree, you don't want to see someone entering a bank with a smile like that... and a mini-gun.
:siren:

Crime Spree
We want to start the year off with some fun new heisting. Start up a new crime spree and you’ll find that 6 new heists have been made available in the rotation.
Breaking Feds
Shacklethorne Auction
Boiling Point
San Martín Bank
The Alesso Heist
Breakfast in Tijuana


Stay tuned for more weapons, heists, and other good stuff to come later this year. The gang is back from vacation and they are ready for a fight.


Here’s to yet another year of wearing masks and vinyl gloves in public.
OVERKILL_Tobias
OVERKILL - a Starbreeze Studio.

Update 202 Changelog
Update size: 74.6MB
General
Fixed an issue on the San Martín Bank heist where players could interact with a present in a location even if it had actually spawned elsewhere.
Adjusted the sight picture of the Compact Tactical Box Sight.
Fixed an issue with the Mega Sangres mask where patterns were not applying correctly.
Fixed a graphical issue that occurred with the Dirty Santa and Ho Ho Heister outfits when the player was crouching.
Fixed an issue with the Cursed Kill Room heist where teammate AI would block enemy spawns.
:siren: Adjusted the concealment and stability values for iron sights for sniper rifles.
Adjusted the concealment values on “Lightweight Foregrip” and “Lightweight Stock” for the Grom Sniper Rifle.
:siren:
----
AKA
Sniper rifle iron sights now give -4 stability, grom got nerfed yet again by dropping the concealment boosting modifications from +4 concealment to +3. The Xmas 2020 scope doesn't zoom in as much now, either.

Also the new mask has typos for fathe(r) & among criminal(s) :v: :v:

EorayMel fucked around with this message at 17:11 on Jan 12, 2021

HebrewMagic
Jul 19, 2012

Police Assault In Progress
I personally like "a(n) opinionated man"

Shooting Blanks
Jun 6, 2007

Real bullets mess up how cool this thing looks.

-Blade



HebrewMagic posted:

I personally like "a(n) opinionated man"

I'm a bigger fan of the "The 46th, some say." Not that Trump will ever find out about it, but that's some impressive shade.

EorayMel
May 30, 2015

WE GET IT. YOU LOVE GUN JESUS. Toujours des fusils Bullpup Français.
:frogsiren: Dead Game, New Update :frogsiren:

quote:

...

Infamy 3.1
We are adding rewards for infamy rank 66 to 81. We are also combining some rewards for these ranks. Weapon colors and heist join stingers will be rewarded together on the same rank. The Suit variants, Gloves and Masks will have their own ranks. Among these rewards, 4 color variants for a new suit design will be available to unlock.

...

We are gonna look deeper into the gameplay experience this year. First thing is tweaking gunplay a bit, we are gonna release an open beta soon, date to be announced in an upcoming announcement and on our twitter. We will invite all our heisters to take part and leave feedback. You will, of course, be able to use your new guns in the beta as well.


You can read more about the update and the DLC as well as see some nice preview images on our website: City of Gold - Jiu Feng Smuggler Pack

Heists
Fixed an issue on The Alesso Heist and it’s Holdout variant that allowed the player to see through a wall next to the vault room.
Fixed an issue on Birth of Sky that allowed a player to get stuck between the parachute box and the plane fuselage.
Fixed an issue on Birth of Sky where a drop-in client could get stuck in the free falling animation.
Fixed a crash on Breakfast in Tijuana that could occur when a Taser targeted a player near the escape vehicle.
Fixed an issue on Buluc's Mansion where loot bags, that missed the helicopter and fell out of bounds, would return as a different loot bag or not return at all.
Fixed an issue on Buluc's Mansion where Crew AI could spawn inside each other at the beginning of the level.
Fixed a crash on Cursed Kill Room that could occur when restarting the level.
Fixed an issue on Diamond Heist where a player could get stuck between a small table and chair in one of the offices.
Fixed an issue on Hell's Island where the player could fall out of bounds in a specific area under the bridge.
Fixed an issue on Hoxton Revenge where a player could get stuck between a small table and a lamp near the kitchen.
Fixed an issue on Park Escape where throwing a painting in a specific area on the stairs near the statue could cause it to fall out of bounds.
Fixed an incorrect spelling in the description text of an objective on Rats day 2.
Fixed an issue on The Biker Heist day 2 where players could stay inside the helicopter and fall out of bounds.
Fixed an issue on The Bomb: Dockyard where crew AI could get stuck in a continuous dying loop.
Fixed an issue on The White House that allowed a guard to ragdoll into an corridor area unreachable by the player, prohibiting them from answering the pager.
Fixed an issue on The Yacht Heist that allowed the player to get stuck behind a food cart on upper deck 1.

General
Fixed an issue where the "President for a Day" achievement could not be unlocked with "The 46th" mask.
Fixed a graphical issue with the "Molten" gloves.
Fixed a graphical issue with the "Calling" gloves.
Fixed descriptions on certain weapon skins to give more clarity on how they are obtained.
Added missing DLC information to the Gas Dispenser throwable.
Updated the description for the "I Got This" trophy to give more clarity on the unlock conditions.
Changed a telephone number on a graphical asset to a non-existant number.

:pcgaming: new gage rear end pack page for more info :pcgaming:

Well they kinda went the gunslinger weapon route for actually having some distinguishing values...or at least attempting(but not really). We get a Mossberg shotgun, yet another 1911, and another AK submachine gun.

Also they loving suck, don't buy it holy poo poo they phoned it in as bad as the cartel optics

EorayMel fucked around with this message at 17:21 on Feb 24, 2021

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

EorayMel posted:

Also they loving suck, don't buy it holy poo poo they phoned it in as bad as the cartel optics
Milking the whales.

UnknownMercenary
Nov 1, 2011

I LIKE IT
WAY WAY TOO LOUD


If they actually unfuck the balance I might reinstall. Goddamn.

Discendo Vox
Mar 21, 2013

We don't need to have that dialogue because it's obvious, trivial, and has already been had a thousand times.

UnknownMercenary posted:

If they actually unfuck the balance I might reinstall. Goddamn.

In addition to my wonderful mod (which now has all weapons and more than 50% of skills rebalanced!), OVK are discussing rebalances as the next priority.

Mystic Mongol
Jan 5, 2007

Your life's been thrown in disarray already--I wouldn't want you to feel pressured.


College Slice

Discendo Vox posted:

In addition to my wonderful mod (which now has all weapons and more than 50% of skills rebalanced!), OVK are discussing rebalances as the next priority.

I'm worried that this means more nerfs.

UnknownMercenary
Nov 1, 2011

I LIKE IT
WAY WAY TOO LOUD


Balancing a game always involves nerfs along with buffs. Constantly buffing everything is how Payday 2 ended up the way it is now.

Mystic Mongol
Jan 5, 2007

Your life's been thrown in disarray already--I wouldn't want you to feel pressured.


College Slice

UnknownMercenary posted:

Balancing a game always involves nerfs along with buffs. Constantly buffing everything is how Payday 2 ended up the way it is now.

All the guns I used to like don't work any more. Give me back my .308, explosive rounds doing damage, and akimbo silenced smgs that sound like a pack of shuffling cards.

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

Mystic Mongol posted:

All the guns I used to like don't work any more. Give me back my .308, explosive rounds doing damage, and akimbo silenced smgs that sound like a pack of shuffling cards.
I just want Assault Rifles to be good again (e.g. have ammo pickup).

Well, I guess I want a bit more. I enjoy being a flak cannon with the akimbo Grimms (I'll never forget the first time chairface nearly crashed the game on me by running by with dual Gimms on full auto) or just simple spray and pray with one of the two large mag, high pickup, autoshotties but I would like other styles to be just as good and/or fun.

Tulip
Jun 3, 2008

yeah thats pretty good


It's possible that whoever's doing the balance now is better than whoever did it in the past but they've generally suffered from a lack of vision or articulation on what balance even means, and it's really unlikely that they'll be able to satisfy the community because "weapons should all feel distinct" and "weapons should all be roughly equal in viability" is just so loving hard with 80000 SMGs.

If I had to guess? Probably some nerf to flame shotguns because holy poo poo they're good, not sure about anything else though I'd guess that DMRs will get buffed (not like they have a lot of room to go down).

EorayMel
May 30, 2015

WE GET IT. YOU LOVE GUN JESUS. Toujours des fusils Bullpup Français.
Crashed as a host when someone masked up and automatically pulled out the new pistol, if you wanted some more pack bashing :v:

As for what this rebalancing entails is anybody's guess, but, I will laugh hard forever if they introduce something like shotgun-style damage dropoff for everything except sniper rifles or spontaneously neutering something like the union or frenchman beyond all utility just for shits and giggles. And because this is still overkill, there is a non-zero percent chance of this happening.

maswastaken
Nov 12, 2011

UnknownMercenary posted:

Balancing a game always involves nerfs along with buffs. Constantly buffing everything is how Payday 2 ended up the way it is now.
This. The game is insanely fast paced compared to its original form because of how high the damage output and sustainability of every gun is, how you can just stop enemies completely until they eventually die, how so many perk decks are more powerful than former gamebreaker Grinder. The game has to straight up rain enemies on you because of how easily you can just keep putting them down forever. Why are Minigundozers such colossal bullet sponges? It's so I can laugh in Infiltrator and one-shot them anyway.

DMR pickup is an extreme anomaly; the only weapon type where 100% accuracy and picking up every box was assumed, in a game where sniper rifles can casually multikill and still get better pickup.

maswastaken fucked around with this message at 20:12 on Feb 24, 2021

EorayMel
May 30, 2015

WE GET IT. YOU LOVE GUN JESUS. Toujours des fusils Bullpup Français.
Chimano 88 Pistol:
Rate of Fire increased to 600 (from 480)
Damage increased to 37 (from 35)

AMR-16 Assault Rifle
Ammo pickup increased to 2.7 - 4.95 (from 0.9 - 3.15)

Mark 10 Submachine Gun
Weapon kick changed to 0.7/1/-0.5/0.5 (from -1.2/1.2/-1/1)

Bronco .44 Revolver
Rate of Fire increased to 480 (from 361)

Akimbo Compact-5 Submachine Guns
Total Ammo increased to 300 (from 240)
Ammo pickup increased to 3 - 10.5 (from 2.4 - 8.4)

Contractor .308 Sniper Rifle
Rate of Fire increased to 200 (from 150)
Weapon kick changed to 2/3/-0.3/0.3 (from 2/3.8/-0.3/0.3)
Damage increased to 200 (from 160)

Grom Sniper Rifle
Weapon kick changed to 2/3/-0.3/0.3 (from 2/3.8/-0.3/0.3)

Akimbo MP40 Submachine Guns
Total ammo increased to 160 (from 80)
Ammo pickup increased to 1.6 - 5.6 (from 0.8 - 2.8)

M308 Assault Rifle
Ammo pickup increased to 2.1 - 3.85 (from 0.7 - 2.45)

HE Round
No longer grants a bonus to minimum falloff range (uses the default 20m)
Maximum falloff range decreased to 62m (from 115m)

Flechette
No longer grants a bonus to minimum or maximum falloff range (uses the default 20m - 50m)

Dragon's Breath
No longer grants a bonus to minimum or maximum falloff range (uses the default 20m - 50m)

Kith
Sep 17, 2009

You never learn anything
by doing it right.


this is, of course, after total crackdown got all of the rebalanced weapon numbers plugged in

A shockingly small amount of changes. I wonder when they'll unfuck DMRs.

Discendo Vox
Mar 21, 2013

We don't need to have that dialogue because it's obvious, trivial, and has already been had a thousand times.
It's been posted publicly elsewhere, so...

There's an upcoming beta planned with another major change. Damage falloff will be implemented for all player guns. Previously this was only the case for shotguns.

EorayMel
May 30, 2015

WE GET IT. YOU LOVE GUN JESUS. Toujours des fusils Bullpup Français.

Discendo Vox posted:

It's been posted publicly elsewhere, so...

There's an upcoming beta planned with another major change. Damage falloff will be implemented for all player guns. Previously this was only the case for shotguns.

But why though :whitewater:

To the overkill employee reading this thread, I was joking about damage fall off introduced in the balance beta (even including snipers[???])

EorayMel fucked around with this message at 22:53 on Feb 28, 2021

watho
Aug 2, 2013


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

the ammo changes are good, especially the AMR (holy gently caress that old minimum can’t have been intentional :stonk:) but i really don’t get why flechettes and HE ammo are being nerfed, i hope that it means a bigger overhaul is coming or something

maswastaken
Nov 12, 2011

Oh joy, flechettes are literally worse than nothing. If this isn't a sign of upcoming per-pellet damage, someone really doesn't have the slightest clue about that ammo. I run sub-10 accuracy shotguns for a drat good reason.

Seems like AMR-16 went from 1%-3.5% to 3%-5.5%. So, from Other to Medium/High Capacity AR?

Glad to see the M308 is also clawing back some of its usefulness. Another change from Other to Medium/High Capacity AR.

UnknownMercenary
Nov 1, 2011

I LIKE IT
WAY WAY TOO LOUD


Per pellet shotgun damage would be incredibly lame, tbh. For all the grousing about the previous game design lead, he never caved on that even though it looked like it would happen at least a few times.

Tulip
Jun 3, 2008

yeah thats pretty good


UnknownMercenary posted:

Per pellet shotgun damage would be incredibly lame, tbh. For all the grousing about the previous game design lead, he never caved on that even though it looked like it would happen at least a few times.

The trinary shotgun damage thing is up there with "hateable enemies" and "action packed dubstep" in terms of reasons for Payday 2's success.

watho
Aug 2, 2013


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

per pellet damage would suck so much and require reworking just way too much for something that doesn’t actually improve the game at all

EorayMel
May 30, 2015

WE GET IT. YOU LOVE GUN JESUS. Toujours des fusils Bullpup Français.

watho posted:

per pellet damage would suck so much and require reworking just way too much for something that doesn’t actually improve the game at all

But enough about damage drop off for every weapon

(Unless it was a crackdown-only thing all along in that case and not Overkill's balancing style but either way :v: :v: :v:)

EorayMel fucked around with this message at 00:26 on Mar 1, 2021

Kith
Sep 17, 2009

You never learn anything
by doing it right.


per-pellet damage is happening in total crackdown as an optional ammo mod and i gotta say... it mostly feels bad!

like it's a neat thing to have if you want it, but it's only really useful for dumping damage on something absurdly tanky like a dozer or a boss, which are comparatively rare (or extremely) rare compared to the amount of legions of cops that normal Payday 2 shotguns are extremely efficient at handling

EorayMel
May 30, 2015

WE GET IT. YOU LOVE GUN JESUS. Toujours des fusils Bullpup Français.
The Heist: Dragon Heist
The Payday Gang must approach through the streets of Chinatown and infiltrate the triad operation which is hidden behind a tea shop. Once inside, it’s about finding and extracting the priceless dragon statue, by any means necessary.
The heist is available in both stealth and loud, and has a variety of preplanning options to allow players to customize their approach.

quote:

:pcgaming: https://www.overkillsoftware.com/games/dragonpack/?utm_source=steam&utm_medium=announcement&utm_campaign=dragonpack :pcgaming:

:siren: Damage Range Multiplier :siren:

We’re introducing a free weapon balance update that essentially gives each weapon an optimal range and thus opens up for more specialized weapon roles.

The idea has been to address the issue of different weapon categories not feeling different enough from each other. The new range-based damage multipliers mean that the range at which you use the weapon will affect the damage you deal. Every weapon will now have its own optimal range where they perform roughly like you’re used to from before this update. Some weapons will be more suitable for close range engagement, and others will be better at long range.

:d: :d: :d:

Update 204 Changelog
Update size: 734.7MB

General
The intro video will no longer use a default volume setting and be adjusted to the SFX volume settings as set in the options menu.
Fixed an issue where the radio sound would get stuck in a loop if the player were answering a pager while the level goes loud.
Fixed an issue where a player getting downed while viewing a camera feed would not be revivable.
Fixed an issue where the Molten gloves would look blurry on higher settings.
Fixed an issue where the gloves locked by infamy were missing the proper icons in the crew management.
Fixed an issue where quickly switching between the infamy rewards for rank 65 and 68 would briefly display a suit.
Fixed an issue where a suit, obtained as an infamy reward, could remain rendered on the screen when selecting other rewards.
Fixed a graphical issue with certain characters when wearing the Balaclava mask.
Fixed a small graphical hole with The Boom Bap suit.
Heists
Fixed some graphical issues in the garage of the Breakfast in Tijuana heist.
Fixed an AI navigation issue in the courtyard of the Bulucs Mansion heist.
Fixed an issue where a large pillar poked through the floor in room 154 in Golden Grin Casino.
Fixed an issue where an invisible wall blocked bags from being thrown into a loot drop on the north side of the Shadow Raid heist.
Weapons
Fixed an issue where the Dragon's Breath rounds were allowed to be used in combination with the CE Muffler Barrel on the Mosconi 12G Tactical Shotgun.
Fixed a crash when joining a host who used the Mosconi 12G Tactical Shotgun equipped with the CE Muffler, while having the “USE HQ WEAPONS” setting was set to OFF.

:frogsiren: Weapon Stats :frogsiren:
All points listed below are changes from the recent open beta for the damage range multipliers. Some values have been changed back to the values that were present in the live version. Some values are changed from what they were present in the live version.
----
Shotguns
The increase in damage at close distances has been removed from all shotguns.
Flechette Special Ammo for Shotguns has increased near range multiplier from 1 to 3 and will add to the optimal range.
AP Slug Special Ammo for Shotguns has its far range multiplier increased from 1.15 to 10 and will increase the optimal range.

Sniper Rifles
The decrease in damage at close distances has been removed from all snipers.
The damage bonus at far distances for low damage Sniper Rifles has decreased from 1.6 to 1.1.
The damage bonus at far distances for medium damage Sniper Rifles has decreased from 1.7 to 1.5.
The damage bonus at far distances for high damage Sniper Rifles has decreased from 2 to 1.8.
The damage bonus at far distances for very high damage Sniper Rifles has decreased from 1.5 to 1.3.
The fire rate change for semi-automatic Sniper Rifles has been changed back from 240 to 160.

Submachine Guns
Signature SMG has its ammo pickup increased from 2-7 bullets to 6-11 bullets.
The optimal range for medium damage SMGs has been increased from 13-18m to 15-20m.
The damage multiplier past the optimal range for medium damage SMGs has been increased from 50% to 60%.
The optimal range for high damage SMGs has been increased from 14-19m to 20-25m.
The damage multiplier past the optimal range for high damage SMGs has been increased from 60% to 70%.

Akimbo Submachine Guns
The falloff range past the optimal range for low damage Akimbo SMGs has been increased from 0m to 3m.
The optimal range for medium damage Akimbo SMGs has been increased by 3m.
The falloff range past the optimal range for medium damage Akimbo SMGs has been increased by 3m.
The damage multiplier past the optimal range for medium damage Akimbo SMGs has been increased from 50% to 60% of base damage.
The optimal range for high damage Akimbo SMGs has been increased by 4m.
The falloff range past the optimal range for high damage Akimbo SMGs has been increased by 7m.
The damage multiplier past the optimal range for high damage Akimbo SMGs has been increased from 50% to 60% of base damage.

Light Machine Guns
The recoil patterns for LMG have been changed back to their normal values.
M60 has its ammo pickup changed from 4-14 to 6-7.
M60 has its ammo count decreased from 400 bullets to 300 bullets.

RPK and Brenner 21 have their ammo pickup changed from 3-10.5 to 6-7.

Assault Rifles
Assault Rifles are not affected by the damage range multiplier system.
Gewehr 3, Eagle Heavy Rifle, and Valkyria have their ammo count per magazine increased from 20 to 30.

Pistols
The Peacemaker Revolver has had its reload speed reduced from 7.8 seconds to 5.2 seconds.
The Deagle Pistol has had its total ammo increased from 50 bullets to 60 bullets.

The increase in damage at close distances has been removed from all Pistols and Akimbo Pistols.
The damage multiplier past the optimal range for high damage Pistols has been increased from 60% to 70% of base damage.
The damage multiplier past the optimal range for high damage Revolvers has been increased from 50% to 80% of base damage.

Semi-Automatic Pistols
Low damage Semi-Automatic Pistols has its ammo pickup increased from 3-7 bullets to 6-7 bullets.
Low damage Semi-Automatic Pistols and its Akimbo counterpart has its damage increased from 37 to 53.
Medium damage Semi-Automatic Pistols has its ammo pickup increased from 2-4 bullets to 3-4 bullets.
Medium damage Semi-Automatic Pistols and its Akimbo counterpart has its damage increased from 65 to 80.
High and very high damage Semi-Automatic Pistols have their ammo pickup increased from 1-3 bullets to 2-3 bullets.

Fully Automatic Pistols
Fully Automatic Pistols their damage bonus at close ranges removed.
Single and Akimbo Fully Automatic Pistol weapon archetypes have received separate damage range multipliers.


t;ldr damage drop off is now an official thing I guess, decided to be added in 2021 instead of implemented at launch of 2013, but apparently it's still all straight damage upgrades, where nothing is going to drop to 20 damage a shot trying to plink at a Cloaker 70 meters away(except for shotguns as they always did). I think...? it loving sucks rear end and it is a bewildering decision nonetheless.
Also the peacemaker is not as atrocious to use now but the m60 is now loving useless after getting mauled by the nerf bat.

EorayMel fucked around with this message at 17:55 on Mar 17, 2021

Tulip
Jun 3, 2008

yeah thats pretty good


Time for the RPK to shine

EorayMel posted:

The Heist: Dragon Heist
The Payday Gang must approach through the streets of Chinatown and infiltrate the triad operation which is hidden behind a tea shop. Once inside, it’s about finding and extracting the priceless dragon statue, by any means necessary.

Oh come on the gently caress is this

FAUXTON
Jun 2, 2005

spero che tu stia bene

Tulip posted:

Time for the RPK to shine


Oh come on the gently caress is this

if you're looking for realism in busting up your transpacific organized crime money laundering operations don't hold your breath waiting for the gang to steal an apartment building

Grapplejack
Nov 27, 2007

The slug change lmao holy gently caress

We sniper shotguns now baby

FAUXTON
Jun 2, 2005

spero che tu stia bene

Grapplejack posted:

The slug change lmao holy gently caress

We sniper shotguns now baby

I loved using slugs to punch through shields

and then I learned how to punch shields

DeathSandwich
Apr 24, 2008

I fucking hate puzzles.

Grapplejack posted:

The slug change lmao holy gently caress

We sniper shotguns now baby

To be fair, that's basically what rifled slugs (plus a rifled barrel) does for a shotgun in real life. Maybe not quite to the extent of an actual sniper rifle, but definitely at the combat ranges this game deals in.

Tulip
Jun 3, 2008

yeah thats pretty good


I loved slugs in STALKER for "you can convert your lovely, cheap-to-repair pump action into a long range weapon on the fly."

FAUXTON posted:

if you're looking for realism in busting up your transpacific organized crime money laundering operations don't hold your breath waiting for the gang to steal an apartment building

Realism is not even in the same country as what I'm annoyed by.

EorayMel
May 30, 2015

WE GET IT. YOU LOVE GUN JESUS. Toujours des fusils Bullpup Français.
Played the heist off someone. Took about 15 minutes loud. I have not noticed anything significant with the damage dropoff changes (yet) despite such a bewildering decision to include it in 2021 instead of 2013 at launch or in 2014's perk system overhaul or even as 2015's global rebalance. But I digress:
You go into the tea shop, find the back door, hack a computer like Reservoir Dogs day 1 to open it. Then you go into a cellar where there is a forklift and a partially opened shutter leading to a warehouse. You must find keys to the forklift, then drive it into the shutter and jam it open, thus getting you to the warehouse, like generic chunk from Election Day plan A. You then drill open a fortified door via thermal drill, and there's an asset that delivers a derailed cable car to your starting point in the street sort've like Vlad's Surprise but not really. The drill is only about 200 seconds long, but then you find out the inner door inside the secure warehouse room is electrified like Firestarter day 3. You must then find a blowtorch to disconnect the gated shock door so it may be opened safely with keys. Then you open crates like finding the prototype in Beneath The Mountain complete with C4 traps, but the twist is you can collect the C4 if you are aware/fast enough and then use it to blow a hole for an easier escape and more convenient loot drop off. Then you run back into the street, wait for a minute like Breakfast in Tijuanna, then the van pulls up and you finish it. A little less spectacular than I expected but :v:

:siren: Also undocumented update: little friend now has 60 rifle bullets, but only 2 grenades carried. Without fully loaded. And I think the grenade pickup got worse :v: :v: :siren:

FAUXTON
Jun 2, 2005

spero che tu stia bene

Tulip posted:

I loved slugs in STALKER for "you can convert your lovely, cheap-to-repair pump action into a long range weapon on the fly."


Realism is not even in the same country as what I'm annoyed by.

yes it's more than a touch racist

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Kith
Sep 17, 2009

You never learn anything
by doing it right.


Good changes to weapons, but very few of them (see also: none) are enough to address underlying problems.

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