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Crabtree
Oct 17, 2012

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

Dinosaur Gum

AAAAA! Real Muenster posted:

What happened to the Discord? I have been out of town for two weeks.

Death Vox is now in effect.

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Doctor Shitfaced
Feb 13, 2012
It got nuked.

Someone have a damage calculator? I want to see how Beserker is affecting weapons. Alternatively, a damage formula would work too, not shy with math.

UnknownMercenary
Nov 1, 2011

I LIKE IT
WAY WAY TOO LOUD


Doctor Shitfaced posted:

It got nuked.

Someone have a damage calculator? I want to see how Beserker is affecting weapons. Alternatively, a damage formula would work too, not shy with math.

https://docs.google.com/spreadsheets/d/1ucnX2Hm4QlkyKiQkSJzdC_PS9Pc8dBJt3cxYyI3Pkgk/edit

Doctor Shitfaced
Feb 13, 2012
Thank you! That helps a lot. Gonna turn a lot of poo poo guns into murder machines on Overkill now. :madmax:

HebrewMagic
Jul 19, 2012

Police Assault In Progress
Just take the buzzsaw or that loving car4 I gave you and silence it

Bam instant killfuck

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.

AAAAA! Real Muenster posted:

What happened to the Discord? I have been out of town for two weeks.

What's your steamid? I'll send you an invite to the new one.

Fuuka Ayase
Apr 25, 2017

Literally Hitler
Indeed, outside of OD, suit sicario is only a little better than rogue itself. It's weakness is exactly the same; both decks require digging into your HP briefly at times. Sicario is better about it, but not by much. Kind of sad, but at least it turns in to a functional deck with the addition of a mere LBV. Kind of a more utilitarian crook? I'll try a DW suit sicario fitted for proper 'health tanking' utilizing hostage taker regeneration next. It worked in my OD build, but I was also using fire crits as an incredibly effective crutch. I'll see how this works out 'naked'.

edit: Briefly, I'm experimenting with the idea of a 'one in the head one in the body' approach for DW tans for the castigo 44's. Rather than depending on berserk to hit the damage needed for a flat one headshot, that is. The setup looks a bit silly on paper, but in practice it plays smoothly.

Crabtree
Oct 17, 2012

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

Dinosaur Gum
Starbreeze is going to have a big Twitch event May 10th, 9am PST / 12pm EST / 6pm CEST, where they'll talk about their upcoming projects including:


OVERKILL’s The Walking Dead
Psychonauts 2
System Shock 3
Exclusive PAYDAY 2 announcement
“A Veterans of the Industry” panel featuring Warren Spector, Tim Shafer and Bo Andersson.
RAID: World War II
Deliver Us The Moon
Trailers and unveils
Community interaction and giveaways and more

Offical Website of the Event

But we probably already know most of what they're going to say of walking dead because Its been delayed to middle 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.
The site mentions an "exclusive payday 2 announcement".

King Vidiot
Feb 17, 2007

You think you can take me at Satan's Hollow? Go 'head on!
Are they doing touch-up on Psychonauts 2 or why is that part of their itinerary?

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.

King Vidiot posted:

Are they doing touch-up on Psychonauts 2 or why is that part of their itinerary?

Starbreeze is the publisher for Psychonauts 2.

chairface
Oct 28, 2007

No matter what you believe, I don't believe in you.

Effortpost on Perk Decks:

Crew Chief: Currently an under-rated deck, the big payoff with Crew Chief is 8% teamwide damage reduction, which doubles if the CC is below 50% health and another 8% damage reduction if the team has any hostages at all. A notable use of this deck is combining it with Frenzerking to ALWAYS be below 50% health, and thus always having the initial 8% teamwide damage reduction doubled. The combo of Aced Frenzy, Aced Underdog and a "Frenzy Chief" yields (in most situations) ~22% teamwide damage reduction and ~46% damage reduction for the Frenzy Chief himself.

Armor: HBV or ICTV
Pros: Teamwide Damage Reduction is powerful.
Cons: Maximizing the DR has conditions, and with no extra dodge or armor skills, this deck (Frenzied or not) is pretty well limited to HBV or ICTV usage (and is still fragile in either, Frenzied or not.) Skillpoint-intensive due to armor selection and potential Frenzying to maximize DR.

Muscle: The old workhorse, Muscle's still a solid deck and has a lot of build potential. The upside is bonus health and health regen, as well as drawing aggro from cops away from less beefy teammates, and terrorizing police with your (non-silenced) weaponry. Suit Muscle with jokers & hostage taker goes all-in on health tanking, and both HBV and ICTV Muscle setups can be effective on all difficulties.

Armor: Suit, HBV, ICTV
Pros: Bonus Health & Health Regen w/o preconditions. Cops stricken with terror don't fight back.
Cons: The terror ability doesn't work with silenced weapons.

Armorer: Another longstanding mainstay, Armorer focuses on having better armor and limited invulnerability when armor breaks. That's pretty much all it does, however.

Armor: HBV, ICTV
Pros: Bonus armor, armor regen, invulnerability frames when armor breaks.
Cons: Doesn't do anything else noteworthy, relies on HBV/ICTV armors and thus is skillpoint-intensive.

Rogue: The pure Suit Dodge deck, Rogue has fallen on hard times in last year's skill/perk rebalance and is now a solid contender for weakest perk deck. Paradoxically it is still a viable option for One Down since against perfectly accurate cops who hit like freight trains, maximizing dodge is a valid strategy.

Armor: Suit
Pros: Most dodge available. Synergizes well with critical hits.
Cons: Has to health-tank when dodge fails and has no health regen, maximizing dodge is skillpoint intensive wiping away all skillpoint savings from wearing a suit rather than armor. Suit is weak armor.

Hitman: Another contender for worst perk deck at present, Hitman's got bonuses to akimbo weapons (a mediocre weapon category) and fast armor refresh, including a guaranteed 1.5s refresh when broken regardless of suppression or even continued hits. Second Wind is a key ability for surviving said 1.5s duration.

Armor: HBV, ICTV
Pros: As long as you don't go down within 1.5s after armor breaking, armor will refresh in 1.5s regardless of suppression or continued hits.
Cons: Armor recovery rate is just about the worst overall plan for not dying, even worse than Dodge, and on higher difficulties the lack of any bonus health or health regen means surviving those crucial 1.5s after an armor break is very unlikely.

Crook: A top tier deck for sure, Crook is the hybrid armor/dodge deck, with lower dodge than rogue but more than most any other LBV/HBV build. Crook has a notable choice in whether to go LBV for low conceal, +10% dodge and potentially crits, or just wearing HBV with a base 20% dodge chance on top of excellent armor.

Armor: LBV, HBV
Pros: The combo of dodging AND having armor is reliable protection, crit builds are possible with the LBV option.
Cons: Very skillpoint intensive to invest in dodge/crit *and* armor skills, occasionally must health tank and has no built-in health regen.

Burglar: An obvious choice for a stealth build due to many stealth-specific advantages, Burglar also can work as a slight variation on Crook as a loud build that relies more on crouching and staying still rather than dashing around at high speed. Dodge-based and thus works well with crits.

Armor: Suit, LBV
Pros: The combo of dodging AND having armor is reliable protection, synergizes well with critical hits, bonus dodge while crouching. Definite best Stealth deck.
Cons: In many ways is slightly worse than Crook for loud usage. Hybrid stealth/loud builds where it can shine are of limited use with how stealth works in this game.

Infiltrator: A bit of an odd duck, Infiltrator has a variety of small conditional damage reduction bonuses and can restore health via melee hits (note: kill not required!) as well as having conditional bonus melee damage. Melee recently got a decided un-nerfing, but is still not necessarily a great choice for building around. Nominally this should synergize well with Frenzerk for additional melee and Damage Reduction, but in practice the health regen on melee hits limits such an approach.

Armor: HBV, ICTV
Pros: Those conditional Damage Resistance bonuses add up, particularly when stacked with Aced Underdog and/or a Frenzy Chief buddy. If you want to be the best at melee, this is your deck! Health regen from melee hits (kills not required!) is very handy!
Cons: With all the DR bonuses being conditional, the durability can feel very uneven, particularly when health regen is also conditional on melee attacks. Melee's decidedly better than it was but still isn't great and this is very much the melee deck.

Sociopath: A bit of a mashup between Anarchist, Muscle and Infiltrator, Sociopath has health regen on melee kills (note mere hits won't suffice, a departure from Infiltrator!) together with armor regen on kills similar to Anarchist (but on seperate timers from each other and from Bullseye, meaning this can be quite a durable rig when combined with Aced Bullseye) and a variant on Muscle's terror that procs based on enemies seeing one of their own killed at medium range.

Armor: HBV, ICTV
Pros: Health regen on melee kills, armor regen from several kill conditions AND terror procs is basically combining the best features from three different decks; Sociopath certainly has the full package of stuff heisters want. Unlike Muscle's terror procs, Sociopath's works fine with silencers!
Cons: Health regen does require melee kills rather than mere hits, armor regen procs require kills rather than dealing damage, terror procs require kills... On higher difficulties where kills become more difficult, all bonuses gated behind kills become more inaccessible

Gambler: Conventional wisdom is that this is a Bad Deck but gently caress conventional wisdom. Gambler's big ability is that when the Gambler picks up ammo drops from dead enemies, not only does the gambler restore his own ammo, but the whole team gets 1/2 a pickup of ammo as well as health restore. The health restore and ammo share abilities have 4 and 5 second cooldowns, respectively. To make Gambler shine, combine it with Aced Fully Loaded so grenades are also replenished from ammo drops (and thus flashbangs can be used liberally to secure such drops in relative safety!) and use a HUD mod like Pocohud to be able to see the cooldown on health/ammo share procs and thus meter out grabbing the drops to maximize health and ammo for the crew. One odd feature of Gambler is that since the build incentivizes Aced Fully Loaded anyway, as well as always being able to pick up ammo drops, it is best when combined with slightly to moderately ammo-inefficient weaponry. Personally I'm a big fan of akimbo handguns like Interceptor .45s, Crosskills or Chimano Customs for a primary with a 5/7 secondary.

Armor: HBV, ICTV
Pros: Crew-wide health restore from ammo pickups, crew gets 1/2 an ammo pickup from gambler's ammo pickups!
Cons: Cool-downs on those abilities require carefully timing grabbing those ammo pickups and with no armor regen or recovery abilities, this can feel a bit fragile. HBV's speed is very helpful for grabbing ammo pickups but leaves the gambler yet more fragile; ICTV's protection comes at the cost of low speed increasing the danger of grabbing pickups.

Grinder: The first of two decks that rely on health regen as a primary method of staying alive, Grinder restores health for kills, pure and simple. I've heard a lot of grumbling that Grinder just ain't what it used to be, but it is still a very solid deck capable of surviving some ridiculously unfavorable situations. A top-tier deck regardless of comparison to its previous glory.

Armor: Suit, LBV
Pros: Restore health for kills, it doesn't get any simpler than that! Synergizes well with crits and additional dodge.
Cons: On higher difficulties kills become more difficult and hits from enemies take more health, changing the math around against this deck in the long run. Recommended for Mayhem or below, not so much past that.

Yakuza: A heavy favorite for the title of worst perk deck. Yakuza's only two saving graces are bonus movement speed at low hp and bonus armor recovery at low hp. Basically requires Frenzerking to provide any benefit at all. One fun use for this deck is to wear HBV, take Joker and Partners In Crime for the speed bonus, and Aced Transporter to reduce bag movement penalties. Congrats, you are now faster while carrying a bag of gold than most dodge builds unencumbered.

Armor: HBV, ICTV
Pros: Bonus movement speed. Very fast armor recovery.
Cons: Frenzerking obligatory, as discussed in Hitman, armor recovery rate is just about the worst defense to rely on.

Ex-President: Much like Grinder both in basing its defense on health regen and the often-lamented comparative weakness to its previous glory. Ex-Pres' big departure from Grinder is working with any armor, although it is best in a suit, and that the health regen mechanic for ex-pres procs on armor restore and uses health stored from any kills from the entire crew.

Armor: Suit, LBV
Pros: Health regen from kills, much like Grinder, is a simple joy that works well.
Cons: Much like with Grinder, on higher difficulties kills become too rare and damage that needs to be regenned from too great.

Maniac: Another team-based mechanic deck, Maniac provides ablative damage resistance proportional to damage dealt by the Maniac. Notably a Maniac's turrets count for this, making this an excellent deck to combine with turrets.

Armor: Any
Pros: Deal damage to protect the entire team from damage is another simple formula that works out very well for the whole group. Turrets count towards damage dealt by the Maniac.
Cons: The resistance is ablative in nature and wears off over time, making it somewhat unreliable/uneven

Anarchist: Anarchist changes how armor works entirely; instead of full armor recovery subject to suppression, an anarchist regains SOME armor on a fixed timer regardless of suppression. Anarchists also have highly increased armor ratings at the cost of highly reduced health, and regen armor based on dealing damage to foes in addition to the fixed timer partial restore. One very big drawback is that moving to safety for several seconds does NOT restore full armor to an Anarchist as it does for every other deck in the entire game! On the other hand, the Anarchist is completely immune to suppression and has a much larger armor total, as well as armor regen procs from dealing damage. Anything with damage over time (fire, poison) can work extremely well with Anarchist, as this will allow the Anarchist to proc their armor-regen-for-dealing-damage ability while staying safely in cover.

Armor: LBV, HBV, ICTV
Pros: Extremely high armor, armor regens from damage dealt, synergizes extremely well with Frenzerk and Bullseye
Cons: Extremely low health even if not Frenzerk, armor does not recover fully from a mere few seconds in cover unlike every other perk deck in the game.

Biker: Another deck that much of the community (wrongly!) thinks is bad or underpowered. Biker restores health and armor based on any kills from the entire crew. A biker at low health restores more armor more often, and at low armor restores more health more often. Notably this means that a Frenzerk Biker, due to having permanently low health, has permanently increased armor regen amount and frequency. Synergizes extremely well with Bullseye, Frenzy, and any other method of health regen available.

Armor: HBV, ICTV
Pros: Armor *and* health regen procs from kills by anyone on the team is an amazing combination, synergizes well with Frenzerk and Bullseye
Cons: Cooldowns on the armor and health regen procs being variable based on the opposite value can make the durability sometimes feel uneven

Kingpin: Kingpin's most notable feature is replacing the throwable with an "injector" that grants temporary healing of damage taken (a sort of limited invulnerability) as well as drawing aggro away from the rest of the team. Timed correctly, a Kingpin can turn the tide of a battle. Timed poorly, a Kingpin is but a limp gimmick.

Armor: HBV, ICTV
Pros: Healing based on damage taken while under the injector's duration is effectively limited-term invulnerability. Draws fire away from other crew members. Cooldown is reduced based on amount of health restored from effect past full health
Cons: Throwable slot not otherwise available. Timing is everything for the injector's usefulness. Injector cooldown is 30s base and usage only lasts 6s

Sicario: The new hotness, Sicario increases a heister's chance to dodge as they get hit and fully restores armor once a dodge is successful. Going all-in on dodging with a suit is viable for Sicario, as is wearing LBV and mixing strategies similar to a Crook or Grinder. Sicario's other big feature is replacing the throwable with a smoke grenade; heisters inside the smoke grenade's effect have a 50% chance of avoiding any attack and foes in the smoke grenade face a 50% reduction in accuracy. Allies will gain 10% dodge chance in the smoke screen, and all other Sicario effects are doubled while in the smoke screen. The smoke grenade has a 30s cooldown that is reduced by 1s for killing an enemy.

Armor: Suit, LBV
Pros: The cumulative chance to dodge from successive hits, a smoke screen, and a dodge skill build adds up very quickly to an extremely likely dodge; said dodge when proc'd will full restore armor
Cons: Throwable slot not otherwise available. Timing is very important for usefulness of the smoke screen. The smoke screen obstructs vision of friend and foe alike.

Dr Cheeto
Mar 2, 2013
Wretched Harp
Infiltrator works best IMO if you ignore the melee damage bonus entirely, equip a buzzer, and just slice off a little bit of cop whenever you're feeling peckish. Tying health regen to a melee strike has obvious downsides but you can do silly things like punch surrendered cops to get health. Don't play it like a melee deck! Play it like a muscle deck that has to punch a cop occasionally to get health regen!

The DR is underrated as well, underdog is basically always active on most maps, and the Infiltrator DR uses very similar rules.

Dr Cheeto fucked around with this message at 11:20 on May 8, 2017

Wastrel_
Jun 3, 2004

Read it and weep.
You're a bit harsh on Dodge, it's still very much viable on DW. Dodge players are just required to take cover more often these days than when Dodge could max out at 75% while sprinting (currently it's 65%). Aced Uppers helps a lot as well in giving you unlimited downs (well, maximum of 14) so long as you can place your kits strategically. Powerful weapons such as the Izhma can be modded to below the concealment threshold, giving you a fast-firing weapon with excellent damage including crits and very good ammo pick-up. The lack of health regeneration is a concern, but you should be packing 14 first aid kits and any team worth its salt on DW should have a shitload of health supplies anyway.

Meanwhile, Muscle is absolutely incredible with the health bonus from converted cops and Biker is basically advanced Grinder that can be used on all armours. Infiltrator is really only viable for indoor heists - preferably with lots of enemies eg The Diamond - and Anarchist is best used with LBV to give a good mix of tankiness and speed.

UnknownMercenary
Nov 1, 2011

I LIKE IT
WAY WAY TOO LOUD


Calling Rogue the worst when Sociopath and Yakuza exist.

Actually, Yakuza has application as a stealth deck if you want to waste points on Frenzerker in a stealth build specifically to move really fast. Host only though; as client that would just make your desync more aggressive.

UnknownMercenary fucked around with this message at 11:50 on May 8, 2017

Wastrel_
Jun 3, 2004

Read it and weep.
Yakuza is a gimmick deck. It exists for no other purpose than for experienced heisters to once more experience the feeling of going down 10+ times a heist.

Insert name here
Nov 10, 2009

Oh.
Oh Dear.
:ohdear:

Dr Cheeto posted:

Infiltrator works best IMO if you ignore the melee damage bonus entirely, equip a buzzer, and just slice off a little bit of cop whenever you're feeling peckish. Tying health regen to a melee strike has obvious downsides but you can do silly things like punch surrendered cops to get health. Don't play it like a melee deck! Play it like a muscle deck that has to punch a cop occasionally to get health regen!

The DR is underrated as well, underdog is basically always active on most maps, and the Infiltrator DR uses very similar rules.
Also IIRC you can zap your own (or your buddies') jokered cops to get health back too.

Tempest_56
Mar 14, 2009

Two bits:

First, I would be fascinated to see how a Muscle Suit build works. I can't wrap my head around it being anything other than strictly inferior to any other armor choice.

Second, Anarchist Suit is probably worth mentioning. You can get some decent layered defenses going with that - a reasonable bit of dodge on top of the (still fairly heavy) armor works out well.

Dr Cheeto
Mar 2, 2013
Wretched Harp

Insert name here posted:

Also IIRC you can zap your own (or your buddies') jokered cops to get health back too.

Yeah, that works as well.

I really like infiltrator and I think it gets a bad rap for a number of reasons. It wasn't great as a melee deck even before the melee nerf, and the need to punch cops makes a handful of maps a lot harder on it (looking at you, meltdown and goat simulator). The melee damage bonus stacks can be built on hostages as well as cops but disappear whenever you swing and miss, which kind of flies in the face of the fast, high DPS melee weapons the deck drives the player towards if you try and play it as a melee deck.

maswastaken
Nov 12, 2011

Couple of things:

Damage reduction only doubles for the Crew Chief themself - at least that's how it's described by the deck itself.
Grinder doesn't rely on kills at all. It's just damage. Even turret damage counts.

clockworkjoe
May 31, 2000

Rolled a 1 on the random encounter table, didn't you?
Anarchist absolutely needs bullseye aced to work on Mayhem and above. I use a shotgun frenzerker anarchist build with a steakout and even with LBV, it takes forever to fully regen armor but a few timed headshots can quickly put me back up to full. I have PocoHUD and it seems that throwing flashbangs triggers bullseye and anarchist damage regen abilities because I see the +30 tick when that happens - is that a bug or do flashbangs count for that?

Fuuka Ayase
Apr 25, 2017

Literally Hitler

UnknownMercenary posted:

Calling Rogue the worst when Sociopath and Yakuza exist.

Rogue is kind of in an awkward spot right now. It's worth per successful dodge grows with the level of incoming damage.. on a per hit basis. It does not scale with overall dps (this is an important distinction). With it's current level of default armor, and max attain able dodge, the only place this shines is OD. Even then I'd argue people are wrongly shifting the worth of invested skills on to rogue. Jokers, inspire, and swan song might even make Yakuza 'one down viable'. Shocking this trifecta is so common in one down, or is it? Below OD, without these skills covering it, it becomes a deck where you must health tank half the hits coming at you with no method of health tanking. Under more numerous fire at that. Spreading damage across many smaller hits is much worse as an environment for rogue than singular strong hits.

This has to be the only deck that is worse for more casual play. Which doesn't even make sense as an accusation. Making me convinced there is some foundational issue with the deck in question.

I think Overkill has already shown us the problem by contrast in two methods, though. Crook is one solution, letting dodge have more armor gives you that 'one more' instance of bad luck you need to get in cover. Sicario is another path, providing a method to stop rapid health degeneration, effectively giving it a pool of invisible hp to tank with.

ClonedPickle
Apr 23, 2010

chairface posted:

Grinder: The first of two decks that rely on health regen as a primary method of staying alive, Grinder restores health for kills, pure and simple. I've heard a lot of grumbling that Grinder just ain't what it used to be, but it is still a very solid deck capable of surviving some ridiculously unfavorable situations. A top-tier deck regardless of comparison to its previous glory.

Armor: Suit, LBV
Pros: Restore health for kills, it doesn't get any simpler than that! Synergizes well with crits and additional dodge.
Cons: On higher difficulties kills become more difficult and hits from enemies take more health, changing the math around against this deck in the long run. Recommended for Mayhem or below, not so much past that.

Grinder is still one of the most powerful decks on Death Wish, because it's health for damage, not kills. You can shoot whatever the hell you want when you need some health. Hell, it's even better than Infiltrator at getting health for repeatedly tazing a hostage. Recommended with LBV + armor skills, silencer skills, Low Blow, SB if you want, and some mild automatic skills. Bring almost any concealable AR/SMG combo you want but the lower damage ones work better. Squat on/near a first aid kit if you're low on health so you can regen health with insurance if a black dozer turns the corner or something.

i use grinder on one down

Fuuka Ayase
Apr 25, 2017

Literally Hitler
You are a brave pickle. May I shake your hand? I've tried some interesting ways to get the most out of grinder, but the deck ended up being a bit too harrowing for my tastes. Pixels from death so often didn't sit well with me.

Yardbomb
Jul 11, 2011

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

ICTV Sicario is really goofy and works better than it probably should. (Up to about Mayhem/DW, cause screw OD)

Yardbomb fucked around with this message at 21:20 on May 8, 2017

Prokhor Zakharov
Dec 31, 2008

This is me as I make another great post


Good luck with your depression!

Crabtree posted:

Starbreeze is going to have a big Twitch event May 10th, 9am PST / 12pm EST / 6pm CEST, where they'll talk about their upcoming projects including:


OVERKILL’s The Walking Dead
Psychonauts 2
System Shock 3
Exclusive PAYDAY 2 announcement
“A Veterans of the Industry” panel featuring Warren Spector, Tim Shafer and Bo Andersson.
RAID: World War II
Deliver Us The Moon
Trailers and unveils
Community interaction and giveaways and more

Offical Website of the Event

But we probably already know most of what they're going to say of walking dead because Its been delayed to middle 2018.

It's loving astonishing that someone is willing to give Tim Schafer money in tyool 2017

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.

Prokhor Zakharov posted:

It's loving astonishing that someone is willing to give Tim Schafer money in tyool 2017

I for one am looking forward to microtransactions in Psychonauts 2.

Beeb
Jun 29, 2003
Probation
Can't post for 22 days!
Anyone ever have their mouse cursor not work on the main menu? Happened when I fired it up today and it's a wee bit difficult to update my mods when I can't click things.

chairface
Oct 28, 2007

No matter what you believe, I don't believe in you.

Edited Grinder section for The Short Guide to reflect regen based on damage rather than kills. Also I'm rather explicit that Yakuza is THE worst over Rogue because Yakuza has fuckall going for it. Hell, Hitman's worse than Rogue too. Laffo at the idea Sociopath is a bad deck, though.

Suit Muscle isn't my creation but I've seen ArkInBlack do miracles with it; with the skillpoint savings from not having an armor or dodge suite, he goes all in on hostage taker & jokers for yet more health regen and just health tanks his way through everything.

My reading of Crew Chief just says the 8% teamwide DR is doubled if crew chief is below 50% health.

UnknownMercenary
Nov 1, 2011

I LIKE IT
WAY WAY TOO LOUD


Suit Muscle was a gimmick from the Payday subreddits a couple years ago; not a new idea. It was more powerful then when enemy damage wasn't higher than it is now.

Sociopath is the literal definition of jack of all trades, master of none. It picks and chooses from a bunch of different decks and does none of those parts it takes particularly well. I would say it's just as limited as Infiltrator is to only smallish, close quarters focused maps.

Crabtree
Oct 17, 2012

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

Dinosaur Gum

Discendo Vox posted:

I for one am looking forward to microtransactions in Psychonauts 2.

I am looking forward to literally stealing gold/secrets to some sort of super technology from someone's brain. It's like a Persona and Psychonauts heist all at the same time!

Dr Cheeto
Mar 2, 2013
Wretched Harp

chairface posted:

My reading of Crew Chief just says the 8% teamwide DR is doubled if crew chief is below 50% health.

Damage resistance bonuses provided by CC, per the Long Guide:
Crew. *0.92 received damage, except for the Crew Chief himself below 50% health, who gets *0.84
Crew. If at least one hostage: *0.92 received damage

Fuuka Ayase
Apr 25, 2017

Literally Hitler
I tried Suit Muscle briefly, and I came to the conclusion I had no idea how Ark survived.

Incoming idea for people who like revolvers. Using these fake DMRs can be unpleasant above OVK for one reason. Tans require a double tap, but firing rapidly isn't enough to do it. Either the tan flops to the ground, or the nature of revolvers makes the second shot much harder to land quickly. The tan will then be a drama queen about his head wound and roll around on the ground a bit. Usually blocking a second headshot with his own body, or even blocking shots to other targets as well just by being there. What an rear end in a top hat.

But Fuuka, I hear you ask, how do I solve this inconsequentially annoying problem? What if I am a big baby and don't like to frenzerk either?

Fear no more! I've done the work for you. I've determined the exact amount of investment so you can kill tans above OVK with one headshot and one shot anywhere else. You will need surefire aced, and underdog basic. This is just enough for a single headshot and a follow up body shot to kill with the tan health values on Mayhem and DW. Very quick, easy, and gets them off your screen immediately. As a bonus, dodge builds can pick up firing and sprinting at the same time while you're there. Very useful.

Shooting Blanks
Jun 6, 2007

Real bullets mess up how cool this thing looks.

-Blade



Who else is feeling salty and wants to do goatsim on 1D?

Tempest_56
Mar 14, 2009

chairface posted:

Suit Muscle isn't my creation but I've seen ArkInBlack do miracles with it; with the skillpoint savings from not having an armor or dodge suite, he goes all in on hostage taker & jokers for yet more health regen and just health tanks his way through everything.

I would love to see a build for it sometime - I can't see any way that it could do anything that Grinder/Ex-Prez don't already do the same thing better.

And seriously, Suit Anarchist is absolutely worth noting. It's still 205 armor with an easy 15 (+10 sprint) dodge piled on top - it's a worthwhile alternate to the LBV Anarchist approach.

e: Also your section on Specials fails to mention Medics.

Wastrel_
Jun 3, 2004

Read it and weep.
Grinder works best now with a convert to help you soak damage and give you health regen. Equip a fast-firing weapon as well and you can usually out-heal any damage you take on DW even if surrounded by cops.

ArkInBlack
Mar 22, 2013
So, before we get an effort post rolling, I'll put up the quick and dirty How 2 Swole Suit here.

So, Suit Muscle for real. The big thing is Hostage Taker aced with Partners in Crime Aced. When you get a Joker you'll have 538 hit points and about 40 HP/5sec regen. This is true of any muscle build and I'm sure ICTV Muscle can hold down a spot forever if it can stay ammo solvent, which it can with DMR kit AK or CAR-4 I'm sure. But what Suit has is a pinch of dodge and SPEED. You'll be dodging less than Rogue but you'll have double the buffer for when your 15/25 dodge fails. From there it's the synergy between what guns work well with crits (big mag, high RoF) and Muscle's panic (Mag, RoF, Threat). So you grab a Bronco and slam every conceal bonus into it and should (if you're lucky enough to get the +3 conceal boost from a card drop) have 33 Conceal, the single best conceal number in the game without any skill points needed. 33 in your secondary and a suit gives you a lot of wiggle room on the primary. Like say, a Quadstacked Mags CAR-4 with a Funnel o' Fun slapped on. Pretty inaccurate, but hell let's slap on Body Expertise Aced because we're 100 and don't care about the Tank Tree and now we can crit headshot a cop by shooting his armor covered chest. One crit won't kill him sure but we have 75 bullets per clip, with each bullet having a chance to send any cop near you into a panic clutching their head screaming as you run up to a skull dozer and dump half a clip into his dumb face until he falls over dead. And you'll still have points to get Inspire Aced.

Now I've talked a lot about the How but not much the How To. The big thing is you shooting into a crowd of cops will do two things. The first, kill some cops, natch. The second is send a chunk of them into a fit where-in they do nothing but clutch their heads and scream as you mow down their buddy one day from retirement. Add in that dodge factor, and ta da, 538 Health goes for ever. And since you're too fast, if you bumble into a bad situation and have half of a clue where good cover is nearby, you have a good shot at getting there alive. Or at least near your pals when you fall down.

tl;dr, Get a Joker ASAP, when near full health go balls deep, play conservatively near cover while waiting for HP to come back, always have an escape plan. Also enjoy Snipers being a minor inconvenience, at worst.

Edit:a PD2Tools link Here

ArkInBlack fucked around with this message at 18:16 on May 9, 2017

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.
Reminder: Overkill's big announcement stream thing begins at noon EST

Azran
Sep 3, 2012

And what should one do to be remembered?
I had uninstalled Payday 2 a few months ago due to HD storage issues and I decided to reinstall it today. For some reason, it crashes on startup? There's no error message or anything, just goes black screen -> desktop. I verified the integrity of the game cache and no files failed to validate. I could boot and play just fine this January, what gives?

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maswastaken
Nov 12, 2011

First up, take a trip to %localappdata%/payday 2/crash.txt and post that poo poo.
Second, any mods?

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