|
Coming back to this after a while, is there a mod to change the iron sights zoom back to the pre crimefest way and is HUDList completely hosed or do I need to keep fiddling with it?
|
# ¿ Dec 8, 2015 18:09 |
|
|
# ¿ Apr 29, 2024 13:45 |
|
Are people still fartforcing? What's the preferred use of points above and beyond farting and fatsuit? I don't think there's enough for inspire. Also for new page Tulip posted:Coming back to this after a while, is there a mod to change the iron sights zoom back to the pre crimefest way and is HUDList completely hosed or do I need to keep fiddling with it?
|
# ¿ Dec 8, 2015 23:56 |
|
Psion posted:I have a grinder inspire/suppressor build which is superior in my opinion because you get Inspire+farts (medbag deployable), but if you want ICTV, Inspire, and silencer skills you should look into Pirate Perfection Didn't say I wanted all of them. My typical grindr uses feedback so not that much of a change to grab silencer skills instead. What's the selling point on the buzzsaw?
|
# ¿ Dec 9, 2015 00:37 |
|
SCAR is part of Weapon Pack 01.
|
# ¿ Dec 10, 2015 03:06 |
|
So you want the flamethrower?
|
# ¿ Dec 14, 2015 22:48 |
|
Finally did overdrill. We nearly ran out of medical supplies but it was actually pretty doable.
|
# ¿ Dec 16, 2015 06:38 |
|
BillmasterCozb posted:$24.99 Over 375,000 words. That's like 150 words a penny!
|
# ¿ Dec 16, 2015 06:45 |
|
lol there's a negative accuracy boost for the steakout
|
# ¿ Dec 18, 2015 05:45 |
|
Dr Cheeto posted:I put one on a well done flamethrower, which with fully loaded basic brings total ammo up to 600. But this conflicts with piling on more damage.
|
# ¿ Dec 19, 2015 17:55 |
|
I've personally thought about doing an LP, but I have no idea what the best way to show poo poo off would be. Just start with XXV-100 folks and just go through heists? Just let the thread vote on heists to show off until interest drops off / shadow raid wins?
|
# ¿ Dec 27, 2015 21:38 |
|
Literal Nazi Furry posted:I will ruthlessly troll and flame the jp36 defenders in this thread till my last breath The JP36 was never a bad gun.
|
# ¿ Jan 2, 2016 11:26 |
|
Discendo Vox posted:edit: I just realized: this is probably the closest we are going to get to an undertale crossover. I'm not the only one who thought of that. Kikas posted:So we've finally arrived at this moment. GOAT Of All Time.
|
# ¿ Jan 13, 2016 02:22 |
|
We need somebody to make a mod replicating that bug just like we did with infinite corpses.
|
# ¿ Jan 30, 2016 10:06 |
|
Puistokemisti posted:It's ok to hate RPG if you think that it trivializes Winters, Dozers and turrets but those are pretty much only targets it's worth using on. So if you make them immune to RPG, the weapon either needs a rework or should be just disabled. Wait since when was the RPG good against turrets? BillmasterCozb posted:He called me a retard for spending money on it
|
# ¿ Feb 27, 2016 20:04 |
|
Kikas posted:Well poo poo's it's Muffet. Manuel Calavera posted:I need to know the specifics. Couldn't find that pattern. This is the important stuff c'mon man.
|
# ¿ Feb 28, 2016 06:31 |
|
Probably. With the current environment Death Wish is a nice difficulty level.
|
# ¿ Mar 1, 2016 17:35 |
|
Coolguye posted:boy goddamn howdy these last couple pages were a right joy to read except that they made me want to disfigure my face Well yes they are probably the worst, least productive pages the thread has had to date, on the plus side I actually kind of like this mask: Psion posted:Let's post mask roulettes instead.
|
# ¿ Mar 1, 2016 17:48 |
|
I think discussing C4 in such terms is kind of mistaken. We all know the reason people use technician is for bulletproof, so we may as well consider bulletproof a 40 point skill with some stupid drill bonuses along for the ride. C4 should be considered in terms of how much it pushes you over 40 (which is 3) and how it competes with other ways of climbing technician (specifically Shockproof, which can get you up with no wastage), and what those points might be better spent on. So if you're making a techforcer, you're giving up 3 points and Shockproof to get C4. I'm not sure how much mileage you actually get out of those 3 points, since this build has Bulletproof, Ironman, and Swan Song. So you'd be giving up Fast Hands and Cat Burglar I guess? But really you're giving them up for very marginal gain. It's useful a handful of times (AT is the strong one, but it's useful on BB if you can't find both keycards, good for Firestarter days 1 & 2, and uh I dunno probably something), but shockproof is kind of always great.
|
# ¿ Mar 8, 2016 18:22 |
|
John Murdoch posted:Also they made Sharpshooter, which was originally a pretty decent filler skill, basically worthless. I'm actually left wondering if they completely hosed up their math on that, rather than intentionally nerfing it. Sharpshooter screws up your loco etc., making it worse than useless imho. Fellis posted:Somewhere in the explosives skill tree (no change in points invested) should be 50% faster reload with things that go boom incl HE shotgun (stacks with shotgun reload) and HE arrows/crossbow bolts. Also explosive resistance for danger close operations. This would be a great idea.
|
# ¿ Mar 8, 2016 18:42 |
|
I can't remember pre-courier well, but post courier the '16 was critical since it could hit 50, aka the "i don't need the techshot bonus" breakpoint.
|
# ¿ Mar 13, 2016 11:31 |
|
I am a conscientious objector to Guessing Game.
|
# ¿ Mar 16, 2016 15:32 |
|
Who the gently caress designed this goddamn water fountain.
|
# ¿ Mar 17, 2016 04:45 |
|
Discendo Vox posted:What's wrong with it? The faucet on the left is for filling bottles, and has clearance sufficient that you won't hit your head on it while using the drinking component. The faucet on the right is at the back of the fountain.
|
# ¿ Mar 17, 2016 10:15 |
|
Discendo Vox posted:So? It's a common design. the relative position of the fountain only becomes an issue if the fountain is recessed. First, drat, I've never seen one like that but I'm not exactly a water fountain expert. Second, either your google fu is incredible or you know a lot about water fountains. LuciferMorningstar posted:This is the weirdest tangent. I can think of weirder but I don't want to bring them up. Unpopular opinion: I like locking mods behind achievements. The problem with the sniper achievements was that several were painful and grindy.
|
# ¿ Mar 17, 2016 10:54 |
|
Two guaranteed on Hotline 2 and you don't need to finish the mission to do it. So you average about 0.5 dozers a minute on that heist. Still, that one is also on the naughty list.
|
# ¿ Mar 17, 2016 18:56 |
|
Crabtree posted:Locked part achievements immediately hit rock bottom on Assault Pack's Not Today. I remember being really happy getting that on accident like maybe a few days in after its release and then feeling sorry for all the people wanting to catch a cloaker jumping, only for them to hit them running or being the one jumped. Remember that it wasn't jump kicking, it was jumping, like it does to get over cars. God I'd totally blacked that one out. Looking back, the Sniper ones are a mixed bag (Surprise Motherfucker is a good example, Last Action Villian a bad one). Big Bank was generally fine. Shotgun ones were fun even if 50 shields with slugs was probably a little much. Assault was also a mixed bag, though I'd lean towards bad just because of Not Today. Hotline was fun other than Overdose being a little stupid (and the names not matching up to the masks ). Historical was mostly fun. AK/CAR was almost entirely fun. Bomb Heists was also OK. So there weren't even a lot of achievements doing this, and probably 5 of them were bad (the ziplining Sniper ones, 25 dozers and jumping cloaker for assault, and maybe Shotgun 101). Still, Not Today is so memorably bad as to sort of taint the whole pool. Discendo Vox posted:Turns out I asked the long guide author about this: Thanks for looking that up, that's pretty cool.
|
# ¿ Mar 17, 2016 21:53 |
|
Aced Uppers looks Ace. Does Aced Uppers trigger Aced Quick Fix? I have this feeling like this is going to be like the big gun rebalance - we all hate it at first and after a month we think it's rad.
|
# ¿ Mar 18, 2016 22:15 |
|
I like the new trees, they look fun to use.
|
# ¿ Mar 25, 2016 21:06 |
|
LuciferMorningstar posted:Shotguns are very usable, even without skills. With all the skills, they're basically the best weapons in the game. Pretty much yeah.
|
# ¿ Apr 1, 2016 18:47 |
|
I'd rather have Feedback than have unused ammo bags tbh. swims posted:I pretty much never open atms with them but off the top of my head these jobs have atms Goat day 1 has a few.
|
# ¿ Apr 8, 2016 21:22 |
|
swims posted:Of all the stuff that's left over to get Kilmer it's the most... Intriguing I guess? I don't use medpacks. Don't need zip ties. Hand guns and the band aid skills don't apply to me. Have you ever had SS trigger properly? I don't know that I've ever seen it actually work. Anyevent, I'm not sure what the goal of your spec is. This gets you Aced Feedback, Aced Kilmer, Aced Stun Resistance, and Aced Inspire for good measure, mostly by dropping drill skills and cleaning up Ghost a little bit. I modded out the guns, not sure if that's to your liking but they should do. I don't have strong enough opinions about SMGs and bullethose ARs to give much insight.
|
# ¿ Apr 9, 2016 14:49 |
|
S o this is premature cuz we haven't seen fugitive, but my insomnia is killing me so here are some thoughts so far about the skill revamp. Just for easy reference, here are links to the four skill trees My tl;dr is that we're going to see a lot of medic+commando and medic+armorer.
In our current environment, there are 9 possible dual-builds (14 if you count going deep in one tree), of which three really get any use (Masterforcer, Fugimind, Techforcer). Most of the new builds, on the face of it, seem pretty good, so we'll basically have Heavy/Light Engineer/Breacher/Oppressor. This is a huge increase in variety. It also looks like we're not really going to see a lot of deployables that aren't medical, since if you want to bring any decent amount of deployable, you pretty much need to take Engineer, Breacher, Ammo Specialist, or Covert Ops, which are some of the less sexy trees when you put them next to Silent Killer and Oppressor. While the likely lack of Ammo Specialist means little for most weapons due to the ammo pick up changes, it does give a slight stealth nerf to the RPG. One interesting switch up is that instead of needing 2 Techforcers (meaning 2 people without Inspire Ace) for Armored Transport, you want 2 Breachers + 1 person with Portable Saw (which can be one of the Breachers), with all four players having Inspire Ace. Overall the Saw is much more accessible. I really, really hope they add more skill build slots. Tulip fucked around with this message at 07:31 on Apr 11, 2016 |
# ¿ Apr 11, 2016 07:28 |
|
LuciferMorningstar posted:I'd argue, however, that it's moderately plausible that we could see people stop short of Inspire, since you could maybe create passive "inspire fields" with clever FAK placement. You'd save yourself 10 points by going that route, and if you're really scrimping and saving, well... So this got me thinking. You can get most of the benefit of Ace Inspire for 18 points, and you can get basic Sneaky Bastard for 13 points, which is 25 points shaved off. Which, combined with the leftover points anyway, gets you enough for a 4th tree. I was thinking something like semi-Medic, semi-Commando, Silent Killer, and Shotguner with silenced Raven and Loco gets you to detection 4 aka max dodge. Or swap out Shotguner for Oppressor and take a Clarion and Krinkov for 7 detection risk (19 dodge rather than 20) or a CAR-4 will push you down to 3.
|
# ¿ Apr 11, 2016 22:16 |
|
RandallODim posted:If you can't get behind the Payday gang using their now-supervillain-esque resources to do some petty crime, I don't know what to tell you besides 'try sending an RPG into the vase shop'. Four Stores is actually one of my favorites.
|
# ¿ Apr 12, 2016 07:11 |
|
My thoughts so far:
|
# ¿ Apr 15, 2016 15:47 |
|
Dr Cheeto posted:I'm pretty confident frenzy will be worthwhile for regeneration decks even without picking up berserker. Yeah, the infiltrator synergy that got pointed out kind of goes above my analysis. It's especially good as a 10 point splash. If it was higher in the tree then eh, since after Medic + Armorer/Commando I'd rather have Oppressor or Shotguner[sic] or Silent Killer. John Murdoch posted:Well and presumably Up You Go will help with that. I'd be more concerned with getting tagged by Tasers/Cloakers right as you get back up. I'm personally quite enthusiastic about that skill, since it's wipe-preventing. I'll almost certainly try a gimmick that maxes out that tree. watho posted:make the piglet
|
# ¿ Apr 15, 2016 16:52 |
|
Dialing back gun damage would make sense, given that they have a bunch of +damage skills that really don't seem like they'd help weapons hit new breakpoints.
|
# ¿ Apr 15, 2016 20:53 |
|
Cue "who cares about balance in a coop game!"
|
# ¿ Apr 15, 2016 22:52 |
|
This is my personal prediction for boiler-plate boring Masterforcer. And a stupid Grinder dodge gimmick. And this gimmick I call Grenadier. Saw so you can do the gimmick of both sawing and exploding everything on the map.
|
# ¿ Apr 17, 2016 14:53 |
|
|
# ¿ Apr 29, 2024 13:45 |
|
I'm enjoying theorycrafting new builds. Even when they're boring. Flamethrower+RPG Infiltrator spec I don't know if Berserker does/will apply to Flamethrower. If it doesn't, swap out Berserker for Fully Loaded. To make up for that, enjoy this build built entirely around the Stryc.
|
# ¿ Apr 19, 2016 21:18 |