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the turning point in the ammo economy really came when they had the weapons that only could be replenished by the ammo bag (like the RPG) and if you had one of those, you got double pickups on your other weapon. this enabled all sorts of fun stuff like the torgue build, but also made it clear how much better the game played when you had a reliable standoff weapon. they eventually nerfed the double pickups, but the die was cast and in general you were able to get more ammo thereafter. if pd3 is less copflood.avi i can see how having constrained ammo might work better again, i haven't actually played the game yet.
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# ¿ Sep 24, 2023 18:59 |
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# ¿ May 16, 2024 15:14 |
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there's definitely a gamefeel of maximal cop murder in PD2 that is not replicated anywhere else, but feeling like an actual heisting team is also something that currently just flat out isn't anywhere so i can appreciate an attempted return to PD1's platonic ideal. stealth in PD2 was about shock therapy and memorization more than any kind of stealth fundamentals simply because the stealth mechanics were super janky and unreliable. every new map was basically about optimizing around those quirks, and if you deviated from that optimal path, the general wisdom was simply "reset". you're not a heist team at that point, you're a pack of machine-learning automatons. assuming they can fix their drat game before the internet as a whole writes it off and stops caring i can honestly see pd2 and pd3 coexisting in that way, at least for a while. if you want to make a cop carpet, you load up payday 2. if you want to heist, you load up payday 3.
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# ¿ Sep 24, 2023 21:20 |
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there's also no way to tell what a reasonable test is. 300k is probably high end compared to what you expect from how payday 2 went down. multiple millions might have been out of the scope of reality as far as their planning goes.
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# ¿ Sep 25, 2023 17:53 |