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Wintermutant posted:I have to say I'm kind of jealous of the mask the console players are getting While the render is gorgeous, I suspect that it's not going to look nearly so nice in-game. We don't have anything that approaches that visual fidelity at the moment.
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# ¿ Nov 20, 2015 23:36 |
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# ¿ May 6, 2024 19:09 |
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Dr Cheeto posted:
What's Overkill got against Wilko? Sure, Goonmod's Weapon Customization blows the new skins out of the water and there's a bunch of other functionality they probably don't want to acknowledge, but the BLT hook forms the basis of practically every other mod now. Wilko posted:Overkill basically have never talked to me at all, since I don't complain about anything they do on the forums, so this is no surprise. I have a little story about how a modding meeting with Almir and the Last Bullet guys went though if anybody wants to hear it You should already know the answer to that one.
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# ¿ Nov 21, 2015 01:20 |
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maswastaken posted:What. It's OK to split the community as long as it means you get to control it, don't you know?
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# ¿ Nov 21, 2015 02:06 |
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Discendo Vox posted:What do you think would be good achievements to add to Payday 2? Black Marketing: Complete any heist with all four crew members using a stat-boost weapon skin.
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# ¿ Nov 26, 2015 09:12 |
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maswastaken posted:For those pro Payday 2 nerds in and around Sweden, time to git gud at Slaughterhouse. You gotta play with their tournament version of the game, so no mods. I don't know if I'd want to be tryharding with janky controls and no HUD to track the tedious poo poo.
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# ¿ Nov 26, 2015 17:38 |
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Score is based purely on time, but there's a 10 second penalty for going down. No mention of loot as a tiebreaker so it's going to be minimum bag runs, though there's the possibility that they'll change it for the tournament build? Wonder if the tournament build just puts you at V-100 and has all DLC/decks/weapons/mods unlocked automatically. On the other hand, a base game only tournament would lead to some hilarity.
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# ¿ Nov 26, 2015 21:29 |
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It seems like every new contact is just someone highlighting how incompetent Bain is. Why do we keep him around at this point?
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# ¿ Nov 27, 2015 22:42 |
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Basticle posted:Am I crazy or did they update the Combat Sight to have a rail on top with some backup irons mounted? Now I want to mount a sight on top of the sight.
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# ¿ Nov 28, 2015 03:26 |
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UnknownMercenary posted:For Deathwish you still want 39.9 for good ammo efficiency but most guns that don't hit it have firerates in the 4 digits so it literally doesn't matter; just fire for half a second longer to confirm your kills. I disagree with the idea that it "literally doesn't matter". Hitting a breakpoint is vital for ammo management and efficiency; you can work around it with good play, but you're effectively doubling the size of your ammo pool when you're killing with half as many bullets.
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# ¿ Nov 28, 2015 22:07 |
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LuciferMorningstar posted:Oh no, someone might have to hit an ammo bag once or twice. We'll never make it out. poo poo happens. Sometimes the guy who brought ammo managed to land in custody because of a bad cop spawn, or it's reserved for the sawbitch. Maybe the guy with the LMG got tased a few times and ate an entire bag by himself, or Bain decided to gently caress off and not tell you the next ingredient on your full cook for ten minutes. It's good to have ammo bags, but it's also good to be able to survive without them in a pinch. UnknownMercenary posted:Are you telling me that you count shots on Deathwish, especially for guns that with ~1000 RPM like the Buzzsaw, Clarion, Valkyria, Blaster, etc? Because those are the majority of guns that either can't hit 39.9 at all, reach 39.9 very awful accuracy, or require deep investment in the Ghost tree to hit 39.9. The only real outliers are the JP36 and Commando, both of which have fire rates sitting around 700 which don't do them any favours. Yeah I count shots, but not for those high RPM guns because I simply don't bring them to Deathwish. The more efficient I am with ammo the more that is available for the rest of the crew, whether it's ammo bags or ammo boxes. Deathwish has longer days and discourages ammo runs, so using less ammo has a huge impact on overall crew success. Some crews don't need that buffer and that's great, but I've played with both good crews and bad crews. The stat normalization does makes hitting 40 much easier on most guns, but that's often at the tradeoff of other stats. A lot of them still aren't worth using on DW by my standards.
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# ¿ Nov 28, 2015 22:57 |
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UnknownMercenary posted:Well then I don't know what guns you would even be talking about that don't hit 39.9 then because everything else literally has a base damage of at least 38 which, by having a perk deck even halfway levelled, puts you at 39.9 without any mods attached. Damage mods barely do anything to the point that the trade-off is now always between accuracy and stability. I literally cannot give up any more damage to make my CAR-4 shoot straighter; it has a minimum of like 43 damage since a bunch of +accuracy mods also add like +1 damage. Using a suppressor instead of a compensator to take advantage of the targeting priority mechanics is still an option, wonky as it may be. You don't need to invest points in Ghost to use The Bigger The Better effectively. LuciferMorningstar posted:Okay, then, it's settled. If you're bad, use optimal guns to take advantage of every possible mechanic. Otherwise, do whatever you want. Thanks for your wisdom, LuciferMorningstar. I don't think I would have ever realized that on my own. You'll note that my original comment was in response to the idea that breakpoints "literally don't matter". You've tacitly agreed that they do in fact matter.
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# ¿ Nov 29, 2015 00:04 |
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LuciferMorningstar posted:In the context of people who are remotely competent at the shootmans (aka the only context worth talking about), the breakpoints literally do not matter. The remotely competent aren't the ones who would be asking about how breakpoints work. There's also no shame in optimizing your guns even as a competent player, or we would all be using AMCARS and nothing else.
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# ¿ Nov 29, 2015 00:30 |
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Tempest_56 posted:poo poo, Nightclub is easy as hell to stealth with even a little effort. One time a couple of us did it by accident while I was testing out a fartgun build. Yeah, good luck stealthing it on DW when there are Titan cams. Technically possible but a serious pain in the rear end, because you literally cannot drill the doors for some of the camera spawns as it'll set off alerts.
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# ¿ Dec 1, 2015 07:41 |
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Discendo Vox posted:Oh, it's doable- you just have to, you know, loop the camera continuously for the entire drilling period. I'd probably end up using door popping ECMs or duping the keycard first. If you're really unlucky I think it's possible to have two cameras covering the door to the basement, so camera looping isn't always feasible.
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# ¿ Dec 1, 2015 08:21 |
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Can we even call the Payday gang a crew of heisters anymore? We're just a mercenary specops team now.
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# ¿ Dec 2, 2015 04:33 |
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jivjov posted:So why are we still getting paid DLC packs? Wasn't the whole point of the microtransaction market to basically pay for the development of that content? Well, if the Black Market update was because the income from DLC sales were insufficient, they're probably getting even less than they hoped from drill sales after the backlash.
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# ¿ Dec 2, 2015 19:23 |
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Psion posted:swan song HE is a payday 2 experience everyone should have. Regularly. Bulletstorm works too, though less frequently and at personal risk.
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# ¿ Dec 4, 2015 20:59 |
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Goredema posted:Speaking of Akimbo builds, here's my current mix at Infamy 2. I'm still trying to decide between Rogue or Grinder though. With Rogue I get amazing Dodge numbers, but Grinder does let me heal up incredibly often. It just feels like with Rogue I'm always half a second from dying, health-wise. On Overkill Grinder is straight up better, you don't even need to take cover if you're killing cops fast enough. On DW it's more of a tradeoff, Rogue could be better if you're bringing First Aid Kits to top off and use cover properly but I still prefer the regen of Grinder overall.
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# ¿ Dec 7, 2015 22:00 |
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Goredema posted:And sacrifice what in its place? I played with Swan Song last go around, and it never felt as incredible as everyone seems to advertise. For the same 12 points I could ace Uppers, have a billion first aid kits, and not have to Swan Song all the time in the first place. If Ace Inspire is the single most powerful skill in the game, Ace Swan Song might be the second. You can use it defensively to prevent wipes, offensively to clear rooms, or sometimes just straight up not go down because the game decided you get to live with zero hitpoints (you're gonna want to find some healing real fast though). With some attention to weapon selection (HE Judge is popular) it's super flexible. Besides, what are you going to be doing with all those FAKs if you're using Grinder anyways? Bring a doctor or ammo bag instead.
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# ¿ Dec 7, 2015 23:16 |
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Teddybear posted:The next heist ends with the gang donning some bust-rear end fursuits to blend in with a furry convention next to a bank. So when they leave casing mode, do they put on the mask or take it off?
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# ¿ Dec 11, 2015 19:29 |
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Stealthed Zombie posted:They put their mask on over their fursona, duh. Now introducing (fur)suit customization, for all your fursona personalization!
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# ¿ Dec 11, 2015 19:57 |
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Can't wait to see what my furry Kawaii looks like when megafied. My other ones are generally mediocre but that one is special.
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# ¿ Dec 12, 2015 04:47 |
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John Murdoch posted:Something actually interesting that came to mind thanks to the furry heist nonsense is a neat gimmick we haven't seen before: Using multiple pieces of information to pick a VIP out of a crowd. Big Oil with people, basically. And instead of the clues being obfuscated, the targets are "gently caress me, we needed those kidnappers. Looks like we're going to have to do the kidnapping ourselves."
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# ¿ Dec 12, 2015 07:55 |
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Nice freak-out. That could make for a pretty sweet mutator, actually. Tying up a civilian would instead set everyone in the vicinity on fire, cops included.
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# ¿ Dec 15, 2015 06:43 |
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Occult Sorcery Pack, sacrifice cops and hostages to cast spells and conjure demonic interns.
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# ¿ Dec 15, 2015 21:09 |
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Discendo Vox posted:Tempest, you're describing the intended design scenario- the WTF moments, endurance, and tension of being divided between multiple locations is what high end players can find fun without getting instakilled by an FBI agent like on DW. That includes "a coordinated team can get around this restriction"- that's a part of the design goal. I'm giving the thread the game that payday 2 players want, need, and deserve. So where does mass snipers, respawning tripmines, and multiple turrets fall into "tension of being divided between multiple locations"? Tension is for problems that you're not sure you can solve, not problems that pop up and force you to spend the next few minutes detouring. I'd much rather see changes to spawning and aggressiveness that mean you cannot leisurely wipe out cops as they approach and simply duck behind cover when your armor breaks. Give cops temporary damage resistance after they spawn, minimize the time they spend loitering in corners, have them use smoke grenades more liberally, etc. Things that put pressure on you and slowly drain resources rather than "this area is now off-limits unless you want to burn lots of ammo or risk instantly going down!". Most of your changes seem to continue encouraging players to lean on safe camping corners, just with the twist of the map expecting you to split up.
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# ¿ Dec 17, 2015 01:11 |
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Any reason why you shouldn't be able to GageCoin the boosts? I mean, if they're available as a card drop, why not?
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# ¿ Dec 18, 2015 03:31 |
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Dr Cheeto posted:Tactical Reload This could have been badass if you weren't panic-firing at the end. Just one clean headshot would have done the trick.
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# ¿ Dec 18, 2015 20:15 |
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Elman posted:Hey, I recently bought this and I was wondering: I've running a Mastermind/Enforcer build until now, but I realized Joker is pretty underwhelming, most people run ammo bags and I probably won't like moving slowly with the ICTV. So I made some changes: Drop Combat Medic to basic and ace Leadership instead. Maybe shift the points from Cable Guy to Spotter instead, setting up spycam assets can be pretty useful even for loud on some maps. Consider dropping Kilmer to basic to free up 8 points to use elsewhere, the extra accuracy while moving generally isn't necessary but maybe your play style involves a lot of reloading while sprinting? Ace Die Hard before Underdog, the faster shield regen is more important than fractional damage reduction. Try to ace Duck and Cover, every extra bit of dodge is more valuable than the last. Your build is workable although you'll need to lean more heavily on good play than a higher Infamy player. Try to get more Infamies to loosen the skill point requirements so you can branch out more.
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# ¿ Dec 31, 2015 21:38 |
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Drewjitsu posted:Jesus Christ, just play with goons you sperg. We will only make fun if your nerd voice for the first week or so. But if you shoot the driver you'll never live it down.
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# ¿ Jan 1, 2016 08:18 |
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Elman posted:Would it be ok to spec both Doctor Bags and First Aid kits for some flexibility? After reading everyone's advice and doing some googling I was thinking of this: Generally speaking you want to only put points into one deployable because you can only bring one to a heist at a time. There are a few cases where an exception can be made, such as taking getting the basic double doctor bags plus basic double ammo bags because you're jumping towards the high tiers, but on the whole you want to be specializing as much as possible. With the increasing number of ways to regenerate health I feel like FAKs are not as useful as they used to be, although they are still quite nice on DW to immediately get out of the insta-down zone. On Overkill I often don't even need to deploy my doctor bags let alone use up a full set of aced ones; my standard builds usually just bring the basic upgraded ones and nobody has ever commented if they've even noticed.
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# ¿ Jan 1, 2016 22:52 |
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Stick Insect posted:I sat down and figured out a build, it's not that different from what I had before: http://pd2skills.com/#/v3/mheGBCda:eqropkLmHIjefCDa:tEBda:gEfCda:pA6::l84:w39-21-7-1:s32-18-36-10: For carrying an unknown team, Mastermind is the obvious choice: Ace Inspire is the best skill in the game, doctor bags and Dominator keeps or brings people out of custody, and you can pick up the pre-planning asset related skills to make things less stressful if you want. Pistol Messiah is nice as an insurance policy albeit expensive. The question then is what second tree you're going to pair with Mastermind:
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# ¿ Jan 2, 2016 03:17 |
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Stick Insect posted:Stupid question: What's wrong with it? Snipers are really good for killing specials, because of the high damage and ability to penetrate shields. The Rattlesnake sits in a weird spot where it can't one-shot any special, just regular cops, and there are plenty of other guns that can one-shot regular cops and do it better. One-shotting specials is super important, because you don't always have the luxury of taking two shots to kill something. Examples of situations where time is important: a Taser is in your face. Shields are pushing through the doorway you're standing in. A Cloaker is charging at you. Other situations that are annoyances but not immediately life-threatening: the specials are passing by your vantage point and you only have so much time to shoot them before they are behind cover again. The R93 or the Thanatos could take out the entire special squad before they reach cover, while the Rattlesnake will only get half of them because of the extra shots necessary. Headshotting the Taser with the Rattlesnake knocks him flat on his rear end, which makes the followup headshot take much longer if you have to wait for his head to become visible again. And so forth. The Rattlesnake does have the advantage of having better ammo efficiency if you plan on shooting a lot of regular cops, but you should be balancing your ammo usage between your primary and secondary anyways for efficient box pickups. The R93 has plenty good efficiency as it is while still one-shotting most specials; by balancing my usage between it and my secondary I've gone through full cook Rats without ever hitting an ammo bag on multiple occasions.
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# ¿ Jan 2, 2016 09:51 |
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Ace Cat Burglar does have a use on higher difficulties if you're in the habit of shooting civilians before going into custody!
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# ¿ Jan 2, 2016 22:00 |
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Drewjitsu posted:Aced tough guy should give you infinite health while downed. And even then, I'm not sure it's worth it. Cap damage from explosive sources a la Cat Burglar. Walk through tripmines and eat grenades without giving a single gently caress.
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# ¿ Jan 2, 2016 23:28 |
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Stick Insect posted:Thank you all for your replies. Masterforcer seems the obvious choice for me. Your build is about as good as you can make given the constraints of no Infamy discounts. Only tweaks I would make would be to drop Equilibrium to basic as the increased fire rate is useless aside from one specific pistol, and put those points into acing Dominator instead as increased shout range synergizes extremely well with Spotter. You can cut the points in Technician entirely as Inspire covers 90% of what you would normally need to be taking hits to complete (picking people up) though there isn't much to take other than maybe Painkillers and Cleaner. If you're willing to go with Basic Combat Doctor instead of Ace, it's possible to squeeze Ace Gunslinger into the build. That extra damage could be handy for really opening up your pistol selection.
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# ¿ Jan 3, 2016 18:36 |
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Big Oil redux, where the Payday Gang is hired to set some oil fields on fire to restrict supply and inflate prices. Day 2 has you assaulting an oil rig and causing the biggest ecological disaster of the century.
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# ¿ Jan 10, 2016 06:29 |
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Yeah, they changed it so going into custody or quitting the match no longer results in carried items being lost forever, you just exceed your normal inventory limit. Now you can full cook Rats even when your pubbie crew members die idiotic deaths!
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# ¿ Jan 12, 2016 01:23 |
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Just wait, the Huniepop DLC is coming! You won't be able to dodge it this time, Vox!
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# ¿ Jan 12, 2016 18:52 |
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# ¿ May 6, 2024 19:09 |
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Tempest_56 posted:We've stolen the TF2 turret, nuclear warheads, Christmas presents full of cocaine, microtransactions, a working cold fusion engine, a man's soul and more meth than has been in global circulation in all of history. The DOOM pack: fight your way through Phobos Base in seven days of nonstop action. Relive the glory days with the Chainsaw, Plasma Gun, and BFG9000. Don't worry, the new soundtracks contain all the industrial metal you know and love.
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# ¿ Jan 13, 2016 07:22 |