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oohhboy
Jun 8, 2013

by Jeffrey of YOSPOS

Skunkrocker posted:

I haven't played PD2 in a while and still haven't opened by COP safe.

GOING TO DO THAT RIGHT NOW :v:

EDIT: Oh cool, like as soon as I opened the safe and clicked "back" my loving game crashed, 10/10 would play again.

Oh and I got crap. This was worth $25. :suicide:



What loving gun is that anyway?

I got this too. It's terrible. Both the gun and skin. Why didn't they make something cool like a Golden Glock 18c. If they throw $25 worth of drills and safes with a better collection of skins on guns people actually use I would be very happy.

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oohhboy
Jun 8, 2013

by Jeffrey of YOSPOS
Just embarrass bad players by having your crime interns kill more dudes than them. HUD that show extra end of heist stats is a must though.

oohhboy
Jun 8, 2013

by Jeffrey of YOSPOS
There are ten bags of loot total. 6 of them are in the final area after the zip-line upwards. Look for green murkie crates.

Birth of Sky lower map is strongly reminiscent of BurgerTown from COD:Modern Warfare 2.

oohhboy fucked around with this message at 09:36 on Dec 9, 2015

oohhboy
Jun 8, 2013

by Jeffrey of YOSPOS
The chopper safe isn't worth doing as it contains nothing but money.

oohhboy
Jun 8, 2013

by Jeffrey of YOSPOS
I didn't buy this game for furries.

oohhboy
Jun 8, 2013

by Jeffrey of YOSPOS
100 Bags of anything in this game is unfun. Everything else about your fan fiction is becoming a BS Shitcake. While it would be nice to see expanding objectives ala Goldeneye 64, loving with the player isn't something to aspire to. If I want to get hosed over randomly I would go play a Rogue-like.

You're making Lion Game Lion look like geniuses in level design Vox.

oohhboy
Jun 8, 2013

by Jeffrey of YOSPOS
Smoke and flash bangs at the same time is loving players over and the game has more than enough of both as it is. On DW smoke gets used almost continuously especially if you have to stay in place. I would have been more than happy if DW was just increased spawns and the skulldozer. As far as increased spawns go, Overkill has that covered on the newer maps. Turrets are aggravating enough as they are, forget about killing them with normal bullets, which leaves the flamer or lots of HE rounds. Winters is also annoying enough as it is, don't go removing the few weaknesses he has other than not moving. Stop removing options, it's unfun.

There should never be a "Perfect" enemy where you have firepower, speed, protection all in one package. Tans are bullet proof chest plate, but have lower firepower, greens are softer, but can pack shotguns that can gently caress you up quick. The lighter soft units move faster or are more accurate like the FBI agents. Cloakers have a massive headshot bonus. Dozers the faceplate along with HE stunning while being slow. Tasers require time to stun you and it doesn't count as a down. Shields have low firepower.

The two new DLC maps are quite good to learn from. Two massive things to note from them is that they don't require any particular deployable or drill skills. Two, they both have you assaulting and defending on the same map that aren't arbitrary low cover areas like Christmas safe(It isn't a fun objective to do as it requires you to cheese it with ECM feedback). They switch tempo quite regularly at times taking a player out of the loop with objectives like the blow torch or having immediate risk/reward calculus like how many people to assign to hook up the pallets of money.

Then there is the subtle change to the Sky mission where they now highlight the broken pallet money bundles because it was found to be overly frustrating and unfun.

oohhboy
Jun 8, 2013

by Jeffrey of YOSPOS
The "Get Good" part has already been sorted, the only thing I am missing is Rep Beyond Reproach(loving last meter), my concern is the fun factor. Minutes to kill Winters is too much time spent. RPG top down attack is where it's at or lacking an RPG, launched nades to the head for the same effect.

There will be times on DW where you do get pinned down. My team did when doing beneath the mountain just pass the airlock. Couldn't move forward from the lack of cover, couldn't shoot from the overwhelming amount of smoke, so you sit there and wait for an opening. We finished it first try, but I can't say it was pleasant to play. Sometimes you just have to hold a location as moving around isn't an option or the level is too small or too open. DW was serious BS when it first came out, ICTV might as well been wet newspaper. It might be better now, but the gently caress you factor remains.

I almost always kill turrets as it means one less thing to gently caress you over regardless of difficulty and it gives you back your options.

oohhboy
Jun 8, 2013

by Jeffrey of YOSPOS

Discendo Vox posted:

I have intermittent reports of flamethrowers no longer instantly destroying turrets after today's patch. Can anyone confirm?

Negative.

oohhboy
Jun 8, 2013

by Jeffrey of YOSPOS
They are going to look like goats when the hair grows back.

oohhboy
Jun 8, 2013

by Jeffrey of YOSPOS

averox posted:

WE GOTTA BUG THE gently caress OUT!

http://i.imgur.com/ssm2VN6.gifv

Had to look this one up. Now I have to watch it.

oohhboy
Jun 8, 2013

by Jeffrey of YOSPOS

Skyscraper posted:

Can you save us the time and say what it is?

Sabagebu!

oohhboy
Jun 8, 2013

by Jeffrey of YOSPOS

Tempest_56 posted:

Vox, your rebuttal?

NO.

Concordat posted:

Compact 5's still has the most controllable recoil in my opinion, though it is not nearly as accurate as it used to be.

Having controllable recoil is pointless if you're not going to hit the target in the first place.

oohhboy
Jun 8, 2013

by Jeffrey of YOSPOS
AT heists are great to get that High Speed Low Drag feeling. It's a slight shame it requires so much special equipment.

oohhboy
Jun 8, 2013

by Jeffrey of YOSPOS

Discendo Vox posted:

Generally, I'm noticing how much more sophisticated and good at social media use DP is compared with everyone else involved.

It's because he likes to DP eveyone so lovingly.

oohhboy
Jun 8, 2013

by Jeffrey of YOSPOS

Dr Cheeto posted:

I was trying to throw together a turret build last night and it occurred to me that I have no idea how sentry ammo filling works now. Does anyone have info on that? I was really at a loss as to what guns to bring.

It works poorly.

As for guns, overkill and below pretty much bring what ever you want. There are still some poo poo tier guns, but rolling with random guns will work.

oohhboy
Jun 8, 2013

by Jeffrey of YOSPOS

Discendo Vox posted:

Payday 2: Remember when we used to steal money from banks?

Not since the war crimes.

oohhboy
Jun 8, 2013

by Jeffrey of YOSPOS
You should play the game vanilla through the first 100 levels so you find and understand the gameplay concepts without getting them spoon feed to you through a HUD.

In POCOHUD I turn off health indicators and damage numbers as that poo poo just floods the screen with information I don't need. Turn off infamy xx level xxx info, distance. I keep the floating timers and chat announces as they provide useful info.

oohhboy
Jun 8, 2013

by Jeffrey of YOSPOS

That is terrible. Technically impressive sort of, but I would never want to play that in stealth. It also suffers from having nothing to do for 3/4 of the team.

oohhboy
Jun 8, 2013

by Jeffrey of YOSPOS

Discendo Vox posted:

It certainly qualifies as "screwing up the game for others"!

Folks have figured out guns we are getting in upcoming DLC.
The SR-2 Veresk SMG


SR (СР - "Специальная разработка") stands for "Special Development" and Veresk (Вереск) is translated as "Heather plant".
This SMG was consctructed in late 90s and now is commonly used by russian special forces, such as OMON and FSO.
Real life stats: 900 rpm, 20 or 30 rnds mag, 9x21mm caliber.

Good God, that thing is a cross between an Uzi, TMP, MP7, MP5, Mac10 and a I Don't Know what on the muzzle.

oohhboy
Jun 8, 2013

by Jeffrey of YOSPOS

Grapplejack posted:

The RPG is acceptably balanced. You are wrong.

Using explosive to wreak Winters takes some skill as it is most effective if delivered to the top of their heads, not whatever side you are facing. Three shells from the nade launcher in enough to knock out Winters if you arc it, yeah, lets nerf that too because oh no killing things too fast.

Outside of Death Wish or Winters using RPGs on Dozers is really inefficient to the point I don't bring it on anything less than Death Wish.

loving lol, a weapon needs ammo bags, lets nerf it. Also loving LOL, something requires AIMMING so it's balanced, poo poo I have been playing this wrong the entire time.

I am finding the M16 DMR quite a bit better than the M308. Sure it doesn't have perfect accuracy, but it's accurate enough in addition to it's large magazine, makes mince meat of everything with out the hassle of reloading and the extra bullets make taking out DW dozers safer as you aren't worrying about running out. Anything short of Goat snipers you are going to hit it first shot.

oohhboy
Jun 8, 2013

by Jeffrey of YOSPOS

UnknownMercenary posted:

Depending on the map and when Winters appears during a heist, it can be more or less effective to use a grenade launcher versus the RPG on him as well. People also forget - or maybe they don't know - that the Thanatos is also really good at dealing with Winters and you don't have to deal with your shots being destroyed mid-air. The headshot multiplier applies after the damage cap, and it takes 4 headshots on him to make him retreat on DW.

On Overkill you can run up and jump fire to get the explosive head shots. Doing that on DW would likely get get you killed though, but ammo bags, so launch away. You have to somehow blast though his shield bunker to use the Thanatos on him and if you find an elevated position on him both work a treat. Either way you have to AIM at poo poo.

oohhboy
Jun 8, 2013

by Jeffrey of YOSPOS

LuciferMorningstar posted:

They're not. I mean, for everyone except you, apparently.

More broadly, though, for someone who apparently spends a bunch of time thinking about balance in PD2, you seem to consistently take myopic perspectives on balance, rather than considering the whole system.

Thanks. This is really the only point I care about making. I'm not unsympathetic to the notion that the game could use some rebalancing, but there are a lot of culprits that could be looked at. And not just the "OP" stuff. There's a bunch of stuff that could use improvement. Just nerfing stuff tends to produce unfun outcomes (see: KF2). And it's total nonsense to assume that one particular conception of balance is objectively correct or necessarily more fun than another. As much as I dislike utilitarian reasoning, my guess is that the best way forward (if one exists) is the way that produces the most fun for everyone.

This. Almost everything you propose Vox is anti-fun including the fan fiction. I value how much fun I am getting way over whatever your idea of "balance" is. If I cared about balance more than anything else in a game I would ply CS:GO or DOTA 2.

oohhboy
Jun 8, 2013

by Jeffrey of YOSPOS

Discendo Vox posted:

I agree in general terms, but I think the opportunity cost to benefit ratio isn't in the right place at the upper end of the game. To repeat my original statement, I'm not proposing nerfing the RPG! I want to add explosive damage resistance to Winters and his phalanx, turrets and Bulldozers. (I also talked about giving Winters et al some amount of fire resistance to counteract pyro GL spam). This would also limit the current extreme efficacy of the China Lake against these enemies.

So nerfing RPG and all explosives by other means. So it's not nerfing if you call it something else? Don't be silly. You're giving up the secondary slot in a game where a lot of secondary are more powerful than primaries given the right investment.

I regards to balance in PD2, I like options, more the better as it allows people to find their style of play, more ways to kill cops, more fun ways to kill cops, potentially faster ways to kill cops. They don't have to all equally effective to a given player, that's a trap in game design, there is no one given player as some players will use other methods more effectively than the so called pro methods. This is why I love X-com 2, it provides multiple paths to victory by opening up tools of your choosing. Want to rush PSI? Special grenades? Ammo? Intel? Magnetic weapons? Income? Engineers or scientist? Special armours now or higher tier later? That's just on the strategic layer compared to XCOM EU where it's rush satellites all day, everyday. Yeah it's "Balanced" or easier to do so, but it's not fun.

Grinder is maybe the highest or the second highest skill based perk deck in the game that is usable. There are other perk decks that demand higher levels of skill, but that is to make up for how garbage they are(Hitman). With grinder if you can't aim, it does gently caress all for you. If you can aim, it allows you to snowball upwards until you hit maximum health. It is this snowballing effect you don't like, but it is a counter to death spirals. If you made a game out of death spirals, it's not fun, it's basically flappy bird, you will lose and how long is based on your Masochistic tendencies. Again not fun unless you are Dwarf Fortress where modes of failure is the game. It doesn't mean a game should be an automatic win, that would be cow clickers or Skinner boxes and wouldn't be a game.

The Black Dozer issue is one of player response time, as in there is almost none. One rolls up on you in close quarters you are done on DW and to a far lesser extent on OK. If they increase the players ability to respond in a timely manner even if it is not successful, less people will get put off by it. Even skull dozers give you a little time to respond! You are still very likely to go down, but you get a chance to maybe call it out or take off a layer of protection. The problem with you Vox is that you see everything as Bimodal. You are either having fun or you are not, there is not less fun or more fun. It's either all balanced or none of it is. You are either down or up. Think grinder, sure you escaped with one HP, but now your option are reduced as you don't have the health to spend to take risks, so while you're "UP" you are far more constrained than when at full health.

It is this constant closing and expanding of options with the associated opportunity cost that make the game, not a single point of "Balance". You will end up chasing that whale forever and piss everyone off on the way. It's why Overkill doesn't keep "Balancing" the game.

Lastly, think of someone other than yourselves. We probably have the top 10% in this thread in skill and DLC weapon choices. But think of the other 90% where the game isn't easy even on less than Overkill, where they don't have all the DLC, they need options. Why did you think they gave everybody an LMG and a Sniper rifle?

"Balance" with options and Overkill has done well given the massive number of moving parts, I bloody Salute them for this. Remember, Overkill is the default difficulty, not Deathwish!

oohhboy
Jun 8, 2013

by Jeffrey of YOSPOS
1994 is less abstract. It's more complex sometimes in a bad way like handling equipment, wounding and in some ways TUs. I am not sure whether it is deeper, but it is more complex, 1994 also hides a lot of information from you. XCOM 1/2 abstracts out a lot of the needless busy work like crouching, equipment/ammo, stats progression/classes, movement/aiming, cover, health. You do miss somethings like free aiming, non-pod engagements which resulted in overwatch creep but in itself was born out of the two action system.

One thing 1994 will still hold supreme is bringing almost enough explosives to level a map.

oohhboy
Jun 8, 2013

by Jeffrey of YOSPOS
The only time I think that might happen is if you are in Hoxton Breakout/The Diamond on the second floor firing down into the middle on OK, it also might have involved some light BBQ. Either way it requires a top down attack with near perfect accuracy and possibly hosting. I also means his bitching about RPGs being to OP is BS considering if you're firing from the side it take 3+ as the blast doesn't reach far enough and takes two rockets to start killing. Better off arcing 3+ renewable GL's on top to take out Winters if you have the skills.

oohhboy
Jun 8, 2013

by Jeffrey of YOSPOS
Are we suppose to take your word for it when you wanted to nerf explosives hidden in terrible double talk?

oohhboy
Jun 8, 2013

by Jeffrey of YOSPOS
I just remembered why one RPG top down attack might work on OVK, you're not killing Winters, you are killing his mates. Kill 7/10 and he buggers off regardless of his own health.

Not sure of the maths since I never go down that rabbit hole but here is the statement regarding them.

quote:

Phalanx minion hp is 1500/3000/4000 on VH/OK/DW. The damage of a hit is clamped at 10% of the hp (150/300/400). Winters has twice the hitpoints, i.e. 3000/6000/8000 on VH/OK/DW, and the hit damage is again clamped at 10% (300/600/800). This clamping only affects weapon type bonuses and shield penetration. It occurs before any damage type bonuses (e.g. Spotter, headshot, crits), so damage type bonuses let you push the damage past the clamping. Explosives get a 6x damage multiplier, also applied after the clamping. Headshot/Crit multiplier is 3.75 on DW, else 5 (of course, with a perk deck, the actual headshot multiplier is also multiplied by 1.25).
Phalanx does not seem to have the engage attitude.

Of course things work differently in game as you can't use the numbers in a vacuum. Shot wasn't on target, shield geometry wasn't right. It got shot down, HP buff kicked in. Lag. Gkitched out. Host dis/advantage.

No Super anything please. If I was to design a new enemy I would pick a GL using cop who switches between short lasting Tear gas and Stingers. The Tear gas is self explanatory, the Stinger would act like an explosive but does no damage as it uses rubber balls for sharpnal, instead it causes the melee knockback effect on the player. The only problem is that with the game being it is, it wouldn't work since instead of "shooting" it would just spawn a nade as it pleases like the flash bangs. It's L4D2 equivalent would be a boomer/spitter hybrid.

oohhboy
Jun 8, 2013

by Jeffrey of YOSPOS
You're right, I have "seen" it happen once, but no doubt there was something I didn't see happen or misremembering. It's why I never took a stand on it.

Hehe, the Rats lights in a new one. Actually, if you have a PD2 Urban legend, share it. One that I heard quite a while ago until it finally died was the the Watch Dogs Coke in the Boat Vs party bagging it into the copter. It wasn't until one of you posted holding tab as the heist ended that I was sure it wasn't true.

oohhboy
Jun 8, 2013

by Jeffrey of YOSPOS
I want this gun in Payday, the P90's Papa, the Hill H15 made at prototypes back in the 1950s. It even has different variants so you can gun porn it.

http://www.historicalfirearms.info/post/131708571508/hill-submachine-gun-developed-by-engineer-and

oohhboy
Jun 8, 2013

by Jeffrey of YOSPOS

cheezit posted:

We need an A-Team character pack. All four of 'em. And mini-Rugers.

Good luck hitting anything.

oohhboy
Jun 8, 2013

by Jeffrey of YOSPOS
With the A-Team's guns in effect, the armoured escapes chicken wire armour will have an effect.

oohhboy
Jun 8, 2013

by Jeffrey of YOSPOS
Possible fixes for the tech tree: 1/3= 4 point Aced skill. 4/8= 12 point Aced skill. Not all skill used
Uncouple C4 from trip mines. Using C4 to open thing no longer uses up trip mines. Skill should be placed just above drill as they are effectively another drill and it also means for AT one person carrying C4 would be enough. Reduced deploy speed unless Aced 4/8
Collapse the trip mine tree to consume less skill points. 16?
Double trrip mines. 4/8
Collapse the sentry tree to consume less skill points. 24?
Sentry no longer fires on shields. Ever.
Possibly move or duplicate the saw skill to Tech tree so the Tech tree is the master of opening things quickly. 1/3

Possible skills to replace collapsed trees:
Sentry becomes a drone that fires on marked targets, mounts a sniper rifle? No longer deployes sentries. Limited ammo that needs refilling, batteries needs recharging. 4/8
Double throwables. 1/3
Skill giving shield piercing chance on all weapons. Ace increase chance plus chance to pierce normal enemies. 4/8
Interact with objectives fast. 1/3
Allows modding of grenade launchers to firer canister/Fletchett ammo, increases ammo pool slightly, pickup increased. Ace increase reload speed. Works with piercing skill. 4/8
Enforcer Saw skill replaced by improved reload speed if saw moved to tech, maybe lower on tree. 1/3
Saw consumes reduced ammo, aced consumes not ammo. 4/8
Improved CTV/ICTV move speed. 4/8
Double bag carrying at reduced speed. 1/3?
Triple/Quadruple bags, slower movement but more armour while carrying bags. 4/8
C4 Titan safes? 4/8

arrangement of tree would require extensive testing. Other trees might need tweaking to make them cooler/better to use and increase opportunity cost to balance out improved tech tree. Likely causing more power creep.

oohhboy
Jun 8, 2013

by Jeffrey of YOSPOS
That new menu looks like XBox live and that in not a good thing.

oohhboy
Jun 8, 2013

by Jeffrey of YOSPOS
Bodhi is such a loving poser.

oohhboy
Jun 8, 2013

by Jeffrey of YOSPOS

UnknownMercenary posted:

I thought the CAR-4 was kinda eh until it got massive boosts from the Gage Courier Pack, but that DLC basically dropped right after I started playing. I used the poo poo out of the AMR-16 for the longest time; I'm surprised that gun isn't brought up as one that used to be really good. So much so that it still remains in my top three used primaries even though it hasn't been one of my main guns for well over a year.

Most of the assault rifles are trash now compared to everything else especially if you run a Grinder/Fart build. SMGs are today's assault rifles. The M16 DMR is very good though and is my DMR of choice over taking the M14. It hits just as hard and has good enough accuracy with a deep Mag for a DMR, saves you massive amounts of time reloading. Every other DMR are trash though.

oohhboy
Jun 8, 2013

by Jeffrey of YOSPOS
One of the values of bring a SMG as a Assault Rifle replacement is freeing up the primary slot thus giving you the flexibility in load out. Another is the low points investment to become great at quick reloading compared to Kilmer. Most enjoy deep ammo pools and generous mag sizes with an equally generous bullet pickup. They fire fast and have smaller or zero sight shaking recoil. Bullet spread for most SMGs is very controlled. There are multiple top Tier SMGs to choose from depending on what you like.

I use to swear by the Command(SIG556) before the rebalance. It's still up there with it's lightning fast reload which is almost the fastest of everything available and is the fastest of the ARs. However there is a new reason to use ARs again, the China Lake. You can't take an SMG or Glock 18c with China Lake. If you insist on taking China Lake and require a general purpose bullet pusher, ARs become relevant again at medium range. Short range you take a shotgun or LMG or flamer. BUT RPG! You are unlikely to take on outside of DW other than for laughs as the GLs have far more utility. The other side of this is the MGL assuming you are willing to put up with its long reload.

All that said, on Overkill, almost anything is valid, so shoot some cops already.

oohhboy
Jun 8, 2013

by Jeffrey of YOSPOS

Dr Cheeto posted:

Ghostnician confirmed for viable?

Yep, fart build, then stick the remaining points into tech for drills/C4 then Grinder. stick extra points where ever. You won't have MAXIMUM KILLING, but you will do fine.

oohhboy
Jun 8, 2013

by Jeffrey of YOSPOS

YET ANOTHER FAG posted:

Mark my words, Guessing Game will be the death of me.

ECM rush and hit switches randomly until you get it?

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oohhboy
Jun 8, 2013

by Jeffrey of YOSPOS

YET ANOTHER FAG posted:

ECMS don't keep the alarm from tripping when you cut the wire.

It doesn't matter. Trip alarm, restart. Ecm are there to let you move around quickly. Completing the map is optional.

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