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padijun
Feb 5, 2004

murderbears forever

CuddleCryptid posted:

You could do that in PD2 as well, although I think they added it in later.

Definitely not in the first two years

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padijun
Feb 5, 2004

murderbears forever

Plan Z posted:

My criticisms kind of come in the form of "I don't quite know yet" or things that could easily be improved by patches or modding. The first thing I noticed is that the in-game UI feels less responsive. PD2's prompts would snap up immediately with text that was noticeable in my periphery, followed by that satisfying circle to show you're working on an objective. Now, the prompts are quite small and feel mushy. I feel like interactions could just be more responsive.

The lack of directions in Under the Surface feels like poo poo. I tried it with bots on normal and just gave up about a half an hour in. Zero indication from shade or the UI what you’re supposed to do. There was a brief mention of shining a UV light at some paintings? Is that something I press a key for, or a piece of equipment? Also, every time I looked at the helicopter my frames would plummet for some reason. Bad map but it could be fixed.

I haven’t played the last 2, but the rest seem fine so far. This game feels much more momentum focused so cleaning up the UI and directions would do wonders.


Wintermutant posted:

Yeah, that's still how it works. I think the thing that throws people off is that, if you get spotted in a Private area, a radius circle appears around the alert guard and if you leave that radius, then they'll try to arrest you rather than escort you out.

Is there a limit on the times you can get escorted out vs arrested? And if you get arrested nothing bad happens besides not being able to help case anymore?

padijun
Feb 5, 2004

murderbears forever
The “stand here to hack” points are pretty bad too since the progress bar is easy to miss if you aren’t looking at your feet from the right angle, but even randos got that part eventually. Definitely going to memorize all smartphone locations on that map before I play it again though

padijun
Feb 5, 2004

murderbears forever

CuddleCryptid posted:

Are the phone locations fixed? If so then that will make these runs a lot, lot easier.

To be honest I haven’t found them all. No clue if they’re set or random spawns or if the difficulty matters. I had a notebook back in 2012ish for stuff like Bain loving up the meth recipe, maybe it’s time to bring that back.

padijun
Feb 5, 2004

murderbears forever
I've done all pub matching so far and it's worked, no one has been particularly stupid/useless. that said the quality of player is probably going to drop off a cliff tomorrow, since right now it's all fans of the previous games who shelled out extra money to play three days early

padijun
Feb 5, 2004

murderbears forever
I like the new system better. I've already got a gaudy tacticool reinfeld and bronco after a few hours

padijun
Feb 5, 2004

murderbears forever
They should let me use my pikachu mask from PD2

padijun
Feb 5, 2004

murderbears forever

explosivo posted:

Wanted to try on break but I'm just getting a straight up nebula data error again before even being able to get to the menu.

this happened right before the game came back last night, maybe it's a good sign :shrug:

padijun
Feb 5, 2004

murderbears forever

Kikas posted:

But most of all why are there only 6 maps?

Because you can’t count? Don’t make me defend the botched launch

padijun
Feb 5, 2004

murderbears forever

deep dish peat moss posted:

The thing with ammo in PD3 is that you don't start with full ammo. Like if you drop a bag right at the start of the mission you have to grab 2 ammo pickups out of it to have full ammo - or you can go bust into security rooms and take it from there or whatever. You start at about 1/3 full.

I think you start with half your spare ammo. So if you’re using the micro uzi which is 25/200, you start with 25/100. The ammo skill that gives you 20% more reserve doesn’t change the starting amount.

Resource scarcity in general will be less of a problem as time goes on. If everyone on the team spends two points in tank for the double armor pickup, one bag carries 12 chunks. The final ammo skill is really good as well, it helps the stretch the ammo bag and can give your team 18-30 extra grenades. For medical, the skill that gives double medpacks on trade should give you more than enough when combined with a doc bag

Of course this all requires coordination before the heist, which is impossible unless you’re using voice. After matchmaking, the first thing they need to fix is the team ready screen. Right now it doesn’t reflect what you’re actually carrying. Changing loadout names would help as well. I came up with MATS (medical, ammo, tank, sentry) to remember which loadout has which gear

padijun
Feb 5, 2004

murderbears forever

CuddleCryptid posted:

In terms of higher difficulties the Sharpshooter tree is definitely going to be key. There is a perk that does bonus damage off your scope magnification, which can be good, but moreso there's perks for both ignoring distance when calculating headshot damage and also to increase armor penetration. I did a very hard run to test them out and I was shooting armored SWAT from half a building away with my AK and taking them down in two shots, rather than the three or four it might take otherwise.

Gunslinger, sharpshooter, mower, and enforcer all have some wild combat utility once you start paying attention to keeping edge running. I’m using the AR SMG and revolver with gunslinger and mower skills. Just swapping weapons for edge gives better hip fire, less recoil, and heavy stagger in addition to the damage bonus. Headshots refresh it too

padijun
Feb 5, 2004

murderbears forever
You can also buy up to 160 of the secondary currency per week, and it gets steep the more you buy. Go for high cash missions since no one's going to run out of things to spend it on for a while

padijun
Feb 5, 2004

murderbears forever

ZeusCannon posted:

In looking at what's available to purchase in the menus i have already run out of things to buy because everything other than new guns kinda sucks.

well I'm gonna buy a bunch of different gloves

padijun
Feb 5, 2004

murderbears forever
I don’t care if stealth is sub optimal for completing a level since even botched stealth runs usually mean less time getting shot at. Collecting phones, opening sky lights, cracking safes, etc. all make it easier. The final charge is a pain, stealth helps you avoid it.

padijun
Feb 5, 2004

murderbears forever

swims posted:

The first shotgun didn’t click with me either. Something feels off. Maybe some of the mods or skills will bring it where it needs to be. Didnt feel like a reinfeld out the box. I’ll have to give it another chance and upgrade it.

I have it at rank 12 with a bunch of gunslinger and mower perks and it’s great. Switch to the bronco for long range

padijun
Feb 5, 2004

murderbears forever

deep dish peat moss posted:

The other SMGs all feel like trash to me but the FIK PC9 is the weapon I keep going back to.

It gets a lot of good mods that only have ADS speed as a negative but they severely reduce all the hipfire recoil and spread to the point where it's easy as hell to hipfire headshots from any distance.

It’s great for ADS haters. I wish they gave it a silencer that would fit into the shroud instead of the generic obelisk though

padijun
Feb 5, 2004

murderbears forever
The high end weapon upgrades are cutting into my glove budget

padijun
Feb 5, 2004

murderbears forever

deep dish peat moss posted:

I've been trying to farm combat challenges on Normal today and it made me realize something... the escalating police response isn't a matter of time, they escalate along with your objective progression. If you start a shootout but never do objectives, they never bring in the stronger Specials or start an endless assault.

Not a huge deal but it's kind of takes some of the tension out of the game knowing that there's no mechanical encouragement to do things faster... it doesn't let you get further into the heist before the police escalate, and no matter what you do the police will always escalate to their maximum escalation level before the end of a loud heist. Can't remember if that's the way it worked in Payday 2 or not though

This is actually good because it rewards doing prep work. golden shark is a lot easier if you go loud at the vault opposed to the front door

padijun
Feb 5, 2004

murderbears forever

This explains the phantom weapon levels. I’ve seen my weapon go up a level on the round summary, say upgrade unlocked etc. but then not actually level up or unlock the upgrade. I wonder if it’s based on how many times you personally cross the line, or if it’s when the last teammate crosses.


Kikas posted:

I have to knock a few points off for the shittiest UI imaginable.

100% agree, the gameplay being solid even with the poo poo UI and launch problems leaves me cautiously optimistic about the life span of this game

padijun
Feb 5, 2004

murderbears forever

deep dish peat moss posted:

Those phantom weapon levels will be counted correctly if you wait a few minutes then close and re-open the game, the same thing happens with normal legitimately-gained levels.

Also this exploit is specific to 99boxes, I tried on other maps and it doesn't work. On 99boxes every time you enter the escape zone your character yells a "YEAH WE DID IT!" voice line, which doesn't happen on other maps, which seems to be indicative of whatever is triggering to add xp. I had someone doing this in a 99boxes match I was in before seeing that video and I didn't get any extra xp, but tried it myself solo and I indeed got a ton.

If you want to do this with bots it's best to stealth the map, if you go loud the bots will start dying right around the time you're escaping... and from what I can tell bots dying is a triggered event that happens on the escape, rather than a thing that actually happens due to combat. They can survive all fights indefinitely (or at least very rarely get downed) until you start the escape, at which point they start going down like flies. (at least on Normal - so I'm guessing they get some kind of insane damage mitigation on Normal until the end of the heist)

I did it a couple times last night, I just stealthed as far as I could until getting caught. Even during the final charge with the bots getting lit up I was able to trigger it 50x. Wasn’t even enough to max out the ku57, lol

padijun
Feb 5, 2004

murderbears forever
You can see black smoke almost touching the ceiling when you shouldn’t throw more in

padijun
Feb 5, 2004

murderbears forever
I just found out the number and symbol on your portrait is remaining downs and you get more for lighter armor. They need advanced tutorials or something to explain it all

padijun fucked around with this message at 01:49 on Oct 3, 2023

padijun
Feb 5, 2004

murderbears forever
https://www.reddit.com/r/paydaytheheist/comments/16vat3t/how_armor_penetration_works_and_how_a_completely/

Here’s some stuff from reddit math guys about armor/penetration. It looks like the revolvers and the SA A144 are going to dominate the meta for a while.

padijun
Feb 5, 2004

murderbears forever
Do a full reinstall. It sucks but I’ve had it work on other steam games where the check showed no problems.

padijun
Feb 5, 2004

murderbears forever
I suspect their plan to keep people playing was to constantly add more challenges through DLC content, incentivizing buying it to keep infamy xp going. But it’s been so poorly implemented and received they’re already going back on it.

One thing I noticed when you hold tab is how little info there is. Put the weapon achievements for what I have equipped there. Or the achievements for the current level. Or even just show me what I have equipped!

padijun
Feb 5, 2004

murderbears forever

RandolphCarter posted:

I like that there is a callout for when the drill breaks but it has never broken for me. Maybe it breaks on overkill but I haven’t tried yet

The small drill will start shaking and grinding before it shuts off, that’s the window to reset it so it stays running

padijun
Feb 5, 2004

murderbears forever
If they want to stop people using stealth builds from dropping when it goes loud, they should add passive bonuses to the mask off skills. Just making something up, how about rush lasts .5 seconds longer per point spent in grifter that isn’t the aceable first skill or the final skill?

padijun
Feb 5, 2004

murderbears forever
They really need to get that patch out.

padijun
Feb 5, 2004

murderbears forever
cross plat changes everything

padijun
Feb 5, 2004

murderbears forever
I wonder if the halfwit who decided Bain should say the wrong lines on purpose still works at starbreeze. Think they’ll do that again?

padijun
Feb 5, 2004

murderbears forever

ZeusCannon posted:

I always liked the mechanic because it meant you had to talk to your team

It'd be cool if we had a way to do that!

padijun
Feb 5, 2004

murderbears forever
almir gave me a pikachu mask and a majora's mask during crimefest 2015 so I think it was good overall

padijun
Feb 5, 2004

murderbears forever
Apparently people are immediately blowing up the lab on cook off.

padijun
Feb 5, 2004

murderbears forever
CHEERS for the transporter skill line

JEERS for nerfing armor up without making ammo or doc bags viable

padijun
Feb 5, 2004

murderbears forever

Kikas posted:

The expanded Cook Off is quite confusing - the garage portion is connected to the basement, but it's not very useful or interesting, as cops just don't go there. What the heist does show, is how much more ammo you need as compared to Payday 2 - we were running out of bullets at the 3rd/4th bag.

the mower skills for ammo pickup on kill and adding ammo directly to your magazine are absolutely worth it. combine them with the AK47or CAR with a 45 round mag, you will never need to reload again much less pick up ammo

padijun
Feb 5, 2004

murderbears forever
https://www.pcgamer.com/den-of-wolves-preview-game-awards/

new game by part of the PDTH/PD2 team, it's the future instead so instead of bank robberies you steal brains or something? could be cool

padijun
Feb 5, 2004

murderbears forever
$18 for one map seems high. I hope the brain game isn’t like this

padijun
Feb 5, 2004

murderbears forever
it's such a shame they went crossplat instead of focusing on making a PC banger like PD2. Patch certification is too much for some studios I guess

padijun
Feb 5, 2004

murderbears forever
maybe it'll be like nomansky and they'll release something good in two years. I really doubt it but maybe?

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padijun
Feb 5, 2004

murderbears forever

Mill Village posted:

NMS was made by 12 people with a much smaller budget. PD3 was funded by Embracer, who called the game a failure in November.

did NMS only have 12 people post-launch?

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