PAYDAY 2/RAID/OVERKILL's The Walking Dead v14: Safehouse RAIDed
148 replies, posted
https://files.facepunch.com/forum/upload/211506/c56db34f-3da4-432b-a3c0-7b4d92ae2b9d/1A7226C3-55B2-4867-987F-3FFEC5293E97.jpeg
Happy owner of this mask just in time for Christmas
Delayed as I still need to do some formatting work, but have some screenshots of some of the new unit assets on crackdown:
https://cdn.discordapp.com/attachments/392382339079995403/521545743174205440/the_horror.png
https://cdn.discordapp.com/attachments/495398056880111626/521634844686680064/218620_20181210103014_1.png
https://cdn.discordapp.com/attachments/495398056880111626/521630189101252628/218620_20181210100718_1.png
Transparent Dozer faceplates as helmets for SWAT? Clever.
Here's a silly project i'm working on in my spare time:
Green Army Men
https://puu.sh/Cneun.jpg
https://puu.sh/CneuC.jpg
green and blue huh
its gonna be faction based
Payday Gang - Payday Blue
Civilians - White
Gangs - Black
Cops - Blue
SWAT - Green
Zombies/Supernatural - Orange
Reapers - Red
Murkywater - Tan
ZEAL - Grey
Good heisters leave no fingerprints
ULTIMATE HEISTERS LEAVE NO DEAD SKIN FLAKES
Splatoon 3
What's the HUD mod you're using?
It's Nepgearsy HUD Reborn
So what's the point of AR's in modern PD2?
Dodge/Crit
Exciting. So the only choice for that is the new M-TAR AKA the concealable Union?
Most interesting recent weapon is the Claire, but even that doesn't nudge the Judge from the position of best shotgun. At least it's got style.
Not really
I know it's been awhile, but work on the enemy side of the Crackdown rebalance is almost wrapped up, and we're getting started on laying out the framework for the player side rebalance, beginning with weapons. I'll be sure to get some more screenshots of the new enemies in action first, though!
Just don't make every weapon blow ass, ok?
Our goal is to make all the weapon types good and fulfill distinct gameplay roles without the use of skills, removing the need for skills to make weapons "viable". Shotguns and sniper rifles in particular come to mind here. Then when we get to the skill rebalance we're going to remove or replace a lot of the either OP or "plus 10 damage" weapon class specific skills with broader, more qualitative effects, other than deployables. Skills will generally, if all goes well, become less all-important in character customization.
Will there be a planned skill and weapon balance documentation available sometime soon? Like what happens to which gun and skill and why that has to happen.
we still need to actually plan almost all of it, but yes we’re going to have extensive documentation and actively solicit feedback and critique. We’re probably looking at late February for our first major pass.
Gangs - Black
Great! Make sure to post it here. So I can blast you for changing something in a way I don't like. Like removing Body Expertise.
Well, here's a taste. The following are some ideas we're currently bouncing around for nerfing some of the most imbalanced or transformative skills. all of these are subject to change, in part based on your feedback! Please, bear in mind these are little more than rough drafts. Also bear in mind they're being balanced for a very different enemy setting where there are effectively fewer, stronger enemies. Please don't be mad if any of these sound terrible, just let me know and tell me why!
Deployables: We are considering moving the deployable and deployable doubling skills to the tops of their respective trees.
This is because deployables will be one of the most important skill selection choices made in build determination under the revised skill system- other top tier skills (like those below) will be similarly transformative. We know this wouldn't be a minor change, so we're flagging it for early consideration as we look at moving other skills around.
Inspire Aced: now allows you to hold to interact and shout up a downed player from <X distance away (considering 8m). This skill will be on a cooldown, idk the duration yet. The hold to raise will take the same amount of time as the player would have for a close-up raising. You still shout and make the gesture.
We want inspire aced to be less OP, but still have strong utility for gameplay decisionmaking. Allowing a hold to interact that takes time and occurs in a shorter distance makes Inspire Aced instead become a way to much more safely resurect people from behind cover, while not turning it into the current risk-free magic healbeam. This, more than perhaps anything else, should change how many people play the game, as they have a much stronger incentive to bear cover locations in mind and generally stick together.
Graze: Applies to all bullet weapons that land a headshot over X m away. Causes high panic response chance for enemies within X m of impact. Does not work on shotguns or other falloff weapons. (the panic behavior is the cowering behavior caused by Muscle- it debilitates the enemy for several seconds). This skill has a cooldown of X seconds.
Graze Aced: This skill lowers the cooldown to X seconds and provides a panic response chance to all enemies within 1 m of the bullet path.
The killbeam's immersion-breaking, dumb and also impossible to balance against different environments. This set of changes creates a feasible, powerful way to lock down entire groups of enemies and reverse the tide, but strong use requires laying down headshots routinely at mid to long range. Note that this skill would not effect special units, but special unit hits will effect non-special units. A potential problem (for which I do not have a complete solution yet) is that it reawakens the balance problems with heavy sniper rifles. Note, however, that I want the weapons to be approximately balanced without needing skill specializations.
Body Expertise: [ok this is my very first try on this one, take it with a block of salt]: The Basic version of Body Expertise is now the current Surefire Aced body armor penetration skill. It applies to all bullet weapons. Surefire Aced will get some other skill in its place.
Body Expertise Aced: This skill applies to all bullet weapons. Applies X% (higher than 30, lower than 90- maybe 60%) of headshot damage on torso hits. This includes Bulldozers. However, taking this skill removes the ability to score crit damage from headshots with any weapon.
Expertise, like other top-tier skills, entails a degree of commitment to a particular playstyle. Crackdown's design generally makes heavy SWAT rarer, but they are a much greater threat. Bulldozers are more common, but this skill now applies to them as well. Getting the proportionate damage balancing in place will be the biggest factor in making this work.
Any mods that make the cops and characters death yells louder than normal?
I found this helps a lot.
Made a lot of progress, factions are for the most part working:
https://puu.sh/CwHvr.jpg
https://puu.sh/CwHvt.jpg
https://puu.sh/CwNGZ.jpg
https://puu.sh/CwNH2.jpg
https://puu.sh/CwNH8.jpg
https://puu.sh/CwNHi.jpg
There is a bunch of bugs I've discovered that I can't actually fix however, because they are results of Overkill's spaghetti code.
This is glorious. If you're not already doing so I recommend hitting up the mws discord. they might be able to help you address at least some of the bugs you've encountered.
they've been super helpful especially CVIII, but most of the bugs I've found they usually laugh at and go "Overkill Approved"
Well, I know a little about some things that aren't super common knowledge- and more importantly I can bug other modders I know who are way better at this stuff than I am. Why not list the bugs here?
-Some bulldozers don't have separate material_configs for their dropped armor pieces which can result in an orange one dropping grey or green pieces and etc.
-Zombie Faction does not have their own unique shields and Helmet drops, resulting in mismatched colors.
-Basic Reaper units with helmets drop the regular FBI helmet when killed resulting in "poof, here's a green helmet"
-Several pre-determined special spawns on maps with their own factions, still have the regular SWAT faction models. Noticeable on "Beneath the Mountain" where after breaching an airlock there is a lineup of green shield units instead of tan ones. Green Snipers after going outside too.
its all super miscellaneous shit that is more in-depth than i can manage myself.
Crackdown might be able to serve as a model for fixes for...pretty much all of that. We have a difficulty filter that fixes "out of depth" spawns and replaces them with ones from our custom unit list, and recently a new team member went through and cleaned out all of the issues with inconsistent dropped armor/helmets/etc.
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