• PAYDAY 2 V3: Dreaming of PD:TH Heist Ports
    5,001 replies, posted
[QUOTE=FiveEyes;47395263]Why is Big Oil so hard? I spent a solid hour trying to stealth day 1 only to get to day 2 and realized it's impossible to fully stealth the second day. Not to mention how random it is to find the notes for the correct engine laying around, and even then if you do find the right one good luck getting it to the plane without getting stomped into the curb by swat. I'd go loud with a group but that would only take longer, and since it's a pro job failure isn't ideal.[/QUOTE] Boy, I've stealthed day 2 before with ICTV armor and a saw. It is not hard.
[QUOTE=Corndog Ninja;47394727]Joceline is my raifu[/QUOTE] I'm still waiting for my raifus to be added, VS Val or Vintorez.
[QUOTE=Ghost101;47395390]I'm still waiting for my raifus to be added, VS Val or Vintorez.[/QUOTE] I hope they add a Vintorez as a dedicated stealth sniper rifle. None of the current ones are concealable enough for it to be too worth taking.
[QUOTE=lilguy;47395340]Boy, I've stealthed day 2 before with ICTV armor and a saw. It is not hard.[/QUOTE] I must just get bad rng, day 2 is hell.
Considering we are getting molotovs from the new pack and we are most likely going to have interchangeable grenades now, maybe we might see a free type of them tomorrow for players without dlc like a flashbang?
[QUOTE=Spydurr117;47395461]Considering we are getting molotovs from the new pack and we are most likely going to have interchangeable grenades now, maybe we might see a free type of them tomorrow for players without dlc like a flashbang?[/QUOTE] I don't really see us getting a flashbang for some reason. Cops are already immune to their own flashbangs, it would be almost logic bending if we were able to use our own, but they'd still openly throw flashbangs at us where they'd be in the flash zone.
The shotgun pack's release gave buckshot to everyone so it might happen.
[QUOTE=Starlight 456;47395429]I hope they add a Vintorez as a dedicated stealth sniper rifle. None of the current ones are concealable enough for it to be too worth taking.[/QUOTE] I think the Vychlop would make more sense for that role since all the snipers so far have been bolt action.
[QUOTE=Notanything;47395515]I don't really see us getting a flashbang for some reason. Cops are already immune to their own flashbangs, it would be almost logic bending if we were able to use our own, but they'd still openly throw flashbangs at us where they'd be in the flash zone.[/QUOTE] There are a lot of things I didn't expected to be I the game (like a flamethrower).
Some dude got all pissy at me and kicked me out of Cook Off because I wasn't using my secondary weapon enough. Uh...? Am I missing something?
[QUOTE=asteroidrules;47395576]I think the Vychlop would make more sense for that role since all the snipers so far have been bolt action.[/QUOTE] The Vintorez is more classic, I think. Unless they did a second sniper rifle DLC and added multiple, I'd definitely prefer the VSS.
I would be up for a second Sniper pack, focussed on Semi-auto highly modular rifles.
[QUOTE=Corndog Ninja;47395294]Do you know if there's anywhere online (soundboard, rip, whatever) where people have posted audio files of quotes from the game? I'd like to make some simple videos but I'd really rather not dig through all the packets if I don't have to.[/QUOTE] Alternatively, if someone could post a line of Bain saying "Dallas" ("Dallas is down" "Dallas is back from custody" etc) I will say "thank you" to them.
[QUOTE=Big Dumb American;47395600]Some dude got all pissy at me and kicked me out of Cook Off because I wasn't using my secondary weapon enough. Uh...? Am I missing something?[/QUOTE] He does have a point, not so far as to kick but he does have a point If you use your secondary together with your primary, you can preserve ammo much easier, cause for cook off you'll have VERY limited ammo and med supplies, so you need to work optimally to preserve them
i see people taking ammo when only their primary ammo is gone and usually not even then. it's frustrating to see ammo bags get eaten up
[QUOTE=Corndog Ninja;47395670]Alternatively, if someone could post a line of Bain saying "Dallas" ("Dallas is down" "Dallas is back from custody" etc) I will say "thank you" to them.[/QUOTE] Have you checked [URL="http://wiki.lastbullet.net/index.php?title=Guide:Payday_2_-_Sound_Files"]TheLastBullet wiki?[/URL] They've catalogued a lot of the bundletool sound stream extracts, might find what you're looking for. Though you'll probablt still have to extract the audio streams with the bundle tool.
[QUOTE=lintz;47395719]i see people taking ammo when only their primary ammo is gone and usually not even then. it's frustrating to see ammo bags get eaten up[/QUOTE] Am I the only one who rarely touches an ammo bag? I have no problem regularly cycling between my primary and secondary while collecting ammo drops when the opportunity arises. I almost never run out of ammo.
[QUOTE=lintz;47395719]i see people taking ammo when only their primary ammo is gone and usually not even then. it's frustrating to see ammo bags get eaten up[/QUOTE] that's not how ammo bags work tho it only uses up a specific amount every time you use it depending on what's left of your ammo, so like if only your primary gun's empty it'll use only half of what if would use if all your guns were empty
[QUOTE=lintz;47395719]i see people taking ammo when only their primary ammo is gone and usually not even then. it's frustrating to see ammo bags get eaten up[/QUOTE] Does it not scale the amount you take with how much you have used? Because that'd be silly. My secondary weapon is to deal with threats that my primary weapon is weaker against. Like, using a Tommy Gun to back up my grenade launcher or sniper rifle. If I don't need the secondary, I'm not using it. Even still, it's silly to be brow beaten for something so stupid. Three of us had ammo bags, with another one placed as an asset. That's seven ammo bags. That's more than enough to finish the cook.
[QUOTE=Notanything;47392406]Yeah, deposit boxes are really only worth going for if you have a dedicated saw-man. Sometimes I wish picking deposit boxes didn't take so long. The default should be like 7 seconds to pick, not 20 seconds, 20 seconds is the same amount of time it takes to lockpick a secure door. Oddly enough, the deposit boxes on Armored Transport heists take 14 seconds to pick instead of the usual 20, I'm surprised Overkill didn't make all deposit boxes take that time reduction. It wouldn't be a bad idea to include some sort of master-key asset for all the deposit boxes, so you can quickly unlock them instead of painstakingly pick them, or require somebody to have a saw at all times.[/QUOTE] Lockpicking has become almost wholly pointless. The main thing you're gonna wanna lockpick is deposit boxes, but it's entirely worth it to just bring a guy with a saw and ammo because you'll be done in a couple minutes as opposed to 5 centuries. You can also lockpick safes, sure, but on higher difficulties safes will usually become titan safes that can't be fucking picked anyways. The only thing left is doors and shit like that, but several doors can just be shot open which is more efficient anyway, and the ones that can't still don't take that long to justify sinking a whopping [I]12 points[/I] just to be able to pick some safes and other locks 25 percent faster. Now that we have a silent fucking saw there's even less point to lockpicking. Just have one guy sit on the sidelines with a saw (or take the map under control with a loud saw) and have the boxes open in 5 seconds. I actually reckon that [I]even with[/I] a full crew that has their lockpicking speed maximized, it would take longer to pick the deposit boxes on Bank Heist than it would be to just take the money, finish the heist, and do it a second time. That's fucking pathetic.
How many points it takes to make ghost lock-picking remotely viable for stealth builds has made me consider going Ghost-Forcer just for a silent saw. It would speed up so much shit, it's not even funny - and I could keep my ECM Jammers instead of using them for doors (another whopping 8 points for nothing.)
[QUOTE=Big Dumb American;47395797]Does it not scale the amount you take with how much you have used? Because that'd be silly. My secondary weapon is to deal with threats that my primary weapon is weaker against. Like, using a Tommy Gun to back up my grenade launcher or sniper rifle. If I don't need the secondary, I'm not using it. Even still, it's silly to brow beaten for something so stupid. Three of us had ammo bags, with another one placed as an asset. That's seven ammo bags. That's more than enough to finish the cook.[/QUOTE] the ammo bag just has a set amount of 'charges', each use consumes 1 charge regardless of whether you take 2 or 500 ammo. you can see how many charges it has visually, it's sort of like each layer of magazines in the bag is a single use if you used an ammo bag while your secondary is pretty much full, yeah that's considered bad I don't know what kind of jackass would kick for something so minor, but it is better to use all your ammo before using the bag, especially in cook-off since it's kind of an endurance match
[QUOTE=krail9;47395880]the ammo bag just has a set amount of 'charges', each use consumes 1 charge regardless of whether you take 2 or 500 ammo. you can see how many charges it has visually, it's sort of like each layer of magazines in the bag is a single use if you used an ammo bag while your secondary is pretty much full, yeah that's considered bad I don't know what kind of jackass would kick for something so minor, but it is better to use all your ammo before using the bag, especially in cook-off since it's kind of an endurance match[/QUOTE] Nope, the medic bags have charges, ammo bags fill your ammunition by a certain percentage of your total ammo missing of that gun. [url]http://payday.wikia.com/wiki/Ammo_bag_%28Payday_2%29[/url]
[QUOTE=Big Dumb American;47395797]Does it not scale the amount you take with how much you have used? Because that'd be silly. My secondary weapon is to deal with threats that my primary weapon is weaker against. Like, using a Tommy Gun to back up my grenade launcher or sniper rifle. If I don't need the secondary, I'm not using it. Even still, it's silly to brow beaten for something so stupid. Three of us had ammo bags, with another one placed as an asset. That's seven ammo bags. That's more than enough to finish the cook.[/QUOTE] as far as i know, you get 3-4 uses out of the bag, then you get a final "scraps" state where you get about 30 rounds and then it's gone
[QUOTE=OffTheRoad;47395889]Nope, the medic bags have charges, ammo bags fill your ammunition by a certain percentage of your total ammo missing of that gun. [url]http://payday.wikia.com/wiki/Ammo_bag_%28Payday_2%29[/url][/QUOTE] Ye, this is how I had thought they worked. Take that, random Payday player! BDA is the champion, to nobody's surprise!
[QUOTE=Mister Sandman;47395800]Lockpicking has become almost wholly pointless. The main thing you're gonna wanna lockpick is deposit boxes, but it's entirely worth it to just bring a guy with a saw and ammo because you'll be done in a couple minutes as opposed to 5 centuries. You can also lockpick safes, sure, but on higher difficulties safes will usually become titan safes that can't be fucking picked anyways. The only thing left is doors and shit like that, but several doors can just be shot open which is more efficient anyway, and the ones that can't still don't take that long to justify sinking a whopping [I]12 points[/I] just to be able to pick some safes and other locks 25 percent faster. Now that we have a silent fucking saw there's even less point to lockpicking. Just have one guy sit on the sidelines with a saw (or take the map under control with a loud saw) and have the boxes open in 5 seconds. I actually reckon that [I]even with[/I] a full crew that has their lockpicking speed maximized, it would take longer to pick the deposit boxes on Bank Heist than it would be to just take the money, finish the heist, and do it a second time. That's fucking pathetic.[/QUOTE] I wish I could strangle the person who introduced Titan Safes into this game. The fact that the only way you can open them is drilling is fucking stupid, invalidating the functionality of the skills is something that should not be done often. I think what's even more irritating is that Titan cameras were introduced better than Titan safes, because unlike the safes, Titan cameras still have multiple methods for you to bypass them, even if it's temporary, such as ECMs, or camera looping, and even without those, you can still just take the camera operator out to disable them permanently. Titan safes having no alternative methods to open, and invalidating the skills that are meant to help open them was a bad, bad design choice, and is really one of the more irritating scars left from Goldfarb era. Asking Overkill to remove them is probably not going to happen, so what I'd really suggest is allowing them to be opened via the same methods on normal safes, but simply require more of whatever is being used. So, if you're using shaped charges for a small safe, instead of one for a normal safe, it would take two charges for a Titan safe, and instead of 45 seconds lockpicking time, maybe 60 or 70. That's a far better alternative than "haha, fuck you, drill only because I'm bland padding to the heist duration".
[QUOTE=Big Dumb American;47395797]Does it not scale the amount you take with how much you have used? Because that'd be silly. My secondary weapon is to deal with threats that my primary weapon is weaker against. Like, using a Tommy Gun to back up my grenade launcher or sniper rifle. If I don't need the secondary, I'm not using it. Even still, it's silly to be brow beaten for something so stupid. Three of us had ammo bags, with another one placed as an asset. That's seven ammo bags. That's more than enough to finish the cook.[/QUOTE] The concept behind it is, when your primary is empty and you use your secondary for a while, you'll walk around picking up ammo pickups along the way, which in turn refills your Primary You can easily live on mostly ammo pickups if you use it effectively, so of course ammo bags are mostly considered last resorts for when you really can't get ammo That or if you use a RPG or something, but you should use that sparringly to begin with Let me also remind you that using a non ammo pick-up weapon like the RPG will boost your pickup rate for the other weapon, so it's nice to spend a secondary slot on
[QUOTE=OffTheRoad;47395889]Nope, the medic bags have charges, ammo bags fill your ammunition by a certain percentage of your total ammo missing of that gun. [URL]http://payday.wikia.com/wiki/Ammo_bag_(Payday_2)[/URL][/QUOTE] how embarrassing it seems like literally everyone I've ever played with thinks they work like medic bags, how is this not common knowledge
[QUOTE=krail9;47395934]how embarrassing it seems like literally everyone I've ever played with thinks they work like ammo bags, how is this not common knowledge[/QUOTE] I figured it out thanks to Pocohud When you look at ammo with Poco it'll show numbers like 3.23, 4.50, etc
AA12? Killing Floor crossover confirmed.
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