[QUOTE=Archimedes;47397399]Just disassemble the White House and move it to Kansas or something before the Payday Gang smash a van into it and start stealing all the loose change in the oval office.[/QUOTE]
[I]"Guys, the president, go get it."[/I]
Playing on Hard is more difficult than Overkill because of how my teammates are new and more or less unaware of how to play the game.
[QUOTE=RookieXtz;47397285]It said March 26th
which is today, not tomorrow[/QUOTE]
No you've forgotten the rule of having a round planet.
Our side is better at time than their half.
Do you guys know of any good resources for replacing music in Payday? I wanted to make a simple mod for myself to replace the heist completed music, but I can't seem to find a way to go about it.
Fuck the SWAT Van turret, for fucking ever. We did a bank heist on overkill and 2 of these fuckers spawned, as always, and blocked our way out. I decided to try and destroy it. We pounded at that thing for fucking ever, dumping everything we had in to it, round after round, used up 2 entire ammo bags trying to destroy this fucking thing, eventually we ran completely dry, and not even ONE FUCKING TURRET WAS DEAD
[I]WHO THE FUCK THOUGHT THIS WAS A GOOD IDEA[/I]
Opinions on my tiny mask collection and names? :v:
[t]http://puu.sh/gPZZF/719fb6685e.jpg[/t]
Top, left to right; Tempered Torturer, Hector's Hard-on, Grotesque Gluttony, #aesthetic Armor.
Bottom, left to right; Murderous Monochrome, Solar Suppressors, Burning Broker.
[QUOTE=Mister Sandman;47397526]Fuck the SWAT Van turret, for fucking ever. We did a bank heist on overkill and 2 of these fuckers spawned, as always, and blocked our way out. I decided to try and destroy it. We pounded at that thing for fucking ever, dumping everything we had in to it, round after round, used up 2 entire ammo bags trying to destroy this fucking thing, eventually we ran completely dry, and not even ONE FUCKING TURRET WAS DEAD
[I]WHO THE FUCK THOUGHT THIS WAS A GOOD IDEA[/I][/QUOTE]
I'm sorry for fucking defending this shit
Dermock, whoever else was shitting all over the turret, you're right, it's a fucking travesty of an addition
[QUOTE=Mister Sandman;47397526]Fuck the SWAT Van turret, for fucking ever. We did a bank heist on overkill and 2 of these fuckers spawned, as always, and blocked our way out. I decided to try and destroy it. We pounded at that thing for fucking ever, dumping everything we had in to it, round after round, used up 2 entire ammo bags trying to destroy this fucking thing, eventually we ran completely dry, and not even ONE FUCKING TURRET WAS DEAD
[I]WHO THE FUCK THOUGHT THIS WAS A GOOD IDEA[/I][/QUOTE]
200k per turret
There's a LUA mod to remove active van turrets, but I haven't tested it yet.
Getting [highlight]MIGHTY TEMPTED[/highlight] though.
[code]function AnimatedVehicleBase:spawn_module(module_unit_name, ...)
if type_name(module_unit_name) == "spawn_turret" then
return set_animated_vehicle_base_spawn_original(self, module_unit_name, ...)
end
end
*** Post Require:
lib/units/vehicles/animatedvehiclebase[/code]
Can be bound to a key, but I'm no LUA-Wizard so I don't know how to utilize it properly. If I wasn't being sneaky instead of loud now, I'd be looking into it.
I think the turret has a decent idea behind it, it just needs to be completely reworked. I think if you lowered the damage and the health, reduced the frequency of it deploying flashbangs, and removed the 750 damage limiter on the armor, it would work decently. Also if possible reduce its odds of staggering bots.
[QUOTE=asteroidrules;47397722]I think the turret has a decent idea behind it.[/QUOTE]
I think the idea is goofy. It's a big area denial device that's obnoxious, and time/ammo consuming. It absolutely [I]destroys[/I] bots and makes it almost impossible to get them back. And it shows up on levels where [U]it really isn't needed.[/U] SWAT brings out a fucking mass-unrest meatgrinder van out to four corner stores because of a rinky-dink robbery?
The same thing could be accomplished by putting random Deathwish Dozers on the street and having them be pretend sprinklers.
Snipers already act as area denial and we already know how absolutely much everyone [B][I]loves[/I][/B] snipers and their magic double-tap dice roll gameover bullshit that cuts through any armor except Enforcers stacked with bulletproof.
Also just an aesthetic thing, but I think it would look better if the body of the turret was black to match the van and the armor plate you destroy was the part highlighted in tan.
Overkill needs to patch the turret so it doesn't shoot Twitch in Watchdogs.
I've seen it kill him [I]as he's still driving[/I].
Can anyone help me get either "It's getting hot in here", "Sounds of Animals Fighting", or Hotline Miami DW or Hoxout DW? I only need 6 more heists and i get my DW mask.
[QUOTE=Starlight 456;47397611]I'm sorry for fucking defending this shit
Dermock, whoever else was shitting all over the turret, you're right, it's a fucking travesty of an addition[/QUOTE]
It's not even a bad idea, in fact I think it's a really interesting addition to gameplay because it forces you to alter the way you move around the map
but giving it fucking 8 million god damn health is a major problem
[QUOTE=Mister Sandman;47397526]Fuck the SWAT Van turret, for fucking ever. We did a bank heist on overkill and 2 of these fuckers spawned, as always, and blocked our way out. I decided to try and destroy it. We pounded at that thing for fucking ever, dumping everything we had in to it, round after round, used up 2 entire ammo bags trying to destroy this fucking thing, eventually we ran completely dry, and not even ONE FUCKING TURRET WAS DEAD
[I]WHO THE FUCK THOUGHT THIS WAS A GOOD IDEA[/I][/QUOTE]
My least favourite part about it is that it can sense my GL and instantly double as a fucking CIWS system.
More things have penetrated through the CIWS of the USS Nimitz than have a goddamn SWAT van.
[QUOTE=Mister Sandman;47397800]It's not even a bad idea, in fact I think it's a really interesting addition to gameplay because it forces you to alter the way you move around the map
but giving it fucking 8 million god damn health is a major problem[/QUOTE]
I get the feeling that there were different ideas floating around OVK about what the turret needed to be, and someone had the bright idea of just mashing them all together-- it's got enough health and firepower to serve as a digital roadblock, but likes to show up in spots where you basically have to kill it in order to complete the mission. Generally when games toss unkillable/practically unkillable stuff at you, it's to make you run away, but I don't think you're supposed to book it in the opposite direction of the escape van.
If the spawns were carefully reworked + we had some way to kill or temporarily disable it w/o massive resource investments, I could see it being a viable alternative to snipers for some maps-- it doesn't suffer from typical cop animation bugs allowing it to shoot while reloading/moving/spawning, the laser actually provides a good indication of where the bullets will go, it won't literally instagib you from full health, and it doesn't deal randomized amounts of damage.
I made it!
[t]http://cloud-4.steamusercontent.com/ugc/37493047037588894/684DA9CB47464D09C5A0382200005682B4494A19/[/t]
[QUOTE=Raccoon99;47397773]Can anyone help me get either "It's getting hot in here", "Sounds of Animals Fighting", or Hotline Miami DW or Hoxout DW? I only need 6 more heists and i get my DW mask.[/QUOTE]
while i'm too busy to do those with you, here's some wisdom from myself having done them:
HMday1: use back alleys to move. hope your equipment drop from bile is fortunate. not too hard.
HMday2: do not stay in one room. that's hell and impossible. cover the entrance hallway. two on each side is nice. technicians/enforcers can tank the fire and repair the drill when the gunship has finished firing without needing to wait for the sprinklers. still need to turn them off at some point though. you can hang back and let the cops kill the commissar, generally. final maze stairwell is usually behind you; place assets on each floor to know where stairs are or stack meds on top floor if navigation isn't an issue. I personally like grenades on the top floor.
fully upgraded turrets with ammo bags can carry you through all of HM if you're smart
hoxbreakday1: MOVE AHEAD OF THE VAN TO THE NEXT COVER. each spot where the van stops at has a building or entrance to a building to take cover in. always be ahead and learn where the van stops/look ahead to see its route. bring c4 for ending doors and/or hope you get lucky. hard until you learn those above tips. with those it is easy.
hoxbreakday2: I dunno, hold onto your butt? it's hard. pure combat. armory and infirmary are your friend. save one keycard for last door. I dunno. shoot stuff. blow up side flanks with c4 and hope a bulldozer gets stuck. no real tips here besides shooting well.
re: swat turret
the amount of health it has is unfortunate, yes. actually makes you think and time things on maps like bank heist. can't imagine a universe where you leave the swat van alive on a go bank where your cage is outside on the road though... :x
final addendum: anyone ever have problems with HE rounds not hitting units when they totally should? like close range, pretty sure you hit them but I guess you missed lol
like I'll aim at the swat van with an HE shotgun, hit, and then not move my crosshair at all and then miss the next 6 shots on it
[t]http://i.imgur.com/szgwEG6.jpg[/t]
This is how it usually ends. We need a better way to kill the vans already
[QUOTE=Doom14;47397733]I think the idea is goofy. It's a big area denial device that's obnoxious, and time/ammo consuming. It absolutely [I]destroys[/I] bots and makes it almost impossible to get them back. And it shows up on levels where [U]it really isn't needed.[/U] SWAT brings out a fucking mass-unrest meatgrinder van out to four corner stores because of a rinky-dink robbery?[/QUOTE]
Not needed, he says, about the 4 men (also women now) stepping all over the FBI's highest level of response as if it were nothing :v:
But it does need adjusted, unless you have an RPG and an ammo bag to dedicate to that, it's unnecessarily difficult to take down.
I once got [I]4[/I] of them in Hoxton Breakout, it almost cost us the mission. Two of them were on opposite ends of the same street, so we were pelted with endless gunfire on both ends until we could get into the parking garage.
[QUOTE=asteroidrules;47397722]I think the turret has a decent idea behind it, it just needs to be completely reworked. I think if you lowered the damage and the health, reduced the frequency of it deploying flashbangs, and removed the 750 damage limiter on the armor, it would work decently. Also if possible reduce its odds of staggering bots.[/QUOTE]
It needs its damage to bots reduced period.
I've seen turrets fire at bots without staggering them, but that matters little because the bots die in half a second to it.
Playing hoxout lately is guaranteed bot custody before the van reaches the garage, not to mention the overkill buff which makes even thinking of going back to them impossible at many times.
It was a really poorly thought out idea, and i have no idea how they playtested it.
Framing Frame is such a fun heist.
RE: Turrets.
I feel like they either need their health/damaged reduced or their spawns adjusted.
As a you're-not-supposed-to-kill-this-just-avoid-it thing they don't work very well because on a lot of heists if you don't kill them they just become ridiculously hard for no reason (Watchdogs Day 1 can't escape by car anymore, Bank Heist when they spawn right in front of the escape van, etc). If they just didn't spawn in locations like that where they fuck everything, they wouldn't be as bad.
As a meat wall that blocks progress for a time but is killable, they're just too fucking durable. The 750 damage per hit limit and huge health pool make killing a turret a serious investment of resources, to the point where you'd probably need at least two dudes with fully upgraded ammo bags on your team to do it.
On the subject of turrets, they have a super long range, this is very obvious on HoxRev as standing on the roof makes you an easy target, and they're very hard to shoot at as at that distance accuracy and stability are needed.
They're like auto firing but sightly weaker snipers.
[QUOTE=TacticalBacon;47398022]RE: Turrets.
I feel like they either need their health/damaged reduced or their spawns adjusted.
As a you're-not-supposed-to-kill-this-just-avoid-it thing they don't work very well because on a lot of heists if you don't kill them they just become ridiculously hard for no reason (Watchdogs Day 1 can't escape by car anymore, Bank Heist when they spawn right in front of the escape van, etc). If they just didn't spawn in locations like that where they fuck everything, they wouldn't be as bad.
As a meat wall that blocks progress for a time but is killable, they're just too fucking durable. The 750 damage per hit limit and huge health pool make killing a turret a serious investment of resources, to the point where you'd probably need at least two dudes with fully upgraded ammo bags on your team to do it.[/QUOTE]
Reduce their health to at most 10 or 20k, take off the damage limiter, reduce the spawn chance, and that's fine, I think. That way, if you're on a map that can spawn one, it's not too big a problem for a teammate to bring a Thanatos or an RPG.
[QUOTE=Starlight 456;47398090]Reduce their health to at most 10 or 20k, take off the damage limiter, reduce the spawn chance, and that's fine, I think. That way, if you're on a map that can spawn one, it's not too big a problem for a teammate to bring a Thanatos or an RPG.[/QUOTE]
The shield's health could use a reduction as well, and maybe make them respawnable somehow. Someone suggested giving them an ability to drive off and come back later, repaired
[QUOTE=Starlight 456;47398090]Reduce their health to at most 10 or 20k, take off the damage limiter, [b]reduce the spawn chance,[/b] and that's fine, I think. That way, if you're on a map that can spawn one, it's not too big a problem for a teammate to bring a Thanatos or an RPG.[/QUOTE]
I think I remember something official describing these as rare?
I'm pretty sure I do, and yet on any heist where these can spawn, they now do, without fucking fail. :v:
[editline]e[/editline]
also one thing I'm really not a fan of is that the most effective ways of dealing with these are explosives, which basically forces one player on a crew to bring explosive weapons when they might not want to, and the less players in your crew, the more of a hindrance this is. Now a solo-er who wants to play loud is [I]forced[/I] to either try and leg it past this thing (which is not gonna be super duper possible for an armor build and still unlikely for dodge. especially with heavy bags), or bring with them a fucking grenade launcher. a rocket launcher (both extremely ammo inefficient), or a shotgun with HE rounds (which most shotgun weapons are also ammo inefficient) and hell, even with a rocket launcher it would require several shots to take it down [I]without[/I] the damage cap
this is not fun or good design, not to mention that every suggested method for dealing with these fuckers REQUIRES PAID DLC
overkill pls nerf this fucking thing, it's not fair, and not even unfair in an interesting, challenging, engaging or fun way, it's just fucking annoying
it makes it seriously hard to consider playing heists like bank heist loud when you know that these giant fucking barriers to progress are going to be smacked in your way
[QUOTE=Mister Sandman;47398111]I think I remember something official describing these as rare?
I'm pretty sure I do, and yet on any heist where these can spawn, they now do, without fucking fail. :v:
[/quote]
I've never seen a bank heist cash/gold have less than two turret vans at pretty much all times :v:
(honestly, it's just more incentive to stealth it)
I'm still in the camp that doesn't see the problem with SWAT turrets. We ran a few Hoxout Proverkills and H&T banks the other day and really didn't run into any issues using dodge and armored builds, even if they threw two of them at us. We just don't see what makes them so difficult, they're super easy to avoid/work around.
Then again we were confused when everyone said that Hoxton Breakout was super hard when it first came out so maybe we're not the best people to ask.
Meanwhile, I'm working on that side job weapon mod farming guide still.
[t]https://dl.dropbox.com/u/7333627/ShareX/2015-03/26T05-01-40.png[/t]
Here's what it's gonna look like. There are 366 mods over 73 weapons (74 if you count the Golden AK,) and that number will change tomorrow. So this will take another couple days.
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