• PAYDAY 2 V3: Dreaming of PD:TH Heist Ports
    5,001 replies, posted
If at some point I get around to unlocking the bane mask I may have to go and get a soundboard of all his quotes, change my name and then just join random pub games.
[QUOTE=ulvemann43;47398104]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] Leave the shield at high health, make the turret itself weak, and make a condition for it to retreat and repair (absent 10 mins?). A good condition for that could be [B]shield destroyed + ammo depleted = retreat[/B] which would give you a chance to destroy it for good as it would still stick around to empty the gun instead of retreating as soon as the shield breaks. Also keep a damage cap but in exchange let the Thatanos and RPG punch through the shield and damage the fragile parts behind it, which would let them do harm in a way that's more balanced.
[QUOTE=Corndog Ninja;47396897]speaking of the Payday 2 modding scene: [url]http://forums.lastbullet.net/mydownloads.php?action=view_down&did=807[/url] [media]http://www.youtube.com/watch?v=y7ENVyIM49M[/media][/QUOTE] I find it really funny when i see how my video's are still relevant Makes me glad i made them
[QUOTE=Mr. Someguy;47398252]Leave the shield at high health, make the turret itself weak, and make a condition for it to retreat and repair (absent 10 mins?). A good condition for that could be [B]shield destroyed + ammo depleted = retreat[/B] which would give you a chance to destroy it for good as it would still stick around to empty the gun instead of retreating as soon as the shield breaks. Also keep a damage cap but in exchange let the Thatanos and RPG punch through the shield and damage the fragile parts behind it, which would let them do harm in a way that's more balanced.[/QUOTE] I still feel as if the shield health might be a tiny big too high, might only be me though. As far as it seems, it can take a lot of ammo to even take down the shield. But it would fit for the turret itself to be weak, it [B]does[/B] after all look flimsy when the shield is off. But i reckon some would rather avoid it even if the HP itself was nerfed. Heck these days i'm the only one even bothering to engage it
There's only one thing i can think of after seeing this update -[SP]dreams of chronic and sustained cruelty.[/SP]
While still on the subject of SWAT van turrets, I think what's needed above all is a weakness for the armor plating that protects the lens. The armor plating currently has 7,500 health on Overkill, and you can really only deplete that by mag-dumping into it while hoping everything around you doesn't bother while doing so. Even with with a 200x damage multiplier on the exposed lens, half a million damage is really way too much life to be putting on an entity you can attack. The turrets suffer the same problem as Titan safes as far as I'm concerned, they're basically bland padding to heists by putting an extremely enduring wall with bullet hose capacity, and long-range potential somewhere you need to pass. You can't saw them open, blow them up with shaped charges, lockpick the doors open, or even drill them, it's pretty much always going to either attempt to avoid them, or destroy them. People will often cite avoiding them is a better option, but avoiding them is really only feasible when you're running dodge builds, and not everybody uses those. Armor is absolutely destroyed by turrets, and it's becoming painfully obvious that armor is just failing to stack up these days when things like turrets, HRT, blue SWAT are melting it like butter, and Overkill hasn't done shit about those last two. If turrets could be destroyed with the skills I mentioned, it would probably be a better enemy, since all types of builds might have a method of dealing with it without having to fire a shot, but overall, it needs to be far weaker than it currently is. The only weakness this thing technically has is being immobile, but when it can spam flashbangs in its deadzone, have extremely long range and still have decent accuracy, I'd say that's hardly a crippling weakness.
Armor needs to be reworked. It's really disappointing to work your way up to ICTV, and have it melt away in a few shots, even with appropriate perk decks.
[QUOTE=Notanything;47398916]While still on the subject of SWAT van turrets, I think what's needed above all is a weakness for the armor plating that protects the lens. The armor plating currently has 7,500 health on Overkill, and you can really only deplete that by mag-dumping into it while hoping everything around you doesn't bother while doing so. Even with with a 200x damage multiplier on the exposed lens, half a million damage is really way too much life to be putting on an entity you can attack. The turrets suffer the same problem as Titan safes as far as I'm concerned, they're basically bland padding to heists by putting an extremely enduring wall with bullet hose capacity, and long-range potential somewhere you need to pass. You can't saw them open, blow them up with shaped charges, lockpick the doors open, or even drill them, it's pretty much always going to either attempt to avoid them, or destroy them. People will often cite avoiding them is a better option, but avoiding them is really only feasible when you're running dodge builds, and not everybody uses those. Armor is absolutely destroyed by turrets, and it's becoming painfully obvious that armor is just failing to stack up these days when things like turrets, HRT, blue SWAT are going through it like butter, and Overkill hasn't done shit about those last two. If turrets could be destroyed with the skills I mentioned, it would probably be a better enemy, since all types of builds might have a method of dealing with it without having to fire a shot, but overall, it needs to be far weaker than it currently is. The only weakness this thing technically has is being immobile, but when it can spam flashbangs in its deadzone, have extremely long range and still have decent accuracy, I'd say that's hardly a crippling weakness.[/QUOTE] I am running Tech-Forcer with Armorer perk deck, and i can tank turret for a while, easily "dodging" it, but again, techforcer armorer, aka "havel the rock"...
[QUOTE=Notanything;47398916]Armor is absolutely destroyed by turrets, and it's becoming painfully obvious that armor is just failing to stack up these days when things like turrets, HRT, blue SWAT are going through it like butter, and Overkill hasn't done shit about those last two.[/QUOTE] I went to infamy 2 the other day so I had to play armour for the first time in ages, holy fuck it's terrible I mean, last time I mentioned it, someone showed that that old idea of the damage invuln being broken wasn't true, but I could swear it wasn't always this terrible? today, I was on the train heist (OVK) and noticed my health just utterly draining - I turn around, and it's a single fucking blue cop, just plinking away at me with the mp5... knocked off about 75% of my health in a couple of seconds
[QUOTE=krail9;47398948]I went to infamy 2 the other day so I had to play armour for the first time in ages, holy fuck it's terrible I mean, last time I mentioned it, someone showed that that old idea of the damage invuln being broken wasn't true, but I could swear it wasn't always this terrible? today, I was on the train heist (OVK) and noticed my health just utterly draining - I turn around, and it's a single fucking blue cop, just plinking away at me with the mp5... knocked off about 75% of my health in a couple of seconds[/QUOTE] It's ridiculous how almost every enemy with a compact-5 does obscene amounts of damage. They do double the damage FBI SWAT units wielding assault rifles do, and they fire really damn fast too. It's really stupid that Overkill thinks it's okay for them and other units to exceed the damage of FBI SWAT by pretty significant margins. It gets really bad when the damage invulnerability is invalidated the second an enemy does a different amount of damage than the one that first hits you, and it can lead to broken moments where you've suddenly taken life damage in under a second because you were hit for 15 damage, then 20, and then 49 from some HRT asshole halfway across the fucking map. Also, I was playing Forest yesterday on Overkill difficulty, and after we had blown the train vault, like 25 fucking blue SWAT spawned around the map and started taking chunks of our health from various points on the map with their 9mm SMGs. Holy shit, what the fuck were you thinking Lion Game Lion, and Overkill too for allowing it. How do I bring this stuff to Overkill's attention? Somebody mentioned it's possible they don't know that certain units are dealing obscenely high damage, but I doubt that, I'm sure they know. So, really, all I want to know is if there is absolutely no chance for HRT, SWAT, and a few others to get their damage nerfed, and I most certainly want to read their justifications for it if they're defending it.
didn't bo get all pissy about the flashbang complaints a while back and argue that they were there to discourage camping (which is stupid and false anyway) and now they put in a special that as one half of the ways of dealing with it FORCES YOU TO CAMP :v:
[QUOTE=lintz;47395894]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] Ammo bags are a multiplier of your ammo. Default bags start with 3x and aced bags start at 5x People complain about weapons like the RPG or the Thanatos eating up bags quickly exactly for this reason, as they take up the bag's health for not much personal gain [QUOTE=Davidn64;47397883][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] they have too much health
[IMG]http://puu.sh/gQjqm/f3b3b0496b.png[/IMG] happy dallas day every1
Houston and Dallas are supposed to be brothers right? I wonder if Overkill plans to make some of their dialogue a little more "brotherly" when they're calling each other, maybe other stuff.
[QUOTE=Davidn64;47397883][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] This probably wouldn't be much of a problem if you could actually kill them easily. And actually killing them easy wouldn't be much of a problem if the armor didn't reduce the max damage it can take in one hit to 750.
Exactly, because once that shield bites the dust just one direct Thanatos shot murders it.
The funniest thing about the 750 damage per hit limit is it makes the RPG, GL-40 and any HE rounds shotgun that does over 107.2 damage per shot (The Explosives damage multiplier was 7x right?) do the same amount of damage to the turrets, but people still keep using the RPG because "it does the most damage right?". Very intuitive. [editline]t[/editline] Yep, just did some number crunching. Without shotgun skills, the HE Judge, Josceline or Mosconi are more efficient against the turret than the GL40 or RPG. With shotgun skills, the Loco, Reinfeld and Raven are as well.
[QUOTE=Jarokwa;47399255]i wont forget how he said ''i'll consider a flashbang change for baby mode ;)'' bo's not a very smart man[/QUOTE] It's funny, because back when the Payday: The Heist steampowered forum still had the attention of Overkill, he didn't seem like a bad fellow when he dropped in to talk about the first game. Seeing him talk like that for Payday 2 was very surprising. Maybe all those times he was killed for being the bank manager in First World Bank got to him.
[URL="http://www.overkillsoftware.com/games/bbq/"]its getting hot in here[/URL] [t]http://media.overkillsoftware.com/2015/03/bbq_msk_gasmask.png[/t]
Oh yes. I can go full Pyro now.
[QUOTE=DaBeaver;47399339]Oh yes. I can go full Pyro now.[/QUOTE] AA12, Gas "Mask". I can go full Killing Floor now!
[QUOTE=ulvemann43;47397919]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.[/QUOTE] Considering how they multiplied the health by 10 less than a day before releasing the update and launched it in a state where using explosives (which are supposed to be its weakness) crashes the game, I think it's safe to say they didn't. Not to mention that they're supposed to be a rare encounter yet so far since the update the only loud job where they spawn where I haven't seen one is HoxOut, and that's only because I've never seen less than three on that job.
oh god what have i done [t]http://i.imgur.com/ICpkJ8c.png[/t]
uh, why is that firefighter helmet so much worse than the one someone posted in this thread?
[QUOTE=HappyHead;47399323][URL="http://www.overkillsoftware.com/games/bbq/"]its getting hot in here[/URL] [t]http://media.overkillsoftware.com/2015/03/bbq_msk_gasmask.png[/t][/QUOTE] Another hat, I'm happy.
[QUOTE=krail9;47399367]uh, why is that firefighter helmet so much worse than the one someone posted in this thread?[/QUOTE] Here is a comparison for anyone who missed it: [t]http://media.overkillsoftware.com/2015/03/bbq_day_3_teaser.png[/t][t]http://media.overkillsoftware.com/2015/03/bbq_msk_firefighter.png[/t]
I get the feeling that the original would clip like hell.
[QUOTE=Coyoteze;47399363]oh god what have i done [t]http://i.imgur.com/ICpkJ8c.png[/t][/QUOTE] I don't get it.
[QUOTE=Chilean_Wolf;47399398]I don't get it.[/QUOTE] Subsurface scattering + realistic skin shader + unrealistic eyes Uncanny Valley has reached new depths.
Chef Hat Confirmed. [t]http://media.overkillsoftware.com/2015/03/bbq_msk_the_chef.png[/t]
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