Wonders of public players
[t]http://i.imgur.com/zNlwU1v.png[/t]
[QUOTE=DoktorAkcel;47340690]Wonders of public players
[t]http://i.imgur.com/zNlwU1v.png[/t][/QUOTE]
You laugh but he was making sure that the safe doesnt call for help
So the new turret enemies will have 50K health (70K on DW), are armored, and will shoot down projectile explosives fired at them. This means two things.
1. C4 sappers might be viable.
2. Overkill wants to sell us molotovs.
[QUOTE=Grimhound;47340909]will shoot down projectile explosives fired at them
[/QUOTE]
Nah, they only shoot them down if they're targeting the dude firing/throwing them. It blows up right in front of them if that happens.
It's like how cops shoot your grenades if a bunch are firing at you.
[QUOTE=lilguy;47340209]Isn't it also a result of the removal of the short grace period (of like 0.5s) of invulnerability when you take damage? I remember damage being mostly fine before that.[/QUOTE]
That would actually probably help a lot. Right now it feels like shots are getting chained together or something, so you're not getting hit once. Instead you're getting hit like 4-5 times in the same second and take a ton of damage. I've noticed lately there are times when I'll just go from 75%+ HP to downed for no reason that I can figure out. I wasn't sniped or anything, either.
Oh, so that's why my armour build became so much worse over time. But then we now have proper dodge... which rolls on every hit, making heavy armour even worse.
The bomb:forest dw is so fucking bad
it's the standard DW cop spam with 3 tasers +20 shields attacking you constantly but also 4 snipers spawning every 2 minutes that shoot you for 90% health
and you can't see them most of the time
[QUOTE=Ghost101;47340988]That would actually probably help a lot. Right now it feels like shots are getting chained together or something, so you're not getting hit once. Instead you're getting hit like 4-5 times in the same second and take a ton of damage. I've noticed lately there are times when I'll just go from 75%+ HP to downed for no reason that I can figure out. I wasn't sniped or anything, either.[/QUOTE]
The chaining is the result of you getting hit by a low-damage shot followed by a number of higher-damage shots-- the cooldown is definitely still there, but (per the Long Guide) you're only immune to damage [I]equal to or less than[/I] the shot that triggers the invuln.
So if I'm hit by a Bulldozer (200HP), 2 SWATs (40HP) and a sniper (120HP) in that order, I'll only take damage from the Bulldozer. If I'm hit by the SWAT's, the sniper, and then the bulldozer, I'm dead.
[QUOTE=DS_;47341197]The bomb:forest dw is so fucking bad
it's the standard DW cop spam with 3 tasers +20 shields attacking you constantly but also 4 snipers spawning every 2 minutes that shoot you for 90% health
and you can't see them most of the time[/QUOTE]
The tree cover hiding the snipers and the allowance of infinite range is what pisses me off the most about the map. The snipers outrange their lasers. So on that map you'll just get hit with no warning. And if you're at the point where the lasers end you can see them waving around and suddenly being cut off.
I think how I did it with the pub group I joined with was to stick up at one of the little raised areas, spam down health and ammo, and just hold out there killing everything that approached.
Why is the new O/U shotgun with slugs so damn good? You might as well be able to mount a scope on it and call it an elephant gun since with Overkill and Beserker active you can reliably one shot most enemies with it.
Also it can hit over 1k damage per shot with the right set-up of skills but it's so situational that it's not really worth it.
[QUOTE=UberSandvich;47341303]Why is the new O/U shotgun with slugs so damn good? You might as well be able to mount a scope on it and call it an elephant gun since with Overkill and Beserker active you can reliably one shot most enemies with it.
Also it can hit over 1k damage per shot with the right set-up of skills but it's so situational that it's not really worth it.[/QUOTE]
1k?
[QUOTE=NitronikALT;47341327]1k?[/QUOTE]
One thousand. That's only whilst down with Beserker Aced, Overkill active, Underdog Aced active, and landing a headshot. Like I said, not every worth it.
[QUOTE=NitronikALT;47341327]1k?[/QUOTE]
Slugs at point blank, overkill active, berserker aced at max effectiveness, cleaner basic, spotter basic
[editline]18th March 2015[/editline]
[QUOTE=RookieXtz;47341400]Slugs at point blank, overkill active, berserker aced at max effectiveness, cleaner basic, spotter basic, doing a headshot, underdog basic[/QUOTE]
[QUOTE=wat_am_i_doin;47341215]The chaining is the result of you getting hit by a low-damage shot followed by a number of higher-damage shots-- the cooldown is definitely still there, but (per the Long Guide) you're only immune to damage [I]equal to or less than[/I] the shot that triggers the invuln.
So if I'm hit by a Bulldozer (200HP), 2 SWATs (40HP) and a sniper (120HP) in that order, I'll only take damage from the Bulldozer. If I'm hit by the SWAT's, the sniper, and then the bulldozer, I'm dead.[/QUOTE]
It sounds like there shouldn't be any damage chained at all, then. It'd play smoother if it was just immune to damage for a very brief window regardless of it being higher or lower. Especially since it feels like the lighter guys are the ones that hit you first usually, since they just fill the air with bullets.
[QUOTE=Exploders;47341490][t]https://36.media.tumblr.com/ba73407ef42088ff23bf68293e609c12/tumblr_nl9fc0UchI1uppgkto1_1280.jpg[/t][/QUOTE]
If Payday 2 ever gets a gore mod, it's going to be the most fucked up and hilarious thing.
Does the updated Train heist count towards the "complete 15 armored transports" achievement?
Was just playing PD2 hox breakout day 1, fucking batteries in keyboard died.
Couldn't move or even quit game, panicked so hard restarted PC.
I am a derp :v:
mosconi got buffed
[QUOTE]These are the places where SWAT will be able to intercept you by deploying the SWAT Van Turret enemy.
– Diamond Store
– Hoxton Breakout Day 1
– Bank Heists
– Election Day Warehouse
– Framing Frame Day 2 (if ambushed)
– Watchdogs Day 1
– Four stores
– GO bank
– Firestarter Day 3[/QUOTE]
[QUOTE=Corndog Ninja;47342042]
– GO bank[/QUOTE]
oh no, turrets, now who will play that map in loud??
[QUOTE=Corndog Ninja;47342042][/QUOTE]
imagine it also appears on armored transport due to bug...
[QUOTE=HappyHead;47341960][URL="http://www.overkillsoftware.com/springbreak/"]beep beep[/URL]
[video=youtube;XwbLRu_kHhU]http://www.youtube.com/watch?v=XwbLRu_kHhU[/video][/QUOTE]
This is one of our weapon guys! He sits at a desk right behind me and has taught me a lot of useful things in Maya! Very nice guy! :D
-PURGED BY THE ALMIR BUREAU -
So guys how about that swat turret right? That was some awesome work George.
oh yeah boy, the damage of the mosconi is the same than the joceline now
one shots all around
[QUOTE=krail9;47339594]wasn't there a small frame of invulnerability when taking damage to stop us getting melted by swarms of blue cops, but they fucked it a while ago and never fixed it?[/QUOTE]
This never happened, that was a myth. Someone proved it by logging damage over time and it was exactly the same as before.
Note that if the next shot exceeds the damage of the previous shoot, the invulnerability period doesn't work. It's always been like that.
Can somebody explain me the magical regen me and my crew gets when I cable tie/move the hostage?
Still cannot understand how exactly Hostage Situation card works.
[QUOTE=ElusiveBadger;47342224][URL="http://pd2skills.com/#/v3/mhJeBDa:eqnoKHIJeGCDa:tMiJFGCDa:ghIJEfbCa:fa:pA8::w71-1-7:s52-23-10-18-32:a4"]Good loud build?[/URL][/QUOTE]
not really.
no specialty. pick two classes and roll with it. all that way up in enforcer and no points in ammo specialty? definitely don't need all those points in ghost.
edit:
there's a new opening to the game, now. it's a heister starting up a car. presuming it's a lil' teaser for the car shop heist and for OK's cinematic director to get an excuse to film and work with some nice cars.
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