• PAYDAY 2 V3: Dreaming of PD:TH Heist Ports
    5,001 replies, posted
The swat turret van would've been better if they did something dynamic with it, like.. 20,000 turret health on overkill 50,000 van health and the ability to plant c4 to disable it. If the turret is destroyed the van should drive off for repairs and respawn at a later assault wave. If the van itself is destroyed/disabled then it's wreckage would block any additional van's from taking it's place. Funny how pocohud has it showing up as a spawned player sentry.
This is why Overkill needs to start churning out betas for basically everything significant added to the game. It's also important, because a public beta is the only time Overkill tries to maintain communication with the community, and you give people an outlet to voice their concerns and grievances. Their testing is really poor, and it's a mystery how some stuff like that slips through the cracks. Their priorities are also really warped, since they went out of their way to increase the height of the turret as opposed to, you know, making it a fun and entertaining enemy.
[QUOTE=Corndog Ninja;47344738][t]http://i.imgur.com/WDDaSUr.jpg[/t] thoughts on this mask?[/QUOTE] I like it more than the original, the only fault is the bottom of the flag peeping through but it blends in well.
[QUOTE=Notanything;47344804]This is why Overkill needs to start churning out betas for basically everything significant added to the game. It's also important, because a public beta is the only time Overkill tries to maintain communication with the community, and you give people an outlet to voice their concerns and grievances. Their testing is really poor, and it's a mystery how some stuff like that slips through the cracks. Their priorities are also really warped, since they went out of their way to increase the height of the turret as opposed to, you know, making it a fun and entertaining enemy.[/QUOTE] Proper beta testing for a few weeks would be nice. Considering how the community watches Overkill like hawks I'd think they would find like 95% of the bugs and balance issues really quickly.
So, anyone have a picture of this supposed weakpoint on the turret? I tried shooting at the underside where the laser was and it was doing zero damage. The thing shreds everything not behind a wall on Four Stores, bots in the line of fire die in seconds just like humans, and it sniped the driver on Watchdogs day one while my crew and I were on the escape point ready to go, disabling the escape and later killing us. I can't believe they did any testing other than making sure the thing actually spawned.
[QUOTE=GammaFive;47344782] Funny how pocohud has it showing up as a spawned player sentry.[/QUOTE] I'm p sure that's because it is virtually identical to a player sentry in everything except its model and team.
[QUOTE=SleepyAl;47344980]So, anyone have a picture of this supposed weakpoint on the turret? I tried shooting at the underside where the laser was and it was doing zero damage. The thing shreds everything not behind a wall on Four Stores, bots in the line of fire die in seconds just like humans, and it sniped the driver on Watchdogs day one while my crew and I were on the escape point ready to go, disabling the escape and later killing us. I can't believe they did any testing other than making sure the thing actually spawned.[/QUOTE] The lens where the lasers comes out from is the weakpoint, but that weakpoint is only exposed once you get rid of the armor plating. The armor plating itself, has no weaknesses, so the only way of removing it just mag-dumping whatever you can into it until it falls off. After that, then you can hit the exposed lens, and start doing some damage to the damn thing.
I really like the SWAT turret. Takes teamwork to take down. The power creep has been getting silly, about damn time they made something harder rather than easier. Earlier on GO Bank, the cage parts were dropped right next to the turret. We didn't realize it had a weakness so one of my teammates fired on it to get its attention while I ran next to it and grabbed the bags before it turned to face me. Later, when we escaped, we used the same tactic with me suppressing it while my teammates ran for the sewer. I really enjoy situations that require true coordination and planning. What a great addition.
[QUOTE=SGTNAPALM;47345061]What a great addition.[/QUOTE] except it makes solo play horrible
Acceptable losses. I'd rather they focus on making the cooperative aspect of the cooperative game more enjoyable before they cater to the niche that insists on playing a multiplayer game in singleplayer.
Are you fucking joking?
Absolutely not. Cooperative gameplay in cooperative games comes before single player. It's like bitching that you can't beat some maps in Sven Coop without teammates. Kinda missing the point of the game there.
Except it's totally different. Because Payday is designed to be playable solo.
yeah for real, I don't like the turret hugely. But I'd rather they focus on co-op in a co-op game than singleplayer [editline]18th March 2015[/editline] [QUOTE=KaptonJack;47345103]Except it's totally different. Because Payday is designed to be playable solo.[/QUOTE] I think "designed to be" is a little bit of a stretch. It's more of a bi-product of the co-op
[URL="https://steamcommunity.com/groups/pocomods#announcements/detail/234524892017974397"]For anyone interested, the developer of Pocohud has released a statement about the Spring Break event earlier today.[/URL] [quote]This is zenyr, a developer of PocoHud. Long story short, You may want to use HoxHud while SPRING BREAK as only HoxHud dev(s) are given patch data prior to the release. PocoHud is developed and maintained by a single personel - me - who has a full time job so it is near impossible to keep up with patches which are released at 5 am in the morning every single days. Kinda bummer to say this but OVK have not been like my contribution to the community to begin with. They (especially some beard guy who winks a lot) always ignored my questions and any trial to contact/report/fix issues altogether since the beginning and I am still being treated like a thin air to them. Mails tweets messages whatever. I can understand that they are not supposed to reply to every single noises so I kept it to myself but yeah, things are getting serious. (And who likes being treated their opinion as a noise? Personally I don't. Maybe I should be a bit better than this, *be less attention whore-ish, be thankful by not being kicked my ass off PD2*) So.. please keep calm and if you need stable HUD especially when force-restarting a game(there's virtually nothing that I can do about that since there I must dig into the deep abyss of *something-I-did-not-make* world) please use HoxHud while I'm having super bad time. I'll patch up more info as I become available agin, hopefully soon. Maybe I should chill a bit doing some *other than PD2* stuff. I'm not at the best moment these days. Opinions/suggestions are welcomed. If you have something to tell me you can use twitter(@zenyr) or email(zenyr@zenyr.com) as always. Thanks. [I]Also, fuckin' late.[/I] - Z // 18th Mar 2015 AM 11:12 GMT+9[/quote]
How are my builds? quiet: [url]http://pd2skills.com/#/v3/meGBDa:eDa:tgDa:gOLmHEfGbCda:fefCa:pR5::w40-5:s11-11-3:a1[/url] loud: [url]http://pd2skills.com/#/v3/mlhjefGBCDa:eHIEfgbDa:tJGcDa:ghECda:feDa:pa2R5::w40-5:s52-8:a6[/url]
[QUOTE=SleepyAl;47344980]So, anyone have a picture of this supposed weakpoint on the turret? I tried shooting at the underside where the laser was and it was doing zero damage. The thing shreds everything not behind a wall on Four Stores, bots in the line of fire die in seconds just like humans, and it sniped the driver on Watchdogs day one while my crew and I were on the escape point ready to go, disabling the escape and later killing us. I can't believe they did any testing other than making sure the thing actually spawned.[/QUOTE] [IMG]http://i.imgur.com/jL5Nriz.jpg[/IMG] edit: [QUOTE=Corndog Ninja;47345197]How are my builds? [/QUOTE] quiet: replace leadership with dominator. no need for silent killer, get camera loop. your hidden blade ace and shinobi ace are redundant. loud: seems fine, iunno.
[QUOTE=HAKKAR!!!;47345105]yeah for real, I don't like the turret hugely. But I'd rather they focus on co-op in a co-op game than singleplayer [editline]18th March 2015[/editline] I think "designed to be" is a little bit of a stretch. It's more of a bi-product of the co-op[/QUOTE] Yeah, I don't think it's really been tailored for SP for a long time. You can still do it, but it doesn't really get much attention from the devs these days.
[QUOTE=Corndog Ninja;47345197]How are my builds? quiet: [url]http://pd2skills.com/#/v3/meGBDa:eDa:tgDa:gOLmHEfGbCda:fefCa:pR5::w40-5:s11-11-3:a1[/url] loud: [url]http://pd2skills.com/#/v3/mlhjefGBCDa:eHIEfgbDa:tJGcDa:ghECda:feDa:pa2R5::w40-5:s52-8:a6[/url][/QUOTE] That loud build is kinda iffy... I mean I'm pretty sure you could get rid of the drills and nevers of steel and spend on something else probably dominator or inspire so you could Help out your teammates. If your relying mainly on your shotgun I would mostly recommend using the Mastermind and Enforcer skill trees only. They offer way more for a shotgun play style than the other trees.
[QUOTE=HAKKAR!!!;47345105]yeah for real, I don't like the turret hugely. But I'd rather they focus on co-op in a co-op game than singleplayer [editline]18th March 2015[/editline] I think "designed to be" is a little bit of a stretch. It's more of a bi-product of the co-op[/QUOTE] The fugitive skill tree is completely built around solo play.
Turrets add nothing to the game and are simply annoying. They're not a threat you can react to and disable. I've mag-dumped 400 42-damage rounds into the shield and it hasn't broken. People are giving up trying to attack them and are just ignoring them. They're just this invulnerable thing you run past as it spams shit at you. It isn't fun. It isn't challenging. It isn't something to overcome.
I feel like it should be a very low chance of happening, like a 10% chance per heist.
[QUOTE=Grimhound;47345468]Turrets add nothing to the game and are simply annoying. They're not a threat you can react to and disable. I've mag-dumped 400 42-damage rounds into the shield and it hasn't broken. People are giving up trying to attack them and are just ignoring them. They're just this invulnerable thing you run past as it spams shit at you. It isn't fun. It isn't challenging. It isn't something to overcome.[/QUOTE] Dunno, I've been heisting with a friend for hours and honestly, I find them really fun. It just adds to the "Oh SHIT!" factor even more than dozers (Which tbh are a fucking joke nowadays) and it's a huge relief when we finally take them out, with all team members trying to draw aggro so that the ones with RPGs can fire on them. Although I don't think they should have as much health as they do now, taking upwards from 6 rockets to kill.
[QUOTE=Maximo13;47345493]Dunno, I've been heisting with a friend for hours and honestly, I find them really fun. It just adds to the "Oh SHIT!" factor even more than dozers (Which tbh are a fucking joke nowadays) and it's a huge relief when we finally take them out, with all team members trying to draw aggro so that the ones with RPGs can fire on them. Although I don't think they should have as much health as they do now, taking upwards from 6 rockets to kill.[/QUOTE] I've taken to running past them like they're not even there. They aren't worth wasting ammo on. They aren't a threat unless you try to fight them. The biggest thing they do is block you from seeing incoming cops and marking them. That's about the limit of their actual threat. They're shit. They're pointless. They're a big, noisy obstruction on many maps. And it isn't even satisfying when you do kill them because they're so lackluster they just poof. The van doesn't explode. There's no gratification for the effort imparted to actually take them out. And if it's a matter of the limitations of the Diesel engine, then just remove them. Stop working on content, make Payday 3 on a better engine, and come back with that. Because shit's getting old at this point.
Christ, what's with the specials spawn rates on Overkill lately? I can barely walk across the lobby of Election Day 2 Plan C without getting shit on by 4 shields, 2 tazers, 2 cloakers and 3 bulldozers. Not to mention the no-collision, sprinting with 100% accuracy shotgun cops that deal 100 dmg across the map with no leg hitboxes, it's getting really repetitive taking out my HE Judge every 3 seconds. Shit, the spawn rates are even on par with DW now.
[QUOTE=Grimhound;47345468]Turrets add nothing to the game and are simply annoying. They're not a threat you can react to and disable. I've mag-dumped 400 42-damage rounds into the shield and it hasn't broken. People are giving up trying to attack them and are just ignoring them. They're just this invulnerable thing you run past as it spams shit at you. It isn't fun. It isn't challenging. It isn't something to overcome.[/QUOTE] Hahaha uwot m8. I just played an ovk hoxout and killed a turret with one drum of 42 dmg RPK ammo when it overheated. And I don't see why people think that thing is too accurate, if you're not playing deathwish dodge and running right in front of it most of the rounds are just hitting walls and cars
They'll probably nerf the SWAT turret soon if enough people complain about it.
The swat van on Watchdogs and Bank Heist is directly in front of your objective, and if you dont have suit speed or have to run parallel to its line of sight you're toast. My whole crew got downed trying to run past it on Watchdogs day 1 while it obliterated the escape in less than a second and we couldn't wait where the escape would spawn because it would snipe us. We got downed trying to climb the stairs there as it could shoot at us through the steps from far away. It's somewhat easy to avoid on other heists but its area denial at the absolute worst. It's not a fun game mechanic. It's boring and pointless to fight, is bullshittingly accurate, armored and powerful, and punishes a player making the simple mistake of being seen at any distance by shredding armor and health faster than a black Dozer. Just because elite players can deal with it doesn't mean its not a shitty gameplay mechanic. With the amount of bullshit already in the game, from low health FBI guys insta downing you, cops slicing health in half from melee, shield spam nearly requiring DLC to deal with, snipers no scoping you the second they appear and ripping through health, who thought more artificial difficulty was a good idea?
[QUOTE=Grimhound;47344724]I expected the van itself to be vulnerable and for it to be where you could plant C4 on it while someone distracts it and the C4 would one-shot it. But no. Just a thing on top of a static box. [B]Lazy and horrible.[/B][/QUOTE] I feel like it's worth re-posting this article from a while back. [url]http://kotaku.com/five-things-i-didn-t-get-about-making-video-games-unti-1687510871[/url] More specifically, #1, #4 and #5.
Honestly Coyote, most of the issue comes from the fucking things having 500,000 HP instead of the 50,000 that the streamers showed off.
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