Late to the conversation from a few pages back about people getting kicked because the host is a dick.
My friends and I have a system in place for if one of them wants to join while we're hosting a lobby with pubs. The rule is a pub does not get kicked for you unless they are doing something detrimental to the team, such as going to grab ammo from the dead cops outside the bank, or grabbing ammo or health from a bag when they clearly don't need it yet, etc.
One of my friends who I don't play with often threw a hissyfit because we refused to kick a pub on Watchdogs day 2 while he was being helpful which means he couldn't get 500k spending dosh for no work.
[QUOTE=Niklas;39891757]The first Pay Day was good, but felt to arcadey at times, like they said in the video many described it as left 4 dead with cops. If they make it more in depth this will be an instant purchase for me.[/QUOTE]
Agreed. At times the first game felt way too absurd. The police didn't seem to care if you had hostages and would needlessly sacrifice hundreds of officers to try and stop you from taking a couple thousand dollars from the vault.
I was hoping for less combat and more tension and management. Instead, the first game felt more like a warzone than a heist.
[QUOTE=Plattack;41728528]The rule is a pub does not get kicked for you unless they are doing something detrimental to the team, [b]such as going to grab ammo from the dead cops outside the bank[/b], or grabbing ammo or health from a bag when they clearly don't need it yet, etc. [/QUOTE]
Hey if they can handle it then what's the problem? It keeps them from dipping into the ammo bag.
My rule for health bags is go down once behind cover, get revived, and once you hit 1/4th health en route to your second downing, use a charge.
[QUOTE=Gray Altoid;41728563]Hey if they can handle it then what's the problem? It keeps them from dipping into the ammo bag.[/QUOTE]
Not when they get downed because it's on overkill and they do it repeatedly. If they can pull it off that isn't exactly being detrimental is it?
[QUOTE=Plattack;41728647]Not when they get downed because it's on overkill and they do it repeatedly.[/QUOTE]
Well that wasn't mentioned, so of course that's a kick.
[QUOTE=Steven :D;41724523][t]http://cloud-3.steampowered.com/ugc/578995821166668303/742DAD2860322C6957B99DEB1881486C7880E5CC/[/t]
You weren't the first, nor will you be the last. May the rainbow guide you forwards, and anyone else following the path of the Rainbow.[/QUOTE]
[IMG]http://gyazo.com/bdbea10bb6f4b2c0cafc12e7d1543d64.png[/IMG]
stay out of my territory
[QUOTE=Tiesno;41728708][IMG]http://gyazo.com/bdbea10bb6f4b2c0cafc12e7d1543d64.png[/IMG]
stay out of my territory[/QUOTE]
This is your brain on Electric Center
[QUOTE=Tiesno;41728708][IMG]http://gyazo.com/bdbea10bb6f4b2c0cafc12e7d1543d64.png[/IMG]
stay out of my territory[/QUOTE]
It returns...
[QUOTE=Tiesno;41728708][IMG]http://gyazo.com/bdbea10bb6f4b2c0cafc12e7d1543d64.png[/IMG]
stay out of my territory[/QUOTE]
Reminds the Heaven Smiles from Killer 7 if you remove the ball and add a evil smile to him
[t]http://cloud-2.steampowered.com/ugc/613899348193055581/F1B710606814C2166E05FB8F8A3AAD7AFBA85409/[/t]
welp since I played with a random pub cheater time to get banned!
kidding
[QUOTE=Boba_Fett;41728532]Agreed. At times the first game felt way too absurd. The police didn't seem to care if you had hostages and would needlessly sacrifice hundreds of officers to try and stop you from taking a couple thousand dollars from the vault.
I was hoping for less combat and more tension and management. Instead, the first game felt more like a warzone than a heist.[/QUOTE]
And this is why them changing the amount of cops to Payday 1 level is complete nonsense. It becomes really grindy combat wise, and you lose ammo way too fast when enemies that are invincible everywhere except for their limbs show up en masse.
[QUOTE=swampie;41727853][img]http://images.vg247.com/current//2013/08/payday-2-launch-shots-4.jpg[/img]
Why can we not one hand weapons in the full game?
[sp]also the civs seem to help eachother[/sp][/QUOTE]
that's just a setup screenshot from the devs, they do that with a lot of them
I ever wonder if anyone had suggested different ammo types, since PD2 had gone the way to customizing more compared to the first one. They would be weapon mods, but as balancing them (like armor-piercing rounds because it feels like a direct upgrade due to always armored units.) it's either having a low ammo pool count compared to their original ammo counterpart and having them as a rare, infamous drop. But it might as well be a useless, gimmicky suggestion.
Just a thought that had crossed my mind.
[QUOTE=Gray Altoid;41729115][t]http://cloud-2.steampowered.com/ugc/613899348193055581/F1B710606814C2166E05FB8F8A3AAD7AFBA85409/[/t]
welp since I played with a random pub cheater time to get banned!
kidding[/QUOTE]
Wait, what was the heist? I don't recall seeing a wall safe like that anywhere.
[QUOTE=Demeschik;41729492]Wait, what was the heist? I don't recall seeing a wall safe like that anywhere.[/QUOTE]
Four Stores, the Pear Store.
Guh, I've been having terrible luck with pubbies. I swear to god if I had a nickel for everytime they shot at a converted enemy or a surrendered cop after I warned them several times, I'd be a richer man than I already am.
[img]http://cloud-2.steampowered.com/ugc/613899348192969448/80A68ED242CCC2A70B78B8C1C13A4D626B8FB6BE/[/img]
and i'm pretty fucking rich
[QUOTE=Jad Hinto;41729604]
[img]http://cloud-2.steampowered.com/ugc/613899348192969448/80A68ED242CCC2A70B78B8C1C13A4D626B8FB6BE/[/img]
and i'm pretty fucking rich[/QUOTE]
How much cash is that?
I'm level 30 and I still haven't had a mask drop. I've gotten tons of cash and colors, though.
It'd be nice if, assuming Overkill does a trading system, that it's more of a barter, 1 for 1 trade system, so that it can't be monetized or anything and turn the game into PaydayFortress.
[QUOTE=legolover122;41729671]How much cash is that?[/QUOTE]It's a bit old since it was before I stopped for the night, but somewhere in 3,000,000.
I wonder what is the cash limit the vault can hold. Maybe at certain point the entrance will be blocked by all your money.
I imagine that, once it gets to a certain point, it'll switch to stacks of gold or something.
[QUOTE=Doctor Zedacon;41729874]I imagine that, once it gets to a certain point, it'll switch to stacks of gold or something.[/QUOTE]That'd actually be really cool.
[QUOTE=xdude15;41729443]I ever wonder if anyone had suggested different ammo types, since PD2 had gone the way to customizing more compared to the first one. They would be weapon mods, but as balancing them (like armor-piercing rounds because it feels like a direct upgrade due to always armored units.) it's either having a low ammo pool count compared to their original ammo counterpart and having them as a rare, infamous drop. But it might as well be a useless, gimmicky suggestion.
Just a thought that had crossed my mind.[/QUOTE]
Here's how I'd balance it:
[U]Armor-piercing Ammunition:[/U]
+ Pierces SWAT and FBI Armour
+ Pierces SWAT Shields (Not FBI Shields)
+ Recoil due to stronger propellant
- Damage due to overpenetration
- Accuracy due to weapon stress
- Ammunition due to weapon stress
(not available on shotguns)
[U]Hollow-point Ammunition:[/U]
+ Accuracy due to bullet dynamics
+ Damage to Unarmoured Targets
- Damage to Armoured Targets
- Damage over range
(not available on shotguns)
Hollow-point might not be very great in a game where 99% of your enemies are armoured, but I guess if you want a gun dedicated for stealth (to counteract the silencer penalty) or shooting gangsters, then you could use it.
Nevertheless, these probably aren't possible, because I don't think the engine takes armour / range into account anyway. Or if it does, the visible stats don't reflect it.
[QUOTE=Mr. Someguy;41730089]
[U]Hollow-point Ammunition:[/U]
+ Damage to Unarmoured Targets
[/QUOTE]
So it only works on Civilians?
[QUOTE=PaChIrA;41730105]So it only works on Civilians?[/QUOTE]
That no russian guy would have a blast with hollow point rounds, in that case.
[QUOTE=Neurologics;41730130]That no russian guy would have a blast with hollow point rounds, in that case.[/QUOTE]
Nah I think he'd like over penetration so he could cause more damage.
[QUOTE=Mr. Someguy;41730089]Here's how I'd balance it:
[U]Armor-piercing Ammunition:[/U]
+ Pierces SWAT and FBI Armour
+ Pierces SWAT Shields (Not FBI Shields)
+ Recoil due to stronger propellant
- Damage due to overpenetration
- Accuracy due to weapon stress
- Ammunition due to weapon stress
(not available on shotguns)
[U]Hollow-point Ammunition:[/U]
+ Accuracy due to bullet dynamics
+ Damage to Unarmoured Targets
- Damage to Armoured Targets
- Damage over range
(not available on shotguns)
Hollow-point might not be very great in a game where 99% of your enemies are armoured, but I guess if you want a gun dedicated for stealth (to counteract the silencer penalty) or shooting gangsters, then you could use it.
Nevertheless, these probably aren't possible, because I don't think the engine takes armour / range into account anyway. Or if it does, the visible stats don't reflect it.[/QUOTE]
Ammunition choices would be interesting. You're right, most enemies are armored so you'd probably just need to go between lightly vs heavily armored or something.
The start of a heist when the small amount of weak cops come in feels the best to me, after that it's kind of grindy and arcadey.. Wish they would balance that out more.
[QUOTE=Darkslicer;41730790]The start of a heist when the small amount of weak cops come in feels the best to me, after that it's kind of grindy and arcadey.. Wish they would balance that out more.[/QUOTE]
I think I would prefer it if they reduced the number of cops, increased their accuracy, and made the changes to the FBI Heavy I proposed earlier.
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