A comment from Friday's update post: [quote]Just played the nightclub. I bought the loot pickup truck. And during the escape the bag were in the van. How the fuck is the possible?? Is there no point to buying the pickup truck anymore, if your loot is going to be in the van?? Overkill you need to pull your head out your ass bid time.[/quote]
Who cares about shit like this
[editline]a[/editline]
Well, I thought that he was complaining about those bags that appear in the van when you throw them in, didnt realize he meant during the actual escape missions themselves. Yeah I suppose it makes sense why one would wonder why the bags were there but still, it's kind of insignificant. Maybe the pickup truck dropped them off at the van's location or something.
[QUOTE=RichyZ;41958905]its actually a kinda legit complaint
it would deffo make the loot truck a good asset, considering its use right now is pointless (since its easy to get to the van)[/QUOTE]
Its a convenience, all the assets are
I've never used it, does it park a truck right next to the club?
[QUOTE=Ghost101;41958945]I've never used it, does it park a truck right next to the club?[/QUOTE]
As soon you grab the cash a truck will arrive close to the windows where the cash is located.
[QUOTE=kwk;41957234]My ticket hasn't been responded to yet :v:
It's the weekend, so I should be getting one soon.[/QUOTE]
When I do my "who wants a copy of this game", you better not ask for one :v:
[QUOTE=nomad1;41959002]When I do my "who wants a copy of this game", you better not ask for one :v:[/QUOTE]
Wait is he trying to refund a game that you gave him or what???
[QUOTE=nomad1;41959002]When I do my "who wants a copy of this game", you better not ask for one :v:[/QUOTE]
I already bought the game for another person in this thread, no need for that. Though, it's a great thing you're doing for everyone here.
I took a look at my paystubs, it appears I roughly made 700 - 800 dollars over the course of three pay periods...
...
I don't know where that money went I think college ate out again... I plan to do another game drop but I need to complete my "game" which you all have to play. In short it's a remake of the card drop at the end of each heist.
[QUOTE=nomad1;41959065]I took a look at my paystubs, it appears I roughly made 700 - 800 dollars over the course of three pay periods...
...
I don't know where that money went I think college ate out again... I plan to do another game drop but I need to complete my "game" which you all have to play. In short it's a remake of the card drop at the end of each heist.[/QUOTE]
if its cash will you pay us 3k
and if it's a weapon mod will you send that too
Masks also
[QUOTE=Mike Tyson;41959098]if its cash will you pay us 3k
and if it's a weapon mod will you send that too
Masks also[/QUOTE]
Cash will be 0 dollars. I can't afford to give people loads of money, I'm not garry :v:
(i'm referencing the humble bundle and how garry and notch were going back and forth with their money.)
[QUOTE=nomad1;41959065]In short it's a remake of the card drop at the end of each heist.[/QUOTE]
Here you might need [url=https://dl.dropboxusercontent.com/u/8375706/PD2%20Card%20selection.wav]this[/url] to make it feel authentic.
Here is what the players of PAYDAY 2 desire:
[url]http://steamcommunity.com/app/218620/discussions/0/864977025818214118/#p1[/url]
[QUOTE]PAYDAY 2 Update #FAKE1 is live!
The newest #Fake1 PAYDAY Patch is LIVE! I've been playing this game and was bored enough to think of this patch that will fix money, skills, and other balance issues.
This #Fake1 patch contains major changes to the following sections:
Assets completely revamped
Safehouse customization
Changes to weaker perks in skill trees
Ghost tree reworked to be useful in all situations
New Heists
New Enemies
More Weapons
TONS more!
So without further ado, the list for this mega update!
Menus & Options
Made the voice chat volume louder so you won't need to adjust the music and sound levels manually.
Added a scrollbar to Masks and Weapons once the correct upgrades have been activated.
Check your video settings for a new Borderless Fullscreen mode!
New option to choose color of outlines for objects such as trip mines, ammo bags, enemies, ect. Set to default but can be changed.
HUD
Added a key to toggle the HUD (Default unbound)
Added a key to take a picture of the game with no HUD (Default is F11) Pictures taken this way will have the PAYDAY 2 logo in the top left.
Screenshots are now saved in steamapps\common\PAYDAY 2\Screenshots
New option under gameplay to adjust the size of the HUD.
Gameplay
Added votekick to the game! You can finally get rid of pesky griefers! New keys are assigned by default: F2 (Vote Yes) and F3 (Vote No)
Added an option to vote for map restart (Non-Pro heists only) To prevent map abuse and RNG, it can only be used once per heist.
Heists have a small base money payout, but loot bags and instant cash items give LOTS more dosh, giving an incentive for players to complete objectives... and NOT blow up meth labs.
Cash cards now scale slightly better with your level, and there's a small chance of getting a large amount of money!
Increased the sound your character mutters when putting on their mask by a teeny tiny bit.
Assets
Assets have been completely redone to feel like cash is actually being used towards something
Medical bags and Ammo bags price has gone up by 50%.
Most other assets have had their prices increased but have been buffed, and there are more of them to choose from.
The Insider Man skill in the Mastermind tree now improves all your assets slightly when aced.
We are currently testing out a new style of assets where you can only pick one from a handful of beneficial ones. For example, your team may have to choose between five different assets (two stealth, two combat, one in-between), but can only choose one. Currently the system for this is not finished, but expect to see this feature shaping up in future patches with your help!
Difficulty
The new ACE difficulty is officially in the game! ACE heists will appear as a golden icon in Crime.net. These heists are extremely difficult and should only be attempted by those who want a new level of intensity! The reward for completing these heists are substantial compared to other difficulties.
Differences in ACE difficulty:
Disabled HUD.
You can only be downed twice before going to custody.
Cameras can't be broken to be bypassed.
Damage taken is increased by 1.4x
Special units are slightly faster and stronger.
Changes to spawning on certain maps to increase difficulty (Eg: Firestarter now has new spawns to safe + security)
ACE heists cannot be restarted.
Players cannot drop-in once the heist has started.
Rare events might happen that you've never seen before that will keep you on your toes!
Safe House
YOU CAN NOW CUSTOMIZE YOUR SAFEHOUSE!
At last, Players can choose to spend their hard earned cash on the different sections of the safe house. New rooms can be unlocked through leveling and spending money - LOADS of money!
Some of these new areas include:
A black market room with a secure connection to the best arms deals. Lets you buy a few stock upgrades such as silencers, scopes, and mags. You can buy better and different upgrades as you upgrade this room. Three random attachments that change daily can be bought at a high price.
You can upgrade your Mask & Weapon room to hold more. No longer are you limited to 8 masks and 9 weapons!
A display room to show off your custom masks and guns.
Other misc rooms and hallways that connect to other parts of your Safehouse to show your wealth.
Each room has several different layouts, which vary in style and price.
So... What good would the safehouse be if nobody could see it? Now players can finally join other friends safehouses through the click of an invite! It's time to finally show off all your hard work - but remember, nothing is free!
Skills
All players will recieve their skill points back due to the rebalancing of many skills.
MASTERMIND:
Inside Man has swapped places with Black Marketeer due to the overhaul to assets.
Combat Medic ACE: Slightly increased health gain on OVERKILL and ACE. (now 1/4 health)
Black Marketeer BASIC: Guns and attachments get a 25% reduction in cost. (up from 5%)
Black Marketeer ACE: Up from 20% to 25% for 50% reduction.
Smooth Talker ACE: Marked enemies are outlined until dead, no longer overidden by teammates mark.
Inside Man ACE: Now increases the teams effect of assets in levels. Ammo & Medic bags bought by asset have one more charge. (See Maps for more specific details)
ENFORCER:
Tier 6 bonus down to 30% more health (was 40%)
Bullet Storm BASIC: Changed from 5 seconds to 2.5
Bullet Storm ACE: CHANGED: The first person to pick up ammo from your bags now gets 2 seconds of unlimited ammunition.
Underdog: Damage buff for ACE is now 15%. Now has a very light sound indicator for when it's activated.
Stun Resistance BASIC: Changed - Flashbangs effects are 60% less intense. (NOTE: Duration of flashbangs still stays the same.)
Stun Resistance ACE: Changed - Flashbangs last only 75% of the original duration.
Tough Guy BASIC: Now makes you immune to knockdown from melee attacks in addition to the current camera shake buff.
Tough Guy ACE: Upped bleedout time from 25% to 50%, also lets you takes 60% more damage before being disabled while downed.
Portable SAW ACE: Made descripton slightly more accurate, ("The OVE9000 portable saw gains an additional blade.")
TECHNICIAN:
You can now move Sentry guns! Hold F while looking at one to pick it up, and then hold F to place it down. You will move slightly slower and be unable to use weapons while carrying it around.
Tier 1 Bonus gives Mask & Weapons crafting AND Safehouse upgrading a 3% discount (up from 1%)
Tier 3 Bonus gives Mask & Weapons Crafting AND Safehouse upgrading a 7% discount (up from 3%)
Tier 4 Bonus lowered to 15% more headshot damage, but also gives your sentry guns 50 more ammo (75 with Sentry Combat Upgrade)
Tier 5 Bonus gives Mask & Weapons crafting AND Safehouse upgrading a 10% discount (up from 5%)
Rifleman ACE: Smoother mouse movement when used with M301.
Unlocking The Sharpsooter ACE: Tooltip now correctly says "recoil" instead "mobility"
Combat Engineer ACE: Trip mines on sensor mode will give enemies that walk by them a purple outline for .5 seconds along with their audio cue.
Improved Crafting BASIC: The 10% bonus now applies to both Weapons and Mask Crafting.
Improved Crafting ACE: The discount now applies to Safehouse upgrades.
Shockproof BASIC: Interacting with a tazed teammate or tazer that is firing now stops the tazing.
Shockproof ACE: Now makes you immune to tazers.
Mag Plus BASIC: Now a 10 mag bonus on rifles, 5 on pistols (up from 5)
Bulletproof ACE: Now gives crew an armor buff as well (20% more armor)
GHOST:
Ghosts now start with two ECM Jammers instead of one.
Tier 1 bonus gives 5% dodge initially, but an additional 3% for each tier in the ghost tree unlocked afterwards (for a total of 20%)
-Tier 2 bonus changed from 20% weapon swap time to 25% less suspicion
-Tier 3 bonus changed from 15% dodge chance to 15% more damage on SMGs
-Tier 4 bonus changed from 25% less suspicion to 50% less weapon swap time.
-Tier 5 bonus changed from 50% less weapon swap time to 25% headshot damage.
-Tier 6 bonus also gives 30% more money on team instant cash pickups in addition to the 10% PAYDAY bonus. Stacks with Dead Presidents.
Fast Hands has swapped places with Dead Presidents in the skill tree.
Dead Presidents: Now affects the whole teams instant cash pickups! Changed description to "Adds additional value to loot that your team picks up"
Chameleon ACE: Also decreases visibility even more (10% less visibility)
Cleaner BASIC: Special damage changed from 5% to 10%
Cleaner ACE: Increased throw distance of body bags by about 20%
Martial Arts BASIC: Also decreases time between melee attacks by 33%
Martial Arts ACE: Now makes you immune to knockdown from any melee strike.
Nine Lives BASIC: Description is more clear, also gives 25% more bleedout time (Stacks with Tough Guy)
Nine Lives ACE: Changed to "You are invunerable for 2.5 seconds after being revived. You take less damage (30%) and have a better dodge chance (15%) while reviving teammates"
Silent Killer BASIC: Now gives 25% more damage to silenced weapons (up from 10%)
Silent Killer ACE: Now gives 25% more headshot damage to silenced weapons (Was 20% more damage)
ECM specialist BASIC: Gives an additional ECM Jammer, for a total of three
ECM Specialist ACE: Gives 25% longer duraction in addition to opening doors.
ECM Overdrive BASIC: 25% longer duration, Adds a toggleable to the ECM Jammer that has a chance to incapacitate enemies.
ECM Overdrive ACE: Your ECM can now be thrown at a distance, and adds another 50% to the duration.
Lockpicking Expert BASIC: Swapped with original ACE: You can now crack safes by hand. Uncuffing teammates or yourself is also 35% faster.
Lockpicking Expert ACE: Swapped with original BASIC. Lockpicking is 60% faster (from 25%). Uncuffing teammates or yourself is another 35% faster (70% total).
ECM Feedback is removed and is replaced with...
Adrenaline Rush BASIC: If you are spotted by a guard but the cops have not been called, slo-mo will active. Slo-mo achieved this way can only happen twice in one heist.
Adrenaline Rush ACE: Guards can only see you from 75% of the original distance.
Moving Target BASIC: You can now run in any direction.
Moving Target ACE: You can now semi-sprint while carrying bags. (50% faster movement, double stamina drain)
Weapons
Rebalanced the cost of weapons and attachments.
Reattaching an attachment that was on the gun previously shouldn't cost money anymore.
-New weapon camos for gun exteriors! You can get these on PAYDAY from weapon cards!
Also added weapon materials for attachments - also rare drops from PAYDAY weapon cards!
New attachment for rifles - Sighted scopes. Gives enhanced zoom at the cost of mobility and high visibility.
Added a very special weapon: The Brenner 21!
Rifles:
All rifles are slightly more accurate when firing from the hip.
AMCAR magazine increased to 25 from 20, and max ammo to 200 from 180
Shotguns:
Reinfeld 880 damage slightly lowered.
IZHMA 12G damage slightly lowered.
Mosconi 12G damage slightly lowered.
Mosconi 12g max ammo down to 20 from 26
Locomotive damage slightly lowered.
Locomotive max ammo down to 24 from 30
All shotguns damage has been lowered so that they aren't outperforming rifles on higher difficulties.
Submachine Guns:
The Para, Compact 5, Mark 10 and CMP have slight damage boosts to them. Should now feel slightly stronger than a sneeze.
Mark-10 max ammo is now 100 (up from 80)
Pistols:
The Chimano no longer shoots crumpled up newspaper - it now shoots frozen peas for slightly more damage.
Same goes for its big brother, the Bernetti 9!
The Bronco now has 36 ammo maximum. (up from 30)
Crime.net
Filters should now stay after finishing a heist or quitting the game!
Heists can now be taken one difficulty higher than shown, but the heist cannot be restarted and is not considered pro. (Cannot go past Overkill difficulty)
A new filter to search for specific heists being hosted.
Offline mode now lets you pick any heist along with difficulty, but with less cash and experience rewards. Faster 1 day heists have greatly reduced rewards to prevent leveling abuse.
PLEASE NOTE: You still get full rewards from missions generated from Crime.net
HEISTS
Reduced the chance of having escape maps appear on 1 Day heists. Doing any heist without getting the cops called will give you a 100% chance of going to the next map with no escape.
Added a new heist - Hellbound (2 day heist)
You have been given information of an important target on a train that you must board and take hostage. You must then negotiate with the cops on an amount of cash, or you can choose to escape with him.
The longer you hold out, the better the rewards. There is a possibility of the cops not agreeing with your negotiations, and other rare events...
Your choice effects what happens on Day 2: if you trade him over then you must hold out at the platform of train station until your escape arrives.
If you choose to escape with him, then you learn where he was headed - The Garnet Group Skyscraper. You are dropped off on the roof and make way down the top five floors to steal a set of rare jewels. (Sound familiar..?)
UKRAINIAN JOB:
No longer a Pro heist.
Opening the left windows should not set off the camera immediatly anymore.
Getting the cops called now makes the escape van leave shortly afterwards, like in Jewelry Store.
UKRAINIAN JOB CHANGED ASSETS:
New Assets: Added Ammo and Health dropoffs, both containing only two charges. Can be found behind the building in a corner.
Insider Man ACE gives a conveniently placed truck which can provide cover while leaving the left alley (if you are facing the store)
JEWELRY STORE:
Hotdog vendor now has lines to say to the policemen!
JEWELRY STORE CHANGED ASSETS:
Insider Man BASIC now has a purchase option for a risky driver that lets the van stay for ~10 seconds after police are called.
FOUR STORES:
SWAT vans will now appear after several minutes into the first assault to drop off more SWAT.
RATS:
Assaults on Day 3 will have a noticeable SWAT attack from both sides of the bridge, but there will be less on both sides.
RATS CHANGED ASSETS:
Added a Sniper you can purchase to watch you in the main alleyway on Day 2, he will help you take out a few cops before having to retreat.
Insider Man BASIC now unlocks "Ace Escape Pilot" on Day 3. The escape heli will move slightly closer to the bus.
MALLCRASHER:
Added slightly better chances of getting loot in the safes.
There are now more people waiting in line for coffee!
Slightly decreased chance of escape map happening compared to other maps.
MALLCRASHER CHANGED ASSETS:
Ammo bag and Medic bag have better posistions and are located on the second floor.
FRAMING FRAME
The guard at the front will sometimes lose interest in what he is watching on Day 1.
FRAMING FRAME CHANGED ASSETS:
Insider Man BASIC will allow you to see where the paintings are on the blueprints, marked with red dots - very expensive purchase!
FIRESTARTER
Added a line to Bain that suggests finding jet fuel canisters if the players take too long on Day 1.
Changed the outfits that Dallas, Hoxton, Wolf and Chains wear on Day 2.
BIG OIL
Removed the psychic ability between the biker gang members, so killing one person alone won't alert the whole buildings.
You now move A TINY BIT faster when carrying the engines on Day 2.
One of the clip boards with the information you need will always be in the lab.
Changed the outfits that Dallas, Hoxton, Wolf and Chains wear on Day 2 to be more appropriate.
BIG OIL CHANGED ASSETS:
Insider Man ACE allows the ammo drop by Alex to always get two bags to the ground.
WATCHDOGS:
Made the unarmored transport slightly stronger (It should live another 5-10 seconds)
Added the ability to place boards on the walkway for extra cover
There are SLIGHTLY more normal swat added into the mix on Very Hard and Overkill difficulty
Changed the outfits that Dallas, Hoxton, Wolf and Chains wear on both days.
WATCHDOGS CHANGED ASSETS:
Insider Man ACE gives better sniper posistion on Day 2.
Added spotlights as an asset for better lighting outside on Day 2.
NIGHT CLUB:
One or two more people have a chance of spawning outside of the club.
Added four new tracks to the DJ's music selection (PAYDAY: THE HEIST players should notice these tracks!)
Now a random chance of spawning 2 to 8 stacks of cash on the poker table.
Added a small chance to spawn more crazy dancers.
Fixed Bad Music being really quiet. Added two new bad music tracks!
New rare events have been added to the map - maybe the Mendozas have some coke in the back they're dealing with...
NIGHT CLUB CHANGED ASSETS:
Insider Man ACE lets teammates place gas cans at the front entrance.
Insider Man ACE lets the loot truck now comes 33% faster.
Loot truck now has a chance of coming in the back alleyway instead of from the side of the club.
(More assets will be added and tested as time goes on)
ESCAPE MAPS
There is a slightly higher chance that someone will be downed at the start of each escape map, but no more than two people will ever be downed.
The van now comes a little faster if you have no loot bags.
PARK
Added a chance for construction crew to be near broken pipes.
Added a few more people to the inside of the park.
Fixed a bug where players could get stuck on the stairs in the middle of the park when runnning up the middle of them.
CAFE:
You can enter the cafe now, look for extra loot in the place while you wait!
The building nearby can also be broken into and entered for cover.
Increased amount of normal swat that come out now to raise the difficulty slightly.
STREET:
Should be able to open the cashiers now. Sometimes a safe spawns in the back.
Chance of the helicopter coming on the other building instead of the one you start in.
OVERPASS:
Cops now are more agressive if you camp out where the helicopter will land.
The door to one of the helicopter pickup spots starts closed about 75% of the time now.
GARAGE:
The time to get to the van on higher difficulties is lowered.
Enemies
You can now cable tie civilians who haven't noticed you yet, complete with duct-tape and all!
Added a new kind of SWAT that looks similar to the Heavy SWAT seen in PAYDAY: The Heist. They are stronger, deal more damage, and are more numerous than HEAVY SWAT, but lack the 100% bulletproof protection vests.
Added Cloakers! They spawn in small groups and can take you down with handcuffs. It take 2.5 seconds to uncuff someone on Overkill (without Lockpicking Expert)
Bulldozers take slightly less shotgun damage now, but Enforcers should not notice a difference.
FBI have a little more health now on all difficulties.
Animations
Added animations to setting up ECM Jammers, Charges, Ammo Bags and Medic Bags! You will see a "ghost" of where you are placing the object while the animation plays.
New reloading animations for pistols with extended mags - it should no longer clip into the players hand.
Players who are down and disabled will now raise their hands in agony the last few seconds before going to custody.
Network
Hosts can no longer kick players while in the results or PAYDAY menus.
Added music synchronization between clients! Now criminals will get the same music in the heist.
Thank you for giving us your support and hope that this patch ensures a whole week filled with awesome heisting!
RTMP
Not OVERKILL - Just some guy
(But for real, if you want to use any of these ideas OVERKILL...)[/QUOTE]
[QUOTE=Ca5bah;41959357]Here is what the players of PAYDAY 2 desire:
[url]http://steamcommunity.com/app/218620/discussions/0/864977025818214118/#p1[/url][/QUOTE]
A lot of this would actually fix the game
Yeah, that sounds pretty good. I especially like the sound of tying down civvies that haven't noticed you. I always wondered why you don't just cuff them and force them to the ground. Maybe make it take a little longer, but it'd get rid of the weird situations where they just ignore you and then spazz out. The market idea is great, too.
[QUOTE=Ca5bah;41959357]Here is what the players of PAYDAY 2 desire:
[url]http://steamcommunity.com/app/218620/discussions/0/864977025818214118/#p1[/url][/QUOTE]
I think most of the skill tree rebalancing in that is a lot of opinions and favoritism. Maybe that's just me but other than some obvious tweaks (Making Techs more relevant than just placing/fixing drills or C4 and Ghosts being good for sneaky heists only), I think that not much needs to be changed. Especially reading those dreamt up asset ideas makes me cringe.
[QUOTE=Ca5bah;41959357]Here is what the players of PAYDAY 2 desire:
[url]http://steamcommunity.com/app/218620/discussions/0/864977025818214118/#p1[/url][/QUOTE]
ENFORCER
Tier 6 bonus down to 30% more health (was 40%)
Bullet Storm BASIC: Changed from 5 seconds to 2.5
SHOTGUNS
Mosconi 12G damage slightly lowered.
Mosconi 12g max ammo down to 20 from 26
How about you back the fuck off and get away from my forcer
I haven't gone through that yet but I will say Tech should just get a composite drill (or alloy drill) that opens safes in half the time doesn't jam (or very rarely jams) unless a law enforcer kicks it. To offset it, Law Enforcers will be much more inclined to attack this drill, forcing you to guard it anyway.
IZHMA 12G damage slightly lowered.
lol, okay
[QUOTE=Nemisis116;41959526]ENFORCER
Tier 6 bonus down to 30% more health (was 40%)
Bullet Storm BASIC: Changed from 5 seconds to 2.5
SHOTGUNS
Mosconi 12G damage slightly lowered.
Mosconi 12g max ammo down to 20 from 26
How about you back the fuck off and get away from my forcer[/QUOTE]
Enforcer is completely OP. There are 2 choices to fix this: Nerf shotguns (since Enforcers already have buffs in their tree) or Buff assault rifles/SMGs for the other classes.
Why does enforcer need a nerf again?
[QUOTE=Zadrave;41959585]Why does enforcer need a nerf again?[/QUOTE]
Because dumb people don't understand what the Enforcers role is
[QUOTE=Nemisis116;41959586]Because dumb people don't understand what the Enforcers role is[/QUOTE]
Only thing I see needing a change out of any tree is Ghost, needing a buff
pop pop watchin mothafuckas drop
[url]http://www.pd2skills.info/#/profile/fuckyoshitimbulletproof/[/url]
[QUOTE=Ca5bah;41959357]Here is what the players of PAYDAY 2 desire:
[url]http://steamcommunity.com/app/218620/discussions/0/864977025818214118/#p1[/url][/QUOTE]
I wouldn't mind seeing this in an actual patch.
But eh, I don't really agree with the enforcer nerfs.
[QUOTE=VietRooster2;41959605]pop pop watchin mothafuckas drop
[url]http://www.pd2skills.info/#/profile/fuckyoshitimbulletproof/[/url][/QUOTE]
Holy fuck
That's my exact build right now at level 100
You predicted me, you won
Nerf Bulletstorm?
Fuck off. I enjoy spraying like an idiot with my AK.
AK ALL DAY.
Why do people have such a god damned issue with Bullet Storm? 10 seconds aced is more than reasonable and you aren't going to be soloing the entire police force with it. 2.5 seconds would be utterly useless except for a free kill or two if you instantly had a target to snap to.
Besides that, I agree with the list.
[QUOTE=Zadrave;41959585]Why does enforcer need a nerf again?[/QUOTE]
Enforcer doesn't need a nerf, shotguns need a nerf.
[QUOTE=Ca5bah;41959790]Enforcer doesn't need a nerf, shotguns need a nerf.[/QUOTE]
Pfft, shotguns have been outclassed by pretty much every gun since the original doom stopped being a thing.
Can't they just make AR's stronger/better at penetrating armour instead of nerfing shotguns
[QUOTE=Ca5bah;41959790]Enforcer doesn't need a nerf, shotguns need a nerf.[/QUOTE]
Entire team has shotguns?
Have fun taking down snipers.
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