• PAYDAY 2 V8 - Mint-Condition Thread
    5,002 replies, posted
[QUOTE=Guiboune;49829721]Guys, when was last year's Spring Break event ? PS. If you answer "last year", you deserve a sarcastic high five. Unrelated PS. How do you even rate posts on this forum ?[/QUOTE] You need to have 50 or more posts. It is there to stop bots making accounts and spamming ratings.
[QUOTE=Guiboune;49829721]Guys, when was last year's Spring Break event ? PS. If you answer "last year", you deserve a sarcastic high five. Unrelated PS. How do you even rate posts on this forum ?[/QUOTE] The 13th to the 21st of March.
[QUOTE=Pyraax;49787626]I felt like making a bingo card [t]http://i.imgur.com/X0N0WzS.png[/t][/QUOTE] I know this was posted days ago but I strongly feel "Everyone fixes the same drill" belongs on the chart [t]http://images.akamai.steamusercontent.com/ugc/317872565978324688/BB385B6E447990A7EA5E338029B719C01E686BD2/[/t] Fucking hell.
I'm okay with Rouge Dodge but shit like Low Blow, Swan Song, the Grinder Perk Deck and Low Blow more or less trivialize everything. At least they fixed Swan Song's duration resetting if you got tased.
So uh, anyone else like using Crook and being an armor-dodge hybrid? :pudge:
[QUOTE=Chiv;49830777]So uh, anyone else like using Crook and being an armor-dodge hybrid? :pudge:[/QUOTE] sometimes but somehow i dodge more with crook compared to rogue for some reason :T
[QUOTE=DS_;49829597][IMG]http://i.imgur.com/GScD3HV.png[/IMG] [IMG]http://i.imgur.com/uqFB22a.png[/IMG][/QUOTE] ICTV without ghost/fugitive skills is painful for me. So slow.
I usually run ICTV and sometimes ICTV + Bulletproof, because being my own Bulldozer is fun as fuck. For extra fun, I'll bring my bipod MG 42 and turn myself into a mounted gun. On Deathwish (which I played a little) I can see Armour sucking, the CTV goes down in like 4 hits and anything less is just worthless. The ICTV isn't good either, ICTV + Bullet Proof is less tanky than just ICTV on Overkill. Meanwhile my friend with the dodge build is running infront of Skulldozers and SWAT Turrets and barely getting scratched. It only makes Deathwish less appealing to me, not because I can't be a literal tank, but because one playstyle is [I]heavily[/I] nerfed while the other is seemingly untouched. The spike between Overkill and Deathwish is insane too, you go from needing minimal coordination and solo'ing black Bulldozers, to requiring everyone stay close and gang up on green Bulldozers. The challenge is nice for once, but the minmaxing of a single playstyle is lame.
It is my personal opinion that the spike between overkill and death-wish is extreme and i wish that they would make a new difficulty level in between to two as a good mid-ground to practice before making a jump to death-wish. Like, the enemy health and numbers of overkill, with the enemy proficiency of Death-wish and Skulldozers. Call the new difficulty Death-wish and rename the original Death-wish to "Death Sentence" i'm sure there's probably another way to handle the situation, but the spike is rather drastic, to the point where Overkill is the new normal mode and Death-wish is survival mode
Yeah, the difficulties in this game are pretty strange. Really wish Overkill would rebalance all of them. Normal is a waste of time. Hard is a waste of time. Very hard is for first-time playing a new heist in solo with a crappy build. Overkill is normal difficulty. Deathwish is tryhard min-maxing mode.
[QUOTE=Guiboune;49831907]Yeah, the difficulties in this game are pretty strange. Really wish Overkill would rebalance all of them. Normal is a waste of time. Hard is a waste of time. Very hard is for first-time playing a new heist in solo with a crappy build. Overkill is normal difficulty. Deathwish is tryhard min-maxing mode.[/QUOTE] This. So fucking much this. When a friend of mine bought the game some time ago, he kept asking me why I was so adamant on not playing below Overkill. I feel like there's basically no noticeable gameplay difference between Normal, Hard and Very Hard. They're all too easy to be taken seriously. The only thing keeping me from getting the difficulty masks is how tedious the heists are on Hard and Very Hard. You're doing the usual thing except it's too easy and gives you laughable EXP and cash rewards.
I wish Overkill would look into changing normal units and specials. Especially the Bulldozer, he doesn't even feel like a threat anymore. First of all, in my opinion, explosive stun needs to be removed entirely or be shortened to 0.5s-1s or something, and it shouldn't stop Dozers from moving. Stuns turn them into a complete joke. RPG should be nerfed too, to ~2000 damage or less, it's also very bullshit against them. Greendozers right now are huge meatbags that don't do anything. I feel like they should shoot a little bit faster and have higher range. I also wouldn't mind if they could run, these guys are just waaay too underpowered. Blackdozers, on the other hand, should have lesser range but retain the same firerate, it's not bad. Skulldozers seem to be fine. In PD:TH seeing a single Dozer made the entire team focus on taking him down ASAP, and in PD2 you can very often see 2 Blackdozers and 1 Skulldozer coming alongside each other and people just spam explosives and take them down without even feeling threatened. It's not fun, imo. I'd also love to read your suggestions, guys. Balance is completely fucked.
I feel like if the RPG was to be nerfed like yours, it should have an extended stun, otherwise why not bring a Thanatos?
[QUOTE=Meidi;49832161]I wish Overkill would look into changing normal units and specials. Especially the Bulldozer, he doesn't even feel like a threat anymore. First of all, in my opinion, explosive stun needs to be removed entirely or be shortened to 0.5s-1s or something, and it shouldn't stop Dozers from moving. Stuns turn them into a complete joke. RPG should be nerfed too, to ~2000 damage or less, it's also very bullshit against them. Greendozers right now are huge meatbags that don't do anything. I feel like they should shoot a little bit faster and have higher range. I also wouldn't mind if they could run, these guys are just waaay too underpowered. Blackdozers, on the other hand, should have lesser range but retain the same firerate, it's not bad. Skulldozers seem to be fine. In PD:TH seeing a single Dozer made the entire team focus on taking him down ASAP, and in PD2 you can very often see 2 Blackdozers and 1 Skulldozer coming alongside each other and people just spam explosives and take them down without even feeling threatened. It's not fun, imo. I'd also love to read your suggestions, guys. Balance is completely fucked.[/QUOTE] I'm having these exact arguments elsewhere, as it happens. I think the quick solution for the RPG is to give bulldozers and Winters et al some percentage measure of explosive damage resistance. I see the stun as less of a problem, since its duration is actually about that short. One way to balance the Green Dozer would be to give it penetration, like snipers- a shot that empties your armor carries through into your health. [QUOTE=DavidCameron;49832198]I feel like if the RPG was to be nerfed like yours, it should have an extended stun, otherwise why not bring a Thanatos?[/QUOTE] The Thanatos is less OP than than the RPG, since it has longer chamber time and requires aiming to hit one enemy, let alone more than one.
How to make Greendozer slightly more threatening: Make em sprint 24/7. Also, on the topic about no difficulty difference between Normal, Hard, Very Hard and Overkill: I remember playing with a few friends of mine on Hotline Miami Overkill as a level 0 with Muscle. Used the Interceptor 45 starter pistol most of the time and did just fine. It was actually pretty neat, I don't remember how many times I got downed, if at all.
as much as i don't want to say it, i think they need to re-add bulldozer sprinting for overkill and above
I have no problem with Bulldozer sprinting as long as they nerf Saiga dozers. Having one suddenly move in and instantly down me wouldn't be fun.
I notices that Bulldozers have a weird "shoulder barge" styled animation when playing the "Birth of Sky" heist for the first time. A cool addition could possibly be: Green Dozers: Rare Periodic Sprints to gain distance, no barge attack. Black Dozers: Frequent Sprinting periods, added shoulder barge "attack" used for tossing away players like shields can. Skull Dozers: Full Sprint abilities like regular enemies, Heavily devastating barge attack, capable of ramming through a small group of players.
I haven't played in a long time, but I remember last time seeing that they changed the statistics of sniper rifles and made a lot of them do identical damage. It made the Rattlesnake probably the best light sniper you can choose, which is appreciated, since it used to be the laughing stock of sniper rifles. But in doing so, it makes every other light sniper rifle seem kinda pointless, which kind of puts it in the same spot it was when the Rattlesnake was a joke, except now with the rifles that used to be good. I'm kinda disappointed the WA2000 is probably the worst thing you can choose because of its obscene reload time. I mean, I wanted sniper rifles balanced, but I wasn't expecting them to start all doing the same damage without any other significant changes, I was still hoping they'd be unique and offer some benefits over each other. I launch the game a few days ago, and it still seems to be in the status it was months ago when I last played. Kinda disappointing.
[QUOTE=Chiv;49830777]So uh, anyone else like using Crook and being an armor-dodge hybrid? :pudge:[/QUOTE] I used to do that but goddamn I can't live without health regen now. Muscle anything, Grinder suit or Ex-prez suit all day every day.
[QUOTE=TacticalBacon;49833722]I used to do that but goddamn I can't live without health regen now. Muscle anything, Grinder suit or Ex-prez suit all day every day.[/QUOTE] I try to avoid perk decks with health regeneration because I feel I can take any risk and recover without any trouble, where with Crook/Rogue if I take a risk I can't recover health but as long dodge works I'm safe. Personally the perk decks got so out of hand with the time that removing them and making them part of skills again is a good way to start rebalancing things. But then again, rebalancing the entire game isn't a simple task.
[QUOTE=E.C.S;49833795]I try to avoid perk decks with health regeneration because I feel I can take any risk and recover without any trouble, where with Crook/Rogue if I take a risk I can't recover health but as long dodge works I'm safe. Personally the perk decks got so out of hand with the time that removing them and making them part of skills again is a good way to start rebalancing things. But then again, rebalancing the entire game isn't a simple task.[/QUOTE] Honestly, I kind of liked the tier system they had originally but I don't remember all the balance problems that came with it so it was probably changed for a good reason.
[QUOTE=NoaJM;49833926]Honestly, I kind of liked the tier system they had originally but I don't remember all the balance problems that came with it so it was probably changed for a good reason.[/QUOTE] The only problem it had was people unlocking skills that probably won't use only to reach the tier bonus. The perk deck system fixed that but as time went new added perk decks became overpowered (See: Grinder on release) and other perk decks were buffed to try to be efficient as the new ones.
[QUOTE=Chiv;49830777]So uh, anyone else like using Crook and being an armor-dodge hybrid? :pudge:[/QUOTE] Since 2014 baby
[QUOTE=E.C.S;49833952]The only problem it had was people unlocking skills that probably won't use only to reach the tier bonus. The perk deck system fixed that but as time went new added perk decks became overpowered (See: Grinder on release) and other perk decks were buffed to try to be efficient as the new ones.[/QUOTE] True - still, it's hard to top health regeneration without outright getting rid of it. Grinder fits my role as the team support / medic, but I agree it feels a bit too easy. Ex-Pres feels a bit more balanced.
the problem with dozers is that as long as you can aim and click fast, they are practically useless. pistol dodge build will destroy them no matter what in a couple of shots, doesn't matter if they're sprinting or not.
HEISTERS... [URL="https://www.youtube.com/watch?v=nLS2N9mHWaw"]ASSEMBLE![/URL] [t]http://i.imgur.com/qbWVD1e.png[/t]
[QUOTE=Coyoteze;49836369]HEISTERS... [URL="https://www.youtube.com/watch?v=nLS2N9mHWaw"]ASSEMBLE![/URL] [t]http://i.imgur.com/qbWVD1e.png[/t][/QUOTE] Aren't you under NDA and the like to not reveal a new heister before it's announced?
Yeah, he might get in trouble for revealing Dalhouchawolwicxtoveragacknnikorodhi so soon.
Personally I thunk health regen made this game a bit too easy
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