Muscle with ictv-bulletproof is unstoppable, grinder makes post-infamy leveling up a breeze. Both are ridiculous.
[QUOTE=KennyAwsum;49055083]lmfao, armor is more powerful. You can literally sit in front of shit on DW (say reviving a teammate) that would kill you really quickly with muscle. The regen is literally so miniscule that it only really matters when you don't have any medic bags left.
With a Full Armor build, i don't have to worry about alot of shit. Mainly being sniped,dozered or other unpleasant shit. As for being cloaked, as long as your paying attention and you understand the quirks that Cloakers have you shouldn't have too much of an issue unless your playing supppper aggressive.
Overall if Armorer gives me a few more seconds to take out a dozer that is steamrolling my crew, take more damage before i take cover again or revive a whole team then that makes its weight in gold. Health Regen is nice to have on certain builds but i have no reason to go for Masterforcer over a Dodge Inspire (and on INF 5 still have pistol messiah)build with grinder.[/QUOTE]
Dude, DW enemies deal such inflated damage, armorer will give you 2 extra bullets at best.
I play grinder dodge builds because any difficulty you're going to get hurt a lot; sniper one shot you and stray bullets can take off 1/4 of your health, but you regen health so often it doesn't even matter. So it makes death wish seem like a joke.
I feel like, past a certain point, the only thing a good player will be downed by even in higher difficulties is Cloakers.
They're so fucking wonky sometimes. In one Big Bonk I fought two Blackdozers at once and didn't take any health damage, a minute later a cloaker shows up and instantly downs me because reasons.
What i hate of cloakers is that they down you, but it doesn't count as a down, yet you still lose health like you did get downed
It doesn't matter much on OVK but i can imagine that on DW that's a death sentence
They can make bad perk decks more desirable but unless they completely rework them (again), decks that feature any kind of health regeneration will always be a better choice
Take muscle vs armorer for example: with armorer, once your armor is down you're going to start getting permanent damage, with muscle once your armor is down your health (all the huge amount of it) is effectively a second slower regenarating shield. Thanks to LMGs being viable now, playing on overkill I barely ever touch an ammo/health bag with my muscle build
It also has an effect on a lot of other stuff. Hostage taker is worthless if you're playing grinder, and generally not worth the hassle nor skill points with any other perk deck with regeneration. First aid kits are pretty much useless. You still need med kits for downs, but you'll be using them a lot less. Gambler perk deck is already pretty gimped because of the cooldown (fingers crossed they get rid of it), if your team mates already regen health on their own then half of the benefits of running it are gone
[QUOTE=Ryo Ohki;49056160]You still need med kits for downs, but you'll be using them a lot less.[/QUOTE]
FAK's don't heal downs though right
They are kinda worthless to a player with Grinder or health regen in general
Yeah
They were already pretty situational, now that a whole bunch of perk decks have ways to regenerate health you have no reason to take them over a med pack for when you get downed too many times
[QUOTE=MrHeadHopper;49055936]I feel like, past a certain point, the only thing a good player will be downed by even in higher difficulties is Cloakers.
They're so fucking wonky sometimes. In one Big Bonk I fought two Blackdozers at once and didn't take any health damage, a minute later a cloaker shows up and instantly downs me because reasons.[/QUOTE]
It's the only thing that downs me. I remember being downed by 3 different cloakers in a row recently and I wouldn't really call it my fault. I find it almost luck based with syncing.
I absolutely love it when Cloakers start phasing through walls and kick my shit in.
[QUOTE=brenz;49054942]Armorer doesn't regen health. Big one up the Muscle has. Sure you got shitton and a half of armor with Armorer, but one day, you will get cloaked out. have fun running around with a sliver of HP. Muscle doesn't give a shit.[/QUOTE]
I meant to say "no reason not to" whoops
I agree
Muscle is honestly the best perk deck in the game right now. It works with anything, from suit right up to ICTV, gives you so much more survivability right out of the gate and now that LMGs are officially awesome disturbing the peace is almost overpowered.
[QUOTE=TacticalBacon;49056947]Muscle is honestly the best perk deck in the game right now. It works with anything, from suit right up to ICTV, gives you so much more survivability right out of the gate and now that LMGs are officially awesome disturbing the peace is almost overpowered.[/QUOTE]
Coming back to this, just came from a Firestarter Day 3 Proverkill, rolling with ICTV+Muscle and a, I shit you not, [b]16[/b] accuracy Amcar. I don't understand how the fuck did I hit a sniper with this fucking thing. It's like a fucking mini-LMG, with 50 bullets a mag and accuracy out the ass. Still wiped out cops left and right. I tanked all of the fucking army that apparently lived on top of the roof of the building behind the bank. Seriously, they just rained down on me and I just murdered the lot of them.
[QUOTE=TacticalBacon;49056947]Muscle is honestly the best perk deck in the game right now. It works with anything, from suit right up to ICTV, gives you so much more survivability right out of the gate and now that LMGs are officially awesome disturbing the peace is almost overpowered.[/QUOTE]
Eh, even with Aced Oppressor and an MG42 Disturbing the Peace doesn't proc nearly enough.
All I really want from a perk deck rebalance right now is for them to make Fully Loaded aced and Walk-in closet stack already. Seriously, it's been far too long since Perk Decks were introduced, and these two bonuses still don't stack with each other, and Walk-in closet devalues an aced skill once you achieve it on any perk deck. It's a shame, because I doubt my message on this will make it to the right eyes this time either.
[QUOTE=VietRooster2;49057696]Eh, even with Aced Oppressor and an MG42 Disturbing the Peace doesn't proc nearly enough.[/QUOTE]
Panic isn't the same as a weapon's threat rating.
Threat is a modifiable value that determines how much your gun will make cops want to dive out of your line of fire and how often you suppress them, stopping them from shooting back at you.
Panic is a non-modifiable value that determines how often they'll cover their ears or freak out on the spot when shooting at them, making them an easy target.
SMGs (excluding the Thompson) and the crossbows have a 5% chance to proc a panic induced state, LMGs, Snipers and the Thompson SMG have a 10% chance to proc a panic induced state and explosive launchers and the two bows have a 30% chance to proc a panic induced state.
[QUOTE=TacticalBacon;49056947]Muscle is honestly the best perk deck in the game right now. It works with anything, from suit right up to ICTV, gives you so much more survivability right out of the gate and now that LMGs are officially awesome disturbing the peace is almost overpowered.[/QUOTE]
I don't know man. I can't stop using gambler. It's too ingrained in my playstyle now. The heal every 4 seconds, and extra ammo for teammates is great. Though not so much when said teammates still bitch about not having ammo. Like seriously, why do some people complain about not having ammo so much? Is it that hard to kill a cop and walk over where he died?
[QUOTE=DeadMansChest;49057876]Threat is a modifiable value that determines how much your gun will make cops want to dive out of your line of fire and how often you suppress them, stopping them from shooting back at you. [/QUOTE]
Honestly hate suppression, especially at range. The last thing i want when i am trying to kill from afar is to miss and have a tan jump into cover.
Same with panicking, but less of a peeve.
So uh how are you supposed to do Lab Rats when the safe landing towels only work for the host and clients just die if they try to get down to the lower sections?
[QUOTE=TacticalBacon;49060328]So uh how are you supposed to do Lab Rats when the safe landing towels only work for the host and clients just die if they try to get down to the lower sections?[/QUOTE]
I always stand on the barrel next to the Chloride deposit and jump on the ice bags
Anyone have any tips for the 4 man crew 120% accuracy achieve?
[QUOTE=FiveEyes;49060792]Anyone have any tips for the 4 man crew 120% accuracy achieve?[/QUOTE]
Biggest tip I can give, missed melee strikes don't bring down your accuracy.
Take a grenade launcher, kill two cops with one shot, use melee for the rest of the level.
[QUOTE=FiveEyes;49060792]Anyone have any tips for the 4 man crew 120% accuracy achieve?[/QUOTE]
Jewelry Store, GL40/RPG/shotguns. And, as TacticalBacon said, use melees to save accuracy. Have to mention that 120 kills are total crew kills, not individual, so everyone can get themselves to 30 kills and it's done.
[QUOTE=FiveEyes;49060792]Anyone have any tips for the 4 man crew 120% accuracy achieve?[/QUOTE]
I'm up for doing it, if you want to make a team.
I feel like I'm the only one here whose clients can survive a fall with the pillows.
[QUOTE=BusinessRed;49046068]Disable bots, watchdogs day 1 on Hard+[/QUOTE]
I just played Watchdogs on Hard, and no shields appeared on day 1.
[QUOTE=Zero_;49060883]I'm up for doing it, if you want to make a team.[/QUOTE]
I'd love to, but I have a main group I'm doing all the achievements with. It'd be unfair to do it without them.
I love how the only stealth oriented perk deck is DLC.
something like 80% of the game is loud oriented anyway.
Seriously,every single weapon DLC bring loud weapons,and most DLC heists are better in loud.
[editline]6th November 2015[/editline]
same applies to free content
I just wish they'd just [I]try[/I] to improve stealth as a whole. But I'm just left here writing a fanfiction about how the game with decent stealth would be like.
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