Another thing, remember to check DMCWO.lua for toggles, you will find some pretty interesting ones, I assure you.
[QUOTE=Exploders;48842287]I just want a mod that allows me to use the CAR-4 mods on the AMCAR, since I have a weird fetish for it.[/QUOTE]
Well, DMCWO let's you use CAR-4 mods, except for the handguards.
[QUOTE=E.C.S;48842370]Another thing, remember to check DMCWO.lua for toggles, you will find some pretty interesting ones, I assure you.
Well, DMCWO let's you use CAR-4 mods, except for the handguards.[/QUOTE]
Yeah, turns the AMCAR into a CQC bullet hose with very little recoil. It's a carbine, so it has really high range drop off.
AFAIK it also has no movement speed penalty, which makes it really nice for maps where you need to go fast and shoot at things very close to you. That's another thing I like about it, each weapon falls into a really good place if you learn how to use them properly.
[QUOTE=doommarine23;48839363]That feels a bit like side-lining a potential discussion.
I don't even care about meta, I run the "bad" guns on OVK (DW no fun bruh) all the time, but the thing is they have actual niches.
My AK5 is a laser gun with great smooth ironsights with a smooth ironsight animation, the MP5 and G36 are ammo buffets. The Para is a mini assault rifle, the CMP is an accurate 32+ damage bullet hose.
The Crosskill is a decent gun to be fully fair, but it just doesn't really have anything to it. I don't have as much fun with a gun that feels like it is struggling more than it should be.
I'm not even asking for big buffs, just enough so its damage when fully modded is say, 35 instead of 31.50 or so. I am fine with other guns not hitting 32 because they make up for it in other ways. I do not feel the Crosskill really makes up for it, besides a nice accuracy stat. It has an average reload speed and very low ammo pick up.
Balance is important, I've argued for LMGs and SMGs before on here and other places and why I think they are fun to use. But balance is important and quite a few guns still need them.
(SMGs I feel have gotten a partial buff due to their faster reload speeds for most SMGs)
I don't care about meta, I don't care if every weapon hits 32 damage either. I care that they feel useful and fun, and while the Crosskill isn't terrible and I'd say no weapon in the game is completely useless, it feels far more underwhelming than any other pistol in the game.
Infact I'm not even really talking about the Crosskill. Its just a good handful of guns in the game could do with a few stat increases. Nothing major but enough to actually make me want to use them over the other guns.[/QUOTE]
I agree. I play a lot with non-meta guns. Some of my favorite guns right now are considered some of the worst in the game, like the Falcon or the Cobra. But that doesn't mean everyone will or should use these guns. Rebalancing is in order. They should at least be close enough. The perk decks right now are at least close enough; one could always minmax the shit out of things but perk decks have hit diminishing returns territory now and people can generally bring whatever they want for their playstyle now.
I think it would be cool if the Crosskill could reach 40 damage without Gunslinger ace. As it stands there are no real mid-damage pistols. You got the lower damage, high ammo ones and the high damage, low ammo ones. The Crosskill would be awesome sitting right in the middle with medium damage and medium ammo.
The part that Overkill fucked up with damage is how breakpoints work. You have a 31.50 damage pistol and a 35 damage pistol, all other stats identical. As far as the game is concerned the guns are practically the same because both will kill each enemy with the same number of shots anyway. The difference in damage simply doesn't matter. I can't really think of a way to fix this though.
[editline]6th October 2015[/editline]
[QUOTE=Goblin_5;48838627]What if LMGs had Disturbing the Peace built-in, and the perk improved the chances of it proccing? Putting lead downrange, ie suppression fire, is what lmgs are mostly used for, so giving LMGs that ability without perks would give them some utility.
This would mostly be a bandaid though, ARs and LMGs really need something to define their niche. DMR-kitted ARs are atm poor man's sniper rifles, so big mag ARs should be poor man's LMGs, not the other way around.[/QUOTE]
Hoping that bipods fix this.
(Though let's be honest, being totally stationary in an awkward spot with an LMG would probably be more of a downside, it would need to have a significant upside for it to matter.)
[QUOTE=SGTNAPALM;48842884]Though let's be honest, being totally stationary in an awkward spot with an LMG would probably be more of a downside, it would need to have a significant upside for it to matter.[/QUOTE]
Maybe laser accuracy and very low recoil when active? So you can lock down a complete room/part of the map,except for shield. Seem like a really good use of LMG to me
I wonder if we'll get Bipod functionality for the Gecko.
Since the default barrel already has one dangling off of it.
[QUOTE=Lightbulb;48843436]I wonder if we'll get Bipod functionality for the Gecko.
Since the default barrel already has one dangling off of it.[/QUOTE]
I guess some select other weapons will have acces to it,including the Gecko and the Thanatos
[QUOTE=SpyWolf;48835916]Jacket came in. Taking this to my next convention with some buddies who are cosplaying the payday gang.
[img]http://i.imgur.com/0vLAlpo.jpg[/img]
[img]http://i.imgur.com/hB8Gl7W.jpg[/img][/QUOTE]
Is the IC one still available? Ive been meaning to get one
This Go Bank challenge really puts into perspective how fucking awful and unfun SWAT vans are. To be completely honest I might just start playing stealth/AFK for like 30 minutes because the bullshit truck nonsense with each map I play is just getting tedious.
You go from having this fun, but tense, clusterfuck of enemies coming in from all angles with varied objectives and other miscellaneous spawns that each force you to play accordingly with each new map layout. There's also a bunch of tiny little detail spawns, such as guards coming out of the toilets, Bulldozers popping out of doors at the end...
And then there's the new constant of this guaranteed spawn of a garbage truck that doesn't really do anything but annoy the shit out of you, completely break armor regen, and further aggravate the fact that enemies have constant LoS with you in the lobby from about 6 different angles, which wasn't really a problem in the base game since you could always take them out.
Now? You gotta be willing to spend atleast one use of an ammo bag, probably two uses, to make the map fun again. Very likely more since you have to take into account that the enemy spawn rates remain unchanged, making killing the van one in GO Bank one of the hardest and most unfun things there are. Fuck vans.
Is White Xmas completely unplayable for anyone else? PD2 doesn't even push my CPU/GPU to 50%, but that map and that map only is basically brief periods of 30FPS gameplay between strings of 2/3s pauses.
Honestly SWAT Turrets suck shit because the maps are clearly not at all designed for them and they just put them in and went "lol done". In heists they were obviously designed in mind with, it works far better. Like Hox Revenge or Meltdown.
Also White Xmas always runs like shit, several heists do, due to engine limits and perhaps lacking optimization.
[QUOTE=MrHeadHopper;48843798]This Go Bank challenge really puts into perspective how fucking awful and unfun SWAT vans are. To be completely honest I might just start playing stealth/AFK for like 30 minutes because the bullshit truck nonsense with each map I play is just getting tedious.
You go from having this fun, but tense, clusterfuck of enemies coming in from all angles with varied objectives and other miscellaneous spawns that each force you to play accordingly with each new map layout. There's also a bunch of tiny little detail spawns, such as guards coming out of the toilets, Bulldozers popping out of doors at the end...
And then there's the new constant of this guaranteed spawn of a garbage truck that doesn't really do anything but annoy the shit out of you, completely break armor regen, and further aggravate the fact that enemies have constant LoS with you in the lobby from about 6 different angles, which wasn't really a problem in the base game since you could always take them out.
Now? You gotta be willing to spend atleast one use of an ammo bag, probably two uses, to make the map fun again. Very likely more since you have to take into account that the enemy spawn rates remain unchanged, making killing the van one in GO Bank one of the hardest and most unfun things there are. Fuck vans.[/QUOTE]
GO Bank and the SWAT van are in an odd way made for each other. They were Overkill's worst ideas to put in the game and putting them together just shows the flaws of them both even better.
[QUOTE=MrHeadHopper;48843798]This Go Bank challenge really puts into perspective how fucking awful and unfun SWAT vans are. To be completely honest I might just start playing stealth/AFK for like 30 minutes because the bullshit truck nonsense with each map I play is just getting tedious.
You go from having this fun, but tense, clusterfuck of enemies coming in from all angles with varied objectives and other miscellaneous spawns that each force you to play accordingly with each new map layout. There's also a bunch of tiny little detail spawns, such as guards coming out of the toilets, Bulldozers popping out of doors at the end...
And then there's the new constant of this guaranteed spawn of a garbage truck that doesn't really do anything but annoy the shit out of you, completely break armor regen, and further aggravate the fact that enemies have constant LoS with you in the lobby from about 6 different angles, which wasn't really a problem in the base game since you could always take them out.
Now? You gotta be willing to spend atleast one use of an ammo bag, probably two uses, to make the map fun again. Very likely more since you have to take into account that the enemy spawn rates remain unchanged, making killing the van one in GO Bank one of the hardest and most unfun things there are. Fuck vans.[/QUOTE]
Not to mention that using the few boards there are to block the windows is all but pointless as the van will chew through them immediately.
I used the script to block the SWAT turret just for that challenge. I don't care anymore, that turret is no fun.
[QUOTE=Hatley;48841570]"When you see the Captain Winters..."
[img]http://cloud-3.steamusercontent.com/ugc/391042736529702208/A01C68B34CA9B8DBB73C5E6CE33EA9D7C3BCCF77/[/img][/QUOTE]
Which worms is this
[QUOTE=E.C.S;48844071]I used the script to block the SWAT turret just for that challenge. I don't care anymore, that turret is no fun.[/QUOTE]
are you able to share? fuck turretssssssss
[QUOTE=a-cookie;48844084]are you able to share? fuck turretssssssss[/QUOTE]
[code]set_animated_vehicle_base_spawn_original = AnimatedVehicleBase.spawn_module
function AnimatedVehicleBase:spawn_module(module_unit_name, ...)
if type_name(module_unit_name) == "spawn_turret" then
return set_animated_vehicle_base_spawn_original(self, module_unit_name, ...)
end
end[/code]
Postrequire to: [code]lib/units/vehicles/animatedvehiclebase[/code]
Credits goes to Sirgoodsmoke and LazyOzzy. They make very nice scripts by the way.
Like legit, I think the SWAT Turrets could work very well if they were actually placed further away and the maps were modified with new enemy spawns and more cover.
Like I think they did one or two changes but its quite woeful. It seems Overkill has this strange mindset of
A Don't fix what is broken
B just make new shiny shit
C fuck it if it breaks
SWAT Turrets are pretty cool on the maps they were designed for; like Hox Revenge and Meltdown. All the other maps they were shoehorned into makes the game definitively worse.
[QUOTE=E.C.S;48844237][code]set_animated_vehicle_base_spawn_original = AnimatedVehicleBase.spawn_module
function AnimatedVehicleBase:spawn_module(module_unit_name, ...)
if type_name(module_unit_name) == "spawn_turret" then
return set_animated_vehicle_base_spawn_original(self, module_unit_name, ...)
end
end[/code]
Postrequire to: [code]lib/units/vehicles/animatedvehiclebase[/code]
Credits goes to Sirgoodsmoke and LazyOzzy. They make very nice scripts by the way.[/QUOTE]
If I'm using BLT, do I just copy the first code to a van.lua, then edit a mod.txt to take that file and then postrequire that? Would that work?
[QUOTE=Destroyox;48844358]SWAT Turrets are pretty cool on the maps they were designed for; like Hox Revenge and Meltdown. All the other maps they were shoehorned into makes the game definitively worse.[/QUOTE]
I dunno about Hoxton Revenge, but Breakout definitely has working SWAT turrets. They're meant to pressure you to move alongside or to a new objective, but when your objectives or defense zones are entirely stationary, such as the drill in GO Bank, then it just gets fucking annoying.
I like GO Bank because it keeps the pressure up through a constant flow of enemies i.e things that you can actually kill and overcome if you're a skilled enough player. SWAT Van? Just fucking shows up and is indestructible unless you empty both of your guns into it.
I love GO Bank, probably one of my favorite heists both loud and quiet.
Pretty worried that we wont finish the jacket up, we only have a few days left. :(
It's until the 14th :v:
[editline]o[/editline]
No one reads the Q&A
[QUOTE=Rawsbarry;48844667]Pretty worried that we wont finish the jacket up, we only have a few days left. :([/QUOTE]
We have 8 days.
Keep in mind that we're gonna have 4 days buffer after the release of the final challenge to complete challenges. The only one I'm worried about is the concurrent players one but there will probably be a trick up their sleeve like a free weekend or something.
[QUOTE=MrHeadHopper;48844533]If I'm using BLT, do I just copy the first code to a van.lua, then edit a mod.txt to take that file and then postrequire that? Would that work?.[/QUOTE]
I just did that and it works. Just set the lua as a hook in the mod.txt file.
The van pulls up and the hatch opens, but nothing comes out of it.
[QUOTE=SGTNAPALM;48844705]Keep in mind that we're gonna have 4 days buffer after the release of the final challenge to complete challenges. The only one I'm worried about is the concurrent players one but there will probably be a trick up their sleeve like a free weekend or something.[/QUOTE]
There's already a big organization going on tommorow
Wednessday sounds like the day we gotta try to get this
[QUOTE=zammysage22;48844913]I just did that and it works. Just set the lua as a hook in the mod.txt file.
The van pulls up and the hatch opens, but nothing comes out of it.[/QUOTE]
Saw it too, nice. I like how the van pulls up and I still think it's great that they are slowly adding more moving setpieces like in PD:TH, but god damn I just wish they didn't have pure fuck coming out of them.
Was thinking this up while messing around in vanless solo GO Bank: what if you could drill the back doors of the van, get inside and disable the controls internally? If you have some ECM skills or something, you get a special interact prompt to hack into the van and let it fight for you for a while.
I was thinking the drill assigned to the van could have a special check: it doesn't jam as long as there is one player near it. The moment a player gets away from that drill, it gets the default chance to jam at the usual progress checkpoints.
Given that all of today's challenges are around 10% done in less than 12h, I could actually see all of this stuff being completed.
[QUOTE=MrHeadHopper;48845178]
Was thinking this up while messing around in vanless solo GO Bank: what if you could drill the back doors of the van, get inside and disable the controls internally? If you have some ECM skills or something, you get a special interact prompt to hack into the van and let it fight for you for a while.
[/QUOTE]
ECMs already temporarily reprogram the turret's targeting.
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