I was actually able to finish a Bomb: Forest on Death Wish earlier this week, playing with a team entirely full of pubs. They were all really solid.
In fact, I generally have positive experiences with public lobbies. They do what they're told, and they have a surprising amount of skill just killing dudes. Which, all in all, isn't that bad. It frees me up to do the objective if they're 100% lost.
[QUOTE={TFS} Rock Su;48538602]Is the Sentry+C4 technician even viable these days?[/QUOTE]
in payday 1: a big yes
in payday 2: fuck no
[QUOTE=Mochnel;48538812]in payday 1: a big yes
in payday 2: fuck no[/QUOTE]
C4 isn't on the technician in Payday: The Heist.
[QUOTE=Mochnel;48538812]in payday 1: a big yes
in payday 2: fuck no[/QUOTE]
Even in Payday 1 sentries are really crappy, and that's a DLC deployable. People always ask others to get either ammo or meds, since those are way more important than a turret that shoots for a minute and shuts down afterwards.
It feels like Overkill just doesn't know how to improve them.
Sentries are just weak and chew up ammo too inefficiently to be worth it really.
[QUOTE=Meidi;48539036]Even in Payday 1 sentries are really crappy, and that's a DLC deployable. People always ask others to get either ammo or meds, since those are way more important than a turret that shoots for a minute and shuts down afterwards.
It feels like Overkill just doesn't know how to improve them.[/QUOTE]
atleast PD1 sentries have more ammo and health/armor, the upgrade menu in technican obviously shows that
[QUOTE=ZestyLemons;48539066]Sentries are just weak and chew up ammo too inefficiently to be worth it really.[/QUOTE]
Especially on OK or DW where the heavy FBI/Gensec guys just absorb all the bullets with their impenetrable chest plates.
[QUOTE=Mochnel;48539071]atleast PD1 sentries have more ammo and health/armor, the upgrade menu in technican obviously shows that[/QUOTE]
You can't interact with them in any way though (like refilling them), and health/ammo are very limited in Payday 1.
Payday 2 sentries should get shield penetration, in my opinion. Shields just destroy every sentry's purpose and waste all of their ammo really fast.
I feel like a easy way to balance sentries would be to have them be pickupable(?) if you hold down the deployable button on them. This would make their positioning a non issue since right now you have to search for a optimal placement that provides good cover throughout the entire heist, otherwise it's kind of a waste.
Plus, If they're out of ammo/have a couple rounds missing when you have them in your inventory, every ammo pickup you get gives your sentry some ammo too. Using an ammo bag would obviously fill up both your ammo and the sentries', but not at any extra cost to the ammo bag's supply percentage. That way you don't have techies burning through their own ammo supply nonstop just to keep a sentry running.
[QUOTE=Mochnel;48539071]atleast PD1 sentries have more ammo and health/armor, the upgrade menu in technican obviously shows that[/QUOTE]
You're right about ammo, but they have identical health. Fully upgraded, a PD2 sentry has more health.
This isn't considering how much damage enemies do though.
[QUOTE={TFS} Rock Su;48538602]Is the Sentry+C4 technician even viable these days?[/QUOTE]
Viable, yes. Optimal, no.
[QUOTE=Meidi;48539098]You can't interact with them in any way though (like refilling them), and health/ammo are very limited in Payday 1.
Payday 2 sentries should get shield penetration, in my opinion. Shields just destroy every sentry's purpose and waste all of their ammo really fast.[/QUOTE]
yeah itd be nice to change your turret ammo variation, armor piercing, incendiary, but ofc every thing must have a negative side, im 100% sure overkill will make those ammo variations eat more ammo than usual for balance.
Another good thing would be an upgrade for the sentry so it can pierce shields, since as soon a shield gets in the range of the sentry you can forget about the sentry being useful unless someone kill that shield.
[QUOTE=Meidi;48539098]You can't interact with them in any way though (like refilling them), and health/ammo are very limited in Payday 1.
Payday 2 sentries should get shield penetration, in my opinion. Shields just destroy every sentry's purpose and waste all of their ammo really fast.[/QUOTE]
Thing is, PD1's sentries even base are good at what they do, but in PD2 you have to invest a bunch of skill points to make them a considerable option.
I think it would be interesting if they gave the technician 10 mini trip mines.
In PD2, maybe limit the explosion damage to the width of double doors (just so they're not that powerful, but you have enough to lock down an area for a while) but at the same time allow the user to carry his 6 shaped charges too which are solely used for breaching doors.
They could make turrets really interesting by givng them customization just like weapons,like ap ammo,fast motor so it turn quicker,etc... Hell.maybe some mods to make it a drone,could be interesting to have one going into vents,and maybe do stuff like pick up some items,etc... Anything's possible
[QUOTE=dead60;48539483]I think it would be interesting if they gave the technician 10 mini trip mines.
In PD2, maybe limit the explosion damage to the width of double doors (just so they're not that powerful, but you have enough to lock down an area for a while) but at the same time allow the user to carry his 6 shaped charges too which are solely used for breaching doors.[/QUOTE]
also a detonator to blow off cops when youre far away from the c4 and cant shoot it to blow it, with key configures,
example: if you put 6 C4 in different areas, then press 1 to blow the first c4, press 2 to blow the second one and so on, it would save bullets from shooting the c4 to blow it and also can be detonated from far away
[editline]25th August 2015[/editline]
[QUOTE=PaperMartin;48539531]They could make turrets really interesting by givng them customization just like weapons,like ap ammo,fast motor so it turn quicker,etc... Hell.maybe some mods to make it a drone,could be interesting to have one going into vents,and maybe do stuff like pick up some items,etc... Anything's possible[/QUOTE]
no for the drone, were not in an advanced warfare with the military or someshit, just let us mod the turret with different ammo types.
[QUOTE=Mochnel;48539551]no for the drone, were not in an advanced warfare with the military or someshit, just let us mod the turret with different ammo types.[/QUOTE]
They could make it a quadrotor or something
[QUOTE=ElusiveBadger;48539590]They could make it a quadrotor or something[/QUOTE]
Anything that is small and can move is fine to me
[QUOTE=NoaJM;48535231]I feel so bad I joined a Rats game and accidentally put in the wrong ingredient because I'm a numpty who doesn't wait until Bain actually finishes saying what it actually is and I blew up the lab. And then my internet disconnected me so it looked like I did a hit and run for the lulz.
I didn't even bother to return out of pure embarrassment.[/QUOTE]
One time on Hotline Miami I blew the lab on day one and then got lost on day two. I nearly disconnected out of sheer embarrassment.
[QUOTE=Derp123213;48536029]iirc it's caused by shadow map mod and gets worse if you reduce the shadows setting.[/QUOTE]
It's just the way the game handles shadow LODs I guess.
[t]http://images.akamai.steamusercontent.com/ugc/619597140274788765/73AA2C1D64C23B1AB1196D31F2E6570C4256371B/[/t][t]http://images.akamai.steamusercontent.com/ugc/619597140274789047/6C56472FE3611718E646B08FF1FCE702675BF5D6/[/t]
This is with max graphics, including very high shadows.
I'd say the biggest problem with deployables and any in-game action is the lack of visual feedback. It's just you sitting there locked in a firing position, staring at whatever you're interacting with.
There's a lack of nuance for a game where every action besides shooting involves you holding E for 10 seconds.
[QUOTE=ZestyLemons;48539066]Sentries are just weak and chew up ammo too inefficiently to be worth it really.[/QUOTE]
They can be decent padding for techforcer builds, if you're masochistic enough to play Transport DW they can hold back the popo a fair bit.
[QUOTE=A B.A. Survivor;48539698]I'd say the biggest problem with deployables and any in-game action is the lack of visual feedback. It's just you sitting there locked in a firing position, staring at whatever you're interacting with.
There's a lack of nuance for a game where every action besides shooting involves you holding E for 10 seconds.[/QUOTE]
Interaction update plz
It would be really cool to see something like PocoRose added into the vanilla game.
[QUOTE=jeremytox;48536097]don't lower textures, it does not boost a single frame, keep all other things in low.[/QUOTE]
[QUOTE=Derp123213;48536103]The only things that actually does increase FPS in this game are disabling GPU Flush and lowering shadows, everything else doesn't do jack shit since this game's current optimization state is comparable to GTA4.[/QUOTE]
Cool, I'll go fix my graphics settings and whatnot.
I have effects and shadows turned off. Animation settings don't do anything so I leave that at max. I'll go improve the textures so that way I can actually read the name tags on cubical, etc.
Derek Ray confirmed for PaydayCon
[url]http://steamcommunity.com/games/218620/announcements/detail/101682982426240739[/url]
I hate how I got kicked out of Houston's Escape on the final day because some other person wasted a key card. Like really. I didn't even have a key card in the first place.
[QUOTE=A B.A. Survivor;48539698]I'd say the biggest problem with deployables and any in-game action is the lack of visual feedback. It's just you sitting there locked in a firing position, staring at whatever you're interacting with.
There's a lack of nuance for a game where every action besides shooting involves you holding E for 10 seconds.[/QUOTE]
Maybe certain actions could let you use your gun in one hand while your other does whatever? Things like lockpicking that you can't really do with one hand could just get a short animation loop of your guy doing lockpicking things.
An improvement that would really step up the game for me would be removing Opressor and replacing it with a LMG skill. Just one little miserable little skill that gives you a faster reload or more accuracy or something.
[QUOTE=garychencool;48540615]I hate how I got kicked out of Houston's Escape on the final day because some other person wasted a key card. Like really. I didn't even have a key card in the first place.[/QUOTE]
I got kicked out of final day framing frame because I told the host that there were no good spycams when checking them. He was insistent "someone use cams", pity three were all in the main room, 2 on the balcony above it, one in the room itself and the last in the kitchen. No shit I can't tag guards in the roof entrance bit using cams without a camera there :v:
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