[QUOTE=Mister Sandman;48564203]he goes on heists for millions of dollars but can't afford an English language class, nope, instead he's just going to yell in Japanese while people look at him bewildered[/QUOTE]
Oh god, I just had the image pop into my head of English 101 with Bain teaching Jiro how to speak the language. Ther-mal Drill. Go. Get. It.
How about we get some dialogue for the shield already? In the original game it was alright to have the specials be fairly quiet because you heard the normal cops and Bain shouting about them, now that doesn't happen and most of the specials have a lot of distinct dialogue of their own, but all the shields do it bang their shield, and all snipers do is spam (but for them it's somewhat alright they not speak because they're not supposed to be within earshot of you normally).
Also, I'd like it if this game had Max Payne 3 style "killmarkers", for those who haven't played MP3: you got a hitmarker for every successful attack, but you got a different colored one for every kill. I think that'd help people recognize when they got a kill rather than just knocking the target down, since right now you never get any feedback for killing a non special unit (and if you're playing Houston you don't get feedback for killing Snipers, a type of special unit).
[QUOTE=Jetamo;48563877]Surprising no-one at all, Almir has mentioned at paydaycon they're going to be adding a new Australian female heister soon.[/QUOTE]
I wonder what gun this heister will bring with them since they usually coin the weapon with the place of users background and to me Australia doesn't have many notable guns I can think of apart from the Owen and Austen submachine guns.
now that we've got an A team (Dallas, Wolf, Chains, Houston/Hoxton), a B team (Hoxton/Houston, Wick, Clover, and Dragan), and a C team (Jacket, Bonnie, Sokol, and Jiro), we can finally begin work on the D team
[QUOTE=Mister Sandman;48564170]How much do you guys want to bet that this new australian female heister is coming with a boomerang throwable and more stereotypes than you can shake a stick at'
[editline]e[/editline]
and a completely obnoxious fucking cartoon character accent[/QUOTE]
Didgeridoo melee weapon
[QUOTE=Starlight 456;48564196]And it's also just stupid
Yes, this experienced Yakuza member travelling to America won't bother to learn even a lick of english, even though the crew he's working with speaks english exclusively
[editline]28th August 2015[/editline]
What guns does Australia manufacture? It'll be one of those for sure I bet[/QUOTE]
Well their current service rifle and the one they're gonna replace it with are both in game already, as well as their old FALs. If we want to look at other Australian guns there was the old M17S bullpup sporting rifle, further back they had the Owen, AuSten, and F1 submachine guns. If we go back to the imperial days you could also have an SMLE, a BREN, or maybe a Charlton rifle (technically New Zealand but Australia made quite a lot of them).
I'm okay with a new heist member that hails from Australia if that's not the primary sales pitch.. But unfortunately, it's probably going to be, because that's what basically every other fucking character pack has been, and I don't understand why Overkill insists on adding nationalities instead of you know, a damn character that doesn't have their whole gimmick based on the country they hail from. Overkill seems to be trying to cover the primary regional dialects of English by the looks of it, wouldn't be surprised if South African is on the list at some point if they're out of ideas.
Actually, you know what, I'm tired of new characters, because I know for a fact in the event of the inevitable Payday 3 in maybe 2 or 3 years after Payday 2 stops getting support, Overkill isn't going to bring back every playable character they shoehorned into this game. It'll only be a small handful, and the rest will basically just be forgotten, or probably even used as an opportunity to sell AGAIN.
Just give us heists, or weapon packs, or you know, tweak the game outside of paid content. That would be nice too.
Upside down perk deck, including top down perk, reverse gravity
[QUOTE=Depe;48564171]I don't get why people hate on Jiro for speaking full on Jap. I personally think it's very endearing.[/QUOTE]
It's cool form a character standpoint but dumb from a gameplay standpoint. I like to know what my teammates are saying and doing, thank you.
[editline]28th August 2015[/editline]
I don't care about more characters as they're an excuse for more perk decks which are almost always the main thing but they probably don't gotta make full new characters to justify perk decks.
[QUOTE=usaokay;48564357]Yeah, it doesn't make sense when you're in a job with a bunch of other people speaking English.
It's like trying to work in a Chinese workplace when you're the only guy whose second language involve ordering burritos from the Mexican taco shop.[/QUOTE]
It's like trying to work in a foreign workplace when you're the only guy who can't speak the language but you act like everyone understands you anyway
like imagine going to McDonalds and the guy at the counter is speaking in German and you're like "I don't understand you" and he doesn't even seem to notice and just keeps carrying on a conversation with you in German
We really need a mod that allows us to force what time of day it would be, and for others to be able to see it as well, like that one mod that was/is being worked on by Dougley, it'd add a bit of variety in the heists.
[QUOTE=MrHeadHopper;48562056]Yeah, because in Deathwish they have a near-infinite ammo laser gun that kills you in two hits halfway across the map. That's the only way to make them challenging according to Overkill. Giving them new abilities? Improving on their AI? Nah. Just turn it [B]up[/B]!!!!!! Numbers numbers numbers!!
This is exactly why I don't even bother with Deathwish, it's just not fun. It's like(because it actually is) turning up the stats of each enemy in the game by 200% and just saying "it's difficult fellas!". So fucking lazy and uninspired.
The enemies in PD:TH were a legit challenge, and not once did you feel like you got bullshitted by a Tazer hooking you through a wall or a Cloaker downing you through the walls of the house in Rats/Cook Off. For example, Cloakers had insane reaction time, but to compensate for that you could outrun them and stagger them with weapons that dealt high enough damage. They also were kinder on bots and cuffed them instead of outright downing them, so as to keep things evenly balanced even in solo play.
The bullshit doesn't make PD2 that bad of a game since it's still playable and fun, but I just wish things had turned out better. I dunno what the fuck happened inbetween the development of PD:TH and PD2, and I think I'm better off not knowing at this rate.[/QUOTE]
Dude, I'm not sure you actually played PD:TH. Did you even try Overkill 145+, once? It's literally what you said, "turn the numbers up", and even less fun than Death Wish. If you did a heist on 145+, you'd rarely want to play it again.
Enemies were a legit challenge? Tasers in PD:TH rarely stopped tasing you, while in PD2 they give you an opportunity to run away most of the time. As for cloakers, they still have literally broken AI that took months to fix in PD2. Most of the time they don't react to you, and when they do, they start their stupid crouch-run animation (current cloakers still remember it) that is impossible to stagger.
And I have to mention that on Overkill and above people use only specific equipment, there's absolutely no variety in gameplay whatsoever. Not to mention that every player is the same and no one has unique skills and abilities. That's not fun.
[editline]29th August 2015[/editline]
I actually looked at your profile out of curiosity, and you didn't even complete a single heist on Overkill in PD:TH. Are you seriously comparing Normal/Hard in PD:TH to Death Wish in PD2? Come on, man.
As much as I appreciate a Japanese character, I kinda hoped that they'd go with a Korean (see "The Man From Nowhere") or Chinese (as a nod to John Woo movies, see "Hard Boiled") character. Still, I'm okay with this.
[editline]28th August 2015[/editline]
[QUOTE=RichyZ;48563934]i wish they would stop adding heisters and fully focus on making heists and sweeping balancing changes[/QUOTE]
Agreed
[editline]28th August 2015[/editline]
[QUOTE=Jetamo;48563877]Surprising no-one at all, Almir has mentioned at paydaycon they're going to be adding a new Australian female heister soon.[/QUOTE]
Lemme guess - if they're working on an Aussie heister, a Latino/South American heister (most likely Mexican, so that they can throw in as many "Santa Muerte" and "Lucha Libre" wrestling masks as they can) will be created as well, and also a German/Austrian heister too, because we don't have nearly enough heisters.
Geez...
[QUOTE=Meidi;48564538]Dude, I'm not sure you actually played PD:TH. Did you even try Overkill 145+, once? It's literally what you said, "turn the numbers up", and even less fun than Death Wish. If you did a heist on 145+, you'd rarely want to play it again.
Enemies were a legit challenge? Tasers in PD:TH rarely stopped tasing you, while in PD2 they give you an opportunity to run away most of the time. As for cloakers, they still have literally broken AI that took months to fix in PD2. Most of the time they don't react to you, and when they do, they start their stupid crouch-run animation (current cloakers still remember it) that is impossible to stagger.
And I have to mention that on Overkill and above people use only specific equipment, there's absolutely no variety in gameplay whatsoever. Not to mention that every player is the same and no one has unique skills and abilities. That's not fun.
[editline]29th August 2015[/editline]
I actually looked at your profile out of curiosity, and you didn't even complete a single heist on Overkill in PD:TH. Are you seriously comparing Normal/Hard in PD:TH to Death Wish in PD2? Come on, man.[/QUOTE]
If you really wanna know, I played the game for about a good 300 hours with a [sp]pirated[/sp] copy and I'm getting back to it now since it was free during Crimefest and I thought it'd be fun to try. I completed a bunch of Overkill heists solo there, mostly things like First World Bank and the Diamond Heist. I never actually did anything at +145, so I'm a bit in the dark about how difficult that is. I dunno about equipment variance since I've never gotten far enough on this version to get to Overkill, but most weapons seem very viable. The Brenner is great in tiny maps like Counterfeit but I wouldn't use it for something like FWB due to the long corridors. At the same time the M308 is nice for long range things like Heat Street but I don't think using it on Panic Room would work because the only time it's long range would really come in handy would be vs. the roof snipers.
But have [B]you[/B] actually played the game? I admit, I haven't tried any builds before the Crimefest freeification, but while I play Cloakers usually react to me the same second I react to them unless I stutter step them behind walls and freak them out. I've also staggered a Cloaker out of their crouch run repeatedly. You don't see it most of the time because by the time they're staggered, they're also dead or they just snap back into some other animation, but they do get staggered.
The lack of uniqueness is something the sequel was supposed to build on. Did it deliver? Yeah boy, it did. It also delivered on bugs that like you said still exist; tazers aren't meant to just up and stop tazing you. Smokers in L4D aren't meant to just up and stop choking you.
When a tazer fails to taze you in PD2, it's usually because of an AI glitch that makes them move somewhere else or look at something else for like 2 seconds while you jolly on away. They're meant to add co-op to the game by making you stick to a teammate that can help you out of the tazer and to also force you to react properly to teammates being tazed, I do not think they were meant to be a temporary annoyance that makes you shoot two whole bullets into the floor before you kill it.
I do admit that the PD:TH tazer gives you a tiny time window to escape once you've staggered them, but instead of running I just get closer to them so the next time they taze me more bullets hit them or I hit them enough to get a full knockdown, at which point I do run away.
In PD2, Cloakers are also a non-threat pretty much the entire time you play the game. Even as a host, they take a full 2 or 3 seconds to even look at me, and most of the time they engage you they just kick you straight through a wall or someshit. When they do manage to engage you from a distance, they usually have to do a normal walk up to you and only when they're a couple of meters away they start to charge. You don't see this walk-then-charge very often since most maps are very CQC oriented, but it happens to me a lot if I don't instantly shoot them. I've had Cloakers in PD:TH lock on to me from a ridiculous distance and keep up a very good chase even as I weave through corridors and jump past obstacles.
Look, I admit PD:TH isn't perfect, but in terms of quality it's just strictly better. PD2 offers more quantity and while that's great, it's just a shame that they couldn't pull off both at the same time despite what appears to be a very competent dev team.
[highlight](User was banned for this post ("Admitting to warez" - Craptasket))[/highlight]
I'm gonna die laughing so hard if the new female heister has a accent like the Sniper from TF2:
Cheers mate!
GOD SAVE THE QUEEN!
awwn that's just apples mate
THAT'S NOT A KNOIFE, M8
[img_thumb]http://i.imgur.com/dzLhCYQ.jpg[/img_thumb]
THIS IS A KNOIFE
[QUOTE=SoftHearted;48564907]I'm gonna die laughing so hard if the new female heister has a accent like the Sniper from TF2:
Cheers mate!
GOD SAVE THE QUEEN!
awwn that's just apples mate[/QUOTE]
but hes new zealand
[editline]28th August 2015[/editline]
[t]https://wiki.teamfortress.com/w/images/thumb/f/f9/BloodInTheWater091.jpg/800px-BloodInTheWater091.jpg?t=20141002224343[/t]
so does anybody wanna be our 4th for Payday the heist?
[QUOTE=Ager O'Eggers;48563566]it's shit when you used up all your pagers and the game randomly decides to send more Gensec patrols cos fuck you
that's why people dislike GoBank stealth[/QUOTE]
We were able to take care of the gensec patrols which was good, although it's super annoying when they are parked outside and you have to deal with them on top of the 2+ guards inside and the cameras and stopping the teller from hitting the panic/emergency button.
[QUOTE=MrHeadHopper;48564897]If you really wanna know, I played the game for about a good 300 hours with a [sp]pirated[/sp] copy and I'm getting back to it now since it was free during Crimefest and I thought it'd be fun to try. I completed a bunch of Overkill heists solo there, mostly things like First World Bank and the Diamond Heist. I never actually did anything at +145, so I'm a bit in the dark about how difficult that is. I dunno about equipment variance since I've never gotten far enough on this version to get to Overkill, but most weapons seem very viable. The Brenner is great in tiny maps like Counterfeit but I wouldn't use it for something like FWB due to the long corridors. At the same time the M308 is nice for long range things like Heat Street but I don't think using it on Panic Room would work because the only time it's long range would really come in handy would be vs. the roof snipers.
But have [B]you[/B] actually played the game? I admit, I haven't tried any builds before the Crimefest freeification, but while I play Cloakers usually react to me the same second I react to them unless I stutter step them behind walls and freak them out. I've also staggered a Cloaker out of their crouch run repeatedly. You don't see it most of the time because by the time they're staggered, they're also dead or they just snap back into some other animation, but they do get staggered.
The lack of uniqueness is something the sequel was supposed to build on. Did it deliver? Yeah boy, it did. It also delivered on bugs that like you said still exist; tazers aren't meant to just up and stop tazing you. Smokers in L4D aren't meant to just up and stop choking you.
When a tazer fails to taze you in PD2, it's usually because of an AI glitch that makes them move somewhere else or look at something else for like 2 seconds while you jolly on away. They're meant to add co-op to the game by making you stick to a teammate that can help you out of the tazer and to also force you to react properly to teammates being tazed, I do not think they were meant to be a temporary annoyance that makes you shoot two whole bullets into the floor before you kill it.
I do admit that the PD:TH tazer gives you a tiny time window to escape once you've staggered them, but instead of running I just get closer to them so the next time they taze me more bullets hit them or I hit them enough to get a full knockdown, at which point I do run away.
In PD2, Cloakers are also a non-threat pretty much the entire time you play the game. Even as a host, they take a full 2 or 3 seconds to even look at me, and most of the time they engage you they just kick you straight through a wall or someshit. When they do manage to engage you from a distance, they usually have to do a normal walk up to you and only when they're a couple of meters away they start to charge. You don't see this walk-then-charge very often since most maps are very CQC oriented, but it happens to me a lot if I don't instantly shoot them. I've had Cloakers in PD:TH lock on to me from a ridiculous distance and keep up a very good chase even as I weave through corridors and jump past obstacles.
Look, I admit PD:TH isn't perfect, but in terms of quality it's just strictly better. PD2 offers more quantity and while that's great, it's just a shame that they couldn't pull off both at the same time despite what appears to be a very competent dev team.[/QUOTE]
Yeah, I did play the game, not for 300 hours though, just some measly 75, did 2 145+ heists before I got bored. And during most of my games cloakers rarely charged, they usually just stand still, shoot and do nothing. And if they decide to charge at you, they'll pretty much never stop the chase until you kill them. Now they do various attacks, ambush players and react faster. And judging by thousands of stories about getting downed by cloakers, they're definitely a solid threat.
Tasers yeah, I always thought them stopping the tase is a glitch of some sort myself, but I'm glad they give you a second chance.
And still, I don't agree that PD:TH is better in terms of quality. I know that people love the "old is better" thingy, but PD:TH is just 4 years old, it's a pretty new game. Heists have great replayability, there's lots of chatter between characters and it feels alive, it's great, but mechanics, progression and difficulties are badly designed. It definitely doesn't feel like "legit challenge" when 145+ instantly sends 4 sprinting dozers at you on Heat Street near the landing zone, even Death Wish doesn't do that. It's also ridiculously unforgiving to new players, killing their interest as soon as the assault begins and they get shredded to pieces on Normal.
[QUOTE=Starlight 456;48564175]Who wants to bet she'll have either a BBQ poker melee or a boomerang throwable?[/QUOTE]
Crocodile deployable
[QUOTE=SoftHearted;48565134]so does anybody wanna be our 4th for Payday the heist?[/QUOTE]
Who are the other 3?
[QUOTE=Ager O'Eggers;48563566]it's shit when you used up all your pagers and the game randomly decides to send more Gensec patrols cos fuck you
that's why people dislike GoBank stealth[/QUOTE]
When GO Bank first came out you could get a 5th pager and completely get fucked over frequently (that shitty GenSec guy who'd come out of the toilet ruined many a run, thank god they changed it to a civilian now and you could always nade the toilets), but they changed it so that no longer can happen aside from a very rare and specific situation.
The heist is a lot easier to stealth now then it used to be, just ECM with pager block, kill all guards, destroy every camera before ECMs are done, answer the pagers.
Put the keycards in, answer all phone calls, keep civvies down throughout the map with the Saw and Control Freak as it has the loudest alert range of any gun when you use it on a wall/floor/object, kill any cops with explosives or snipers/slugs as they don't have pagers, once the vault opens no more civvies will spawn, have the saw guy go in and get to work, have him toss the bags through the lasers as they don't set off the alarm, when done you get the fuck out of there. You can do this without murdering a single civilian but most likely someone's gonna die if you get cops and have to blind fire them.
You usually have enough time if the Control Freak Saw guy has Berserker and ammo bags, and you don't have to get ALL the loot either. You don't have to saw nonstop, maybe one tap against the street every 10 seconds or so, you could probably do less. HoxHud or another hud that shows green exclamation marks for pacified yet untied civilians is ridiculously helpful here, as you can tell if someone who got alerted is a cop or civilian if they don't hit the deck when you saw, and you can easily see new spawns of civvies as they'll be red instead of green. If you get the blackmailer you need to bribe him first before you move any bags across the street or the alarm will go off. You can do this with as little as two people, but solo is a lot harder and I can see why people would complain about that.
Still no april fool's collector pack song for the menu
Pls
well apparently theres another exclusive thing at paydaycon
overkill making cool things for people who went to paydaycon? they should just not give anything special away ever tbh, its selfish and unfair of them
[editline]29th August 2015[/editline]
more like payday "con" because theyre con artists for giving away a hat that i cant have
[QUOTE=PaperMartin;48562498]the same one who thought "maybe they'll understand they don't have to kill them"[/QUOTE]
I don't get why more people don't think that.
I mean come on it's like, ok, my weapons don't appear to be doing anything to it, it's just sitting there, and my actual objective is to walk over there. Why wouldn't you just walk away?
So, apparently from the Paydaycon, the delay for updates for the console versions are because the matchmaking system had to be reworked on Xbox. End of year will put it very close to the way it is on PC now. They're thinking of a special reward for console players for putting up. At least, according to a Reddit thread.
I mean... I guess that's a sign of good faith but they still really fucked up the consoles. They shouldn't have to remake the matchmaking system that shit should just work day 1.
[editline]29th August 2015[/editline]
Am I the only one that still thinks that a convention and a competition for a coop game is the dumbest shit? It's almost as bad as Minecon.
[t]http://images.akamai.steamusercontent.com/ugc/420312961731915752/B7829E9BFFA86B4F70545AA1F3B6ECD1B3BBD50B/[/t]
Jesus christ what have I done.
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