[QUOTE=garychencool;48590956]Oh my fucking god, that drove me nuts. Like in the animation, the gun is loaded and the bolt action animation finishes, I sprint and boom, the gun is magically not reloaded.[/QUOTE]
I normally have Kilmer aced but that disconnect between animation and actual reload time is still bloody infuriating. Especially with the Tec-9, I swear, with it you take the magazine out, put the new one in, then it doesn't actually register the new magazine until a good half-second after the animation ends.
Why the fuck is the surveillance operator on day 2 of Election Day innocent? He's not so innocent if he's the one hired to watch over the place.
Today officially marks 1 year with Overkill :D Woo!
Okay, back to work.
[QUOTE=Coyoteze;48591670]Today officially marks 1 year with Overkill :D Woo!
Okay, back to work.[/QUOTE]
Congrats, sounds like you're having a lot of fun there c:
[QUOTE=MrHeadHopper;48586531]I think this'd be the best way of solving mod drop issues short of triplifying the number of side jobs you get per day or something ridiculous like that.
Also; PD:TH always rewarded you on the go. The game was a lot harder and missions were that much longer, so you had to get some type of reward for atleast getting to certain objectives.
Why not have some part of that implemented into PD2? PD:TH had a objective completion tracker by %. Let's say that you fail a Deathwish mission but you completed 50% of the objectives. You'd get a EXP reward based on what that percentage represents on a individual mission by mission basis, harder and longer missions giving you a bigger EXP reward for trying.
Plus, why not reward excellence? If you have the least downs or the most kills or the most revives or whatever in one given job, you get a bonus card drop or something along those lines.[/QUOTE]
To be honest, I'm against rewarding XP based on objectives completed. Rewarding players for failure is not right. You either do it or you fail and try again.
Also, I always wondered why it shows "Most downed" in crew stats instead of "Least downed", since shouldn't these stats show who had high performance in the game?
[editline]1st September 2015[/editline]
So this is where the money goes. :v:
[t]http://puu.sh/jW6ak/adecac96c3.png[/t]
maybe they should reward everyone xp for objective,and give more xp to people that actually have contributed to said objective (repair the drill,secure bags, shoot the commissar/hector,etc)
[QUOTE=Meidi;48591904]To be honest, I'm against rewarding XP based on objectives completed. Rewarding players for failure is not right. You either do it or you fail and try again.
Also, I always wondered why it shows "Most downed" in crew stats instead of "Least downed", since shouldn't these stats show who had high performance in the game?
[editline]1st September 2015[/editline]
So this is where the money goes. :v:
[t]http://puu.sh/jW6ak/adecac96c3.png[/t][/QUOTE]
Almir said he's also giving one of those away too
[QUOTE=PaperMartin;48591943]maybe they should reward everyone xp for objective,and give more xp to people that actually have contributed to said objective (repair the drill,secure bags, shoot the commissar/hector,etc)[/QUOTE]
That would create less of an incentive to play like a team and would create more of a situation where you have people pushing eachother out of the way to do objectives, and those who don't get to do them will be left with less
[QUOTE=Nickolas;48591962]That would create less of an incentive to play like a team and would create more of a situation where you have people pushing eachother out of the way to do objectives, and those who don't get to do them will be left with less[/QUOTE]
still better than people not doing the objective tho
[t]http://images.akamai.steamusercontent.com/ugc/419187061837933719/B3E99E4D412952614442A8CD28853D28B7B4BA7B/[/t]
[t]http://images.akamai.steamusercontent.com/ugc/419187061837935111/20360532D20585A4512A8542A57E22FDB6245CFD/[/t]
[t]http://images.akamai.steamusercontent.com/ugc/419187061837937093/5A86F92CA36AFCBDC22A73EE3E9B62F55730D62E/[/t]
Glitches like these still amuse me :v:
(picture by GenMcbadass)
[t]http://images.akamai.steamusercontent.com/ugc/618471345343878300/4A0B3FDFBEFE956286DDB46E874AC970F93DADCA/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|2048:1365&composite-to=*,*|2048:1365&background-color=black[/t]
these guys should have won the cosplay contest easily.
[QUOTE=PaperMartin;48592027]still better than people not doing the objective tho[/QUOTE]
better have 4 people trying to repair the drill at once than the usual 2 in pub games
[QUOTE=DS_;48592055]better have 4 people trying to repair the drill at once than the usual 2 in pub games[/QUOTE]
it's not like they're gonna get shitload of xp from repairing a drill,just a small bonus for doing it
[QUOTE=PaperMartin;48592079]it's not like they're gonna get shitload of xp from repairing a drill,just a small bonus for doing it[/QUOTE]
yeah and instead of actually protecting one guy repairing the drill or doing other objectives everyone is gonna try to repair it for that little bit of xp
[QUOTE=PaperMartin;48592079]it's not like they're gonna get shitload of xp from repairing a drill,just a small bonus for doing it[/QUOTE]
It's a bad idea still. This is a co-op game, a game where you work as a team. Individual rewards like this kill the whole point of co-op.
okay so if the game reward people who do the objective everyone will fight to do it
but if not then no one would do it
small problem here
[QUOTE=PaperMartin;48592128]okay so if the game reward people who do the objective everyone will fight to do it
but if not then no one would do it
small problem here[/QUOTE]
yeah its not like we want to actually finish the heist, who cares about doing objectives god
[QUOTE=PaperMartin;48592128]okay so if the game reward people who do the objective everyone will fight to do it
but if not then no one would do it
small problem here[/QUOTE]
I don't know to explain it to you. The only individual rewards that are fine are the ones you get OUTSIDE the actual game (aka card drops and side job rewards, and even then everyone gets those, they're just randomized). Individual rewards that are granted DURING the game are not fine, atleast in a co-op game. You work as a team, you get rewarded as a team. There's no "I" in Payday.
Plus, everyone already does objectives. Find better people to play with if no one cares about objectives in your team.
[QUOTE=Meidi;48592238]I don't know to explain it to you. The only individual rewards that are fine are the ones you get OUTSIDE the actual game (aka card drops and side job rewards, and even then everyone gets those, they're just randomized). Individual rewards that are granted DURING the game are not fine, atleast in a co-op game. You work as a team, you get rewarded as a team. There's no "I" in Payday.
Plus, everyone already does objectives. Find better people to play with if no one cares about objectives in your team.[/QUOTE]
I'm talking about pubs that think they better kill that dozer they saw on the opposite of the map than repair the drill near them
[QUOTE=PaperMartin;48592301]I'm talking about pubs that think they better kill that dozer they saw on the opposite of the map than repair the drill near them[/QUOTE]
Then that is the problem with the people you played with
Doesn't mean that everybody else is the same
[QUOTE=wickedplayer494;48591628]Why the fuck is the surveillance operator on day 2 of Election Day innocent? He's not so innocent if he's the one hired to watch over the place.[/QUOTE]
He's not armed.
[QUOTE=PaperMartin;48592128]okay so if the game reward people who do the objective everyone will fight to do it
but if not then no one would do it
small problem here[/QUOTE]
Take a third option: You do it.
[editline]1st September 2015[/editline]
[QUOTE=DS_;48592085]yeah and instead of actually protecting one guy repairing the drill or doing other objectives everyone is gonna try to repair it for that little bit of xp[/QUOTE]
What about some system like for doing objectives, players within an X radius of the objective get some small XP bonus when it's done? Then that encourages the team to stick together and cover the guy doing things.
[QUOTE=Meidi;48592238]I don't know to explain it to you. The only individual rewards that are fine are the ones you get OUTSIDE the actual game (aka card drops and side job rewards, and even then everyone gets those, they're just randomized). Individual rewards that are granted DURING the game are not fine, atleast in a co-op game. You work as a team, you get rewarded as a team. There's no "I" in Payday.
Plus, everyone already does objectives. Find better people to play with if no one cares about objectives in your team.[/QUOTE]
Oh I didn't mean that if one guy did the objectives then only that guy got a reward. I meant that you got a reward the further along the map you got, similar to how PD:TH does it. Unless I'm wrong, it gives you a static cash i.e EXP reward scaled by difficulty for each player currently in that game once you complete certain objectives regardless of whether they're downed, alive or in custody.
The only individual reward should come as a performance bonus at the end of a mission, similar to PD:TH's Bulletproof, Clean Hit and whatever the other one was. Throw in another one for topping kills, similar to Me vs. The Law and you're solid.
I don't wanna end up with some garbage like KF2 where you've gotta killsteal and tag for EXP. Everyone gets that objective completion money, but only the top player at the end of the heist where the scores are calculated gets a big MVP bonus.
Also PD:TH didn't reward failure, it rewarded step-by-step completion.
Heist idea: Sperm Bank
We go in and donate through the proper channels and make money donating
Then we go back geared up and steal our seed so we don't have the biological children in the future
Edit:
Or maybe a loud version where Vlad donates and hires us to steal his back for him
[QUOTE=MrHeadHopper;48593130]Oh I didn't mean that if one guy did the objectives then only that guy got a reward. I meant that you got a reward the further along the map you got, similar to how PD:TH does it. Unless I'm wrong, it gives you a static cash i.e EXP reward scaled by difficulty for each player currently in that game once you complete certain objectives regardless of whether they're downed, alive or in custody.
The only individual reward should come as a performance bonus at the end of a mission, similar to PD:TH's Bulletproof, Clean Hit and whatever the other one was. Throw in another one for topping kills, similar to Me vs. The Law and you're solid.
I don't wanna end up with some garbage like KF2 where you've gotta killsteal and tag for EXP. Everyone gets that objective completion money, but only the top player at the end of the heist where the scores are calculated gets a big MVP bonus.
Also PD:TH didn't reward failure, it rewarded step-by-step completion.[/QUOTE]
I wrote that message for PaperMartin specifically, I know you meant a different thing. But still, PD:TH's progression is probably the weakest part of the game. Heists are difficult to complete for newcomers, it gets pretty tedious and without any step-by-step completion you'd be stuck at level 20-30 forever without help of high-leveled players. But in PD2 there's tutorial levels like Jewelry/Diamond Store that teach new players and award them with easy XP, preparing them for difficult heists.
I just don't feel like it's neccessary to award XP instantly for each objective. Players should strive to victory until the end instead of going "eh, let's kill ourselves after getting 7 bags of meth on Rats to get 4m xp".
Also yeah, tagging for XP is so goddamn annoying in KF2, I absolutely hate it.
[QUOTE=VenomousBeetle;48593352]Heist idea: Sperm Bank
We go in and donate through the proper channels and make money donating
Then we go back geared up and steal our seed so we don't have the biological children in the future
[/QUOTE]
"Fill her up good, guys!"
Hey guys what weapon is better, AMR-16 or CAR-4?
[QUOTE=mralexs;48594104]Hey guys what weapon is better, AMR-16 or CAR-4?[/QUOTE]
generally the car-4 is better but the amr-16 is a nice alternative (but with poor ammo)
[QUOTE=mralexs;48594104]Hey guys what weapon is better, AMR-16 or CAR-4?[/QUOTE]The meta right now is basically the CAR-4 thanks to its high modability. I like the AMR but it chews through ammo way too fast to be overly useful.
[QUOTE=Jad Hinto;48594132]The meta right now is basically the CAR-4 thanks to its high modability. I like the AMR but it chews through ammo way too fast to be overly useful.[/QUOTE]
So the AMR won't be as useful until I get the more ammo perk?
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