• PAYDAY 2 V9 - 900% More Chromatic Aberration and Lens dirt Edition
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[QUOTE=A Glitch;50003670]why the hell did they even bother keeping the combat-saw related talents like okay you CAN use the saw for combat and a lot of people try it like once or twice, but to make it a main stay of a tree?[/QUOTE] Didn't they buff the percentages though
[IMG]http://orig03.deviantart.net/183f/f/2016/084/8/8/dimmy_by_angusmcleod-d9wg6f2.png[/IMG] That didn't take long.
[QUOTE=Zadrave;50003766]Didn't they buff the percentages though[/QUOTE] without trying to sound anti-fun it's literally a whole tree dedicated to one specific weapon, not a weapon type as shotgunner is. why does the saw warrant this, the ammunition specialist could have something with the larger magazines type weaponry like LMGS and miniguns. Granted there should be skills to improve the saw, but let's be honest it's never going to be a real combat weapon. they mentioned you get a point per infamy level, is that still the original 5 levels or the 25?
Jimmy reminds me of Paul Kaye [t]https://upload.wikimedia.org/wikipedia/commons/thumb/1/13/Paul_Kaye.jpg/1024px-Paul_Kaye.jpg[/t]
[QUOTE=A Glitch;50004232] they mentioned you get a point per infamy level, is that still the original 5 levels or the 25?[/QUOTE] Neither, they're replacing the skill tier requirement reductions with an extra skill point, so Infamy 2-5 gives you an extra point each.
[QUOTE=RookieXtz;50003491]-You have to ace iron man to get ICTV -You have to ace Bulletproof to get the armor bonus -Bulletproof is only 35% FOR AN ACED SKILL INSTEAD OF 50% what the fuck is overkill smoking this time, kush is dank as fuck[/QUOTE] I think this actually makes sense. Consider that it now only takes 28 skills to ace a top-tier skill, compared to 42 to basic it with Infamy bonuses from before. Also, you now get Bulletproof on the way to Iron Man, meaning you don't gotta spend 28 more points in Technician or any other tree meaning you're getting what used to take 84 points for only 28. Bulletproof is also no longer a top-tier skill and let's face it, Bulletproof was overpowered and a nerf was in order. Finally, the armor boost and ICTV were clearly the most useful parts of both of those skills so it's totally fair to make the better effects the ace and not the basic. [editline]25th March 2016[/editline] My concern now is, Bulletproof was the only real reason people went up Technician for the longest time. Bulletproof was taken from it, the Rifle skills were taken from it. What are they gonna do to justify using Technician now?
[QUOTE=SGTNAPALM;50004338]My concern now is, Bulletproof was the only real reason people went up Technician for the longest time. Bulletproof was taken from it, the Rifle skills were taken from it. What are they gonna do to justify using Technician now?[/QUOTE] I thought about that too. Obviously, new turrets will fill one subtree, drills will fill another. Let's assume that C4 will be put alongside drills as a branch, because people usually get them just to blow up doors and safes (faster drills). This leaves us with one completely new subtree. Or they could just go the easy route and make C4 the third subtree's specialty with some weird skills thrown in.
So since they release the skill tree changes on a Friday, and Technician skill tree will be given next Friday, And that is the 1st April. Who else is expecting them to put up a "troll" skill tree next week, then on the 2nd post the real one with the usual "Yesterdays skill tree was a joke guys ;)"
[QUOTE=SGTNAPALM;50004338] My concern now is, Bulletproof was the only real reason people went up Technician for the longest time. Bulletproof was taken from it, the Rifle skills were taken from it. What are they gonna do to justify using Technician now?[/QUOTE] Expanded drill skills and turrets that not suck?
[QUOTE=NaRyan;50004723]So since they release the skill tree changes on a Friday, and Technician skill tree will be given next Friday, And that is the 1st April. Who else is expecting them to put up a "troll" skill tree next week, then on the 2nd post the real one with the usual "Yesterdays skill tree was a joke guys ;)"[/QUOTE] A whole skilltree that revolve around skins.
Anyone complaining about the Far Away skills obviously hasn't had the pleasure of the company of Joceline. It's one of my favourite shotguns, so I will probably make a build where it's aced and just use Joceline and a secondary shotgun or SMG.
[QUOTE=PaperMartin;50004898]A whole skilltree that revolve around skins.[/QUOTE] 25%~50% chance of making nearby cops vomit depending on how bad the skin is. [t]http://images.akamai.steamusercontent.com/ugc/642120405084110998/AD67484CAC45FAC2AFC27861CBF9743BAC02CB88/[/t] :vomit:
Yeah Far Away sounds awesome, slug and flechette shotguns would be much more viable with it.
haven't played this game since december I trust it's still shitty [highlight](User was banned for this post ("Why reply?" - Starpluck))[/highlight]
I dunno if ammo will still be easy as fuck to recover, but [QUOTE]Your rate of fire is increased by 35% when hipfiring. Your shotguns with magazines receive 15 extra shells[/QUOTE] [QUOTE]15 shells[/QUOTE] As if the AA12 wasn't fun enough already :excited:
Man I swear this game keeps minimizing everytime I have Raptr on, it was never like this before
[QUOTE=Derp123213;50006571]I dunno if ammo will still be easy as fuck to recover, but As if the AA12 wasn't fun enough already :excited:[/QUOTE] Fire rate increase only applies to the semis and pump shotguns I think.
[QUOTE=Dick Slamfist;50006477]haven't played this game since december I trust it's still shitty[/QUOTE] I missed the music so I just went back to it. The game is still okay.
Is there any mods that reduce the extremely obnoxious damage indicators to more reasonable levels? If you get into heavy combat and get hit every second, it fucks with my head and I get disoriented.
[QUOTE=Spectre1406;50006709]Man I swear this game keeps minimizing everytime I have Raptr on, it was never like this before[/QUOTE] Yeah, I had this problem too, since Raptr got updated. The only fix is to switch to windowed mode, but then the game will be dark AF, and you can't adjust brightness at all. So I'm using Bandicam now.
If you like Raptr's recorder but not the software itself use plays.tv standalone.
[QUOTE=SGTNAPALM;50004338]Bulletproof was overpowered and a nerf was in order. [/QUOTE] Bulletproof is overpowered? 255 armor can't even stand 5 shots on deathwish. Grinder is something that's need to be nerfed, not armor Armor has always been inferior to dodge/grinder and the last thing it needs to be put in the trash is a nerf
[QUOTE=RookieXtz;50008348]Bulletproof is overpowered? 255 armor can't even stand 5 shots on deathwish. Grinder is something that's need to be nerfed, not armor Armor has always been inferior to dodge/grinder and the last thing it needs to be put in the trash is a nerf[/QUOTE] Imo that's a Deathwish problem. On Overkill, TechForcer can stare down a Black Bulldozer face to face and come out on top. Bulletproof + ICTV on Deathwish is like CTV on Overkill, at best. In fact all armour is next to worthless, DW is all about dodge builds. Personally I don't find dodge builds much fun, so I stick to Overkill where armour actually means something. Would be nice if they balanced it out though, or at least made both builds equally worthless.
[QUOTE=SGTNAPALM;50007645]If you like Raptr's recorder but not the software itself use plays.tv standalone.[/QUOTE] Or you could try out OBS as well, it's a streaming and recording app that's free.
I noticed some new voicelines for Turret appearing, in the same manner as Winters.
Am I the only one who thinks trip mines are a joke if not used for shaped charges? From my experience they're either activated by one dumb ass cop or are used on obvious cloaker vents. Those things need some serious love. I feel bad that they're more useful for spotting than actually blowing up cops.
If you use them tactically, they instakill bulldozers, and if you place them where cloakers spawn (e.g. the edges of Rats - Day 3) then its one less cloaker to worry about. Its good when used properly, but not easy to appreciate.
But a revolver can easily down a dozer in just a few shots if you're going for headshots. Cloaker insta kills are satisfying as hell though, yeah. Trip mines just need something more imo, since their biggest use is for C4 Edit: this free/sale period is our stand in for the Spring Break update. [URL="https://www.reddit.com/r/paydaytheheist/comments/4bypu4/so_is_this_our_spring_break_standin_event/"]Source[/URL]
Did anyone figure out how to make free flight work again?
Wait a damn minute.. Walk-in closet still isn't stacking with Fully Loaded on the new proposed Enforcer skill tree? Why the hell not? Walk-in closet is like 35% more ammo, isn't it? That means it makes the ammo benefit of Fully Loaded minus that amount first if you're using a perk deck with it (which you should be at all times). After all this time, and a while back when I was pointing it out, they finally get to it, and all they do is decide to acknowledge it, but not change it. I don't understand the motive here. It's the top skill for ammo specialist. It's not going to hurt much if you make them stack.
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