• PAYDAY 2 V9 - 900% More Chromatic Aberration and Lens dirt Edition
    5,001 replies, posted
[QUOTE=Menien Goneld;50101503]Stealth is alright by yourself, when the RNG doesn't screw you over, and the guards aren't alerted by something on the other end of the map, or glitching through a wall or something. Maybe alright is an overstatement.[/QUOTE] I'm not aware of cases where any of this happens anymore in the game. What have you experienced?
[QUOTE=Finale;50102001]I'm not aware of cases where any of this happens anymore in the game. What have you experienced?[/QUOTE] Well, nothing recently to be fair; I've only started playing again after several months of ditching the game, and it's all been loud stuff that I've been catching up with. I've had experiences pre-2016 of guards being alerted for seemingly no reason, seeing things through walls, and also just walking through walls and stairs. These glitches were pretty isolated though, and in most cases funny, rather than rage-inducing. It's not really as bad as I was making out, at least, not anymore. But generally, I would always advise playing stealth heists by yourself. Stealth is all-or-nothing and having no-one else to blame but yourself for failure is better, especially when desync is still a problem. Some heists are also a little too dependent on RNG, so that can still be very brutal if you're unlucky.
[QUOTE=brenz;50101811]Man, I can't believe Suit + Muscle works so well. Stupidly well.[/QUOTE] Suit suits my style of play so much more, I find armor too restricting with the movement penalties And there's so many easy suit builds that allow you to be just as viable. Thank you FugiGrinder!
armor's only issue is it locks you into garbage skill trees to be even a shred of use, and even then it's perk deck reliant. The revamp is probably gonna fix this issue like it seems to fix most skill point sinks.
[QUOTE=Lone_Star94;50100549]Easier said than done. The snipers still have the ability to quick scope you when moving into position, not to mention the hard to hit sniper that appears near a tower on the other side of the map. It's not a fun heist.[/QUOTE] To be honest, this is a problem with snipers in general. They're supposed to be like these guys where if you get hit by them it's your own fault for not noticing the bright red laser, but since their idle animation has them pointing their rifle at the ground in front of them and they can quickscope you from that position, they end up being like cloakers that cause real downs and have no warning. The only way to counter snipers is by memorising all the sniper spawn points and paranoidly checking them every minute to make sure they haven't spawned in yet, which honestly just isn't very fun.
[QUOTE=TacticalBacon;50103379]To be honest, this is a problem with snipers in general. They're supposed to be like these guys where if you get hit by them it's your own fault for not noticing the bright red laser, but since their idle animation has them pointing their rifle at the ground in front of them and they can quickscope you from that position, they end up being like cloakers that cause real downs and have no warning. The only way to counter snipers is by memorising all the sniper spawn points and paranoidly checking them every minute to make sure they haven't spawned in yet, which honestly just isn't very fun.[/QUOTE] Bain calls out sniper spawns on almost all maps.
[QUOTE=TacticalBacon;50103379]To be honest, this is a problem with snipers in general. They're supposed to be like these guys where if you get hit by them it's your own fault for not noticing the bright red laser, but since their idle animation has them pointing their rifle at the ground in front of them and they can quickscope you from that position, they end up being like cloakers that cause real downs and have no warning. The only way to counter snipers is by memorising all the sniper spawn points and paranoidly checking them every minute to make sure they haven't spawned in yet, which honestly just isn't very fun.[/QUOTE] I've never really had that problem, unless I was running around outside like an idiot (which I often do 'cause grinder+suit is love and life) and even then you usually have enough indication to have time to take 'em down with a pistol or something of course they are a problem if you don't have an accurate enough gun on you but why would you
[QUOTE=Finale;50103420]Bain calls out sniper spawns on almost all maps.[/QUOTE] You're right, he does, but it doesn't exactly alleviate some of the problems with snipers. I find even if I'm perfectly aware of a sniper because of the call, it's still very much possible to get cheesed by some of their awful habits. They still are very capable of popping near-perfect accuracy as they're walking into position, and while they walking into position, they have this obnoxious habit of shooting a bit faster than they normally do, so they might miss, but then immediately shoot again and that one hits you. I even had a horrible experience in a loud version of the Warehouse on Election Day where I was being shot by a sniper by the van that hadn't walked into view yet, and was somehow still shooting down at me through the building he was on top of. Overkill also has put snipers on some maps where they are sometimes obnoxiously well hidden behind relatively thick layers of fog, or vegetation that players can't see through, but the AI can. It's part of what makes White Xmas, Train heist, and even some parts of the Alesso Heist a drag, but at least with the Alesso Heist, the snipers don't really ever spawn at such dangerous distances. And that's the other problem with snipers, because there are some instances where snipers are put in positions where they will do close to their highest possible damage, and coupled with their bad habits, it can really be a recipe for disaster.
I've had snipers on Goat Sim day two in the helicopters hit me twice in such quick succession that the damage numbers from PocoHud were neatly stacked on top of each other, each around 150 damage, instantly downing me from near full health. If you don't know exactly where each sniper spawn is it doesn't matter that Bain calls out snipers, and he does so inconsistently anyways, because you don't know where they're hiding. It's not like Bain marks them for you (which would be a nice feature for Bain in general to occasionally mark specials) or gives you a good description other than "rooftops" in a huge city area. For players who have played the game to death like me it's workable but on new heists its fresh all over again. Their lasers are inconsistent and sometimes they point their gun at the ground. They're supposed to have a target acquisition time before they can hit you but I've seen players sprint on day two of Hotline Miami across the inside area of the door that needs to be blown up and get instant downed by a sniper the nanosecond they popped out. They can shoot through opaque foliage and if you're not using a mod that lets you see enemy health you will literally be unable to see them. They can shoot as they're moving into position which is bullshit because they're not pointing their laser at you until after they shoot. Some maps throw them at you like candy so they can destroy you if they all fire at once. They pierce armor so suit builds get destroyed if their dodge RNG doesn't pan out. On some maps they're so far away its almost a pixel hunt, like on GO Bank. I don't think anyone enjoyed Payday: The Heist's snipers who only had a trail when they shot, and usually in that game you only had them sparingly and not all at once. Post launch Payday 2 snipers were a joke. All they need to do is make their behavior consistent and predictable, like maybe you get a HUD warning like a red screen outline when you're being targeted and a consistent amount of time like a second and a half before he fires. That way you're still fucked if you're not careful but you'll avoid the "poke head out of cover and get 360 noscoped by a crouch walking sniper.
You know, snipers would be a little better if you could tell when they had a bead on you and could only shoot after they keep that lock on you for like two seconds, or a second and a half. A visual effect that is more prominent than their laser which is currently an unreliable indication, like a red lens flare on your screen, either just on your screen, or also in direction the sniper originates from would be greatly helpful on those maps where you can hardly tell where they are, or tell if you're being targeted. I have no problem with snipers hitting like a freight train, but they need to have a better warning sign before they're allowed to hit that hard, and I should feel like I could have avoided it if I paid better attention instead of feeling like the damage and when is dependent on how lucky I get. With that 'luck' mostly being another player taking the hit instead of me.
Personally I've found the PDTH snipers being a lot more effective than the PD2 snipers. No aim delay, fired SIGNIFICANTLY faster than their PD2 counterparts, and overall were just worse to deal with. Though PD2 snipers are way more effective at killing suit players (Armor pen and all that), which is really hilarious to just see a suit guy just drop dead out of nowhere.
Because they were supposed to. Snipers weren't changed at all after initial beta, where the more armor you had - the better.
-snip wrong thread-
Uh why are people trying to sell their Jimmy drills on the market for more than they cost normally? No one's gonna buy your thing for $3.80 when they could pay $2.49, lmao.
[QUOTE=TacticalBacon;50105254]Uh why are people trying to sell their Jimmy drills on the market for more than they cost normally? No one's gonna buy your thing for $3.80 when they could pay $2.49, lmao.[/QUOTE] You sure about that? [t]http://i.imgur.com/tNpTmTj.png[/t]
[QUOTE=Meidi;50105259]You sure about that? [t]http://i.imgur.com/tNpTmTj.png[/t][/QUOTE] Oh man people are idiots, I should buy a bunch and sell them for a profit.
[QUOTE=TacticalBacon;50105285]Oh man people are idiots, I should buy a bunch and sell them for a profit.[/QUOTE] You can't sell drills for a week after buying them, just saying. They should go down in price after Thursday.
[QUOTE=Meidi;50105352]You can't sell drills for a week after buying them, just saying. They should go down in price after Thursday.[/QUOTE] Damn, I forgot about the resell waiting period. That always gets me, I buy skins I think I might like off the market every so often for a few cents, turns out they look way worse in game but I can't get rid of them.
I wonder what classic heists are going to be paired next. Perhaps Green Bridge and Heat Street? Would make sense since you do a lot of running in both. If not, it'll probably be Diamond Heist and Panic Room. In the case of Panic Room, Santa's Workshop gives me the idea that we should able to force the workers in the building to make drugs for us. Would make up for the lack of loot besides the 20 or small bundles of cash you could find scattered around in the first game. I wonder if we'll get No Mercy too. Would probably have to do what Counterfeit did and make an extra dialogue line noting how we don't look like doctors for the semi-stealth part.
[QUOTE=Notanything;50105663]I wonder what classic heists are going to be paired next. Perhaps Green Bridge and Heat Street? Would make sense since you do a lot of running in both. If not, it'll probably be Diamond Heist and Panic Room. In the case of Panic Room, Santa's Workshop gives me the idea that we should able to force the workers in the building to make drugs for us. Would make up for the lack of loot besides the 20 or small bundles of cash you could find scattered around in the first game. I wonder if we'll get No Mercy too. Would probably have to do what Counterfeit did and make an extra dialogue line noting how we don't look like doctors for the semi-stealth part.[/QUOTE] Well, it has been heist that was changed abit + heist that is pretty much the same for the first two DLCs. I think next DLCs will be [B]Panic Room[/B] (With added meth lab or something) + [B]Green Bridge[/B] and [B]Diamond Heist [/B](Needs a rework for PD2 stealth mechanics) + [B]Heat Street[/B].
[QUOTE=VintageCat;50106181]Diamond Heist.[/QUOTE] Since we got this worse version with Clover - I don't think so.
[QUOTE=Tarkin22;50106390]Since we got this worse version with Clover - I don't think so.[/QUOTE] Completely different heists though, one's "The Diamond" and the other is "Diamond Heist", it can still work just fine. Overkill didn't even plan to recreate classics at that point. Simon will have to make yet another Breach of Security remix tho. [sp]I don't mind, it's the best track of PD:TH.[/sp]
[QUOTE=Meidi;50106556]Completely different heists though, one's "The Diamond" and the other is "Diamond Heist", it can still work just fine. Overkill didn't even plan to recreate classics at that point. Simon will have to make yet another Breach of Security remix tho. [sp]I don't mind, it's the best track of PD:TH.[/sp][/QUOTE] I just hope his second remix is better than the first. Was not a particular fan of it, he's done better work.
So, umm, when can we expect the open beta for the new skills ? When fugi comes out, the week after or "eventually" ?
Breach 2015 kinda was it's own track at the same time really It was just based on the source, not just remixed It shall be different, i'm sure
This remix of breach 2015 is pretty good though imo [video=youtube_share;r3LYYB4GEw4]http://youtu.be/r3LYYB4GEw4[/video]
Breach 2015 was a track that tried to stay true to the original while making it something a bit different, if we're getting Breach 2016, it's safe to say we'll get something completely different much like the [classic heist] 2016 songs we have right now. Damn, now i'm curious to know what Simon could come up with.
The thing is all the classic remixed heist songs kept the same name as their original, "Breach" is not the name of the song, "Breach of Security" is. Which is why I think we will get "Breach of Security 2016" at some point.
Anybody else use the tiara as a 'mask'? It's funny seeing it on virtually all the characters, it's not particularly flexible in terms of appearance, so it's actually kind of challenging finding a pattern and color that doesn't make it look horrible. I'm curious to see what other people have customized it with to make it look interesting.
If you put a material on the tiara that matches Jimmy's hair (I used Aspen) it becomes barely visible. [t]http://i.imgur.com/H4kIG40.png[/t] Dunno how much lighting affects it though.
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