• PAYDAY 2 V9 - 900% More Chromatic Aberration and Lens dirt Edition
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I play Jacket / Houston because I both equally like to go psycho mode but also like to berate other players for acting dumb and not taking it seriously
Payday 2 update anyone? Just a fucking Sydney safe fix, nothing special. Oh, NOW something of substance happened... And armor got nerfed. Iron Man Basic now gives 30% armor bonus rather than 40%. [b]why?[/b]
Crook with LBV and all armour skills is now 136.5 armour, 15% dodge and 10% recovery rate. Rogue with LBV and all armour skills is now 91 armour, 25% dodge, 80% better swap speed, 15% less enemy targeting and 25% armour piercing. Tradeoff of 4 hits for so many benefits. R.I.P. Crook, you were fun while you lasted. And don't forget, Crook is supposed to be a dodge/armour deck while Rogue was always focused on suit dodge. What the hell happened?
[QUOTE=brenz;50394985][b]why?[/b][/QUOTE] Because people need to read a changelog first. [QUOTE][B]General[/B] Ballistic Vest dodge penalty reduced from -30 to -10 Lightweight Ballistic Vest dodge penalty reduced from -25 to -5 Heavy Ballistic Vest dodge penalty reduced from -35 to -15 Flack Jacket dodge penalty reduced from -40 to -20 Combined Tactical Vest dodge penalty reduced from -45 to -25 [B]Perk Decks[/B] The dodge bonus from the Basic Composure, Advanced Composure and Expert Composure for the Crook Perk Deck has been reduced from 10% to 5% [B]Skills[/B] Reduced the armor bonus from Iron Man: Basic (Enforcer - Armorer) from 40% to 30% Reduced the armor gained from Bullseye: Basic (Enforcer - Armorer) from 10 to 5 The required distance to an enemy for Spotter Teamwork: Aced (Mastermind - Sharpshooter) to trigger has been reduced from 25m to 10m Reduced the duration of the damage bonus from Overkill: Basic (Enforcer - Shotgunner) from 30 sec to 20 sec Fire duration for the Fire Trap: Basic (Technician - Breacher) are reduced from 20 sec to 10 sec Decreased the amount of health damage taken with Frenzy: Aced (Fugitive- Brawler), the reduction of the damage is now 60% instead of 50% [B]Weapons[/B] Reduced the blast radius of grenades and dynamites from 10m to 5m Fire duration for the Molotov Cocktails are reduced from 25 sec to 15 sec Grenades and Dynamite damage increased from 300 to 400[/QUOTE]
ahhh thank ya overkill please keep shoving dodge builds in my face forget about armor who neeeeds it
[QUOTE=Hammer7;50395719]Because people need to read a changelog first.[/QUOTE] I don't see the reason there. All the armor changes are for dodge. Nothing to warrant a nerf for Iron Man
I don't mind dodge builds but isn't Iron Man gets disgustingly op with Anarchist deck?
[QUOTE=Hammer7;50395976]I don't mind dodge builds but isn't Iron Man gets disgustingly op with Anarchist deck?[/QUOTE] It's OP with any armor if you maintain a good hitrate. Except suit because of the stupid double hit when your armor breaks.
Stealthing day 2 of Election Day at the warehouse got kinda weird. At one point the rental cops (two at the least) from outside came [I]inside[/I], started casually hopping the catwalks, and then would kick the crates that contained the machine. And then they just sat there. I hadn't even began hacking some of them. Also, why do AI follow you around despite being in casing mode while offline heisting? Sometimes the AI will also casually jump through a fucking window while they're in casing mode, alerting everyone in the vicinity.
dunno about anyone else but this game is starting to feel pretty stagnant/boring, wheres the updates at my boys
[QUOTE=MarioInATopHat;50396579]dunno about anyone else but this game is starting to feel pretty stagnant/boring, wheres the updates at my boys[/QUOTE] Yeah, where is my update DMC? I need those fixes and more cool features in my life. Oh wait, you were talking about Overkill.
[QUOTE=MarioInATopHat;50396579]dunno about anyone else but this game is starting to feel pretty stagnant/boring, wheres the updates at my boys[/QUOTE] Not to sound like an ass but you do see the changelog right above you:v:. The full release of the balance changes will be soon enough and I think thats a pretty big update and change to the game
[QUOTE=Vilous;50396301]Stealthing day 2 of Election Day at the warehouse got kinda weird. At one point the rental cops (two at the least) from outside came [I]inside[/I], started casually hopping the catwalks, and then would kick the crates that contained the machine. And then they just sat there. I hadn't even began hacking some of them. Also, why do AI follow you around despite being in casing mode while offline heisting? Sometimes the AI will also casually jump through a fucking window while they're in casing mode, alerting everyone in the vicinity.[/QUOTE] A police officer will path to and kick the first machine you hack (for most machines), then go stationary unless another hack was begun at the same time. It appears to be left over from early heist development. They know about it and will patch it eventually. The AI following you is a bug introduced in the beta, they're aware of it and will patch it soon.
everytime I think I've seen the bottom of this community I'm always surprised spend 10 minutes in a lobby with a guy in his skills and I assume he's finally done his build so I ask "we good to go now?" and I get kicked
Has someone ever found out a trick to guessing game It's the only achievement i have left from the base game
[QUOTE=Nickolas;50399111]Has someone ever found out a trick to guessing game It's the only achievement i have left from the base game[/QUOTE] The only way to do it is with luck. Play it offline, you have to cut one cable on the ground floor and another in the upper floor. Go for the one close to the wooden door of the left and if the alarm sounds just restart the day, if everything goes well all is missing is cutting the right one in the upper floor.
[QUOTE=E.C.S;50399135]The only way to do it is with luck. Play it offline, you have to cut one cable on the ground floor and another in the upper floor. Go for the one close to the wooden door of the left and if the alarm sounds just restart the day, if everything goes well all is missing is cutting the right one in the upper floor.[/QUOTE] I'm afraid that's not correct- the distribution of powerboxes is completely random. One small mercy is that fewer boxes usually spawn on Normal difficulty.
why the fuck can't i get certain achievements they just don't count at all for example, the "kill 10 people using sniper rifles while ziplining"
[QUOTE=Arktomys;50399542]why the fuck can't i get certain achievements they just don't count at all for example, the "kill 10 people using sniper rifles while ziplining"[/QUOTE] Some say certain mods (on the gun?) can mess with the counter. Have you tried using one from the original sniper pack, with no DLC mods? I can't get the chievo for 'Kill 100 cops using AK/CAR rifles only', but then I noticed there is an AK/CAR-related DLC. Not sure if it's tied to having to have that DLC, but I feel your pain on some of that. edit: strike that. below has answered the question
[QUOTE=Arktomys;50399542]why the fuck can't i get certain achievements they just don't count at all for example, the "kill 10 people using sniper rifles while ziplining"[/QUOTE] Achievements that involve incremented progress are disabled in the beta.
To add to that, statistics are technically still being tracked, but they changed the "tag" for how the stats are sent to steam to be under the beta rather than the standard "tag" that steam tracks for cheevos.
[QUOTE=Finale;50399942]Achievements that involve incremented progress are disabled in the beta.[/QUOTE] well now that's just great
May 27th Q&A Stream recap, since no one had posted one until now (I have put the important stuff in bold, some of this stuff is already ingame): [URL="https://www.reddit.com/r/paydaytheheist/comments/4ldybw/may_27th_skill_tree_beta_qa_stream_recap/"]Reddit Thread[/URL] [QUOTE] [B]Big update coming Thursday. Release to live game, many changes. Next revision appears to be a Difficulty rework [/B] [B]Grenade changes- Molotov and Firetrap were considered too powerful, duration too long Grenades- smaller radius, but more damage. Range nerf was stronger than expected, supposed to 1 shot non-specials on DW, perhaps +50-100 damage buff Armor v Dodge- They are happy with Armor as is. Dodge is too good, specifically sprinter & duck & cover bonuses will be reduced. Expect removal of crouch bonus, reduce sprinter dodge by 10-15%, and buff base dodge.[/B] [B]Anarchist- too strong in beta due to accessibility of skills. ICTV regen ticks to be buffed, suit/LBV nerfed. Suit anarchist would also be impacted by above dodge changes.[/B] [B]Claim: non Armor bezerker builds suck. Jules thinks this is ok. Loves concept of risk/reward bezerker, though doesn't care to give players tools to fine tune their health Jules loves Frenzy + Bezerker. Frenzy without bezerker sucks, but Jules says he is ok with it and will stay as is. Thinks Hostage taker/muscle + frenzy is very strong. Hitman perk deck to be slightly buffed as they lost unique akimbo use. Armor regen not really something Jules believes in as something that can be made into a good bonus. No melee rebalance date. Matter of priorities and available programmer time. Generally too many melee weapons, that is why there are a lot of weapons with nearly identical stats. Generally expect other melees to be buffed towards katana[/B] Happy with beta participation rates. [B]New tutorials? Yes this is coming Trigger Happy confirmed to be changing to time window rather than consecutive hits Sentries- Max will be 4. Can get 6 with jack of all trades. Silent sentry will be separate deployable. Both sentry types toggable between AP and normal rounds. The new look will be out with the next update (P90 version). Weakest tree acknowledged to be sharpshooter. Spotter teamwork will be upgraded to make spotting easy, expected to be strong and used in coordinated DW games. Ammo efficiency will stay as is for now. Jules loves it, even though it has been poorly recieved. Ammo efficiency is targeted for DMR and high damage weapons, do not expect multiple[/B] A chill character heister? Probably not. [B]Updates & huge downloads. Its complex. Wont improve in the near term, if ever. Sentry guns- have been "nicer" with the remodel. Not clear on sound changes Why are the skill trees being changed? Breath of fresh air. Current trees constrictive, messy. Wanted more of a mix of weapons & builds, not just shotgun/armor or akimbo/fugitive. Want to keep interest of players.[/B] Die Hard aced- admitted only useful with ballistic vests, but Jules thinks you can build around it. (Reiteration on dodge changes) [B]Two bag skill- not high on priority, difficult to implement. something they would like to do over time. Fixing sentry guns "easily" was a priority over 2 bags transporter. Safehouse customization- coming. A date will be announced[/B] Shinobi question- ace is now part of base game. basic is baseline or in the movement speed increase skill [B]The devs test builds & skill strength on DW difficulty, stream plays overkill to multitask/answer questions while playing. If they balanced to make overkill hard, DW would be too inaccessible Ammo efficiency- DMR & snipers suffer from ammo pickup nerfs. Wanted ammo efficiency in sharpshooter so DMR players dont feel compelled to get fully loaded aced. (Almir cameo)[/B] [B]All payday heists missions to PD2? Yes working on it, gradually all of them in Camouflage- why is it in tier 1 silent killer? Will be moved into aced tier 2, new tier 1 skill incoming. Jules confirms it is useless if all take it, and weak in public games, but good in coordinated teams. Allows a player to get in closer proximity before they are targeted over teammates. New tier 1 skill to be revealed on thursday's release Aggressive reload should apply to AR and SMG, was on the bug list[/B] [B]Safehouse customization- will not be using offshore, as too many players would cap out day 1. Will be time-in-heist unlocked, bonus for DW. Money is confirmed to be a lifetime score, not really a resource any more.[/B] [B]Sentry guns- are strong right now. Ammo capacity will be reduced, nerfing them overall (Almir cameo)[/B] Of new skills, Jules is having the most fun playing with body expertise [B]Winters claimed to be dull. Jules thinks he needs more work, could come when they update difficulty[/B] MacOS X version coming? No knowledge Recap on grenade changes. Molotov needed nerf, 20 sec too long. Idea on other grenades was to reduce radius but 1 shot non-specials. underestimated damage falloff, expect damage buff Minute 58 Hoxton Breakout OVK Favorite heister? Jules-Jacket Tobias-Clover TuffeCooke-Bodhi RetroDalek-Sydney Crimefest 2016? cant say. if so, there will be a proper announcement Workshop? what kind of workshop? can't say. probably start simple. Not heists. [B]possible to toggle loud/silent drills? nice to do, but not going to happen right now. this will become optional (not tier 1 basic). some players use it to distract guards in stealth, and jules does not want to deprive them of this option Slow sniper rifles, buffs incoming? No, not for release of beta. But sharpshooter could be updated because it is recognized as weak, new top tier skill? just ideas phase Anarchist- will be getting a bit of a nerf (see above). Reducing regen on lighter armors, improving regen on heavier armors[/B] Payday runs on diesel 2 engine [B]Host migration? looking into it, no date. They want to improve "lobby stability" Console update? No date, video coming. Almir recorded it today. Aim down sights accuracy bonus skill- Automatic mode /shotguns do not benefit from aim down sight accuracy. Jules says they should be. Currently only applies to single fire, a bug (1:06) Difficulty- Threads noticed. They are planning for a difficulty pass. Goals- Have a more stable experience. Bulldozers to spawn on normal? More even gaps between normal Normal=Hard Hard-very hard big, very hard=overkill overkil-deathwish big gap. Probably a new difficulty between overkill & deathwish Death wish+? Might come a bit later Tutorials[/B] Dual SMGs? Jules thought they would be OP, but spreads make it ok Favorite sidearm? China puff for Jules. Thinks judge is fun More mask colors? Not currently planned [B]Cloakers (dozers?) able to run? will be looked at during difficulty rebalance[/B] Why drop bags before using deployable? just artifact of original game development, difficult to change now Jack of all trades- cant see second on menu, cant switch in heists on controller? answer was on using x [B]Loot drop system- currently no plan to change it[/B] Jules does not like stairs in Hox breakout day 2 opened. [B]Infamy change? no, should not be required, should be more cosmetic & prestige. current bonus of tier reduction for infamy 5 is considered strong as is. Advanced video options? adding them is a lot of work.[/B] Permanent bloodsplatter/bullet holes? not possible? jules likes corpse delimiter mod. Jokes on movement penalty for moving through piles of bodies Worst & best thing to work on in Payday 2? Best: Skill beta. Worst: QA testing the difficulty achieves (all hard/very hard/overkill/deathwish heists). Tobias also likes the skill beta. Worst for him was testing dr miserable and failing on last bag. One overkill QA sucks at deathwish shadow raid. Bad. Favorite update & least favorite update (to community members)? no answers. Tuffcooke has 1600 hours, RetroDalek has 74. Jules plays world of warcraft, afraid to know how many hours. Jules has ~6000 hours, though it is his 9-5 [B]Streams- overkill is planning weekly streams. Uppers skill- cooldown? Yes, next update will have cooldown on multiple automatic uses in short span. Jules doesn't think it is that bad without cooldown, but was terribly op before swan song/uppers change. Jack of all trades- controller fix for toggle coming up in next update. In menu too [1:32] Safehouse- not ready to announce a date. (nb: sounds like it is not near term) 3rd person view model update- no clue. Admit they are not good at this.[/B] Jules likes that tuffecooke was terrified at first sight of captain. [B]Hardware expert aced, kickstarter basic seen as weak use of points. Jules is fine with the point price & % success (he says 35%, not sure if that is bad memory or coming change as it is 30% now) Game not made to support different cop AI around hostages, but Jules is good with making civs harder to kill. Mid range = 10m per Jules' memory butterfly knife concealment not 30? jules memory thinks it should be 29 or 30 Any chance of leg/arm hitboxes? They are looking into, can't say more/when.[/B] Ace frenzy make sense? Jules likes it. Admits it makes less sense without health regen or damage reduction [B]Ballistic shields for players? Was considered, encountered issues (animation/ai response) Game size constantly increasing? Looking into optimization always. Not 100gb game Plans for saw? not on release, but yes, to be moved to a melee weapon Detailing development priorities? - a forbidden topic Buff dozers incoming? Yes, on the difficulty pass. Perhaps less staggering sooner[/B] [B]Frenzy aced no cooldown for health damage? It is a damage reduction bug. fix may not be ready for release Cable tie update- cable guy useless? No, they start with more (need to kill ~20 people to make up 4 tie difference). Throwable weapon return will be fixed to not get cable ties. Akimbo revolvers? More akimbo yes, revolvers? we'll see Are you going to buff armor? No, dodge will be nerfed. Armor is stronger now than release version because easier to spec into the armor friendly skills. Jules is confounded by pathing on FWB. Specials can be seen through front windows, but then path through front door. Are we focusing on stealth or loud? Overkill works on both, stealth is more complicated to develop and loud are generally more popular, but they want to work on both.[/B] Current ammo pickup? Community members are ok with it. jules is so good that he feels he needs to ask others on their experience 1:56 The 3 most experienced attempt to face hug a DW black dozer. Does not go well. 74 hours cannot save. RIP Jules think shotguns are very strong, especially with current skills. Auto shotguns are efficient and clear rooms quickly. Frenzy- will there be anything indicating you are using frenzy to your teammates? it is possible to add, but not a priority. Rely on communication [B]Borderless windows settings? not planned, though tobias wants it stamina on HUD? Jules is for giving player more info, but no immediate change. mods can fill gap[/B] Achievements like crazy ivan- indication on fails on this and similar achieves? something that can be considered More deployables/throwables? Deployables not in near future (beyond silent sentries). Throwables more coming via DLC More cop chatter? generally overpowered by other sounds Bulletproof aced? Jules is happy with it, admits best for faster firing weapons, admits could be OP now[/QUOTE]
I don't see why people would dislike ammo efficiency. Is everybody just used to shooting the body or something? It's actually quite excellent at conserving ammo, so I'm definitely with Jules in loving it. I think the only problem is that I believe the aced version doesn't stack with the basic, and if I'm not mistaken, there are some very 'loose' parameters with the bullet refunding effect. I don't understand what was meant by "[B]Slow sniper rifles, buffs incoming?[/B]" Was somebody saying they were slow, and weak? Or did they want them slower but stronger?
[QUOTE=Notanything;50405588] I don't understand what was meant by "[B]Slow sniper rifles, buffs incoming?[/B]" Was somebody saying they were slow, and weak? Or did they want them slower but stronger?[/QUOTE] ...I guess they're talking about slow fire rates?
On the subject of sniper rifles, I noticed that Aggressive Reload has been tweaked for the Repeater to work better than it did before. I think I have Finale to thank for that (And Overkill of course) for presumably helping expedite the issue to them, so thank you, Finale. ..Unfortunately, I regret to say that while it does work better than it did before, I notice it's still kind of wonky in the same areas. With lower than about 9 rounds in the magazine, if you reload immediately after shooting a target in the head, for a few moments, you will receive the boosted reload speed, but after the buff ceases in the background, the added rounds to your magazine count will be added slower and normalize to the default rate, while the visual reload continues at the boosted speed. Now, if reload animations could dynamically change mid-animation, this wouldn't be a problem, but they don't as far as I know, so your visual reload speed will still appear to be loading as fast as when the buff started, and the gun will still force your reload to end early even though you you haven't hit a full 15 in the magazine yet. I started at 1 round, shot an enemy in the head, and the reload forced itself to end when there were only 12 rounds in the magazine. In fewers words, it's an issue of the actual ammo count not syncing properly in coordination with the visual reload, just like last time. Do you suppose I should upload another video to show the problems again?
aww man i really need the 2-bag carry perk
edit: nevermind, was able to fix this myself.
Confused about Almir just recording a new video update for Crimewave Edition. Their last update they said would be the last, and that they'd do no more video updates because they were far along in DLC development that we'd be seeing a release SOMEWHAT soon.
I was playing boiling point and at the start my parachute didn't activate so I fell and died. My screen was black and I couldn't hear anything, not even the music, until I got out of custody [t]http://images.akamai.steamusercontent.com/ugc/267215311880343046/D863C5E0A73CAF98FB81B292DEAC1965E2FA5DC9/[/t] Then when I was out of custody my parachute spawned right on top of me [t]http://images.akamai.steamusercontent.com/ugc/267215311880344928/B92E816C710525351CBCF7958689D6BA672B7040/[/t] According to the other players my mask was missing through the whole thing as well :what:
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