• PAYDAY 2 V9 - 900% More Chromatic Aberration and Lens dirt Edition
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[QUOTE=VietRooster2;49959600]Someone mind giving me a lowdown of the new Mastermind tree? The PDF refuses to open on my phone.[/QUOTE] [t]http://i.imgur.com/qRziu4L.jpg[/t]
Rip Spotter basic, you used to be an easy point to spend. Though killmer for 10 points sounds like a nice replacement.
[QUOTE=GammaFive;49959648]Rip Spotter basic, you used to be an easy point to spend. Though killmer for 10 points sounds like a nice replacement.[/QUOTE] The Sharpshooter tree is the weakest of the three in general, IMO. Stable Shot, Rifleman Basic and Spotter are great, everything else kinda sucks - and with how the tier requirements work you HAVE to ace either Rifleman or Marksman to get Spotter. So it's either dump points into a skill that would be good if single shot mode wasn't completely pointless or deal with having your ADS view awkwardly zoomed in.
It now has 3 categories. One focused on heals/inspire, one on sharp shooting, and one on crowd control. Some skills have been moved around such as the FAKs being in the healing category instead of the fugitive's tree. The points needed have been reduced to hit top teir perks in general.
I'm worried on what they'll do to ghost, I've run ghostforcer for the past few years and now they're probably gonna make me pick up some crappy stealth only skills to have lockpicking expert ace. [url=http://pd2skills.com/#/v3/mhjBDa:eRokLHIeFgcDa:tEDa:gNMhIEGCa:feCa:ibcdea:::]Example build[/url]
[QUOTE=Lone_Star94;49959710]It now has 3 categories. One focused on heals/inspire, one on sharp shooting, and one on crowd control. Some skills have been moved around such as the FAKs being in the healing category instead of the fugitive's tree. The points needed have been reduced to hit top teir perks in general.[/QUOTE] The total number of skill points you can get also seems to have been reduced, though not by much. It's just a straight up 1 point per level with the Infamy skill requirement reductions getting replaced with an extra skill point for a total of 100 before Infamy and 104 after, instead of 1 per level with an extra 2 every 10 levels for a total of 120
[QUOTE=Konork;49959823]The total number of skill points you can get also seems to have been reduced, though not by much. It's just a straight up 1 point per level with the Infamy skill requirement reductions getting replaced with an extra skill point for a total of 100 before Infamy and 104 after, instead of 1 per level with an extra 2 every 10 levels for a total of 120[/QUOTE] Yes, but you are no longer spending nearly 50 points to get inspired aced. It's now roughly 30 points. You can now spend points other stuff to help out in combat or other utility skills.
I'm reinstalling this game, the skill tree changes sound nice.
[QUOTE=Lone_Star94;49959839]Yes, but you are no longer spending nearly 50 points to get inspired aced. It's now roughly 30 points. You can now spend points other stuff to help out in combat or other utility skills.[/QUOTE] do keep in mind we also get less points in total. From 120 to 100
I feel like skill trees will get a lot more interesting and diverse now.
[QUOTE=NitronikALT;49960375]do keep in mind we also get less points in total. From 120 to 100[/QUOTE] And with infamy 25, we get 125 points. Probably should start working towards that.
[QUOTE=NitronikALT;49960375]do keep in mind we also get less points in total. From 120 to 100[/QUOTE] [QUOTE=brenz;49960397]And with infamy 25, we get 125 points. Probably should start working towards that.[/QUOTE] huh wah
[QUOTE=brenz;49960397]And with infamy 25, we get 125 points. Probably should start working towards that.[/QUOTE] The infamy points only stacks up to 4. Edit: Happy 2,000 posts to me I guess.
[QUOTE=GammaFive;49960426]The infamy points only stacks up to 4. Edit: Happy 2,000 posts to me I guess.[/QUOTE] Really? Someone said +4 points at infamy IV. [QUOTE=DeadMansChest;49959219]I'm kinda worried about the skill point reduction from 120 to 100 (104 if infamy level 4)[/QUOTE] THIS GUY. I also want to do some sound modding, but why does the replacement file have to be of equal length to the original?
i must have misread the description earlier of the new perk system when i first glanced over it, because i thought it meant +1 additional perk point per level up for a total of +5 per level. But now that i think about it, 500 Skill points sounds broke as shit :v:
so we can get proper technician builds with this?
[QUOTE=Mochnel;49960673]so we can get proper technician builds with this?[/QUOTE] :mystery:
Cautiously optimistic. I hope skills like Transporter Ace, Fast Hands Ace, Sprinter Ace, Shinobi Basic, and Run & Gun basic are still cheap to get because they're basically essential skills. I wish they'd make Stockholm Syndrome work like some mods out there, where your converted cop or tied hostages could revive you. Would make the skill really useful. Still, having a hostage trade themselves in for you is a great utility.
I think I need to see the rest of the skill trees before I can begin making some serious observations.
Questions/thoughts: -The Uppers aced skill seems extremely capable of abuse, especially on DW where it annuls the normal recovered health on being picked up. Its interaction with other FAK skills will be interesting- can you in principle have the skill without unlocking FAKs? -Does Hostage Taker apply to the entire team, or only the person who shouts/ties down the NPC? -The Stockholm Syndrome changes also add a tremendous amount to team survival. It's frankly rather OP in some settings, as civilians will stick around unless they're killed(though, note that recent maps have fewer civilians). I suspect that it maps strongly onto the original design sentiment that was the basis of Stockholm Syndrome. I wonder if we'll get new lines from the players talking to civs... :allears: -Ammo Efficiency makes no sense as described- it would work a bit better if instead of one bullet, it refunded the value of one ammo pickup. -Many of the Sharpshooter skills are aimed at a set of builds that don't...really work very well in the current combat system. The Spotter Aced effect in particular is strange, because we know that shooting individual enemies from across the map is rarely a good investment. -The skill tree overall lacks a coherent theme- only some of the medic and controller skills have much to do with the image of a criminal mastermind. -The underlying dependencies have the possibility of creating more tradeoffs (and indirectly making the game harder)- but at the same time Uppers and Stockholm Syndrome in particular seem like a dramatic survivability boost.
[QUOTE=Finale;49960918]Questions/thoughts: -Ammo Efficiency makes no sense as described- it would work a bit better if instead of one bullet, it refunded the value of one ammo pickup. -Many of the Sharpshooter skills are aimed at a set of builds that don't...really work very well in the current combat system. The Spotter Aced effect in particular is strange, because we know that shooting individual enemies from across the map is rarely a good investment.[/QUOTE] I think Sharpshooter can potentially make sense when taken as a whole. It doesn't make sense to shoot far-away enemies with Spotter because of ammo attrition... But what happens when you add in Ammo Efficiency? Suddenly you have an effective 33% more ammo if your shots are good if you act as a sniper. With a decent secondary weapon for closer combat you might suddenly find long-range killing to be a lot more useful than before. This situation may be improved depending on how the perks in other trees are to supplement a long-range play style.
The ammo recycling perk is great for weapons that have small ammo pools like the Cavity 9 or the 50 Cal. Combine the aced version of it and loadout aced bonus ammo and you can have 26 shots with the 50 cal before you need to visit an ammo bag, as long as you are on point with your head shots.
With all the skills purchased, your Medic Bags now have 6 uses each, 12 in total. Finally we [I]may[/I] carry the shitters that eat them at 40% hp 0/3 downs
[QUOTE=SlickBlade;49961572]With all the skills purchased, your Medic Bags now have 6 uses each, 12 in total. Finally we [I]may[/I] carry the shitters that eat them at 40% hp 0/3 downs[/QUOTE] I'm pretty sure it's just a mistake by Overkill and the aced skill just buffs your converted cops even further. I mean, it's Overkill we're talking about.
[QUOTE=SGTNAPALM;49961230]I think Sharpshooter can potentially make sense when taken as a whole. It doesn't make sense to shoot far-away enemies with Spotter because of ammo attrition... But what happens when you add in Ammo Efficiency? Suddenly you have an effective 33% more ammo if your shots are good if you act as a sniper. With a decent secondary weapon for closer combat you might suddenly find long-range killing to be a lot more useful than before. This situation may be improved depending on how the perks in other trees are to supplement a long-range play style.[/QUOTE] The problem with sharpshooter (and the act of killing enemies from across the map generally) is that killing enemies at a massive distance actually offers almost no benefit due to how spawns work in the game. It also has the effect of causing enemies to aggro on you to a disproportionate degree (this is related to why the sniper perches are all useless). A return of 33% for 100% headshot accuracy is also incredibly poor with any weapon at any distance.
That fact that SMGs are even a weapon type that's affected by Sharpshooter is funny in itself. It's a Sub-[B]Machine Gun[/B]. Y'know, a machine gun generally being used to lay down suppressing fire due to their automatic nature. One thing for sure, they should diversify weapon types between the skill trees more than it seems to be going. As it is right now, Mastermind covers [B]three[/B] weapon types. We have assault rifles, SMGs, shotguns, pistols, akimbos, snipers* and LMGs*. *Don't forget both these weapon types are no longer tied to DLC.
[QUOTE=DeadMansChest;49961824]That fact that SMGs are even a weapon type that's affected by Sharpshooter is funny in itself. It's a Sub-[B]Machine Gun[/B]. Y'know, a machine gun generally being used to lay down suppressing fire due to their automatic nature. One thing for sure, they should diversify weapon types between the skill trees more than it seems to be going. As it is right now, Mastermind covers [B]three[/B] weapon types. We have assault rifles, SMGs, shotguns, pistols, akimbos, snipers* and LMGs*. *Don't forget both these weapon types are no longer tied to DLC.[/QUOTE] Actually, the Sharpshooter stuff specifically says it effects SMGs, assault rifles, and sniper rifles when fired in single shot, so they probably aren't going to get the bonuses when they're set to full auto. Now, why you'd [i]want[/i] to use a single shot SMG is questionable, but I think it's a one of those "why the fuck not" kind of things when it comes to implementation. Chances are, though, the other classes will get more general or automatic fire only skills for assault rifles and SMGs.
[QUOTE=Mochnel;49960673]so we can get proper technician builds with this?[/QUOTE] i'm praying so hard that tech finally gets on the level of the other skill trees instead of being the skill tree that one person on each team should be to be the team player and make the heist 10x more efficient instead of 4 brainless killing machines it's the only thing i've wanted for so long. make tech good PLEASE. don't just go "we added moving sentries and tweaked the variables" also if mastermind can get FAK does fugitive have a different preferred deployable now or what
I always wanted to see sentries prevent civs from doing pretty much anything, like the fake ones in No Mercy heist,just as a nice little touch. Seems like the new skills have that covered though
[QUOTE=Konork;49963077]Actually, the Sharpshooter stuff specifically says it effects SMGs, assault rifles, and sniper rifles when fired in single shot, so they probably aren't going to get the bonuses when they're set to full auto. Now, why you'd [i]want[/i] to use a single shot SMG is questionable, but I think it's a one of those "why the fuck not" kind of things when it comes to implementation. Chances are, though, the other classes will get more general or automatic fire only skills for assault rifles and SMGs.[/QUOTE] Honestly the only SMG worth a damn as a single-shot weapon in the base game is the Krinkov.
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