• PAYDAY 2 V11 - Yeah! He's Back! Edition
    5,003 replies, posted
[IMG]http://puu.sh/ua0MQ/7939710966.png[/IMG] also [IMG]http://puu.sh/ua0Pc/4c73355918.png[/IMG] bling if you're being held hostage
I hope that in Payday 3 they figure out a way to make it so you can just combine guns for akimbo instead of having to wait for akimbo to be updated
[QUOTE=VenomousBeetle;51844333]I hope that in Payday 3 they figure out a way to make it so you can just combine guns for akimbo instead of having to wait for akimbo to be updated[/QUOTE] I am not a fan of going Akimbo (as much as i admit it is fun,i am more a fan of proper gun-handling) ,BUT,if Akimbo is going to get implemented again, i would give priority to indipendent fire,instead of single click for double shot. I don't mind not having the chance to mix&match weapons EDIT: oh,whoops,don't mind me,brain fart;i see you meant having the akimbo opportunity from release day instead of waiting for it to be implemented by an update,my bad
[QUOTE=NoobRage;51844365]I am not a fan of going Akimbo (as much as i admit it is fun,i am more a fan of proper gun-handling) ,BUT,if Akimbo is going to get implemented again, i would give priority to indipendent fire,instead of single click for double shot. I don't mind not having the chance to mix&match weapons EDIT: oh,whoops,don't mind me,brain fart;i see you meant having the akimbo opportunity from release day instead of waiting for it to be implemented by an update,my bad[/QUOTE] Akimbo Judges or go home.
[QUOTE=NoobRage;51844365]I am not a fan of going Akimbo (as much as i admit it is fun,i am more a fan of proper gun-handling) ,BUT,if Akimbo is going to get implemented again, i would give priority to indipendent fire,instead of single click for double shot. I don't mind not having the chance to mix&match weapons EDIT: oh,whoops,don't mind me,brain fart;i see you meant having the akimbo opportunity from release day instead of waiting for it to be implemented by an update,my bad[/QUOTE] Actually I'm talking about I have a pistol I buy another one I can use it akimbo instead of it being a whole other weapon so I can use the pistols akimbo without them having to add them as such
[QUOTE=VenomousBeetle;51844506]Actually I'm talking about I have a pistol I buy another one I can use it akimbo instead of it being a whole other weapon so I can use the pistols akimbo without them having to add them as such[/QUOTE] Oh wow,so i had a double brain fart XD i see,but,that might work around a different inventory balancement...Maybe not based around a primary+secondary inventory style,but something weight based?
If we're on the subject of loadout design, I'd personally like to see a return to The Heist's three-weapon setup, rather than just two. Since Overkill is all about spectacle, I don't think it's unreasonable to assume that Payday 3 is going to have far more guns than anyone will really need, so more options for build variety is always appreciated. Plus, I think being able to carry an additional backup gun would be a nice buff to the practicality of heavily specialized equipment like rocket launchers and machine guns. Also, I'd like melee to not be a total goddamn afterthought. In a perfect idealized utopian world, I would even propose it work something like Killing Floor 2's melee system, but shit; even just copying MORE and making your melee equip via toggle rather than just being a single tap would be a nice change. Of course, this also assumes that melee weapons won't be fucking useless.
Yeah I completely miss the 3 weapon loadout you can have from TH
I'd love a game where Melee would actually be used at the same time as your weapon so you wouldn't have to put it away and pull it back up
I kinda prefer the primary + secondary system just for the sake of simplicity. I'd say it's also better for balance but as OVK has shown... well, yeah. If anything, just have a skill that permits for filling both slots like primary + primary or secondary + secondary
Incredible. Thanks to accuracy boosting skills, you can get the Bootleg Assault Rifle, a base 24 accuracy weapon, to 88 accuracy. Or 84, if you take Auto Fire mechanism. Also puts you above 50 damage, but I don't think there are any major thresholds between 40-60 damage.
[QUOTE=DeadMansChest;51845257]I kinda prefer the primary + secondary system just for the sake of simplicity. I'd say it's also better for balance but as OVK has shown... well, yeah. If anything, just have a skill that permits for filling both slots like primary + primary or secondary + secondary[/QUOTE] How about another option I just thought of, gunbag deployable? Instead of taking duplicate ammo/medbags, maybe you could take a duffel bag with an alternate primary or secondary in it, and switch to it once per heist. Like the armour bag, but more useful. I feel like that's a worthwhile choice at least with utility stuff like the saw (IE: Start with saw on Hotline Miami Day 2 to get through obstacles quickly, then switch to a better weapon once you reach the penthouse, start with two guns on Bank Heist/Big Bank/Election Day 2 Loud/etc then pull out a saw once you're in the vault to get the deposit boxes) and you could also take it if you just feel like different types of guns perform better on different parts of a heist (Like starting with a sniper for Brooklyn 10-10, then pulling out an LMG once you hit the ground).
shoutout to the moron who went into custody at the 15th keycard of the 15 keycard achievement on prison nightmare put a bullet in my head
[QUOTE=Demohamtheyum;51839828]so today i have learnt that if you want to get blow-out in TH you also have to escape which is no where in the challenge's description (and it should be like MOST of the challenges tied to achievements of beating a heist under certain conditions.) what the christ the ending is completely RNG and if you get 2 dozers and you're host you can kiss that blow-out achievement bye-bye "but you can GL40 the snipers!" you may say but not everyone has time to calculate what angle you need to aim at to fire a lobbed projectile at far away enemies. your best bet is just run past whatever is ahead of you instead of trying to fight it and die* * if it's two dozers then you bet your ass you're gonna die.[/QUOTE] When I was getting the achievements a few months ago I would always assume that you need to escape to get a certain achievement. I actually think it's that way for most of the achievements, at least that's what it says in Tromboncino and Dorentuz' guide. Gah, I still need to get the secret masks. Died an hour in on my first and only attempt and I don't like asking people for help.
[QUOTE=hugthebed2;51848270]When I was getting the achievements a few months ago I would always assume that you need to escape to get a certain achievement. I actually think it's that way for most of the achievements, at least that's what it says in Tromboncino and Dorentuz' guide. Gah, I still need to get the secret masks. Died an hour in on my first and only attempt and I don't like asking people for help.[/QUOTE] this is true for blow-out, pacifist, and crowd control. it's really fucking dumb that you have to successfully escape to even get the challenge/achievement on another note what the christ overkill why did you think giving every enemy in OD a [b]9x HEALTH MULTIPLIER[/b] a good idea? _set_overkill_145 has a 3x health multiplier, while _set_overkill_290 has a 6x health multiplier. multiply_all_speeds also seems to not do anything (to be fair i don't think it even did anything in PDTH besides making units faster when they sprint.) maybe they should make a difficulty balance beta where everything in DW/OD has a damage multiplier of 1x and not 3x/6x. one down would be more playable if it didn't punish you hardcore for so much as daring to move out of your camphole to go get some ammo by having all enemy units deal >200 damage from any range.
[QUOTE=Demohamtheyum;51848327]this is true for blow-out, pacifist, and crowd control. it's really fucking dumb that you have to successfully escape to even get the challenge/achievement on another note what the christ overkill why did you think giving every enemy in OD a [b]9x HEALTH MULTIPLIER[/b] a good idea? _set_overkill_145 has a 3x health multiplier, while _set_overkill_290 has a 6x health multiplier. multiply_all_speeds also seems to not do anything (to be fair i don't think it even did anything in PDTH besides making units faster when they sprint.) maybe they should make a difficulty balance beta where everything in DW/OD has a damage multiplier of 1x and not 3x/6x. one down would be more playable if it didn't punish you hardcore for so much as daring to move out of your camphole to go get some ammo by having all enemy units deal >200 damage from any range.[/QUOTE] But it's supposed to be a challenge.
Big numbers for the sake of big numbers is not any more of a challenge as it is just making everything tedious as fuck.
I still want to test my dumb idea but have no means of doing it, and that's giving One Down units Overkill Difficulty health while keeping all other stats the same.
[QUOTE=Exploders;51848948]I still want to test my dumb idea but have no means of doing it, and that's giving One Down units Overkill Difficulty health while keeping all other stats the same.[/QUOTE] Can't you use the health slider mutator or do you mean only changing the trash?
I thought the HP mutator could only be used to increase HP
[QUOTE=DeadMansChest;51848964]I thought the HP mutator could only be used to increase HP[/QUOTE] Correct.
that's a pretty stupid implementation [editline]20th February 2017[/editline] Does the HP mutator not override the difficulty multiplier? i.e. setting it to 1 on a difficulty with say 5 makes it 1? I recall doing something like this
I'm not clear on it 100%, but I believe the mutator applies after the difficulty's multiplier. So a difficulty with x5 should be set to .2 for a net effect of x1. The underlying problem, though, is that the multipliers are flat- they're applied at the same value to almost all units. It turns out that 3x 1000 versus 9x 1000 is very different from 3x 180 vs 9x 180.
[QUOTE=Exploders;51848948]I still want to test my dumb idea but have no means of doing it, and that's giving One Down units Overkill Difficulty health while keeping all other stats the same.[/QUOTE] if you make a BLT mod that edits tweak_data/chractertweakdata.lua go to lines 8283 through 8288 and set [code]function CharacterTweakData:_set_sm_wish() if SystemInfo:platform() == Idstring("PS3") then self:_multiply_all_hp(9, 1.5) else self:_multiply_all_hp(9, 1.5) end[/code] to [code]function CharacterTweakData:_set_sm_wish() if SystemInfo:platform() == Idstring("PS3") then self:_multiply_all_hp(2, 1.5) else self:_multiply_all_hp(2, 1.5) end[/code] (_set_overkill_145() uses 3. but i perfer 2x because that's how it was in PDTH.) now the only thing i'm missing is being able to set the maximum amount of cops that can be active in an assault wave (eg. if i set it to 40 there will always be a maximum of 40 cops.)
Why does TTK feel higher in DW than Mayhem, even though both use same multipliers?
I always felt the opposite
[URL="https://soundcloud.com/abigdisappointment/beep-beep-beep"]Simon Viklund wants this guy to label and advertise this as a remix of Razormind.[/URL]
PDTH's movement system is really weird you can just get teleported randomly for crouching while going up sharp inclines or on moving objects or randomly crouching on the puddles on the roof of DH which the game decides to teleport you out of bounds. [t]http://images.akamai.steamusercontent.com/ugc/96103261797377634/0A69B63A7DFE342E02A22E2C8F124A26E890EF95/[/t] good thing i had DorHUD installed, otherwise poor ulf would've fallen for hours
Does PD2 still let you climb basically everything by just jamming the space bar?
[QUOTE=Zeos;51866945]Does PD2 still let you climb basically everything by just jamming the space bar?[/QUOTE] i remember when i found out about that, i thought i was the coolest :(
Sorry, you need to Log In to post a reply to this thread.