desync beta has gone live
[url]http://steamcommunity.com/gid/103582791433980119/announcements/detail/1342486185513464930[/url]
[QUOTE]Update size: 564.5MB
Update 150 Changelog
[B]General[/B]
Fixed stealth heists not being marked as stealth only again
Fixed an issue with overlapping text in the upgradeable Safe House menu when in the lobby
Changed the value of the "Quick" crew ability to 25% instead on 30%
Fixed exploit that allowed players to sell weapons they don't own
Fixed a bug where the van mounted turret would get stuck inside the van after repairing itself if it was killed while activating.
Fixed an issue where having the Shield mutator on OD would result in no enemy spawns during assaults
Added buttons for "Switch skill tree" and "Reset Skills" in the Skills menu
Fixed the issue where the tip says the that you can shoot doors to open them. But you can't do it on the door on the image.
Players can now see other players lobby data in Steam friends by clicking "View Game Info"
Multi-choice menu items can now be clicked to open a menu with all options available to choose from, only available if using mouse and keyboard
Fixed crash if client throws something at the punching bag in Dragan's room in the Safehouse
Fixed Poker melee weapon using the wrong animation
"The Collector" achievement now includes the AK17 as one of the possible guns.
Made a fix so that suppressed sentry guns are not targeted as much as before
[B]Crime Spree[/B]
Fixed so that the medic dozer uses the correct reload animation
Removed the "clear progress" button from options when playing Crime Spree offline
Added "Clear Crime Spree Progress" button to Crime Spree Options menu.
Do not display next modifier level indicators for modifier pools that have been depleted
Added voice over when killing a Medic or Minigun dozer
Fixed bug where forced modifiers were being added to client's own crime spree
Fixed a bug where the Continue Crime Spree button would not be triggered.
Players can no longer enter a Crime Spree when he is in a lobby for a regular game
Removed cost for continuing a failed level 0 Crime Spree
We now show the correct gained level total on Crime Spree stage end screen
Added stats tracking for Minigun and Medic Bulldozers
[B]Levels[/B]
Fixed clipping issues between utility meter and deposit box in the vault on Go Bank
Fixed some parts of the road from clipping through a wall on Go Bank
Fixed so that the AI now follow you up the ladder from the sewers to the escape vehicle on Go Bank
Replaced trashy looking trashbag units with nicer looking ones on Go Bank
Fixed some of the lighting on the level on Go Bank
Fixed so that cops will interact with the balloon if the plane misses it the first time on Green Bridge
Fixed a few spots where the player could see cops spawning on Green Bridge
Fixed combat issue on green bridge which caused no spawns of cops if the player looted the Gensec van after the prisoner was airlifted on Green Bridge
Fixed floating street lamps on the bridge on Green Bridge
Fixed a clipping issue with one gage pack on Green Bridge
Fixed so that cops legs don't sink down into the ground after jumping from the rails on Green Bridge
[B]Fixes from Desync Beta 1.4 to Update 150[/B]
Fixed snipers not playing sounds when firing if held by team AI
Team AI will now use sniper rifles properly
Team AI will now drop magazines from their weapons like players do when they reload, if using HQ weapons
Fixed incorrect reload being used on the English Longbow
Fixed players standing up if they switched weapons while in bleed out
Fixed players sliding along the ground if they were carrying excessively heavy bags
Enemies will now reload when not moving, instead of magically refilling their magazines and skipping the reload
Fix players not standing on vehicles that had been driven before and playing their in-air animation continuously
[B]Desync Beta Changelog[/B]
All third person pistol animations updated
All third person rifle animations updated
Third person bow animations updated
Players will move to their networked position immediately when they move on their own computer
Player aiming and look direction should be networked correctly and smoothed out
Player weapons should use the correct spread for that weapon
Reload speeds are synced between players
Added switch weapon animations
Players should always be in the weapon raised state
Players should lower their weapon to sprint if they do not have the run and shoot skill
Added melee charging animations for players
Players using shotguns should fire multiple tracers for their pellet spread instead of a single tracer
Enemies using shotguns will fire multiple tracers when firing instead of a single pellet
Added a catchup system if players get too far out of sync
Cops should be in better sync for clients to the hosts positions
Cops should use the same paths on clients as on the host
Revolver weapons will use a new revolver reload animation
Police using revolvers will use the revolver reload animation
Bullpup-style weapons should be held slightly differently from other weapons, have a unique reload animation
Uzi-style weapons should be held same as bullpup weapons, have a unique reload animation
Intro videos when starting the game will use the players SFX volume level instead of being at 100% volume
Attract video will use the players SFX volume level instead of being at 100% volume
Player mask up animation should make the mask visible while their hand is over their face instead of afterwards
Disabled recoil animation on enemies while they are moving
Panic animations should now cause the enemy to move along with the animation
Panic animations can no longer cause the enemy to dodge into a wall or obstacle
Throw animations are synced so that the grenade/throwable should leave the players hand at the correct time
Shell-fed weapons will use a looped shell reload animation
Corpses pushed by shotguns are now networked while in stealth so that they are better synced for stealth gameplay
Clients can now launch enemies using shotguns while in stealth like hosts can
Snipers can only fire while standing still, they can not fire while moving into setup position
Shotguns hitting vehicles will show the correct amount of decals on the vehicle instead of just one
Players will re-equip their weapon after getting unhandcuffed
Angled Red Dot Sights can now have their dot customized
Default dot for all customizable sights has been changed to Red Dot 3
Added bullpup-style reload for weapons held in the rifle stance
Added rifle-style reload for weapons held in the bullpup stance
Added animations for pistols and bullpup weapons that use the shell reload animation
Added generic interaction animation which players will perform in third person while interacting
Updated the hold types for various weapons
Players will now remove the magazine from the weapon and drop it on the ground when they reload, if using HQ Weapons
Added revive animation for third person players
Added additional interact animations for pistol and bullpup stances
Pistol reload magazines should be held in the player's hand when reloading
Added sound effects for reloading weapons in third person
Added additional idle animations for guards while in stealth
Added crouching specific switch weapon animation
Added magazine ejection force to pistol reloads
Added a button to the profile selection that allows players the uses mouse and keyboard to select a profile without scrolling through the entire list
Enemies and Team AI reloading will use magazine reload sounds if HQ weapons is turned on
Team AI equipped with shotguns will now show the correct amount of tracers when they fire
Team AI equipped with LMGs can now spray fire on full auto instead of only firing in short bursts
Team AI equipped with auto-shotguns can now rapidfire the shotguns instead of only firing one shot at a time
Fixed the damage being dealt by the R870, Mosconi, and Joceline O/U shotguns when they were equipped by Team AI
[B]
HQ Weapons with updated reload[/B]
5/7 AP Pistol
AK Rifle
AK17 Rifle
AK5 Rifle
AK.762 Rifle
AMCAR Rifle
AMR-16 Rifle
Arbiter Grenade Launcher
Baby Deagle
Bernetti 9 Pistol
Blaster 9mm SMG
Bootleg Rifle
CAR-4
Cavity 9mm Rifle
Chicago Typewriter SMG
Chimano 88 Pistol
Chimano Compact Pistol
Chimano Custom Pistol
Clarion Rifle
CMP SMG
Cobra SMG
Commando 553 Rifle
Compact-5 SMG
Contractor .308 Sniper Rifle
Contractor Pistol
CR 805B SMG
Crosskill Pistol
Deagle Pistol
Eagle Heavy Rifle
Falcon Rifle
Gecko 7.62 Rifle
Gewehr 3 Rifle
Golden AK.762 Rifle
Gruber Kurz Pistol
Heather SMG
IZHMA 12G Shotgun
Interceptor 45 Pistol
Jackal SMG
Jacket's Piece
JP36 Rifle
Krinkov SMG
Kross Vertex SMG
Lebensauger .308 Sniper Rifle
LEO Pistol
Lions Roar Rifle
Little Friend 7.62 Rifle
M308 Rifle
Mark 10 SMG
Micro Uzi SMG
Para SMG
Queens Wrath Rifle
R93 Sniper Rifle
Rattlesnake Sniper Rifle
Signature .40 Pistol
SpecOps SMG
Steakout 12G Shotgun
STRYK 18c Pistol
Tatonka SMG
Thanatos .50 cal Sniper Rifle
UAR Rifle
Uzi SMG
Valkyria Rifle
White Streak Pistol
[/QUOTE]
[QUOTE]Fixed the damage being dealt by the R870, Mosconi, and Joceline O/U shotguns when they were equipped by Team AI[/QUOTE]
RIP reinfeld :(
[quote]Fixed the issue where the tip says the that you can shoot doors to open them. But you can't do it on the door on the image.[/quote]
I wonder how many tried to shoot at doors and were wondering why they wouldn't open.
I remeber why I stopped playing this game. The update is not even 600 mb and it says I don't have enough space, hate how it requires more 30 gb to update it.
so what's the best weapon setup for bots now
[video=youtube;dVZTZNbsYls]https://www.youtube.com/watch?v=dVZTZNbsYls[/video]
Steakout on bots looks great
Buzzsaw for loads of dakka.
[QUOTE=Citrus705;52424115]Whats the best deck for not dying[/QUOTE]
I actually really like Sicario right now, it's my favourite of the dodge decks. Equip the LBV and max out Sneaky Bastard for 20% passive dodge chance, have all your armour refill when that 20% procs to help tank the shots that do hit you and you can blaze it when you/a teammate is in serious danger to ride things out.
Unrelated, wow using the skin swapper to equip legendary skins on weapons they're not designed for produce interesting results.
[t]https://steamuserimages-a.akamaihd.net/ugc/847090634559109761/3F798ADD0BEBF9B43F1E039DA4943699D505133A/[/t]
Does anyone have any experience with buying items from the overkill merch store?
The shipping is absolute ass
[QUOTE=VenomousBeetle;52442326]The shipping is absolute ass[/QUOTE]
It's not that bad imho.
[url]https://twitter.com/edgarwright/status/883433211551899653[/url]
payday 2 almost got a Baby Driver tie-in update
Don't see why they couldn't still.
I also saw The Elephant as a major character in Fargo, season 2. That guy is going places.
Good excuse to repost this gem
[video=youtube;Qku_VDZoB6c]https://www.youtube.com/watch?v=Qku_VDZoB6c[/video]
movie tie-ins just date the game and make it awkward
no one even remembers hardcore henry anymore
[QUOTE=Seibitsu;52438563]I remeber why I stopped playing this game. The update is not even 600 mb and it says I don't have enough space, hate how it requires more 30 gb to update it.[/QUOTE]
I had to uninstall every single game on my Surface so that my gf had a computer to play PD2 with last night when she, my friend, and I decided to play it together.
I think I'm gonna have to buy a fuckhuge thumbdrive or something just for PD2 because she said she enjoyed it but fuck man I'm not a fan of having to leave my Surface devoid of games just for a 3 gig update.
[QUOTE=Judas;52444877]movie tie-ins just date the game and make it awkward
no one even remembers hardcore henry anymore[/QUOTE]
I remember Hardcore Henry
I think the game gave it a huge boost. People will still remember Jimmy solely just for being in the game.
[QUOTE=Judas;52444877]movie tie-ins just date the game and make it awkward
no one even remembers hardcore henry anymore[/QUOTE]
I think the problem in HH's case is that people* didn't really care about it when it released
Scarface is a classic and John Wick is pretty well-known among action movie fans, but if I started asking about Hardcore Henry nobody I know would have a clue what I was talking about.
[editline]a[/editline]
*at large
[editline]a[/editline]
Like the most buzz I remember hearing about the movie from your average everyday person was while me and my girlfriend were in the theater waiting for a movie to start, and I heard some lady going "ugh watching this would make me get sick" to her friend during the trailer, presumably because of the first-person camera.
[URL="https://www.reddit.com/r/paydaytheheist/comments/6lxixd/biglobby_no_longer_needed_soon/"]Big lobby event 2.0 on the horizon? ;v[/URL]
Though jokes aside this would be really great not having to fiddle with mods to have 5+ players in a single match.
I watched Hardcore Henry because of Jimmy being added to Payday 2. Terrible movie but if you want to watch a generic action with no story it's not bad because the gimmick is cool.
we don't talk about point break ok
oh yeah I literally forgot about point break, thats an even better example
[QUOTE={TFS} Rock Su;52443789]It's not that bad imho.[/QUOTE]
[QUOTE=VenomousBeetle;52442326]The shipping is absolute ass[/QUOTE]
[QUOTE={TFS} Rock Su;52442283]Does anyone have any experience with buying items from the overkill merch store?[/QUOTE]
it is really bad. i bought a Houston mask from them a while ago and it took [B]four weeks[/B] to come from fucking [B]germany[/B] and cost like ten quid. whereas an item from hong kong took 4 days, an item from australia took a week and a half, and they both were freely shipped.
[QUOTE=RaraKnight;52445030][URL="https://www.reddit.com/r/paydaytheheist/comments/6lxixd/biglobby_no_longer_needed_soon/"]Big lobby event 2.0 on the horizon? ;v[/URL]
Though jokes aside this would be really great not having to fiddle with mods to have 5+ players in a single match.[/QUOTE]
I imagine getting people who aren't superb at videogames already into PD2 would be a lot easier if there were official 8-player or higher modes. There's a lot less focus on your individual skill (and also unlocks) if there's other people there who can help take care of business.
15 man shadow raid lmao
[QUOTE={TFS} Rock Su;52442283]Does anyone have any experience with buying items from the overkill merch store?[/QUOTE]
[QUOTE=Pissfuck;52445297]it is really bad. i bought a Houston mask from them a while ago and it took [B]four weeks[/B] to come from fucking [B]germany[/B] and cost like ten quid. whereas an item from hong kong took 4 days, an item from australia took a week and a half, and they both were freely shipped.[/QUOTE]
This. I ordered the Dallas mask and a shirt (both were in stock) and after two weeks of hearing noting I sent them an email. They said the shirt was on back order and where waiting on that. So I canceled the order and just got the mask, which already stated the shipping costs a fuck ton, and it took a fucking month and a half to get to me.
In the end it's probably still better to buy unofficial masks really
Cause at least they will be delivered in a reasonable time
I've yet to see a good looking unofficial Dallas mask.
I purchased a Dozer Bobblehead on June 18th. No clue how long it'll take. Apparently as of 1 week ago it is here in Australia and ready to be posted to me. No further news.
Do the new desync fixes feel lacklustre to anyone else? I tried playing a Shadow Raid with a friend and got spotted by a guy who was downstairs from my perspective. Granted, he lives in Russia and I live in the UK, but hearing people say that "desync is gone" seems like an exaggeration to me.
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