Speaking of Left 4 Dead, Dead by Daylight got updated with a whole bunch of L4D-based content.
I feel like a remake of No Mercy is on the horizon.
it's probably not "on the horizon" but it arguably answered the hardest question of whether valve and starbreeze's legal teams still get along well
the answer turns out to be yes, amicably well
edit: probably worth noting that no mercy will come around out of no where just like the DbD one did. you can't really create hints like you typically would (recent safehouse update, for example) with a popular valve IP since things tend to get messy fast when that happens.
[QUOTE=fendermcbender;51936149]it's probably not "on the horizon" but it arguably answered the hardest question of whether valve and starbreeze's legal teams still get along well
the answer turns out to be yes, amicably well
[/QUOTE]
why wouldn't they?
[QUOTE=Jericho_Rus;51936185]why wouldn't they?[/QUOTE]
not saying either side had done anything to wrong the other. business legal teams just don't work on a "we partnered once and we're green across the board to do it again" basis, is all.
[QUOTE=fendermcbender;51936247]not saying either side had done anything to wrong the other. business legal teams just don't work on a "we partnered once and we're green across the board to do it again" basis, is all.[/QUOTE]
Even if they said no couldn't they just rename the heist and remove Bill and boom no valve ties
That reminds me, I wonder if Payday 3 will finally have moving mouths for dialogue? It seems everybody in the Payday universe communicates telepathically.
[QUOTE=Notanything;51936444]That reminds me, I wonder if Payday 3 will finally have moving mouths for dialogue? It seems everybody in the Payday universe communicates telepathically.[/QUOTE]
i hope it has multi bag carrying and more animations so we can have drum mags
Having seen the John Wick sequel, I hope Payday 3 [sp]lets people place weapons around the map in pre-planning like Wick did in the catacombs. Even though weapon type specific skills and co-op design goes against that idea in some ways, it does help keep things from getting stale in an extended firefight.[/sp]
[QUOTE=GammaFive;51936524]Having seen the John Wick sequel, I hope Payday 3 [sp]lets people place weapons around the map in pre-planning like Wick did in the catacombs. Even though weapon type specific skills and co-op design goes against that idea in some ways, it does help keep things from getting stale in an extended firefight.[/sp][/QUOTE]
Honestly though having a weapon box like the armor bag would be cool. Like one person takes armor, one takes weapons, and the other two take whatever. And players can opt to put their primary weapon in the weapon box, or maybe else an alternative. So like you start out with a stealth build but gear set up to go loud. Then if shit hits the fan everyone armors up and grabs their weapons for a fight. But that would absolutely be better for Payday 3 where the game mechanics and maps can be designed with this ability in mind as opposed to Payday 2 where it would just break everything. And equipment could similarly actually impact visibility and such. So a guy running around with a box of weapons will move slowly and stick out like a bleeding, pus-oozing sore thumb.
[QUOTE=Notanything;51936444]That reminds me, I wonder if Payday 3 will finally have moving mouths for dialogue? It seems everybody in the Payday universe communicates telepathically.[/QUOTE]
No wonder how Bain seems to communicate with us, despite our characters not wearing earpieces or headphones.
Would be kind of funny if the mouth movements were like Terry Gilliam's work.
[QUOTE=HiddenShadow;51936351]Even if they said no couldn't they just rename the heist and remove Bill and boom no valve ties[/QUOTE]
I'm still not convinced the heist won't be changed to a walking dead theme
[editline]9th March 2017[/editline]
They've already confirmed walking dead will have a Dallas story
I wish melee was better. I have to admit, doing the melee achievements is a lot of fun. It wouldn't take heaps to fix it too. They'd just need to make it so charging starts when you click the button, so longer animation doesn't mean less DPS (roughly).
Then add sprint with melee, then maybe a perk where every time you hit the same target, you do like 10% more damage to that target (so shanking is viable).
[QUOTE=Zombie Strider;51937440]I wish melee was better. I have to admit, doing the melee achievements is a lot of fun. It wouldn't take heaps to fix it too. They'd just need to make it so charging starts when you click the button, so longer animation doesn't mean less DPS (roughly).
Then add sprint with melee, then maybe a perk where every time you hit the same target, you do like 10% more damage to that target (so shanking is viable).[/QUOTE]
Didn't they nerf every single melee weapon a while ago? I remember hearing about some nerfs.
Either way, yeah, melee is pretty damn awful. At one point Overkill was just releasing melee weapons in a linear fashion that were pretty much always better than the previous ones. It got to the point where the knives that first introduced melee were probably among the worst melee weapons you could possibly choose. I distinctly remember that they were pretty much dead-on-arrival, because they were pitifully slow, couldn't kill anything in a respectable amount of time.
As time went on they introduced fast-swinging stuff like the psycho knife, trench knife, nova shank and so on, and by that time those became the kings of melee. Everything else was pointless because it was too slow. Then Overkill decided on the bright idea of making every melee weapon fit into a category, thereby having a specific amount of damage, sort of like what they did with guns, only worse, because it meant that every melee weapon felt like a better, or worse derivative of something else. Either way, it failed to actually do something for melee, because the high DPS melee weapons were still better. The closest they ever got to making some innovations in the melee system were the kunai, and the shocking melee weapons.
And now we're at a point where it's even more terrible because of the nerfs. Melee was always the ignored portion of the game that is little more an afterthought, and basically just content filler to put into their DLCs for the sake of creating content, not something that actually has substance.
[QUOTE=Notanything;51938068]*melee stuff*[/QUOTE]The current system we have now is supposed to be a placeholder until they can overhaul the melee system, which will reportedly include things like "hitting multiple enemies with a katana".
Hopefully that's soon.
[QUOTE=Lolnoob1;51938414]The current system we have now is supposed to be a placeholder until they can overhaul the melee system, which will reportedly include things like "hitting multiple enemies with a katana".
Hopefully that's soon.[/QUOTE]
Cautiously optimistic. I hope they take some cues from that melee overhaul maul that allows stuff like head shot damage.
I have no clue why preparation for this imitation Vermintide system Jules wants required homogenizing all melee weapon damage. Amazingly, it wasn't a problem that all melee weapons weren't balanced together- people didn't expect a cane or a wad of cash to do as much damage as a sledgehammer.
For comparison, what is the damage enemy units deal with their melee attacks? On Overkill difficulty for example, just in case it depends on difficulty.
All I remember is that for a while, knives seemed to be doing less damage than if you were just whacking enemies with the butt of your weapon, or pistol. Moreover, enemy melee attacks seemed to overshadow ours in terms of raw damage.
[QUOTE=Notanything;51938788]For comparison, what is the damage enemy units deal with their melee attacks?[/QUOTE]
I...have no idea! You are correct that enemies seem to do more damage with melee, but I think that's OK- after all, you have to be in their face for it to happen. My suspicion is that it's a flat amount that's probably the same across all enemies on all difficulties.
[QUOTE=Finale;51941889]My suspicion is that it's a flat amount that's probably the same across all enemies on all difficulties.[/QUOTE]
Not [I]quite.[/I]
Most units [B]DO[/B] have flat multipliers, but others do get increased damage as difficulty increases. For example SWAT units with knives do 150 damage across all difficulties. This includes SWAT/Balacava HRTs/Light Zeals (They all use the same tweak_data), and City Swat.
However some units that use weapon butt (As in no melee weapon) get increased melee damage as difficulty increases. For example FBI agents will have their weapon butt damage skyrocket from 80 damage to 200 damage on Deathwish.
[video]https://youtu.be/AZmkr1OE-Co[/video]
i went and installed biglobby again
and while it is usable, there's barely any lobbys floating around with it.
but i found a single lobby of rats on normal
[t]http://images.akamai.steamusercontent.com/ugc/96104530591894168/0AE196902E048E1A7BC68CA2C3261EC452C371BC/[/t]
8 seconds after this was taken i lost connection to host.
[QUOTE=SC;51942082]Not [I]quite.[/I]
Most units [B]DO[/B] have flat multipliers, but others do get increased damage as difficulty increases. For example SWAT units with knives do 150 damage across all difficulties. This includes SWAT/Balacava HRTs/Light Zeals (They all use the same tweak_data), and City Swat.
However some units that use weapon butt (As in no melee weapon) get increased melee damage as difficulty increases. For example FBI agents will have their weapon butt damage skyrocket from 80 damage to 200 damage on Deathwish.[/QUOTE]
Thanks for the info! It sounds like melee damage may have been flattened at the same time as the new difficulties were introduced, with enemies that aren't part of assault spawns being neglected in the change.
cloakers actually have faces beneath their masks in PDTH (and glass goggles too!)
[t]http://images.akamai.steamusercontent.com/ugc/96104955038682034/338349273BD676AE4483299C87F3A8E97D52407C/[/t]
an interaction related to an objective in FWB that doesn't exist anymore (probably because you can't secure all 4 bags of cash in singleplayer anyway.)
[t]http://images.akamai.steamusercontent.com/ugc/96104955038679971/15CE0766CFAC340B0C520B51ECCCD5A97F89EDF9/[/t]
(this interaction only shows up if you get into the vault before melting the floor.)
i also multiplied all speeds by x8
guards zipped all over the place and you'd just get cuffed randomly :v: (although it got kinda annoying.) it also made diamond heist next to impossible to stealth.
Finally got around to updating a mod of mine.
If you like having your pistol slides/bolts lock back when your gun is empty, [url=https://modworkshop.net/mydownloads.php?action=view_down&did=17361]here you go.[/url]
[QUOTE=DeadMansChest;51954528]Finally got around to updating a mod of mine.
If you like having your pistol slides/bolts lock back when your gun is empty, [url=https://modworkshop.net/mydownloads.php?action=view_down&did=17361]here you go.[/url][/QUOTE]
...Soon?
[sp]pls[/sp]
Regarding the game itself, I honestly feel we're at a point where adding in a literal energy/laser weapon would be perfectly fine.
I find it still amazing we do not have them by now
I'd honestly actually really like one.
Where's my railgun, god damnit?!
[QUOTE=RaraKnight;51959688]
Where's my railgun, god damnit?![/QUOTE]
S.T.A.L.K.E.R. Weapon & Heist pack
Weapons: Groza AR, Gauss Sniper Rifle, Makarov Pistol + Guitar melee
New heist: Steal the Monolith from the sarcophagus, while shooting the reskinned Mercenaries from the Boiling Point
Actually, if the franchise was still alive, that wouldn't be 100% impossible...
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