Raid is honestly something that shouldn't have been a full game. It's so rough
[QUOTE=TalonAran;52918272]Vinny playing 2 italian mobster types using his Mario and Luigi impressions.
One of the pager lines is this *eat the dario song*[/QUOTE]
"Y'know, Control, I've been thinking...who REALLY died that day?"
[QUOTE=Zeos;52920281]Raid is honestly something that shouldn't have been a full game. It's so rough[/QUOTE]
It's great to see how the devs didn't abandon ship and are actively working towards making RAID a more enjoyable experience. I hope Starbreeze realizes that a price change is necessary for it to stay afloat. It would benefit the game greatly if the price was somewhere around $10-15 with no discount – a lower price naturally attracts a much larger audience, which may also look past some of the game's flaws (Diesel) because of how little they had to spend.
Tens of thousands of people willingly dropping ten bucks on a flawed, but decent co-op game is way better than, say, a few hundred people spending 40-60$, who were either diehard PAYDAY fans or just expected AAA quality from the CG trailer then got slapped in the face with disappointment.
I'm just gonna mention the Web Series again, about a tiny thing seem in the first episode.
Have you folks noticed the Payday Gang has eight skulls on Crime.net? Vlad has three, which equals Overkill difficulty (at the time of PAYDAY 2's Beta state or whatever, Overkill was the hardest one available). If six skulls represent the One Down difficulty, what would [i]eight[/i] skulls mean? No Down?
[QUOTE=BenjaminTennison;52920381]I'm just gonna mention the Web Series again, about a tiny thing seem in the first episode.
Have you folks noticed the Payday Gang has eight skulls on Crime.net? Vlad has three, which equals Overkill difficulty (at the time of PAYDAY 2's Beta state or whatever, Overkill was the hardest one available). If six skulls represent the One Down difficulty, what would [i]eight[/i] skulls mean? No Down?[/QUOTE]
If by No Down you mean No "We added an extra zero to all enemies health and damage values" Down then yes. That's the one.
[QUOTE=brenz;52920390]If by No Down you mean No "We added an extra zero to all enemies health and damage values" Down then yes. That's the one.[/QUOTE]
And that includes not being allowed to get downed, at all.
The Department of Homeland Security's ZEAL team can focus on terrorism instead of criminals, that's the SWAT teams' job.
[QUOTE=splishevsky;52920345]Tens of thousands of people willingly dropping ten bucks on a flawed, but decent co-op game is way better than, say, a few hundred people who were either diehard PAYDAY fans or just expected AAA quality from the CG trailer then got slapped in the face with disappointment.[/QUOTE]
I'm totally still not burned on preordering the delux edition because I had a ton of fun with the beta and then never played it after I realized only 50 or so people where playing and I couldn't find any game without total dipshits in it.
I haven't played PD2 since the UE came out, any thing happen other then VR?
[QUOTE=Tuskin;52920427]I haven't played PD2 since the UE came out, any thing happen other then VR?[/QUOTE]
Yeah.
Ethan and Hila are in PD2 vaping their asses off, slamming Bradberries left and right and of course, manspreading the fuck out of people. 3 weapons (5 with Akimbo versions) were added, all catered to crit-dodge builds since fuck armor for some reason.
One of them being the Airbow, the strongest bow in the game now that puts non-Thanatos sniper rifles to shame. In a nutshell: 700 damage, high concealment, 6 shot mag with quick reload.
The other two we got are a tiny as fuck pistol stronger than a goddamn shotgun, both added during the recently passed Crime Spree(the shotgun deals 18 damage unmodded, you literally punch people harder than this thing blasts faces). All with high concealment again.
Some people use the excuse that the shotgun is best used with Dragon's Breath rounds since then, you get good crowd control and damage wont matter. OK could add a 0 damage shotgun and people defend it with that, yay.
A new perk-deck that wont be used beyond Mayhem since it revolves around 2 players killing for god-awfully low heals so you won't sustain yourself for long if you depend on it. Just take Muscle.
Did I miss anything substantial?
[QUOTE=brenz;52920501]The other two we got are a tiny as fuck pistol stronger than a goddamn shotgun, both added during the recently passed Crime Spree(the shotgun deals 18 damage unmodded, you literally punch people harder than this thing blasts faces). All with high concealment again.[/QUOTE]
The Grimm 12g becomes [I]somewhat[/I] usable with Enforcer skills bumping the damage and mag size right the fuck up. But even with that the secondary slot version of it is pretty shite. The akimbo version however is pretty fucking effective I've found. Similar damage to the secondary one, sure. But the fire rate puts out enough lead to clear any room and the ammo pickup is incredibly generous.
After playing with Ethan and Hila for a while, I think that they're both okay voice wise, just a bit above Rust's phoning it in.
[QUOTE=NoaJM;52920686]After playing with Ethan and Hila for a while, I think that they're both okay voice wise, just a bit above Rust's phoning it in.[/QUOTE]
Not a chance; Ron Perlman is very professional, even if he doesn't bother to put emotion into what he says. Ethan and Hila both sound like they just want to get outta there, and the forced mentioning of YouTube and Shrek and shit like that makes Sydney's Rickrolling look modern.… And I now really enjoy Houston.
[SP]What about everyone calling out the new characters' names? Jimmy, Sydney, Rust, and Tony cannot call out the names of characters released after them. But then again neither can any of the others who isn't Duke (who can call Sangres).[/SP]
[QUOTE=BenjaminTennison;52920381]I'm just gonna mention the Web Series again, about a tiny thing seem in the first episode.
Have you folks noticed the Payday Gang has eight skulls on Crime.net? Vlad has three, which equals Overkill difficulty (at the time of PAYDAY 2's Beta state or whatever, Overkill was the hardest one available). If six skulls represent the One Down difficulty, what would [I]eight[/I] skulls mean? No Down?[/QUOTE]
if you're talking about what I think you're talking about and i'm not telling you things you already know, difficulty in beta and a bit at the start had a risk level, which was white. basically just said how hard the job was as a job itself, four stores would be 1, where as nowadays goat sim would be closer to 6. then there was the 3 yellow difficulty dots after.
something like that.
[QUOTE=BenjaminTennison;52920381]I'm just gonna mention the Web Series again, about a tiny thing seem in the first episode.
Have you folks noticed the Payday Gang has eight skulls on Crime.net? Vlad has three, which equals Overkill difficulty (at the time of PAYDAY 2's Beta state or whatever, Overkill was the hardest one available). If six skulls represent the One Down difficulty, what would [i]eight[/i] skulls mean? No Down?[/QUOTE]
I'm working on a modded OD that answers this horrible, sickening question (hopefully with better difficulty design than vanilla OD).
On a totally unrelated subject, I swear,
Thread poll!
1. Which traincars on Biker Heist day 2 are the most dangerous?
2. How many safes on Aftershock is too many? On mayhem and up, the current total is 12.
3. What role do you see SWAT Van turrets as best to play against: a) a sort of mini-boss that you have to wear down and destroy (informative), or b) something to avoid(artistic)? I'm specifically referring to swat vans here, not ceiling or helicopter turrets.
4. Are there any particular SWAT Van turret positions that are especially annoying? Why?
[QUOTE=Finale;52920894]
1. Which traincars on Biker Heist day 2 are the most dangerous?
2. How many safes on Aftershock is too many? On mayhem and up, the current total is 12.
3. What role do you see SWAT Van turrets as best to play against: a) a sort of mini-boss that you have to wear down and destroy (informative), or b) something to avoid(artistic)? I'm specifically referring to swat vans here, not ceiling or helicopter turrets.
4. Are there any particular SWAT Van turret positions that are especially annoying? Why?[/QUOTE]
1. the first one with weapons in crates because of the open sides, the last one because you can get pinned, and any traincar that just makes you go up top, since you're travelling w/ spawns. basically everything
2. 12 is fine, so anything more, I guess. the question should be how long does it take your teammates to get in the truck at the end before you start screaming
4. at this point, not really
[QUOTE=Finale;52920894]
4. Are there any particular SWAT Van turret positions that are especially annoying? Why?[/QUOTE]
Swat Van that can see about 80% of the lobby of GO Bank.
[QUOTE=Finale;52920894]I'm working on a modded OD that answers this horrible, sickening question (hopefully with better difficulty design than vanilla OD).
On a totally unrelated subject, I swear,
Thread poll!
1. Which traincars on Biker Heist day 2 are the most dangerous?
2. How many safes on Aftershock is too many? On mayhem and up, the current total is 12.
3. What role do you see SWAT Van turrets as best to play against: a) a sort of mini-boss that you have to wear down and destroy (informative), or b) something to avoid(artistic)? I'm specifically referring to swat vans here, not ceiling or helicopter turrets.
4. Are there any particular SWAT Van turret positions that are especially annoying? Why?[/QUOTE]
4: Biker Heist Day 1, that thing has a huge line of sight on the area
[QUOTE=BenjaminTennison;52920742]Not a chance; Ron Perlman is very professional, even if he doesn't bother to put emotion into what he says. Ethan and Hila both sound like they just want to get outta there, and the forced mentioning of YouTube and Shrek and shit like that makes Sydney's Rickrolling look modern.… And I now really enjoy Houston.
[SP]What about everyone calling out the new characters' names? Jimmy, Sydney, Rust, and Tony cannot call out the names of characters released after them. But then again neither can any of the others who isn't Duke (who can call Sangres).[/SP][/QUOTE]
I don't get why they didn't get Nicolas Colicos to do Ethan & Hila callouts. It's not like the Duke and H3H3 packs were miles apart.
[QUOTE=Hatley;52921501]I don't get why they didn't get Nicolas Colicos to do Ethan & Hila callouts. It's not like the Duke and H3H3 packs were miles apart.[/QUOTE]
Maybe it'll be a common theme that nobody ever calls Ethan and Hila by name, so we can either pretend they don't exist, or use a mod that gives them actual fucking codenames and it won't conflict with the audio.
I mean, I know that's not the case. But one can dream.
[QUOTE=Square_Rabbit;52921506]Maybe it'll be a common theme that nobody ever calls Ethan and Hila by name, so we can either pretend they don't exist, or use a mod that gives them actual fucking codenames and it won't conflict with the audio.
I mean, I know that's not the case. But one can dream.[/QUOTE]
Good, then I can imagine that Ethan & Hila are just generic strangers without actual faces. I'll treat them like Kellam in Fire Emblem Awakening, only instead of him not sticking out at all, Ethan & Hila don't even exist and [i]nobody[/i] acknowledges their presence except for the cops and civies who'll report those two.
[SP]But to be honest, it's gotta be expensive to bring back ALL the earlier VAs just to make them call out the new characters' names. That's probably why Pit, Palutena, and Viridi were given a "generic" Guidance conversation for characters that don't exist in the base game of SSB4, because then they need to return multiple times just for an easter egg… but Bayonetta was released, and then the voices returned as well, but still no Guidance conversations. I think Palutena has amnesia, and Viridi is just as dumb as "pitt". (That's penis in Swedish, btw)[/SP]
[QUOTE=BenjaminTennison;52921546]
[SP]But to be honest, it's gotta be expensive to bring back ALL the earlier VAs just to make them call out the new characters' names.[/SP][/QUOTE]
OVK wait until there's a lot of voicelines missing and do them in a single recording session and then ship them in a large update.
[QUOTE=VintageCat;52921687]OVK wait until there's a lot of voicelines missing and do them in a single recording session and then ship them in a large update.[/QUOTE]
Usually, the large update consists of new heists that require the characters talking… I sure wish H3H3 was given a live-action trailer to go with their pack, but that's probably not happening considering Rust is the last paid DLC character to have one.
[QUOTE=BenjaminTennison;52921970]Usually, the large update consists of new heists that require the characters talking… I sure wish H3H3 was given a live-action trailer to go with their pack, but that's probably not happening considering Rust is the last paid DLC character to have one.[/QUOTE]
I dunno, they seem pretty bad voice actors, who knows what they'd be like doing action-based live acting.
[QUOTE=Hatley;52921978]I dunno, they seem pretty bad voice actors, who knows what they'd be like doing action-based live acting.[/QUOTE]
Ethan moves as he always moves, Hilla moves awkwardly
[QUOTE=BenjaminTennison;52921970]Usually, the large update consists of new heists that require the characters talking.[/QUOTE]
Incorrect, there's no heist-specific voicelines for heisters in the game (apart from parachuting in Birth of Sky and monologue in First World Bank, I think), so new heists never require new lines.
[QUOTE=VintageCat;52922007]Incorrect, there's no heist-specific voicelines for heisters in the game (apart from parachuting in Birth of Sky and monologue in First World Bank, I think), so new heists never require new lines.[/QUOTE]There's also Undercover's interrogation lines and the "hi" from Counterfeit that I can think of
I doubt we'll ever hear anything new from Rust again. Jimmy's VA at least had fun with it and I can see him returning if he has the time, whereas Perlman gladly admitted he doesn't care about Payday at all
After spending 2 heists with Duke, I like his personality, voice, and style of clothing, although his voice sounds so similar (at least to me) like the normal swat dudes :V
I saw something on reddit talking about having a 1000-degree knife melee for H3H3, and since I don't really get the joke with the two-handed ruler (I know metal rulers look like swords from childhood but I don't remember seeing them in any H3 vids) I'm kind of okay with it?
We have a poison melee (kunai) and two taser ones, if they made the thousand degree knife and it ignited enemies I would totally rather have that despite the meme
[QUOTE=VenomousBeetle;52922296]I saw something on reddit talking about having a 1000-degree knife melee for H3H3, and since I don't really get the joke with the two-handed ruler (I know metal rulers look like swords from childhood but I don't remember seeing them in any H3 vids) I'm kind of okay with it?
We have a poison melee (kunai) and two taser ones, if they made the thousand degree knife and it ignited enemies I would totally rather have that despite the meme[/QUOTE]
It's from this video
[media]http://www.youtube.com/watch?v=L0Cxt1pReMs[/media]
Someone needs to make a mod that can kick Ethan and Hila players from game, call it EGBTY
[QUOTE=Serge Ivanov;52922655]Someone needs to make a mod that can kick Ethan and Hila players from game, call it EGBTY[/QUOTE]
That's the "Kick the Wick" mod, it's as easy as making the script check for [B]ecp_male[/B] and/or [B]ecp_female[/B].
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