• PAYDAY 2/RAID v12: Locke Your Doors
    2,735 replies, posted
[QUOTE=Unique_mask;53117398]Glad that the dumb gimmick of OD is dead (for now) it was always a terrible idea for Payday[/QUOTE] But was OVERKILL 145+ limiting how much health you got after being revived, in addition to a reduced bleedout timer before police custody any better?
Payday 2 also got a new safe [URL="http://steamcommunity.com/app/218620/discussions/31/1700542332320166484/"]http://steamcommunity.com/app/218620/discussions/31/1700542332320166484/[/URL] Also some more beta changes. [URL="http://steamcommunity.com/app/218620/discussions/31/1700542332320176846/"]weapon[/URL] and [URL="http://steamcommunity.com/app/218620/discussions/31/1700542332320166484/"]difficulty[/URL] [quote]AI has been improved to be faster at navigating the level. AI performance will no longer be dependent on the host computers performance Levels should be less cluttered by enemies. Player’s Team AI damage will no longer increase past mayhem. 300 dmg snipers are now 480 (except the grom which was nerfed down to 160) 160 dmg snipers are now 246 except the grom which is at 160 36 dmg ARs and SMGs get buffs to the early-mid 40s 38 dmg ARs and SMGs get buffs to early-mid 50s 40 dmg ARs and SMGs get buffs ranging from the mid 40s to the mid-late 50s Commando 553 and Clarion get buffs to 38 and 41 respectively 80 dmg ARs and SMGs get buffs to the mid-late 90s All DMR kits are nerfed to they make a total of 160 dmg with the new dmg numbers Graze stats: Basic: Snipers that hit their target deal 20% of the damage dealt in a 100 cm radius around the bullet trajectory. Aced: If a bullet would headshot-kill someone, the graze skill will deal 100% of the weapon’s damage instead of 20%. Joker: Basic: Converted units see their damage reduced by 35% . Aced: Converted enemies damage is no longer reduced. Developer notes: Due to improve reaction time of the AI, convert became deadlier than they need to be for this reason we have reduced the amount of damage they can deal. One more Taser, Cloaker, and Bulldozer are allowed on DW (don't know if this counts the more specials from DW) one more Taser and Cloaker, and two more Dozers are allowed on OD Bulldozers have 100% more hp on OD (don't know how this affects minigun and medic dozers) Black and White ZEAL Dozers will use the Izhma and KSP respectively Specials will spawn with several swats accompanying them on OD Cloakers will drop smoke bombs when they charge or kick "Due to an issue cloakers will use the normal model instead of the zeal cloaker model."[/quote] They recommend backing up your save
they mentioned some changes to the compact-5 i wonder what did they change? anyone got a vid?
Wish they gave pistols the post silent killer treatment.
Mayhem on the beta is fucking fantastic now! Really feels like a stepping stone, rather than DW- now.
[QUOTE]Joker: Basic: Converted units see their damage reduced by 35% . Aced: Converted enemies damage is no longer reduced. Developer notes: Due to improve reaction time of the AI, convert became deadlier than they need to be for this reason we have reduced the amount of damage they can deal.[/QUOTE] Now the question is will the full damage of jokered AI worth the extra 4 sp?
Seems that the stutter when aiming down sights has been fixed in the beta.
The damage increase for the Command 553 is absolutely pitiful, even with all the mods I cant even get it to 49 like the AMCAR. I really wanna use that lovely gun, but it's like the neglected child of the entire family. It's accuracy as well could use a boost.
[QUOTE=Exploders;53117798]The damage increase for the Command 553 is absolutely pitiful, even with all the mods I cant even get it to 49 like the AMCAR. I really wanna use that lovely gun, but it's like the neglected child of the entire family. It's accuracy as well could use a boost.[/QUOTE] Oh yea I forgot, the Commando got the short end of the stick. I used it too, and enjoyed it's agility, so to speak. I'm with you on this one, Commando doesn't deserve this! To counteract the low accuracy, take Rifleman Aced and Stable Shot Aced.
Went back to a tank build after years of barely playing tank at all just to try out Graze, and god damn is it fun to use. When you manage to line up that perfect shot clearing an entire corridor... mmmmmmmm Specialized Killing doesn't seem [I]that[/I] bad, I'm definitely noticing that it's not quite possible to one shot tans with a shotgun from five miles away anymore but it seems fair enough.
It seems like the Contractor got hit hard by this beta. If I'm reading this right, it wasn't damage buffed, and had its accuracy reduced.
The fucking Dozers on One Down have doubled the base DW health. That's 24,000 HP. The [I]Minigun Dozer[/I] on One Down has double the base One Down health. That's [I]48,000 HP.[/I] What the hell is he thinking? Why does he keep fucking doubling things? Minigunner Dozers have no separate permutation spawncap, so every once in a while (or, realistically, fairly often) the game will just spawn 4 Minigunner dozers. AKAN stats are still all messed up.
[QUOTE=VenomousBeetle;53118206]It seems like the Contractor got hit hard by this beta. If I'm reading this right, it wasn't damage buffed, and had its accuracy reduced.[/QUOTE] To 60, in fact. Sniper rifle. Less accurate than bloody pistols. Yet Thanatos got a damage buff a few patches ago because...? [QUOTE=Finale;53118231]The fucking Dozers on One Down have doubled the base DW health. That's 24,000 HP. The [I]Minigun Dozer[/I] on One Down has double the base One Down health. That's [I]48,000 HP.[/I] What the hell is he thinking? Why does he keep fucking doubling things? Minigunner Dozers have no separate permutation spawncap, so every once in a while (or, realistically, fairly often) the game will just spawn 4 Minigunner dozers. AKAN stats are still all messed up.[/QUOTE] How much damage MiniDozers deal?
[QUOTE=Finale;53118231]The fucking Dozers on One Down have doubled the base DW health. That's 24,000 HP. The [I]Minigun Dozer[/I] on One Down has double the base One Down health. That's [I]48,000 HP.[/I] What the hell is he thinking? Why does he keep fucking doubling things? Minigunner Dozers have no separate permutation spawncap, so every once in a while (or, realistically, fairly often) the game will just spawn 4 Minigunner dozers. AKAN stats are still all messed up.[/QUOTE] Bring it down to 10% instead of 100%, shits ridiculous its like they accidentally put an extra 0 [editline]8th February 2018[/editline] [QUOTE=brenz;53118238]To 60, in fact. Sniper rifle. Less accurate than bloody pistols. Yet Thanatos got a damage buff a few patches ago because...? How much damage MiniDozers deal?[/QUOTE] From what I've read they deal a shitton, but its probably more the insane ROF instead of actual damage
[QUOTE=brenz;53118238] How much damage MiniDozers deal?[/QUOTE] I don't have info on that yet, I was only able to get clean hp stats from pocohud. I suspect they're functioning as an LMG reskin (so 100 HP at any range) but they have a really long attack period because they fire several hundred bullets in each attack. If that's the case, you just get hit multiple times during the attack as your grace expires. They're really dumb and fill a role that LMG dozers fill, except worse because all the stats involved are screwy. I have no idea why Jules would respond to the feedback on OD enemy health by simultaneously lowering enemy health to DW levels, but then taking dozers and giving them [I]more health than they'd ever had before[/I], then taking that health value and [I][B]doubling it[/B][/I] for one dozer type. Using some sort of RoF bypass to deal pointlessly high damage is similarly bonkers. edit: looking at the commit now. There's not an easy way to read the minigun dozer's damage, since it involves multiplying numbers from different files. What I [I]can[/I] tell you is that he removed damage falloff on the minigunner. It's got the same multiplier at all ranges.
[QUOTE=brenz;53118238]To 60, in fact. Sniper rifle. Less accurate than bloody pistols. Yet Thanatos got a damage buff a few patches ago because...? How much damage MiniDozers deal?[/QUOTE] Because Thanatos was obsolete: low ammo pool and not enough damage to compensate
Really, I wish they buffed the dozers' visor rather than their base health, so it would take a lot more damage to break, but the dozer drops pretty easily when their face is exposed. It always feels kinda cheap when you break the visor, then have to put more shots in his face than you did the glass.
[QUOTE=KayoDuck;53118295]Because Thanatos was obsolete: low ammo pool and not enough damage to compensate[/QUOTE] Not enough damage? It oneshot Specials on OD with a bodyshot, Cloakers with 2. What more is needed?
OK, on OD, minigun dozers do 120 damage at any range. At the greatest distance defined, they can fire in bursts of 40-100 rounds, with an accuracy of [B]50%[/B]. Again, that's the minimum accuracy defined. Jules also removed focus and aim delay from dozers on DW and OD. This is nuts. edit: all of the changes to the new difficulties are being done with cludgy overwrites at the end of the tweakdata file. I can't tell if everything is properly cloned over from Deathwish. edit 2: here's another undocumented change for ya: all enemy movement speeds on One Down are doubled. edit 3: when I wrote this, it turns out minigun dozers were bugged and were doing 70 damage max, with falloff. I think it's been fixed now- thanks to Miss Ellie for the correction.
The cool thing about Payday 2 balance is every couple of months it feels like I'm playing a new game
[QUOTE=brenz;53118365]Not enough damage? It oneshot Specials on OD with a bodyshot, Cloakers with 2. What more is needed?[/QUOTE] Dozers. The gun is meant to take out Dozers, well at least i think that was the idea they wanted for. [media]http://www.youtube.com/watch?v=ElgQJx6d8fU[/media] I think it explains better
[QUOTE=TheBorealis;53117706]Seems that the stutter when aiming down sights has been fixed in the beta.[/QUOTE] What was the cause of that anyway? Just curious to know if anyone does know.
[QUOTE=NoaJM;53118860]What was the cause of that anyway? Just curious to know if anyone does know.[/QUOTE] I believe it only happened when you had a high streaming chunk size, and I think it was because of how the fov changes when you ADS, the Adaptive Chunk Streaming Size mod fixed it. (it gave you a high chunk size in menus for fast load times, and a lower one in game to fix the stutter)
New beta 1.1 [URL="http://store.steampowered.com/news/externalpost/steam_community_announcements/2363697377453468395"]update[/URL] [QUOTE]Fixed the Graze strings for all supported languages Commando 553 damage increase to 42 (from 38) Fixed the headshot multiplier on the minigun dozer and the medic dozer Fixed a crash connected to the 45-degree red dot sight Fixed the green dozer looking grey for clients[/QUOTE] also, [QUOTE]OVERKILL Steams PAYDAY 2 VR Beta Today at 16:30 CET we are going live with our Open Beta Stream. OVERKILL_Jules will try to answer as many questions as possible while playing together with OVERKILL_Erik, OVERKILL_Adde and Connor Shaw. Join the Stream on Twitch: [URL="https://steamcommunity.com/linkfilter/?url=https://www.twitch.tv/starbreeze"]https://www.twitch.tv/starbreeze[/URL][/QUOTE] the header says VR, but the description says the regular beta
I don't like graze. It's unreliable and I feel like I've killed more civs using it for an hour than I have throwing grenades for years I would prefer explosive head shots shamelessly stolen from tf2
Jules axed all reinforce spawns and map elements because he didn't understand them. When testers reported that maps seemed empty without them, he responded by increasing the spawn limit (more on that in a bit). He decided not to disclose that he'd done this in the changelog. His reason was [quote]We did not go into details as most people would not understand what the reinforce groups are; instead we present what should be the perceived difference between live and Beta.[/quote] In other words, "I knew people wouldn't agree with this, so I decided not to tell them and hoped no one would notice". In a public beta.
Can we like, get someone other than Jules to do balance updates?
Now when you start a heist you will be standing 5 meters by the car with all the loot thrown in. This is to make the challenge less daunting for new players.
[QUOTE=Exploders;53120244]Can we like, get someone other than Jules to do balance updates?[/QUOTE] But the Commando got buffed to 42 damage!
About that increase in enemies...here's the changes in the relevant assault values. lines with a - were removed, lines with a + are added. [quote]self.besiege.assault.force = { - 10, - 12, - 14 + 14, + 16, + 18 } [/quote] This is the base value for the number of asssault force enemies that are on the map at once- the root of the much-vaunted "spawn cap". It's multiplied by a value based on the number of players(or bots) ingame. On all difficulties but OD, with 4 players/bots that value is 4. On OD, that value is 6. So the spawncap on OD has gone from 84 to 108. 108 enemies on the map at once. [quote] self.besiege.assault.force_pool = { - 100, - 125, - 175 + 150, + 175, + 225 }[/quote] This is a base value for the number of enemies that can spawn over the course of an entire assault wave. Like the values above, it's multiplied to get the actual number of enemies. if you kill this number of enemies, the assault wave ends early. Here's the important part- these numbers don't matter. These changes don't matter. Because in reality, since at least Housewarming, the force pool ingame is so high that it's impossible for players to exhaust it by any sane means- assault waves end when a timer runs out. This set of changes accomplishes absolutely nothing. By the way, neither of these changes is documented in the changelog.
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