• PAYDAY 2/RAID v12: Locke Your Doors
    2,735 replies, posted
It'd probably be most obvious if they're dual wielding, since you could fire in 2 directions at once.
Those dash mechanics look kinda interesting, if a little broken with how easy it would be to armor gate. Too bad they're locked behind an expensive piece of hardware, I kinda wanna mess around just to see how broken they are.
I want that sniper scope tech on PC.
Actually, guards do have footsteps, they're just hard to hear and that's especially true if the BGM is drowning them out. But yeah, Framing Frame on Mayhem and above becomes much tougher because no one is ever sure if they're about to get sandwiched between two patrolling agents.
I really like the idea that VR players can perform an interaction with their off-hand, and still fight with the other. I wonder, is there any left handed support?
Just got back into the game since the H3H3 character pack, has there been any major changes to the game so far?
Ok, so apparently on the VR PD2 client, enemies deal less damage the further away they are, up to 75% less damage past 60 meters. Now uh... why isn't this on the PC client?
You mean you left after H3H3 and have come back? Since H3H3 Update changes in mostly correct order and only the more important details: Some Perk Decks buffed, smgs buffed Reservoir Dogs heist, some grenade launchers damage nerfed, LMGs damage and accuracy buffed greatly Brooklyn Bank heist Compact GL40 (Secondary) grenade launcher added Some high damage rifles ammo pickup nerfed, RPG damages buffed, Swan Song Aced now provides only +3s, rather +6s. Achievement milestones, awards unique Mega masks and CC coins The difficulty / Sniper update: ONE DOWN difficulty is now known as DEATH SENTENCE (DS). Players now have 3 downs again on DS. Enemy health on DS reduced to Death Wish levels. You can now enable the 'One down and custody' gimmick on any difficulty from Crime.Net. OD lobbies have a red 1 next to them. Achievements added for every heist to be completed on Death Sentence. 'One Down' achievements remain, requiring Death Sentence + One Down enabled. A new One Down skull mask added. Enemy AI improved. When a Bulldozer spawns on Death Wish, they may be a slow moving, very high HP Minigun Dozer. On Death Sentence, Medic-Dozers can spawn. Zeal Dozers now use their correct weapons (instead of all Reinfeld880) Specialized Killing (+15%/30% damage with silenced weapons) skill has been removed from Ghost. Mastermind's High Profile Target moved there. Ammo Efficiency moved down to where HPT used to be. Mastermind gets a new skill in place of Ammo Efficiency, Graze. Sniper rounds that headshot an enemy deals 20% damage in a 1 meter cylinder around the trajectory. Aced: If killing blow, full damage is dealt. Aim for the back of crowds, and target Cloakers / Bulldozers to deal massive Graze damage. Almost all assault rifles buffed, some sniper rifles tweaked. VR Update goes live. Only things of note to PC players are VR teammates can not use Bows, Crossbows, or Little Friend rifle. Also some of their perk decks and skills function slightly differently. Nothing drastic to us.
That lack of falloff on DS is a pain
Payday VR is soooo much harder than regular Payday. Admittedly it was on a new account with the worst guns ever and no skills, but even a Jewellery store normal becomes a lot more difficult
Used to be piss on the VR Beta cause the damage was p much the same as the default game, now it should be a little easier though. Shame they have still not implemented a "only hands and head" thing for VR players, the whole gist of VR is seeing someone do some dumb or crazy shit.
Toybasher, a lot of your post is outdated, or wrong, or based on assumptions about payday 2's design that you're carrying over from games built based on entirely different systems. I can't figure out how to slice and dice your post to go point by point, but among other things: The games you're citing are third person, and this changes a lot about how stealth information is conveyed to the player. Payday 2 isn't Hitman or Metal Gear Solid; those are completely different games, and getting frustrated that you can't do the things those games support (when those games supporting them requires building most of the program architecture around it) doesn't make much sense. The host/client detect offset was fixed. So was car shop. "psychic guards" are gone now. On Shadow Raid, the second guaranteed keycard is held by a civilian with a unique model. The intermediate fail state on non-control maps in payday 2 is having to alert/kill civilians or guards. That's the point of pagers and bodybags.
Yeah, it's in the settings in the main VR menu.
Glad to hear some of those were fixed. It's been ages since I played. Especially the detection client/host issue. I wonder if the psychic cops on election day, day 2 were also fixed. (When you'd start a voting machine hack, they'd start walking to it. Luckily they're just cops and lack pagers.) I do hope they can just make stealth more involved for Payday 3. I know Payday is a FPS game first but I feel like there's so much room for improvement for the stealth mechanics.
So, after the Sniper rework and that stuff, what should Overkill concentrate next in your opinion? Agree - An underpowered/overpowered skill. Disagree - Underused weapon or weapons.(think flamethrower/minigun rework, rather than a simple damage buff or something similar). Funny - Underpowered perk-decks. Late - Get Joy's stuff worked out and released. Love - Melee rework. Sympathy - Other(specify). I'd personally like to see a melee rework. Like where every melee weapon has an unique special functionality. Like how the shock knuckles and taser stun enemies while the kunai poisons them. Hefty undertaking, most likely.
Well, RAID: World War II did do something with stealth, by allowing the enemies to be alerted and move towards the source of disturbance. Then their outline would gain a different color depending on alert status... and then- *ain't that a Cloaker kick in the head?*
Eh, would be impossible to come up with a unique ability for two thousand melee weapons we have. Just make melee a separate slot and allow us to sprint with it, and keep weapon butt on always, like in VR version. Though I wouldn't mind seeing the chainsaw being made into a whole separate weapon, OVE9000 reskin with high damage but no ability to crack safes and doors.
Yep, psychic cops on ED2 were also fixed. I know way too much about PD2 in general and stealth tactics in particular, so if folks are struggling with a particular heist and for some reason haven't availed yourselves of any of the broader resources, feel free to hit me up.
I want to see SWAT Turrets revised. Well, I want to see SWAT Turrets removed, but that doesn't seem very likely. If Turrets are area denial units, then they shouldn't be placed in areas where they can't be avoided whatsoever, like in Heat Street or Reservoir Dogs. I think Brooklyn 10-10 had the right idea where you could slowly lockpick doors to get around them, at risk of getting swarmed by cops, or you could just run past the turret and hope you tank it. If Turrets are enemies they want you to deal with, they should be less annoying to defeat. Correct me if I'm wrong, but I think Crackdown's solution was to make them have weaker shields that could be repaired infinitely, so you'd make them repair rather than outright kill them. I think this is a good solution if they really need to be fought. I'd like to see Winters revised, too, though I don't really have any ideas for what to do with him. Having him do something besides sit at the entrance and yell encouragement at the units who are actually fighting you would be a start. If I were a cop, I wouldn't find it too inspiring to be led by a guy who hides behind an army of shields and tends to run away within a minute of arriving at the scene, depending on what map you're on.
I'm pretty sure client/host desync hasn't been properly fixed, I still can't do any stealth heists with my girlfriend because one or both of us just keeps getting detected by nothing.
the only thing they logically cant fix is latency between users via distance, assuming you are far away from them then its no surprise. (Or one of you has bad internet idk /shrug)
I have sketched out plans for a Winters revision, but it won't be in the first release of Crackdown. If there's sufficient interest during the period after initial launch, I'll be planning a "Nemesis Update" which will reintroduce Winters and revised versions of the various boss enemies, along with an additional set of Crackdown modified heists.
I remember noticing this in the open beta back before the game came out and I feel like there hasn't been any noticeable improvement in the years since on this front.
Wilko implemented a huge desync and netcode patch, there was a beta and everything. Desync can't be completely fixed on a networked game, but it's definitely seen massive improvements.
Are the crash fixes in the VR release update for just VR or the main game or both?
On the real, I would absolutely love to play PD2 in VR.
Multiple direction aiming and effectively doubling your ammo capacity (as the guns fire separately). The first I can understand not being possible, but why isn't the latter a thing in regular PD2? Just take away ironsights and use LMB/RMB for each gun.
I don't see too much reason for individual L/R clicking tbh. If it was two different guns like Borderlands 2, that makes sense. I honestly prefer 1 click = one bullet. Like most akimbo shooters. Pretty sure there's a workshop mod for it. Even though its effectively a rate of fire downgrade.
Hold the phone, mouse+keyboard and VR users can play together?
I wonder if it's possible to mod VR's PIP scopes into the normal game. That would be kickass
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