Why even make new akimbo animation when the old ones where way better. What's with replace old animations with worse ones lately.
What are the new akimbo revolver animations like? Are they worth uninstalling this mod for?
The old animator left Overkill to work at Avalanche (maybe on Rage 2)
I would get hiding the gun when reloading dulies because making a full animation would take incredibly long (Imagine dual LMGs and how long it would take to reload both if it was visible) so for gameplay purposes it makes sense, but they can easily bullshit in a speed loader on the revolvers.
They could just reuse the Castigo animation, the new animator seems to not be super knowledgeable on gun mechanics. (the new G3 reload is apparently tough to do in real life)
I don't mind the hiding the guns part because it reminds me of Goldeneye and I kinda like that.
I'd still much rather the Castigo animations.
https://files.facepunch.com/forum/upload/206753/ad06a5b5-3397-430b-9c5c-b56ff6d139fd/judge.gif
Cylinder/hammer animations are still busted, and the recoil is just awkward. This isn't much of an improvement.
TFW Payday: The Heist has better animations than the new animator's.
Microgun reuses the rifle set.
What, I could swear it has it's own.
New stream info
-No new safehouse trophies planned
-No plans for PvP in PD2, Crime War is still in dev
-Steam Workshop has a lot of copyrrighted skins, the Diamond skin in Community Safe 6 is copyrighted
-Said how they pick skin rarity is more layered than the Overkill skin maker picking rarity
-They don't want to get involved in the community like in the past with the Overkill approved seal
-The cheating made them learn to make their next game more secure
-They like mods, they say you can do whatever that doesn't affect other players
-Making the Diamond Heist remake was a big technical challenge
-They'll add Breakin' Feds and Henry's Rock to Crime Spree once they fix map bugs to reduce spree ending crashes
-The Locke and Load custom frames were received positively, they might update old weapons that don't look as good
-Overkill devs get kicked by NGBTO
-Jules has possibly 10k hours total in Payday
-They don't really have a fix for the giant clumps of enemies on small maps, they want big maps to work the best since they're the most popular
-They don't want to make heists that are too hard
-They'll release info on Joy when they get info themselves (from Nintendo i guess)
-They (or just Jules but probably more) watch Brooklyn Nine-Nine
-Bain saying the police were called when they're already on the map is sort of a bug, from either the map maker putting enemies in at the start or from late voice triggers
-Tomorrow Overkill is going to play laser tag
-There are "things" they can do to avoid No Mercy having giant clumps of enemies
-Jules "believes" they'll keep No Mercy as close to the original as possible
-Jules said wearing the masks for more than 20 minutes is very uncomfortable
-The entire company watches John Wick together
-Jules favorite character is Jacket
-They tried to fix the melee replacing your gun bug so many times and it keeps coming back, it's not a high priority bug for them
-They can't do much about Steam Market bots
what a strange thing to say
That's some fpsbanana tier animations.
I guess Niphen was the only professional animator at Overkill not working on OTWD at the moment.
we don't want another hoxhud
I haven't been in Payday 2's community for a while, but is that a good or a bad thing?
I remember the devs being pretty... snooty when it came to Hoxhud (limiting access and the implemented some sort of DRM etc etc) but that was it at the time (couple of years ago at least).
Jules, buddy, friend, the solution to clumps of enemies and large maps not working well... it's reinforce groups. You know, that thing you removed? That's explicitly its purpose.
hey i just downloaded payday 2 again after a quite long time of hiatus and i just wanna ask whats the current meta skill/guns nowadays
Aw, that's their fault for not choosing obsessively meta builds every single time they play
Jules has ten thousand hours across both Paydays and struggles on Overkill. Also that thing about forgetting they could make the minidozer's faceplate explosion resistant instead of giving the dozer huge
amounts of hp.
What FindTheBorealis says, also Jokers with Partners in Crime Aced are a godsend on the top difficulties.
I tried playing with an assault rifle and pistol on DW the other day, and it really showed the sheer number of enemies you have to deal with. You can't run away from the giant group of enemies into another room to reload and let your armour regen, because there's another giant group of enemies in there, too. I guess playing with shotguns, lmgs and sniper rifles really lets you forget that since they all excel in crowd control.
There's also the Akimbo Broomsticks, which are essentially 50 round revolvers with the right combination of mods and skills.
Because you know... We really asked for this kind of power in our hands. It never ends, does it? Sky's the limit when you don't give a shit.
Probably because Jules played only on Hard to Very Hard difficulty, wouldn't be surprising if he was actually bad at Mayhem or above.
Considering how the game has played on difficulties higher than Overkill in the past, I almost can't blame a developer for wanting to play on the lower ones.
..But since he's also got a lot of pull on the balance of the game, it does have some interesting implications.
I don't expect devs, including the lead designer, to be super-pros at their own game. I also don't mind them playing on low difficulties when they're streaming; it can be really hard to play and answer questions at the same time. My frustration entirely comes from the combination of poor communication practices, implementation errors, and blunt, ill-conceived design decisions that suggest a lack of awareness of many of the game's systems and variables.
The reinforce groups weren't entirely removed right? Just set to 0? Maybe a well made email could change their mind.
Did they seriously actually do what I joked about and forget to make Joy a timed exclusive and instead just make her exclusive to Nintendo?
I’ve looked into it, but by all accounts the design situation is intractable, which is a damn shame.
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