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Closing doors is the biggest thing in the game that seems dumb to me. In the tutorial (hideout room with all the practice doors, I think), Baine says something like "We don't NEED to close doors in OUR line of work!" Which is loving retarded, because why would you not close a door so someone can't see you or your carnage from the next room or outside? I get that it would drastically change the balance of the game, but still, it would make this gang of robbers seem a little less like a posse of gibbering retards. Trustworthy fucked around with this message at 20:30 on Aug 30, 2013 |
# ? Aug 30, 2013 20:20 |
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# ? Jun 3, 2024 06:54 |
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Nyyen posted:What the hell? I have over a billion in offshore money, and 39 million on hand, and my bux only line the back wall, one row deep. Where the hell did you get all that money? Probably the LUA fairy. e: Or poopsocking
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# ? Aug 30, 2013 20:21 |
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Pleads posted:The best thing about tazers is when you get tazed and your hands clench and your gun fires and it headshots the idiot tazering you. For some reason being tazed automatically reloads shotguns and seems to make the Mosconi not require reloads, so basically being tazed as an Enforcer means you get to laugh at the stupid tazer as he takes a kilo of buckshot to the face.
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# ? Aug 30, 2013 20:22 |
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Foehammer posted:Probably the LUA fairy. The Poopsock Fairy is the best fairy. If you put a filled poopsock under your pillow, you get a block of cash! Edit: I wouldn't blame anyone for visitting the LUA fairy though, the curve and grind in this game is pretty dumb when all you want to do is have fun with your bros and mess around with silly builds.
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# ? Aug 30, 2013 20:23 |
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Lemon Curdistan posted:For some reason being tazed automatically reloads shotguns and seems to make the Mosconi not require reloads, so basically being tazed as an Enforcer means you get to laugh at the stupid tazer as he takes a kilo of buckshot to the face. It seems to randomly reload just about anything. In Payday 1 you'd automatically magdump and then your gun would just click impotently but in 2 it seems to trigger a reload when your magazine empties while being tazed.
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# ? Aug 30, 2013 20:24 |
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Foehammer posted:Probably the LUA fairy. The LUA fairy was generous to me
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# ? Aug 30, 2013 20:24 |
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Pimpmust posted:A cop really shouldn't though. Especially not for guys with several decidedly unstealth weapons on their backs Do the models actually show the unused weapon strapped to the back? I assumed they were tucked under the suit jacket, like Tom Sizemore walking out of the bank in Heat with the assault rifle barrel hanging out of the bottom. That's why bigger guns and bigger mods screw with visibility.
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# ? Aug 30, 2013 20:30 |
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Lemon Curdistan posted:For some reason being tazed automatically reloads shotguns and seems to make the Mosconi not require reloads, so basically being tazed as an Enforcer means you get to laugh at the stupid tazer as he takes a kilo of buckshot to the face. Huh? I consider tazers the biggest threat when using the mosconi because if you don't kill him in two rounds, he wins because you can't reload or switch guns. At least that's what's happened the two times I've been tazed while using it.
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# ? Aug 30, 2013 20:31 |
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Slim Killington posted:Do the models actually show the unused weapon strapped to the back? I assumed they were tucked under the suit jacket, like Tom Sizemore walking out of the bank in Heat with the assault rifle barrel hanging out of the bottom. That's why bigger guns and bigger mods screw with visibility. Yeah but you can't keep stuff under your suit when you got the big rear end armor on. I'd love the developers to steal some Special Units from SWAT 4 by the way, like Pepperspraying (paintball gun/spray can) assholes and Beanbag shotgun guys that kick you across the room and to the floor
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# ? Aug 30, 2013 20:34 |
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padijun posted:Huh? I consider tazers the biggest threat when using the mosconi because if you don't kill him in two rounds, he wins because you can't reload or switch guns. At least that's what's happened the two times I've been tazed while using it. Every time I've been tasered while using the Mosconi, it fires the two shells and then... the taser lets me go, presumably to reload. It's happened like clockwork every single time, to the point that I can't believe it was a teammate saving me or me hitting him enough to let me go.
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# ? Aug 30, 2013 20:47 |
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padijun posted:Huh? I consider tazers the biggest threat when using the mosconi because if you don't kill him in two rounds, he wins because you can't reload or switch guns. At least that's what's happened the two times I've been tazed while using it. There seems to a be a 50/50 chance of the tazer working as intended (no reloads), and the game bugging out because you ran out of bullets and auto-reload. I've had both happen to me and don't think there's any sort of rhyme or reason to it. My favorite tazer moment was when he started electroing me, my .308 popped off and headshot the sniper across the street.
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# ? Aug 30, 2013 20:48 |
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So has anyone figured out what the changes to silenced weapons are?
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# ? Aug 30, 2013 20:57 |
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-Zydeco- posted:So has anyone figured out what the changes to silenced weapons are? I am unsure but I believe that they either lowered the noise levels on silenced guns some, or reduced the detection range/likelihood for them. I haven't tested them too much but it seems you can now shoot them closer to people without being detected.
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# ? Aug 30, 2013 21:08 |
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Slim Killington posted:Switching back and forth between masked and not masked would be game-breaking. I could theorycraft a way to invincibly beat everything with that ability. In all the possible changes I hope this one is never even considered. It's something you should be able to do as long as no alarms have sounded and you didn't start the map masked. They'd need to give the AI some concept of no-go areas though (bank manager's office, back of the nightclub, etc) so you couldn't just unmask every time a guard passed by, but I'm not seeing anything massively game-breaking about it. As someone mentioned, it's kind of stupid to sneak into the nightclub, steal everything unnoticed and then just stroll out the front door waving a gun.
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# ? Aug 30, 2013 21:14 |
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Nyyen posted:I am unsure but I believe that they either lowered the noise levels on silenced guns some, or reduced the detection range/likelihood for them. I haven't tested them too much but it seems you can now shoot them closer to people without being detected. Thats good. It bugged me how many civilians knew what a silenced gun sounds like. They just sound like snapping, you wouldn't really know it was a silenced gun. Pilchenstein posted:It's something you should be able to do as long as no alarms have sounded and you didn't start the map masked. They'd need to give the AI some concept of no-go areas though (bank manager's office, back of the nightclub, etc) so you couldn't just unmask every time a guard passed by, but I'm not seeing anything massively game-breaking about it. As someone mentioned, it's kind of stupid to sneak into the nightclub, steal everything unnoticed and then just stroll out the front door waving a gun. Exactly. It wouldn't be game breaking. All things being the same you'd still have to contend with guards and pagers, so its not like it'd be easy mode.
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# ? Aug 30, 2013 21:25 |
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Nyyen posted:I am unsure but I believe that they either lowered the noise levels on silenced guns some, or reduced the detection range/likelihood for them. I haven't tested them too much but it seems you can now shoot them closer to people without being detected. David Goldfarb said they'd cracked the "alert the entire map through walls by shooting a silenced gun once" bug, so I assume it has something to do with that, even if the turnaround time is a bit surprising. The fact that they updated Ace Shinobi's description at the same time can't be a coincidence either. Edit: Checking his Twitter, someone asks if Patch 10 will have the bank roof bug fixed, he says it depends on QA, but then soon says Patch 10 has stealth fixes so...I guess that's that? As a side effect it appears now civvies are a little too deaf, but oh well. Also: "next week's big patch will be a doozy w diff/ai/weapon rebalance." along with a "can't comment" regarding getting AI teammates to pick up bags. John Murdoch fucked around with this message at 21:38 on Aug 30, 2013 |
# ? Aug 30, 2013 21:28 |
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I love the Mosconi but I have some questions about shotgun use in this game. I'm used to most games where if you're a foot away from the guy the shotgun will 1-shot the enemy but if he's two feet away, the pellets will tickle him a little. I know there's damage dropoff for shotguns in this game but how severe is it? What's the effective range where I'm still doing enough damage while not wasting my limited ammo? (Xbox version)
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# ? Aug 30, 2013 21:42 |
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The Midniter posted:I love the Mosconi but I have some questions about shotgun use in this game. I'm used to most games where if you're a foot away from the guy the shotgun will 1-shot the enemy but if he's two feet away, the pellets will tickle him a little. I know there's damage dropoff for shotguns in this game but how severe is it? What's the effective range where I'm still doing enough damage while not wasting my limited ammo? If you're standing in the front door of the bank lobby you can reliably one shot heavy FBI across the street. You'll occasionally kill enemies from further away, especially if you're using Overkill, but this is the distance I most frequently use to pop off headshots. It's something you get a feel for pretty quick. If I know I'm not going to kill in a single shell I'll just rattle off two real quick to make sure he stays down. e: spellin' fennesz fucked around with this message at 06:57 on Aug 31, 2013 |
# ? Aug 30, 2013 21:46 |
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With the way most assault rifles work (recoil/"suppression") against the Heavier types I find it pretty much a crapshoot if the Mosconi or anything but the .308 is any better at range.
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# ? Aug 30, 2013 21:48 |
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The Midniter posted:I love the Mosconi but I have some questions about shotgun use in this game. I'm used to most games where if you're a foot away from the guy the shotgun will 1-shot the enemy but if he's two feet away, the pellets will tickle him a little. I know there's damage dropoff for shotguns in this game but how severe is it? What's the effective range where I'm still doing enough damage while not wasting my limited ammo? Range is pretty drat long - the dropoff is severe, but the minimum damage is still quite high. Also as long as one pellet hits an enemy he takes full damage. More pellets doesn't increase the damage. However hit locations still matter, so try to shoot in a way that lets you hit several clustered police in the head.
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# ? Aug 30, 2013 21:55 |
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DatonKallandor posted:Range is pretty drat long - the dropoff is severe, but the minimum damage is still quite high. Also as long as one pellet hits an enemy he takes full damage. More pellets doesn't increase the damage. However hit locations still matter, so try to shoot in a way that lets you hit several clustered police in the head. The best is when like 7 tan SWAT spawn in the parking lot of the bank, you look out the door and fire and like 4 helmets go flying from a single shell.
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# ? Aug 30, 2013 21:59 |
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Shooting Blanks posted:So, uh, I have the Pon Pon Pon pattern, the infamous cat whiskers one. Suggestions on what to do with it? You could do what I did. Lasher posted:How's the ACE Ironman perk? I'd like to be able to melee shields but does it offer bonus melee damage to normal enemies too? Want to start speccing into tech too to get some C4. If you can spare the points it's magical against shields, especially for shotgun/308 wielders because the recoil time is just enough to shoot them in the face.
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# ? Aug 30, 2013 22:06 |
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The mosconi will kill things at absurd ranges, especially with the enforcer shotgun skills. I regularly pop the helmets off tan swats on rats day 1 when they're on the street.
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# ? Aug 30, 2013 22:06 |
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So does adding the shell rack really just make your shotgun statistically worse for no benefit?
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# ? Aug 30, 2013 22:33 |
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^^^I believe it just raises the visibility a bit, which doesn't really matter when you're wearing full armor and super visible already. Finally a game where shotguns act like shotguns. Another thing that's great: Losing your internet right after the very last deposit box is sawed open on an Overkill gold heist. SpazmasterX fucked around with this message at 22:41 on Aug 30, 2013 |
# ? Aug 30, 2013 22:34 |
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Anonymous Robot posted:So does adding the shell rack really just make your shotgun statistically worse for no benefit? It looks awesome which is all the benefit you need.
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# ? Aug 30, 2013 22:35 |
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wilbur.walsh posted:Again, Ironman + suit movement speed is incredibly more useful than +50% armor and beeing slow as a snail. kloa posted:My vault is tiny! Anonymous Robot posted:So does adding the shell rack really just make your shotgun statistically worse for no benefit?
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# ? Aug 30, 2013 22:43 |
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I'm more confused about him thinking that the +50% armor Technician skill is going to somehow reduce his movement speed.
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# ? Aug 30, 2013 22:46 |
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I got myself Dallas Begins, which is sad but one I will use if I must- golden Dallas would be cool.
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# ? Aug 30, 2013 22:47 |
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Insert name here posted:Except Iron Man literally does nothing except give you access to the super armour. Which means if you have Iron Man unlocked but are not using the armour then you're wasting those points. Yeah, but I am using that armor all the time. Well except for stealth runs, where I am stealthing and 90% sure i'll do it right (Framing Frames 1 & 3). That's my point. I get the heavy armor + movement speed of just wearing a suit with the ghost perks. versus posted:I'm more confused about him thinking that the +50% armor Technician skill is going to somehow reduce his movement speed. Are you guys serious? What I am saying is, that normal movement speed outweighs +50% armor. For me that is.
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# ? Aug 30, 2013 22:50 |
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Lemon Curdistan posted:Serious answer: the first level of Berserker will double saw efficiency, and acing the saw skill will give you an extra blade. Ignore the rest. 8 points for a single extra blade is pretty poo poo. If I need to do a lot of sawing I'll take ammo bags.
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# ? Aug 30, 2013 22:54 |
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John Murdoch posted:At the very least, it annoys me that the Preferred Character Mask option takes up what could've been a ninth slot, which would at least give you as many mask slots as weapon slots. Another annoying oversight is that you can't check new masks/weapons/mods for unowned guns if your inventory is full, so you're stuck with that little (!) on your menu forever. Moon over ocean buddy! Blatantly reposting this!
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# ? Aug 30, 2013 22:54 |
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Ugh, the hipfire while sprinting animation is annoying as hell. They just took the walk animation and jacked it up to 11 so the gun waves around like crazy.
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# ? Aug 30, 2013 23:18 |
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Insert name here posted:It magically adds two rounds to your magazine. So a stock 870 (with six rounds default) will have eight rounds before reloading. Does it stack with extended magazine? If so, I might need to pray to the dark gods that those items actually drop for me
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# ? Aug 30, 2013 23:21 |
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Shima Honnou posted:Does it stack with extended magazine? Yes. My Locomotive holds 15 rounds (shell rack +2, extended mag +2, tech ammo skill +5).
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# ? Aug 30, 2013 23:25 |
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kloa posted:My vault is tiny! Mine must be broken as hell.
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# ? Aug 30, 2013 23:25 |
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I really wish there was a Casey Jones mask.
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# ? Aug 30, 2013 23:26 |
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I got really drunk and made this last night.
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# ? Aug 30, 2013 23:28 |
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Oh poo poo you can buy specific contracts now.
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# ? Aug 30, 2013 23:31 |
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# ? Jun 3, 2024 06:54 |
Specific contracts cost hilarious amounts of money especially on higher difficulties, but 1) it's your offshore cash so who cares and 2) you'll make back probably 2/3 of that just running the mission. It's a pretty easy way to just pay to grind if you really don't feel like waiting for proverats or whatever to show up which I never do
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# ? Aug 30, 2013 23:48 |