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CJacobs
Apr 17, 2011

Reach for the moon!

ZeusCannon posted:

So what's the Xmas heist DW strategy of choice?

Pray.

edit: But actually, it's probably best to hole up near the christmas tree where Drunk Almir hides out. Also have a person bring C4 so you can hole up in the train when the chopper is gonna be coming down over there. A cloaker can pop out of the vent in the lumber shed so you want to have eyes on it whenever you're in there. Other than that, don't get shot and drink lots of coffee I guess?

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Laputanmachine
Oct 31, 2010

by Smythe
Praying that both the pilot rescuing chopper and the other chopper both come to the lumbermill. Bring maxed-out medkits and ammo bags. Guns should be one big gently caress-you cannon for dozers and shields, one regular cop murdering gun.

Worked for me.

Renegret
May 26, 2007

THANK YOU FOR CALLING HELP DOG, INC.

YOUR POSITION IN THE QUEUE IS *pbbbbbbbbbbbbbbbbt*


Cat Army Sworn Enemy
We did it with 3 people on our first try, we had a bit of luck in that the first helicopter was right in front of the lumbermill and the second wasn't too far off.

General strategy was just to yell at the drunk fucker a lot (obviously). By the time the cops started to come in force, he was 3/4 of the way there and we were able to hole up and defend that point for the rest of the heist. I've heard some people complaining that the cops swarm too early, so I don't know if that's people just being bad at mashing F, or if we got lucky.

subhuman filth
Nov 1, 2006

Reith posted:

You can't use the suppressed barrel with a barrel extension.

Welp, that's what I get for playing spreadsheets instead of Payday. Thanks!

Insert name here posted:

Can't actually actually use a barrel extension with the suppressed barrel like Reith said, and also you're reading the damage number wrong (you're adding your your skill damage to the total which already factors it in).

Nah, I just had headshot checked and didn't realize it. Feedback much appreciated!

Aleth
Aug 2, 2008

Pillbug
Yeah, we did DW just by holing up at the lumber shed and getting a lucky double lumbermill chopper. Wasn't too bad with some medkits and at least one inspire to get people back up, but basically just rush up there with the pilot, hold the shed and cross your fingers.

Prokhor Zakharov
Dec 31, 2008

This is me as I make another great post


Good luck with your depression!
Has anyone c4'd the train doors yet? What does that do?

Zaphod42
Sep 13, 2012

If there's anything more important than my ego around, I want it caught and shot now.

Wilko posted:

With the new changes just drag the slider down to 0, and it'll disable the grace period and always hold the interaction for you. Pushing it again once you've started the interaction will cut you out of it.

Brilliant! Thanks much!

Wilko posted:

Ok im a loving moron. Yep, changing the value of the slider will prevent you from crashing. Fix incoming.

e:
Ok, fix is up on the repo. But all you should have to do to fix the problem is jiggle the push-to-interact slider and it should fix it. Sorry about this guys :(

Hey man, poo poo happens, especially in code. Your support and turnaround are pretty excellent.

Sykic
Feb 9, 2004

Resist! Humanity demands it! Resist!

Aleth posted:

getting a lucky double lumbermill chopper.

You have no idea how much I hate right now.

Aleth
Aug 2, 2008

Pillbug

Prokhor Zakharov posted:

Has anyone c4'd the train doors yet? What does that do?

There's sometimes ammo/first aid cabinets in them.

The Lore Bear
Jan 21, 2014

I don't know what to put here. Guys? GUYS?!
So, I've been playing this game with two of my friends for a while. We're probably not very good, but at least we can talk to one another, and they aren't complete morons. However, we tried to do DW White X-Mas, and we got our poo poo kicked in pretty good.

If there was a checklist of things we want for Death Wish in general, what would they be? Not necessarily specific weapons, but damage thresholds, deck levels, etc.

Zaphod42
Sep 13, 2012

If there's anything more important than my ego around, I want it caught and shot now.
Getting the lumbermill chopper on the first one (with the slow rear end pilot) is soooooo nice. I can't imagine getting double lumber choppers. :allears:

I've run it where three of the four of us had thanatos, and that actually seemed to work pretty well :black101: But yeah, any good "heavy" weapon and then a good cop slaughtering weapon.

ZeusCannon posted:

So what's the Xmas heist DW strategy of choice?

Generally get to pilot, only pick up at most 4 bags of coke, escort to the shack/lumber mill. Hit flare. Hold out for chopper. Escort pilot to chopper together. Run back to shack and defend.

Two strategies here:

1 - Get 4 bags of coke, signal helicopter, throw four bags in, run back and get more. This way cops can't steal your bags, which on this map can really suck. But its also slower.

2 - Get all the coke you can, open all the presents. Keep sweeping around, and drop the bags in the shack. Probably need one person to watch the bags, making this a little more risky. But keep triggering heli until it lands near lumber mill, then toss all the bags you have at it and run.

:siren: When tossing bags be careful not to toss bags into the helicopter blades or you're gonna be making it snow cocaine. :siren:

Somebody taking explosives gets you into the bus, which is pretty good for defense and has an ammo in it. But I don't think its worth it, I'd rather have 2x ammo bags or 2x doctor bags. Set them all up in the lumber mill and just hold out. If you get the chopper near the bus on a high difficulty, (And you have several bags and aren't just leaving on the first heli) just ignore it. It should leave after awhile and then you can trigger it again somewhere closer. You may have to toss a bag in the heli to trigger it to leave, I'm not sure. Alternatively just get 4 bags and leave carrying them on your back.

Xmas heist is cool because you can call audibles. Check your ammo, check your health. Should you wait for more money, or go now?

If you just want the beard, don't worry about coke. Just hop in the first heli (after pilot) and get the gently caress out.

Zaphod42 fucked around with this message at 19:07 on Dec 6, 2014

Renegret
May 26, 2007

THANK YOU FOR CALLING HELP DOG, INC.

YOUR POSITION IN THE QUEUE IS *pbbbbbbbbbbbbbbbbt*


Cat Army Sworn Enemy
Every time I've blown the train doors, I've always had it work out so that one train has ammo, and the other train has a medical box on the wall.

For DW I took C4 to blow them open for cover and we turned out not needing them at all.

22 Eargesplitten
Oct 10, 2010



Something is weird with my Patchett/Sterling. I've got the short barrel, tactical compensator, military laser module, a sight, and the solid stock. I'm showing 21 stability, 17 +4 from mods, but it seems like it should be 24, 17 +7 from mods. Short barrel +2, compensator -2, laser +2, sight +2, stock +3. Has anyone else noticed that? I was expecting a 40+ damage, 18acc, 24 stability gun before skills, which would be pretty drat awesome once I grind out wind of change and get the extended mag.

edit: Basically I'm wondering if it's a display error or what. Having an 18 accuracy SMG primary is pretty amazing anyway, though. This is what silent killer specs must feel like all the time.

22 Eargesplitten fucked around with this message at 20:39 on Dec 6, 2014

isndl
May 2, 2012
I WON A CONTEST IN TG AND ALL I GOT WAS THIS CUSTOM TITLE
Yeah, the Xmas heist on DW is very straightforward. I've done it a few times now without major problems. Rough outline of how it goes:

1. Start of the map, one guy shouts at the pilot and everyone can make some quick present hunting before the cops arrive. Once you've done the heist a few times you can tell where the pilot will collapse, so the guy shouting can hunt presents too if he wants. Someone can grab the hostage in the warehouse, but it doesn't matter that much.
2. Everyone holes up in the warehouse. There's one obviously preferable garage door spawn, but both of them are doable. Wait until the first chopper arrives, then shout at the pilot and stay in the warehouse.
3. Pilot falls down on the way to the chopper. You have two options here: move as a group, or have a fast dodger sprint over and back. Assault phase won't be ending, but sometimes you'll get a slight lull as the cops are spawning from the far side of the map and taking their time getting to you. You may have to repeat this step a couple times according to the chopper location.
4. Hole up in the warehouse again, call the escape chopper, wait for it to arrive, leave.

Standard DW loadout principles apply, aim for ammo efficiency. I used the standard CAR-4 with 40 damage just fine, even though it takes an extra bullet to kill things. HE Street Sweepers are valuable for stunning 'dozers, one or two Thanatos for specials cleanup as always. Upgraded medkits and ammo bags, never needed C4 for the trains.

Depending on how the cops are positioned, it can be safer to take the long route to the warehouse/chopper. You'll have to make a judgment call.

Laputanmachine
Oct 31, 2010

by Smythe
My Payday story of the day: Jumped randomly into a lobby for DW Xmas. First present I open has Almir's toast. Everyone is excited. We get pilot to the mill. The chopper goes to some rear end in a top hat location of course. It could have been antenna, but it seemed to be even further away. Got the pilot there, then everyone got slaughtered by skulldozer.

Discendo Vox
Mar 21, 2013

This does not make sense when, again, aggregate indicia also indicate improvements. The belief that things are worse is false. It remains false.

thelazyblank posted:

So, I've been playing this game with two of my friends for a while. We're probably not very good, but at least we can talk to one another, and they aren't complete morons. However, we tried to do DW White X-Mas, and we got our poo poo kicked in pretty good.

If there was a checklist of things we want for Death Wish in general, what would they be? Not necessarily specific weapons, but damage thresholds, deck levels, etc.

DW Loud Beginner Tips

These notes are for DW loud. If folks will correct me or have additions, I'll add them here.

General heist notes:
  • Just clear the heist and :getout:. although money rewards are increased on DW, they're not worth wiping for. Get your achievements and masks, and then use Overkill difficulty to get more consistent rewards.
  • If a day or heist can be stealthed, it's usually worth stealthing- for teams that aren't highly skilled at loud gameplay, stealth can consistently get you through maps that can be more of a crapshoot on DW loud. The exceptions to this are Big Oil (Day 1 is extremely difficult to stealth and Day 2 inevitably goes loud, although sneaking as much of the beginning as possible helps tremendously) and Firestarter Day 2 (highly luck-based for all but the most expert crews).
  • Many loud DW heists revolve around holding out in a particular location during assaults and completing objectives during the brief interlude. Make sure your crew knows where that holdout spot is. If you have questions about a particular heist/day, ask and we can tell you.
  • Skulldozers do not have damage dropoff with range, although their accuracy does decrease. This makes them extremely dangerous. Explosions (grenades or HE ammo) takes off their armor extremely quickly and stuns them, and is now the preferred tactic.
  • FBI HRT units wearing blue balaclavas appear to be bugged and deal tremendous amounts of damage, sometimes downing a full health player in less than a second. These units should be high priority. Similarly, beat police (basic cops) also have massive damage boosts, and should not be ignored.

The DW damage threshold you want to hit is ~40, although that may be altered by changes introduced with perk decks.

The usual weapons for DW are as follows:
  • CAR-4 can be kitted with high accuracy and damage.
  • Locomotive can become highly ammo efficient and hits damage thresholds with an Enforcer-heavy shotgun skills build(especially important is Overkill basic and Fully Loaded Aced). Remember that high accuracy with a shotgun is bad.
  • Thanatos is used to take out Bulldozers and sometimes other special units. Some players use a silenced Thanatos with the associated damage boost skills to reduce aggro on the sniper.
  • A rapid fire high ammunition shotgun (such as the Street Sweeper) with HE rounds. This is used exclusively to rapidly take armor off of a Bulldozer and to stun groups of special units.
  • A KSP, properly modded for high damage and accuracy, can sometimes be effective.

Build notes:
  • Sentryguns and tripmines are usually a bad idea for DW, with the exception of maps where shaped charges help you complete objectives faster- in those cases, they are frequently mandatory. The same applies to ECMs- unless used to open critical mission doors, don't bring them.
  • Multiple players with Inspire Aced is an excellent idea. Inspire needs to be used judiciously, since raised players have so little health.
  • First Aid Kits can work on DW, but are a dangerous choice. They can be helpful on HB Day 1.
  • Dodge-based builds are generally high-risk, although extremely skilled players may be able to make them work.
  • Non-expert (meaning unhealthily obsessive like me) players probably shouldn't run DW below level 80- every skill point helps, and you will sometimes need to respec to meet the demands of a particular heist. Hoxton Breakout on Overkill is excellent for gaining large amounts of money and XP to pay for this.
  • Similarly, a full perk deck is strongly recommended. Armor regen is a valuable stat, so unless someone is running a dodge build, frequently one player will use Crew Chief and everyone else will use Armorer. Muscle is a bad perk deck, especially on DW, because it draws too much enemy aggro to one player.

Discendo Vox fucked around with this message at 21:54 on Dec 6, 2014

Bootcha
Nov 13, 2012

Truly, the pinnacle of goaltending
Grimey Drawer

Discendo Vox posted:

  • Multiple players with Inspire Aced is an excellent idea. Inspire needs to be used judiciously, since raised players have so little health.
  • First Aid Kits can work on DW, but are a dangerous choice. They can be helpful on HB Day 1.
  • Dodge-based builds are generally high-risk, although extremely skilled players may be able to make them work.

In all honesty, the only dodge build that should come to a DW game is the FugiMinds with inspire.

Kazinsal
Dec 13, 2011
Is it just me, or has OVK nightclub gotten harder this patch? It feels like the cops have been taking some of the meth they've stolen from us.

Skoll
Jul 26, 2013

Oh You'll Love My Toxic Love
Grimey Drawer

Bootcha posted:

In all honesty, the only dodge build that should come to a DW game is the FugiMinds with inspire.

^

I was trying a Dodge build out earlier today and it just wasn't fun to me, as well as the fact that you are EXTREMELY limited in what you can take in order to make the build work. I'd only suggest it if you enjoy running around and only having a choice between a pistol or shotgun centric build.

UnknownMercenary
Nov 1, 2011

I LIKE IT
WAY WAY TOO LOUD


The damage numbers don't change for greens, but the important numbers on Deathwish for tans and greys are odd ones. You need something absurd like ~90 or 100+ damage to be killing them in 2 shots, but as long as you're bringing something that hits 42 (and in some cases you get away with a rounded up 40) after skills/perks you should be fine. ~60 damage is another threshold, but that's hard to hit using a gun that has reasonable accuracy unless you're using a ghost build. One thing to note is that aced Berserker makes it much easier to hit higher damage thresholds using guns that have larger ammo pools, and being revived after a down on Deathwish puts you at low enough health to give you a 60% damage boost.

CJacobs
Apr 17, 2011

Reach for the moon!

Discendo Vox posted:

FBI HRT units wearing blue balaclavas appear to be bugged and deal tremendous amounts of damage, sometimes downing a full health player in less than a second. These units should be high priority. Similarly, beat police (basic cops) also have massive damage boosts, and should not be ignored.

Specifically, the black dude models with CAR-4s for some reason. The white guys with compact-5s still do normal (well, on DW normal is relative) damage. Since it's kinda hard to discern between the two because the only skin showing is between the balaclava and the helmet though, it's probably not that important. :v:

Also watch out for cinnamon roll guys because on DW shooting them in the body will do virtually nothing LITERALLY nothing unless you've got armor piercing or HE rounds.



It will however make you want a cinnamon roll. Mmmmm.

MariusLecter
Sep 5, 2009

NI MUERTE NI MIEDO
Pubbie: what kind of V-100 uses pocohud?

Teddybear
May 16, 2009

Look! A teddybear doll!
It's soooo cute!


MariusLecter posted:

Pubbie: what kind of V-100 uses pocohud?

A smart v-100, I reckon.

Roobanguy
May 31, 2011

CJacobs posted:

Also watch out for cinnamon roll guys because on DW shooting them in the body will do virtually nothing LITERALLY nothing unless you've got armor piercing or HE rounds.



It will however make you want a cinnamon roll. Mmmmm.

Isnt this true for all difficulties?

Slim Killington
Nov 16, 2007

I SAID GOOD DAY SIR
Someone just posted a max bags run.

https://www.youtube.com/watch?v=8_8s1hEWgvw

Skoll
Jul 26, 2013

Oh You'll Love My Toxic Love
Grimey Drawer
Three and a half hours? gently caress.

Coolguy, Metalocalpyse, Bootcha, you feel like giving it the old college try again?

Sykic
Feb 9, 2004

Resist! Humanity demands it! Resist!
Like I said, I'll totally open another Christmas present again.

UnknownMercenary
Nov 1, 2011

I LIKE IT
WAY WAY TOO LOUD


Wow their kill counts were pretty low.

Discendo Vox
Mar 21, 2013

This does not make sense when, again, aggregate indicia also indicate improvements. The belief that things are worse is false. It remains false.

UnknownMercenary posted:

Wow their kill counts were pretty low.

It appears likely that they triggered spawn bugs multiple times. They're seeing almost no enemies toward the end of their run. Also it seems some of them d/c'd multiple times.

They say 81 is the max because they stop spawning, although their games are modded so heavily it's hard to tell what caused it.

Apparently drop and static package positions are static, at least once the map begins.

Good advertising for Goonmod.

Discendo Vox fucked around with this message at 23:28 on Dec 6, 2014

MariusLecter
Sep 5, 2009

NI MUERTE NI MIEDO
Current build for going KSP and Thompson, http://pd2skills.com/#/v3/mJGDa:eRoLIjEFGDa:tda:ghijECda:fPKIEFCda:ibcdea:pM8::

Makin cops shat their pants as they die and psycho knifing shields and cloakers :ese:

Skoll
Jul 26, 2013

Oh You'll Love My Toxic Love
Grimey Drawer

Sykic posted:

Like I said, I'll totally open another Christmas present again.

I have no idea how I left you out, and for that I apologize my good man. Boo this Skoll.

Sykic
Feb 9, 2004

Resist! Humanity demands it! Resist!
A shameful Skoll.

On a related note, our 56 bag run is up: https://www.youtube.com/watch?v=4MeFodiBEck

Expect to see a better attempt tomorrow :getin:

Discendo Vox
Mar 21, 2013

This does not make sense when, again, aggregate indicia also indicate improvements. The belief that things are worse is false. It remains false.

Sykic posted:

A shameful Skoll.

On a related note, our 56 bag run is up: https://www.youtube.com/watch?v=4MeFodiBEck

Expect to see a better attempt tomorrow :getin:

Make sure it's tweeted to Overkill.

Psion
Dec 13, 2002

eVeN I KnOw wHaT CoRnEr gAs iS
I'm stupid enough to go for bags again, but I'd settle for 54 :v:

Psion fucked around with this message at 00:10 on Dec 7, 2014

Insert name here
Nov 10, 2009

Oh.
Oh Dear.
:ohdear:

22 Eargesplitten posted:

Something is weird with my Patchett/Sterling. I've got the short barrel, tactical compensator, military laser module, a sight, and the solid stock. I'm showing 21 stability, 17 +4 from mods, but it seems like it should be 24, 17 +7 from mods. Short barrel +2, compensator -2, laser +2, sight +2, stock +3. Has anyone else noticed that? I was expecting a 40+ damage, 18acc, 24 stability gun before skills, which would be pretty drat awesome once I grind out wind of change and get the extended mag.

edit: Basically I'm wondering if it's a display error or what. Having an 18 accuracy SMG primary is pretty amazing anyway, though. This is what silent killer specs must feel like all the time.
Damage, Stability, and Accuracy (and threat and zoom, but those are less important) all have a predetermined number of values in a table that actually just shifts up and down based on the mod. Since the stat changes when selecting a mod don't take into account other mods, but the total does, it can lead to some rather wonky stat changes.

Legit Businessman
Sep 2, 2007


Discendo Vox posted:

DW Loud Beginner Tips
:words:

My thoughts and addendum on the above:

For weapon loadouts, go here: http://steamcommunity.com/sharedfiles/filedetails/?id=251751235, and look at the Death wish section. All of those builds are very good, with the Thanatos/Car-4/KSP being most applicable for most of the situations that Heisters are going to encounter on DW. While Vox might have given slight praise to the KSP, that this is a murder machine because your range of engagement is going to be shorter by the nature of camping out and holding out against waves of cops during a DW Police Assault.

This is a list of damage numbers to shoot (:v:) for with your weapons. I've stripped out a lot of the junk numbers, below are the important ones (headshots only):
code:
DEATH WISH:
Reg	Perk 	Brown 	Green 	Gray
37 	30 	- 	- 	4
38 	31 	6 	- 	-
40 	32 	- 	1 	-
46 	37 	5 	- 	-
50 	40 	- 	- 	3
57 	46 	4 	- 	-
74 	60 	- 	- 	2
76 	61 	3 	- 	-
114 	91 	2 	- 	-
148 	119 	- 	- 	1
227 	182 	1 	- 	-
You can get to 182 (on a loco w/ a Shark Teeth Barrel) with a combination of Overkill active, and aced Shotgun impact. (Loco owns, never not loco if you can help it.) I haven't tested Muscle Personally, but the "Disturbing the Peace" perk comes very highly recommended by KarateF22 (who compiled that spergy weapons guide above), as it greatly cuts down the amount of incoming fire if you are using a KSP.

General Build Compositions + Perks + Weapons Post-Fugitive Would look something like this:
MasterForcer/Crew Chief (Medic Bags) with Thanatos+Loco
FugiMind/Rogue (FAKs) with Car-4/Stryk18c OR MasterForcer/Rogue with Thanatos+Loco
TechForcer/Armorer (Ammo) OR Muscle with KSP+Loco
TechForcer/Armorer (Ammo) OR Muscle with KSP+Street Sweeper

That should have all of the bases covered off. If the map calls for C4, then obviously one of the Tech's picks that up. Remember for everyone to clump together, save for the FugiMind, who has a bit more ranging capacity, and is the one that is tasked to complete objectives if required during a firefight (due to the mobility and dodge he has).

Have fun, and don't get to upset, as the RNG can really just gently caress you over in a heart beat. Dust yourselves off and do it again!

RPZip
Feb 6, 2009

WORDS IN THE HEART
CANNOT BE TAKEN
So I'm experimenting with Shotgun + Shotgun builds. I tried the HE M1014 with a Loco secondary, but the M1014 is just completely useless for killing anything other than shields (3 shots) and stun-locking/faceplating dozers that it can lead to ammo consumption issues on the Loco. I think my next experiment is going to be a Raven with a HE Loco secondary for shield-popping and dozer duty, mostly since it's got ~50% ammo if I'm using the Raven as the damage weapon than if I was using the Loco, but I'm a little worried that the 2 accuracy might be a bit too low even with the pellets.

Really, they should just let you use the Loco as a primary too. Throw some more ammo capacity in and it'd be perfect.

UnknownMercenary
Nov 1, 2011

I LIKE IT
WAY WAY TOO LOUD


The Reinfeld/not-super-low accuracy Raven is basically a Loco with more ammo. They gave it more accuracy for some reason - probably before they decided on the "one pellet means full damage" because of how shotguns were balanced in Payday 1 - but what they really should have done was increase the damage substantially to make it stand out from the Loco which benefits immensely from the increased rate of fire.

Also I cannot comprehend how HE 1014 with a Loco is anything but an incredible face-wrecking combination.

Legit Businessman
Sep 2, 2007


RPZip posted:

So I'm experimenting with Shotgun + Shotgun builds. I tried the HE M1014 with a Loco secondary, but the M1014 is just completely useless for killing anything other than shields (3 shots) and stun-locking/faceplating dozers that it can lead to ammo consumption issues on the Loco. I think my next experiment is going to be a Raven with a HE Loco secondary for shield-popping and dozer duty, mostly since it's got ~50% ammo if I'm using the Raven as the damage weapon than if I was using the Loco, but I'm a little worried that the 2 accuracy might be a bit too low even with the pellets.

Really, they should just let you use the Loco as a primary too. Throw some more ammo capacity in and it'd be perfect.

Try the Raven + HE Judge instead. This is the loadout I was using when trying the Enforcitive.
http://pd2skills.com/#/v3/mda:eqROkMHIEfDa:tda:ghEgCda:froKmJEGCda:ibcdea:pR8::

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22 Eargesplitten
Oct 10, 2010



Insert name here posted:

Damage, Stability, and Accuracy (and threat and zoom, but those are less important) all have a predetermined number of values in a table that actually just shifts up and down based on the mod. Since the stat changes when selecting a mod don't take into account other mods, but the total does, it can lead to some rather wonky stat changes.

I thought that normally just made differences around +-1 of the stat. I'll see if one of the mods just isn't adding stability like it should. My guess would be the stock, if anything, since it's off by 3. I mean, I can understand why the stability being 24 would be a little OP, because that would be straight up better than the Uzi at that point, which is already one of the best SMGs. I'll probably post it as a bug on the steam forums anyway.

  • Locked thread