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Daryl Surat posted:
Might be a dumb question, but have you tried the Mp7? Seems like it should be able to hit slightly higher damage with a suppressor, albeit with mediocre accuracy. When it's set up loud I like it even better than the p90, but that ammo pool is a killer for some missions.
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# ? Jul 14, 2014 08:16 |
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# ? May 29, 2024 07:33 |
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Coolguye posted:I'm curious: can you use these things as cover? It seems like it would be kind of interesting if a shield blocked a door, and all of a sudden you could stand in the doorway, phasing in and out of the shield to take potshots at the cops. I'm not entirely sure, but I'm pretty sure I've been shot through shields while they were blocking a doorway before. Don't quote me on that though.
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# ? Jul 14, 2014 08:19 |
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I love it when guns are loving ridiculous looking, my deagle has the monolith suppressor the extended mag and the long slide and it looks like some retarded American fever dream.
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# ? Jul 14, 2014 08:49 |
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Motherfucker posted:I love it when guns are loving ridiculous looking, my deagle has the monolith suppressor the extended mag and the long slide and it looks like some retarded American fever dream. They actually tried to market a Desert Eagle carbine to police at one point.
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# ? Jul 14, 2014 09:46 |
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Scalding Coffee posted:Found an Election Day 2 gently caress You: A machine can spawn on top of a tower, in the middle of a section, and you need to sprint jump from the second floor. There's a potential one in each side wing and occasionally one in the main storage area (don't have to jump to that one, though), but these are the kind of problems you want to have. AFAIK, guards don't notice machines up there, outside of a rare post-hack behavior where they'll super jump up to the crate, kick it once, then hop back down and go about their business. I'll gladly take a fiddly jump over a number of other crate locations. C.M. Kruger posted:They actually tried to market a Desert Eagle carbine to police at one point. Holy gently caress I want this.
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# ? Jul 14, 2014 11:54 |
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Did somebody say skills? No, of course you didn't. But there's like 37 skills hidden in the game files that aren't accessible but.. seem to be functional. Some could be for new infamy bonuses.. One example of a skill: if you have "player_melee_kill_snatch_pager_chance" and bonk a guard, there's a 25% chance to not have to answer a pager. Speaking of which: Adding brand new skills in the tree seems to be crashtastic (but then again I'm really poo poo at coding so it's more likely I just suck and don't know how the code works) but I sure can add hidden skill effects to existing skills (and tweak other stuff)! For example, this skill, "player_carry_sentry_and_trip". Just added it to Endurance Ace. I can now take Sentry Gun without being a terrible terrible player, as after I plop it down, the game gives me my trip mines. Vice-versa also applies: take the mines, when you hit 0, it throws you the Sentry Gun! There are no skill descriptions in the game for each hidden effect, so I'll be tinkering around with stuff and writing up descriptions to be placed in that "bonus description" (hello hello hello) in the above image, as well as figuring out what skills to add the bonus effects to. I can make Dead Presidents not suck since there's a perk for increasing bag loot (and also a perk for making you go 2% faster for each secured bag?!). maketakunai fucked around with this message at 11:57 on Jul 14, 2014 |
# ? Jul 14, 2014 11:54 |
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maketakunai posted:Did somebody say skills? No, of course you didn't. But there's like 37 skills hidden in the game files that aren't accessible but.. seem to be functional. Some could be for new infamy bonuses.. One example of a skill: if you have "player_melee_kill_snatch_pager_chance" and bonk a guard, there's a 25% chance to not have to answer a pager. oh my loving god.
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# ? Jul 14, 2014 11:56 |
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Motherfucker posted:oh my loving god. I'm considering it like a preview of what's to come: all these skill effects are, um, relatively new (I don't know how new but they weren't in at launch) and a lot of them are stuffed in around the spotter and camera loop effects, so I assume they'll be getting introduced eventually
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# ? Jul 14, 2014 11:59 |
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Evidence of the skill tree revamps.
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# ? Jul 14, 2014 12:06 |
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maketakunai posted:Well if you hate hackers that much you don't have to use it you don't know the context of my oh my loving god. You don't know me, quit trying to judge me you judger. That fuckin' trips and sentry skill though... Why is this not a thing?
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# ? Jul 14, 2014 12:07 |
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maketakunai posted:Did somebody say skills? No, of course you didn't. But there's like 37 skills hidden in the game files that aren't accessible but.. seem to be functional. Some could be for new infamy bonuses.. One example of a skill: if you have "player_melee_kill_snatch_pager_chance" and bonk a guard, there's a 25% chance to not have to answer a pager. Hopefully the skill tree revamp is part of the upocoming "What's Next?" update. I like the sounds of all of those, I wish you could add the effects to the pastebin, that would clear stuff up. I wonder why would you need climb speed bonuses? Also love the hostage ones - health boost and speed boost? Yes please. Same for the "player_resist_firing_tased" - although this needs at least 50% chance if not 100% if they are willing to put it above tier 3, and they will, because all "Counter this specific special cop" skills are top tiers. "player_wolverine_health_regen,"
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# ? Jul 14, 2014 12:13 |
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Looks like they're thinking about giving top tier ghost skills a boost, although some of those seem REALLY overpowered (the chance for no pager on a melee kill in particular would be amazing), so they may not end up using them. A suggestion I thought of for goonhud: is there a way to give civilians who are shouted down (but not tied) a different icon than the red exclamation mark? Maybe just a colour change to blue or green. It would make it a lot easier to identify who is still a threat and who is suppressed, since usually there's just a big sea of !'s everywhere. Of course you could make the argument that the confusion is an intentional design choice because crowd control should be chaotic, but it was just a thought I had. Kikas posted:Same for the "player_resist_firing_tased" - although this needs at least 50% chance if not 100% if they are willing to put it above tier 3, and they will, because all "Counter this specific special cop" skills are top tiers. It's possible they may just add it to the existing shock resist skill to make it more desirable, since not a lot of people use it now. The Cheshire Cat fucked around with this message at 12:18 on Jul 14, 2014 |
# ? Jul 14, 2014 12:14 |
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I would take a stab and guess that climb speed (presumably for ladders?) is just a small bonus they could add to something like Basic Shinobi to fill it out a bit more. Then again, there's two tiers of it... Loving the lower detection risk = more bonuses stuff. Especially if critical hits are in fact double damage. That would be far more interesting compared to the awkward Professional bonuses. Maybe that's what Goldfarb meant a year ago when he said that folks would be jealous of Ghost. John Murdoch fucked around with this message at 12:23 on Jul 14, 2014 |
# ? Jul 14, 2014 12:17 |
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They probably at one point thought climbing speed on ladders would be an acceptable skill considering how completely vestigial and pointless some skills in the game already seem to be.
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# ? Jul 14, 2014 12:27 |
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Motherfucker posted:That fuckin' trips and sentry skill though... Why is this not a thing? Note the items left in the corner. Kikas posted:Also love the hostage ones - health boost and speed boost? Yes please. Same for the "player_resist_firing_tased" - although this needs at least 50% chance if not 100% if they are willing to put it above tier 3, and they will, because all "Counter this specific special cop" skills are top tiers. Wolverine = berserker, so it'll buff that. edit: The values given for wolverine health regen are 0.001 and 5, which is I believe 0.1% of max health per second for five seconds, and it's triggered when you take damage. The hostage health regen buff is 0.005 so 0.5%/second. (This might make Stockholm Syndrome NOT SUCK!) Resist firing tased seems to be 100%: code:
Motherfucker posted:They probably at one point thought climbing speed on ladders would be an acceptable skill considering how completely vestigial and pointless some skills in the game already seem to be. edit: Almost none of these appear to be included to be transmitted over the network, so they may cause funky things when playing online. For example, the inventory concealment calculator does take player_concealment_bonus_1/2/3 into account (I think, as 5/10/15 concealment), as well as player_passive_concealment_bonus (Ghost Tier 4 +5), but the network sync only sends the Ghost Tier 4 bonus, not the other one. Some of these it won't matter for though, for example, health regen would be a clientside thing so you would send your health to the host, however, something like concealment not being consistent with the server may make it so on your end you are less visible than you really are. maketakunai fucked around with this message at 12:55 on Jul 14, 2014 |
# ? Jul 14, 2014 12:29 |
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Does the game have any cheat protection? Can you get banned for that?
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# ? Jul 14, 2014 12:54 |
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It's 7:30 in the morning and I'm otherwise bored, so I'm going to take a guess at this stuff because it excites me:Mastermind posted:"player_assets_cost_multiplier_b", (An even deeper asset discount, presumably.) Enforcer posted:"player_berserker_invulnerability", (Self-explanatory as to the what, but no idea on the how.) Technician posted:"player_steelsight_normal_movement_speed", (Self-explanatory, I think.) Ghost posted:"player_crouch_dodge_chance", (This seems like a natural addition to Aced Shinobi to give it a "loud" effect.)
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# ? Jul 14, 2014 13:01 |
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The skills folks are talking about are actually left over from early development- people found them in early versions of the game. Overkill just never cleaned up their code. What the hell are they using for versioning control over there?
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# ? Jul 14, 2014 13:28 |
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Discendo Vox posted:The skills folks are talking about are actually left over from early development- people found them in early versions of the game. Overkill just never cleaned up their code. What the hell are they using for versioning control over there? A very old system called 'Not giving a gently caress we're not a big enough team to warrant it'
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# ? Jul 14, 2014 13:30 |
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While this isn't SkillChat, I'd love to see a sequel to the 2012 Syndicate done in the style of Payday. poo poo, all they'd really have to do is make everything future-shiny and replace the gear with techno wizardry and they'd be 90% there.
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# ? Jul 14, 2014 13:32 |
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Discendo Vox posted:The skills folks are talking about are actually left over from early development- people found them in early versions of the game. Overkill just never cleaned up their code. What the hell are they using for versioning control over there? Still gonna work on it. I can hope that they're just really really slow, right? John Murdoch posted:It's 7:30 in the morning and I'm otherwise bored, so I'm going to take a guess at this stuff because it excites me: Detection risk damage actually reduces your damage the beefier you are. code:
Berserker invulnerability is tied to a totally different effect called berserker_damage_multiplier (one which I forgot to add since it was also in an older build) that doubles your damage for six seconds whenever your armor is destroyed (armor before damage > 0, armor after damage <= 0). During this time, if you also have the invulnerability effect, you delay death; you cannot go into bleedout for those six seconds. Once those six seconds are done, if invulnerability was triggered, you pop off to the downed state right away. maketakunai fucked around with this message at 14:12 on Jul 14, 2014 |
# ? Jul 14, 2014 13:55 |
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John Murdoch posted:It's 7:30 in the morning and I'm otherwise bored, so I'm going to take a guess at this stuff because it excites me: This would be increasing the range that you can shout someone up
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# ? Jul 14, 2014 14:31 |
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Improbable Lobster posted:While this isn't SkillChat, I'd love to see a sequel to the 2012 Syndicate done in the style of Payday. poo poo, all they'd really have to do is make everything future-shiny and replace the gear with techno wizardry and they'd be 90% there. They did. http://www.1up.com/news/ea-ignore-syndicate-fps-reboot-failure Payday / Overkill software was formed from ex-starbreeze members after Syndicate didn't do very well. https://www.youtube.com/watch?v=FCFclriQtBU
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# ? Jul 14, 2014 14:50 |
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maketakunai posted:Hmm, checking older source codes, seems you're right, the source code I was comparing this to was too old; looks like they were added somewhere around update 13 or 14 in October, when they redid the skill tree. Well, gently caress. Come on, Overkill. <> I think that lines up, then. I wanna say it was roughly around October that Goldfarb was teasing a bunch of those new skill effects. So maybe these are testing leftovers. Thanks for the breakdown on some of the weirder stuff. Speaking of leaks, I don't think this was ever posted. http://imgur.com/a/ltJQr Only thing I could find about it was some FacePunch posts talking about how it looks more like NY than DC. It could very well be another hoax like the Homefront thing. With the day/night thing I guess it could be a new escape map, but it wouldn't surprise me if it was just a random area from GTAIV or something. John Murdoch fucked around with this message at 15:14 on Jul 14, 2014 |
# ? Jul 14, 2014 15:03 |
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Speaking of Goldfarb, we never have to hear from him again.
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# ? Jul 14, 2014 15:05 |
Improbable Lobster posted:While this isn't SkillChat, I'd love to see a sequel to the 2012 Syndicate done in the style of Payday. poo poo, all they'd really have to do is make everything future-shiny and replace the gear with techno wizardry and they'd be 90% there. Overkill is working on a sci-fi coop fps game apparently
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# ? Jul 14, 2014 15:12 |
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PantsOptional posted:Speaking of Goldfarb, we never have to hear from him again. Discendo Vox fucked around with this message at 04:38 on Dec 23, 2014 |
# ? Jul 14, 2014 15:20 |
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PantsOptional posted:Speaking of Goldfarb, we never have to hear from him again. Is he responsible for the disparity between the number of available weapons and the number of viable weapons?
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# ? Jul 14, 2014 15:31 |
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John Murdoch posted:Speaking of leaks, I don't think this was ever posted. http://imgur.com/a/ltJQr Only thing I could find about it was some FacePunch posts talking about how it looks more like NY than DC. It could very well be another hoax like the Homefront thing. With the day/night thing I guess it could be a new escape map, but it wouldn't surprise me if it was just a random area from GTAIV or something. With the lack of reused/"referenced" textures, I doubt it's Payday related. Of course, Big Bank had virtually nothing reused as far as I could tell - even the magazines at the front were all brand new, so maybe it might be something. Though why they'd devote time to modeling and coming up with brand new textures for an Escape map is beyond me, but Overkill works in mysterious ways.
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# ? Jul 14, 2014 15:39 |
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As much as I've gotten used to it, I still miss having infinite bodybags. I understand why the change was made, but sometimes I just wanna kill every civ in a bank and spell things with their corpses.
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# ? Jul 14, 2014 15:41 |
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FAUXTON posted:Is he responsible for the disparity between the number of available weapons and the number of viable weapons? Supposedly he's responsible for why we got so many short heists. And also of course ridiculous difficulty.
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# ? Jul 14, 2014 15:42 |
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I think on stealth maps, lower difficulty should give you more pager responses. Oh well, everybody should just get up to playing on overkill pretty fast anyways, I guess. Also you should be able to buy more cable ties as an asset, like more body bags. Why not? As-is just really punishes single player even more than the game already does; unnecessarily so. quote:"player_tape_loop_interact_distance_mul_1", (This was something I've wanted for Camera Loop and it looks like it might become a reality.) please give me this overkill, please I've been wanting ranged tape loop forever. That's what you should get for acing it, as it stands loop is *almost* worthless. But ranged would make it pretty useful, you could go around tagging cameras for your less stealthy mates to sneak past. Snatching pagers on melee would be friggin amazing.
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# ? Jul 14, 2014 15:42 |
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Zaphod42 posted:I think on stealth maps, lower difficulty should give you more pager responses. Oh well, everybody should just get up to playing on overkill pretty fast anyways, I guess. The pager thing seems like it would be great, but the randomness of it would probably be annoying. It seems like it would be better as a thing where melee kills on enemies would always disable the pager, and then it gets a limited number of uses like pistol messiah (probably one since that's how much you would get on average with the 25% proc rate, but maybe 2 if the theoretical skill was aced).
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# ? Jul 14, 2014 15:51 |
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The Cheshire Cat posted:The pager thing seems like it would be great, but the randomness of it would probably be annoying. It seems like it would be better as a thing where melee kills on enemies would always disable the pager, and then it gets a limited number of uses like pistol messiah (probably one since that's how much you would get on average with the 25% proc rate, but maybe 2 if the theoretical skill was aced). I'd be down for that. It encourages a more riskier playstyle in exchange for great rewards. Could easily replace Moving Target.
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# ? Jul 14, 2014 15:58 |
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PantsOptional posted:Supposedly he's responsible for why we got so many short heists. And also of course ridiculous difficulty. I don't have a problem with short heists (I think there should be a lot of basic crime maps) but I think payday 2's pacing is terrible and the Omaha beach sized combat waves are stupid. - When you consider how valve paced their left for dead games payday is pretty bad in comparison.
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# ? Jul 14, 2014 15:59 |
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xutech posted:They did. http://www.1up.com/news/ea-ignore-syndicate-fps-reboot-failure Uhhh nope, Overkill was formed by Ulf and Bo Andersson, the founders of the now-defunct GRIN. Starbreeze later purchased Overkill. *edited for clarity* *edit* PantsOptional posted:Speaking of Goldfarb, we never have to hear from him again. Basticle fucked around with this message at 16:12 on Jul 14, 2014 |
# ? Jul 14, 2014 16:04 |
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Geight posted:Don't waste time repeatedly trying to dominate the same cop. It puts you in danger and I rarely have success if a cop doesn't put his gun down quickly. This is one of the things I fear I've been a prick about lately. I've had a few groups lately where we'd have 3 players trying to shout down cops while the Rats House was getting filled. I tend to treat Jokers like a nice surprise. If I cleared out a good number of enemies, and there's one cop doing the Threatened Dance, then I'll try to nab him. Otherwise, I just pop him and keep moving on. FAUXTON posted:Is he responsible for the disparity between the number of available weapons and the number of viable weapons? The big famous quote from him is that he wanted to turn Payday 2 into the Dark Souls of its type of game. Besides the fact that Dark Souls' difficulty was well-implemented, the game's extra content pre-Shadow Raid was stupidly loving hard but without any really good design (constant crossfire from cops you can't see on Transport missions, for one). He's also supposedly to blame for the game having really good ~gunfeel~, which is a big plus for him, but I'm looking forward to more of the type of stuff we've gotten since his "vacation" a while ago. I do disagree with you on the "viable" weapons thing, but that's for another time.
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# ? Jul 14, 2014 16:50 |
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I'm not so sure whether Goldfarb himself was really the guy pulling for the more questionable design decisions of the game (avoidance-based stealth, Crime.net). Having played a lot of the original Payday: The Heist, Overkill really tweaked that game to appease only the most diehard players who posted on their Steam sub-forum. The people who'd complain things would be "too easy" if the cops no longer had pinpoint accuracy from across the map would post there the most, so they'd listen to them. Goldfarb became the de facto poster boy for Payday 2's design by virtue of the fact that he'd be the only one to actually post news updates / hint at upcoming stuff while replying to people outside the Steam community, such as on Twitter. They also would credit him as rewriting the dialogue to seem SLIGHTLY less janky, though you can tell from his having worked on Bad Company 2's singleplayer--a mediocre Call of Duty Modern Warfare knockoff that isn't really that funny--that he thinks stuff like "history of heistery" is WAY more clever than it actually is. Still, at least he was doing it. Having listened in on some of the Twitch interviews with Overkill guys like Almir, they're once again stressing how the Steam Community / group is more or less the main thing they pay attention to above all ("we read every post there"). I don't know if they're really monitoring Reddit or here or wherever. Otherwise the next patch would make GoonHUD official on PC and standard for the upcoming PS4/Xbox One versions, drat it! Stink gently caress Rob posted:Might be a dumb question, but have you tried the Mp7? Seems like it should be able to hit slightly higher damage with a suppressor, albeit with mediocre accuracy. When it's set up loud I like it even better than the p90, but that ammo pool is a killer for some missions. The SpecOps never struck me as a viable alternative to a silenced Para/Kobus because with the silenced barrel equipped, its clip size, total ammo count, and accuracy is a good bit lower than the others. I can see it being an okay pick if you haven't Aced Silent Killer like I have, since a Competitor's Compensator could give it comparable accuracy and damage output. Maybe I'm just weird for trying to go for 16 accuracy minimums on my ARs/SMGs? It might just be placebo on my part, but I feel as though between having Ace Chameleon and 0 Threat weapons that I can often get away with firing one shot/killing one guy before enemies turn around to face me. Now that we've got Big Bank and need to now routinely stealth Diamond Store for the 30% boost, I'm starting to wonder if I should spec out of silenced weapons and take back my beloved Control Freak skill that I've dearly missed so. Daryl Surat fucked around with this message at 17:02 on Jul 14, 2014 |
# ? Jul 14, 2014 17:00 |
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Daryl Surat posted:I'm not so sure whether Goldfarb himself was really the guy pulling for the more questionable design decisions of the game (avoidance-based stealth, Crime.net). Having played a lot of the original Payday: The Heist, Overkill really tweaked that game to appease only the most diehard players who posted on their Steam sub-forum. The people who'd complain things would be "too easy" if the cops no longer had pinpoint accuracy from across the map would post there the most, so they'd listen to them. I was just about to post something along these lines. Goldfarb was nowhere near the hitler everyone likes to paint him as. And I think the Dark Souls thing is just hilariously overblown. At the end of the day, even without him, Overkill is still Overkill. Edit: Judging from other online games I've played, blaming the lead designer for literally everything seems to just be a Thing. John Murdoch fucked around with this message at 17:10 on Jul 14, 2014 |
# ? Jul 14, 2014 17:05 |
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# ? May 29, 2024 07:33 |
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Honestly I'd love it if Deathwish weren't the two-trick pony of difficulty settings and was actually hard without murdering you outright for either not stealthing perfectly or not finding a good place to hole up and then just popping heads as they enter your chokepoint.
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# ? Jul 14, 2014 17:11 |