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Personally, I hope the Shovel is a replacement for your secondary that lets you smash down doors.
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# ? Jul 1, 2014 21:00 |
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# ? Apr 29, 2024 10:49 |
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Opposing Farce posted:There's something I've been wondering about I want to double-check on. I've noticed putting a silencer on a weapon (or on the pistols at least) gives it a threat rating of 0, but from a mechanical perspective that threat rating is separate from whether or not the gun will alert guards, right? So if I put on a silencer and then a slide or something that adds +2 threat or whatever, the gun will still be silent? Threat has nothing to do with silencing. Silencing is a binary option - either it is or it isn't. Threat, in essence, provides suppressive fire - a higher rating means the cops are more likely to try to duck down or dive or otherwise avoid your fire.
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# ? Jul 1, 2014 21:00 |
Knives are actually somewhat useful as most of the knives will one-shot any enemy wearing blue (cops, tier 1/2 swat guys, whatever) if they're fully charged. You can conserve a pretty surprising amount of ammo over the course of a mission if you hide near a door that you know a squad's about to charge in through with the knife fully charged and kill the first guy with the knife before shooting the rest. Don't actually try and just stab an entire squad down unless you want to get killed. President Ark fucked around with this message at 21:13 on Jul 1, 2014 |
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# ? Jul 1, 2014 21:02 |
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Opposing Farce posted:There's something I've been wondering about I want to double-check on. I've noticed putting a silencer on a weapon (or on the pistols at least) gives it a threat rating of 0, but from a mechanical perspective that threat rating is separate from whether or not the gun will alert guards, right? So if I put on a silencer and then a slide or something that adds +2 threat or whatever, the gun will still be silent? Its just a side-effect. A silenced gun isn't very good for firing at the ceiling and yelling "GET THE gently caress DOWN" the way a shotgun or rifle with a loud report is. Silenced or not is purely a function of having a silencer or not, and alerting guards is purely a function of having a silencer or not. Getting your gun to 0 threat without a silencer won't do anything about guards alerting to shots. PantsOptional posted:Threat has nothing to do with silencing. Silencing is a binary option - either it is or it isn't. Threat, in essence, provides suppressive fire - a higher rating means the cops are more likely to try to duck down or dive or otherwise avoid your fire. I think threat also makes them more likely to target you, but I'm not sure anybody knows for sure.
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# ? Jul 1, 2014 21:03 |
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I've been out basically since they introduced melee weapons so I missed out on the big changes. I'll be around as techforcer (as always) and looking forward to play again with goons.
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# ? Jul 1, 2014 21:14 |
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-Zydeco- posted:My favorite setup is the Izmah and Loco. Never need ammo and if I shoot it dies. Seconding this. If you're only playing on OK or below, stacking aced Overkill and Aced Berserker with an Izmah, you can clear an entire goddamn map. If you're treading over the dead bodies, you won't go dry ever, either. If somehow the auto shotty can't do enough damage, the Loco can push out stupid amounts fully buffed. Like, goddamn stupid. Like, I brought a silent loco on a stealth mission that went loud and I actually killed poo poo stupid. Oh, also, guard catapult. Never gets old, even when it screws up. Only possible with a shotty!
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# ? Jul 1, 2014 21:19 |
Whenever they get around to nerfing the Loco - and let's be honest, they should, that gun is loving absurd - they should also buff SMGs. I try to use them but every time I pull one out it feels like I may as well be gently farting on the swats for all the good it does.
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# ? Jul 1, 2014 21:25 |
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What's the most intense-sounding gun? Right now I have a pretty decent rifle but it sounds like weak and I'd like to get something that sounds like it'd break my shoulder every time I fire.
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# ? Jul 1, 2014 21:28 |
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If they nerf the loco, they should at least buff the Reinfeld wich is still awful since the first shotgun fuckup. My favourite loadout when the game came out was Reinfeld+Bronco, but now it'll never be the same.
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# ? Jul 1, 2014 21:28 |
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Current theory on threat is that it manipulates police aggro according to some complicated system. Higher threat=more aggro. The value is also used in other mechanics. The most obvious effect of Threat is to make many of the sniper pack vantage points useless- sniper rifles have immense threat values, so a solo sniper on a vantage point usually gets pinned down by police fire coming from every direction, and eventually downed. The caveat to the Izma is that you need to be quite good at shooting skills to get the most of it. Shot clumping from it isn't entirely intuitive, a degree of ammo conservation is necessary, and depending on what mods you use, stability can also be a major issue. My lack of ability, coupled with the Izma's inability to work at long range, means that I prefer to run a 553 or Car 4 instead, especially since snipers can be a real pain on many loud maps. You can never have too many people on your team capable of taking out snipers. Brainamp posted:A crew bonus affects everyone in the crew. InequalityGodzilla posted:Well when you put it like that it just makes me sound stupid. It's not a stupid question at all- the skill is strangely worded and implies the opposite. To make matters worse, crew bonuses didn't effect the person who had them equipped in the first payday. The Cheshire Cat posted:Unrelated, I've been kind of messing around while I get used to the game and I've sort of settled on a mastermind/enforcer build to shoot for: http://goo.gl/dMXQpc At high levels, Dominator and Joker aren't actually very useful. Acing Endurance would be a better investment, as well as the asset skills. Cat Burglar and Fast Hands are both also strongly recommended quality of life skills- Cat Burglar Aced is in particular a very underrated skill that opens up a ton of options when you're running around shouting up teammates.
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# ? Jul 1, 2014 21:28 |
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President Ark posted:Whenever they get around to nerfing the Loco - and let's be honest, they should, that gun is loving absurd - they should also buff SMGs. I try to use them but every time I pull one out it feels like I may as well be gently farting on the swats for all the good it does. Pierson posted:What's the most intense-sounding gun? Right now I have a pretty decent rifle but it sounds like weak and I'd like to get something that sounds like it'd break my shoulder every time I fire. InequalityGodzilla fucked around with this message at 21:32 on Jul 1, 2014 |
# ? Jul 1, 2014 21:29 |
Also, my stupid pie-in-the-sky idea for the day is that one of the currently-useless skills that upgrades the OVE9000 saw should be replaced with "When you kill an enemy with the OVE9000 saw, there is a 33% chance a nearby enemy will instantly surrender". Because let's face it, if you go in to stop a bank heist and some crazy fucker with a saw decapitates Jerry, you'd probably poo poo yourself and drop your gun too.
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# ? Jul 1, 2014 21:34 |
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Vegas DLC footage: http://youtu.be/tWT_MX3HHJE Elvis Masks hopefully.
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# ? Jul 1, 2014 21:37 |
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Not being able to put masks back in "stock" is really loving dumb. RNG is bad enough as is, I have like 5 of the same 3 masks and a ton of masks with 0 that I'd love to have. But when I finally get one I want, better make sure I have enough mask slots and I don't put a material on it I don't like, or gently caress! There's a lot about this game I really enjoy, but I feel like its balanced so that people could theoretically play it for years and years and never "run out of things to unlock", which is just dumb and frustrating. Especially when they have the prestige system! (Infamy whatever) Prestige should be the real time-sink, and the prestige rewards should take appropriately forever. Everything else should be a ton easier to come by than it is right now. Weapon mods being purely RNG on the payday cards is so loving stupid. That's fine as a bonus, but there should be a way to progress towards a mod independently and directly. Just make them each like 3x as expensive to buy if you don't have them in stock or something. Ugh. Or better yet, make it so if you get a part from a payday, you actually GET the part, like, for free. Otherwise you can buy mods, but they should cost possibly more than they do now. drunkill posted:Vegas DLC footage: http://youtu.be/tWT_MX3HHJE Of all the classic heists, Casino is the biggest oversight right now. They really need a Casino job where we can go all Ocean's Eleven / 3000 Miles to Graceland / whathaveyou. We've got the Point Break / Heat style stuff covered. Time for that next, I think. Zaphod42 fucked around with this message at 21:43 on Jul 1, 2014 |
# ? Jul 1, 2014 21:41 |
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Pierson posted:What's the most intense-sounding gun? Right now I have a pretty decent rifle but it sounds like weak and I'd like to get something that sounds like it'd break my shoulder every time I fire. I sometimes use a Reinfeld with a King's Crown compensator for Control Freak, and let's just say it's hard to conserve ammo when you're making music with your gun.
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# ? Jul 1, 2014 21:42 |
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Drewjitsu posted:http://goo.gl/v0ANW8 Hypothetically, if this were your build and you hit Infamy 2, which skill tree would you choose?
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# ? Jul 1, 2014 21:46 |
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Zaphod42 posted:Of all the classic heists, Casino is the biggest oversight right now. They really need a Casino job where we can go all Ocean's Eleven / 3000 Miles to Graceland / whathaveyou. "Golden Grin Casino" is the third heist in the lineup for this year, so there you go.
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# ? Jul 1, 2014 21:46 |
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Zaphod42 posted:Not being able to put masks back in "stock" is really loving dumb. RNG is bad enough as is, I have like 5 of the same 3 masks and a ton of masks with 0 that I'd love to have. But when I finally get one I want, better make sure I have enough mask slots and I don't put a material on it I don't like, or gently caress! Everything you describe is entirely by design on the part of Overkill. The great commercial limitation of the first Payday was that the playerbase burned through the game's content really really fast, and player numbers dropped through the floor very quickly after release. This is a general weakness of purely co-op games. Overkill responded by packing Payday 2 with as many different timesink skinner box mechanics as possible to maximize the amount of time it would take for people to "get everything". Crimenet, separate money and XP counts, offshore versus spending cash, costs for applying mods, the card system, dummy cards in the form of minute cash and xp bonuses, loss of materials on use, skill point costs, nonexclusive skill trees, all of these are elements designed to artificially extend the lifespan of the game by making everything a grind. With the sniper pack, Overkill has signaled a willingness to move away from the more egregiously abusive systems, probably because they've received greater publisher support (or maybe because Goldfarb started to drift out of popularity with the company- it's not clear).
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# ? Jul 1, 2014 21:51 |
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President Ark posted:Knives are actually somewhat useful as most of the knives will one-shot any enemy wearing blue (cops, tier 1/2 swat guys, whatever) if they're fully charged. You can conserve a pretty surprising amount of ammo over the course of a mission if you hide near a door that you know a squad's about to charge in through with the knife fully charged and kill the first guy with the knife before shooting the rest. I used to be mostly Ghost-spec and still had points in the melee damage buff because reloading took too long.
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# ? Jul 1, 2014 21:55 |
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I'd be fine with the system as it is if they at least let you trade augs for other augs. Like say I have two silencers so I put them up on the black market and in return I get an item for a weapon that's in my inventory. At least it's SOME control and still keeps people playing. Really the best idea would be a market for them but that's pushing into cash shop territory.
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# ? Jul 1, 2014 21:55 |
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Stanos posted:I'd be fine with the system as it is if they at least let you trade augs for other augs. Like say I have two silencers so I put them up on the black market and in return I get an item for a weapon that's in my inventory. At least it's SOME control and still keeps people playing. Anything that lets you get what you want faster is something that reduces the amount of time you're playing the game for. This was the foundational philosophy behind Payday 2's game system design.
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# ? Jul 1, 2014 21:57 |
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Death Wish Weapon Loadouts Death Wish A quick word on Death Wish. On Death Wish cops have far more health and headshot bonuses are reduced. You also cannot afford to bring many weapons that would normally work alright on Overkill and below, as such selection is reduced. The new important damage numbers for Tan Cops are 29, 38, 45.5, 57, 76, 113.5, and 227 to eight, six, five, four, three, two, and one shot headshot them, respectively. Elites (Grey Cops) take 25, 30, 37, 49.5, and 79, and 148 damage to six, five, four, three, two, and one shot headshot, respectively. Below are a handful of weapons custom built for Death Wish only, the selection is far smaller due to how strict and punishing Death Wish is. Stealth weapons will not be covered, as on Death Wish stealth is generally all or nothing; most teams cannot expect to survive going loud if built for stealth and it fails. CAR-4 Maximum Loud 40 Damage, 18 Accuracy, 25 Stability, 20 Threat, 60 Magazine Long Barrel Competitors Compensator Gazelle Rail Military Laser Module Pro Grip / Rubber Grip Car Quadstacked Mag Any sight of choice War-torn Stock Exotique Receiver Look Familiar? This particular build for the CAR-4 remains a reliable weapon in Death Wish and absolutely nothing has to be changed about it, only how you use it. I will state that being a Technican goes from "oh thats nice" to "you are missing out on a lot" if you don't have the headshot bonus. AK.762 Maximum Loud 60 Damage, 10 Accuracy, 25 Stability, 34 Threat, 60 Magazine AK Slavic Dragon Barrel Fire Breather Nozzle Auto Fire Lightweight Rail Military Laser Module AK Quadstacked Mag / Nothing (+2 Accuracy, -30 Magazine) Any sight of choice Wooden Sniper Stock Unlike in Overkill, where this gun is more of a novelty than anything else, in Death Wish it is actually a fairly viable option... assuming you can tolerate the low rate of fire. This gun boasts being the only viable fully automatic gun that can kill Tan Cops in four shots. The Eagle Heavy and M308 can do so as well, but their small magazine size and lesser reserve ammo prevent them from being serious contenders. AMR-16 Enforcer Loud (Only use as Enforcer) 48 (50) Damage, 18 Accuracy, 25 Stability, 28 Threat, 38 Magazine Long Barrel Fire Breather Nozzle Auto Fire Tactical Handguard Military Laser Module Pro Grip / Rubber Grip Milspec Mag / CAR Quadstacked Mag (-2 Accuracy, +22 Magazine) Any sight of choice War-torn Stock Exotique Receiver Due to the lack of things that die to only one or two headshots, the AMR-16's high rate of fire takes it from middle of the pack to top tier. Three shotting Elites and five shotting Tans, this gun absolutely shreds due to its high rate of fire. A very effective gun if you are running as Enforcer; just be wary of potential ammo shortages. KSP Light Machine Gun Wannabe Skulldozer 38 Damage, 12 Accuracy, 18 Stability, 34 Threat Competitor's Compensator Railed Foregrip Military Laser Module War-Torn Stock This weapon was a bit over the top for CQC in Overkill, which is more conducive to long range weapons, but it is probably the best gun in Death Wish. Death Wish forces players to hide near cramped chokepoints to survive, which just so happens to be where this gun excels. Its amazing 910 rate of fire and 200 magazine mean that players will not have issues fending off large swarms of enemies, making this weapon pretty much the go to weapon on every map where funneling the cops is possible. STRYK 18c Buzzsaw (Mastermind with either Enforcer or Technician ONLY) 25 (37.5-39) Damage, 6 Accuracy, 22 Stability, 8 Threat, 32 Magazine Flash Hider Pocket Laser Ergo Grip Extended Mag Pistol Red Dot Sight Stock The viability of this completely depends on how well you are able to manage the intense recoil of this gun. However, due to its insanely high RoF, ammo reserve, and good damage it happens to have some potential. If you are able to keep on target while mag dumping, this gun theoretically deals more than 1200 damage in just over a second. Just keep in mind how hard this gun can be to control, and only use it on exclusively CQC maps. Bronco .44 Revolver BOOM! HEADSHOT! (Mastermind with either Enforcer or Technician ONLY) 75 (112.5-116) Damage, 12 Accuracy, 20 Stability, 24 Threat Flash hider (Enforcer) / Nothing (-10 Damage, +4 Accuracy, -5 Stability, Technician Only) Bronco Scope Mount Ergo Wooden Grip Any sight of choice Aggressor Barrel Slimline Body This pistol is just insane. Two shots Tans on freaking Death Wish. Goes well with the KSP LMG, if you are sporting that. Locomotive 12G Maximum Loud (Enforcer Only) 75 (105) Damage, 6 Accuracy, 23 Stability, 34 Threat, 10 Magazine Shark Teeth Nozzle Military Laser Module Pro Grip / Rubber Grip Extended Mag Any sight of choice Police Shorty Stock Shell Rack Seems familiar, don't it? Still a top tier weapon for Enforcers that have a primary with decent range. Unlike on Overkill where it performs well as is, it really benefits from the skill that gives it +75% damage on kill. As a matter of fact, with that effect active it is the only viable weapon that will one shot Elite Cops, as 105 damage at 175% is a jaw-dropping 183.5 damage. R93 Maximum Loud 250 Damage, 18 Accuracy, 93 Threat Angled Sight / Military Laser Module Theia Magnified Scope / Any sight of choice Nothing / Wooden Body Not near as impressive as it was on Overkill, but its still a solid weapon. All standard cops except tans will fall to a body shot, and they will fall to a head shot. All specials except the Dozer take two head shots to down, except the shield if you get around the shield and the Cloaker if you have both the Tech Boost and the Enforcer 5% Damage Boost. Dozers take three shots into their exposed face to down, and each of their visors are stripped by one solid hit. That means under perfect conditions you can kill a Bulldozer in 5-6 shots, however I would never ever rely on being able to pull this off. Thanatos Bulldozer Dozer 2880 Damage, 28 Accuracy, 185 Threat Tank Buster Barrel Angled Sight / Military Laser Module Pro Grip / Rubber Grip / Ergo Grip / Straight Grip Theia Magnified Scope / Any sight of choice If you are bringing this gun along you have one thing in mind: killing Bulldozers. I would not use this unless you are a TechForcer with Berserker Ace and a fully skilled Loco to compensate for the fact that you lack a real primary, or a MasterTech with buffed pistols. This will kill a Bulldozer in three shots, and unlike the R93 you do not have to hit the face mask. The Tech Boost alone is enough to ensure the 3HKO so long as you hit the Dozer in the head somewhere. If you manage to get Berserker Ace active (which, lets face it, is almost certain if you are playing Death Wish) you can 2HKO dozers, no head shot necessary. Just hit the fuckers. It should go without saying that if you manage to smack a Dozer's exposed face with this, they are instantly hitting to ground.
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# ? Jul 1, 2014 22:00 |
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Discendo Vox posted:Everything you describe is entirely by design on the part of Overkill. The great commercial limitation of the first Payday was that the playerbase burned through the game's content really really fast, and player numbers dropped through the floor very quickly after release. This is a general weakness of purely co-op games. Overkill responded by packing Payday 2 with as many different timesink skinner box mechanics as possible to maximize the amount of time it would take for people to "get everything". Crimenet, separate money and XP counts, offshore versus spending cash, costs for applying mods, the card system, dummy cards in the form of minute cash and xp bonuses, loss of materials on use, skill point costs, nonexclusive skill trees, all of these are elements designed to artificially extend the lifespan of the game by making everything a grind. With the sniper pack, Overkill has signaled a willingness to move away from the more egregiously abusive systems, probably because they've received greater publisher support (or maybe because Goldfarb started to drift out of popularity with the company- it's not clear). Yeah, I absolutely understand why they did it. And heck, the game came out like a year ago and its just now picking up a ton more steam because of the summer sale and the DLC updates, so its not like trying to make the game last for a couple years of unlocks was a totally crazy idea. I just think they kinda overdid it. Have a few cosmetic things that take forever, but there's too many balance related things that take forever to get, or that RNG could gently caress you out of getting forever. You could still require players to grind a long time to get the parts they want, without making it RNG based. TF2 balances the "you can't have everything" RNG drop system much better. But I guess we can't all be Valve. PantsOptional posted:"Golden Grin Casino" is the third heist in the lineup for this year, so there you go. That sounds amazing! Where is the update lineup you're talking about? I haven't found anything googling or leafing through the crimenet official website. Stanos posted:I'd be fine with the system as it is if they at least let you trade augs for other augs. Like say I have two silencers so I put them up on the black market and in return I get an item for a weapon that's in my inventory. At least it's SOME control and still keeps people playing. The AH and RMAH loving ruined Diablo 3, it took them a full year to realize how bad it was and they finally patched it out completely. Don't you dare suggest that poo poo here! Trading mods sounds like a fair deal though, just make it trading with the "system", not with other players. Zaphod42 fucked around with this message at 22:05 on Jul 1, 2014 |
# ? Jul 1, 2014 22:02 |
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Zaphod42 posted:That sounds amazing! Where is the update lineup you're talking about? I haven't found anything googling or leafing through the crimenet official website. Towards the end of the Big Bank trailer, a list of other upcoming heists shows up. There's a casino job, robbing the national gallery, and breaking Old Hoxton out of prison.
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# ? Jul 1, 2014 22:08 |
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Zaphod42 posted:Yeah, I absolutely understand why they did it. And heck, the game came out like a year ago and its just now picking up a ton more steam because of the summer sale and the DLC updates, so its not like trying to make the game last for a couple years of unlocks was a totally crazy idea. They absolutely overdid it. Many of the systems they've employed were, as I said, downright abusive at launch. At first the contract broker didn't even exist, so you literally had to play whatever showed up on crimenet. Overkill is really, really bad at game design in a lot of ways- and there are indications that something in their work culture or philosophy is interfering with their ability to learn from past mistakes, because some of these problems are the same problems they've had before. Many of these issues are blamed on Goldfarb, who has said some incredibly stupid stuff about his vision for how the game would work, but I suspect the problem actually stems from their longstanding execs, people like Ulf Andersson. It's worth remembering the other projects that Overkill's predecessor, Grin, produced, had a lot of the same problems.
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# ? Jul 1, 2014 22:08 |
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Guillermus posted:If they nerf the loco, they should at least buff the Reinfeld wich is still awful since the first shotgun fuckup. My favourite loadout when the game came out was Reinfeld+Bronco, but now it'll never be the same.
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# ? Jul 1, 2014 22:10 |
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Skoll posted:Death Wish Weapon Loadouts quick question here, when I looked at stock stat gain/losses, I liked the wide stock over war-torn. Why'd you pick this one? mind you since I don't have wide unlocked but I DO have war-torn I'm using it right now, but my plan was to switch up when I got it. e: I guess this is a stability/accuracy question, given their stat bonuses. Psion fucked around with this message at 22:18 on Jul 1, 2014 |
# ? Jul 1, 2014 22:16 |
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Is the UAR a gun that can go all the way to lategame? I'm a sucker for the AUG in every shooter I play, but I don't want to sink a bunch of money into a gun that'll end up being strictly worse than the CAR-4 for lategame.
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# ? Jul 1, 2014 22:19 |
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Psion posted:quick question here, when I looked at stock stat gain/losses, I liked the wide stock over war-torn. Why'd you pick this one? Because the DW CAR-4 already has enough stability, so it could use the accuracy boost. Pretty much it. ATP_Power posted:Is the UAR a gun that can go all the way to lategame? I'm a sucker for the AUG in every shooter I play, but I don't want to sink a bunch of money into a gun that'll end up being strictly worse than the CAR-4 for lategame. The UAR is universally considered trash, but if you know how to aim you can use it as far as Overkill.
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# ? Jul 1, 2014 22:20 |
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Zaphod42 posted:That sounds amazing! Where is the update lineup you're talking about? I haven't found anything googling or leafing through the crimenet official website. The last minute of this trailer: https://www.youtube.com/watch?v=g4ILB1N-6uo
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# ? Jul 1, 2014 22:23 |
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Draxion posted:robbing the national gallery Ahhh I'm gonna need some Nic Cage masks I knew about the prison break job because Gus Fring explicitly stated it. I didn't pay attention to the text though, whoops. Seriously though Casino, Jail Break, and National Gallery? These are fantastic level ideas. Edit: Actually it mentions the jail break job, the casino, and "The Diamond". That's not the national gallery, is it? I'm all for a huge diamond break-in job, that fits Payday just fine too. But now I'm curious where you heard about the national gallery thing. Skoll posted:The UAR is universally considered trash, but if you know how to aim you can use it as far as Overkill. gently caress. It swear its been doing okay with single-fire, good damage. But I guess I should try other guns yeah Zaphod42 fucked around with this message at 22:28 on Jul 1, 2014 |
# ? Jul 1, 2014 22:24 |
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If it's not the CAR-4 and it's an assault rifle it's going to end up being strictly worse than the CAR-4. Seriously, if you mod that thing for damage it's the best and most effective AR in the game by a wide margin. If you mod it for stealth it ends up more concealable than most pistols. Using a stealth CAR-4 + Crosskill pistol + suit I hit the lower cap on detection without a single point in Chameleon. I don't really know how to say it any more clearly: the instant you are able to buy and mod a CAR-4, buy and mod it.
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# ? Jul 1, 2014 22:24 |
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Medium Style posted:Hypothetically, if this were your build and you hit Infamy 2, which skill tree would you choose? This is the same build, but with the chaff taken out (and Infamy V, if it really matters) http://goo.gl/nGsVN6 Compare each tree to the previous build. You save 4 points in Mastermind, 3 points in Enforcer, and 2 points in Ghost. I would recommend choosing Mastermind, and taking the four points (by not having to get joker) and putting them in Overkill Basic. As you get better with the game, Joker loses a lot of it's value, and it's pretty bad on Death Wish. I hope this answers your hypothetical situation.
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# ? Jul 1, 2014 22:31 |
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Zaphod42 posted:Ahhh I'm gonna need some Nic Cage masks They mention the National Gallery in the video itself as being where "the Diamond" is. I don't know why they do so; there aren't any jewels in the National Gallery since it's an art gallery. The Hope Diamond is in the Smithsonian.
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# ? Jul 1, 2014 22:32 |
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Discendo Vox posted:Current theory on threat is that it manipulates police aggro according to some complicated system. Higher threat=more aggro. The value is also used in other mechanics. The most obvious effect of Threat is to make many of the sniper pack vantage points useless- sniper rifles have immense threat values, so a solo sniper on a vantage point usually gets pinned down by police fire coming from every direction, and eventually downed. Simply put, high Threat = more cops looking at you or too scared to look at you. One of the underrated elements of the Enforcer class is their ability to focus attention onto themselves (and their heavy armor and deep health pool) as well as suppress cops at the same time, opening up some room to maneuver for their teammates. Snipers theoretically work the same way. Low Threat on the other hand, can be used for "combat stealth" to an extent. Cops are less aggressive against quiet fire, especially if you stay out of line of sight. This is especially noticeable if you ever screw up stealth on Jewelry Store/Ukrainian Job - if you stay in the back rooms and only fire quiet guns, the assault will take forever to ramp up. Especially because while cops in the same squad seem to have a sixth sense about their buddies, separate pockets of cops don't seem to communicate with each other, so the few cops that do wander into the back and get mowed down aren't really noticed. The synergy comes into play when you have both a loud Enforcer and a quiet Ghost working together. The Enforcer yells "LOOK AT ME" using an LMG or shotgun while the Ghost flanks and mops things up. Edit: There's nothing wrong with the UAR and it isn't "universally considered trash" at all. If you like it, use it. The only thing it isn't suited for is Death Wish and that's not a big deal - DW is more bragging rights hard than "the difficulty that you play after Overkill". John Murdoch fucked around with this message at 22:36 on Jul 1, 2014 |
# ? Jul 1, 2014 22:32 |
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InequalityGodzilla posted:The para is quite useful with all its mods and if you slap the right stuff on there it does damage in the mid 30's. overall it basically functions as an assault rifle secondary. Pretty much all the other smgs though.... I really like the Krinkov with the Gage weapon mods. It's kinda poo poo without them though since the base accuracy is so bad. ATP_Power posted:Is the UAR a gun that can go all the way to lategame? I'm a sucker for the AUG in every shooter I play, but I don't want to sink a bunch of money into a gun that'll end up being strictly worse than the CAR-4 for lategame. I wouldn't go as far as others in calling the UAR trash. I have it fully modded to have similar stats to the Car-4; it's just that the Car-4 excels in the most areas. Similar rifles include the Commando 553 and the regular AK. UnknownMercenary fucked around with this message at 22:37 on Jul 1, 2014 |
# ? Jul 1, 2014 22:34 |
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John Murdoch posted:The synergy comes into play when you have both a loud Enforcer and a quiet Ghost working together. The Enforcer yells "LOOK AT ME" using an LMG or shotgun while the Ghost flanks and mops things up. Yeah, for awhile I thought the AI was just bad at switching targets since I'm usually running Ghost, because they'd stay shooting at my buddies and its pretty easy for me to run around and flank them, and sometimes they continue to ignore me while I'm mowing them down by the dozens. But its because I was using fairly low threat weapons. Some cool strategy there, yeah. It seems wonky threat is both how much you can intimidate and how much attention you get, but it works. Good to know. That said, I'm gonna try the IZHMA tonight because why not.
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# ? Jul 1, 2014 22:36 |
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How's the M308? That was my go-to in the first game, does it stack up ok to the CAR or should I just save for the R93 if I want to go for a marksman style rife?
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# ? Jul 1, 2014 22:38 |
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Threat also works off differentials more than anything else, as well. I tend to get comments when I play with goons about how many cops I kill and how much punishment I absorb, but that's really just because my threat is through the god damned roof. I roll with a maxed out Loco and a Thanatos in my main if there's no other snipers around to deal with Bulldozers and Shields, so what this amounts to is that regardless of if I'm clearing a room of green SWAT or railing some specials, I'm racking up obscene amounts of threat. I'll take heat off others even if they're not trying to play particularly quiet just because I dare cops to come at me just by EXISTING.ATP_Power posted:How's the M308, that was my go-to in the first game, does it stack up ok to the CAR or should I just save for the R93 if I want to go for a marksman style rife? The M308 was OK before the sniper pack came out, now it is a bad gun looking for a job. It functions basically the same as the sniper rifles but it cannot pierce Shields or efficiently dispose of Bulldozers. If you go into a game with an M308 I won't laugh, but I will definitely ask you what the hell you're thinking. The CAR-4 beats it in every conceivable way as a mid-range weapon.
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# ? Jul 1, 2014 22:38 |
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# ? Apr 29, 2024 10:49 |
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John Murdoch posted:Edit: There's nothing wrong with the UAR and it isn't "universally considered trash" at all. If you like it, use it. The only thing it isn't suited for is Death Wish and that's not a big deal - DW is more bragging rights hard than "the difficulty that you play after Overkill". It's pretty much always been considered a bad gun, man. Hell, I LOVE the AK-5 and use it a LOT, but he asked me if it's viable for late game, which is Death Wish. It's not so I gave him an honest answer, and what is also a widely held opinion. Personally, if you like something, use it; I don't give a gently caress. If you're doing DW though, stick to the loving meta because it's there for a reason. ATP_Power posted:How's the M308, that was my go-to in the first game, does it stack up ok to the CAR or should I just save for the R93 if I want to go for a marksman style rife? I like the M308 as a comedy option, personally. It's a decent gun but suffers from lack of ammo. It quickly got replaced with the Eagle when that came out, and then again with the snipers once those DLCs hit. I almost never see anyone using it anymore. Personally, it's worth it if you try out and get a feel for every weapon in the game. I've experimented a lot with a semi auto 762 and it was quite a lot of fun. The Failcon also works decently as a semi-auto on everything up to Overkill. If you want that "designated marksman" immersion though, M308, or you can grab any of the snipers. The Rattlesnake is a lot of fun. Skoll fucked around with this message at 22:42 on Jul 1, 2014 |
# ? Jul 1, 2014 22:39 |