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Mr.Hotkeys
Dec 27, 2008

you're just thinking too much

Party Plane Jones posted:

Wait, what? It does this?

As part of the scripted objectives for stealthing the map you set up fake sentry guns that stop the civilians from getting up. He's suggesting actual sentry guns do that in Payday 2, which admittedly would be pretty cool. Kind of encroaching on Mastermind but we get all the cool stuff already anyways so I'm cool with that.

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Mr.Hotkeys
Dec 27, 2008

you're just thinking too much

Plan Z posted:

loving stubborn mudak won't build the spaceship the kit says it should be.

Construction needs instruction to work

Mr.Hotkeys
Dec 27, 2008

you're just thinking too much

Coolguye posted:

The big change I want to see the Heat system is just allowing me to use positive heat bonuses on heists I buy from the contract broker. Seriously, why is this not a thing? I have had a +50% on non-Pro Firestarter for a week now and I haven't used it because Crime.net absolutely refuses to spawn an instance of it that is Overkill or DW.

Yeah it's kind of unabashedly stubborn and rear end backwards. They punish you for playing the same heist over again, but heists with exp reductions can still show up, while if you try to circumvent Crime.NET to play different heists, it punishes you by clearing its heat.

Fellis posted:

The trick to this is to get some other schmuck to host, preferably one that is Lv 100 already.

I always feel like the people's hero when I host and buy proverkill heists.

Mr.Hotkeys
Dec 27, 2008

you're just thinking too much

friends watch porn posted:

bits and bytes and how much information they can store, etc.

This. They want to save space in RAM so they use a little over a byte to represent an estimate of unit health instead of four for an exact amount. Seems rear end backwards for PC but that's what you gotta do to make games work on consoles.

It also means that any unit will at most take 512 shots to die, though that's only important during the safehouse nightmare which will be a breeze now with the Thanatos, anyway.

Mr.Hotkeys
Dec 27, 2008

you're just thinking too much

Motherfucker posted:

A lot of weirdness can be explained that at any one time you're dealing with a four person shooter filled with loving hundreds of enemies all of which have to synchronize and die nicely, its likely not easy from a design perspective especially when you're dealing with PC hardware.

I forgot about the network component, this is also very true.

You know, the net code can be a pain occasionally with stealth, but to be honest it works really, really well otherwise and I usually notice I'm playing with people on the other side of the world by language barrier long before I notice lag. I wish things were kept in better sync but the typical worse case scenarios with latency aren't too bad. Usually its only enemies being slightly different spots or hostages acting funky (loud anyways). In my experience, at least.

Stealth is more finicky and you can see the flaws more easily but I feel relaxing the mechanics a bit or giving us new tools would go a long way to fix that.

Mr.Hotkeys
Dec 27, 2008

you're just thinking too much
Man I hope the Judge benefits from pistol skills as well as shotgun skills, I've been wanting that for a while.

Mr.Hotkeys
Dec 27, 2008

you're just thinking too much

Darwinism posted:

Except it doesn't and this is a dumb argument to make. Everyone I've seen has said, "Go ahead and use it if you want," which is the opposite of telling people to stop having fun wrong. Where I tell people that they're wrong is where they say the M308 is good, because it's not good. It could be good with some easy fixes! But as things stand there is nothing it does that other guns don't do better with the sole exception of being capable of one-shotting any non-special with a headshot.

The problem is your definition of good. A gun can be good while still being outclassed. M308 isn't bad, its just been dwarfed by the snipers.

Mr.Hotkeys
Dec 27, 2008

you're just thinking too much

Darwinism posted:

I honestly don't see that the M308 does anything that another gun doesn't do better.

You're still not getting it.

Mr.Hotkeys posted:

The problem is your definition of good. A gun can be good while still being outclassed. M308 isn't bad, its just been dwarfed by the snipers.

Before sniper rifles, the M308 was a crowd pleaser for letting you kill people very efficiently and quickly from long ranges, assuming you had the skills to bump its damage above 100. This has not changed. Sniper rifles came out and overshadowed it, but it still does exactly what it did before that made people like it. It didn't become bad when it got outclassed, its just not as good as the snipers. It could use a buff but is perfectly usable in its current state.

Honestly there are really only two objectively bad guns, the AMCAR and Chicano 88, guns that are literally liabilities to use and beyond saving with mods and skills. Others may not be as amazing as the best guns in their class but they all still do their jobs. The problem is that the guns that are the best are by so far and away statistically the best that everything else just falls by the wayside.

Mr.Hotkeys
Dec 27, 2008

you're just thinking too much

Darwinism posted:

But I am getting it. You're saying that the M308 is 'good' because it lets you kill people at long range.

No, that's just one of the things it excels at. There is nothing that prevents you from using it up close as well. And, if you play your cards right and aim well, it can kill ten tans around you, one bullet each, in a single magazine and in a matter of seconds. JP36 man could do that as well with the Tech headshot bonus but his best case time-to-kill is probably going to be at least double yours, and he better be able to handle the kick perfectly well so none of his shots miss. I only mentioned range because that's what differentiates it from shotguns, the only other pre-sniper primaries that could get above 100 damage.

Time-to-kill is the M308's biggest advantage over other guns. One click and a guy dies and you are instantly ready to kill another guy, ten times in a row. Any range, any non-special cop (skills permitting). Other guns can come close, maybe close enough that it's not that big a deal, but there is nothing more satisfying than dropping ten dudes in a room a few seconds after coming in.

As for ammo, I do agree with what you're saying about the game mechanics, but in practice when using the M308 or, really, any of the "big damage, low ammo" rifles like that, I can get away with shooting guys that are far away and using my secondary to kill guys up close, since the close range kills will replenish my ammo for both guns that way. If you shoot ten guys at long distance to thin the ranks as they approach, then switch to your close-range secondary and kill ten dudes up close, you're at least breaking even and can cover a lot of ground with a lot of versatility. You can keep walking a tightrope and staying level with ammo or bust the M308 out and lay waste up close.

Mr.Hotkeys
Dec 27, 2008

you're just thinking too much

a cat on an apple posted:

But seriously, if anyone was expecting timely reward releases when they still haven't put out the next four Infamy tiers some 6 months after that particular "free DLC" was launched, I'm sorry for the rude awakening.

It was literally free, you don't need to put scare quotes around it.

And since it takes so long to level and so few of the player base has reached infamy V, its probably better that they spent their time implementing neat poo poo everyone likes, like Big Bank. Of all the problems to have with the game that's pretty nitpicky, might as well bring up safehouse customization.

Shame about the Judge Gun etc too but the alternative is "we made this poo poo and its just sitting here until you hit our arbitrary goals" and that's probably worse.

Interesting they haven't commented on the obvious gaming of the system that's been going in with fake accounts. I was worried they'd do something about it but so far haven't heard a peep, that's good at least.

Mr.Hotkeys
Dec 27, 2008

you're just thinking too much

Cowcaster posted:

I need one more point in the ghost tree to unlock tier 4 and have to choose between basic smg specialist and basic martial arts, neither of which really light my fire. I want to go with SMG specialist because going for melee attacks seems really stupid in this game, but is the 50% knockdown chance for basic martial arts worth a drat?

Martial Arts is great for Masterminds for softening guys up to get them to surrender, as well as for stealthing to deal with guards that have spotted you that you don't want to shoot (if you don't have a silencer or whatever). It's also good just to have in case you run out of ammo and there's someone in front of you just to buy some time. You're right that you probably shouldn't build a class out of melee skills but it's nice to have good knockdown (Baton + Martial Arts) in reserve for utility, it comes in handy sometimes.

SMG Specialist is awesome for what it does and what it costs, if you use SMGs. If you don't, then it's obviously not going to do anything for you at all.

I'd still pick Fast Hands Aced over any other option if possible but if you don't have enough points and just want that bonus then that's understandable. I'd say SMG Specialist if you use SMGs, Martial Arts if not. Under no circumstance put any points in Dead Presidents.

Kamer Kamer Cola posted:

Respec and get rid of cat burglar ace, it has almost 0 uses over basic.

A lot of people say this and you can definitely play in ways where jumping and getting hurt is never a problem, and you can oftentimes jump and land on fenceposts and things to decrease the fall distance as well if you're nimble enough, but I still ace it just to have so I can run around with almost no health and not have to worry about dying from falling (which I found myself doing kind of a lot when I went Infamous and didn't have it). I'd probably ace Fast Hands before it, though.

Mr.Hotkeys
Dec 27, 2008

you're just thinking too much

A Miserable Robot posted:

The shotguns are mostly okay, the ammo types are really lackluster though, and Overkill has no intention of making them work with Fully Loaded.

Flechettes are awesome, 000 buck is good for bumping guns past damage thresholds and HE rounds are good to keep on deck in your offhand gun for stumbling shields and groups and tearing apart dozers (seriously HE rounds are loving wonderful against dozers). Slugs are the only real ammo type that kind of suck. They work great for what they are but the lack of spread is enough of a cost for the penetration, the ammo penalty on top is just mean.

The shotguns themselves are fun too but nothing there is a super huge game changer.

Really, pick what interests you the most. All of it is fun to use and you can't really go wrong. For sales, longest you'll have to wait is mid October.

Mr.Hotkeys
Dec 27, 2008

you're just thinking too much

NeoSeeker posted:

Is joker as awesome a skill as it sounds?

Jokers work not only as good distractions from regular cops, but from specials as well. Shields turning to face them when you stop shooting is awesomely useful, and on occasion Cloakers seem to decide to shoot my jokerman instead of charging me, and anything giving me an edge on Cloakers is welcome. It's a good, fairly cheap tool to have if you're going up that far in Mastermind already (don't climb Mastermind just for Joker). Definitely don't ace it, though; the extra damage is pointless because you're not really converting them to shoot back, just get shot, and the extra health is nice but getting another cop friend is always free if you're careful.

Thank You Card posted:

It really, really doesn't.

I disagree. Being everyone's favorite Public Enemy #1 and getting revived by the same dude you beat down with a baton and tied up moments earlier is a pretty funny thought. It just really doesn't work at all with the game mechanics.

NeoSeeker posted:

I think it's a good idea to get mastermind just for the cable guy and endurance skill.

Cable Guy is nice for stealthing and cheap to get but I don't get everyone's love of it, what with it being revealed recently that any number of hostages past one don't have a direct impact on anything. They still work as nice cop distractions I guess but I'd rather stick the four points in a lot of other places (and generally do).

Endurance is solid, though, as is Fast Learner. Leadership's a good low level skill as well if you find stability a problem.

Mr.Hotkeys
Dec 27, 2008

you're just thinking too much

Coolguye posted:

Cable Guy still rules because of the sheer number of hostages you can take.

But more than one hostage is no different than one hostage. A single hostage reduces assault times the same amount 20 hostages does. There's just no tangible gain.

Mr.Hotkeys
Dec 27, 2008

you're just thinking too much

Shumagorath posted:

It buys a lot of peace of mind on bank jobs (Big Bank included) and also gives you more options for trades without living or dying on one pair of civs.

Or having one teammate with dominator so your entire team can dominate and get as many as you want.

Like yeah I'm not gonna sperg and complain about min maxing skills but people always include it with Transporter and Fast Hands and I just don't see it. If you want to climb Mastermind and don't want the alternatives, its a decent stepping stone, but I would hardly call it essential.

Mr.Hotkeys
Dec 27, 2008

you're just thinking too much
When you can turn literally any non-special cop into a hostage kind of at will, their health and immobility isn't really of consequence.

I will say, though, that if you're worried about being overrun it would be nice not to have to worry about yelling at people mid heist.

Mr.Hotkeys
Dec 27, 2008

you're just thinking too much

King Vidiot posted:

I think cheats and mods in Payday 2 should be viewed by the community and the developers in the same way as Left 4 Dead 2 server-side mods and mutators. They're fun ways to break the game and they don't really harm anybody since this is a co-op only game.

They are harmful, though, for two reasons. One is that, unlike Left4Dead, Payday has persistence, so joining a server and getting a billion dollars dumped in your lap really sucks if you want to earn your poo poo legitimately (which I know someone will quote this and be like "what's the problem????" so please let's agree to disagree ahead of time). The second is that people expect the game to play a certain way and joining a server where things deviate too far from that isn't fun for a lot of people. Playing gimmick matches is fun but I usually want to play the actual game more than bulldozers only or whatever, and I definitely don't want to play with any mods that make it easier.

If they did add a tagging system that would fix things a lot if people actually used it properly.

Mr.Hotkeys
Dec 27, 2008

you're just thinking too much

Trastion posted:

Anyone having issues with getting dropped from games all the time since the patch? I am not running any mods and never had it like this before the patch today. I have got the lost connection to host thing in about 5 games now.

I'd wager a good portion of it was hosts with HoxHUD forgetting to update and crashing.

Mr.Hotkeys
Dec 27, 2008

you're just thinking too much

Darwinism posted:

Everyone's gotten fed up with people they're playing with, even (and especially) if you're part of the fuckups. The proper thing to do is finish out the map doing what you can to complete it and just say, "Hey, I'm out."

Why continue a recreational activity if you're not having fun doing it?

Video games are not a commitment. If you're not having fun, stop playing. And don't expect people to keep playing when they're not having fun to fulfill some obligation to you. Someone else will join in their place.

Mr.Hotkeys
Dec 27, 2008

you're just thinking too much

Plan Z posted:

Because this isn't the WoT thread where if your goon teammates aren't making their stats go up, you call them useless piles of poo poo that should kill themselves and quit, then show up the next day like nothing happened or something.

Most of what you said there isn't even directly related to dropping. If you're super lovely then sure gently caress you but I don't expect you to stick around if you're not enjoying yourself. I don't know if that's what happened in this case because I don't care about the goon groups.

And someone leaving doesn't matter all that much outside of Deathwish. If someone does leave in Deathwish then that really sucks but on Overkill someone worthwhile will join eventually.

The problem isn't that someone left, it's that you now have to deal with those horrible unwashed pubbies. Contrary to what this thread says if you open a lobby and set a decent level limit you'll typically get someone worth their weight, and if you're the host, its not that big a deal if someone joins and they suck, save for I'd they blow your stealth in which case you're kind of better off with fewer people anyways.

Mr.Hotkeys
Dec 27, 2008

you're just thinking too much

Sykic posted:



We can dream :allears:

I could actually totally see them adding a Dozer with titan armor specifically to counteract what the Thanatos has done to specials. I'd hope it's something completely new but if I had to gamble, I'd say that's what it'll end up being.

maswastaken posted:

That one guy there could be an escape day on its own. When he's beaten, he can start randomly ejecting turret ammo in all directions, making the gang blind, bloodied and very, very rich.

Well with the catch mechanic the game has yeah, try to catch the ammo bags to get extra money and hopefully you don't gently caress it up with your butterfingers!

Mr.Hotkeys
Dec 27, 2008

you're just thinking too much
Could be worse, could've been Payday zombies?

Mr.Hotkeys
Dec 27, 2008

you're just thinking too much

John Murdoch posted:

Boohoohoo zombies are passe. Who gives a poo poo, we get Hoxton and the breakout DLC for free.

Yeah but who knows when? That's the biggest problem, its been over a month since anything meaningful had been added. Hopefully the DLC in the database isn't just that stupid bat.

Mr.Hotkeys
Dec 27, 2008

you're just thinking too much

Anonymous Robot posted:

Also, it kinda got lost in this announcement stuff, but apparently the new version of Steam is going to get rid of official game community groups. Don't know when it's coming out, but it might mess up Crimefest if it comes out too early.

Are they getting rid of regular groups? They'll probably just convert the official group to a regular one if not.

Mr.Hotkeys
Dec 27, 2008

you're just thinking too much
I think the biggest thing they need to address before literally anything else with stealth is the huge disadvantage clients have versus the host. It's shameful how bad it is when the game tends to handle desync so well in almost every other case. Detection needs to be client side on players, and stupid things like bodies not having the same physics for clients need to be fixed as well. Stealth is all-or-nothing in a lot of cases, which is okay in its own right but this poo poo is inexcusable when you fail because of it. If you're going to demand perfection you need to make sure your players aren't getting screwed by bullshit. They can change the mechanics or make better maps and that'll help I guess but it's just putting a bandage on the wound.

isndl posted:

It's an endurance run that needs you to be a little more proactive about dealing with threats.

This is key to GO Bank. All the objectives except for drilling the vault (assuming you get lucky and cover spawns around it) require you to run around in the open with very little cover between objectives. You need to be proactive about killing snipers and cops that are flanking you on the side roofs while also stopping them from advancing into the bank as well as clearing a path for you to move. It's a lot to juggle so you need to communicate and you need to continuously thin them out because if they mass up and move in at once, it's s an uphill battle. You should also be timing going out with the assault waves if you need the extra breathing room.

Mr.Hotkeys
Dec 27, 2008

you're just thinking too much
Grenades blowing the boards on Rats sucks but what gets me more is grenades on the ground floor of Big Oil smashing the computers downstairs :suicide:

John Murdoch posted:

Flechettes if you're like me and use shotguns like psuedo rifles or just want to compensate for the accuracy penalty on the Shark's Teeth.

This is true but don't forget that Flechettes also like double the range pellets can go before damage falloff takes effect, so you can get a ton of range out of shotguns equipped with them. If you can still do enough damage with them on, there's no reason to skip them. Flechettes forever and on everything.

The rest is true, though. HE rounds don't go in a primary but in a secondary are awesome for stunlocking and doing tons of damage to dozers, 000 is a last resort to get a shotgun past s threshold and slugs are there if you don't want to have a sniper rifle primary but want to be able to pierce shields (and they also extend the range like flechettes).

e: forgot to added Flechettes also pierce tan armor, which is whatever up close but synergizes great with using them at long range, since then at least if none of your pellets hits their head, probably at least one will hit their body and do some damage.

Mr.Hotkeys fucked around with this message at 18:31 on Aug 16, 2014

Mr.Hotkeys
Dec 27, 2008

you're just thinking too much

Lester Shy posted:

Single Day Heist achieved on Crimefest. I wonder if there will be any changes or if it will be identical to FF Day 1.

I hope we get to loot every painting.

Mr.Hotkeys
Dec 27, 2008

you're just thinking too much
Ghost has really good lower tier skills, like Sprinter and Fast Hands, that make your life a lot more convenient. Going up Tech for drill buffs and the headshot bonus is a nice quality of life improvement as well.

But Inspire saves teams from wipes, it makes the difference between winning and losing when the poo poo hits the fan. I'd say put the points into other stuff until you have enough points to ace Inspire, then respec and do that. Not that basic Inspire isn't worth it but I'd rather have Fast Hands and Sprinter.

e: Another thing about basic Inspire for you to remember when deciding is that the basic won't let you shout dudes up, but it will let you shout at close-by teammates (within 7m) to buff them a bit, making them run and reload faster. Good for when you're moving bags, or just whenever really. Make everyone go fast.

Mr.Hotkeys fucked around with this message at 21:38 on Aug 19, 2014

Mr.Hotkeys
Dec 27, 2008

you're just thinking too much

Drewjitsu posted:

"Gage Assault Pack."

If it's assault rifles, I'm expecting drum mags and/or foregrips since there are assets for them already made. Quadstack mags already scratch the "bigger mags" itch, so hopefully drum mags would be more substantial if they get in (love to see something like them reducing accuracy and movement speed but increasing your ammo pool and stability). Holding out hope too for burst fire or new ammo types.

Mr.Hotkeys
Dec 27, 2008

you're just thinking too much

Skandranon posted:

It would have to be this, there really isn't anything else different in the beta (sensor tripmines aside). Unless they have some really strange experiment they are running that is completely hidden from us...

They improved some networking stuff as well

http://steamcommunity.com/games/218620/announcements/detail/243513701581040119

Mr.Hotkeys
Dec 27, 2008

you're just thinking too much
Pack is live

http://store.steampowered.com/app/320030/

Patchnotes

http://steamcommunity.com/games/218620/announcements/detail/220996336513743607

Mr.Hotkeys
Dec 27, 2008

you're just thinking too much
So take this with the biggest grain of salt but someone claims there's a fifth skill tree in the code and all the skills are clearly Hoxton related:

http://www.reddit.com/r/paydaytheheist/comments/2fhx35/fifth_skill_tree_connected_with_old_hoxton_leaked/

quote:

•hoxton (propably main skill?)
•freedom_call
•hidden_blade
•tea_time
•awareness
•alpha_dog
•tea_cookies
•cell_mates
•thug_life
•thick_skin
•backstab
•drop_soap
•second_chances
•trigger_happy
•perseverance
•jail_workout
•akimbo
•jail_diet
•prison_wife

The skill names seem dumb but the HoxHUD dev posted in the comments confirming it's true, so we'll see.

quote:

I was wondering if/when this would get discovered.

I'll refrain from saying anything about it other than confirming that it is real.

Seems oddly cagey, but Overkill is flying him to their offices next week and have given him access to beta versions of the updates to keep HoxHUD up to speed, so who knows what he might be in on.

Mr.Hotkeys
Dec 27, 2008

you're just thinking too much

Literal Nazi Furry posted:

"•drop_soap " jesus christ overkill :cripes:

Yeah, as much as I want it to be true just...god drat...

Thought there's nothing saying the final skill names have to match their internal names, at least. Pretty sure that's the case with some of the other skills in the game.

Mr.Hotkeys
Dec 27, 2008

you're just thinking too much

Discendo Vox posted:

Does anyone have any tips on getting "Not Today"?


Any kind of criminal will do- Mendozas, Cobras, Overkill MC. IMO the best approach is to grind Rats day 2, as there are a lot of them and they don't immediately leave the map.

I got it really easily by just popping a Cloaker a few times with my Gruber, then getting near him and just planting a grenade at my feet when he started to move.

Mr E posted:

I'm going to start playing again today after quitting sometime soon after the shotty pack was released. I have all the DLC besides the shotty and AR packs. I'm going to get the AR pack because of the masks, but the only mask I want in the shotty pack is the baboon. Are the weapons/melee weapons worth it?

I really like all three because they're cool guns and feel good to use but I'm sure the optimization brigade's going to come and tell you how terrible they are. Raven's cool because it does a ton of damage so it's not hard to hit 100, Street Sweeper fills the niche of a semi-auto secondary and the M1014 is just slick as hell. Don't forget that you get Flechettes and HE Rounds as well, which are both pretty useful (Flechettes if you have the damage to spare and want to push some more range out of your shotgun, great in the M1014, and HE Rounds for demolishing Dozers and Shields and stumbling groups, great in the Street Sweeper). It also has my favorite melee weapon, the baton.

Mr.Hotkeys
Dec 27, 2008

you're just thinking too much
Jesus Christ you people are the biggest loving babies I swear to god.

In a patch that upped all payouts you're seriously this mad they fixed something that was incredibly obviously unintentional from the start? Its still entirely possible to level several times more quickly than before just playing the game without going nuts trying to grind in the most efficient way possible.

Mr.Hotkeys
Dec 27, 2008

you're just thinking too much

maswastaken posted:

How else are you going to incentivise doing a mission that is mindless free money?

Right? As if the incentive to stealth Diamond Store being that you don't have to go through the hell that is Diamond Store Loud wasn't enough.

Crabtree posted:

Ah yes, Mallcrasher, Four Stores, Nightclub, H&T, and Ukranian. Jobs I regularly solo or run with pubbies. Gosh, my world is just open to possibilities that I've been playing since August of 2013!

Except that now you're actually rewarded and incentivized for doing it and not punished for not playing the optimal way, and you can do it without throwing the obligatory Diamond Store in every other heist to maximize your exp gain. Its not that you couldn't play them before, its that now you can progress while doing so.

Patch 35 was fantastic and 35.1 is something we all saw coming and not nearly as harsh as people claim.

Mr.Hotkeys
Dec 27, 2008

you're just thinking too much

Drewjitsu posted:

I don't get it. Is this bad or good? I'm just excited to see terrible BJJ in what amounts to an officially produced LARP about my favourite Pig Murdering simulator.

They need to stop teasing us with cool hand to hand combat in the series if it's never gonna be in the game. Wanna disarm some cops.

Mr.Hotkeys
Dec 27, 2008

you're just thinking too much

Tulip posted:

Yea i disabled GoonMod on my end b/c it was crashing, but he doesn't have that. Does have HoxHud but HoxHud literally released a hotfix this hour.

From what I've seen, equipping an lmg can cause a crash and you have to right click Payday 2 in steam and disable Gage Weapon Pack #2 in the DLC menu to be able to launch again. Maybe give that a shot?

Mr.Hotkeys
Dec 27, 2008

you're just thinking too much

Cowcaster posted:

So the reason I'm being argued with over claiming the Ghost tree is complete poo poo is... what?

He's not arguing with you at all, dipshit. Stop getting so defensive and actually go back and read it. You asked what Ghost brings to the table and he answered it, while noting balance and design problems that inhibit a lot of it from being as useful as it could be but arguing those skills are useful given certain team builds and strategies.

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Mr.Hotkeys
Dec 27, 2008

you're just thinking too much

Cowcaster posted:

Wow that's pretty amazing that you're taking the stance that "yes the game's design and balance make this class awful but under extremely specific circumstances it's actually not awful" and I respect that.

Gonna assume you still didn't read that post so here

John Murdoch posted:

- Aced Chameleon (and especially now that there's an inverse ability in Muscle) + Silencers = Combat Stealth. Trying to boil Silent Killer/The Professional down to "does this beat X gun mod or skill in stats" is missing the point (also gun effectiveness just got cracked open by giving everyone the headshot bonus and and the extra 5% damage). Having a crew member that can be outright ignored by cops is potentially crazy. A sniper that can always set up their shot. A mobile flanker that can approach from a different angle and hose down cops before they can react. Someone who can totally gently caress shields over. Or just a combat beast that can leave the Bulldozer's attention to someone else while they dump their bullets into his faceplate. That's pretty cool. I think this is also meant to be comparable to heavy armor's high Steadiness rating. Enforcers shrug off hits that might throw off their aim while Ghosts never get targeted in the first place (or just dodge the shots).

This kind of stuff is not "extremely specific", it's "one or two guys takes bulky strong aggro drawing classes and one guy takes the aggro reducing zippy dodgy class and flanks". This team build works on any map, in any situation, and brings a bunch of benefits in versatility. And with the way they just added the skill to draw aggro, its pretty clearly what they're trying to push you towards. Its not something that's ever really necessary for multiple reasons (biggest he mentioned being enforcers kind of just steamroll everything anyways), but it's something that works well if you go for it and just requires the team plan and coordinate a bit.

There were other examples in that post too but I guess you'll have to take my word for it.

  • Locked thread