Holy christ a perfect run of Rats (i.e. all possible bags in all levels) gives you SO MUCH MONEY. We got 400k spendable on Hard or Very Hard, I forget, and it wasn't that hard with good teamwork.
That must be Hard mode. I recall pulling almost 400k a few days ago without all possible bags. We had to cut it at 3 bags of Meth because we were running low on ammo and bulldozers started making their appearance and we didn't stick around to loot the gangsters. The meth lab siege is probably the hardest part of Rats because you had to sit and defend a spot with numerous ingress directions and bulldozers can avoid a lot of long ranged fire to get into your face. I wonder if it's worth pulling back even more into the little window room to funnel everything into one doorway.
With 3 people running Reinbecks and Broncos I've never had a problem there. One guy covers the stairs, one guy covers the windows, and the third gets the balcony. Anybody that isn't busy helps the others out, and everyone kills bulldozers. Even on overkill that seems to work out pretty well, and if you have a fourth they can make meth and help out whoever needs it. Mostly works because shotguns are gods and the Bronco is the best rifle.
Yeah, most of my crew run assault rifles. I may need to get back to loving the Reinbeck like I did in #1. That, of course, totally throws my level 100 skill build into a spin since if I am going to make use of shotguns in those heated situations, I'll want to find the 8 points to grab Ace Shotgun Impact for the bonus damage plus basic Shotgun CQC for faster reload. I'm actually a little surprised that there isn't any skills to boost assault rifle damage.
Other than the auto shotty (trash tier shotty) I don't see why you'd need a damage boost. Similar to how me putting a silencer on my Reinbeck doesn't actually ever effect my shots to kill getting a damage boost probably wont make any actual gameplay differences.
Also I purposefully avoided weapon perks wherever I could so I wouldn't feel tied down.
Holy christ a perfect run of Rats (i.e. all possible bags in all levels) gives you SO MUCH MONEY. We got 400k spendable on Hard or Very Hard, I forget, and it wasn't that hard with good teamwork.
That must be Hard mode. I recall pulling almost 400k a few days ago without all possible bags. We had to cut it at 3 bags of Meth because we were running low on ammo and bulldozers started making their appearance and we didn't stick around to loot the gangsters. The meth lab siege is probably the hardest part of Rats because you had to sit and defend a spot with numerous ingress directions and bulldozers can avoid a lot of long ranged fire to get into your face. I wonder if it's worth pulling back even more into the little window room to funnel everything into one doorway.
With 3 people running Reinbecks and Broncos I've never had a problem there. One guy covers the stairs, one guy covers the windows, and the third gets the balcony. Anybody that isn't busy helps the others out, and everyone kills bulldozers. Even on overkill that seems to work out pretty well, and if you have a fourth they can make meth and help out whoever needs it. Mostly works because shotguns are gods and the Bronco is the best rifle.
Yeah, most of my crew run assault rifles. I may need to get back to loving the Reinbeck like I did in #1. That, of course, totally throws my level 100 skill build into a spin since if I am going to make use of shotguns in those heated situations, I'll want to find the 8 points to grab Ace Shotgun Impact for the bonus damage plus basic Shotgun CQC for faster reload. I'm actually a little surprised that there isn't any skills to boost assault rifle damage.
One of the really nice things about all the high damage weapons is that the dropped ammo is only worth something like 1-3 rounds, so the more guys you can bring down in one shot, the fewer ammo bags you'll need. We've actually stopped bringing them on most missions for that reason.
As far as skills go, faster shotgun reload is glorious as is being able to use your primary and sights in bleedout.
I recomend we start with Green Bridge/Heat Street first to get them out of the way.
Oddly enough I think they're two of the three heists I've successfully completed.
Further I believe we have four to play. Kupo, albino, krylon, myself and the Spaniard are all interested parties so steam Id up and let's get set to recreate heat
Ghost is trash. The high level skills are trash at least. The low level ones are amazing. Faster bag packing, more stamina, dodge, all make a huge difference when making that final move to the van.
Then at the higher levels I get... sprint strafing? An ECM jammer that lasts slightly longer?
Oh, oh. I can silenty lockpick a safe. Or a technician with the same amount of skill points can set up a silent drill on it. Or he can just blow it up if he wants.
Tech can blow open safes, Enforcers can cut down stuff, and the Ghost lockpick faster. The tech can get better drills that are faster and silent and can stealth repair, the enforcer gets tank armor and can knock down shields, the mastermind can res teammates from a distance and res himself. The ghost gets less recoil with silent weapons....
Not just safes. There's a number of reinforced doors that normally require drilling or shaped charges to get through, and then there's the electronic locks that require a pass card that can be unlocked with a ECM jammer.
A high level ghost would take care of virtually all the variables in a stealth Bank job at the moment. Gain silent access into the security room, neutralise the guard. Hit the front and back rooms simultaneously, you've got full civilian lock down, no alarms, all the time in the world to get through to the vault and steal every single deposit box without fighting a single cop.
Yeah I think we are underestimating ghost - we have only seen a handful of the 30 missions and only two multi day ones... I can foresee huge levels with tons of stuff to Lockpick, greatly enhancing the value of those skills...
Based on what I've read about the art heist that's supposed to be in Payday 2 (but that isn't in the beta) and remembering some of the heists in Payday, I'm willing to be that there will be at least one heist that heavily favors being sneaky, and additional heists where at least one day will reward the Ghost and Technician trees as much as heists like Watchdogs pander to the Enforcer and Mastermind trees.
If not, well, sawing all day every day motherfuckers.
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ShogunHair long; money long; me and broke wizards we don't get alongRegistered Userregular
I think there is going to plenty of opportunity to deploy lots of different builds and skills. I love the Ghost tree so far and can't wait to check out some of its other skills. That said the build I've been working on right now takes a bit of everything from each tree to make something that I like the look of.
My personal opinion on ghost: tiers 1 and 2 are both solid gold all the way through and all of them are worth attention. Ghost is definitely a utility class and the lower tiers show it.
ECM is mostly ass but it's not a massive cost to upgrade it to having two of them with feedback and door opening compared to other items. Other than dumping four points into ECM feedback tier six I agree is a joke. Maybe sprint strafing would be useful on console where you turn slower via stick but on PC you can just turn your dude instantly anyway while sprinting.
I suppose the easiest way to show what I think's half decent in the ghost tree is just to post my planned final build: http://goo.gl/nng94V the only thing there I'm not sure about is silencer damage because Overkill doesn't provide me a sodding percentage or even update my weapons stats as far as I noticed so we'll have to wait and see what data miners come up with for information.
When it comes to stealth the current issue is that because in the heists we've seen so far civilian and guard control are far, FAR more important than any actual sneakiness or dealing with cameras (lol ECM so trash tier) that if you actually want to Stealth you'd be better off investing in Mastermind for cable ties, better pagers and intimidation. Heck the reason the intimidation nerf happened was because it allowed people to completely circumvent pagers. I'd love to see them make Shinobi Ace actually do something and allow the ghost to not set of pagers half the time or some such. While alot of people feel the disparity between the Ghost and Mastermind is annoying and proves the ghosts trash tier I still don't agree and think that the ghost has a valid place on any crew if for no other reason than the sheer ability to move around assault waves relatively safely due to stupid dodge rates and sprint.
Could someone give me some pointers for the Bank heist (cash). My group is (imho) a bit to trigger happy and shoot everything that move from the get go. All goes well until we have to move the bags to the van. That always gives us loads of problems as the area around the bank is swarming with cops.
On the plusside, watchdogs is real easy with my group and gives tons of cash.
Get the transporter perk aced and run a chain moving and tossing the bags across the street. Preferably behind geometry as its all bullet proof. Make sure to wait the wave out and get moving. Bags you're carrying count if you're pressed for time
Also if people get stranded on the wrong side during an assault, sometimes it's better to just let them die, rather than waiting for the police to overwhelm the people at the van
I love the various sprint/stamina/armor/regen bonuses in the tiers. They're so effective and a team with all the perks aced will be so much more survivable.
I'm going full mastermind, all focused on healing and support. Not sure how/if I'm gonna spec into Enforcer, would really like the extra health and prototype armor, plus the "take less damage while interacting" perk from the Technician.
Edit: Something like this presumably. Or ditching the saw and going with Pistol Messiah maybe...though I really shouldn't go down in the first place with all that armor, health and damage resistance.
Dropping the ave on one of the saw skills for pistol messiah and two ammo bags would make you more flexible and probably not be that impactful (if you know you'll be needing more SAW on a heist just take the ammo bags).
Dropping the ave on one of the saw skills for pistol messiah and two ammo bags would make you more flexible and probably not be that impactful (if you know you'll be needing more SAW on a heist just take the ammo bags).
I'm not sure. I'm banking on the 3 additional saw efficiency perks making a huge difference. Should be enough to even go through the deposit boxes, maybe one additional refill required. Otherwise I don't really want to be able to play 2 different roles - I mean, it's supposed to be a coop shooter, after all.
Olivawgood name, isn't it?the foot of mt fujiRegistered Userregular
So do we have any idea how many heists will be in the actual game? Because there's what, seven possible days? And the most we've seen is two and three day heists
I'd hope this thing has some life in it, content-wise. They certainly seem to have the customization and skill leveling angles cornered
So do we have any idea how many heists will be in the actual game? Because there's what, seven possible days? And the most we've seen is two and three day heists
I'd hope this thing has some life in it, content-wise. They certainly seem to have the customization and skill leveling angles cornered
About 30, I believe. Or maybe it was like 25 heists with 30 different maps? Something to that effect.
Everything looks beautiful when you're young and pretty
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FreiA French Prometheus UnboundDeadwoodRegistered Userregular
I don't know the exact number, but there are many more heists than are in the beta, plus there are alternate paths in the same general heist, random variables that can change during the heists, etc.
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LOL @Shogun is going to be PISSED.
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Yeah, most of my crew run assault rifles. I may need to get back to loving the Reinbeck like I did in #1. That, of course, totally throws my level 100 skill build into a spin since if I am going to make use of shotguns in those heated situations, I'll want to find the 8 points to grab Ace Shotgun Impact for the bonus damage plus basic Shotgun CQC for faster reload. I'm actually a little surprised that there isn't any skills to boost assault rifle damage.
Also I purposefully avoided weapon perks wherever I could so I wouldn't feel tied down.
One week until I get my skull mask back! YES!
As far as skills go, faster shotgun reload is glorious as is being able to use your primary and sights in bleedout.
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That sounds great my Steam ID is Span_Wolf
Then at the higher levels I get... sprint strafing? An ECM jammer that lasts slightly longer?
Oh, oh. I can silenty lockpick a safe. Or a technician with the same amount of skill points can set up a silent drill on it. Or he can just blow it up if he wants.
Tech can blow open safes, Enforcers can cut down stuff, and the Ghost lockpick faster. The tech can get better drills that are faster and silent and can stealth repair, the enforcer gets tank armor and can knock down shields, the mastermind can res teammates from a distance and res himself. The ghost gets less recoil with silent weapons....
Steam.
A high level ghost would take care of virtually all the variables in a stealth Bank job at the moment. Gain silent access into the security room, neutralise the guard. Hit the front and back rooms simultaneously, you've got full civilian lock down, no alarms, all the time in the world to get through to the vault and steal every single deposit box without fighting a single cop.
If not, well, sawing all day every day motherfuckers.
Shogun Streams Vidya
Not sure i'll be able to play with you all (in australia) since it might be too laggy but i'd like to give it a go.
ECM is mostly ass but it's not a massive cost to upgrade it to having two of them with feedback and door opening compared to other items. Other than dumping four points into ECM feedback tier six I agree is a joke. Maybe sprint strafing would be useful on console where you turn slower via stick but on PC you can just turn your dude instantly anyway while sprinting.
I suppose the easiest way to show what I think's half decent in the ghost tree is just to post my planned final build: http://goo.gl/nng94V the only thing there I'm not sure about is silencer damage because Overkill doesn't provide me a sodding percentage or even update my weapons stats as far as I noticed so we'll have to wait and see what data miners come up with for information.
When it comes to stealth the current issue is that because in the heists we've seen so far civilian and guard control are far, FAR more important than any actual sneakiness or dealing with cameras (lol ECM so trash tier) that if you actually want to Stealth you'd be better off investing in Mastermind for cable ties, better pagers and intimidation. Heck the reason the intimidation nerf happened was because it allowed people to completely circumvent pagers. I'd love to see them make Shinobi Ace actually do something and allow the ghost to not set of pagers half the time or some such. While alot of people feel the disparity between the Ghost and Mastermind is annoying and proves the ghosts trash tier I still don't agree and think that the ghost has a valid place on any crew if for no other reason than the sheer ability to move around assault waves relatively safely due to stupid dodge rates and sprint.
On the plusside, watchdogs is real easy with my group and gives tons of cash.
Want to play co-op games? Feel free to hit me up!
Remember to have a guy actually shooting at the cops or a turret put down too, it helps due to both suppression and just having another target there.
Also wait out an assault in the vault because usually it opens just before the second assault starts.
I myself am going full on enforcer.
Be next week already, time.
Edit: Something like this presumably. Or ditching the saw and going with Pistol Messiah maybe...though I really shouldn't go down in the first place with all that armor, health and damage resistance.
Steam ID: 76561198021298113
Origin ID: SR71C_Blackbird
I'm not sure. I'm banking on the 3 additional saw efficiency perks making a huge difference. Should be enough to even go through the deposit boxes, maybe one additional refill required. Otherwise I don't really want to be able to play 2 different roles - I mean, it's supposed to be a coop shooter, after all.
Also...finally preordered
Steam ID: 76561198021298113
Origin ID: SR71C_Blackbird
I'd hope this thing has some life in it, content-wise. They certainly seem to have the customization and skill leveling angles cornered
PSN ID : DetectiveOlivaw | TWITTER | STEAM ID | NEVER FORGET
About 30, I believe. Or maybe it was like 25 heists with 30 different maps? Something to that effect.
Well well
That's certainly more than Payday 1 had!
Very nice indeed
PSN ID : DetectiveOlivaw | TWITTER | STEAM ID | NEVER FORGET