you do realize that kind of behavior is usually a one way ticket to a sort of ban or something... Right?
I mean, you're clearly exploiting a bug.
I'm on 360, yeah. Its only available in Offline Crime.net, evidently. I've never done it before today, but its my day off and none of my friends are around, so I was just cruising around YouTube, looking for easy jobs to solo. This strategy was pretty much the first thing I saw. Its almost certainly unintended, and will likely be patched. But I wouldn't imagine its worth a ban; the only advantage it has over a 35 second Ukrainian Job is that I don't have to search Crime.net between each game. And like Holi said, its a coop game, so its not like it provides me with some ridiculous advantage that ruins everyone else's fun.
Honestly, I'm just doing it for the cards. I'm level 57 and I still haven't seen a single Long Barrel or Ergo Grip mod. The loot system in this game is goddamn infuriating. Just let me spend some of this money I've accumulated. Make each mod cost 5 million dollars if you want. Given the obscene amount of cash I have on hand, that'd be a preferable alternative at this point.
Okay, so I just switched out of Mastermind for the first time ever. I went Enforcer with Reinfield / Loco, and like, fucking wow. This is so much fun. Toss in Juggernaut armor, and I'm pretty much death on legs. Quick question about shotguns, though: I know that with Silent Killer Aced, these two shotguns actually gain a damage increase while suppressed. Is the damage increase greater than the amount you'd gain from using Shark Teeth instead of the Suppressor, though?
I think it would be awesome if you could opt to NOT bring a primary weapon with you, to keep your visibility down. Why bring an assault rifle if you're trying to be all ghosty?
+3
minor incidentexpert in a dying fieldnjRegistered Userregular
I think it would be awesome if you could opt to NOT bring a primary weapon with you, to keep your visibility down. Why bring an assault rifle if you're trying to be all ghosty?
Just grab the sawn off gangsta Mosconi. That thing is barely larger than a pistol.
Everything looks beautiful when you're young and pretty
+1
CapsaicinI asked my 2 y/o son to draw a pic of my German mom, and thats what we got.Registered Userregular
I think it would be awesome if you could opt to NOT bring a primary weapon with you, to keep your visibility down. Why bring an assault rifle if you're trying to be all ghosty?
I cannot agree with this enough. Or use a secondary (SMG) as a primary.
Honestly, long guns (including SMGs) shouldn't be concealable period. I wish there was a way you could bring a primary, and leave it at the van, and have a teammate bring the sack of guns for everyone to load up with once the shit hits the fan.
I think it would be awesome if you could opt to NOT bring a primary weapon with you, to keep your visibility down. Why bring an assault rifle if you're trying to be all ghosty?
I cannot agree with this enough. Or use a secondary (SMG) as a primary.
Honestly, long guns (including SMGs) shouldn't be concealable period. I wish there was a way you could bring a primary, and leave it at the van, and have a teammate bring the sack of guns for everyone to load up with once the shit hits the fan.
I think it would be awesome if you could opt to NOT bring a primary weapon with you, to keep your visibility down. Why bring an assault rifle if you're trying to be all ghosty?
Just grab the sawn off gangsta Mosconi. That thing is barely larger than a pistol.
SMG's and the loco should totally be takable as primaries.
Also BO 2 is made harder because some of the burnable intel on Day 1 make it easier. Cheifly the Airplane keys that mean you don't have to wait for the chopper to come back.
0
minor incidentexpert in a dying fieldnjRegistered Userregular
I think it would be awesome if you could opt to NOT bring a primary weapon with you, to keep your visibility down. Why bring an assault rifle if you're trying to be all ghosty?
Just grab the sawn off gangsta Mosconi. That thing is barely larger than a pistol.
What if you're just WAY too classy for a shotgun?
No one is too classy for a shotgun.
But yeah, two pistols should be a thing.
Everything looks beautiful when you're young and pretty
I think it would be awesome if you could opt to NOT bring a primary weapon with you, to keep your visibility down. Why bring an assault rifle if you're trying to be all ghosty?
I cannot agree with this enough. Or use a secondary (SMG) as a primary.
Honestly, long guns (including SMGs) shouldn't be concealable period. I wish there was a way you could bring a primary, and leave it at the van, and have a teammate bring the sack of guns for everyone to load up with once the shit hits the fan.
SMGs should be concealable, since you can make those things pretty tiny. Honestly, they should force any weapon over a given concealability stat to be "open carried" with the option to bag it. Then rejigger the visibility stat so that weapons nearing the limit (like a bulky SMG) bump up your rating quickly.
SMGs should also be choosable as a primary or secondary, since that would give them actual utility.
Fix for looping sounds getting stuck for host (while interacting with something giving a bag) when client finishes interacting with the same object
Fixed an issue where texture bleed would occur on uppercase "H"
Fixed some collision issues
Fixed an issue where the player would get stuck in a toilet on the Framing Frame job, Day 1
Fixed an issue where the player could get stuck behind doors
Made some minor GUI tweaks
Armors
The two heaviest armors now makes you move slower than before
Weapons
CMP Submachinegun has a new animation and a vertical grip
Third person barrel extension (nozzle) named Stubby has an updated texture
PAYDAY There now is a higher chance to drop weapon mods for weapons you currently own
Some masks are now more rare than they were previously Chance for cash drop cards in PAYDAY is now reduced depending on your reputation level
Ghost
Ghost Tier 4 now reduces the movement speed penalty for armor
Ghost Tier 6 now gives your weapons a chance to pierce enemy armor plates
Skill - SMG Specialist - ACE - skill has been replaced: it now increases rate of fire for all SMG weapons
Skill - Silent killer - ACE - skill has been upgraded: all your silenced weapons now have a chance to pierce enemy armor plates
Skill - Lockpicking Expert - ACE - skill has been upgraded: you now also interact even faster while lockpicking
They keep buffing ghost and I might just make a ghost build that has more than 42 points in it.
Might.
+1
CapsaicinI asked my 2 y/o son to draw a pic of my German mom, and thats what we got.Registered Userregular
I have a lot of ideas for this game. Maybe a 'More Hardcore' mode with better payouts. Ideas include but are not limited to:
Armor should not auto repair (or repair MUCH slower)
Armor should make you massively spot-able and make everyone suspicious (bringing long guns or armor to the Meth swap should alert the gang members)
Long guns should make you massively spot-able and make everyone suspicious
There should be MORE random AI pedestrians (they should walk in and out of the bank, bank front doors should be closeable/lockable)
More barricade options
Weapons bag (Maybe enforcer skills to improve speed of movement with it?)
More maps and map randomization
Armored car or 18 wheeler hits
Home invasions
Slowing armour regen usually doesn't make the game particuarly harder, it just slows down the pace and forces more conservative play.
There's a reason visibility works the way it does now as well, the way you've put it the only way to be low vis would be a suit with a pistol, anything else would immediately be hi-vis. Which is just dull and binary.
Civilians walking in and out of locations among other things should absolutely be something that happens while stealthing higher difficulties though, the fact that difficulty only applies as a punishment for failure in stealth is lame.
+1
CapsaicinI asked my 2 y/o son to draw a pic of my German mom, and thats what we got.Registered Userregular
YESSSS! Increased chance for weapon mod drops for weapons you already own, and lowered chance for money drops at higher levels.
I wish there was a way to reduce the chance to get mods you already have. I hate having two Crosskill longslides when I only have 1 Crosskill (and only plan on having one).
Slowing armour regen usually doesn't make the game particuarly harder, it just slows down the pace and forces more conservative play.
There's a reason visibility works the way it does now as well, the way you've put it the only way to be low vis would be a suit with a pistol, anything else would immediately be hi-vis. Which is just dull and binary.
It forces everyone to choose and stick with a role rather than being able to pretend to be a bank customer while wearing 20 lbs of armor. I would make the more concealable vest have less visibility to allow for more combinations of loadout. And/or add more vests that give you decent protection while still staying low on the visibility radar.
yay certain masks being more rare = I'm truly fucked. I rarely get any mask drops now as it is. 3 in 20 plus hours Least the other two changes are good ,although money should just go away period.
kal on
+1
CapsaicinI asked my 2 y/o son to draw a pic of my German mom, and thats what we got.Registered Userregular
yay certain masks being more rare = I'm truly fucked. I rarely get any mask drops now as it is. 3 in 20 plus hours Least the other two changes are good ,although money should just go away period.
4 masks, 2 patterns, 3 materials, and 6 colors in about 40 hours played (according to steam which does include a bunch of idle time).
Unfortunately none of the patterns (question mark and triple crown) look good on any of my masks.
I do have an infamous mask, but it's the regular Wolf mask. Besides that I have the monkey, zombie, and undead.
0
CapsaicinI asked my 2 y/o son to draw a pic of my German mom, and thats what we got.Registered Userregular
More ideas:
Armors should be classified as soft or hard. Each would provide different levels of protection against different types of attacks. Also depending on the vest, it would be concealable or not (determines visibility).
Soft armor would protect against pistol caliber (not .44 mag or .50DE) and buckshot. Hard armor would provide more protection against pistol calibers but also give protection against rifle and shotgun slugs.
Different ammo types should be mods for 12ga shotguns. Stock is buckshot. Upgraded types could be:
Magnum (buckshot with more pellets and more recoil)
Slug (single massive damaging round and more recoil)
Rubber (incapacitating but not killing and less recoil)
Buck-n-ball (half sized slug with half the number of pellets - see Winchester PDX rounds in 12ga).
Slowing armour regen usually doesn't make the game particuarly harder, it just slows down the pace and forces more conservative play.
There's a reason visibility works the way it does now as well, the way you've put it the only way to be low vis would be a suit with a pistol, anything else would immediately be hi-vis. Which is just dull and binary.
It forces everyone to choose and stick with a role rather than being able to pretend to be a bank customer while wearing 20 lbs of armor. I would make the more concealable vest have less visibility to allow for more combinations of loadout. And/or add more vests that give you decent protection while still staying low on the visibility radar.
What you're suggesting seems like players would either go low visibility and be completely fucked if things go wrong (essentially requiring a restart) or going high visibility and not even attempting stealth. That doesn't sound the least bit fun to me.
i am thinking with these new changes i might respec my tech tree to go more ghost first. i was planning on doing both anywaysbut the change in skills seems nice and i probably should have focused one first anyways
Slowing armour regen usually doesn't make the game particuarly harder, it just slows down the pace and forces more conservative play.
There's a reason visibility works the way it does now as well, the way you've put it the only way to be low vis would be a suit with a pistol, anything else would immediately be hi-vis. Which is just dull and binary.
It forces everyone to choose and stick with a role rather than being able to pretend to be a bank customer while wearing 20 lbs of armor. I would make the more concealable vest have less visibility to allow for more combinations of loadout. And/or add more vests that give you decent protection while still staying low on the visibility radar.
What you're suggesting seems like players would either go low visibility and be completely fucked if things go wrong (essentially requiring a restart) or going high visibility and not even attempting stealth. That doesn't sound the least bit fun to me.
Thats pretty much how it works now isn't it?
As a stealth player, I typically don't wear armor. My teammates usually do but they can't play the stealth role that I can. I'm also suggesting adding or modifying armors to give more options/combinations of loadouts. Like a light concealable vest or a heavy one and both these would be considered soft armor (maybe hard armor for the heavier one). Also consider movement speeds and stamina drain.
I also think this wouldn't work out unless you were allowed to have the rifle bag which means you aren't including your rifle as something that makes you very noticeable. This way you can get close with medium armor, but if things go wrong, a buddy brings the hardware for the fight and you still maintain some protection.
I alsmways go right and in my playing time I've received 11 masks. I also got gold material, waiting for the infamous mask or hockey mask. I would trade all my offshore money for the infamous mask.
+1
Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
Actually managed to properly stealth mall now without the cops ever being alarmed. Sometime during the glass breaking two civies spawned on the lower floor and started screaming. Luckily I managed to actually shoot them this time rather than having them call the cops. Sumanai and Spoit helped me break all the windows for the achievement which is appreciated since it is a lot of damn glass.
Fix for looping sounds getting stuck for host (while interacting with something giving a bag) when client finishes interacting with the same object
Fixed an issue where texture bleed would occur on uppercase "H"
Fixed some collision issues
Fixed an issue where the player would get stuck in a toilet on the Framing Frame job, Day 1
Fixed an issue where the player could get stuck behind doors
Made some minor GUI tweaks
Armors
The two heaviest armors now makes you move slower than before
Weapons
CMP Submachinegun has a new animation and a vertical grip
Third person barrel extension (nozzle) named Stubby has an updated texture
PAYDAY There now is a higher chance to drop weapon mods for weapons you currently own
Some masks are now more rare than they were previously Chance for cash drop cards in PAYDAY is now reduced depending on your reputation level
Ghost
Ghost Tier 4 now reduces the movement speed penalty for armor
Ghost Tier 6 now gives your weapons a chance to pierce enemy armor plates
Skill - SMG Specialist - ACE - skill has been replaced: it now increases rate of fire for all SMG weapons
Skill - Silent killer - ACE - skill has been upgraded: all your silenced weapons now have a chance to pierce enemy armor plates
Skill - Lockpicking Expert - ACE - skill has been upgraded: you now also interact even faster while lockpicking
Those ghost buffs sound pretty tasty. A fast moving class able to shred enemies through armor is very appealing and gives them a role if things go to shit or if we're doing Watchdogs/Rats. Combining that with Mastermind or some other class's weapon buffs could lead to neat combos like Enforcers with armor piercing shotguns.
0
ShogunHair long; money long; me and broke wizards we don't get alongRegistered Userregular
So picking is a bit faster now. Steel door took me 10s and a deposit box was 13s. Not a great deal more but I'll take what I can get. I need more points to try out the ghost armor piercing bits.
Those ghost buffs sound pretty tasty. A fast moving class able to shred enemies through armor is very appealing and gives them a role if things go to shit or if we're doing Watchdogs/Rats. Combining that with Mastermind or some other class's weapon buffs could lead to neat combos like Enforcers with armor piercing shotguns.
Ghost AP rounds sound neat, but to be honest they seem more like a weapon mod sort of thing instead of a skill. Maybe make them weapon mods (Magnum = more damage and recoil, AP = reduced damage but ignores armor and shields, Slug = 1 projectile, increased accuracy and damage, MUCH increased recoil, Sabot = AP+Slug, Incendiary = light dudes on fucking fire) but only make it possible to refill those rounds from an ammo bag?
EDIT: Finally decided to shuffle some points around to get Smooth Talker, Dominator Aced, Shinobi Aced and Cleaner Aced (and subsequently solo'd Framing Frame, holy shit that was awesome even though it took like 3 hours). Does Dominator Aced really increase domination power, though, or is it just shout range like the Steam Skills Guide says? Had to give up Iron Man Aced to fit everything together and those 3 points for Dominator Aced could give it right back.
Posts
That and he and I Crime Time'd(tm) it up last night!
I'm on 360, yeah. Its only available in Offline Crime.net, evidently. I've never done it before today, but its my day off and none of my friends are around, so I was just cruising around YouTube, looking for easy jobs to solo. This strategy was pretty much the first thing I saw. Its almost certainly unintended, and will likely be patched. But I wouldn't imagine its worth a ban; the only advantage it has over a 35 second Ukrainian Job is that I don't have to search Crime.net between each game. And like Holi said, its a coop game, so its not like it provides me with some ridiculous advantage that ruins everyone else's fun.
Honestly, I'm just doing it for the cards. I'm level 57 and I still haven't seen a single Long Barrel or Ergo Grip mod. The loot system in this game is goddamn infuriating. Just let me spend some of this money I've accumulated. Make each mod cost 5 million dollars if you want. Given the obscene amount of cash I have on hand, that'd be a preferable alternative at this point.
Big oil 2 is just regular guards
Just grab the sawn off gangsta Mosconi. That thing is barely larger than a pistol.
I cannot agree with this enough. Or use a secondary (SMG) as a primary.
Honestly, long guns (including SMGs) shouldn't be concealable period. I wish there was a way you could bring a primary, and leave it at the van, and have a teammate bring the sack of guns for everyone to load up with once the shit hits the fan.
This is a god damn awesome idea.
What if you're just WAY too classy for a shotgun?
Also BO 2 is made harder because some of the burnable intel on Day 1 make it easier. Cheifly the Airplane keys that mean you don't have to wait for the chopper to come back.
No one is too classy for a shotgun.
But yeah, two pistols should be a thing.
Steam ID: Obos Vent: Obos
SMGs should be concealable, since you can make those things pretty tiny. Honestly, they should force any weapon over a given concealability stat to be "open carried" with the option to bag it. Then rejigger the visibility stat so that weapons nearing the limit (like a bulky SMG) bump up your rating quickly.
SMGs should also be choosable as a primary or secondary, since that would give them actual utility.
Might.
Armor should not auto repair (or repair MUCH slower)
Armor should make you massively spot-able and make everyone suspicious (bringing long guns or armor to the Meth swap should alert the gang members)
Long guns should make you massively spot-able and make everyone suspicious
There should be MORE random AI pedestrians (they should walk in and out of the bank, bank front doors should be closeable/lockable)
More barricade options
Weapons bag (Maybe enforcer skills to improve speed of movement with it?)
More maps and map randomization
Armored car or 18 wheeler hits
Home invasions
Slowing armour regen usually doesn't make the game particuarly harder, it just slows down the pace and forces more conservative play.
There's a reason visibility works the way it does now as well, the way you've put it the only way to be low vis would be a suit with a pistol, anything else would immediately be hi-vis. Which is just dull and binary.
Civilians walking in and out of locations among other things should absolutely be something that happens while stealthing higher difficulties though, the fact that difficulty only applies as a punishment for failure in stealth is lame.
I wish there was a way to reduce the chance to get mods you already have. I hate having two Crosskill longslides when I only have 1 Crosskill (and only plan on having one).
Or maybe a cash in (for money) or trade system.
It forces everyone to choose and stick with a role rather than being able to pretend to be a bank customer while wearing 20 lbs of armor. I would make the more concealable vest have less visibility to allow for more combinations of loadout. And/or add more vests that give you decent protection while still staying low on the visibility radar.
4 masks, 2 patterns, 3 materials, and 6 colors in about 40 hours played (according to steam which does include a bunch of idle time).
Unfortunately none of the patterns (question mark and triple crown) look good on any of my masks.
I do have an infamous mask, but it's the regular Wolf mask.
Armors should be classified as soft or hard. Each would provide different levels of protection against different types of attacks. Also depending on the vest, it would be concealable or not (determines visibility).
Soft armor would protect against pistol caliber (not .44 mag or .50DE) and buckshot. Hard armor would provide more protection against pistol calibers but also give protection against rifle and shotgun slugs.
Different ammo types should be mods for 12ga shotguns. Stock is buckshot. Upgraded types could be:
Magnum (buckshot with more pellets and more recoil)
Slug (single massive damaging round and more recoil)
Rubber (incapacitating but not killing and less recoil)
Buck-n-ball (half sized slug with half the number of pellets - see Winchester PDX rounds in 12ga).
What you're suggesting seems like players would either go low visibility and be completely fucked if things go wrong (essentially requiring a restart) or going high visibility and not even attempting stealth. That doesn't sound the least bit fun to me.
Steam: MightyPotatoKing
Thats pretty much how it works now isn't it?
As a stealth player, I typically don't wear armor. My teammates usually do but they can't play the stealth role that I can. I'm also suggesting adding or modifying armors to give more options/combinations of loadouts. Like a light concealable vest or a heavy one and both these would be considered soft armor (maybe hard armor for the heavier one). Also consider movement speeds and stamina drain.
I also think this wouldn't work out unless you were allowed to have the rifle bag which means you aren't including your rifle as something that makes you very noticeable. This way you can get close with medium armor, but if things go wrong, a buddy brings the hardware for the fight and you still maintain some protection.
Basically we need more options.
YOU RAT BASTARD, YOU STOLE MY MASK!
That's what you get for putting it in a safe deposit box.
Steam: MightyPotatoKing
AniList
Those ghost buffs sound pretty tasty. A fast moving class able to shred enemies through armor is very appealing and gives them a role if things go to shit or if we're doing Watchdogs/Rats. Combining that with Mastermind or some other class's weapon buffs could lead to neat combos like Enforcers with armor piercing shotguns.
Shogun Streams Vidya
EDIT: Finally decided to shuffle some points around to get Smooth Talker, Dominator Aced, Shinobi Aced and Cleaner Aced (and subsequently solo'd Framing Frame, holy shit that was awesome even though it took like 3 hours). Does Dominator Aced really increase domination power, though, or is it just shout range like the Steam Skills Guide says? Had to give up Iron Man Aced to fit everything together and those 3 points for Dominator Aced could give it right back.