Oh, did I mention that I played so much Payday 2 over my two days off (Sunday and Monday) that I had dreams last night of robbing places and going to jail for it?
Also, after I got out on bail I was riding a camel back to my house? I don't know, my dreams are fucked up.
Did the patch give all the cops armor piercing bullets? I haven't noticed the extra weight but it does feel like I'm wearing a paper suit all of a sudden.
MaddocI'm Bobbin Threadbare, are you my mother?Registered Userregular
Here is a piece of advice to anyone looking for games on PC
Get in the chat, you don't even need to be a member of the group to go into the group chat, but if you get in the group and don't go into the chat it probably won't help you at all
Here is a piece of advice to anyone looking for games on PC
Get in the chat, you don't even need to be a member of the group to go into the group chat, but if you get in the group and don't go into the chat it probably won't help you at all
Yeah, the group is the best jumping off point - just ask who has a free spot. Steam friending is mainly to let people join into running Payday lobbies, with the side benefit of the whole friends list thing later on.
What's the recommended gear for a Ghost? I can't get a suppressor.
If you're going deep into the Ghost tree, your recommended gear is as follows
1) Suppressors
2) Guns to put suppressors on, good ones include Reinfeld and 308, reputedly with Silent Killer they actually gain a net increase in damage from using a Suppressor.
You can do most of the bank stealth without a suppressor, and I usually avoid one there on purpose. Melee is quiet and you don't risk shooting on the roof by accident. But a silencer is pretty much required on other missions.
The silenced shotgun is badass, because you can pack a Loco and still have respectable close-quarters damage. Then bring a modded unsilenced CAR4 or UAR.
2) Guns to put suppressors on, good ones include Reinfeld and 308, reputedly with Silent Killer they actually gain a net increase in damage from using a Suppressor.
It does, yeah. There are actually a handful of weapons that gain damage above and beyond their base base while suppressed, provided you have both Silent Killer and Gunslinger (pistols) or Shotgun Impact (Shotties).
My only question is whether or not a weapon like the Reinfield does more damage with the Shark Teeth mod equipped, or with a Suppressor and Silent Killer. With the armor piercing changes to Ghost, I'll likely roll totally suppressed, with both a Reinfield and a Locomotive.
I can't say, honestly. Its just something I dug up. I'd also like to know the new numbers for Silent Killer -- the talent calculator doesn't have them yet.
If that chart is right, you'll still have more damage unsilenced, since you need the shotgun/pistol perk to barely beat base damage.
Might be better if you add on the armor piercing though.
Is there any rhyme orr reason dictating when you can actually start cooking the meth in Rats? Some rounds Bain will be on it like a whip on a back the second you get there, other times it can be up to 3 minutes into the heist before he'll start.
I can't say, honestly. Its just something I dug up. I'd also like to know the new numbers for Silent Killer -- the talent calculator doesn't have them yet.
Chart's about 3 days old, I think it was published right after they did the buff to Silent Killer IIRC.
Is there any rhyme orr reason dictating when you can actually start cooking the meth in Rats? Some rounds Bain will be on it like a whip on a back the second you get there, other times it can be up to 3 minutes into the heist before he'll start.
Have you made sure all the gangsters are dead and someone has walked up into the cook room?
With the buffs to ghosts and silenced weapons, I'm now thinking about running this. All the increased damage buffs (including the tier buff for enforcer), which should make silenced Deagles and shotguns the way to go, particularly with the armor piercing. Pending actual numbers for the current skills anyway.
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MaddocI'm Bobbin Threadbare, are you my mother?Registered Userregular
Even aside from Silent Killer, the bonus from the Professional is actually fairly immense.
Aced it gives you -50% Recoil, +50% Accuracy, and 2x steel sight speed. That is the most significant accuracy boost, matching Sharpshooter(and this only affects single shot weapons), and the most significant recoil boost, matching aced Leadership.
I can attest that silent killer is now very killy against brown FBI agents.
I've been running my silenced Car4 and a loud cross killer for quite a while, using the Car4 for flanking attacks, and the cross kill for suppression. But now with silent killer, I am debating on silencing that cross kill so that it can keep up with the car4. It says something when I got to drop 5 rounds of a cross kill into a brown FBI when if I was up and moving, two or three rounds from the silenced car4 got the job done.
So I've being kinda thinking about the class perks and feel like rambling on about re-works/thematic ideas that will never ever happen but would be kinda fun if they did. So I'm just gonna spoiler it so people who want to skip my rambling can do so easily.
For the most part I think it'd be nice to give each column of the tree it's own little mini-identity to allow a bit clearer roles and specialisations.
So, starting with Mastermind, the three ideas I'd want to look into are:
Controlling the crowd
Controlling the crew
Controlling the cops
Controlling the cops is more offensively minded, containing all the weapon perks along with pistol messiah, joker and dominator. Maybe re-work joker's ace (because I have genuinely never heard of someone acing it) so that once every twenty seconds spotting a special causes your minion to chuck a flash bang at that area or something.
Controlling the crew is obviously the support focused element. Improved Medic bags, the stamina, XP and recoil buffs, combat medic with a better ace and inspire all fit in here. Not much to alter or say about this because other than making combat medic worth a damn on higher difficulties they're all very solid skills.
Controlling the crowd is the ability to shout down doods: better cable ties, insider asset access and control freak would all fit in nicely. Re-work stockholm syndrome so that cable tied civilians can stand and revive you so it's not made useless by your increased cable ties and make the ace give buffs to the MM for standing near civilians. Drop black marketer like a dead weight and then fill in the remaining two slots with the pager skill at tier one if we're going to have the MM have it. Also pager skill should be a crew buff to allow everyone to get more involved in stealth so stealth isn't a matter of one guy doing everything while the others twiddle their thumbs and occasionally spot dudes. Which would leave one slot free on that column that I'm not quite sure how to fill.
Enforcer's three are:
The tank,
The muscle
The murder.
The tank is obviously related to survival perks and suppression. Underdog, Die hard, Stun Resistance, Tough guy, Oppressor and Iron Man all fit in here. Though maybe swap stun resistance for a perk that makes the enforcers shout soft taunt enemies and raise how often they target him.
The muscle is your utility enforcer, the closest the enforcer can get to being stealth focused. It'd contain transporter, ammunition specialist, portable saw and Overkill. To fill in the blanks you could either stick the enforcers melee perks in there or add a perk called 'intimidating aura' that makes enemies near the enforcer easier to suppress at rank one and easier to intimidate at rank 2 (which adds a smidge of stealth utility along with synergy with masterminds).
The Murder is all the shotgun perks, bullet storm, ammunition specialist and fully loaded.
Technicians three are:
The gunsmith
The demolitions expert
The maintenance guy
Gunsmith is all about guns, whether your own or your turrets. Pretty much already exists in the left hand side of the tech's tree already so that's convenient.
Demolitions expert is shockingly about trip mines and shaped charges. I'd more or less keep as is except swap Improved crafting for 'Improved sensor mode' which requires aced combat engineer and spots enemy specials passing through the sensor at basic then when aced also causes the specials to take more damage when marked similar to smooth talker ace. Not sure what I'd replace Mag Plus with though.
Maintenance guy is group buffs and drill buffs, he keep shit running and feeling brand new. About the only thing I'd alter is to condense the drill perks a bit and remove silenced drilling for something else. Though I'm not sure what I'd fill those spots with.
Ghost's three are:
The thief
The cleaner
The Assassin
The thief is all about getting in and out unseen. Perks like fast hands, chameleon, cat burglar, ECM Override and safepicking are all under this theme.
The cleaner is the more aggressive stealth option. Having body bags, sprinter, improved pagers on a personal level and a few new perks all focused on giving a little lee way when spotted up the high end. This is the guy who dashes in and plays perfect for thirty seconds before cleaning up the loot casually leaving a trail of bodies.
The Assassin is the ghosts more combat focused aspects. Containing the silencer perks, SMG bonus and martial arts (with a re-worked ace to improve dodge chance for five seconds after melleeing) along with several new skills that allow the ghost to be targetted less in combat and be rewarded for flanking enemies. This is the ghost that's not super great at stealth but instead is a lethal flanker and mobile force in a firefight.
I know this game has a heavy PC playerbase, but is there a PA Xbox Meta-Tag?
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simonwolfi can feel a differencetoday, a differenceRegistered Userregular
I should probably run with some PA people at some point, because I am at around level 45 and money is still something that I find tight
I am usually playing with one other person where our main objective is getting cards, though, so I might be playing the game in a manner that doesn't generate nearly as much cash as four-man teams doing multi-day missions can generate
'Ghost is supposed to be bad because it's interesting to decide which skills are a waste of points and you can always hybrid into classes that aren't bad'.
This is the build I'm thinking of running once I cap out. The number of shotgun damage bonuses this build has access to is absolutely ridiculous. If there were anything at all I'd drop, it might be Berserker, so that I could pick up Nerves of Steel in Technician, along with the Ace for Portable Saw. I have so much armor, though, that I feel pretty confident in my ability to stay alive with less than 40% health, meaning I can maintain the double damage Berserker buff indefinitely -- that feels too good to pass up.
CapsaicinI asked my 2 y/o son to draw a pic of my German mom, and thats what we got.Registered Userregular
If you are a PC player and can't find PAers to play with, then you obviously aren't on Vent.
Get on Vent, and make new friends.
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CapsaicinI asked my 2 y/o son to draw a pic of my German mom, and thats what we got.Registered Userregular
I for one would like to see a Ghost skill that allows them to quick rope or rappel off high, predetermined, ledges. Replace the Ace of Catburgler with that.
Also, Framing Frames day 3 is HARD! Apologies for keeping everyone up late last night with the repeated failures.
Double-checks OP
Double-checks group page
...
I feel like you people are taunting us peons with this "vent". Group chat has worked out decently for finding games though
Double-checks OP
Double-checks group page
...
I feel like you people are taunting us peons with this "vent". Group chat has worked out decently for finding games though
Just the standard PA vent. It's stickied in the games and technology forums. We tend to hang out in Bane's basement (Bain's? I dunno, I haven't had coffee.)
Posts
http://steamcommunity.com/id/luckycynic
But yes, I would love to play and actually try and stealth a mission completely. That sounds like it would be fucking tits.
Also, after I got out on bail I was riding a camel back to my house? I don't know, my dreams are fucked up.
EDIT: Finally, closed out of steam and came back in and its there.
Ladies...
Get in the chat, you don't even need to be a member of the group to go into the group chat, but if you get in the group and don't go into the chat it probably won't help you at all
I just use Steam's voice chat for most everything now. Starting up Vent or Teamspeak or Mumble is too much of a hassle.
Oh, and the in-game voice doesn't work for me for some reason. I press the button to talk but nothing happens.
Yeah, the group is the best jumping off point - just ask who has a free spot. Steam friending is mainly to let people join into running Payday lobbies, with the side benefit of the whole friends list thing later on.
"We have years of struggle ahead, mostly within ourselves." - Made in USA
If you're going deep into the Ghost tree, your recommended gear is as follows
1) Suppressors
2) Guns to put suppressors on, good ones include Reinfeld and 308, reputedly with Silent Killer they actually gain a net increase in damage from using a Suppressor.
The silenced shotgun is badass, because you can pack a Loco and still have respectable close-quarters damage. Then bring a modded unsilenced CAR4 or UAR.
It does, yeah. There are actually a handful of weapons that gain damage above and beyond their base base while suppressed, provided you have both Silent Killer and Gunslinger (pistols) or Shotgun Impact (Shotties).
My only question is whether or not a weapon like the Reinfield does more damage with the Shark Teeth mod equipped, or with a Suppressor and Silent Killer. With the armor piercing changes to Ghost, I'll likely roll totally suppressed, with both a Reinfield and a Locomotive.
Might be better if you add on the armor piercing though.
Chart's about 3 days old, I think it was published right after they did the buff to Silent Killer IIRC.
Have you made sure all the gangsters are dead and someone has walked up into the cook room?
Aced it gives you -50% Recoil, +50% Accuracy, and 2x steel sight speed. That is the most significant accuracy boost, matching Sharpshooter(and this only affects single shot weapons), and the most significant recoil boost, matching aced Leadership.
Provided silent killers buff makes it break even with most weapons, otherwise I'll dump that and go with something else probably, AP rounds or not.
I've been running my silenced Car4 and a loud cross killer for quite a while, using the Car4 for flanking attacks, and the cross kill for suppression. But now with silent killer, I am debating on silencing that cross kill so that it can keep up with the car4. It says something when I got to drop 5 rounds of a cross kill into a brown FBI when if I was up and moving, two or three rounds from the silenced car4 got the job done.
Steam - NotoriusBEN | Uplay - notoriusben | Xbox,Windows Live - ThatBEN
So, starting with Mastermind, the three ideas I'd want to look into are:
Controlling the crowd
Controlling the crew
Controlling the cops
Controlling the cops is more offensively minded, containing all the weapon perks along with pistol messiah, joker and dominator. Maybe re-work joker's ace (because I have genuinely never heard of someone acing it) so that once every twenty seconds spotting a special causes your minion to chuck a flash bang at that area or something.
Controlling the crew is obviously the support focused element. Improved Medic bags, the stamina, XP and recoil buffs, combat medic with a better ace and inspire all fit in here. Not much to alter or say about this because other than making combat medic worth a damn on higher difficulties they're all very solid skills.
Controlling the crowd is the ability to shout down doods: better cable ties, insider asset access and control freak would all fit in nicely. Re-work stockholm syndrome so that cable tied civilians can stand and revive you so it's not made useless by your increased cable ties and make the ace give buffs to the MM for standing near civilians. Drop black marketer like a dead weight and then fill in the remaining two slots with the pager skill at tier one if we're going to have the MM have it. Also pager skill should be a crew buff to allow everyone to get more involved in stealth so stealth isn't a matter of one guy doing everything while the others twiddle their thumbs and occasionally spot dudes. Which would leave one slot free on that column that I'm not quite sure how to fill.
Enforcer's three are:
The tank,
The muscle
The murder.
The tank is obviously related to survival perks and suppression. Underdog, Die hard, Stun Resistance, Tough guy, Oppressor and Iron Man all fit in here. Though maybe swap stun resistance for a perk that makes the enforcers shout soft taunt enemies and raise how often they target him.
The muscle is your utility enforcer, the closest the enforcer can get to being stealth focused. It'd contain transporter, ammunition specialist, portable saw and Overkill. To fill in the blanks you could either stick the enforcers melee perks in there or add a perk called 'intimidating aura' that makes enemies near the enforcer easier to suppress at rank one and easier to intimidate at rank 2 (which adds a smidge of stealth utility along with synergy with masterminds).
The Murder is all the shotgun perks, bullet storm, ammunition specialist and fully loaded.
Technicians three are:
The gunsmith
The demolitions expert
The maintenance guy
Gunsmith is all about guns, whether your own or your turrets. Pretty much already exists in the left hand side of the tech's tree already so that's convenient.
Demolitions expert is shockingly about trip mines and shaped charges. I'd more or less keep as is except swap Improved crafting for 'Improved sensor mode' which requires aced combat engineer and spots enemy specials passing through the sensor at basic then when aced also causes the specials to take more damage when marked similar to smooth talker ace. Not sure what I'd replace Mag Plus with though.
Maintenance guy is group buffs and drill buffs, he keep shit running and feeling brand new. About the only thing I'd alter is to condense the drill perks a bit and remove silenced drilling for something else. Though I'm not sure what I'd fill those spots with.
Ghost's three are:
The thief
The cleaner
The Assassin
The thief is all about getting in and out unseen. Perks like fast hands, chameleon, cat burglar, ECM Override and safepicking are all under this theme.
The cleaner is the more aggressive stealth option. Having body bags, sprinter, improved pagers on a personal level and a few new perks all focused on giving a little lee way when spotted up the high end. This is the guy who dashes in and plays perfect for thirty seconds before cleaning up the loot casually leaving a trail of bodies.
The Assassin is the ghosts more combat focused aspects. Containing the silencer perks, SMG bonus and martial arts (with a re-worked ace to improve dodge chance for five seconds after melleeing) along with several new skills that allow the ghost to be targetted less in combat and be rewarded for flanking enemies. This is the ghost that's not super great at stealth but instead is a lethal flanker and mobile force in a firefight.
/rambling.
I am usually playing with one other person where our main objective is getting cards, though, so I might be playing the game in a manner that doesn't generate nearly as much cash as four-man teams doing multi-day missions can generate
I'll probably go back to mastermind
'Ghost is supposed to be bad because it's interesting to decide which skills are a waste of points and you can always hybrid into classes that aren't bad'.
Good job Steam forums, stay classy.
http://steamcommunity.com/id/digito
Get on Vent, and make new friends.
Also, Framing Frames day 3 is HARD! Apologies for keeping everyone up late last night with the repeated failures.
Double-checks group page
...
I feel like you people are taunting us peons with this "vent". Group chat has worked out decently for finding games though
Just the standard PA vent. It's stickied in the games and technology forums. We tend to hang out in Bane's basement (Bain's? I dunno, I haven't had coffee.)