Man you can C4 the doors without breaking stealth if you're ECM rushing
Marty: The future, it's where you're going? Doc: That's right, twenty five years into the future. I've always dreamed on seeing the future, looking beyond my years, seeing the progress of mankind. I'll also be able to see who wins the next twenty-five world series.
I regularly drill those cages (with loud drills) in Shadow Raid if I don't have enough keycards. There are only four patrolling guards inside the warehouse (provided you force the helicopter to drop the statue artifact instead of more guards), and as long as you don't open two specific doors they will eventually all get stuck standing still, and as long as there is a wall between them and you and they are at least 12.5m away they won't hear the drill. Be aware of them being above or below you though.
Granted, I usually don't start the drills until I've stolen everything else that isn't bolted down and tied up all four civilians. I think they are 60 second drills (plus jam time) so they don't take very long, but they are in high traffic areas so it's not recommended if you're out of pagers and not all the guards are stuck yet.
In other news, last night I decided to try and solo the weekly (requires doing Firestarter on Death Wish) since the reward is a mask I don't have yet. I'm also level 98 and knew I'd probably be going infamous in the next day or two and so I would need to get it done before I do that. I knew Day 2 and Day 3 would be a cakewalk for me if I stealthed them, so I would just need to get past Day 1.
Unfortunately, I can't really do Death Wish on loud, especially in a stealth spec. But I had heard Day 1 could be stealthed, so I watched some videos. Looks a little challenging but nothing too bad. There were even videos of people doing it without killing anyone, or stealthing it with a 75 detection rating.
Several hours of failure later, I realize that what those video didn't show was what must have been literally hundreds of retries until they got the perfect combination of warehouses, camera placement, thug count, and weapon case placement. I think I'd rather just get the mask as a random drop then attempt that again.
The other thing to keep in mind is the noise detection is an infinitely tall cylinder, not a sphere (because that would make sense).
Are you sure about this, because something like 7m is pretty far up and down in a building.
If you have Shinobi or Hidden Blade aced, you can still have people hear the death cry if they are directly above or below. The normal range on the death cry is 6m, 95% reduction puts that at .3m, about a foot. With a sphere that means nobody on the floor above or below should be capable of hearing it.
The cages on SR are the same type as on ED but on SR you will most assuredly never safely saw them, what with the crowded patrolling on the floors above/below.
... wait until no guard is right next to the cage or above you, then saw? Shouldn't take longer than, I don't know, waiting for acceptable guard patrols in Car Shop or any other stealth heist for that matter.
I regularly drill those cages (with loud drills) in Shadow Raid if I don't have enough keycards. There are only four patrolling guards inside the warehouse (provided you force the helicopter to drop the statue artifact instead of more guards), and as long as you don't open two specific doors they will eventually all get stuck standing still, and as long as there is a wall between them and you and they are at least 12.5m away they won't hear the drill. Be aware of them being above or below you though.
Granted, I usually don't start the drills until I've stolen everything else that isn't bolted down and tied up all four civilians. I think they are 60 second drills (plus jam time) so they don't take very long, but they are in high traffic areas so it's not recommended if you're out of pagers and not all the guards are stuck yet.
In other news, last night I decided to try and solo the weekly (requires doing Firestarter on Death Wish) since the reward is a mask I don't have yet. I'm also level 98 and knew I'd probably be going infamous in the next day or two and so I would need to get it done before I do that. I knew Day 2 and Day 3 would be a cakewalk for me if I stealthed them, so I would just need to get past Day 1.
Unfortunately, I can't really do Death Wish on loud, especially in a stealth spec. But I had heard Day 1 could be stealthed, so I watched some videos. Looks a little challenging but nothing too bad. There were even videos of people doing it without killing anyone, or stealthing it with a 75 detection rating.
Several hours of failure later, I realize that what those video didn't show was what must have been literally hundreds of retries until they got the perfect combination of warehouses, camera placement, thug count, and weapon case placement. I think I'd rather just get the mask as a random drop then attempt that again.
Here's how we did it the old fashioned way:
Everyone wears no more than a medium ballistic vest. Bring at least 1 saw, 2 saws if you're super coordinated. Everyone brings health kits or feedback ecms / sentries (or first aid is probably better. We didn't have first aid kits back then). The more people with inspire, the better.
For "everyone sticks together"
1. Go down as a group to the first warehouse
2. Everyone grabs ONE bag. saw a truck if you have to, but once you have ONE bag:
3. Lay down health cause at least one person got shot to bejeezus. Leave the hangar with full health.
4. Drop off your bags at the entrance at the bottom of the hill. Inspire guys should be YELLING at everybody.
5. Repeat with the other hangar. One bag.
6. Full health as you leave again, and now lay down interference, ECMs, sentries, grenades, whatever.
7. MOVE MOVE MOVE Dallas, follow me MOVE MOVE
8. You should have 8 bags total to bring up the hill.
For "let's split up" you need 2 saws or 1 saw + 1 C4 obviously, and you need 1 person carrying health and preferably inspire going to each hangar, because thugs hit hard. Everyone would then concentrate on just bringing 2 bags from their hangars and then providing interference for the slowbies when they're done.
This was before dodge builds and GL40 and RPG and even sniper rifles, but it was pretty reliable because people didn't slow themselves down with ICTV. And you didn't need to dedicate skills to do this as long as you had fast hands and transporter aced, and also shinobi basic.
Marty: The future, it's where you're going? Doc: That's right, twenty five years into the future. I've always dreamed on seeing the future, looking beyond my years, seeing the progress of mankind. I'll also be able to see who wins the next twenty-five world series.
I was just trying to solo it last night, though I imagine I'll roll in there with a group at some point.
If nothing else, a few rockets should clear out most of the thugs, giving us 30 seconds until the cops arrive.
Speaking of rocket launchers and such, they just announced a new $5 weapon pack DLC called the Butcher's BBQ Pack. It comes out on Thursday. They haven't specifically said what it includes, but the video pretty much confirms the Flamethrower, and the teaser image also seems to have a new grenade launcher, incendiary rounds (for Shotguns?), and Molotov Cocktails (a throwable equipment slot finally?).
The cages on SR are the same type as on ED but on SR you will most assuredly never safely saw them, what with the crowded patrolling on the floors above/below.
... wait until no guard is right next to the cage or above you, then saw? Shouldn't take longer than, I don't know, waiting for acceptable guard patrols in Car Shop or any other stealth heist for that matter.
*lays down ECM* bzzzzzzMRRRRRRRRRDRRDRDRDRRDRDRRDR HEY GUYS LIKE BAIN SAYS WHISPER MODE, IF WE BREAK STEALTH HE'S PULLING US OUT BRRRRZRRZZZRRRRRRRRRRRRRRZRZZZZRRRR
Marty: The future, it's where you're going? Doc: That's right, twenty five years into the future. I've always dreamed on seeing the future, looking beyond my years, seeing the progress of mankind. I'll also be able to see who wins the next twenty-five world series.
Is there some trick to getting the ingame voice at a decent level? I have my voice volume at 100% with effects at 10% and I still can't hear people half the time.
Is there some trick to getting the ingame voice at a decent level? I have my voice volume at 100% with effects at 10% and I still can't hear people half the time.
I just got dragged back into this game after a very long hiatus (maybe only 1 or 2 DLC at that point?) and I have no idea what I'm doing, build-wise. I played vanilla as a technician/c4 mule, then respecced to mastermind, but I like the idea of the fugitive tree this go-round. Any resources out there for quality builds, particularly one of the fugitive/mastermind persuasion? Right now, I climbed most of the way up the fugitive tree, grabbed some of the must-haves for grabbing/tossing bags and running, and now I'm partway up the mastermind (maybe the 3rd row up). If it helps, my xp converted to around level 70 or so.
Thanks!
0
BethrynUnhappiness is MandatoryRegistered Userregular
You can also do 4 bags, hold at the van and pick enemies off as they move through the fence, then another 4 bags. I find this is an extremely safe way of doing things (unless someone decides they want to go through Cloaker alley).
I just got dragged back into this game after a very long hiatus (maybe only 1 or 2 DLC at that point?) and I have no idea what I'm doing, build-wise. I played vanilla as a technician/c4 mule, then respecced to mastermind, but I like the idea of the fugitive tree this go-round. Any resources out there for quality builds, particularly one of the fugitive/mastermind persuasion? Right now, I climbed most of the way up the fugitive tree, grabbed some of the must-haves for grabbing/tossing bags and running, and now I'm partway up the mastermind (maybe the 3rd row up). If it helps, my xp converted to around level 70 or so.
Thanks!
From what I see, you're really invested in pistols with trigger happy and equilibrium. Do you have enough concealment points to take advantage of basic sneaky bastard and low blow?
Also how exactly are you using aced swan song? Do you have a frag mosconi? Or is it just to get in a revivable position?
Fugimind almost requires at least 1 infamy point due to the top heavy nature of the trees; I usually aim for inspire aced and sneaky bastard aced for the prototypical naked gunner.
Paladin on
Marty: The future, it's where you're going? Doc: That's right, twenty five years into the future. I've always dreamed on seeing the future, looking beyond my years, seeing the progress of mankind. I'll also be able to see who wins the next twenty-five world series.
Oh, and I basically had a pretty much perfect run at stealthing dw hoxvenge; six bags stashed up at the cellar entrance, 3 pagers left and vault unlocked.
But since the vault always is placed at major hotspots for the agent patrols (except maybe if at the central top floor?) I'm kinda dubious about how possible it is to solo this thing? I'd gotten 1 bag into the van when some guy discovered the vault and placing ecm's Twitch still left me to rot when I was going for the fifth bag.
Panda4You on
0
BethrynUnhappiness is MandatoryRegistered Userregular
Did you bag the rat? Because I think they alert on seeing his corpse, but not on seeing the open vault.
...and of course, as always, Kill Hitler.
0
MrVyngaardLive From New EtoileStraight Outta SosariaRegistered Userregular
This is just such an awesome game. I'm so glad I picked it up on a lark when it came out.
"now I've got this mental image of caucuses as cafeteria tables in prison, and new congressmen having to beat someone up on inauguration day." - Raiden333
Did you bag the rat? Because I think they alert on seeing his corpse, but not on seeing the open vault.
Ah, they don't!? I knew I had no confirmation of them doing that but I was still pretty sure they would what with how much patrols have freaked out over discovering mission objectives in the recent stealth maps.
Oh well, I was out of bags anyhow but good to know I guess.
Edit: That makes cleaning up the vault pretty easy since it has this recliner area to the right of the door where you can stash all kinds of shit.
Edit2: Did another try equipped with this new information and succeeded almost on my first try.
Goes without saying I didn't get any of the achis...
Btw, there's still two unannounced achis in the list. Anything up with that?
I just got dragged back into this game after a very long hiatus (maybe only 1 or 2 DLC at that point?) and I have no idea what I'm doing, build-wise. I played vanilla as a technician/c4 mule, then respecced to mastermind, but I like the idea of the fugitive tree this go-round. Any resources out there for quality builds, particularly one of the fugitive/mastermind persuasion? Right now, I climbed most of the way up the fugitive tree, grabbed some of the must-haves for grabbing/tossing bags and running, and now I'm partway up the mastermind (maybe the 3rd row up). If it helps, my xp converted to around level 70 or so.
Thanks!
From what I see, you're really invested in pistols with trigger happy and equilibrium. Do you have enough concealment points to take advantage of basic sneaky bastard and low blow?
Also how exactly are you using aced swan song? Do you have a frag mosconi? Or is it just to get in a revivable position?
Fugimind almost requires at least 1 infamy point due to the top heavy nature of the trees; I usually aim for inspire aced and sneaky bastard aced for the prototypical naked gunner.
I've just recently started running around in the suit in my mindghost build. Idgaf about fugitive, just the dodge and movement stuff from tier 2. Though suit/rogue really works well, I'm surprised how much life length there is in it.
And if I go down on some far-off rescue mission there's always Nine Lives and Pistol Messiah.
Hmm, perhaps I should change my Fugimind crook set to a Fugician crook set
That way, I can jog around and not get tased, and I'd have basically a flack jacket on with the lightweight ballistic vest
Marty: The future, it's where you're going? Doc: That's right, twenty five years into the future. I've always dreamed on seeing the future, looking beyond my years, seeing the progress of mankind. I'll also be able to see who wins the next twenty-five world series.
Christ Overkill slow down with the DLC will you? Spring Break event is barely over and we get another weapon DLC? Good lord.
It wouldn't be so bad if they were at least at the same time working on stuff players asked for like enemy AI improvements, Infamy 2.0 giving gameplay bonuses or what they advertised Side jobs as - giving you additional stuff to do during heists.
Every time I styart playing again after a few months' haitus, there's a whole bunch of new content to play. And that's without even buying the DLC that's released in that time!
Ooh the akimbo chimano custom can do mad damage with high concealment
but my bernettis look so cool now, especially with the new blingy grip
Marty: The future, it's where you're going? Doc: That's right, twenty five years into the future. I've always dreamed on seeing the future, looking beyond my years, seeing the progress of mankind. I'll also be able to see who wins the next twenty-five world series.
Every time I styart playing again after a few months' haitus, there's a whole bunch of new content to play. And that's without even buying the DLC that's released in that time!
Great developer team.
This is pretty much the best developer team, and it shows on their popularity in steam. Few games keep growing this long, and no big publishers/developers are this nice with content.
Who wants better AI? What would that even be, like enemy tactics? I guess it would be easier if they bunched up more like in the movies...
I'm doing akimbo on my next infamy level, but my guess is that chimanos are now the bestest choice. That said Bernettis made you feel awesome puking bullets everywhere.
The AI absolutely needs to be upgraded to deal with turrets. Currently they just get downed and then nearly instantly downed again if you try to pick them up.
Their reviving needs to be fixed too so they don't constantly restart (and if two AI try to revive you, they need to make it so the second one is the one that aborts, not the first).
The LEA AI was already upped a bit with the specials using each other as force multipliers. Ever seen Shields forming a wall in front of the Tasers or Bulldozers? Yeah...
I'm a little worried that things are just getting more and more over the top. I'm already a bit irked that Deathwish is full on min/maxing and weapons and/or builds that were viable in Overkill can be complete rubbish in DW. Then we get sniper rifles which make shields their play things, and now we have the lovely RPG that gives you a get out of jail free card for any cluster of LEAs or bulldozer group.
But I suppose that's the limitations of this type of gameplay where the only way to put pressure on a good group of players who can fight well is to overwhelm them...
I meant cop AI actually. I get that you can't make it that much realistic, it'd just take tons of effort and processing power. But almost the only thing that makes them dangerous are stuff like stunlocking, tons and tons of HP and insta-down abilities. Their pathfinding is barely working, and their "thinking process" can be summed up in "Rush player. If no player in sight, use X ray vision to locate player, then rush" or just "rush player with wallhax".
Every time I styart playing again after a few months' haitus, there's a whole bunch of new content to play. And that's without even buying the DLC that's released in that time!
Great developer team.
They outsourced some work to the Lion Game Lion studio. The Bomb heists and Dragan were from those and they are currenty working on Golden Grin casino.
0
OrcaAlso known as EspressosaurusWrexRegistered Userregular
I meant cop AI actually. I get that you can't make it that much realistic, it'd just take tons of effort and processing power. But almost the only thing that makes them dangerous are stuff like stunlocking, tons and tons of HP and insta-down abilities. Their pathfinding is barely working, and their "thinking process" can be summed up in "Rush player. If no player in sight, use X ray vision to locate player, then rush" or just "rush player with wallhax".
Yeah, all the stun units I find particularly frustrating when soloing. Tasers are bad enough, but at least I have a chance to do something about it. Properly positioned Cloakers are one-hit-kills and sometimes I don't even see or hear them coming.
Overall while I'm enjoying Payday 2, I'm finding a number of faults when comparing going loud against Mass Effect 3's multiplayer (why compare? It's the only other coop hoard mode shooter I've spent any significant time with):
Unit variety. Too many of the units are just "tougher version of the basic mook". The specials and the dudes with frontal armor are the only ones that behave differently.
When going loud, not enough variety in waves that come in. Frankly speaking after the first wave or two, I can't tell the difference.
When going loud, not enough variety in the objectives. Pretty much 3/4s of the time you're going to be doing what amounts to an ME3 hack (guarding a drill/hacked computer/etc.), and the other 1/4 of the time you're going to be doing pizza delivery with the cash/drugs/guns.
Not enough variety in the actions you can take. Granted, ME3 has space magic, and up until recently Overkill seems to have been trying to keep things semi-reasonable. But I feel like there could be more done here.
No easy way to switch between specs once you have a map you want to play! This just seems *obvious*. Or am I missing something obvious here?
Leveling to maximum ability takes foreverrrrr if you're not running DW.
A number of mods and other things (like an extra spec!) are hidden behind achievements that can be difficult to arrange for if you're pubbing. Achievements are good for encouraging people to play in a way they wouldn't otherwise generally play (see also: the punishingly large list of things you need to do for Best of the Best, which WILL force you out of whatever comfort zone you're in). I don't like hiding gameplay-effecting things behind them however.
Experience and cash rewards are all over the map in terms of both dollars/time increment spent and dollars/difficulty.
There's a small pile of shared terribleness:
The RNG hates me (but that goes without saying)
Most weapons suck until you get mods for them. Some are only subpar without mods. And the starting weapon feels incredibly shitty to use. I almost didn't bother going further with the game because of how shitty the gunplay feels with the starting gun. Unlike ME3's multiplayer, Payday 2 doesn't have powers to fall back on to make the gameplay interesting until you can start filling in your weapons.
Too many disabling units spawn at once. Getting stunlocked/OHK isn't fun! Maybe it's better playing with other players that will preferentially target them. But I had the same complaint playing against Geth. And unless a Banshee teleported through a wall, you knew they were coming.
There's a pretty big list of things they're doing right however:
Large variety of maps. Each of which play differently.
Two games in one: most maps can either be approached as a stealth game or a shooter. Take your pick! The first Payday was pure shooter that at best had stealth segments.
Large variety of guns, and most of the guns feel different from each other.
You are encouraged to not overplay maps and to play maps that you don't normally play. But if you want to overplay some map and want to completely avoid another, the penalties aren't onerous.
"Buying" missions vs. selecting out of the group that comes up randomly acts as yet another disincentive to repeatedly run the same map.
"Helper" abilities (medic bags, ammo, ECM, etc.) are all universally helpful, and are available immediately. Makes even a rank newbie at least slightly helpful.
Active development even years after initial release.
Managing your resources of health, resurrections, ammunition, and droppables is a core part of the gameplay, and makes for a more interesting game.
Civilians are both frustrating and make things more interesting. Many times I've shot at something crossing my line of fire...only to get nailed by a civ kill. Wait to identify the target or just pull the trigger?
About spec switching, what do you mean? You can't switch specs once the game starts.
Marty: The future, it's where you're going? Doc: That's right, twenty five years into the future. I've always dreamed on seeing the future, looking beyond my years, seeing the progress of mankind. I'll also be able to see who wins the next twenty-five world series.
In Offline mode, you can't switch skill sets or perk decks at all once you've gone to the Crime.net map screen because it skips the lobby screen that Online mode has. Usually this means the RNG decides to throw a bunch of jobs at you that would be great for one of your alternate specs but not for the one you're currently in.
Also in Online mode, some hosts are quick to move past the lobby screen (which doesn't require everyone to be Ready), thus denying people the ability to switch specs/perk decks if they didn't join with the appropriate ones.
Alternate skill sets and perk decks were both only added this past fall though, so I would assume the ability to switch them on the "Planning Phase" screen is probably on their to-do list.
Payday 2 is a lousy game if you want single player. I think the closest comparison would be Left 4 Dead, very similar gameplay.
And I don't think Payday 2 takes very long to level at all anymore? Only if you see it as some kind of important milestone to get every single mod (you don't need much to be effective at OK, probably not DW either). Payday has loads of builds, I'm actually really surprised how many things I can make lately. In my earlier Payday career (You know, back when getting mods was backbreaking and lvling was akin to a coal mine) I just played the same thing over and over...
ME3 has an amazing multiplayer mode which came out of nowhere though, one of my faves.
Payday 2 is a lousy game if you want single player. I think the closest comparison would be Left 4 Dead, very similar gameplay.
And I don't think Payday 2 takes very long to level at all anymore? Only if you see it as some kind of important milestone to get every single mod (you don't need much to be effective at OK, probably not DW either). Payday has loads of builds, I'm actually really surprised how many things I can make lately. In my earlier Payday career (You know, back when getting mods was backbreaking and lvling was akin to a coal mine) I just played the same thing over and over...
ME3 has an amazing multiplayer mode which came out of nowhere though, one of my faves.
I think they've been gradually tuning up the levelling rate to account for new players. I'm certainly levelling faster now than I used to.
Bandwagoning on an Overkill or Very Hard difficulty Mallcrasher or Four Stores is quick, simple, and nets a good enough take. Great for grinding out Gage packages too.
Edit: Though I will say getting specifically wanted weapon mods is still a fucking pain in the ass.
Posts
Gamertag: PrimusD | Rock Band DLC | GW:OttW - arrcd | WLD - Thortar
Right, but if there's no way to open them without breaking stealth...
Gamertag: PrimusD | Rock Band DLC | GW:OttW - arrcd | WLD - Thortar
Keycards (there are at least three, sometimes four) and silent drills.
Are you sure about this, because something like 7m is pretty far up and down in a building.
Doc: That's right, twenty five years into the future. I've always dreamed on seeing the future, looking beyond my years, seeing the progress of mankind. I'll also be able to see who wins the next twenty-five world series.
Granted, I usually don't start the drills until I've stolen everything else that isn't bolted down and tied up all four civilians. I think they are 60 second drills (plus jam time) so they don't take very long, but they are in high traffic areas so it's not recommended if you're out of pagers and not all the guards are stuck yet.
In other news, last night I decided to try and solo the weekly (requires doing Firestarter on Death Wish) since the reward is a mask I don't have yet. I'm also level 98 and knew I'd probably be going infamous in the next day or two and so I would need to get it done before I do that. I knew Day 2 and Day 3 would be a cakewalk for me if I stealthed them, so I would just need to get past Day 1.
Unfortunately, I can't really do Death Wish on loud, especially in a stealth spec. But I had heard Day 1 could be stealthed, so I watched some videos. Looks a little challenging but nothing too bad. There were even videos of people doing it without killing anyone, or stealthing it with a 75 detection rating.
Several hours of failure later, I realize that what those video didn't show was what must have been literally hundreds of retries until they got the perfect combination of warehouses, camera placement, thug count, and weapon case placement. I think I'd rather just get the mask as a random drop then attempt that again.
And silent saws now
... wait until no guard is right next to the cage or above you, then saw? Shouldn't take longer than, I don't know, waiting for acceptable guard patrols in Car Shop or any other stealth heist for that matter.
Steam ID: 76561198021298113
Origin ID: SR71C_Blackbird
Here's how we did it the old fashioned way:
Everyone wears no more than a medium ballistic vest. Bring at least 1 saw, 2 saws if you're super coordinated. Everyone brings health kits or feedback ecms / sentries (or first aid is probably better. We didn't have first aid kits back then). The more people with inspire, the better.
For "everyone sticks together"
1. Go down as a group to the first warehouse
2. Everyone grabs ONE bag. saw a truck if you have to, but once you have ONE bag:
3. Lay down health cause at least one person got shot to bejeezus. Leave the hangar with full health.
4. Drop off your bags at the entrance at the bottom of the hill. Inspire guys should be YELLING at everybody.
5. Repeat with the other hangar. One bag.
6. Full health as you leave again, and now lay down interference, ECMs, sentries, grenades, whatever.
7. MOVE MOVE MOVE Dallas, follow me MOVE MOVE
8. You should have 8 bags total to bring up the hill.
For "let's split up" you need 2 saws or 1 saw + 1 C4 obviously, and you need 1 person carrying health and preferably inspire going to each hangar, because thugs hit hard. Everyone would then concentrate on just bringing 2 bags from their hangars and then providing interference for the slowbies when they're done.
This was before dodge builds and GL40 and RPG and even sniper rifles, but it was pretty reliable because people didn't slow themselves down with ICTV. And you didn't need to dedicate skills to do this as long as you had fast hands and transporter aced, and also shinobi basic.
Doc: That's right, twenty five years into the future. I've always dreamed on seeing the future, looking beyond my years, seeing the progress of mankind. I'll also be able to see who wins the next twenty-five world series.
If nothing else, a few rockets should clear out most of the thugs, giving us 30 seconds until the cops arrive.
Speaking of rocket launchers and such, they just announced a new $5 weapon pack DLC called the Butcher's BBQ Pack. It comes out on Thursday. They haven't specifically said what it includes, but the video pretty much confirms the Flamethrower, and the teaser image also seems to have a new grenade launcher, incendiary rounds (for Shotguns?), and Molotov Cocktails (a throwable equipment slot finally?).
*lays down ECM* bzzzzzzMRRRRRRRRRDRRDRDRDRRDRDRRDR HEY GUYS LIKE BAIN SAYS WHISPER MODE, IF WE BREAK STEALTH HE'S PULLING US OUT BRRRRZRRZZZRRRRRRRRRRRRRRZRZZZZRRRR
Doc: That's right, twenty five years into the future. I've always dreamed on seeing the future, looking beyond my years, seeing the progress of mankind. I'll also be able to see who wins the next twenty-five world series.
Same for me. I just use Teamspeak/skype instead.
Steam ID: 76561198021298113
Origin ID: SR71C_Blackbird
I just got dragged back into this game after a very long hiatus (maybe only 1 or 2 DLC at that point?) and I have no idea what I'm doing, build-wise. I played vanilla as a technician/c4 mule, then respecced to mastermind, but I like the idea of the fugitive tree this go-round. Any resources out there for quality builds, particularly one of the fugitive/mastermind persuasion? Right now, I climbed most of the way up the fugitive tree, grabbed some of the must-haves for grabbing/tossing bags and running, and now I'm partway up the mastermind (maybe the 3rd row up). If it helps, my xp converted to around level 70 or so.
Thanks!
Didn't know that.
Well, pretty much nothing you do, that's not a map-specific condition, can break stealth when deploying upgraded ecm's.
From what I see, you're really invested in pistols with trigger happy and equilibrium. Do you have enough concealment points to take advantage of basic sneaky bastard and low blow?
Also how exactly are you using aced swan song? Do you have a frag mosconi? Or is it just to get in a revivable position?
Fugimind almost requires at least 1 infamy point due to the top heavy nature of the trees; I usually aim for inspire aced and sneaky bastard aced for the prototypical naked gunner.
Doc: That's right, twenty five years into the future. I've always dreamed on seeing the future, looking beyond my years, seeing the progress of mankind. I'll also be able to see who wins the next twenty-five world series.
But since the vault always is placed at major hotspots for the agent patrols (except maybe if at the central top floor?) I'm kinda dubious about how possible it is to solo this thing? I'd gotten 1 bag into the van when some guy discovered the vault and placing ecm's Twitch still left me to rot when I was going for the fifth bag.
Oh well, I was out of bags anyhow but good to know I guess.
Edit: That makes cleaning up the vault pretty easy since it has this recliner area to the right of the door where you can stash all kinds of shit.
Edit2: Did another try equipped with this new information and succeeded almost on my first try.
Goes without saying I didn't get any of the achis...
Btw, there's still two unannounced achis in the list. Anything up with that?
And if I go down on some far-off rescue mission there's always Nine Lives and Pistol Messiah.
That way, I can jog around and not get tased, and I'd have basically a flack jacket on with the lightweight ballistic vest
Doc: That's right, twenty five years into the future. I've always dreamed on seeing the future, looking beyond my years, seeing the progress of mankind. I'll also be able to see who wins the next twenty-five world series.
It wouldn't be so bad if they were at least at the same time working on stuff players asked for like enemy AI improvements, Infamy 2.0 giving gameplay bonuses or what they advertised Side jobs as - giving you additional stuff to do during heists.
Steam ID: 76561198021298113
Origin ID: SR71C_Blackbird
Great developer team.
Old PA forum lookalike style for the new forums | My ko-fi donation thing.
but my bernettis look so cool now, especially with the new blingy grip
Doc: That's right, twenty five years into the future. I've always dreamed on seeing the future, looking beyond my years, seeing the progress of mankind. I'll also be able to see who wins the next twenty-five world series.
This is pretty much the best developer team, and it shows on their popularity in steam. Few games keep growing this long, and no big publishers/developers are this nice with content.
Who wants better AI? What would that even be, like enemy tactics? I guess it would be easier if they bunched up more like in the movies...
I'm doing akimbo on my next infamy level, but my guess is that chimanos are now the bestest choice. That said Bernettis made you feel awesome puking bullets everywhere.
Their reviving needs to be fixed too so they don't constantly restart (and if two AI try to revive you, they need to make it so the second one is the one that aborts, not the first).
I'm a little worried that things are just getting more and more over the top. I'm already a bit irked that Deathwish is full on min/maxing and weapons and/or builds that were viable in Overkill can be complete rubbish in DW. Then we get sniper rifles which make shields their play things, and now we have the lovely RPG that gives you a get out of jail free card for any cluster of LEAs or bulldozer group.
But I suppose that's the limitations of this type of gameplay where the only way to put pressure on a good group of players who can fight well is to overwhelm them...
Steam ID: 76561198021298113
Origin ID: SR71C_Blackbird
Yeah, all the stun units I find particularly frustrating when soloing. Tasers are bad enough, but at least I have a chance to do something about it. Properly positioned Cloakers are one-hit-kills and sometimes I don't even see or hear them coming.
Overall while I'm enjoying Payday 2, I'm finding a number of faults when comparing going loud against Mass Effect 3's multiplayer (why compare? It's the only other coop hoard mode shooter I've spent any significant time with):
There's a small pile of shared terribleness:
There's a pretty big list of things they're doing right however:
Doc: That's right, twenty five years into the future. I've always dreamed on seeing the future, looking beyond my years, seeing the progress of mankind. I'll also be able to see who wins the next twenty-five world series.
Also in Online mode, some hosts are quick to move past the lobby screen (which doesn't require everyone to be Ready), thus denying people the ability to switch specs/perk decks if they didn't join with the appropriate ones.
Alternate skill sets and perk decks were both only added this past fall though, so I would assume the ability to switch them on the "Planning Phase" screen is probably on their to-do list.
And I don't think Payday 2 takes very long to level at all anymore? Only if you see it as some kind of important milestone to get every single mod (you don't need much to be effective at OK, probably not DW either). Payday has loads of builds, I'm actually really surprised how many things I can make lately. In my earlier Payday career (You know, back when getting mods was backbreaking and lvling was akin to a coal mine) I just played the same thing over and over...
ME3 has an amazing multiplayer mode which came out of nowhere though, one of my faves.
I think they've been gradually tuning up the levelling rate to account for new players. I'm certainly levelling faster now than I used to.
Bandwagoning on an Overkill or Very Hard difficulty Mallcrasher or Four Stores is quick, simple, and nets a good enough take. Great for grinding out Gage packages too.
Edit: Though I will say getting specifically wanted weapon mods is still a fucking pain in the ass.
Old PA forum lookalike style for the new forums | My ko-fi donation thing.