PayDay 2

Discussion in 'Other Games Main' started by ZeroXephon, Jun 21, 2014.

PayDay 2

Discussion in 'Other Games Main' started by ZeroXephon, Jun 21, 2014.

  1. ZeroXephon

    ZeroXephon .

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    DLCDay2!

    I think my save for this game is gone, and I really dont feel like starting over.
     
  2. Captain Murasa

    Captain Murasa brb buying a rubber duck

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    I had to the same thing, Zero. :( I think with a few days with this exp boost ( I don't know when it ends though), you can quickly get back to where you were before you lost it (unless you were banking on I3+. I'm nearly I1 myself).
     
  3. IOLAR2011

    IOLAR2011 Shoutbox Operator Extraordinaire

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    The event ends 2pm sunday (guessing off steam update time here and time difference) I would guess as the last update will be live saturday that they will give 24 hours more of the event after that.

    The final update includes a new mission, Hoxton's revenge.
     
  4. Canvera

    Canvera NNG Data Analyst

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    Me, Iolar and Murasa have been going all sorts of loud and quiet all over.
    And many a mook has met a shotgun blast to the face. :3

    Might be doing a dodgy build for DW though, I used to do that, then I forgot how to do that.

    Also, I'm never hosting since my router's wireless tends to crap out.
     
  5. IOLAR2011

    IOLAR2011 Shoutbox Operator Extraordinaire

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    I can host usually. Should have some cash to buy contracts now. I had been saving skill points after taking infamy 1 as I don't know what build I want to try. At the moment I am investing in mastermind. I have tried techforcer and fugimind. Thought about masterghost but don't do stealth enough to use the additional stealth skills. I usually do fine with a stealth load out on any class.

    I have been trying an armoured akimbo build. Akimbo is interesting, it is a high damage and relatively high ammo weapon. The only problem is that it isn't too fast in semi auto. Even when spammed. They can be very fast but still not as much when you want to be accurate.

    If you can master flick headshots then I imagine they can become god level. I am looking into the completed hitman perk deck as it allows accuracy and ammo upgrades without investing in the high level fugitive skills.

    Don't like how the overkill/very hard snipers can quick scope and take down a heavy ballistic vest and half my health. This means that 2 shots will knock you down with or without armour. This makes health pickup a must on sniper missions. I would suggest first aid kits as they are numerous amd although soc bags heal they are more for resetting you down counter to avoid auto custody. So snipers would either force a team to be vigilant on picking up fallen teammates without getting shot(harder on higher difficulties) or using up down counter resets quicker which can be key to tactics in higher difficulties. They can even one shot you off a zip line. This is almost makes investing in the top tier technician ability to increase armour strength as that was the only way to withstand more than 2 shots without finding health kits.

    It really seems like they have changed all the specials recently. And the effects are active on all difficulties. The shields have an almost instantaneous cooldown on their heavy melee. Their heavy melee also now can launch players up on top of them. Then depending on collision among other enemy ai you can get a brief window of being safe or else you can get permanently stun locked by melees or bullet damage induced stunning. Tasers no longer need to maintain line of sight, a brief glimpse and they can instantly launch their attack. Cloakers now can instantly launch their one hit knockdown, as in they can rappel down next to you with their back to you andinstantlty launch the attack before turning and knock you down. All within a split second so unless you had a high damage weapon ready you cannot kill it in the one shot you will be allowed before they attack. They also have reducee their forecasting of the attack as the audio queue now starts playing during the attack rather than before like it did. This means you can be knocked down before the animation even finishes or the audio queue plays. They also cannot lose lock no matter of line of sight or obstacles in their path or land if they jumped in their animation. This has lead to them flying across rooms, long hallways and even around corners. I think I even heard of one attacking through a wall. And on stealth the line of sight mechanic has become dodgy. Now if a guard starts seeing you they will continue to suspect you if behind short cover no matter if they have vision on you or not. It appears to switch to a proximity basis and now allows them to see through walls. This doesn't happen if they were not already suspicious as their meter cannot continue to rise.

    Now these do not make the game impossible ( although it may break stealth) and it does add a challenge. The problem is that these changes have turned the game mechanics on their head all at once without warning. This means that players will not be able to adapt fast enough and will have to relearn how to play parts of the game. However it will make avoiding taking damage or being knocked down impossible if an enemy gets within a few yards as they can be outside and you will not see them and they can instantly launch a special attack on you.

    This means that in some cases no matter your skill you cannot avoid damage or attacks which can be the difference between success and failure.

    Final edit(hopefully): I have found Dodge is useful and does reduce damage taken. However I have found that it is much less effective than armour and on higher difficulties you will be getting knocked down as your armour will break in no time and you will constantly lose health. This is why you should do it with fugitive as you can get 14 first aid kits with the right aced skill. They refill health fully but don't reset the down counter. They are for quick healing in combat. The problem with this is that on something like death wish the enemies may bring done your health faster than you can heal in combat.
     
    Last edited: Mar 24, 2015
  6. IOLAR2011

    IOLAR2011 Shoutbox Operator Extraordinaire

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    I can confirm stealth is now broken. The AI no longer recognises walls. I spent a few hours trying to perfectly stealth framing frames day 1. The ai could see me through cover on multiple occasions. The detection would be on and off so if I didn't move and neither did they, they would see me or not see me every second. It looks like the game might be passing and failing stealth checks sporadically as the ai switches between seeing you beyond cover and not seeing you. Typically ending in it eventually becoming alarmed. This now happens at close and far range. So cover can no longer aid in stealth as the ai can see through it at any second.

    This has affected more than just their vision. The ai can now walk through walls and partially over walls (they walk through the wall are raised a few feet in the air and their newer vision is updated accordingly). I have now seen this happen multiple times.

    Overall I think this means that constraints are failing in their programming. They can no longer sense solid objects and specials no longer recognise activation delays.
     
  7. Captain Murasa

    Captain Murasa brb buying a rubber duck

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    Strange, I've never seen this happen. Would you happen to be the one hosting or someone else was hosting? Considering that you're all the way in Europe, lag could be a giant factor between you and the host which can cause the NPCs to react differently from what you're seeing, causing a desync. (ie: You appear to be behind a wall, but the host just sees you still in the enemy's FoV) Still, it's really an iffy thin in things considering cover (so I can hide behind a couch and the guard won't see me).

    I've been reading the stealth portion of this guide: http://steamcommunity.com/sharedfiles/filedetails/?id=267214370 and I can't seem to understand what's up with that based on that description. Apparently detection is based on where you are looking at.

    Still, I get the rage when I have a cloaker run towards me with no concept of walls or what ledges are:
     
  8. IOLAR2011

    IOLAR2011 Shoutbox Operator Extraordinaire

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    Oh I know that stealth works worse when someone else is hosting, I usually ping US at about 150-180ms but the issues I am encountering mostly are much longer than what should be simple lagging behind.

    For example a guard will stop walking and then start seeing me behind cover. They have not moved or gotten additional vision on me, they just start seeing me through cover.

    It is also bad when you break line of sight and they keep spotting you, this lasts for much longer than what my lag should be. It appears that the guards are having a difference in "locking on" to a player so that they can spot them. This seems to surpass line of sight as priority and makes solid objects null cover.
     
  9. Captain Murasa

    Captain Murasa brb buying a rubber duck

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    Holy shit. I see where you're coming from Iolar. Last night I was doing Art Gallery with a friend and I was clearly behind a statue. The guard still saw me. My friend was hosting from the West Coast but still. That shouldn't happen. :(

    It was super frustrating, especially with that much bs. >< Although, one time I got away because I decided to start looking down at the floor to avoid detection. Another time I ran through a guard and they didn't detect me. Wat. Sometimes detection mechanics are such bs.

    Oh and the train heist is also stupid. For some reason guards see your hostages from FAR FAR away. Like, I mean, 75 fucking meters and they can still see your hostage, clearly behind cover.

    I don't get this game sometimes. Stuff like this makes me want to play the original instead.
     
  10. IOLAR2011

    IOLAR2011 Shoutbox Operator Extraordinaire

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    The detection mechanic is actually based on heads. So if your head is looking down it may clip into the statue. Before the current issues you used to be able to put heads of hostages in statues or walls to avoid detection. I assume it is the same with the player. although I am not sure how the mechanic for opaque objects being broken as it is would still be tricked by your head box colliding with the statue. Unless it counts you as part of the object so that when the guard can see through it as invisible it makes your head invisible as it is occupying the same space.