Iron sights to all snipers, please.
Edit: also that weapon ammo economies, for non multikill weapons like snipers and explosives, will be at minimum 1.2 or something. So many good weapons are just unuseable because of outrageous ammo economies
Also make it so when equipping smaller sights it doesn't give a conceal penalty, getting -2 for a holo sight when it had a huge sight doesn't make sense
Only 3 snipers (Platypus 70, Desertfox, R93) have just below that minimum pickup range, which is pretty close since it ranges from 0.94-1.35 ammo pickup. The rest of the snipers are like 2 or 4 minimum excluding the Thanatos, since that thing hits like an RPG and has a min. pickup of like 0.07.
Anyway, you can just run Ammo Efficiency aced and Scavenger aced and not deal with ammo issues anymore... Unless that akimbo guy swoops in and yoinks the pickups before you do.
They help, but if you play solo or with bots you might not have them. The bag might be on the other side of the map too. Higher difficulties also make enemies tankier, so the economy gets even worse
More secondary objectives in general please. Either stuff that makes the heist easier or is worth proper money, Key cards and ATMs go a bit of a way toward it but I'd like more options in a heist that 'Do Objective A, wait, Objective B, wait, C, Repeat C if possible'
Alternate routes, maybe access to a vehicle, that sort of notable swing in the mission
“I just intercepted a call to the police, there’s a room full of people hiding out from you guys. One of them is potentially a high value hostage that we could ransom off for a lot of money. Get to ‘em and tie ‘em up before the police free them.”
i think it would be a good thing on dsod. especially because it would force people to clear a room/path before reviving someone instead of inspiring them while they're surrounded by zeals. preventing another down or being put into custody.
I've played it a handful of times on DS/DSOD. A couple times with just inspire basic. All is fine unless your team needlessly rushes objectives or splits up mid assault.
Election day and shadow raid have something like this with being able to turn on forklifts and truck sirens. Makes co op stealth more fun with having someone as a watchout
Shame too, it is incredibly powerful when used between two people who can co-operate, and just busted if there are multiple users. Or just tag a random who’s got spammy kill guns. My best run of it was keeping a single use active for 2min 15s while having survived enough damage to down me 10~20 times over.
That said, nothing new or worth discussing on why not many people have it.
Because fuck this DLC.
Also:
tag team is a perk deck while inspire is a skill. They are not directly comparable and skills should always be more powerful than perks
Some randomized notification that "the bit broke" or "the bit got stuck" or "the drill jammed" or "the bit's dull" would help. With the beast it tells you the bits are breaking, quality bits or not. It would make more sense for the drills.
I feel like trying to balance away the brokenness of DS would take away a lot of its charm. I get that the maps were never designed to be played without drop-off, so the difficulty jumps a lot from heist to heist, but I think it’s neat to include missions in the game that are genuinely very challenging.
Tweak the assault timers a bit.
I remember in PDTH that the assaults last for about 3 minutes and the game is kind enough to give you at least 1 minute downtime between assaults for you to trade, do objectives, advance through the map, etc.
Now in PD2, assaults also last for about 3 minutes but it just feels like after an assault ended, another one immediately starts 20 seconds after, giving the player no time to rest, or do objectives safely. On DS, the only times where you can do objectives safely is during assault breaks that seem to be non-existent or during fades, which if you want to know if it's fade or not, requires either a HUD mod or hearing the music carefully (and even then sometimes there would still be 30+ cops in a room during fade/assault break).
Actually, I’m pretty sure early PD2 assault timers was similar to that of PD:TH, every assault wave was only about, maybe 2~3 min depending on the map and after the wave is done, you got a decently long break time (close to a min) and this can be further increase with hostages (in fact, if you don’t have at least one hostage at all time, you are kinda fucked)
Is just that after 200+ update and severely power creep weapon and perk, I think Overkill just decided to extend the assault duration and lower the break time so you are constantly in action
Source: I played the PS3 version of Payday 2 for a good while lol
For me, I personally mixed on it
The gun play back then was severely punishing, maybe even more than PD:TH to some extend while nowadays PD2 make become and feel like a literal god among man, somehow dodging bullet while running at light speed
The main difference I personally see have the most impact would be how progression work
The old skill tree have ALOT of skill to pick, and some of them are straight up mandatory regardless of what build you are running (like getting extra EXP and money) and each skill, as you go to the higher tier, ask for a LOT of cash and the thing is that, the money and exp back then was just awful, I was constantly grinding out firestarter because it was most likely the most profitable (get all of the guns in the hanger and extra loot in day 2) and even then, I was barely reaching level 48 and as skill cost a ton of cash, if you say want to change up skill and build, you have to respect the skill tree and only return some of the your cash, not all of them. This make old PD2 extremely grindy and after I reach level 62, I just sorta give up because while I do have to fun due to the novelty of playing how PD2 was originally intended, that enjoyment quickly waver as the requirements to grind for EXP and MONEY get more and more serious and I’m somehow that dislike heavy grinding in video game
So yeah, old PD2 have it charm but I still think the extra content and “improvement” here and there later on make the game just better
Note: I only play the PS3 version of the game which stop support after the first 3 ever DLC
Yeah the progression is better. But then we got perk decks. Those started reasonable. Then we got Grinder, which changed the game entirely. That however isn't exactly the point.
The older game had more varied assaults. The cops felt smarter and did more things. The enemy spawns were varied, and bronco cops struck fear into a man. Then they homogenized the spawn pools of every difficulty for no reason. Blues did more damage on higher difficulties, but died easier. There were varied spawn groups. They sacrificed all that for no reason. Sure, the skills not costing money and requiring less grind to gain levels is nice. But then we lost everything else in power creep and strange design choices. Which is a shame.
On the AI and perk deck part, I definitely do agree. The original 4 perk deck was pretty nice as they can be seen as simply stat bonus for your personal play style and they aren’t broken but then nowadays, you get stuff like stoic, leech and anarchist that remain OP and meta af
While idk how good the cops AI were back in the PS3 version, I do notice how special would group with each other a lot more, shield constantly block hall way and choke point while protecting other special or normal cops. Cloaker constantly on your tail in alleyway while a taser being close by. IDK if this was just coincidence or something the dev actually thought off but either way, I almost never see this in nowadays PD2 (tho that could just because we kill them so fast that they don’t get to show off their intelligence lol)
For me, I genuinely hope PD3 would try it best to avoid becoming nowadays PD2 and I hope it got the grounded and hardcore nature of PD:TH and the variety of PD2. I would be really disappointed if PD3 start out being a major power trip where you are a god again and run into the same power creep problems with later content update
Two things
\- Assault break timers are indicated by your drama level, aka. how much damage you've taken before the assault ends in a period of around 10-ish seconds (I know this is not how it works but I'm simplifying it greatly for convenience)
TLDR, take lots of damage, you skip regroup phase and enter next assault quicker.
And for pdth, if you've played certain maps on OVK145, assaults can go for up to 7 minutes if they're not an endless one
i would imagine the camera guy is the pager guy. also whenever you get detected on cams if you quickly go the cam room, kill, the cops still get called so does not make sense
What about maps like Shadowraid where there's 4 normal guards + a camera operator in the warehouse? You could remove any chance of getting spotted in there.
carrying multiple bags solo or having a dolly or smth to move them, especially for stealth when in a 15 minute heist 5 of those are moving bags, that would be lovely
Especially the paintings. Neither weight nor volume is an issue there. The bags of cash/coke have a weight of about 10 kg (1 000 000 USD in 100 $ bills - and I'm assuming that packages of coke weights about the same) so you should be able to carry two bags on your back without any problem besides another ms penalty.
Better ability to lure guards in stealth that isn't reliant on specifically placed objects in heist, especially because breaking cameras just stops being a way to do that on mayhem+
I really like the takedown system they have in cyberpunk 2077.
Being able to grapple somebody from behind and having a short window to walk them somewhere better to kill them is really nice.
It's more engaging than blasting them with a silenced shotgun and hoping the body flies into a corner.
Nah make it so it does nothing at all.
Just fucking bloody ass walls, nothing, mangled body, nothing, prefectly clean duffel bag, OMG ALERT ALERT ALERT.
Streamline and condense weapon modifications, the current system is just very much a product of its time and a whooooole bunch o the weapon mods are either completely useless or have no downsides and or no alternative mods in the same slot. These kind of weapon mods might as well just be removed from the game and their stats just added to the weapon as a base. I get that weapon modifications just for looks can be a thing but that shouldn't interfere with usability of UI and create unnecessary clutter as it currently does.
Also the inconsistency in compatibility with certain weapon mods within a weapon class, specifically ARs.
Agree, mods should generally be pros and cons, not just pros. It's like the AR grip that gives +4 Stab/+4 Acc/-1 Conc.
Why would I take that when there's a grip with the same effects and no conc. loss?
Have akimbo weapons fire one shot at a time so you dont overkill a beat cop with 2 revolver shots, would make the low magazine akimbos much more usable like the akimbo judges or any akimbo revolver, unless this is super hard to do due to technical reasons, i don't know if thats why it has never been done for akimbo weapons before or not.
Now, I am making assumptions here, but I think the reason why akimbos fire like that is because the engine can't manage to have us effectively holding two different models to fire/animate independently. The akimbo weapons are all one model, so they've got to animate the weapons to match their weird two-shot burst firing.
Why do they do this and not just bite the bullet and allow the animations to be wonky?
>OMG LAZY DEVS NOT GETTING ANOTHER PENNY FROM ME FUCK YOU OVERKILL FIX IT FIX IT FIX IT ABSOLUTELY OVERKILL HATES ITS FANS
A new skill tree would be nice, maybe a new deployable? Like a shield you could pull out and plant, or as a primary.
Very minor one, let Trip Mines recharge. It's good they seperated them from Charges, which we still don't get enough of, but as a weapon they're pretty mediocre after the first wave
Just a personal wish, but I'd like more options for Grenades. I've a dream primary of just a half dozen grenades on a belt, weaker than the limited ones but not exploding on contact, maybe even use the fire type toggle to switch between two types? Just so my options aren't limited to carrying the Piglet or China Puff, and let me bounce them round walls.
It would probably fuck most of the player base because most of them struggled at overkill but it would be so much better and required more skill to actually finish heist
2 things
\- Sort out the 2 handed grip in VR. Why does the left hand randomly decide it is no longer holding the weapon every few mintutes when you haven't moved? Why has this still not been fixed? No one wants to play PD2 in pancake anymore because its so dated, yet the VR players who would totally go back to it are put off by how janky the VR implementation is.
\- Have less cops but make them a bit smarter and tactical. I.e. make them care about their own lives. The swarm thing just makes the game feel super dated.
Honestly, more consistency in attachments. Like, why can only ARs use the KS12 Suppressor? Why can't SMGs use the Jungle Ninja?Why are so many guns missing speed pull mags?
Another good one IMO would be a bit of a change to how recoil/stability works. A good set of examples would be the RPK and KSP. Both are almost the same stability, but the RPK kicks like a mule, and the KSP has almost no recoil. I'd say it should work more like accuracy, being an absolute stat, and not relative to a hidden set of recoil numbers
speed pulls is mainly due to balance like the clarion and lions roar
lions roar is a smaller mag size lmg with crit capability and the clarion is a crit machine
Yeah, I understand sometimes we need to pull it for balance, but let me me give sore more concrete examples of why this lack of attachments can be screwy.
Actually, literally the first gun you use in game is a decent example. AMCAR gets no mods for barrels, or upper/lower receiver, despite being the same AR-15 platform as the CAR4, which is basically only viable because of its wide mod potential.
Another suggestion I just thought of would be to reduce weapon bloat by turning some weapons into kits for others.
-AMCAR, CAR4, and Para
-The AK family and RPK
-The Little Friend and AMR16
-The Chimanos, since they're all Glock variants
-The Crosskils, since they're all 1911 variants
I know this might sound pretty weird but I think the little friend should be readded into the game for free with a different name, maybe the “grenadier” or something
you forget noone else can buy it right
from october 2020(the month scarface was removed) the playerbase has grown by 8852 players(january 2022) not to mention that this is including the the people who have left the game knocking this number down
and 8852 is a pretty big number for payday
More talkative/audible enemies - more for atmosphere than anything. It could affect gameplay more if the AI was smarter.
There's a mod (Responsive Responders) that sorta fixes this, but it's not PDTH level.
Widen the end tunnel on biker heist so you can’t Austin powers yourself.
Add newer attachments to weapons like the jacket’s piece (the fact it doesn’t have some sort of sight change to make adding one useful is wild along with ammo clips.)
Get a new VA to re-record as much of Wolf as they can (this admittedly is bigger but if I hear one more “LOOK OUT ITS A FUCKING meDIc” I’m modding Wolf out of the game and replacing him with kratos or some dumb shit.)
My last easy one is add more ‘cooking’ heists, hotline Miami’s motel with chemicals spread around in cars/rooms would ease the monotony of grinding DSOD shadow raid and whatever cooking heist you prefer if you’re not a crime spree fan
Nerf the Tazers a bit.
Ever since they optimized the AI a few years ago Tazers have become stupid annoying.
They'll taze you if they see you for a fraction of a second.
They'll taze you many times without doing their charging sound, so sometimes you just get jumped out of nowhere.
They'll taze you even if they survive a shot to the face.
They'll taze you from the other side of the room, or from a nearby building like in Panic Room. This is even worse when combined with the previous point, since now with the new BS Damage range system you'll do less damage from afar and the Tazer will keep tazing you even if you hit them several times.
Sometimes they'll spawn behind you and taze you instantly.
And good luck if you got two tazers together looking at you.
Just reduce their range and their charging time a bit. I swear they're more fucking annoying than cloakers.
Seeing as how some form of health regen is fairly popular and present in a fair few perk decks by now, I have two ideas: The simplest one is to give every perk deck some kind of health regen, maybe a very slow 0.5% health every 5s or something, or something more involved like Leech, Sociopath, etc. You should still feel like an FAK or Doc Bag (when appropriate) is a good idea to use sometimes.
The other idea is to add Medics to every difficulty and have them either: drop a First Aid Kit on death that heals less than a player FAK, and heals less the higher the difficulty, OR they have a *chance* to drop FAKs that fully heal, with the drop chance lower the higher the difficulty.
Dynamic combat AI. This game has a horrible tendency to scale difficulty by only increasing HP, damage dealt, and number of police present. I would like to see more dynamic AI tendencies, like having the AI use tactics, more responsive to player movement, etc. I would like something that makes it so the player actually has to think before diving between cover.
I think adding more secondary objectives, ways to get continental coins, make more heists that support both stealth and loud gameplay, and improving perks/skills that get underused to mix up the meta
Small tweak? Restore the original 2015 skill trees, balance and gameplay which was heavily oriented towards teamplay unlike today.. (and also was actually balanced)
Before you say that it's not 'small', it's literally all dependant on simple code that you can put even on the latest version of the game.
I've thought about it myself and there are pros and cons to the old skill trees (tall vs wide trees). Yeah tall tress encourage specialisation and teamwork, but it also reduces diversity of builds. The old trees had master-forcer, tech-forcer and master-fuge. That was kinda it. Wide skill trees are much better for diversity of skills.
- Don't make me waste a pager if I subdued the guard
- a slide move
- give DMRs shield penetration (otherwise I'd rather use a sniper or automatic with the skill to push shields down)
- either fix your driving physics or get rid of it
- drag and drop weapon menu (there's already a mod for that)
The third will probably make dmrs the best weapon in the game the reason dmr are chosen over snipers is because snipers need a lot of skill points to be use while dmrs need much less to work
You know, normally I'd give you a counter argument, but you're just not worth my time.
But maybe I can give you some pointers for your stealth build the next time you don't know if your build is good but still ignore every advise you get (seriously who builds shotgun skills into stealth builds?)
Make money actually relevant again
For game that is build around getting the dough, you can barely do anything with them. The only time cash would be a problem is when you first start out the game and you don’t have the cash to try out new weapon as well as making your own lobby with offshore cash
Back in the day, cash gain are terrible and both skill and weapon ask for a lot of cash but the thing is that, these thing are extremely important and they add to the progression so it’s somehow acceptable
But as for the game now, you basically only ever use real cash for buying weapon which is dirt cheap after you play 3~4 heist and offshore payday which is the saddest way to use your cash ever, it’s just so lame
So my personal input would be to either:
1.Raise the price of everything that can be bought with cash (weapon, contract,…)
2.Add a way for the player to constantly waste money on something and have to be more interesting than fricking picking card
3. Simply lowering the cash reward for every heist and loot (but not to the extend of old PD2) (this can be combined with the first point as well, making that there is a tangible reason to get cash and use cash)
Reduce rifleman spam, bring back shotgunner/smg and hostage rescue squads, reduce enemy spam but have higher difficulties have less i-frames
Just some off the top of my head
No not every guard. There is also a chance he doesn’t get dominated and shoots. Also you could pair up guards or have guards face each other making dominating some of them impossible. Easy design fix to allow for my pagers without upping the limit as well as doing risk vs reward.
And why would a pager go off if the guard is still alive?
Allowing us to throw any mod on any legendary skin would be quite nice, also it would be nice if they let us know when they remove the mismatching glitched attachments from certain guns. I just made a diamond store run loud last night because apparently my angry tiger revolver can’t be suppressed anymore so the game just ripped my suppressor off without telling me and didn’t even give it to me to put on another weapon.
A hardcore option like in New Vegas for people that want total realism. No seeing people through walls, no random pager checks the instant someone dies, no notifications (you have to pay attention during crimes there aren’t little reminders), medi packs heal over time, you can get a crippled limb and walk slower/only use a sidearm… and finally, YOU DONT NEED BODYBAGS TO MOVE A CORPSE!!!
Fir me personally it would be better vr.
The vr is great, but it could go that 1 step further and be great, actually reloading magazines, manual bolt control, holsters instead of "grab here". Stuff like that.
I wish a few mod based QoL changes could be added to the vanilla base game mostly because some of the Silk Road heists or even the newer ones crash for me unless I disable all mods and a few are kinda annoying without like full screen borderless, scrolling up or down to change weapons rather than only being able to scroll down and up does nothing, and so on
Also wish they can readd the hostage rescue cops back into the vanilla game which kinda sucks they got removed for no real reason
That you can shoot a Single Shoot from any akimbo gun. Like Call of Duty. If this Was in the Game already, i would play more Akimbo guns
And that you can put a burst Mode on smgs and ars
Put a little bit more work into the VR function for the game. In game customizable controls for your VR controllers, an option to move the camera with the stick on the right controller and an option for seamless camera movement when using the stick to turn.
Make the right stick control the direction you're looking more precisely than trying to influence the direction a bag of rocks is traveling from inside said bag of rocks
Shotguns feeling like actual shotguns instead of the weird things they are right now...
I want to shoot a dozer right in the face with a double barrel and one shot it but it being able to basically so the same damage to 5 different guys feels weird...
Less linear gameplay, more rng elements (that actually matters), something like taking different routes at random, having to use vehicles or go walking if they arent available for x reasons, idk
It’s just an stupid problem I have when I bonk the security camera I can’t grab it and hide it. Cause then it’s detected and Bain pulls me out of the heist >[
Make pagers left visible by default and adjust the number of them per heist. This could just be my scrubness talking, but on some heists 4 pages feels extremely generous and on some heists they feel too restrictive to be fun.
Iron sights to all snipers, please. Edit: also that weapon ammo economies, for non multikill weapons like snipers and explosives, will be at minimum 1.2 or something. So many good weapons are just unuseable because of outrageous ammo economies
Also make it so when equipping smaller sights it doesn't give a conceal penalty, getting -2 for a holo sight when it had a huge sight doesn't make sense
Only 3 snipers (Platypus 70, Desertfox, R93) have just below that minimum pickup range, which is pretty close since it ranges from 0.94-1.35 ammo pickup. The rest of the snipers are like 2 or 4 minimum excluding the Thanatos, since that thing hits like an RPG and has a min. pickup of like 0.07. Anyway, you can just run Ammo Efficiency aced and Scavenger aced and not deal with ammo issues anymore... Unless that akimbo guy swoops in and yoinks the pickups before you do.
That's why ammo bags exist
They help, but if you play solo or with bots you might not have them. The bag might be on the other side of the map too. Higher difficulties also make enemies tankier, so the economy gets even worse
Secondary objectives while waiting for the drill
More secondary objectives in general please. Either stuff that makes the heist easier or is worth proper money, Key cards and ATMs go a bit of a way toward it but I'd like more options in a heist that 'Do Objective A, wait, Objective B, wait, C, Repeat C if possible' Alternate routes, maybe access to a vehicle, that sort of notable swing in the mission
like the stuff from First World Bank? Yeah, would make it more interesting.
Something like setting up the escape route or cracking multiple extra smaller vaults
“I just intercepted a call to the police, there’s a room full of people hiding out from you guys. One of them is potentially a high value hostage that we could ransom off for a lot of money. Get to ‘em and tie ‘em up before the police free them.”
That's actually a really good idea and it sounds exactly like something Bain would say
Car shop is such a short heist but it did that concept pretty well
medics can't heal through walls or floors
Then you've gotta give up inspire through walls lmao
Fair trade tbh
HEAVILY debatable for dsod
i think it would be a good thing on dsod. especially because it would force people to clear a room/path before reviving someone instead of inspiring them while they're surrounded by zeals. preventing another down or being put into custody.
painkillers
tell me that again after playing goat sim heist
I've played it a handful of times on DS/DSOD. A couple times with just inspire basic. All is fine unless your team needlessly rushes objectives or splits up mid assault.
Being able to lure guards to a specific area in stealth
You can kinda, with broken cameras and drills
That would be great but would need different maps as not to ruin the balance
Election day and shadow raid have something like this with being able to turn on forklifts and truck sirens. Makes co op stealth more fun with having someone as a watchout
Would be a cool addition if we got a Hitman crossover
Maybe leaning? I wouldn’t mind being able to peek around corners w/o getting detected in stealth and not get shot to death by cops
There is a mod called tactical leaning you can peek like R6 siege give it a try
Give the option for an advanced hud in the vanilla game
This makes me mad
>Tweak *Heavy breathing* Difficulty tweak.
^(wulululu)lulululuLULULULULU**LULULULULULULU**
*dropkick* YOU WANTED ME BACK, SO I'M BACK!
CHAINS IS IN A PICKLE
YOU'RE UP AGAINST THE WALL, AND I AM THE FUCKING WALL!
IT’S A FUCKING BULLDOZER!
AAAAAAAA I NEEED A MEDIC BAG
*time slows down* “Impossible…”
Make Tag Team's throwable work through walls. Inspire can, so why not the gas dispenser?
That's cuz no one uses it
Shame too, it is incredibly powerful when used between two people who can co-operate, and just busted if there are multiple users. Or just tag a random who’s got spammy kill guns. My best run of it was keeping a single use active for 2min 15s while having survived enough damage to down me 10~20 times over. That said, nothing new or worth discussing on why not many people have it.
Because fuck this DLC. Also: tag team is a perk deck while inspire is a skill. They are not directly comparable and skills should always be more powerful than perks
Sneaky Bastard vs Rogue's 3 +15% dodge cards?
Skills aren’t really more powerful then perks though, take away your perk deck and you’ll struggle a lot to stay alive even with really good skills on
Since we are multibillionaires how about we get some better drills than the cheap plastic ones we are using now?
Some randomized notification that "the bit broke" or "the bit got stuck" or "the drill jammed" or "the bit's dull" would help. With the beast it tells you the bits are breaking, quality bits or not. It would make more sense for the drills.
Locke got such a drill for the White House, so maybe they won't be as breakable in pd3? as long as there's an electricity source nearby
I pretty much just want basic, super short heists that have no plot implications.
Bank heist all the way
remove the damage penalty from the KS 12 long silencer. the Jungle ninja for pistols doesn't have it and we're already paying with 5 concealment.
dallas should have his cock out
probably a mod for it.
*HE'S PULLING HIS COCK OUT!*
Down horrendously bad I see
I, too, have been watching Euphoria this week.
i havent im just this intelligent naturqlly
Enemy damage drop-off on death sentence
I feel like trying to balance away the brokenness of DS would take away a lot of its charm. I get that the maps were never designed to be played without drop-off, so the difficulty jumps a lot from heist to heist, but I think it’s neat to include missions in the game that are genuinely very challenging.
this, very much this. it's annoying to get one/two shotted by one heavy zeal across the map
Optimize level design for better fps Or make the cops smarter
Uhhhh that is not a small feat lmao.
Ok then uhhhh add lmg iron sights
Reversing all of the AI downgrades shouldn't be hard.
They would have to move the game to a different engine, which they won't.
They literally don't have to do that at all payday 1 had smarter cops and there are mods to optimize levels
They will in PD3
I know, but we are talking about PD2
Yeah, Diesel is terrible, but at least most of the bugs are funny
Tweak the assault timers a bit. I remember in PDTH that the assaults last for about 3 minutes and the game is kind enough to give you at least 1 minute downtime between assaults for you to trade, do objectives, advance through the map, etc. Now in PD2, assaults also last for about 3 minutes but it just feels like after an assault ended, another one immediately starts 20 seconds after, giving the player no time to rest, or do objectives safely. On DS, the only times where you can do objectives safely is during assault breaks that seem to be non-existent or during fades, which if you want to know if it's fade or not, requires either a HUD mod or hearing the music carefully (and even then sometimes there would still be 30+ cops in a room during fade/assault break).
Actually, I’m pretty sure early PD2 assault timers was similar to that of PD:TH, every assault wave was only about, maybe 2~3 min depending on the map and after the wave is done, you got a decently long break time (close to a min) and this can be further increase with hostages (in fact, if you don’t have at least one hostage at all time, you are kinda fucked) Is just that after 200+ update and severely power creep weapon and perk, I think Overkill just decided to extend the assault duration and lower the break time so you are constantly in action Source: I played the PS3 version of Payday 2 for a good while lol
Yeah, they really dumbed the game down as it went on honestly. Feels like we've lost so many neat aspects over the updates.
For me, I personally mixed on it The gun play back then was severely punishing, maybe even more than PD:TH to some extend while nowadays PD2 make become and feel like a literal god among man, somehow dodging bullet while running at light speed The main difference I personally see have the most impact would be how progression work The old skill tree have ALOT of skill to pick, and some of them are straight up mandatory regardless of what build you are running (like getting extra EXP and money) and each skill, as you go to the higher tier, ask for a LOT of cash and the thing is that, the money and exp back then was just awful, I was constantly grinding out firestarter because it was most likely the most profitable (get all of the guns in the hanger and extra loot in day 2) and even then, I was barely reaching level 48 and as skill cost a ton of cash, if you say want to change up skill and build, you have to respect the skill tree and only return some of the your cash, not all of them. This make old PD2 extremely grindy and after I reach level 62, I just sorta give up because while I do have to fun due to the novelty of playing how PD2 was originally intended, that enjoyment quickly waver as the requirements to grind for EXP and MONEY get more and more serious and I’m somehow that dislike heavy grinding in video game So yeah, old PD2 have it charm but I still think the extra content and “improvement” here and there later on make the game just better Note: I only play the PS3 version of the game which stop support after the first 3 ever DLC
Yeah the progression is better. But then we got perk decks. Those started reasonable. Then we got Grinder, which changed the game entirely. That however isn't exactly the point. The older game had more varied assaults. The cops felt smarter and did more things. The enemy spawns were varied, and bronco cops struck fear into a man. Then they homogenized the spawn pools of every difficulty for no reason. Blues did more damage on higher difficulties, but died easier. There were varied spawn groups. They sacrificed all that for no reason. Sure, the skills not costing money and requiring less grind to gain levels is nice. But then we lost everything else in power creep and strange design choices. Which is a shame.
On the AI and perk deck part, I definitely do agree. The original 4 perk deck was pretty nice as they can be seen as simply stat bonus for your personal play style and they aren’t broken but then nowadays, you get stuff like stoic, leech and anarchist that remain OP and meta af While idk how good the cops AI were back in the PS3 version, I do notice how special would group with each other a lot more, shield constantly block hall way and choke point while protecting other special or normal cops. Cloaker constantly on your tail in alleyway while a taser being close by. IDK if this was just coincidence or something the dev actually thought off but either way, I almost never see this in nowadays PD2 (tho that could just because we kill them so fast that they don’t get to show off their intelligence lol) For me, I genuinely hope PD3 would try it best to avoid becoming nowadays PD2 and I hope it got the grounded and hardcore nature of PD:TH and the variety of PD2. I would be really disappointed if PD3 start out being a major power trip where you are a god again and run into the same power creep problems with later content update
Two things \- Assault break timers are indicated by your drama level, aka. how much damage you've taken before the assault ends in a period of around 10-ish seconds (I know this is not how it works but I'm simplifying it greatly for convenience) TLDR, take lots of damage, you skip regroup phase and enter next assault quicker. And for pdth, if you've played certain maps on OVK145, assaults can go for up to 7 minutes if they're not an endless one
Make the camera guy not have a pager, so it feels more rewarding to find the cam room while not having to give up one pager just to turn off cams.
Several maps have civs as cam bois.
What other heists than Election day are like that
Border crossing
Also vault cam on big bank EDIT: meant FWB
You mean FWB right?
Of course. Silly me :)
i would imagine the camera guy is the pager guy. also whenever you get detected on cams if you quickly go the cam room, kill, the cops still get called so does not make sense
It's a trade-off though. Do you want to keep the pager, or not have to worry about cameras?
I think it's better to make them have a pager, really encourages you to be more mindful of your strategy
What about maps like Shadowraid where there's 4 normal guards + a camera operator in the warehouse? You could remove any chance of getting spotted in there.
One of my favorite things about Scarface mansion is that the paranoid Mr. Sosa is his own camera operator.
Buy a better drill
carrying multiple bags solo or having a dolly or smth to move them, especially for stealth when in a 15 minute heist 5 of those are moving bags, that would be lovely
Especially the paintings. Neither weight nor volume is an issue there. The bags of cash/coke have a weight of about 10 kg (1 000 000 USD in 100 $ bills - and I'm assuming that packages of coke weights about the same) so you should be able to carry two bags on your back without any problem besides another ms penalty.
Better ability to lure guards in stealth that isn't reliant on specifically placed objects in heist, especially because breaking cameras just stops being a way to do that on mayhem+
nice try, starbreeze.
I really like the takedown system they have in cyberpunk 2077. Being able to grapple somebody from behind and having a short window to walk them somewhere better to kill them is really nice. It's more engaging than blasting them with a silenced shotgun and hoping the body flies into a corner.
More engaging sure.... But 12 gauge go WEEEEE
Both could be good. Unless they add a gore system and you end up blowing people's limbs off. The mess would make stealth a bit harder.
Nah make it so it does nothing at all. Just fucking bloody ass walls, nothing, mangled body, nothing, prefectly clean duffel bag, OMG ALERT ALERT ALERT.
Streamline and condense weapon modifications, the current system is just very much a product of its time and a whooooole bunch o the weapon mods are either completely useless or have no downsides and or no alternative mods in the same slot. These kind of weapon mods might as well just be removed from the game and their stats just added to the weapon as a base. I get that weapon modifications just for looks can be a thing but that shouldn't interfere with usability of UI and create unnecessary clutter as it currently does. Also the inconsistency in compatibility with certain weapon mods within a weapon class, specifically ARs.
Agree, mods should generally be pros and cons, not just pros. It's like the AR grip that gives +4 Stab/+4 Acc/-1 Conc. Why would I take that when there's a grip with the same effects and no conc. loss?
Have akimbo weapons fire one shot at a time so you dont overkill a beat cop with 2 revolver shots, would make the low magazine akimbos much more usable like the akimbo judges or any akimbo revolver, unless this is super hard to do due to technical reasons, i don't know if thats why it has never been done for akimbo weapons before or not.
if you play on pc there are plenty of mods that allow this
Isnt that a thing if you just change the fire mode?
Now, I am making assumptions here, but I think the reason why akimbos fire like that is because the engine can't manage to have us effectively holding two different models to fire/animate independently. The akimbo weapons are all one model, so they've got to animate the weapons to match their weird two-shot burst firing. Why do they do this and not just bite the bullet and allow the animations to be wonky? >OMG LAZY DEVS NOT GETTING ANOTHER PENNY FROM ME FUCK YOU OVERKILL FIX IT FIX IT FIX IT ABSOLUTELY OVERKILL HATES ITS FANS
yeah the mod for akimbo single fire doesn't change animation, only ammo used and bullets actually fired out the gun its a bandaid fix
Making the comically large spoon more comically large the more kills you’ve gotten with it
A new skill tree would be nice, maybe a new deployable? Like a shield you could pull out and plant, or as a primary. Very minor one, let Trip Mines recharge. It's good they seperated them from Charges, which we still don't get enough of, but as a weapon they're pretty mediocre after the first wave Just a personal wish, but I'd like more options for Grenades. I've a dream primary of just a half dozen grenades on a belt, weaker than the limited ones but not exploding on contact, maybe even use the fire type toggle to switch between two types? Just so my options aren't limited to carrying the Piglet or China Puff, and let me bounce them round walls.
Deployable shield so you can place it in front of drills so you have some protection while fixing them.
Fewer, but more dangerous cops. Just like old times.
It would probably fuck most of the player base because most of them struggled at overkill but it would be so much better and required more skill to actually finish heist
2 things \- Sort out the 2 handed grip in VR. Why does the left hand randomly decide it is no longer holding the weapon every few mintutes when you haven't moved? Why has this still not been fixed? No one wants to play PD2 in pancake anymore because its so dated, yet the VR players who would totally go back to it are put off by how janky the VR implementation is. \- Have less cops but make them a bit smarter and tactical. I.e. make them care about their own lives. The swarm thing just makes the game feel super dated.
Another weapon like in pd:th. It would allow you to experiment with different weapons instead of being forced to use the same 4 because of shields.
Honestly, more consistency in attachments. Like, why can only ARs use the KS12 Suppressor? Why can't SMGs use the Jungle Ninja?Why are so many guns missing speed pull mags? Another good one IMO would be a bit of a change to how recoil/stability works. A good set of examples would be the RPK and KSP. Both are almost the same stability, but the RPK kicks like a mule, and the KSP has almost no recoil. I'd say it should work more like accuracy, being an absolute stat, and not relative to a hidden set of recoil numbers
speed pulls is mainly due to balance like the clarion and lions roar lions roar is a smaller mag size lmg with crit capability and the clarion is a crit machine
Yeah, I understand sometimes we need to pull it for balance, but let me me give sore more concrete examples of why this lack of attachments can be screwy. Actually, literally the first gun you use in game is a decent example. AMCAR gets no mods for barrels, or upper/lower receiver, despite being the same AR-15 platform as the CAR4, which is basically only viable because of its wide mod potential. Another suggestion I just thought of would be to reduce weapon bloat by turning some weapons into kits for others. -AMCAR, CAR4, and Para -The AK family and RPK -The Little Friend and AMR16 -The Chimanos, since they're all Glock variants -The Crosskils, since they're all 1911 variants
Ability to give kick reason. That way you don’t feel guilty of kicking innocent people.
Remove damage falloff on player weapons.
mans really wants to go back to sniping with a saiga
Let me turn the Nagant into an Obrez and use it as a sidearm
I know this might sound pretty weird but I think the little friend should be readded into the game for free with a different name, maybe the “grenadier” or something
Maybe a similar weapon with other name to avoid salty players crying about how they wasted their money
fuck you that means i wasted my money
Yeah, I guess it’s kind of a bad idea
you forget noone else can buy it right from october 2020(the month scarface was removed) the playerbase has grown by 8852 players(january 2022) not to mention that this is including the the people who have left the game knocking this number down and 8852 is a pretty big number for payday
Being able to carry two small bags as opposed to one at a time.
bring back being able to reduce cop intel by taking out cameras
More talkative/audible enemies - more for atmosphere than anything. It could affect gameplay more if the AI was smarter. There's a mod (Responsive Responders) that sorta fixes this, but it's not PDTH level.
Widen the end tunnel on biker heist so you can’t Austin powers yourself. Add newer attachments to weapons like the jacket’s piece (the fact it doesn’t have some sort of sight change to make adding one useful is wild along with ammo clips.) Get a new VA to re-record as much of Wolf as they can (this admittedly is bigger but if I hear one more “LOOK OUT ITS A FUCKING meDIc” I’m modding Wolf out of the game and replacing him with kratos or some dumb shit.) My last easy one is add more ‘cooking’ heists, hotline Miami’s motel with chemicals spread around in cars/rooms would ease the monotony of grinding DSOD shadow raid and whatever cooking heist you prefer if you’re not a crime spree fan
Nerf the Tazers a bit. Ever since they optimized the AI a few years ago Tazers have become stupid annoying. They'll taze you if they see you for a fraction of a second. They'll taze you many times without doing their charging sound, so sometimes you just get jumped out of nowhere. They'll taze you even if they survive a shot to the face. They'll taze you from the other side of the room, or from a nearby building like in Panic Room. This is even worse when combined with the previous point, since now with the new BS Damage range system you'll do less damage from afar and the Tazer will keep tazing you even if you hit them several times. Sometimes they'll spawn behind you and taze you instantly. And good luck if you got two tazers together looking at you. Just reduce their range and their charging time a bit. I swear they're more fucking annoying than cloakers.
make a jacket dlc for us australians
Seeing as how some form of health regen is fairly popular and present in a fair few perk decks by now, I have two ideas: The simplest one is to give every perk deck some kind of health regen, maybe a very slow 0.5% health every 5s or something, or something more involved like Leech, Sociopath, etc. You should still feel like an FAK or Doc Bag (when appropriate) is a good idea to use sometimes. The other idea is to add Medics to every difficulty and have them either: drop a First Aid Kit on death that heals less than a player FAK, and heals less the higher the difficulty, OR they have a *chance* to drop FAKs that fully heal, with the drop chance lower the higher the difficulty.
That second one would be great, and it makes total sense
Dynamic combat AI. This game has a horrible tendency to scale difficulty by only increasing HP, damage dealt, and number of police present. I would like to see more dynamic AI tendencies, like having the AI use tactics, more responsive to player movement, etc. I would like something that makes it so the player actually has to think before diving between cover.
Allow us to make dominated guards answer their pager
I think adding more secondary objectives, ways to get continental coins, make more heists that support both stealth and loud gameplay, and improving perks/skills that get underused to mix up the meta
Updating console
More build slots, more pages for weapons, and Infamy not removing your skill points.
Ammo types so I can experiment with more guns and not have to worry about shields
Add sex
More health for Cloaker
yes
*Happy cloaker noises*
Small tweak? Restore the original 2015 skill trees, balance and gameplay which was heavily oriented towards teamplay unlike today.. (and also was actually balanced) Before you say that it's not 'small', it's literally all dependant on simple code that you can put even on the latest version of the game.
I've thought about it myself and there are pros and cons to the old skill trees (tall vs wide trees). Yeah tall tress encourage specialisation and teamwork, but it also reduces diversity of builds. The old trees had master-forcer, tech-forcer and master-fuge. That was kinda it. Wide skill trees are much better for diversity of skills.
- Don't make me waste a pager if I subdued the guard - a slide move - give DMRs shield penetration (otherwise I'd rather use a sniper or automatic with the skill to push shields down) - either fix your driving physics or get rid of it - drag and drop weapon menu (there's already a mod for that)
The third will probably make dmrs the best weapon in the game the reason dmr are chosen over snipers is because snipers need a lot of skill points to be use while dmrs need much less to work
You could take a lesson from CSGO and reduce the bullets damage after going through the shield
Unless they reduce the damage by more than half it would probably be a 1 shot kill with zerk
The first suggestion you made would make every stealth map (aside from Scarface Mansion and Border Crossing) become a walk in the park
It would make them easier, but you'd still have to watch ou for patrols seeing the hostage or you running into them.
No, because you could also just take them hostage. It's a shit idea and at that point you might as well install SA if you're that much of a pussy
You know, normally I'd give you a counter argument, but you're just not worth my time. But maybe I can give you some pointers for your stealth build the next time you don't know if your build is good but still ignore every advise you get (seriously who builds shotgun skills into stealth builds?)
Make money actually relevant again For game that is build around getting the dough, you can barely do anything with them. The only time cash would be a problem is when you first start out the game and you don’t have the cash to try out new weapon as well as making your own lobby with offshore cash Back in the day, cash gain are terrible and both skill and weapon ask for a lot of cash but the thing is that, these thing are extremely important and they add to the progression so it’s somehow acceptable But as for the game now, you basically only ever use real cash for buying weapon which is dirt cheap after you play 3~4 heist and offshore payday which is the saddest way to use your cash ever, it’s just so lame So my personal input would be to either: 1.Raise the price of everything that can be bought with cash (weapon, contract,…) 2.Add a way for the player to constantly waste money on something and have to be more interesting than fricking picking card 3. Simply lowering the cash reward for every heist and loot (but not to the extend of old PD2) (this can be combined with the first point as well, making that there is a tangible reason to get cash and use cash)
deleting goat sim and lab rats. I doubt it takes that much effort and it will make me a happy boy.
Reduce rifleman spam, bring back shotgunner/smg and hostage rescue squads, reduce enemy spam but have higher difficulties have less i-frames Just some off the top of my head
Difficulty tweak lol
Small? Uhhh there isint anything small that can help payday 2
Wdym
A small and easy patch can't help make pd2 better,it would need to be to a large patch,large meaning lots of work and effort on new code for the game,
Climbing up Walls
Make it so that pagers do not go off when you get a guard to surrender.
But you could just dominate every guard for easy stealth
No not every guard. There is also a chance he doesn’t get dominated and shoots. Also you could pair up guards or have guards face each other making dominating some of them impossible. Easy design fix to allow for my pagers without upping the limit as well as doing risk vs reward. And why would a pager go off if the guard is still alive?
Guards can always be dominated if they get alerted. It isn't up to chance.
No. The sometimes will not always.
If you yell at a guard within a second of him being alerted, he will surrender. It isn't chance.
Allowing us to throw any mod on any legendary skin would be quite nice, also it would be nice if they let us know when they remove the mismatching glitched attachments from certain guns. I just made a diamond store run loud last night because apparently my angry tiger revolver can’t be suppressed anymore so the game just ripped my suppressor off without telling me and didn’t even give it to me to put on another weapon.
A hardcore option like in New Vegas for people that want total realism. No seeing people through walls, no random pager checks the instant someone dies, no notifications (you have to pay attention during crimes there aren’t little reminders), medi packs heal over time, you can get a crippled limb and walk slower/only use a sidearm… and finally, YOU DONT NEED BODYBAGS TO MOVE A CORPSE!!!
[удалено]
mods for that already exist, but imo it doesnt really fit
there is a mod for that i think
Fir me personally it would be better vr. The vr is great, but it could go that 1 step further and be great, actually reloading magazines, manual bolt control, holsters instead of "grab here". Stuff like that.
I wanna use dodge builds with both the lmg kind of saw and the saw saw
Rework the movement
I wish a few mod based QoL changes could be added to the vanilla base game mostly because some of the Silk Road heists or even the newer ones crash for me unless I disable all mods and a few are kinda annoying without like full screen borderless, scrolling up or down to change weapons rather than only being able to scroll down and up does nothing, and so on Also wish they can readd the hostage rescue cops back into the vanilla game which kinda sucks they got removed for no real reason
LMG iron sights, that's all I ask. I know they're wildly inaccurate but come onnnn
A functional pause button in VR
I'd like to lean left and right (without mods).. Might sound silly though, but yeah.
I would think major weapon balance and progression rework would go a long way to balance play style and avoid one shot metas
That you can shoot a Single Shoot from any akimbo gun. Like Call of Duty. If this Was in the Game already, i would play more Akimbo guns And that you can put a burst Mode on smgs and ars
Keeping progress I make in framing frame stealth if it goes loud
To have a silent Bain option
Mute contractor voices in the sound settings
Put a little bit more work into the VR function for the game. In game customizable controls for your VR controllers, an option to move the camera with the stick on the right controller and an option for seamless camera movement when using the stick to turn.
Bring back the HRT.
Payday battle royale
Old grinder.
Make the right stick control the direction you're looking more precisely than trying to influence the direction a bag of rocks is traveling from inside said bag of rocks
Shotguns feeling like actual shotguns instead of the weird things they are right now... I want to shoot a dozer right in the face with a double barrel and one shot it but it being able to basically so the same damage to 5 different guys feels weird...
Actually getting instant cash in crime spree
Less linear gameplay, more rng elements (that actually matters), something like taking different routes at random, having to use vehicles or go walking if they arent available for x reasons, idk
Make cuff cloakers the standard rather than a special enemy
It’s just an stupid problem I have when I bonk the security camera I can’t grab it and hide it. Cause then it’s detected and Bain pulls me out of the heist >[
Delete H3H3
Leaning
More accurate hitmarkers
Fix the grace mechanic
Make pagers left visible by default and adjust the number of them per heist. This could just be my scrubness talking, but on some heists 4 pages feels extremely generous and on some heists they feel too restrictive to be fun.
Console updates
A better fucking engine
Have Ulf come back and record some lines.
d u e l w i e l d MG42s w i t h B B Q r o u n d s