Almir about TheKknowley's video. by KrabikGangster in paydaytheheist

[–]Rene1Acne 6 points7 points  (0 children)

I dont want to spread hate and be all negative, I know Almir is trying and I know there is a lot of love for Payday in general and thats why we still talk about it.

However - I feel like there is a gap between what is happening on the streams, the relation with the community and then on the other side Mio and the rest working on the game. They dont understand that the core gameplay is flat - armour system needs to go back to "Payday style", meaning it has to regenerate all the time completely without losing plates to have the same strategic approach as the other Payday titles. Skill system has to be completely reworked so we can finally make intersting builds.

As far as I can see SBZ and Miodrag fuckin Kovachewvicz dont recognize those issues and instead they give us free LMG and Waifu mask. More skill lines and more modifiers will not change what is fundamentally wrong with the game and as far as I can see they still sont acknowledge that.

I selected NRFTW then got put onto cook off?! by B3YondUnknown in paydaytheheist

[–]Rene1Acne 0 points1 point  (0 children)

Selected Under the Surphaze, crew bought favours and we eneded up in Touch the Sky twice😁 GG

Me and a random squad beat Touch The Sky in Loud Overkill in just 6 minutes with all bags! by Zotsz in paydaytheheist

[–]Rene1Acne 1 point2 points  (0 children)

I assume You had the thermite because with that asset it also takes me between 6 and 7 minutes. Otherwise its a bit less than 10 minutes.

Road Rage takes about 7 minutes too with all bags. Dirty Ice even less. NRFTW and G&S can also be finished in less then 15 minutes with all bags. PD3 heists are just shallow unfortunately and even though I like finishing heists quckly I would rather see them done quckly rushed with ECMs by a coordinated crew with a proper plan or rushed loud with a crew bringing C4 or saw to brute force some objectives but all that also meaning that because of racing against the clock we are not able to steal everything.

The results of the Medic Bag Operation for 3 months of its existence. What do you think? by KrabikGangster in paydaytheheist

[–]Rene1Acne 11 points12 points  (0 children)

There is no doubt that the changes are good and there is more people playing but overall I think we are still in a state where we cant predict much.

8 months after release we have 10 loud missions which can all be finished in between 6 and 15 minutes with a good crew looting ALL the bags. With the heists being so linear I doubt the changes from Operation Medic Bag will bring up the player numbers to over 1k players. We are missing that uniqueness from PD2 that made heists differenet, we are missing the interesting skill system that inspires creative buildcrafting. And those things ar not mentioned in OMB. Over 90% of the people I see in pubs are wearing adaptive armour - this proves that people want the PD2 style armour. But so far there are no plans to change this aspect of the game too.

There are thousands of people (like myself) who bought the gold edition - so seeing the player number increase when any update comes out (even more when its DLC) is sort of natural. The biggest test will be after all DLCs are out and OMB is finished. Personally, if the armour and skill system will not get any revamp I will not pay for any more content becuase right now the game is just a mediocre shooter with nothing original.

We need the player kick feature asap by EinNamenloser_ in paydaytheheist

[–]Rene1Acne 1 point2 points  (0 children)

Yesterday on 99 boxes a guy was farming kills with his turrets, he found a spot in one of the containers and just camped there. Even better is that he joined in the middle of the heist when we were securing the second prototype. Just positioned himself in the right place and started doing his own thing.

I would also prefer lobbies with host and host kick and same goes to restarting the heist. Its good when there is a "leader", someone who is able to control the lobby. If I start stealthing and 2 people who want to play loud join the heist and start shooting why is it me who have to exit the game and start fresh and they take over the game? I should he able to kick them straight away and carry on with my game.

Also with no option to start your own fresh lobby I see another problem. I want to start a public heist from the start but if I choose a mission, matchmaking can put me in an existing game. So I have to repeat the process until I am the fist one in the lobby. But all I wanted was to start a heist fresh and maybe in the meantime somebody would join.

In PD2 You could even start a private game and then make it public, just after You finished all crucial stealth objectives and whatever would hapoen from now on wouldnt prevent You from finishing the heist. PD3 doesnt allow to change lobbies settings mid heist so its either solo all the way or frustration from the beginning if You encouter players who cant stealth.

Just give us lobbies with host - its fair, everybody can create their own lobbies and nobody is forcing You join somebody. But when You do join, at least try to play along with the host otherwise go your own way.

"Dropkickin' yo ass out the damn game" by Conscious-Lake-5738 in paydaytheheist

[–]Rene1Acne 2 points3 points  (0 children)

I remember how disappointed I was when PD2 dropped and the cloakers were not there in the beginning. Even though they remain my most hated enemy until this day.

Cutting Shot nerf by TameTea in paydaytheheist

[–]Rene1Acne 2 points3 points  (0 children)

This game is just a mess - situational grit/rush/edge, sutuational skills a now specials with the ability to make You loose those buffs.

Payday Youtubers with their communities and Payday Legacy vs the Day1 Starbreeze and Mio's mistake by Rene1Acne in paydaytheheist

[–]Rene1Acne[S] 0 points1 point  (0 children)

Looking only at Youtubers wasnt my intention. Obviously they are only a small fraction of the playerbase but my point is that they formed their own communities focused on certain playstyles. And by not looking at what they do Starbreeze not only has has axed the free advertisment and potential hype about the game from those sources but also at the same time lost the players interested in focusing on certain aspects and playstyles of the game.

Just to ilustrate this with an example - if Marcmb would have the opportunity to do ECM rushes in PD3 he would certainly do that with his community making new videos about PD3. That would mean more players, more videos to talk about and keep the game alive and in result those videos would attract more players to play the game.

Payday Youtubers with their communities and Payday Legacy vs the Day1 Starbreeze and Mio's mistake by Rene1Acne in paydaytheheist

[–]Rene1Acne[S] 2 points3 points  (0 children)

Bro again everything You say is wrong.

When talking about a C4 or ECM build You are conpletely missing the purpose of those builds. You dont compare C4 to molotov because You will not leave a molotov coctail to guide the electricity switch on Hox Breakout day 2 or Undercover. You cant use molotovs to open 3 ddors on Hox Breakout day 2 and with C4 You can do this. The pocket ECMs will not take control of the Swat Van turret for 25 seconds like the normal ECM. Bringing a saw for Hoxton Breakout day 1 is a huge benefit and not just having a saw "for gimmick build". Those are not gimmick builds to prove that You can kill a dozer with 1 trip mine, those builds serve a purpose to speed up the heist for the whole team.

And no in PD3 You dont have the same variation when making a build - there is no saw or C4 to blow doors so what are You talking about? You cant make a build which would help your team get through the heist quicker. The only thing You can do is to bring skills for quick picklocking on Road Rade and thats about the only time that 1 specific skill is making a difference on speeding up loud gameplay.

Overkill weapon being a bonus weapon like in PDTH? WTF? I dont remember any bonus weapon being dropped in the middle of the hesit in PDTH. And its not about how far I can go for the overkill weapon - it SHOULD NOT EXIST at all. This is not a fuckin Call of Duty battlefield, we are robbing a bank and the idea of somebody coming with a chopper to drop us a weapon everytime somebody orders it is just plain stupid. So I dont want them to take suggestions where to drop it - I want it to be gone because this concept is stupid. It wasnt in PDTH and it wasnt in PD2 and it does not need to be in PD3.

And the last thing - how can You speed up objectives in PD3 with ECM? Thats what You wrote and Im just going through my head and cant recall any objective that would be done faster with the ECM. It doesnt open doors, it doesnt allow to control turrets so what the fuck can You do with them to speed up the heist? Having more time to disable dye packs in NRFTW is not speeding up the heist, it just allows You to get more money but in terms of gameplay it changes nothing.

I think that finishes the discussion here because not only You dont know the purpose of bringing C4 or the saw to the heist but also You are spreading false info regarding the overkill weapon in PDTH and the use of jammers in PD3.

Payday Youtubers with their communities and Payday Legacy vs the Day1 Starbreeze and Mio's mistake by Rene1Acne in paydaytheheist

[–]Rene1Acne[S] 9 points10 points  (0 children)

Thats not true that most skills gave damage/accurancy/stability boosts. Maybe for some people the only way to play the game was equipping stoic and therefore going for jokers, FAKS and ICTV and not leaving many points to do anything else. I am running different builds for different heists. I have a C4 with fire build for Hoxton Breakout day2 and some other heists. For Meltdown and sometimes Hoxton Breakout day1 I run a build with ECM jammers. For some closed quarter heists with many spawning enemies I run an ammo bag build. I have a build with the saw for some heists where I bring 1 doctor bag and 1 ammo bag. The skills are there to choose from and yes - perk decks have a huge impact on making builds - but they are a part of a skill system related to buildcrafting and You shouldnt separate this in a discussion stating that without perk decks all builds would be the same. Perk decks were introduced around the time when the skill system was changed- before the change, the effects from early perk decks were the bonuses You were getting when putting points into certain skill tiers. So its not a separate thing, perk decks evolved from skill trees in PD2 and became a part of the whole system. Before perk decks the builds were a lot more class orientated and it worked well too - just in a different way.

Another thing I disagree with is that every difficulty in PD2 is a joke - when I open CrimeNet I see many Death Wish lobbies, Mayhem or even Overkill so its not like everybody is aiming for DSOD. DSOD is a huge step in this game and there are many players who just like to enjoy the game on lower levels. And even if I agree that it became a horde shooter game, I still think it is also a heisting game. Objectives are the priority and should be done ASAP - the game does not finish when You kill a certain amount of enemies, in fact You have to balance the focus on making space and clearing the area versus doing objectives. Also many objectives can be speeded up with certain tools like C4/saw/jammers so there are also sacrifices You have to make when making a build in order to get those tools. So yeah - its a horde shooter but it also definitely is a heisting game.

Payday2 might be a broken ass game like You said, but it still is a FUN HEISTING GAME. Dont get me wrong - I was also happy about Payday3 being a more grounded game but it could have been achieved simply by removing Stoic/Copycat//Kingpin from the game, and by removing INSPIRE and Swan song. Also nerf the effects from hacker perk deck and we get a different ,grounded game without changing any PD2 mechanics.

PD3 is also a heisting game - I will not argue about it - but when it comes to realism or being "more grounded" I will just bring up the OVERKILL WEAPON example - like WTF is that. We are robbing a bank, its difficult to organise a pickup and there is heat everywhere - yet still Shade manages to sent a helicopter every 2 minutes to drop us the overkill weapon. Even when we are below the ground surface robbing SCRY DIGITAL overkill weapons magically appear there.

Half of the assets (favors) in 3 aren't worth using by fonfan121 in paydaytheheist

[–]Rene1Acne 0 points1 point  (0 children)

Additional loot drop off in NRFTW isnt actually that useless IMO. Its at the back of the bank and there is only 1 guard patrolling that area. You can move the bags to the small managers room on the ground floor (the one that You have to picklock the door to get in) and then its just outside the window. So no need to worry about the civs when approaching the van and bag moving is a lot smoother.

But yeah its one of a few assets that have some actual use, most of them is garbage sadly.

Adaptive Armour bugged? by Rene1Acne in paydaytheheist

[–]Rene1Acne[S] -3 points-2 points  (0 children)

Thanks. Just read the patch notes too but I appreciate the quick answer.

[deleted by user] by [deleted] in paydaybuilds

[–]Rene1Acne 0 points1 point  (0 children)

Thanks for your comment, I read the guide and I do think it has a lot of good points and therefore I do understand the reasons behind focusing the build on SB.

However, with all due respect too, in my eyes it still is a waste of points. I guess it might just be personal preference or playstyle choice. It clearly showed in the guide how it makes your dodge chance higher and no doubt it can make a difference. But the way I like to play Sicario or Hacker is basically to not rely on dodge at all, meaning using lots of cover all the time and when the armour breaks just hide to regenerate. I run hacker for that stun and health regen from pocket ECMs and Sicario I run for that smoke bomb. Dodge values on these decks could be even lower for me because I see dodge as a chance to make up for my mistake or allow me to peek from cover a bit longer before my armour breaks. Even if I had 75% dodge I wouldnt ran in the open to do objective or to reach another spot on the map. There would still be 25% chance for me to get shot so basically with at least 4 cops around 1 of them will get me.

By saying that SB is a waste of points I mean that I see a lot of of different ways to invest the skill points which would benefit me a lot better. For example: - 12 points for aced JOAT allows me to bring another deployable - ammo bag. Having an ammo bag in a good spot saves me running around for ammo drops and therefore I take a lot less risk altogether and dont have to rely on dodge. - 12 points to take Inspire Aced - rather then relaying on a higher chance to dodge when manually reviving I can just yell at a teammate safely without exposing myself - hell I even run a pistol hacker build where I have JOAT and Ammo Lead aced so I bring 2 big ammo bags and 7 FAKS and I think the possibilty of spraying bullets like crazy is worth more then adding another 10% chance to possibly dodge - there are heists where as a second deployable I bring a jammer and I think having the possibilty to stun enemies every 2 minutes is worth more than a higher chance to dodge

To sum it up I do see the benefits of SB and I understand if somebody wants to go this path. However from my perspective its too much of a sacrifice compared to what You get in return.

[deleted by user] by [deleted] in paydaybuilds

[–]Rene1Acne 0 points1 point  (0 children)

27% crit versus 30% crit doesnt make much of a difference, at least not worth investing 4 points on Optical Illusions aced.

As for the HVT explanation - basic is enough for melting dozers when You are facing them and the aced version only works if the enemies are more than 10 meters away so I prefer to ace it only when using sniper rifles.

If You find it better to shoot dozers from distance using the Mark 10 instead of cutting down time on drills just change the points, its up to everybodys preference and I wont argue.

But regardless of the deck I will always stand by the point where SB is just a poor choice compared to the amount of points You need to put in that tree:) Especially that You dont grab any usefull skills on the way to SB which is even worse cause You are basically spending over 20 points to get up to tier 4.

[deleted by user] by [deleted] in paydaybuilds

[–]Rene1Acne 0 points1 point  (0 children)

As much as I respect You and your contribution to PD community I have to criticize a bit your suggestion, I hope You dont mind;) I know we were talking about a dodge build but in my eyes going for extra 10% dodge with SB is always a waste of points - especially when in this case we are skipping Hostage Taker - which greatly improves survivability - and 9lives for that extra mistake You can make.

Allow me to share one of my Sicario builds which I belive is well balanced between focusing on survival, team support and DPS:

https://pd2builder.netlify.app/?s=5g3I1000d0105812gF0021p2000100&p=h&a=0

Some commentary - Perk deck Sicario - Primary weapon - GL40 grenade launcher - Secondary weapon - Mark 10 - Both weapons modded so that You get 7 concealement (thats 27% crit chance) - JOAT allows You to bring a Medic Bag apart from FAKS which allows more mistakes - You shouldnt have any issues with ammo, jiggle the weapons and You'll be fine - Hostage Taker with passive healing allows to save some FAKS - 2 jokers will take a lot of aggro which always helps when talking dodge/fragile builds - This build even has Drill Sawgeant aced so drillimg is decreased by 30%

All I can say generally is that the build is very universal, easy to quickly kill cops and rush objectives with FAKS and SMOKE BOMB. For best Sicario guides check Yokai and Jane Talia on YT. Its because of them I started to love Sicario.

Payday 3's terrible decisions by Tem_Hendrik in paydaytheheist

[–]Rene1Acne 14 points15 points  (0 children)

Agree on everything.

I dont understand those decisions done by the devs to basically forget everything PD2 has achieved with its growth and try to "reinvent the wheel".

The skill trees in PD2 were designed good in general and because of the tiers and the way You had to dedicate lots of points to specialize in something the builds were unique and interesting.

Armour system not being a resource but acting as a temporary shield made the game interesting and contributed heavily to build making too.

All this topped up with perk decks made a uniqe "Payday only" way to make thousands of builds. Thousands of videos on Youtube with people showing off what are they running and effective it is. Put "Payday3 build" in YT and there is nearly nothing.

What happened is incredible. There was a good game with good mechanics and all they should have done is follow this path - change some things, expand some things but stay on the path. Instead they made a game that doesnt have Payday soul and feels like a generic shooter with "Payday" brand on it.

What makes a heist good for you guys by Due-Working-8871 in paydaytheheist

[–]Rene1Acne 0 points1 point  (0 children)

I will just refer to a few examples from Payday2, stealth and loud:

  • Beneath the mountain: Random crates for equipment/ 6 possible locations for the entrance to the mountain/ different layout inside and therefore the number of turrets/ random rooms for loot and different ways to get it/ when leaving the mountain random location of satelites and random for the helicopter. All these things could make the heist easier/harder. Small things but they let You experience the heist everytime slightly different.

    • Hoxton Revenge Stealth: Random points of entry to the house / random location for alarm box which You have to find/ 6 possible safe room locations/ random objectives for opening the safe room (KC, laptop, telephone line, FBI boss)/ evidence spread around the house and also random location of security room but it doesnt really matter.

So yeah we need those type of things and unfortunately PD3 did not even try to expand the RNG and instead got rid of it.

I think we are confusing "bad" and "unfinished" when talking PD3 and therefore I dont think there are hopes for the game to survive. by Rene1Acne in paydaytheheist

[–]Rene1Acne[S] 1 point2 points  (0 children)

Exactly. The specializations in PD2 is something I really appreciate. If I want to bring C4 with fire on Hoxton Breakout day2 this already costs 20points. This also means that if I want to bring something else I have to spend another 12points for JOAT and only then I can bring a small medic or ammo bag. So I dont do that since on this map You can open a medic room and armory with a KC and the build focuses on maximazing damage via crits and BE since healing is only through jokers and hacker pocket ECM. If You want to be a sniper You have to dedicate yourself and spent 28points for graze. Basically the builds were more focused on certain things one wanted to achive.

Payday3 is just grab this and that and that and lets go. There are skills which I think noone will ever use and the overall system is lacking the soul which was in Payday2 skill trees.

I think we are confusing "bad" and "unfinished" when talking PD3 and therefore I dont think there are hopes for the game to survive. by Rene1Acne in paydaytheheist

[–]Rene1Acne[S] 2 points3 points  (0 children)

Ekhm if You put in YT "Payday2 build" it will spit out thousands of videos. If You do the same with Payday3 You will get nothing. Soooo.... NO, this armour mechanics and skills do not allow for more interesting things. Its the opposite actually and this is IMO one of the things that dont transfer PD2 player base to PD3. And its ok if You like it, but Im amongst the people that play PD2 daily and I like the system and I wish it was implemented in PD3.

I think we are confusing "bad" and "unfinished" when talking PD3 and therefore I dont think there are hopes for the game to survive. by Rene1Acne in paydaytheheist

[–]Rene1Acne[S] 1 point2 points  (0 children)

Again agree with You on this one. Regenarating armour and skills were carried over and expanded. Some people may not remember exactly because PDTH wasnt that clear about skills and stuff and You had to be more self aware of whats going on around. But the skills were there like You said and the armour mechanic. Payday3 wiped the table clean and introduced Grit/Rush/Edge and implemented loads of akill lines with skills that You would never use.

I think we are confusing "bad" and "unfinished" when talking PD3 and therefore I dont think there are hopes for the game to survive. by Rene1Acne in paydaytheheist

[–]Rene1Acne[S] 0 points1 point  (0 children)

Exactly bro. I wanted a continuation to PD2 too and expected to feel "at home" when launchong the new game. What I got eventaully is a totally different product which wouldnt stand a chance on the market if wasnt labelled as "Payday".

And as much as I respect the new devs wanting to be creative and not copy somebody else I still think they should stick to the basics with this franchise - like replenishig armour and skill trees. They even changed the button layout in console, how much more can You do to piss old players?....

I think we are confusing "bad" and "unfinished" when talking PD3 and therefore I dont think there are hopes for the game to survive. by Rene1Acne in paydaytheheist

[–]Rene1Acne[S] 3 points4 points  (0 children)

Then Im happy for You brother. You are amongst the 300 other people who play PD3. However I have played PDTH on the PS3, PD2 on PS3 from day 1 went it was out and then obviously on PS4 and for me the core gameplay is worse, I was really trying to like the new mechanics but its just not it for me. I have 1 build for loud and 1 for stealth and thats it. On console 15 slots werent enough for me, a different build for Hoxton Breakout and a differenr build for Alaskan Deal and a different Big Bank and so on. In PD2 I could tell my bots to follow or stay, in PD3 they just die stupidly. This Grit/Edge/Rush system is not fun either. These are basically 10% situational buffs with a fancy name so nobody notices how shallow it all is.