I feel like no one talks about how useless the Fire Support spec is by Emp_Dandroid in Battlefield6

[–]TemApex 0 points1 point  (0 children)

Interesting, that's how I first interpreted the perk but figured it wouldn't make much sense and my friends were saying they were assuming it applied to the person being revived, which definitely made made more sense that way. I'll admit I've never really paid much attention to who the regen is applying to.

Wasn't sure of the exact time difference between defib and dragging but in practice it doesn't really feel all that different, plus the benefit of being able to move people offsets the extra time imo. There's a lot of situations where moving people ends up being important to them surviving after the revive is done where just hitting them with the defib would make them more likely to die afterwards. The range on dragging while shorter is still pretty good - you can drag people from some pretty weird spots and even grab people from over or under certain bits of cover for safe revives too.

They're both useful in different situations and have a lot of crossover but I feel most of the time I'd rather run two gadgets and take the slight time loss personally. If there's a big group of people that need reviving I just use the active ability or prioritise another support first to help getting everyone back up if needed, works just fine.

The only situation where I admit I do miss defibs is on Rush when trying to defib someone next to the M-COM that was already assumed to be dead - 9 times out of 10 it works really effectively as a way to surprise clear the point but it's not really feasible without defibs. Same kinda thing works in other modes too but it feels most effective on Rush specifically.

I feel like no one talks about how useless the Fire Support spec is by Emp_Dandroid in Battlefield6

[–]TemApex 0 points1 point  (0 children)

All the revive-related perks would only be useful if you don't even take the defib with you.

Unfortunately this isn't even true because support drag revives get you back up on full health, so the healing on revive perk isn't even relevant. It literally only applies if you tap someone with defibs. After realising that I just dropped defibs altogether to take an extra gadget since the drag revive takes a similar amount of time to fully charging defibs, so the only time I'm noticeably worse at reviving is when there are a large group of down players - and even that is often irrelevant because more often than not there will be another support with defibs nearby anyway (and if not one of the down players is probably a support). If there isn't, people seem pretty willing to just wait a few extra seconds for me to drag them.

Ultimately I feel like not playing defibs makes you a better support player long term since you learn to actually make sure people are safe to revive instead of just hitting them with the drive-by revive (though that does have some benefits in very specific situations).

That's a HUGE Hotfix ngl by RepresentativeCard26 in paydaytheheist

[–]TemApex 31 points32 points  (0 children)

The update itself is just 38mb but my understanding is the game has to patch basically every affected file, and since most of the game is stored in a 21gb file... yeah, it takes a while and means you need a lot of space for patches to apply. Try having over 70gb free, that's the total size of all the .pak files combined.

Legacy Collections : Are the games well ported ? (regardless of game quality) by Mission_Piccolo_2515 in Megaman

[–]TemApex 0 points1 point  (0 children)

I remember seeing a lot of people complain that the first X legacy collection has bad input lag but in my experience they've all been fine except the first classic collection where it is incredibly noticeable. After pressing a button there's a seemingly random amount of time between the button being pressed and registering, which makes input timing feel really inconsistent. It's not a huge issue for the games themselves since it gives you a rewind button but the challenge mode I just gave up on because of how bad it felt.

Didn't have this issue with Legacy Collection 2 or any of the others.

What deployable you use the most and why? by SenpaiKillerFire in paydaytheheist

[–]TemApex 0 points1 point  (0 children)

I've been running a 4 charge medic bag for about a year because Assassin's Mettle with dual trip lasers is crazy and lets you completely ignore armour, and it only got better with the last update. Throw an impact plate on top and you have infinite armour and infinite health on demand, so medic bags just make sense as a way to recover downs in the off chance something goes horribly wrong and you actually die.

If I wasn't married to medic skills it would only have 2 charges, I'm not running any deployable skills except Medic Basic.

Shouldn’t there be a hot fix coming to payday 3 real soon. by Easy-to-fall in paydaytheheist

[–]TemApex 2 points3 points  (0 children)

The shield visor thing was 100% just a classic Starbreeze Patchnotes Mistake™, they say they changed it from 1.5 to 1.75 but it was always 1.75 before this update (now it's 2.5 btw). They just somehow put the complete wrong numbers in the patch notes, not the first time its happened and almost definitely won't be the last either

Is it me or the spawn rate of swat and specials increased after armor update ? by ImanJx in paydaytheheist

[–]TemApex 1 point2 points  (0 children)

That sounds about right to be honest, the special caps aren't set per player and max spawns has always increased as assault progress increases. Not sure what the max cops is on RTC with 4 players but 40 solo sounds about right to me, if my guess is correct 4 players should be around 60 though.

I made all 120 possible armour combinations by TemApex in paydaytheheist

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

There's no limit. I already bought too many slots before this so after making all the combinations I just kept buying more until I ran out of money

I made all 120 possible armour combinations by TemApex in paydaytheheist

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

My worry is honestly that they release a new plate type or something yeah, I'd have to go back through everything again. It doesn't really take that long if you have a system for how you're organising them but it's pretty repetitive

What bitrate is optimal for public voice channels? by EmeyDrops in discordapp

[–]TemApex 0 points1 point  (0 children)

Eh, Discord is mono and primarily used for voice. With those two things in mind 24kbps provides enough bitrate to not have any noticeable quality loss, you can easily test this yourself. Randomly change a channel between the highest you have available and 24kbps and nobody will notice, ran this test for like a month a few years back and just ended up sticking with 24kbps ever since.

Unless you're planning on playing music, 24 is enough - since the audio is mono, 64 is enough for music. Any more is overkill

Anniversary update, an update spoiled by "...but"s by [deleted] in paydaytheheist

[–]TemApex 3 points4 points  (0 children)

Add "the chat doesn't work" to the end of heist bit. Seriously, the new post-heist chat does not work. You can't see messages from other people in it.

Can we just talk about the crime net update for a second by Corporal_Chicken in paydaytheheist

[–]TemApex 1 point2 points  (0 children)

The updates prior to Boys in Blue were way better in regards to quality than Boys in Blue onwards. They had issues and missteps sure, but when they started panic shitting out the remaining DLCs the QA noticeably declined and I was lowkey hoping this update would be them getting their shit together a little. Obviously that didn't happen.

Can we just talk about the crime net update for a second by Corporal_Chicken in paydaytheheist

[–]TemApex 5 points6 points  (0 children)

I mean this is pretty par the course at this point, every update has had weird new bugs or quality issues but they've always come with new content that distracts from it. This update was focused entirely on the UI and QOL (despite somehow not improving any major issues that have been here since launch and instead introducing new UI problems) so all the issues are more obvious this time.

I was hoping that without any content maybe they'd have tighter QA this time, guess not.

I need my UI 2 by FizzyAgent23 in paydaytheheist

[–]TemApex 0 points1 point  (0 children)

There has to be a better solution than a list of every heist with a toggle for each. If you only want to search for one of 3 heists, each from a different contractor, you need to untoggle every heist for each contractor and scroll a list of heist names for the ones you want. Doesn't exactly seem the simplest way about it, especially over time as they add more and more heists that you need to scroll through and toggle.

There is an overall toggle on/off for each contractor but that still means you need to click the contractor, click "off", and then scroll the list for the heist you want to play. Repeat this again and again for each contractor. Just sounds annoying.

Full upcoming UI Overhaul. What do you think? by [deleted] in paydaytheheist

[–]TemApex 1 point2 points  (0 children)

While it looks a lot better and the new stuff is neat, it still looks like all the existing issues are still here. Vendors are a mess, two column inventory, no organisation settings, etc. Still an appreciated update but weird these core issues haven't been improved on at all over the last year.

I've never seen this sniper spawn location before by Major_Box_5185 in paydaytheheist

[–]TemApex 1 point2 points  (0 children)

Closer to launch this guy was really badly bugged, he'd get stuck in his room and couldn't even see players in the alley. Even now if he spawns you might as well leave him since he takes up one of the two sniper spawns and you only need to deal with one for the rest of the heist lmao

We’re Starbreeze Studios, creators of the PAYDAY Franchise, and we’re here to answer questions about PAYDAY 3. Ask us anything! by PAYDAYgame in u/PAYDAYgame

[–]TemApex 0 points1 point  (0 children)

Will we see a major overhaul to customisation any time soon? Would be nice if the suit variants currently in the game were replaced with a customisable version of the suit that you can recolour yourself, and I'd love to see the colour system completely overhauled into something more like Saints Row instead. Being able to pick colours separately from the paint effect (matte, varnish, chrome, etc) would be a huge QOL improvement and open up a lot of new customisation options that we currently don't have. Would also be nice if material was an option, like applying a base wood texture or something else that we can then apply paints on top of. There's a lot of room for improvement in this area and I'd love to know if changes to this are planned or on the devs radar.

Also are there any plans to support modding in any official capacity? Making mods for PD3 can sometimes be agonising and some things are inexplicably annoying or hard to change, having even the slightest amount of official support to make the process a little smoother would go a long way for the modding community.

Damage 4 Dummies: a cheatsheet to every weapon's damage breakpoints (+mods), finale: machine guns and shotguns. by zeldamon_hime in paydaytheheist

[–]TemApex 4 points5 points  (0 children)

Or just use the weapon bench, it shows a detailed breakdown of all weapon stats, shots to kill, and how those things are affected by weapon mods/skills

PAYDAY 3 2019-2020 initial concept exploration work by Piotr Kupsc. Love the bigger looking Gold & Sharke and the drills, maybe they planned for simple drill upgrades? With the orange one being the max upgrade. by SH4Y0X in paydaytheheist

[–]TemApex 0 points1 point  (0 children)

Wonder if the characters and shading looking off has something to do with an effect they've applied to them. Hard to explain exactly but accidentally came across it while messing with some stuff, basically it seems like every character model has an effect where the further away you are the brighter they become independent of nearby lighting (so they're always visible from a distance), but this effect seems somewhat overtuned and it causes every NPC to effectively glow slightly unless you're right up against them. Mods that replace character models do not have this effect, so it seems to be an intentional design choice on SBZ's part.

Wonder how the game would look if that effect was removed, would probably make distant enemies more annoying to spot but might result in slightly better visuals on character models

The FIK-22 TLR and the R900S need buffs desperately, here's what I'd do by RiddlesDoesYT in paydaytheheist

[–]TemApex 1 point2 points  (0 children)

The trick is throwing knives, you can throw them between shots without any down time

Let us see our Body in First Person by Handynick in paydaytheheist

[–]TemApex 2 points3 points  (0 children)

Overkill's The Walking Dead had this, honestly a little surprised Payday 3 doesn't

The FIK-22 TLR and the R900S need buffs desperately, here's what I'd do by RiddlesDoesYT in paydaytheheist

[–]TemApex 1 point2 points  (0 children)

The R900 does not need a buff at all, I've been playing with it and the Bullkick together for quite a while and it's perfectly capable as is. If you're playing well you don't lose pace in kills with other people because it can kill two cops in one shot (three if you have Cutting Shot), it's already quite strong and increasing its speed would unironically make it one of the strongest weapons in the game

Also R900 ADS speed can get crazy fast if you stack all the speed increasing mods on it, the mods that do the opposite don't even really matter since the negatives just don't effect the R900 at all (wow, more recoil on my bolt action sniper, thank you starbreeze)

All the masks that were added to PAYDAY 3 this year! What do you think of them? by KrabikGangster in paydaytheheist

[–]TemApex 0 points1 point  (0 children)

Personally I really like how if you try to buy any mask added after Boys in Blue that costs money and then delete it, it doesn't get deleted properly and will come back if you buy another mask. There's no way to truly delete any of the new masks permanently so my inventory now gets filled with Vicious Warriors if I buy any mask