CyberpunkGod
Member
As far as I know, yes, it still sucks.
Is this game awesome? How well does it set itself apart from other shooters?
Hey guys!
Our largest update yet! This one carries a lot of free content like a new heist, 4 new masks, new economy and much improved AI and difficulties. Pay a visit to the Nightclub and Big Oil as well. They got a lot of new stuff in them!
Update size: 801.9 mb
Team mates
Improved killer instinct for the AI team. They are more aggressive and more prone to stay alive even on the OVERKILL difficulty. Single player never looked more tempting.
Difficulty
Much harder OVERKILL! Yes you got it - now dont cry.
SWATS now have much better flashbangs - use the shades!
More balanced single player sessions
BULLDOZERS are now EVIL
Police AI
Added more and better run and walking animations for our dear enemies.
Crime.net
Improved Payouts!:
The Crime.net economy has got a major upgrade. After looking at massive amounts of data and collecting player feedback we have implemented and tested a new economy system.
Each contract now has reward dependant on the mission specifics. Some contract amounts can seem low but the REAL value is in stealing the LOOT BAGS. If you sling a lot of Coke for Hector he will compensate you greatly. The reward is different depending on the number of coke bags you clear. On the other hand, if you hit Big Oil + it is not at all about bags and more about completion. If you get the engine to the helicopter and escape you get a hefty contract pay. This makes the game more tactical and you have to fight greed on almost every map.
Thanks to everyone who helped out with this!
CrimeNet is now balanced so you can chose to play for XP or Money or a middle way. Learn this by playing the heists on different difficulties. There are some anomalies to be found and taken advantage of!
NOTE: If you are in a BAG focused mission, go for the additional bags - they pay out several 100% more than the mandatory bags (for which you get the contract pay). BUT remeber - GREED KILLS!
Multiday jobs pay out greatly and are very rewarding once you figure out how to move additional bags through them.
Presentation
Crime.net has reduced its somewhat cluttered info when counting the PAYDAY and contract money for you. You will be presented with a PAYDAY number that shows the amount of money the contract is worth EXCLUDING the LOOT BAGS. This is the offshore account money and 10% of that becomes you spendable cash. Look into it. it is simpler and more straightforward.
All cash numbers are now presented as Offshore money until converted to spendable cash.
The Contract filter is back!
Kick Filters. You can now set Kick enabled and filter on that on Crime.net.
HUD
We now display mission bags value on PAYDAY for both mandatory and additional bags in TAB stats screen during gameplay.
Skills
Boosted Aced Combat Medic revive bonus from 25% to 40%.
Enemies more affected by ECM feedback and civilians are no longer affected.
Added Inside Man Assets on almost all levels so that you can buy a EXPERT DRIVER that 100% takes away the Escape.
Made sentry gun tier 6 more effective.
Loot Drop
Added EXP cards in the loot drop for fast leveling
Added much better cash cards!
Weapons
New reload animations for the Deagle!
Texture fix for the "professional" sight.
IZHMA 12G Shotgun damage is buffed.
M308 Rifle has had its damage adjusted correctly.
Kobus 90 Submachinegun got a damage increase with long barrel weapon mod. added.
Sounds
Improved the ambient sounds to loop seamlessly.
Added more and cranked up existing the car sounds.
Gun sounds improved and allowed to be 100% more at the same time
Masks customization
Added four new masks!
Added four new patterns!
Added four new materials!
VO
Added VO to the Sniper in Watchdogs! He is awesome.
Escapes
Changed how escapes work, now civilian death increases chance and not time. Also a no alarm hit gives you NO escape.
Fixed minor graphical issues on Street escape.
Nightclub
So many fixes... and Dmitri has changed up the club. There is tons of more variation and evil russian thugs around.
There is a rumour of a fight club, but we are not supposed to talk about that.
Watchdogs
Watchdogs number of bags now depends on difficulty.
Tweaked chances of random events and walls.
Big Oil 1
Completely new layout!
Rats
Fixed collisions on Rats 1&2
Mallcrashers
Balanced property damage values.
Art
Endless updates and fixes, just enjoy.
Thanks all and enjoy the diamonds - but watch out for the TITANIUM safes!
Almir
OVERKILL - a Starbreeze Studio.
I'm jealous of all these updates. They said today that there was no new news on the 360 patch.
Did you miss the part where they added a new heist (Diamond Store).I feel like I'm a single new heist away from being hooked into the game again.
hope the armored truck heist comes soon and I can get back to it and see all these changes
Did you miss the part where they added a new heist (Diamond Store).
dont be, update is garbage
I like the new difficulty, but there's no reward.
I would get at least 800k playing Bank Heist stealth. Just did two and hte most I got was 150k. EXP also decreased
Full stealth Firestarter, 19 additional bags = 375k. Pre-patch I would get 1.5 minimum.
Yeah, payoff is terrible and the weapon charts are all inaccurate as hell. Also the new bulldozer mechanic seems to be "Send 3 in and then send in 3 more because fuck you" and that isn't really very fun at all. The increased difficulty with damage is crazy but I think the increased damage overall on other weapons makes it an easier pill to swallow. The totally garbage payoff however is not excusable.
I just did Bank Heist: Gold Pro OK in full stealth and with all of the deposit boxes cleaned out for additional bags. The reward for it was barely more than 100K...
I'm level 100 right now, but I really feel for those people who are still leveling, and are looking at Tier 6 skills being 1mil+ to Ace. For me, a lot of the fun I had was constantly toying with new builds, experimenting with different weapon mod setups. Overkill just put all of that out of reach financially for new players in one fell swoop.
Wow, that sounds pretty bad. I stopped playing about two weeks ago at level 73 with 30+ mil but I can see how this would really discourage experimenting unless they make weapon modding free (which it should've been from the start) and lower the prices for respecking. I'll probably wait a few more weeks until they sort all of this out.
Weapons and mods cost more by the way. The Mosconi used to cost 500k on the dot, it now costs almost a cool million. One of the starting rifles got bumped from 10k to 90k, making it even harder for new players to obtain and dig themselves out of the hole that the terrible default rifle leaves them with.
So wait, they not only changed the amount you get from a heist but also increased the cost of everything? It seems like just doing one or the other would be enough but that's a little overboard doing both. I guess it's good I have the weapons I want but it's bad enough getting the mods you want for the weapon you want and now you have to worry about price on top of that?
Questionable decision here because making it more of a grind doesn't suddenly increase replayability. Variety does.
figuresIt's not supposed to be like that, according to Goldfarb. Something's wrong: https://twitter.com/FictitiousSandw/status/378784633195741185
Well I guess that's it for me. Fuck trying to get to level 100 now. Maybe overkill should stop trying to kill grinding and instead concentrate on why the fuck people are grinding in the first placedont be, update is garbage
I like the new difficulty, but there's no reward.
I would get at least 800k playing Bank Heist stealth. Just did two and hte most I got was 150k. EXP also decreased
Full stealth Firestarter, 19 additional bags = 375k. Pre-patch I would get 1.5 minimum.
Systems
Made tweaks to the economy system - added a whole lot more money to PAYOUTs and matched that with prices. Bags are super important! Or go check out Big Oil...
Made tweaks to the skill costs, higher tiers are now more balanced
Increased the XP payout depending on difficulty
Law enforcement
Included a feature where law enforcement now can spawn and move in groups of tanks, tasers, shields and heavy SWATs
Tweaked the tactics of the law enforcers - tasers grouped with tanks now charge instead of providing support and are more aggressive
Balanced the tank spawn rates on the different difficulties
Balanced the tan FBI spawn rates on the different difficulties
Made a change where we buffed the snipers
Balanced the Officers so they do less damage but still hurt
Balanced the Gangsters so they do less damage but still hurt
Taser now has increased taser range, are also harder to headshot
Skills
Made a fix so that the Cleaner skill is disabled in casing mode
Buffed the Bulletproof skill, now absorbs more damage
Nightclub heist
Made several fixes connected to AI movement pattern and collision
Diamond Store heist
Made a fix to the ATM machines
Made a fix to the Expert Driver asset
Made a fix where the escape van wouldn't be enabled in some cases
Tweaked the number of guards that spawn
Weapons
Balanced the Mark 10 Submachinegun, lowering its damage output
Balanced the Para Submachinegun, lowering its damage output
Ghost
Buffed the ECM jammer by increasing the range
Titan safes
Made a fix to the Titan safe timer, lowering it to great extent
Im sorry but this was pisspoor game management, I grinded up to level 60, played the same damn heists over and over, in the expectation that it would be worth it, but it isnt, there is so little content and the balancing is so unbelievably fucked that you get to 60 and realise it was a waste of time. Now they are trying to rebalance it but the key point still remains, there is nothing to do past level 30 when you unlock a key skill. The new mission is terrible the ai is predictable and its impossible to get 3 people together because most people have seen through the bullshit.
This game could have been so much more.
If the AI is so predictable why the hell does 90% of the community absolutely fail at stealthing missions..
but yeah, the game does have some flaws with it. We need more things like Titan safes that benefit character specialists. I used to be an Enforcer, outside of Bank Heist and Big Oil Day 1, I felt pretty useless. Technicians are beyond useless in this game. I haven't seen anyone with a sentry gun since week 1
Did I miss something? Female characters? Aww yeah?
https://twitter.com/locust9/status/380711047553761280/photo/1
I was in a public lobby game a while back and someone asked my thoughts on the subject, and how I felt about the fact that I was stuck playing a male character.pretty cool
I likey
Did I miss something? Female characters? Aww yeah?
https://twitter.com/locust9/status/380711047553761280/photo/1
They said they where planning this during beta along with those splinter cell mofos and safehouse customization.
Also me and my friends have stopped playing until they fix the EXP rate.
Systems
Made tweaks to the economy system - added a whole lot more money to PAYOUTs and matched that with prices. Bags are super important! Or go check out Big Oil...
Made tweaks to the skill costs, higher tiers are now more balanced
Increased the XP payout depending on difficulty
I think they did just that on Tuesday.
Update #13 - 20131003
Update size: 1,3 gb
The three biggest changes
A complete overhaul of the weapon system, introducing numeric values instead of bars
Major changes to the stealth system, balancing how much weapons, skills and armors affect your concealment
Rewritten skill descriptions, introducing numeric values in the spirit of Mekonlips' www.pd2skills.info
System
XP buff for HARD, VERY HARD, OVERKILL to account for increased difficulty, making it more rewarding
Pro Job XP payout increased on OVERKILL difficulty, making it more rewarding
Failure XP payout reduced slighlty
Special enemies will now be marked when seeing them through security cameras
You can now mark special enemies when in bleedout
Fixed a bug where skills that reduces purchase cost did not reduce cost of buying Premium Contracts
Changed suppression to threat
Changed visibility to concealment
Changed recoil to stability
Masks
All masks are now shown in your mask stash - now you know how many masks there currently are and which ones you have
Fixed a mask exploit where the player could abuse the mask system to gain money
Stealth
Major changes to the stealth system, balancing how much weapons, skills and armors affect your concealment
Fixed a bug for suspicion meter not decaying when same enemy has more than one suspicion object in sight
Decreased most SMG weapons and Assault Rifles concealability
Increased Pistol concealability except for the Deagle Pistol and Bronco .44 Revolver
It will no longer be possible to sneak right in front of enemies
Added a Detection Risk ring in the inventory instead of the Concealment bar
Fixed various issues with Suspicion and Detection related skills
Adjusted armor concealment values to make the first four armors more forgiving and the last three more punishing
Adjusted the weapon concealment values to be less punishing
Security cameras have been improved and will now detect you faster - GENSEC have been hard at work
Tweaked the detection values based on QA and community feedback
Law enforcement
Increased Sniper difficulty on OVERKILL so that they now deal massive damage
Tasers can now team up together with Shields
Law enforcers can now carry the Bronco .44 Revolver - go on, make their day
Fixed a crash regarding Sniper on the OVERKILL difficulty
Bulldozers can now throw smoke grenades - Oh my god
Bulldozers can now use the IZHMA 12G Shotgun - Sweet baby Jesus
Added new VO when law enforcers are suppressed
Fixed a crash related to flashbangs
Fixed a crash when a player tries to convert a dead law enforcer
Added hearing loss sound for flashbang
Added new VO for police officers and S.W.A.T.'s
Decreased damage output of law enforcers carrying the CAR-4 Rifle
Decreased damage output of law enforcers carrying the AMR-16 Rifle
Reduced the distance that the Taser can tase you
Added SFX to the Taser when his taser malfunctions and increased the damage the taser takes
GUI
Three icons have been added for the drill monitor so players can now see which skills have been activated
Weapon modification icons have now been added to the inventory and the loadout menus
Increased volume of player armor regeneration sound
Gangsters
Gangsters have been balanced so that they are less deadly, yo
Armor
Armors have received a dodge value - the lighter you are, the higher chance you have of dodging bullets
Further balanced movement rates for all armors
Armor penalty now affects steelsight speed, crouching speed and in-air movement speed
Skills
Rewritten skill descriptions, introducing numeric values in the spirit of Mekonlips' www.pd2skills.info
Complete overhaul of skill descriptions to more accurately describe what the skills do
ECM Feedback radius has been extended to 25m
Improved the Fast Learner skill by increasing its effect
Balanced the Bulletproof skill by decreasing its effect
Improved the Cat Burglar skill by increasing its effect
Improved the Lockpicking Expert ACE skill by increasing its effect
Improved the Gunslinger skill by increasing its damage and reload time
Improved the Cable Guy skill by increasing the interaction speed
Balanced the Inspire ACE skill so that it works 75% of the time
Improved the Sentry Combat Upgrade skill by increasing the armor %
Balanced the Chameleon skill, decreasing its effect
Balanced Tier 4 of the Ghost tree
Balanced Tier 6 of the Enforcer tree
Drill
Add ability to upgrade drills with your skill upgrades - you can now upgrade other players drills
Fixed bugs with the drill and hacking device, sound getting stuck and unavailable upgrades for clients
Weapons
A complete overhaul of the weapon system, introducing numeric values instead of bars
Selecting equipped mod will display the base, mod and skill stats
CMP Submachinegun - Increased the damage, spread and recoil
AMR-16 Rifle - Decreased the damage and recoil
AK.762 Rifle - Decreased the damage
Krinkov Submachinegun - Decreased the rate of fire
AK5 Rifle - Lowered the recoil
Kobus 90 Submachinegun - Lowered the recoil
Deagle Pistol - Lowered the recoil, increased the damage
Mark 10 Submachinegun - Increased the damage and spread
Locomotive 12G Shotgun - Increased the full and fall-off damage
Crosskill Pistol - Decreased the damage, lowered the recoil
Mosconi 12G Shotgun - Modifications for the Mosconi 12G Shotgun now have higher concealment
The Ergo Grip modification of the Crosskill Pistol now has a stability statistic
Nightclub heist
Fixed a bug with a shelf with no collision in the kitchen
Watchdogs heist
Watchdogs Day 2 - Fixed a bug with the trucks collision
Four Stores heist
Fixed a bug where a camera wasn't spotting players properly
Diamond Store heist
Fixed the AI navigation graph so they move properly
Big Oil heist
Fixed a bug so that the players can't shoot through the round windows to the left and right of a door
Modified cost for Big Oil Pro
Jewelry Store heist
Fixed a bug where throwing jewelry bags on top of street lights will cause progression to be stopped
Fixed a bug where the player and bag collision wouldn't work properly with the dump truck (this is also fixed on the Ukranian job)
Rats heist
Rats Day 2 - Fixed an issue where one of the money bag isn't secured when it spawn in the van
Modified cost for Rats Pro
Framing Frame heist
Framing Frame Day 2 - Fixed a bug so that players now are able to pass through the train door before it closes
Framing Frame Day 2 - Fixed an issue with the phone when multiple players would answer it at the same time
Framing Frame Day 3 - Fixed a bug where bags weren't reachable
Almir
OVERKILL - a Starbreeze Studio.