PAYDAY 2

PAYDAY 2

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Open Beta upcoming changes
Hi


We are currently working into having the third update to the Open Beta. We will let you know when we have updated it.


The following changes seek to increase the viability of certain elements that are currently lacklustre.


Once you are able to try this changes let us know how it feels in this threads.


Change log :


Weapons :

The ammo pick up rate has been increased from a minimum of 1% and a maximum of 3.5% of the weapons total ammo to a minimum of 3.5 and a maximum of 5.5% of the weapon total ammo for the following weapon :
  • Chicago Typewriter Submachine Gun
  • Mark 10 Submachine Gun
  • Compact-5 Submachine Gun
  • CMP Submachine Gun
  • Para Submachine Gun
  • Heather Submachine Gun
  • Kobus 90 Submachine Gun
  • SpecOps Submachine Gun
  • Cobra Submachine Gun
  • Blaster 9mm Submachine Gun
  • Uzi Submachine Gun
  • Patchett L2A1 Submachine Gun
  • Jacket's Piece
  • Kross Vertex Submachine Gun
  • Micro Uzi Submachine Gun
  • AMCAR Rifle
  • AK Rifle
  • CAR-4 Rifle
  • UAR Rifle
  • JP36 Rifle
  • AK5 Rifle
  • Commando 553 Rifle
  • Clarion Rifle
  • Gecko 7.62 Rifle
  • Queen's Wrath Rifle
  • Lion's Roar Rifle
  • Valkyria Rifle
  • Bootleg Rifle

The ammo pick up rate has been increased from a minimum of 1% and a maximum of 3.5% of the weapons total ammo to a minimum of 5% and a maximum of 7.5% of the weapon total ammo for the following weapon :
  • Rattlesnake Sniper Rifle
  • Repeater 1874 Sniper Rifle
  • Lebensauger .308 Sniper Rifle
  • Street Sweeper Shotgun
  • Goliath shotgun
  • Predator 12G Shotgun
  • IZHMA 12G Shotgun
  • M1014 Shotgun
  • Steakout 12G Shotgun

Sniper Rifles and Shotgun with the AP Slug ammunition will no longer have their damage reduced when shooting through swat shields.


Perk Decks :
Changes made to each perk will be listed below with their old values striked over.

Biker - Prospect Perk 1 :
Every time you or your crew performs a kill you will gain 5 health and 5 armor. This cannot occur more than 10 times every 25 seconds 15 seconds.

Grinder - Histamine Perk 1 :
Damaging an enemy heals 1 life points every 0.5 seconds 0.3 seconds for 3 seconds.

Maniac - Insanity Perk 9 :
Damage absorption from Hysteria Stacks on you is increased by 50% 100%.


Skill Trees :

Changes made to each skill will be listed below with their old values striked over.

Technician Tree - Oppressor Subtree - Lock N’ Load Skill Aced :
Killing 2 enemies with SMGs, LMGs, Assault Rifles or Special Weapons set to automatic fire mode will increase your next reload speed by up to 60% 100%. This bonus is reduced by 1% 2% for each bullet above 20 in the total magazine size, down to a minimum of 20% 40% reload speed increase.

Mastermind Tree - Sharpshooter Subtree - Aggressive Reload Skill Aced :
Any killing headshot will increase your reload speed by 40% 100% for 2 seconds 4 seconds. Can only be triggered by SMGs, Assault Rifles and Sniper Rifles fired in single shot fire mode.

OVERKILL_Jules
Last edited by OVERKILL_Jules; Nov 25, 2016 @ 5:21am
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Showing 1-15 of 165 comments
DOY Nov 25, 2016 @ 5:12am 
ok so grinder is back to its pre-update 100 form and a little better (one extra hp tick).
Gomamon Nov 25, 2016 @ 5:15am 
Ah that's good stuff!
Whaley-senpai Nov 25, 2016 @ 5:18am 
Biker is getting a buff :D
Pain Is A Warning Nov 25, 2016 @ 5:19am 
This finally looks like a worthwile beta.

I wonder if AP slugs for shotguns are going to work now, I'm kinda worried that current shotgun accuracy values may be way too low for precise shots using a single projectile.
Duke Nov 25, 2016 @ 5:40am 
Hitman perk deck buff when?
Kjerad Nov 25, 2016 @ 5:43am 
Originally posted by OVERKILL_Jules:
Sniper Rifles and Shotgun with the AP Slug ammunition will no longer have their damage reduced when shooting through swat shields.
This. Wins. Everything.
Akutare Nov 25, 2016 @ 5:56am 
Those are some pretty nice changes, also, nice buffs to the ammo pickup of some spammier weapons.
But where's Hitman/Yakuza buff ?
maSu Nov 25, 2016 @ 5:57am 
Originally posted by OVERKILL_Jules:
Weapons :
this sounds good.

Originally posted by OVERKILL_Jules:
Sniper Rifles and Shotgun with the AP Slug ammunition will no longer have their damage reduced when shooting through swat shields.
This is a good sniper buff.
AP slugs got such a low accuracy, they will not be used at all. HE rounds are much better.

Originally posted by OVERKILL_Jules:
Perk Decks :
Changes made to each perk will be listed below with their old values striked over.

Biker - Prospect Perk 1 :
Every time you or your crew performs a kill you will gain 5 health and 5 armor. This cannot occur more than 10 times every 25 seconds 15 seconds.

Grinder - Histamine Perk 1 :
Damaging an enemy heals 1 life points every 0.5 seconds 0.3 seconds for 3 seconds.

Maniac - Insanity Perk 9 :
Damage absorption from Hysteria Stacks on you is increased by 50% 100%.

Biker: sounds "okay" to me. Still not viable on OD (well, some experts might use it, but other perk decks are still way better).

Grinder: finally 4 health every 0,3 sec for 4 seconds = 53,33 health. Instead of 32 health. This is a huge bonus. I will test it. Sounds great. Dont know if its viable on OD now.

Maniac:
Current frenzy Manic is almost invulnerable on OVK on max stacks.
Mayhem+ sucks because he got a flat(!) damage reduction.
If the damage reduction is X, the maniac will be bad if the enemies damage will be much higher than X.

Now the damage absorption is increased from ~36 to 48. Still useless in OD.

My opinion: it is impossible to balance this perk deck as long as the damage absorption is a flat value.

Best way to make this perk deck viable:
On maximum steck the maniac and his teammates get a 24% damage reduction. This bonus is doubled (48%) for the maniac himself.

Add frenzy to increase this value to 73%.

Maybe my % values are too high or too low. I dont know. But a % value will always be easier to balance for all difficulties than a flat value.



Originally posted by OVERKILL_Jules:
Technician Tree - Oppressor Subtree - Lock N’ Load Skill Aced :
Killing 2 enemies with SMGs, LMGs, Assault Rifles or Special Weapons set to automatic fire mode will increase your next reload speed by up to 60% 100%. This bonus is reduced by 1% 2% for each bullet above 20 in the total magazine size, down to a minimum of 20% 40% reload speed increase.
Still a waste of skill points.
Body expertise is bad.
Surefire is almost useless.

Why should i use this skill? On higher difficulties each player is covering and waiting for armor regeneration. This is the moment to reload. Reloading in 0,5s or 2secs doesnt matter at all because armor regneration takes more time.

Maybe this skill might be useful with clarion which might be ammo efficient now... but... 12 skill points? Hmmm...

Think about this:

Actually i play a "heavy crossbow/china puff" build on OD using the rogue perk deck. The crossbow is slow. But its a guaranteed kill. Its working. Reloading is slow. Really slow.

Why is it working?
Cover->out of cover for 0,5sec to KILL something->cover

if i need more time hile uncovered: dead.

Faster reload is not that important. The "instant kill" is much more important. Thats why i would not use this reload skill at all. I have much time to reload because im covered.


Originally posted by OVERKILL_Jules:
Mastermind Tree - Sharpshooter Subtree - Aggressive Reload Skill Aced :
Any killing headshot will increase your reload speed by 40% 100% for 2 seconds 4 seconds. Can only be triggered by SMGs, Assault Rifles and Sniper Rifles fired in single shot fire mode.

Same here. Its "okay", but still a waste of skillpoints compared to other skills. The "non aced" version is useless now too (compared to aced version). Ace it or ignore it. Sounds not that good.



---

Summary:
Weapon changes: interesting.
perk changes: interesting too.

Skill changes: fail.

But i think more skills will be changed. Its okay for me if this is the very beginning of skill balancing.
Last edited by maSu; Nov 25, 2016 @ 6:17am
Malidictus Nov 25, 2016 @ 6:17am 
So the ammo pick-up buffs don't affect LMGs in any way? Why is that? I mean sure, they already had decent pick-up thanks to their higher ammo capacity, but they weren't that far off some of the rifles you've buffed. Let's take the Amcar vs. the RPK. The new AMCAR will have 220 ammo and 3.5% to 5.5% pick-up, which comes up to 7.7 to 12.1 rounds per box. The RPK has 300 rounds and 1% to 3.5% (unaltered), which comes up to 3 to 10.5. The whole point of LMGs is that they're less accurate and more likely to waste ammo on spraying than rifles, thus they have larger ammo pools and better pick-up.

Why is it OK to give rifles and SMGs better ammo pick-up on top of better accuracy, stability and reload? Shouldn't this change affect all low-damage weapons? I mean granted - boosting LMG ammo pick-up to 3.5% to 5.5% might be a bit much, but still - they ought to be boosted by SOME amount to stay on top of rifles and SMGs.
Arrancar Nov 25, 2016 @ 6:19am 
But these guns already have good ammo pick up rate, or am I missing something?
Would be much better if something like golden AK.762 have ammo pick up rate increased.
Malidictus Nov 25, 2016 @ 6:22am 
Originally posted by Arrancar:
But these guns already have good ammo pick up rate, or am I missing something?
Would be much better if something like golden AK.762 have ammo pick up rate increased.

They also have low damage and often not great stats. With how high-level difficulty works, you end up mag-dumping into enemies and not getting much back for it.
Gunsmith Noob Nov 25, 2016 @ 6:46am 
Nerf the fast magpulls...seriously,100% reload speed increase is ridiculous and doesn't make animation look good at all
Malidictus Nov 25, 2016 @ 6:49am 
Do they not have some kind of downside to them? Because 100% bonus reload is stupid-overpowered.
Sarganthas Nov 25, 2016 @ 6:50am 
So when this beta is out, these will be the only changes compared to a live server?
Or will the previous changes made to enemy health & headshot multipliers be there too?
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Date Posted: Nov 25, 2016 @ 5:00am
Posts: 165