PAYDAY 2

PAYDAY 2

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[Suggestion/Feedback] Technician Rebalance Ideas
By Comand92
After playing around with technician a lot I want to give you guys some feedback on what I think could be changed to make technician skill tree more viable. There are some good skills here, or decent at least so I didn't touch them. I aimed to make sentries more viable and to add more non-C4 non-Sentry skills.
(BUFF MEANS THAT DEFAULT SKILL STATS REMAINS THE SAME AND NEW ADDITIONAL ONE IS ADDED)
   
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The Skills
Tier 1 changes
EXPLOSIVES EXPERT
Previously Demolition Man, now merged with Combat Engineer and Tactical Mines.
No additional changes.

RIFLEMAN BASIC (Buff)
Your assault rifles have 20% more stability when in single shot mode and 10% more accuracy
in auto fire.
Tier 2 changes
MAN IN A JACKET
Previously Combat Engineer
Basic: +50% explosion resistance on Flak Jacket and +1 movement speed
Aced: Crook and Thick Skin now affects Flak Jacket. Armor might negate 5% more dmg to your health (see - armor buff feedback/suggestion guide).

HARDWARE EXPERT ACED (Buff)
You deploy devices (drills/cutters/mission_c4/thermal_potatoes) 20% faster
(Whatever OVK adds to deploy as mission objective, eg. C4 on Hotline Miami, Alesso Heist, cutters on Alesso Heist, thermal drills...)
No additional changes.
Tier 3 changes
DEMOLITION MAN
Previously Tactical Mines.
Basic: Explosion radius of your grenades (ALL grenades, from RPG and GLs too) is increased by 10%. Using ammo bag will give you a grenade. You can scavenge maximum of 1 grenade from each ammo bag, and rarely find HE grenades in ammo pick ups (if you have them equipped).

Aced: You reload Special weapons 15% faster and explosion radius of your teammates grenades (as well as yours) is increased by additional 10%.
Tier 4 changes
SENTRY ALL IN ONE PACK
Sentry Targeting Package merged with Sentry Combat Upgrade.
You use 25% less ammo while reloading your sentry than before.
No additional changes.

JACK OF ALL TRADES ACED (Buff)
You can now carry two deployables at the same time if one of them is from Technician tree.
You can switch them using X button.

PRECISE DRILLING
(Silent Drilling [Buff])
Basic: Your drill is 40% less likely to break.
Aced: Your drill is 80% less likely to break.
Tier 5 changes
SHOCKPROOF BASIC
Taser shocking you will be automatically spotted for you and your crew. You can move (no sprinting, jumping, crouching) with 90% speed penalty while being tased. You're 50% less likely to pull the trigger while being tased (unless you force it yourself).

SENTRY COMBAT UPGRADE
Basic: You can fix your sentry one time after it gets damaged too much. Every second of interaction with it gives it back 1% of health. You can't resume interaction after you let it go.
Make sure your teammates are covering your ar$e.
Aced: You can mod your sentry with different weapons and/or ammo types.
(Balance might be hard but can be tested in Beta versions of update).

SENTRY MODS:
[NUMBERS TO BE CHANGED]
Armor piercing rounds - these bullets have 50% chance to pierce through shield and 100% chance to pierce through Tan's armor. Fire rate is reduced by 5%, total ammo is reduced by 10%.

Flamethrower - same stats as "Well Done" flamethrower with 5 or 6 metres range. Yes - flamethrower sucks but other sentry gun skills will buff that so it balances out.

Slug shotgun - shotgun with slug rounds, 85 dmg and 1 shot per second, 40 ammo. Further "balanced" for higher difficulties by rest of the skills.

Higher cap. mag - total ammo is increased by 20%, no side effects.

Magnum rounds - go figure. Arr I'm just kidding. 110 dmg, 1,5 shots per second, 60 ammo. Further "balanced" for higher difficulties by rest of the skills.

Dragon's Breath - 100 dmg 1,25 shots per second, 50 ammo. Futher balanced blablabla...

Flechette shotgun - 80 dmg 1,5 shots per second, 70 ammo. Further balanced blablabla...

Silencer - your sentry dmg is reduced by 3 and it's now silent. Silent Killer and The Professional skills apply to it.

Mini-mortar - requires a lot of space above it, can target enemies through obstacles if they don't have roof above them. Requires player/c4/spycam/player operated camera to spot special enemies to target (meaning it won't target non-special cops unless in stealth [omg mortar strike in stealth2cool!]). Same DMG as grenade launchers and skills buffing grenades apply to it. Skills increasing sentry damage doesn't apply to it. Maximum of 1 shot per 0.5 min, 10 ammo. Further balanced blablabla...

I've probably done fu**ed up with few of these ammo types (in terms of stats - I don't know what are default stats for sentry guns), but I just wanted to give some ideas on types of weapons and ammo types we could have on sentry gun. I tried my best to make it balanced (even dem sh*tty Dragon's Breath got some love from me ;c). These stats as I said are prob wrong as hell, OP or something but I wanted to emphasis that this should have higher range than this or higher dmg than this but slower fire rate or less ammo, I wanted to give an idea on how this could look and how it could work but not giving exact numbers yet balancing everything not to game, but to each other sentry mod.
Tier 6 changes
CRAFTSMAN
Previously Mag Plus
Basic: You upgrade your crew's weapons as well as your own. Increases bolt action fire rate by 20%, decreases vertical and horizontal kick of assault rifles by 20%, increases smg dmg by 4. You can carry 1 more grenade (or 3 more shurikens, 2 more throwing knives, 5 more throwing cards).
Aced: You further upgrade your own and your crew's weapons. Special weapons (saw too) deal 20% more damage and reloading them is 15% faster (neither of those does affect RPG). Incendiary weapons have x2 higher chance to proc fire. Increases mag. capacity of all your weapons by 10 (expections: double barrel shotguns, revolvers, judge gun, sniper rifles, special weapons). You can carry 2 more grenades in total.


Final thoughts
What this skill tree changes achieve and why would we need them?
If you plan to go for Bulletproof and don't want C4s or Sentry Guns you have to spend points on them regardless even if you buy basic (ace will do but why would I ace this?) silent drill (even with proper infamy bonus). Now there would be two less C4 skills in low tiers for you and you could even get those very basic C4s and Jack of All Trades and use them as 2ndary deployable without sacrificing getting your aid kits, meds, ecms or whatever. And now even that silent drilling isn't so useless! Drills will break less often (but will still have 100% chance to break when cops break them). Sentry guns get a huge buff with this, but it won't be probably as game changing as Inspire Aced. They're also much more versatile and with all skills they sure will be good for Death Wish difficulty as well. And if you go with JoAT you won't have to sacrifice your meds/ammo/whatever if you want to grab them/it too. Flak Jacket used to be a bit of dodge and armor and it makes sense to return it with tech who blows stuff up and needs some explosive protection. I decreased rounds you get from Mag Plus by 5 because it's ridiculous but I gave some nice team bonuses. I've tried to avoid damage bonuses for weapons that have those already so I gave some additional dmg to special weapons and SMGs in that last skill (Craftsman). This change will make huge benefit to having a technician in the team.
Créditos
Tweak the numbers and let me know what you'd change. Let me know if you'd balance something different way. Perhaps something is too good? Or it's still too bad after the changes I've made?
If you have any questions leave them below.

Thanks to Falcon for some additional feedback and ideas.
5 Comments
Manager of the Melons Mar 18, 2016 @ 12:27pm 
You are welcome.

They are cool ideas. I just don't see those 2 being done. And nor would I want them done, with the game's current state of DLC.

But I agree. Way past time the community got a free explosive throwable and a free explosive weapon.

But they'd definitely need to rework dozers then. Like how SC's mod makes them sprint and have explosive/fire immunity.

To increase the difficulty bar overall, that is. But that is off-topic.
Comand92  [author] Mar 18, 2016 @ 12:22pm 
I think it's the time for OVK to realise that throwing cards are sh*t outside of stealth lol, explosive cards would be so much more useful though. Like gage nades but single target stun with more ammo and higher skill gap to hit the target. Or maybe incendiary cards lol!
Well it's your opinion and thank you for it :D obviously if one man like me was in charge of balancing the whole game it wouldn't be enjoyable for everyone but I'm just trying to give some cool ideas OVK may not have thought about.
Manager of the Melons Mar 18, 2016 @ 12:17pm 
Aside from demolition man, and the suggested mods for sentries. I like this.

Sentries shouldn't be self sufficient and be able to destroy shields. At most the change needs to be that they just don't target them. That is all.

The problem that I have with both of them though. DLC. Both of these ideas are locked behind DLC.

Especially since everyone who is part of the PD2 group is stuck with throwing cards, UNTIL they buy DLC.
Fuzion Primestep Aug 3, 2015 @ 7:31am 
The names of the skills needs work but the content of the skills seems legit. A bit too op on some skills but gr8 idea!
Bubo the VirginiAnus Jul 29, 2015 @ 2:05pm 
I'd actually use technician with these changes :D