PAYDAY 2

PAYDAY 2

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Malidictus Oct 28, 2017 @ 6:47am
Long-form critique of the Diamond Heist
Hey, I have an hour to kill before lunch, so why not. It's well-established that my opinion on Payday: The Heist stuff is so ♥♥♥♥ing important.

tl;dr

Decent heist, disappointing loot hunt, horrible technical performance, weird storytelling.

Narrative

I find the Diamond heist more than a little confusing, narratively speaking. The overall bridging narrative is barely there. "Locke betrayed us! We're so angry! Let's go hit a random penthouse which happens to contain lots of diamonds for some reason!" Oh, sure, the event-site comic strip gives a weak excuse of "Locke's connected to Garnet (all of a sudden) so hitting one of their buildings will in some way hurt him." granted, it's just... I don't know. Maybe Overkill got burned by the backlash from trying to shove Kento into Heat Street and Green Bride so they wanted to keep the Diamond Heist as a standalone thing with no in-game relation to the Locke narrative. Oh, and Garnet is spelled "Garner" in the comic strip. Smooth.

Leaving the bridging narrative out of the heist and potentially moving it to the Storyline is not necessarily a bad idea, though. This game is played discontinuously anyway, so heists with too much of a bridging narrative start seeming goofy. Like taking Hoxton on Hotline Miami, say. Point is, the bridging narrative doesn't exist. If that's important for you, you may be disappointed. Doesn't hurt the heist overall, however.

In terms of heist progression narrative, it's mostly solid. Hack power boxes to expose the vault access panel, find a keycard to activate it, find codes to unlock it, STEAL EVERYTHING! Since the heist offers both Stealth and Loud, the narrative changes somewhat between them. Loud has you throw a guy out of a helicopter which in some way gets you codes while Stealth has you find them on laptops. Overall, what you're being asked to do makes sense and I never found myself wondering where I'm going, what I'm doing or what I'm looking for. About the only thing that confuses me is why the various diamond display cases outside sink into their own pedistals but the ones in the vault room don't. Eh.

I think this heist features in-person involvement from Bain. At one point in Loud, we're asked to kidnap Garnet's CFO to interrogate him for codes. This takes the form of leading him to the roof and loading him onto a helicopter (even though the animation is him climbing up on his own). Later on he's thrown out of the helicopter, through the skylight and onto a fountain (or whatever that sculpture is), with Bain commenting about how "at least he had the privilege of seeing my face." This raises so many questions...

Was Bain on that helicopter? If so, why? Bile is our usual pilot. How is he doing the hacking and heist control if he's in what looks like a stock Bell Jet Ranger? Why did he need to come in person, anyway? Is he in some way particularly good at torture information extraction? If so, why couldn't we have loaded up the dude from Undercover onto a heli with Bain and saved ourselves the trouble of slapping him with money bundles and stabbing him with pencils? That's still from PD:TH, after all. Or did Bain in some way call the CFO remotely and decide to show his face? The ♥♥♥♥ is going on here?

"Have bain personally torture the CFO" is a confusing objective on the level of playing DJ in the Alesso heist to keep the crowd from hearing the C4 explosions amid a gunbattle featuring anti-tank rockets, miniguns and industrial concrete saws. Just... Why?

The map

The Garnet Building looks pretty cool. It's a massive horseshoe-shaped structure containing two storeys, a roof and a sort of open-air terrace area and the attention to detail is quite impressive. You have a number of toilets, you have an area with cubicle offices, you have a bunch of swanky executive offices, a cafeteria/rec room, a lounge area, enough elevators, etc. There's even an area that's under construction, just to break up the design a little. The skybox is pretty nice, too, even if it looks like we're in Gotham City with the densely-packed weirdly-shaped skyscrapers. The loot itself looks swanky and shiny, and the Red Diamond is absolutely gorgeous. I'm genuinely impressed with the visuals, is what I'm getting at.

It's a beautiful map, I just wish it didn't run like absolute ♥♥♥♥♥♥♥. Performance in the heist is DREADFUL, easily on the level of pre-fix Prison Nightmare. I don't exactly have an alien computer from space, but I'm able to maintain 90-100 FPS on most heists which aren't the Golden Grin, even when hosting with 70+ cops. Not on the Diamond Heist. If I'm ever in the periphery of the map and turn towards its middle, my framerate tanks to sub-60, at times down to 45. Yeah, yeah, glorious PC master race first world problems, you poor baby I can't get more than 15 FPS. That's not the point. The map is HORRIBLY optimised with next to no occlusion of any kind. When I turn around towards the middle, I'm rendering the entire ♥♥♥♥ing thing. Just look at this♥♥♥♥♥♥

http://steamcommunity.com/sharedfiles/filedetails/?id=1182709148

I'm staring at a wall, yet my FPS sits at 45, if that. And no, it's not because I'm running mods. I asked Pyro Fennec (whom you can see in the screeshot) to come look at it with me, and he lost about 50 FPS for turning around, too. Maybe I'm just too used to 60+ FPS, but 45 thows off my aim and starts making me motion-sick. Perofmance is bringing down the experience of what's an otherwise good-looking heist. I'm genuinely not sure what Overkill can even do with a map that has this much glass, but they have to do SOMETHING. And if you are one of the people who are barely running the game, then that heist will melt your video card into slag.

Something else, as well - I HATE the vault area. The rest of the building looks like "a building." The vault looks like "a map." It's those ♥♥♥♥ing catwalks. First of all, why are they there? They're dead ends with maybe a couch. What purpose could those ever serve? They're also very awkwardly designed. The ceilings are very low for people on the catwalks, easily within an upraised arm's reach. There's a GIANT MASSIVE concrete girder on the inside of one of them right next to a decorative pillar on the outside meaning people would have to turn sideways in order to squeeze past. Then there are the entryways to the catwalks, which are these silly narrow doors only a little wider than a man's shoulders. I have a door that narrow on my ♥♥♥♥ing batroom, why is it in a swanky expensive vault?

More to the point - why are there even doors leading INTO the vault in the first place? What part of the building are those connected in? They certainly don't lead into any part of the penthouse section we get to explore. Why did we bother unlocking the massive vault door if we could have come in through the service entrace? Hell, why even HAVE a vault door if there exist seemingly easier side entrances? ♥♥♥♥ing four of them! "Well, why didn't we use the bus to get to the vault in Big Bank?" OK, OK, I get it. But at least we use the bus to get OUT of the bank. Why can't we use the weird side doors to get out of the vault as opposed to fighting our way through the lobby?

I'm getting sidetracked. Point is, map looks good and makes sense except for the vault, but technical performance kills it for me.

Gameplay

The Loud gameplay is fine, albeit a little blah. It consists of a lot of guarding locations and waiting for the ceiling to fall. While that may be par for the course with Payday 2, I say the same thing I did for Alaska - being able to search for optional loot and and having secondary or simultaneous objectives makes the wait feel less boring. Yet, in an annoying reminder of Framing Frame, all the optional loot goes away the moment the heist goes Loud. Why? I get that "that's how it was in Payday: The Heist" but that's not a good argument. It makes the heist objectively more boring AND gives me absolutely no reason to explore. Which is a shame, because moving around that big and complicated building with cops waiting around every corner is actually tons of fun. Could we at least be allowed to hunt for the CFO while hacking junction boxes? We can multi-task in Stealth, why not Loud?

The Stealth gameplay is... Frankly kind of♥♥♥♥♥♥ not to put too fine a point on it. It's Car Shop all over again. There are waaay too many guards for a building that's almost entirely made of glass. It's not undoable - we stealthed it yesterday without TOO much issue once we got the lay of the land. It's just unnecessarily annoying. There are almost no real hiding spots, there are lots of guards able to just show up from many directions, cameras all over the ♥♥♥♥ing place... I know, I know - git gud. It's not a fun experience, though. One single♥♥♥♥♥♥up is usually enough to trigger cascade failure because guards can spot dead bodies from the other side of the ♥♥♥♥ing map through five panes of glass.

I'm mostly disappointed in the Stealth Loot, though - it's all loose stuff. Part of what I enjoy doing in The Diamond (the old one, from the Dentist) in Stealth is move valuable stuff to dropoff point. It's not the bag-moving itself that's fun, it's the feeling of tangible loot. I hate loose cash altogether in this game, because it doesn't "feel" rewarding. It flashes a number on my screen, sure - I'm TOLD I just picked up money. A bag, on the other hand, is a tangible in-game object that I can see. I know I got "something." It feels more real, even though it's all fake video games.

Stealth isn't necessarily BAD, but it's Golden Grin levels of "I can't be bothered." Too frustrating, too slow, too easy to♥♥♥♥♥♥up. Maybe if guards didn't have quite the eagle eyes necessary to spot body bags from 40 meters away it wouldn't be as annoying, or maybe if SOME BUT NOT ALL of them lacked pagers so it's possible to thin them out strategically. I don't know.

The Red Diamond

OK, I don't get this. Sometimes in the diamond vault, there's an extra door with the Red Diamond behind it. I've played the heist four times now, not counting about 50 restarts. Of thouse four times, the door spawned twice, both times in Loud. Neither of my Stealth runs spawned the door. So, does that mean it exists in Loud only, or have I just had weird luck? Does it just disappear if it doesn't spawn in the vault or does it move somewhere else? What's the deal with that? I really like the Red Diamond and would love to steal it more often, but this thing where it might not spawn seems really annoying. It genuinely feels like a waste of time robbing the place without that. Yeah, yeah - the vault has lots of expensive diamonds. So does the Diamond Store. Without that one major item at the end, it feels rather underwhelming.

In conclusion

The Diamond Heist looks to have been one of the better Payday: The Heist heists, at least judging by its Payday 2 implementation. It's a large and very open map with somewhat-multitaskable objectives, there's considerable freedom of movement, lots of exploration and fairly little L4D2 ♥♥♥♥♥♥♥t where you turn off your brain and follow a waypoint like in Heat Street and Green Bridge. If the heist's technical performance weren't this♥♥♥♥♥♥ I could see this becoming a favourite of mine.
Last edited by Malidictus; Oct 28, 2017 @ 10:38am
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Showing 1-15 of 15 comments
VxWolf Oct 28, 2017 @ 7:03am 
The red diamond is a weird one. It seems to spawn so infrequently compared to the original heist. (I'm guessing roughly 5%-10% on deathwish, compared to 75% on overkill 145+)
NitroMachine Oct 28, 2017 @ 9:28am 
Wait. Why didn't we use the bus to get into the Big Bank?

My mind is actually blown by that.
Last edited by NitroMachine; Oct 28, 2017 @ 9:29am
Originally posted by NitroMachine:
Wait. Why didn't we use the bus to get into the Big Bank?

My mind is actually blown by that.
I just realized the reason.

No amount of favors in the world could make loading the Beast onto the bus and ramming it in not supscious enough to immediatley call the police before the heist even begins.
I agree with Mal on the map: visually beautiful but some amateurish/rushed things exist like the vaul. Additionally the elevator shaft you can climb has the service door to the elevator open, and yet it's an invisible wall. I was expecting it to be a safe spot for used body bags in stealth, but nope. The empty room on the roof had me wondering what's it's purpose was too.

Since I love stealth and Car Shop and GGC, I don't necessarily feel the same way. On One Down it does feel like too many guards at first, but eventually you learn which guards to kill and how to move and the heist becomes Shadow Raid easy to navigate. The payout on the Blue Garnets is very unrewarding for something that feels harder than the actual heist in addition to being a stealth only reward. I don't mind it being stealth restriction except that stealth feels easier than loud so it doesn't really match risk-reward of attempting a hybrid stealth-loud attempt. Frankly I would just put 60sec unbreakable drills ala GGC on them like how The Diamond has in loud, and just make them part of the heist's common loot.

Also... Not that I don't mind short heists, but what's with this trend in sub-15min heists. These don't feel like heists so much as action advertisements.
Malidictus Oct 28, 2017 @ 10:48am 
Originally posted by Grey Star, The Rival Defender:
No amount of favors in the world could make loading the Beast onto the bus and ramming it in not supscious enough to immediatley call the police before the heist even begins.

The excuse people used back in the day is the cops would seal off the exists to the parking garage if we use the bus right at the start. Doesn't tell me why we couldn't C4 our way through the wall from the otherside, but your versin makes sense - need some way to get the Beast in. Sure, I'll go with that :)

Originally posted by The Least Schwifty Chibi...:
I agree with Mal on the map: visually beautiful but some amateurish/rushed things exist like the vaul. Additionally the elevator shaft you can climb has the service door to the elevator open, and yet it's an invisible wall. I was expecting it to be a safe spot for used body bags in stealth, but nope. The empty room on the roof had me wondering what's it's purpose was too.

Yeah, I also thought the open hatch on the levator was intended as a hiding spot for body bags. I never tried because shooting guards in this hiest tends to lead to a cockup cascade, but it still surprises me that it's not usable for that. Seems like an oversight. And it's not like hiding a body in an elevator is "insecure." I threw a body bag out of a window and down to the street below with no consequences whatsoever :)

The vault area, though, is really doofy. I understand that Overkill wanted to have cop spawn points inside the vault to avoid creating the same MASSIVE choke point at the door as with the First World Bank. It's just that those catwalks are a bad way to go about it. They look silly, they serve no real-world purpose and they make the interior feel more cramped than impressive. The vault doesn't look like a vault. It looks like the Red Room in "The Diamond." And again - those "doors" are just rectangular cutouts in the wall not shaped like a door and with no apparent actual DOORS attached to them.

I'd personally have gone with air vents on the ceiling, Mission Impossible style. That makes at least action movie logic. If we HAVE to keep the side doors, at least give them vault door graphics. Start them off as closed, have the cops open them when they first spawn with all the sounds associated with that. At least that way busting through the front door doesn't seem so pointless.

Originally posted by The Least Schwifty Chibi...:
Also... Not that I don't mind short heists, but what's with this trend in sub-15min heists. These don't feel like heists so much as action advertisements.

Was it longer in Payday: The Heist? Seems about on par with most of the other Classics. Well, aside from Counterfeit, obviously.
Nothing. Oct 28, 2017 @ 12:42pm 
I was having fun with Diamond Heist's new stealth until the primary objective inside the vault appeared. I was pretty upset that they make you secure 8 bags of loot at a presumably random location each time. It's just as bad as the 8 cocaine bags that need to be placed in the pre-vault room in the final day of Framing Frame. Especially since there is no shortcut. It's also amusing how securing the loot becomes considerably easier with the zipline if things become loud.

It's unfortunate, because were it not for this very repetitive backtracking for each bag, this would be a solo-stealth friendly heist, but it's not because they didn't give us any shortcuts to secure all 8 bags. Sure, the alarms and codes are doable, but the bags just bore me to death with how much time it can take.

I think it's a nice looking heist and a good revision of a classic, but the newer stealth aspects leave a little to be desired for me.
Last edited by Nothing.; Oct 28, 2017 @ 12:42pm
Doktor Vic Tim Oct 28, 2017 @ 1:43pm 
My complaint about the heist is that while it can be tricky, the reward seems really lacking. "Millions worth of diamonds", but only if you play on DW and above AND get lucky with the Red Diamond.

Now, I get why Jewelry loot is worth very little, since it's the easiest loot to secure and move. But it feels that we didn't really rob them of that much.

Moving the loot can be tricky as well, so taking out some guards to open up a fast route to the drop off point is something to consider.

EDIT: I would lie to add that the guards' have their own small areas they patrol on, kinda like Dockyard, but it's not in order. So care should be taken if you wan tto take out some pairs to dominate a small area for bag carrying. And some rooms guards never go into, and once you learn which they are it's a goo dplace to put body bags in.

Speaking of body bags, you can toss them off the roof and they'll disappear.
Last edited by Doktor Vic Tim; Oct 28, 2017 @ 2:36pm
Zdann Oct 28, 2017 @ 1:54pm 
Originally posted by Nothing.:
I was having fun with Diamond Heist's new stealth until the primary objective inside the vault appeared. I was pretty upset that they make you secure 8 bags of loot at a presumably random location each time. It's just as bad as the 8 cocaine bags that need to be placed in the pre-vault room in the final day of Framing Frame. Especially since there is no shortcut. It's also amusing how securing the loot becomes considerably easier with the zipline if things become loud.
The secure location depends on where you spawn.
Malidictus Oct 28, 2017 @ 5:48pm 
Originally posted by Zdann:
The secure location depends on where you spawn.

Yeah, the secure location is the window-cleaning platform you used to enter the building and where all the Assets are. Incidentally, I had a weird bug where Assets spawnd at all three possible entry points (which is how I know there are three of them). Hasn't happened since, so I don't know what caused it.

---

Something I forgot to include in my original critique is the heist's randomisation, which is kind of good and bad. Since I'm on a roll, let's look at those:

Good Randomisation

There's a security room with a camera guard in the building, but where that security room is changes quite a bit. I don't know what all of the possible locations even are, since one time I couldn't even FIND the thing. There are a lot of locked, uninteractive doors around the map, and I'm pretty sure the security room can spawn in at least three or four different spots. They aren't immediately obvious, either. Because of how busy the heist's overall design is, it's very easy to miss a nondescript grey door against a backdrop of framed glass and fancy swag. I personally consider this a good thing, as it rewards attention to detail on the player's part. Like, I'll see a glass office on one side and then completely run past it, not realising it takes up only half the available space with the security room taking up the other half. I like that.

Seems like the various offices on the map can also randomly be open or closed. I think this may just be down to which office the CFO is in, but I THINK the general layout of the map can move around at least a little bit. Naturally, stuff like junction boxes and laptops with code numbers on them also move around, though there don't seem to be terribly many positions for them. Junction boses in particular seem to have a habit of spawning right next to each other, rendering there being two of them pointless. Computers can sometimes also spawn in adjacent rooms. I don't know if that's necessarily a good thing, but it's noteworthy.

Bad Randomisation

There's absolutely no randomisation of the loose diamonds around the building. The pedistals are always in the same spots, always holding the same gems. To bring back The Diamond again, part of the fun with that is actually LOOKING for the loot, trying to identify loot worth stealing as you make your way through the map. Sure, the displays are always in the right spots, but there are somthing like 50 of 'em, and only a dozen have anything worth stealing so you have to go check manually. In the Diamond Heist, all loot is always in the same spot and kind of hard to tell apart from the environment, so it's more an exercise of going through the motions. I guess that doesn't matter so much since the loose diamonds feel so unrewarding, but I'm not a fan of that design.

To contradict myself, there's TOO MUCH randomness about the Red Diamond. As far as I'm concerned, that's the coup de grace of the whole heist. It's a massive, beautiful diamond which looks like it qualifies as a score. Everything else is just "assorted loot." Not having that spawn is annoying in much the same way that the Meth Lab on Bomb Dockyard not spawning is annoying. It doesn't add to the challenge or the excitement, it just means the heist has a chance of being that much less interesting. Optional side objectives should not have a "chance" to appear. Whether players puruse them or not should be the player's choice, not the game's choice. Well, as far as I'm concerned, anyway.
NitroMachine Oct 28, 2017 @ 5:56pm 
Today I had the security room spawn literally 10 feet in front of where we spawned. Like if there weren't walls around him, we would have spawned looking directly at the guard in the camera room.
staryoshi06 Oct 28, 2017 @ 6:03pm 
Possible explanation for the side entrances: They are heavily reinforced and require the code entered as well, and since the code was in the penthouse the gang just decided to open the main vault. Plus I don't think they want to jump from the catwalks, incase you can't open the vault from inside.
Malidictus Oct 28, 2017 @ 6:29pm 
Originally posted by NitroMachine:
Today I had the security room spawn literally 10 feet in front of where we spawned. Like if there weren't walls around him, we would have spawned looking directly at the guard in the camera room.

Yes, the security room location in the "party wing" is immediately next to the entry point in that same wing. You should feel lucky if you get that, as taking out the cameras makes the heist SIGNIFICANTLY easier.

Originally posted by staryoshi06:
Possible explanation for the side entrances: They are heavily reinforced and require the code entered as well, and since the code was in the penthouse the gang just decided to open the main vault. Plus I don't think they want to jump from the catwalks, incase you can't open the vault from inside.

Stepladders exist :) Failing that, we can always use ropes. I mean the bots have a seemingly infinite supply of them. We used a rope ladder on Scarface. Failing all of that, the catwalks aren't really that tall. The heisters can probably boost and pull each other onto them, and the gem bags are light.

It's the presentation of it that bothers me, though, as this is so easily fixed. Add a line from Bain surprised at the extra entrances, or else explaining why we didn't choose to go that way. A more secure-looking door leading out of the vault area. Less clutter ♥♥♥♥ on the terraces, taller ceiling so tall people don't risk smashing their heads on it as they walk. The whole thing feels incredibly rushed and unfinished. Was it really like this in Payday: The Heist?
Athener Oct 28, 2017 @ 6:51pm 
Good review :), but I think I have to disagree with the stealth section a fair bit.

Originally posted by Malidictus:
The Stealth gameplay is... Frankly kind of♥♥♥♥♥♥ not to put too fine a point on it. It's Car Shop all over again. There are waaay too many guards for a building that's almost entirely made of glass. It's not undoable - we stealthed it yesterday without TOO much issue once we got the lay of the land. It's just unnecessarily annoying. There are almost no real hiding spots, there are lots of guards able to just show up from many directions, cameras all over the ♥♥♥♥ing place... I know, I know - git gud. It's not a fun experience, though. One single♥♥♥♥♥♥up is usually enough to trigger cascade failure because guards can spot dead bodies from the other side of the ♥♥♥♥ing map through five panes of glass.

I only succesfully stealthed it 2 times on OD, but I think the amount of guard is just enough for the challenge, I don't see why this is annoying from a gameplay perspective since it encourages you to be careful, unless you count the "bleep" everytime the detection meter is building up.

I found a lot of hiding spot, most of them even allow me to bypass the waiting of the guard's path, desk, pillars, heck cafeteria chair works. Also regarding guards coming from many direction.. I'm sorry to say this but I think it's not a valid criticism for the annoying aspect of gameplay since the guards have flashlights.

Also for the eagle eye guards, where did you experience this situation? I'm a bit curious since in my experience the pathing of the guards rarerly crossed with each other so taking one of them out is not too risky, with cafeteria and vault surrounding being an exception.

Disagreement aside, I agree with the cams, counting the bleep into account, I move a bit and 80% I'll hear a cam beep. Taking out the cam guard also amazingly, as you said in previous post, cut out the dificulty of the heist by a huge margin.
Last edited by Athener; Oct 28, 2017 @ 6:52pm
Malidictus Oct 29, 2017 @ 5:06am 
Originally posted by Athener:
I found a lot of hiding spot, most of them even allow me to bypass the waiting of the guard's path, desk, pillars, heck cafeteria chair works. Also regarding guards coming from many direction.. I'm sorry to say this but I think it's not a valid criticism for the annoying aspect of gameplay since the guards have flashlights.

Those are not "hiding spots," though. A hiding spot is somewhere the guards don't go, or at the very least go rarely, somewhere you can crouch and let a guard pass without having to dance around a tiny obstacle at head height while challenging Desync to a contest of chance. Take the hallways in the various wings, for instance. The have a number of couches, but none tall enough to actually hide behind. Why couldn't those have had a tall backrest so I can hide on the other side of one as a guard passes? As it stands, I need a guard to clear the hallway entirely before I can move to one of the rooms.

There ARE a few hiding spots, naturally. The little kitchen area in the rec room, a few offices with actual solid walls, the various staircases leading up, but those are specific spots on an otherwise large map. Hell, even the elevator shaft isn't a great hiding spot because you can get seen by guards walking across. Like I said - the heist is not impossible to stealth. It doesn't feel as deliberately designed as something like Shadow Raid, however, or even something as simple as the Alesso Heist. That has spots obviously designed to hide in relative safety, paths which snake behind common guard and civilian positions and props tall enough to hide behind without too much issue. The Diamond Heist map feels like someone designed it before the decision to add a stealth component was made.

Originally posted by Athener:
Also for the eagle eye guards, where did you experience this situation? I'm a bit curious since in my experience the pathing of the guards rarerly crossed with each other so taking one of them out is not too risky, with cafeteria and vault surrounding being an exception.

There are a lot of very long sight lines. Guards from one wing can see dead bodies on the far side of the other wing, for instance. It happened to me. Bumped into a guard downstairs on the party wing, outside towards the city. Shot him, then a guardin the under-construction win saw him through his own window, through the outside window of my wing and through both glass walls of the downstairs office. Cascade failure is easily my least favourite aspect of stealth. It seems like guards can spot dead bodies, bags and uncool civilians from 50-60 meters or so. They can't spot ME carrying a body bag from 10 meters away, but they'll spot the ♥♥♥♥♥♥♥ body bag itself across the building.

That's more of a general stealth gripe, though. I don't like cascade failure in video games as it makes the entire thing very touch-and-go. And yet, the Diamond Heist has the highest potential for cascade failure of any Stealth heist I can think of. More so than the Car Shop since that has a lot more solid walls, more so than Bomb Dockyard unless you start popping people outside in the open. I feel the heist could have done with a few more solid walls.
And on OD there is at least 1 guard per section patroling, with the exception of the ground floor front wings which have two. Additionally some of the paths overlap each other so it makes it seem like the guards go everywhere. And the long sight lines, but I find those hurt me more in loud then in stealth.
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Date Posted: Oct 28, 2017 @ 6:47am
Posts: 15