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a good narrative is a happy narrative.
i upvote #1 and #4, specifically
TBH, they can make this heist a lot easier just by lifting the truck carrying those safe.
I would go for 4, but it goes without saying only 1 takes no effort what-so-ever so that's probably the go-to option.
#3 by itself does little since cops don't wander the cannals either to reposses so they would need to add that. Not to mention they need to add loot-drops for the cops. All by all a lot of work for something that probably changes little since when do people leave them unattended?
As to #3, do we know if cops need to specifically walk past a pag in order to think about repossessing it? I know bags are fairly safe if you can keep them out of line of sight of cops, but I've had mixed results with hostages. Seems like cops will deliberately path to them sometimes, but not other times, even if I hide them in the same place where cops typically don't go. In general, though, #3 is for the sake of completeness. Having loot that cops won't try to steal kind of makes the whole bag-hauling mechanic into a pointless time sing. With no need to guard your loot, haulinging is really boring.
As to #1, I proposed that purely because it's a dirt-simple yet highly-effective fix. Make the bags heavier and players stop being able to move them long-distance in the numbers they spawn on that heist. It's also a common sense change since these ARE giant massive safes, plus it's a better fit for the ambient narrative. Both Bain and Vlad keep talking about how heavy the safes are, and Vlad even has Meltdown-style joking about us throwing our backs lifting them. Makes sense for those things to be ACTUALLY heavy.
In fact, I'm not entirely sure if it's possible to mod the weights of the bags. My fear is the change will be local only - just for the person with the modded bag weight.
But yeah, I would not mind these changes. Wouldn't make Aftershock particularly fun, but it would make it a bit more interesting.
I don't think you can assume that everyone, or even a majority, moves the safes to the construction site by hand.
Every time I have played this heist, with friends, or even in pubs, we have always used the truck. We either move all the safes into a pile near one of the lower trucks, or inside an abandoned train car. One person grabs the C4, blows the wall, and drives the truck to the safes. Everyone else helps throw the safes inside the truck once it arrives.
So, I don't think this is an issue. The worst part of this heist is everyone getting inside the truck at the end, due to the infinite assault. This is made worse by not being allowed to enter the truck during swan song. I have addressed this issue in the past; I don't see why you cannot enter vehicles during swan song if you can interact with objects.
That's how things have worked out in my experience, though. I've had to tell people to please not do that because it's annoying... But I have no real argument to offer as to why they shouldn't do it, besides "My lobby, my rules!" And really, nobody likes that.
Moreover, though, the heist's design encourages behaviour which doesn't fit with the heist's narrative. It's a bit like Panic Room in that regard, in that Bain keeps ♥♥♥♥♥♥♥♥ about how you have to "Clear the roof!" on the final objective, but you can just hunker down in a room at the bottom floor and just wait for the wave to end.
Heist design informs how people play the game by virtue of incentivises certain actions and disincentivising others. In Aftershock, heist design guarantess that players are left with both trucks open, all safes available and a something like a 5-minute wait. There's nothing to do during that wave aside from survive, thus a lot of people are going to want to multi-task and do work while surviving. The only work available to do, however, is moving the safes closer to the end of the heist to save having to manoeuvre the truck - an activity a lot of players find difficult because they SUCK ASS at driving vehicles in this game.
My argument, then, is to either outright prevent people from multi-tasking in one of various ways, or else by eliminating the enforced dead air between obtaining all the safes and getting the C4. Payday 2 is at its weaket when no objectives exist and players are left to mill about waiting for the ceiling to fall. Even something as relatively boring as drilling the vault on Harvest and Trustee still offers time to move hostages, obtain bonus loot, block up windows and so on, plus it offers a static protection objective. On Aftershock there's no bonus loot to look for, no real hostages to move or manage (to say nothing of no real ability to move them with the size of the map) and nothing to really protect. It's dead air which incentivises people to find any way to keep busy.
You can't sprint, but you can throw them like the hulk.
I mean it's like what, 3-5 minutes? You have ♥♥♥♥ all to do in that time. It's only logical to at least move the safes to an easier place to load all at once.
I agree. In my opinion, starting the C4 wait as soon as the map loads and letting players saw both trucks at the same time while we wait would be best. If need be, lengthen the saw time a little. The goal here would be that the C4 would drop around the time the last truck opens up, or preferably before that. That way, the speed of the heist is determined by how well (if at all) you can guard both saws. Because remember - the two trucks can be in radically diferent locations thanks to the overpass.
1) is a no-brainer, and honestly REALLY surprising that it wasn't that way to begin with. It's a heavy safe, which has a gun in it to boot. And not just ANY gun-- the safes depicted in the heist have a chance to have a Minigun, LMG, Thanatos, Rocket Launcher, or Flamethrower. Not exactly lightweight pieces.
2) To be honest, this is the only one other than 3) that I don't really like. If the Safes were made super heavy, and the timer for the C4 was changed, it's not really necessary, plus I like the idea of needing all 4 C4 to blow the reinforced wall.
4) YES. So much this. Every time my crew plays Aftershock, it's a question that keeps getting asked-- I'm not the one with Breacher, why am I the one who gets stuck with the only Saw? It means that the Technician is stuck having to do the lengthy upgrade process, It's also pretty absurd that it takes Bile SO long to get back after dropping us off in the first place. I can understand the delay when he's trying to extract us, because by that point the heat is super heavy, but to do a simple flyover? The saws taking longer is not only a better balance option, but honestly probably more lore-friendly. Saws shouldn't be that quick against an armoured truck, anyway.
While I can't tell what everyone's experiences are on this map, I think it is impractical to move 12 safes on MH+, a long distance, through a train yard, and canals, especially in the middle of an assault wave. It is already contrary to the objectives of the map to move the safes manually when you are supposed to use C4 and the truck. Furthermore, the truck is one of the easiest vehicles to control.
I'll agree that the C4 wait is a poor design on this map, but you shouldn't punish the player by making the safes heavier. The other ideas might work better, but I don't think it is worth reworking this map in its current state.