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There are only 5 heists out of 42 that feature drivable vehicles.
And out of those 5-
Car shop, you never face any enemies and it's a 1 minute driving section.
Aftershock, you only drive a slow ass lorry for maybe 2 minutes.
Birth of Sky, you drive a slow boat down a linear path for less than a minute
Alesso, you only move a forklift around.
So, in reality, this perk deck is only useful (if that) for Meltdown. Sorry bud, nice as the idea is, the game just doesn't have enough vehicle focus to make it useful.
I mean, just imagine Hoxton Breakout day one, driving a car yourselves instead of having to wait for Twitch's slow ass. Maybe it's just me, since I know a lot of people aren't fond of the driving mechanics in this game, but a guy can dream, right?
As Dragonfly here had said, Meltdown is the only useful place to use the perk deck. Well, maybe Car Shop too, with all the 'more easy to drive and brake' stuff. But that's it. Unless OVK decided to make a GTA- or NFS- heist, the perk deck might as well be non-existence. Plus, the driving can be horribly desync sometimes.
Rather, you can focus on the adrenaline. Give the perk deck speed boost or damage when damaged/half health. Or more health in general. And maybe we can let Twitch drive the racing cars, so he can arrive faster. If the Wheelman lets him XD.
But this is just my opinion. All I'm saying is: Good job! But you might want to change the perk deck a bit. Hope you have a nice day!
Rating: 8/10
I think the driving mechanics are okay. But they don't mesh very well with the core gameplay. Maybe Payday 3 will have some cool stuff with driving, but right now the mechanics just don't allow for anything interesting.
-Only a predetermined number of vehicles per heist, experience with cars is not very fluid. For example, you can't expect another player to just hop into a different vehicle to follow you if they get left behind.
-Small, prerendered map size means there's a very hard limit on how much freedom you can have with vehicles, picking from 2 or 3 predetermined routes at best.
-No inbuilt system for handling vehicle entities restricts how 'real' cars can feel. Cars in payday 2 are basically remodeled, reanimated generic units, and so follow the same rules as enemies or civilians.
-The game runs only a simple physics system by comparison to other titles. Again with the feeling of authenticity to driving a vehicle.
But I kind of hope that overkill runs with the idea of vehicles and makes them a central concept in the development of payday 3. In fact, I'd like to see them lean toward a more fleshed out idea of the heist in general, rather than just a wave shooter with heist objectives and bag throwing. Similar to the direction GTAV took with their heists. Multiple players handling different disparate objectives, working to the timeframe of the job, by driving, shooting, sneaking, sabotaging, distracting, you know, like a heist movie.
I think there's potential here, though. You've got some good ideas for non-vehicle based buffs that follow the "theme" of the Wheelman, kind of like how Grinder has its roots in hockey. They just need to be the main focus, not the vehicular buffs.
So, let's breakdown the skills you've got right now:
Clutch and Shifter: All right, so the vehicle buffs focus on speed. It's obvious Wheelman's non-vehicle buffs are based around mobility-- kind of the anti-Burglar in loud. My opinion for CaS? Reduced speed loss from armour should start here, not at Personalization. Racecars are big, heavy things, and yet they can move faster than anything in the animal kingdom. Alternatively, just a passive speed buff, depends on whether you want your focus on light or heavy armor.
Evasive Driving: Nice. So kind of like Sprinter, except as a Perk instead of a skill. This is where your focus on light or heavy's going to really matter, because that dodge boost isn't going to mean squat for the heavier stuff. I suppose if you wanted to make it appeal to both styles, you could turn it into reduced chance of being targetted while moving, kind of the opposite of Burglar getting reduced chance when standing still.
Adrenaline Junkie: I like this one a LOT. Not much more needs to be said, I think it's just about perfect as a concept.
Personalization: So you've got the speed loss from armour here. I wonder if you should break this down across the previous trees, kind of like Grinder. Every unique tier could reduce the speed loss by 10% or something. Could probably also give Personalization increased armor regen, too, since if you've got made-to-order gear you've probably got a better idea how it works than any other gear, right?
Roadkill: I like the idea of a running strike with extra knockdown. My one concern is that it might be too much for a perk deck, it kind of comes across as something that a skill would provide (side note: maybe this is what Moving Target will become when it finally gets overhauled?). If that's the case, maybe you could rework it into something like "Clean Getaway: When the chips are down, so is your foot. When your armor is broken, you move like you're not wearing any at all.", or a 100% decrease in movespeed reduction from armor. Gotta know when to walk away, and when to floor it, right?
Just my thoughts anyway. Like I said, I think there's a lot of potential here, and I think with the right tweaks it could find a rather comfortable niche that no other deck can fill right now.
In the spirit of racing/driving, i'd go with something along the lines of "momentum" based perks, where you benefit from moving around as much as possible, regardless of driving.
While I don't have dodge in there, I do expect there should be dodge present in the deck.
To understand a bit of the following, I should lay down some base mechanic info.
Stamina:
By default, each second(sec) the player is running, they consume 2 stamina.
run duration(sec) = stamina / 2
DEFAULT
2 piece = 10.5 seconds
ICTV = 7 seconds
ENDURANCE ACED(+150% stamina)
2 piece = 25.25 seconds
ICTV = 17.5 seconds
Default stamina regens at a rate of 3 stamina per second.
When you cancel out of sprinting, you actually continue sprinting for an additional .4 seconds.
Sprint jumping takes 2 stamina, if you have sprinted for at least .4 seconds, otherwise there is no loss.
1.
[Hit and Run]:
- Momentum Chain, each second of non-stop running builds your momentum chain by 1 point, every 4 seconds. Momentum chain builds the instant you start running, and instantly drains when you stop. (Momentum chain starts at 0)
- Running into an enemy has a chance to knock them down. % is based on your active momentum chain and armor weight.
- Each time you run into an enemy, you loose 2 points from your momentum chain.
3.
[Clutch]:
- For each point in your momentum chain, you become 5% faster
- % chance of knockdown is increased, depending on your armor weight
5.
[Short shifting]:
- You can maintain your momentum chain up to 2 seconds after you have gained at least 1 point in your momentum chain.
- Momentum chain builds by 1 every 3 seconds
7.
[Burnout]:
- At full stamina, your momentum chain begins at level 1.
- Each point in your momentum chain now makes you 10% faster
9.
[Slipsteam]
- Teammates near you, while you have an active momentum chain, move 1% faster for each point you have.
- If you are running, you can instantly pick up bags on the ground, reducing your momentum chain by 3. If you aren't normally allowed to sprint with the bag, you can continue sprinting for however many points of your momentum chain/bag weight, or until your stamina runs out.
i.e. if you have 5 points of momentum chain left and you pick up a:
- Medium bag, you can sprint for 2.5 seconds
- Heavy bag, you can sprint for 1.7 seconds
- Fusion engine, you can sprint for ~ 1 second
I Am Sad, You Are Dead, I love what you did with my skill ideas. Maybe Personalization, instead of armor regeneration, could reduce the dodge chance penalty on heavy armor? I like what you said about racecars being heavy but moving fast, I think that should be a focus. For the max rank, Clean Getaway could amplify the effects of all the other skills when your armor is broken -- faster movement, more dodge chance, faster reload speed?
Thanks again for the comments! Glad to know people like the concept enough to critique it.