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Not fun = The state it was in in August, everyone wants it to go back because the game went "bad" after they balanced it
But pagers make no sense anyway.
They're psychic, they recieve a call the moment the person dies yet never at any point do guards check in on their pagers otherwise.
They work even with ecm jammers up. So the stealth guy has no counter to the anti-stealth mechanic.
And lastly pagers don't work that way. They display a message. They do not send messages. And they are most certainly not voice compatible. What you're thinking of is a radio or a cell phone. But even then why do they go off immeidately on death?
I get the point of the pager in missions like bank heist but in pure stealth missions where detection = irreversible countdown to failure? What's the point there? It forces you to avoid everything but it's a first person game so there's no way to see what's around the next corner.
When did I say that? I just don't want pagers. Where did this idea from? What are you talking about? Why are you stupid?
You do realize that these aren't the types of pagers that were popular in the 90s right? It isn't a device for letting you know when you got a phone call. It's a device that "pages" back to the head office when an event happens, such as the sudden movement of a guard dropping to the ground because you just shot them in the head.
And besides that, it's a game mechanic to add a challenge. Every stealth map would become incredibly easy if you could just coordinate attacks on all guards. It would really take the difficulty out of stealth.
Edit: You should also play more than 12 hours before you start shouting about mechanics that have been in place for a year and that you really don't even understand yet. Calm down about it and learn how to play within the parameters of the game. Or, just play loud heists if you don't want to take the time to learn the stealth mechanics.
I've only been playing duo with a friend who has less hours... I never said anything about it being easy or being carried or anything. I don't know what you're talking about. Are baseless statements and non-sequiturs rampant here?
I realize it's a really crappy mechanic that makes no sense.
This is Payday with autism stealth. If you want to rant about "reality" or how it fits into the game mechanics, stealth is just the tip of the iceberg.
Please explain how I can make a thermal drill quieter with "skills" or shout someone up who is bleeding and near death.
Right, because this game is SUPER realistic.
The first is to provide a consequence and possibility for failure for taking out guards. You have to be careful about where and when you kill a guard and be aware of who might stumble upon you since you have to stay there for 10 seconds to answer the pager.
The second is to enforce a limit for how many guards you can kill. For smaller stealth maps this limit doesn't matter because there are few enough guards that you can just kill them all. But for the larger and more intricate stealth maps (like shadow raid or election day), actually sneaking around guards is supposed to be the challenge. If you could just kill every guard on the map then completing all of the objectives stealthily becomes arbitrary, so there needs to be a limit.
As for realism, what is happening is that the pager has an accelerometer in it that detects that the guard has fallen down (since you killed him) and sends an alarm to the operator who radios in to check on the guard. This is why many of the pager answers and subsequent responses from the operator reference dropping the pager by accident. This is a real thing that real pagers can do. Look it up.
ECM Specialist Aced delays pagers. Also, it's not an "anti-stealth" mechanic, it's a "make stealth an actual challenge" mechanic. Git gud.
http://en.wikipedia.org/wiki/Pager
http://i1.ytimg.com/vi/XUgUA_lylak/hqdefault.jpg