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What is Crackdown?
Crackdown is a massive, comprehensive rebalance mod for the Death Sentence difficulty. This mod changes enemy assets, AI, stats, spawngroups, and much more, all with gameplay and fun in mind. Many individual changes have been made to make the Crackdown zeal force fight smarter, rather than attacking in an endless wave of damage. For example, Crackdown snipers use tracers instead of lasers, Bulldozers have explosive resistance, and cloakers travel in packs.
The mod also includes heist variants specifically for DS (similar to the old Death Wish heist changes), and a custom heist track, Dead End, by Neppu Tennouboshi.
How hard is Crackdown?
Compared with Death Sentence, individual enemies on Crackdown do less damage over distance and (mostly) have less health- but they come with AI, behavior and distribution changes that make fighting them every bit as hard, with many more "viable" build options available, and with a greater emphasis on co-op play. Most of our test groups find the average Crackdown heist is as hard as, or harder than, Death Sentence, but the difficulty is much less "spammy".
How do I install Crackdown?
You can download the mod from https://github.com/Crackdown-PD2/deathvox/releases. Installation instructions are available on that site. Don’t worry, it’s easy!
We're going to continue to expand and adapt the mod based on your opinions- including rolling out further rebalances for all lower difficulties, an optional comprehensive player-side rebalance mod, and user-friendly modding information down the line. While we can't promise to please everyone, we're hoping to provide Payday 2 with a broad, stable modding base as it begins to near the end of support. Please post here with your questions, or your feedback- we'd love to hear what works and what doesn't.
Edit: Just to clarify this isn't Overkill approval or anything official! Just thought this was super cool and people would want to see it!
I feel fear for a new A.I., but hope for this mod. to be a test for fix that.
Also the cloaker can kick the last man standing, that was ehhhh... Unexpected... And kinda meh for a mod that's supposed to rebalance things up to be more fair.
EDIT: The grenadier is a big F U to dodge players, making an already niche build even less useful. Also bots die REALLY quick, especially if the grenadier is anywhere close.
1. I'm not sure I understand what you mean by "being taken as a hostage". Coule you rephrase this a bit?
2. Cloakers able to kick last man standing is intentional. They also spawn in groups! Bear in mind the mod in its current form is intended to replace Death Sentence.
3. The Grenadier hasn't been an issue for dodge players in most of our testing- so long as the dodge player doesn't sit in the gascloud. The unit is specifically intended to discourage camping, especially with more mobile builds.
4. We're currently looking into the causes of increased bot squishiness, and will release a hotfix (via the automatic update system, how convenient!) as soon as we determine the cause. Right now it appears the bot invulnerability period between hits isn't triggering.
We surrounded an enemy unit and while he was handcuffed (You know, in that state where you can then convert him if you have the skill) he suddenly threw a flashbang, as if he was ignoring his current state.
I like them being far more present and them spawning in groups of 3 but them being unable to kick the last man standing is one of the few things I've always liked about OVK's original design. It's not a big deal but it feels like a regression here.
There are particular builds, especially the more risky ones, where a surprise gas grenade out of nowhere is just going to end you no matter what, pretty similar to the "Out of your control" loses you mention that happen in DS and that no one likes. I would've liked it more if the damage exponentially increased the more you were inside of the gas' range so certain builds don't immediately lose their armor on the first hit but I don't know how plausible that is via mods.
They're also a very cool mechanic to prevent camping... But I've seen one too many times where they're just randomly thrown with no regard of how it might affect the heist, even if you're not actually camping to begin with. In fact, most of the times my friend and I decided to camp we barely seen a gas grenade happening.
Eh, not a big deal I guess, beats the cops not having falloff damage in the original thing
Well, we're still winning the heists but it's good to know that it's not an intended thing. Hoxton Breakout day 1 in particular is as nightmarish as ever!
BTW is it intended that we wake up with around half of our HP after being revived? Actually it would be cool if the official site listed all the actual changes (Except the crackdown map ones to keep them a surprise), even if it breaks the site "lore-wise". Are they listed anywhere? (Haven't checked the mod folder yet to see if there's a txt or something).
I'll try to get a more comprehensive changelog together for everything.
I should mention that each heist actually has its own comprehensive changelog, in the heist folder.