PAYDAY 2

PAYDAY 2

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Nash Nov 2, 2018 @ 5:15am
Henry's rock 2.0
Thanks for this ♥♥♥♥.
Originally posted by Salem:
This is the worst map in the game and represents everything wrong in that trash game.
Absolutely no cover, objectives that drag for way too long for no reason, having to babysit objectives BUT YOU CAN'T BECAUSE THERE'S NO COVER, map is too big so deployables are easily wasted, ♥♥♥♥♥♥♥ TURRETS ON TOP OF TEAR GAS?
At least stealth is decent.

Screw you Overkill, I'm glad you finally stop "supporting" and ruining this game. Good luck with the bankrupcy after OTWD flops.

/rant

EDIT: Since many people have trouble at reading and understanding things, here are a few clarifications.

First, the original post is a rant, so obviously it's overexaggerated and full of salt. I guess the last sentence wasn't clear enough so here it is.

Second, while still tedious, objectives that aren't in the PEOC room are fairly doable since it's tight corridors. Not fun, but doable. My complaints are mostly directed at the PEOC room which is frankly unbearable. I'll just quote another post about it.

Originally posted by Salem:
If your build is not specialized into killing turrets or doesn't have Swan Song, it simply is nearly impossible to fairly beat it solo even on Overkill as bots get shredded in seconds and you can't move to do anything or cover the objectives.
Only way to end this torture is ragequitting from boredom because Overkill thought it was a great idea to deploy tear gas in the whole PEOC room.

And if you do manage to destroy turrets, it still is tedious as hell as you still have to hide forever in a corner as spawn points are everywhere and directly above objectives that you need to babysit.
Unless you think hiding in a corner for 30mn waiting for assault breaks and doing little progress is fun, there's no way anyone with a brain can enjoy soloing this crap heist. It's by far the worst in the whole game.
It's not even that it's hard, with all the broken skills in the game you can survive forever. It's just that you cannot make any progress so it's totally not fun at all. To think the stupid shift towards a more arcadey horde shooter with busted spawns was intended to make the game more "fun"..

Third, even if you managed to complete the heist easily, then congrats, but it doesn't mean that level design still isn't garbage, far from it.
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Showing 16-30 of 60 comments
KalIpSoID Nov 2, 2018 @ 8:22am 
90fps) no problem)
Wandering Flare Nov 2, 2018 @ 8:28am 
Originally posted by Underdrill:
It's the last heist of the game (potentially) and you're expecting it to be easy? It's meant to be challenging, and there's more than enough cover to work with around all areas of the map where there's an objective. As a wise man once said, git gud.
I mean, we already have the 3 hardest heists (GS, LR, HR), compared to which this one was rather easy due to actually having some sort of cover.
Jimmy Hunter Nov 2, 2018 @ 8:35am 
Originally posted by Demmino:
Originally posted by Jimmy Hunter:

I didn't have issues on DW either.

That doesn't mean what he said isn't entirely true about the quality of the map in it's current state.
I mean.
Personally had no issues at all
only invisible walls was my only problem.

Cop spawns making you unable to stay near objectives, little cover in the Oval Office, Drill being able to be turned off from 3 different locations, which is impossible for a solo player to cover each other PLUS the drill at all times. Did I mention having to find the correct security box which I feel like they purposely put them in odd locations? You shouldn't even be able to open the wrong ones in Loud, as I first thought the heist was entirely bugged. Outside the Vault has little to no cover, with spawns being from nearly every angle. The turrets hit hard enough even for Better Bots to go down outside the Vault.

Stealth has an unreasonable amount of guards in sharp corners with no access to any kind of Cam system. Cam saturation is nearly as bad as the guard saturation, which you can't even get near the Cam room for an extended period of time. Guards randomly die outside and become alerted, while sometimes you get alerted outright even with Min detection on the chopper.

That's just off the top of my head without going back and replaying it. It feels very unpolished, just with the huge number of invisible walls alone which make very little sense.
Last edited by Jimmy Hunter; Nov 2, 2018 @ 8:38am
Everybody who says nothing is wrong with this heist design-wise should go revisit the older heists.

You can easily notice a huge difference in game design. Why do you think people keep replaying heists like Firestarter, Hoxton Breakout, Big Bank, Shadow Raid etc, but seem to play the newer heists for the achievements and never touch them again?

Being able to complete them doesn't mean they don't have flaws. The recent heists have completely ditched the design philosophies that made Payday 2 good back then.
Last edited by Steve from America; Nov 2, 2018 @ 8:54am
Wandering Flare Nov 2, 2018 @ 8:49am 
Originally posted by blackweed75:
Everybody who says nothing is wrong with this heist design-wise should go revisit the older heists.

You can easily notice a huge difference in game design. Why do you think people keep replaying the older heists like Firestarter, Hoxton Breakout, Big Bank, Shadow Raid etc., but seem to play the newer heists for the achievements and never touch them again?

Being able to complete them doesn't mean they don't have flaws. The recent heists have completely ditched the design philosophies that made Payday 2 good back then.

*Drops mic
What were those design philosophies though? I've played every heist since PD:TH came out and I gotta say that the only thing different from the old heists compared to the new ones is the spawns, which isn't even connected specifically to the new heists.

If anything, WHH feels a lot like HB to me.
SleepyNBDisaster Nov 2, 2018 @ 8:52am 
Originally posted by Salem:
This is the worst map in the game and represents everything wrong in that trash game.
Absolutely no cover, objectives that drag for way too long for no reason, having to babysit objectives BUT YOU CAN'T BECAUSE THERE'S NO COVER, map is too big so deployables are easily wasted, ♥♥♥♥♥♥♥ TURRETS ON TOP OF TEAR GAS?
At least stealth is decent.

Screw you Overkill, I'm glad you finally stop "supporting" and ruining this game. Good luck with the bankrupcy after OTWD flops.

/rant
I too wish for bankrupcy, and leave devs out of a job because I didn't like something.
Last edited by SleepyNBDisaster; Nov 2, 2018 @ 8:53am
Originally posted by Martin Vol:
Originally posted by blackweed75:
Everybody who says nothing is wrong with this heist design-wise should go revisit the older heists.

You can easily notice a huge difference in game design. Why do you think people keep replaying the older heists like Firestarter, Hoxton Breakout, Big Bank, Shadow Raid etc., but seem to play the newer heists for the achievements and never touch them again?

Being able to complete them doesn't mean they don't have flaws. The recent heists have completely ditched the design philosophies that made Payday 2 good back then.
What were those design philosophies though? I've played every heist since PD:TH came out and I gotta say that the only thing different from the old heists compared to the new ones is the spawns, which isn't even connected specifically to the new heists.

If anything, WHH feels a lot like HB to me.
Most of the PD:TH heists don't hold up because they have been broken by the current state of Payday 2, they're just not designed to fit the Payday 2 gameplay. Hoxton Breakout day 1 isn't a fan favorite but Hoxton Breakout day 2 is definitely regarded as one of the better maps by the community.

With older heists you can notice that the maps are more open, most spawn points are at a fair distance away from the action, the heists are more elaborate, and even further back, there's a bigger emphasis on pre-planning and strategizing with the equipment you bring. It gives you an idea of what the developers had in mind for the game back then.

Unfortunately, most maps didn't survive the rebalances Overkill has pushed out over the years, and only a few of them still retain their old charm, eg. Big Bank, many others were changed but are still fun to play.

Don't you ever notice how the recent heists seem to rarely pop up on Crime.net?
Last edited by Steve from America; Nov 2, 2018 @ 9:31am
Minecraft Steve (Banned) Nov 2, 2018 @ 9:36am 
No cover? I mean empty a room and live in it.
Gab. Just Gab. Nov 2, 2018 @ 9:36am 
I don't know about you, guys, but the only problem I had with the heist (exept for the framerate, but that's to be expected on a potato-PC) was the start. I had to restart the heist a lot of times because the guards spotted me while I was still on the helicopter.
Wandering Flare Nov 2, 2018 @ 9:42am 
Originally posted by Gab. Just Gab.:
I don't know about you, guys, but the only problem I had with the heist (exept for the framerate, but that's to be expected on a potato-PC) was the start. I had to restart the heist a lot of times because the guards spotted me while I was still on the helicopter.
Tell me about it.
https://steamcommunity.com/sharedfiles/filedetails/?id=1554313048
From what I can tell, the heisters sometimes just put the mask on by themselves as the heist begins. My best guess is that the usual spaghetti code does the "Loud only heist" thing instead of putting you into casing mode (the bar of which is just blank btw).

Originally posted by blackweed75:
Originally posted by Martin Vol:
What were those design philosophies though? I've played every heist since PD:TH came out and I gotta say that the only thing different from the old heists compared to the new ones is the spawns, which isn't even connected specifically to the new heists.

If anything, WHH feels a lot like HB to me.
Most of the PD:TH heists don't hold up because they have been broken by the current state of Payday 2, they're just not designed to fit the Payday 2 gameplay. Hoxton Breakout day 1 isn't a fan favorite but Hoxton Breakout day 2 is definitely regarded as one of the better maps by the community.

With older heists you can notice that the maps are more open, most spawn points are at a fair distance away from the action, the heists are more elaborate, and even further back, there's a bigger emphasis on pre-planning and strategizing with the equipment you bring. It gives you an idea of what the developers had in mind for the game back then.

Unfortunately, most maps didn't survive the rebalances Overkill has pushed out over the years, and only a few of them still retain their old charm, eg. Big Bank, many others were changed but are still fun to play.

Don't you ever notice how the recent heists seem to rarely pop up on Crime.net?
I do agree that preplanning has gone right away after the GGC, and it's a big letdown. Maybe my mindset has changed over time from going for the money over to going for the blood, which is why chokepoint-filled heists feel no different to the old ones for me (even if old ones had such too).

I wouldn't say new heists are too rare for me to see on the map, but there's also the fact that a lot of old players might not own all if any DLCs to host the new DLC heists, but I do notice the tendency for new heists to be filling the map at the initial hype and quickly dying down.
Red Nov 2, 2018 @ 9:42am 
Originally posted by Salem:
This is the worst map in the game and represents everything wrong in that trash game.
Absolutely no cover, objectives that drag for way too long for no reason, having to babysit objectives BUT YOU CAN'T BECAUSE THERE'S NO COVER, map is too big so deployables are easily wasted, ♥♥♥♥♥♥♥ TURRETS ON TOP OF TEAR GAS?
At least stealth is decent.

Screw you Overkill, I'm glad you finally stop "supporting" and ruining this game. Good luck with the bankrupcy after OTWD flops.

/rant

If them ending support means they'll no longer add stupid stealth speedrun achievements just to please people like you then good riddance in terms of new content! That means I'm finally FREE.
Gab. Just Gab. Nov 2, 2018 @ 10:01am 
Originally posted by Martin Vol:
Originally posted by Gab. Just Gab.:
I don't know about you, guys, but the only problem I had with the heist (exept for the framerate, but that's to be expected on a potato-PC) was the start. I had to restart the heist a lot of times because the guards spotted me while I was still on the helicopter.
Tell me about it.
https://steamcommunity.com/sharedfiles/filedetails/?id=1554313048
From what I can tell, the heisters sometimes just put the mask on by themselves as the heist begins. My best guess is that the usual spaghetti code does the "Loud only heist" thing instead of putting you into casing mode (the bar of which is just blank btw).

Kind of. The heist does put me in casing mode, but since sometimes the game decides to put me on the left side of the helicopter, I end up in the guards' field of view without any way of getting out of it because I either get stuck inside of the helicopter when it lands or can't move at all because the chopper hasn't landed yet, which is frustrating, to say the least.
Last edited by Gab. Just Gab.; Nov 2, 2018 @ 10:03am
Loud : Henry's Rock 2.0
Stealth : Breakin' Fed 2.0

I mean, seriously, all I have to do is wait and wait. I even got softlock because of 1 laptop didn't spawn in OralOval office section.
Copy & Cat Nov 2, 2018 @ 10:16am 
Originally posted by 「Rin」:
Loud : Henry's Rock 2.0
Stealth : Breakin' Fed 2.0

I mean, seriously, all I have to do is wait and wait. I even got softlock because of 1 laptop didn't spawn in OralOval office section.
There's one possible spawn in the press conference room
Originally posted by Pumpkin Mode:
Originally posted by 「Rin」:
Loud : Henry's Rock 2.0
Stealth : Breakin' Fed 2.0

I mean, seriously, all I have to do is wait and wait. I even got softlock because of 1 laptop didn't spawn in OralOval office section.
There's one possible spawn in the press conference room
So I have to go back to the podium spot?
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Date Posted: Nov 2, 2018 @ 5:15am
Posts: 60