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When stealth goes right though, it's incredibly satisfying.
Stealth can also be really REALLY slow and boring.
There's also the map design, which I think is the main reason why stealth can be problematic in this game. A good stealth heist allows you to, with some cleverness and good timing, avoid ever coming across a guard at all, rather than forcing you into killing them, and ideally shouldn't double-up on each other all the time (I'm looking at YOU Breakin' Feds and Framing Frame, both of which embody just about everything wrong with stealth gameplay in Payday 2, but I digress). A good stealth heist also tends to keep things simple and straight-forward, rather than convoluted and overly complicated (the only heist that largely gets a pass on this is Golden Grin Casino, which is supposed to parody the Ocean's Eleven remake and that particular type of heist film in general).
Lastly...stealth gameplay in Payday 2 often means a whole lot of waiting (don't know what I mean? Play Murky Station on DSOD solo, you'll learn to HATE those camera drones really quickly), and that can get really boring. Also, if you ♥♥♥♥ up? You're starting over from the beginning most of the time, because most stealth builds have almost no combat capability at all; you can get away with going loud anyway on some of the lower difficulties, especially if you're running Hacker, but above Very Hard you're REALLY pushing your luck in most cases (unless you've gone out of your way to make a stealth-loud hybrid build - yes, those are a thing, you see them in Crime Spree sometimes). On the other hand, in loud gameplay you can often salvage the situation when things go wrong. This combined with the aforementioned tedium makes stealth VERY slow, especially if you're trying to quickly grind for infamy, where it's usually faster to just speedrun loud heists, do Cook Off/Border Crystals for a couple of hours, or just play Crime Spree.
Oh, and then there's the "stealth-but-not-really" heists, which are a completely different category. This category includes Counterfeit, No Mercy, Engine Trouble (Big Oil Day 2), and Car Shop. Counterfeit and No Mercy don't really count because all stealth does is make the cops show up later into the heist, letting you complete a couple of objectives without getting shot at (and it's the LOUD part of No Mercy that tends to be the problem with that one), Engine Trouble's kinda a ♥♥♥♥ move if you're playing it for the first time and aren't expecting to have to pivot to loud gameplay (and didn't select a build for it)...and then there's Car Shop, which I'm almost certain was designed from the ground up to be a loud heist but was changed to stealth at the last minute because people were complaining about there not being enough stealth heists in the game. Technically Breakin' Feds fits into this category too as one of the random escapes you can get involves setting out explosives in the basement, alerting everyone in the building...which defeats the whole purpose of bothering with stealth up to that point in the first place, as the whole in-universe justification for it was because Locke wanted to ♥♥♥♥ with Commissioner Garret under his nose (clearly somebody at Overkill didn't think this one through).
And if I know one thing, than it's every player hates losing a game due lag.
Thing is, there are heist that happens to be bad, even when they are stealth only. I'm talking about The Yacht Heist or Breakin' Feds, where guards can be unpredictable, hell! spamming mines does not always guarantee a safe run and the lack of cover is tacky.
Shadow Raid and Murky Station are how a truly stealth heist should look like. The way the map is built, the design, the atmosphere, etc.