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Damage Dodger is probably the most worthless in general, because as the spree goes on, it's going to become more and more irrelevant.
I personally think that the system either needs to be changed to a steeper, but permanent for that spree effect (instead of 18 coins, maybe something like 30-40 coins per effect when you start a spree?) or just way cheaper in general because just one of these effects is going to usually take multiple heists to recoup the cost.
Pretty good, just not 18 coins good.
Pittiful, stealth is bad in Crimespree.
Pittiful, Stealth is bad in crimespree
Pittiful
Pretty good, for certain builds
Worth it.
Worth it.
Worth it.
Pittiful
Pretty good, for melee builds
Pittiful
Worth it.
Worth it.
Pittiful, stealth is bad in crime spree
Pittiful - Pretty good - worth it
The stealth only ones, of course, are currently pretty useless because, let's be real here, stealth on Crime Spree is a laughably bad idea because the limited modifier pool makes most of them literally impossible after, like, Rank 100. Maybe when we get more stealth modifiers so that you don't have to pick a reduced Pager modifier so early, but certainly not right now.
Yeah, pretty bad. When Forced Friendship Aced is kicking your ass you know you've screwed up. I'd just recommend buffing the damage absorption to 5 or something like that (or maybe have it be a set damage absorption for 10% of all damage you take, as a seperate thing to damage resist?).
Total ammo really isn't that interesting and it's not a great buff. Maybe it should be buffed to 20% or 25%, or maybe it should directly buff Ammo Bags.
Way too specific to be useful.
There's pretty much no reason why you'd need extra body bags.
10% really won't make much of a difference in the slightest. Maybe it should be a larger boost (with a cap so it won't make Anarchists insane) or have a boost dependent on what armor you're currently using.
For some situations it is good, but it's too specific to really be that useful.
Overpowered for ECM rushing fo sho, and generally just a very good bonus. I'd actually suggest a nerf for this, such as having the extra deployable be unupgraded.
For any player without health boosts, that's gonna be a whopping +23 to health. Even without counting the damage boosts and just going off Overkill damage, that's really bad. Maybe if it added a damage cap for health (eg. enemy attacks cannot take off more than 75% of your health in a single shot, no matter what) it'd be cool.
Yeah, pretty good, assuming your team doesn't have Speed Pull mags up the arse already.
Yep, pretty alright.
Yeah, absolutely pathetic. If it was infinite stamina it might actually be justifiable, and even then...
Yeah, for melee users 5 seconds of invunerability is pretty sweet. Pity melee's screwed up ATM, but I could see this being very OP if they don't touch it after the melee rework and the rework makes melee viable for sustained combat.
From what I've heard the amount of health is pretty bad, and the insane cooldown kills it. 2 health per enemy killed (that's 115 kills to fully restore your default health so that's not unresaonable) with no cooldown would be what I'd suggest.
I'd probably value More to Deploy over it but it's still a good long-term survivability boost.
A very nice utility boost.
If stealth was more viable on Crime Spree this'd be an excellent pick.
That, or make it give a flat 10% damage reduction.
.5 is abysmal above a spree of 100.