PAYDAY 2

PAYDAY 2

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Malidictus May 13, 2018 @ 5:14am
So when do we get a Murkywater reskin for the cops?
Remember back when Boiling Point came out, and Overkill added a whole new "faction" of enemies? Sure, the Russian AKAN Merks were just reskins of the regular DC cops with pretty much the exact same units (save for some stats inconsistencies)? That was actually pretty cool, and they made this for just a single heist. Well, we now have multiple Murkywater heists. Wouldn't it make sense to have Murky-specific reskins for those?

Actually, let's count them. We're obviously ignoring the Stealth heists since those don't involve a full suite of combat units. First we have Meltdown, the Shadow Raid Murkywater warehouse. Back in the day, it was easy to explain DC cops showing up there since it's in the middle of the city, but it would make just as much sense for legions of Murkies to show up to protect their own warehouse, wouldn't it? I mean, that was the original reason that Shadow Raid was stealth-only - Murkywater's forces are scary, we don't want to aggro them.

Then we have Black Mesa Ridge, a straight-up Murkywater base out in the middle of the desert, yet DC cops who show up to fight us there. I mean, the site HAS Murkies on staff, but those don't respawn. It's cops we fight for the most part. It would make a lot more sense to fight actual Murkywater mercs there, especially given that Locke believes his uniform will help him "blend in." His Murkywater uniform isn't going to help him blend in with the cops.

Then there's Henry's Rock. This is THE Murkywater facility, it holds their greatest secrets and most prized possessions... And yet they have ♥♥♥♥-all for security besides cops? Come on, now. If ever we were going to get a proper complement of Murkywater combatants, this should have been it. I mean, we DO get an explanation for that one - Garrett is pissed at the Kataru and somehow divined the location of that base despite it being so secret, but that's a hand-wave for why we're fighting cops. We're declaring war on Murkywater and getting the reveal of what we believe if Kento, this deserves more theme-appropriate soldiers.

And finally, there's Birth of Sky. Like Meltdown, this does make sense to involve the local metro cops, but could just as easily have involved Murkywater mercs, as well. We stole money from them, so it would have made sense they'd have sent in their own heavies to kill us and retrieve it. It's a bit more of a stretch, but it still nevertheless makes sense. If we ever GOT Murkywater mercs, might as well use them in a bunch of places, right?

See, there are a lot of other heists which make sense to have unique cop reskins. Scarface makes sense to have white-suited gangsters show up (as does Hotline Miami, come to think of it), Rats Day 2 makes sense to have Cobra thug cop reskins. There are a few others. For the most part, though, these are rare one-offs which probably don't justify the work necessary in creating new models for everyone and recording new voice lines. Murkywater is special, though, in that there are so many heists which make sense to use them, and I'm sure we'll get more of those before support for the game times out. Again - we just declared war on them, so I'm sure we'll be running into those guys pretty much constantly from here on out.
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Showing 1-15 of 20 comments
Greb May 13, 2018 @ 5:15am 
Never.
lexilogo May 13, 2018 @ 5:20am 
Originally posted by Malidictus:
I mean, we DO get an explanation for that one - Garrett is ♥♥♥♥♥♥ at the Kataru and somehow divined the location of that base despite it being so secret

More like Garrett is pissed at us and the Kataru probably predicted that the Payday gang know what they're after now and might make a move, so Garrett decided it was acceptable to have some of his cops divert manpower to guarding the base in the hopes that the gang would attack.

I also think Birth of Sky is a bit too much of a stretch to implement Murkywater units in too. Maybe a cameo at the end of the heist would make sense (and retroactively placing them into the airplane fight), but yeah, I don't think there's a reasonable explanation for them replacing the cops in that heist.

Personally I think Overkill can probably get away with not implementing a Murkywater cop set for the rest of Payday 2's lifespan, but that doesn't mean them implementing it wouldn't be a neat addition. I'm fine with it, though I have no idea how difficult/easy it was for them to implement it on Boiling Point and therefore I'm not really certain if it'd be worth the effort or not.
Yeah that's a great idea.. i think
WilczóR May 13, 2018 @ 5:26am 
kjkom
Malidictus May 13, 2018 @ 5:28am 
Originally posted by lexilogo:
More like Garrett is pissed at us and the Kataru probably predicted that the Payday gang know what they're after now and might make a move, so Garrett decided it was acceptable to have some of his cops divert manpower to guarding the base in the hopes that the gang would attack.

Right, there is an explanation. However, it's there because Murkywater cops don't exist so Overkill needed to explain why we're fighting DC cops, instead. It's not a BAD explanation, but actual Mirkies spawning there in force would still have been the superior choice. You make do with what you have, and I don't think Overkill's skeleton crew have the manpower to create a new faction reskin at this point, but it would have been neat.

Originally posted by lexilogo:
I also think Birth of Sky is a bit too much of a stretch to implement Murkywater units in too. Maybe a cameo at the end of the heist would make sense (and retroactively placing them into the airplane fight), but yeah, I don't think there's a reasonable explanation for them replacing the cops in that heist.

Yeah, I know - that one was a stretch. I just figured that IF they had 3D models for Murkywater, they'd want to use them in as many places as made some amount of sense. Birth of Sky CAN make sense. It's not a problem to have DC Metrocops on that heist, naturally, but it's not that much of a stretch to have Murkies instead, as well. I actually feel the same way about the Russian Mercs, too - kind of wish they'd use them more often. They're pretty cool, so only seeing them on one heist seems a bit wasteful. Could have seen them pop up on Scarface, for instance - say the Sosa cartel hired muscle from the Russian Mob or something. Makes more sense than his guards calling the cops to a house full of coke because they found a broken camera.
Greb May 13, 2018 @ 5:39am 
Still secretly wishing for a epic very-definite-end-of-game heist that uses all 7 days of a heist (without filling them with "escapes") that features a big heist on each day that has us taking out all the people we've been messing with since the start.

We've upset Garnet Group.

We've upset Murkywater.

We've totally rained death upon GenSec and its integrity as a security company.

We've messed with Bob McKendrick, Washing D.C and many many cops.

We've shat on the FBI and Garrett.

We've messed with the Overkill Motorcycle Club.

We've screwed with Hectors and the Mendoza Cartel even though both are probably extinct now.

We've damaged Akan's interests and put back his cyborg super soldier program a bit.

We've gained the attention of the Salaminati.

The list goes on and on.

I'd definitely appreciate seeing a long chain of heists focused on rescuing Bain as Day 1, and then him going full berserk button and declaring war on Murkywater, GenSec, and the Salaminati at least. Then we'd see some unique GenSec and Murkywater uniques at least, hopefully even some special Salaminati units. Hit Murkywater at their main HQ island base thing, take out GenSecs main HQ skyscraper building, and then infiltrate some secret facility and kill the Salaminati council after Bain manages to McGuyver them into meeting to discuss, I dunno, the missing boxes and medallion. Hopefully said medallion is used to infiltrate their compound.

I can't see it happening though because, even with content updates and support until 2019, no more paid DLC means no more reliable income to pay the people who create it, I guess. The profits made already are probably already squared away trickling down onto a skeleton crew or something.

Would be nice if they mixed with the special units somewhat if they did though. Murkywater should all be chunky with high health, even their snipers, due to their military PMC attitude. Instead of E.O.D suited bulldozers, they could have something akin to a GIGN trooper etc. I can't see Murkywater having tazers, they'd wanna be solidly lethal as well. No mercy for their enemies, corn fed crooks kill maim burn.

Captain Kento special unit.

IT'S THE KENTO!

Suddenly special Ninja Cloakers with Katanas spawn from every possible spot a regular cloaker can spawn from and begin hunting all the heisters down, with high damage, bleeds into health through armour Iaijutsu slashes.
Last edited by Greb; May 13, 2018 @ 5:40am
Sunk Cost Fallacy May 13, 2018 @ 5:40am 
Shadow Raid, Meltdown, Birth of Sky, Slaughterhouse and Murky Station don’t need any elite mercs to spawn on them, metro cops are just fine, and that makes sense.

But Beneath the Mountain and Henry’s Rock? Yes, please, this is the main base of operation for murkywater and I always wondered what the elites of murkywater looked like, locke was hyping them for me, and then when I started the heist... disappointment... none of them were there, let alone the normal murkies who only 6-7 of them appeared.

Just look at KENTO! The uniform he’s wearing indicates he is from a high league of rank and authority in murkywater, now imagine a swarm of enemies looking like him, ALL clad in red camouflage... and since they’re mercenaries, they get to use whatever firearm they want, unlike the usual CAR4/M4 that metropolitan cops use.
Last edited by Sunk Cost Fallacy; May 13, 2018 @ 5:43am
Greb May 13, 2018 @ 5:43am 
It did always annoy me that certain heists had D.C cops flooding in. It still bothers me the US medic is hanging around on Boiling Point.

It'd go a long way into making them not look corrupt as balls if they did add some more factions. I wouldn't mind seeing some "gangsta" factions too. I know the Comissar yells about having the cops in his pocket, but come on, how much money would it cost to bribe 300+ assault forces into doing your dirty work for you?

Need to see some Russian mobster units and some cartel units too.
Originally posted by centumetocto:
, ALL clad in red camouflage...
Are you sure it's red? It looks pink to me. Seems like an odd colour to wear even as an officer, usually pink is used as a handicap colour in training operations and such.

Still, I wouldn't mind being rushed by an elite squad of blue and pink special forces operatives.

I still think a force of jet black GIGN tier elite forces would be cooler though :steammocking:
Last edited by Greb; May 13, 2018 @ 5:49am
Jostabeere May 13, 2018 @ 5:56am 
HR makes sense. They even hid the fact of no new enemies behind a voiceline, where Locke says Garrett is involved.
BoS makes sense. The attack on a plane isn't a planned enviroment. We randomly drop the money. Murky doesn't have troops stationed all over the travel route of the plane.
But BtM always bothered me. It is far away from anything and cops being there is not explained.
Malidictus May 13, 2018 @ 6:36am 
I don't think new Specials are in the cards for Payday 2. Not with the way the game's made. It's one of my hopes for Payday 3, though - that there are multiple factions each with their own unique and distinct Special units. Think something like Helldivers, where the Cyborgs have heavily armoured mechs and vehicles, the Bugs have massive numbers of fairly tough units and the Iluminate have lots of control abilities, shields and long-range firepower. In Payday, you could have an army of heavily-armed thugs with body armour and Bulldozers and machineguns and such, then some kind of clandestine criminal group with fast, light enemies and snipers and ninja and such, and then the cops with Shields and tear gas and tasers and medics and other control/support units. Not in this game, though.

As to unique reskins, though - I do wish we had a few more of those. A Murkywater reskin would be the most "bang for the buck" based on how many heists they can be used in, but a generic "gangster" one wouldn't be too bad, either. Those could be used in the Scarface Mansion, both days of Hotline Miami, maybe even Night Club. Yeah, I know - cops make sense in all of those, but I'm speaking from the perspective of HAVING those assets and seeing where they can be used. I doubt we'll see it happen, of course. I think Overkill got burned by all the issues the Russian Mercs caused. But a man can dream :)
Jostabeere May 13, 2018 @ 6:43am 
It's not that hard to slap Murkywater logos on Specials and change their pallet. I could do it in an hour with paint.net. Like the weird light green Murky reskins without logos in one of the heists, (I forgot which one exactly)
Edit: Got it. Hoxton Revenge has the green Murkies without logos.
Last edited by Jostabeere; May 13, 2018 @ 6:46am
Just realized that Murkywater does have a bulldozer army of their own. What would police bulldozers be doing hiding in containers in meltdown, or in the cargo plane in Birth of Sky?
Malidictus May 13, 2018 @ 7:39am 
Originally posted by Jostabeere:
It's not that hard to slap Murkywater logos on Specials and change their pallet. I could do it in an hour with paint.net. Like the weird light green Murky reskins without logos in one of the heists, (I forgot which one exactly)
Edit: Got it. Hoxton Revenge has the green Murkies without logos.

Keep in mind You have to do that for all the commons, as well, and we now have four sets of them - NM/HD, VH/OK, MH/DW and DS. I THINK the specials are all the same across all difficulties excluding the various Bulldozers and Shields just use Common cop skins. Even the Russian Mercs have different skins depending on difficulty.

Still I'd be willing to try one of the Murkywater facilities with the soldiers you've made :)
BreakinBenny May 13, 2018 @ 8:05am 
Originally posted by Greb:
Still secretly wishing for a epic very-definite-end-of-game heist that uses all 7 days of a heist (without filling them with "escapes") that features a big heist on each day that has us taking out all the people we've been messing with since the start.

We've upset Garnet Group.

We've upset Murkywater.

We've totally rained death upon GenSec and its integrity as a security company.

We've messed with Bob McKendrick, Washing D.C and many many cops.

We've shat on the FBI and Garrett.

We've messed with the Overkill Motorcycle Club.

We've screwed with Hectors and the Mendoza Cartel even though both are probably extinct now.

We've damaged Akan's interests and put back his cyborg super soldier program a bit.

We've gained the attention of the Salaminati.

The list goes on and on.

I'd definitely appreciate seeing a long chain of heists focused on rescuing Bain as Day 1, and then him going full berserk button and declaring war on Murkywater, GenSec, and the Salaminati at least. Then we'd see some unique GenSec and Murkywater uniques at least, hopefully even some special Salaminati units. Hit Murkywater at their main HQ island base thing, take out GenSecs main HQ skyscraper building, and then infiltrate some secret facility and kill the Salaminati council after Bain manages to McGuyver them into meeting to discuss, I dunno, the missing boxes and medallion. Hopefully said medallion is used to infiltrate their compound.

I can't see it happening though because, even with content updates and support until 2019, no more paid DLC means no more reliable income to pay the people who create it, I guess. The profits made already are probably already squared away trickling down onto a skeleton crew or something.

Would be nice if they mixed with the special units somewhat if they did though. Murkywater should all be chunky with high health, even their snipers, due to their military PMC attitude. Instead of E.O.D suited bulldozers, they could have something akin to a GIGN trooper etc. I can't see Murkywater having tazers, they'd wanna be solidly lethal as well. No mercy for their enemies, corn fed crooks kill maim burn.

Captain Kento special unit.

IT'S THE KENTO!

Suddenly special Ninja Cloakers with Katanas spawn from every possible spot a regular cloaker can spawn from and begin hunting all the heisters down, with high damage, bleeds into health through armour Iaijutsu slashes.
Also, Akan is dead.
Jostabeere May 13, 2018 @ 8:11am 
Originally posted by Malidictus:
Originally posted by Jostabeere:
It's not that hard to slap Murkywater logos on Specials and change their pallet. I could do it in an hour with paint.net. Like the weird light green Murky reskins without logos in one of the heists, (I forgot which one exactly)
Edit: Got it. Hoxton Revenge has the green Murkies without logos.

Keep in mind You have to do that for all the commons, as well, and we now have four sets of them - NM/HD, VH/OK, MH/DW and DS. I THINK the specials are all the same across all difficulties excluding the various Bulldozers and Shields just use Common cop skins. Even the Russian Mercs have different skins depending on difficulty.

Still I'd be willing to try one of the Murkywater facilities with the soldiers you've made :)
It's definitely not hard to find pattern that combine the default cop colour and the greenish olive murky colour. They can keep their uniforms, and only the accessoires/armor pieces will become Murky styled.
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Date Posted: May 13, 2018 @ 5:14am
Posts: 20