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Requires to be fast tho.
I'm still working on running around and deploying, but I guess that will work on most maps aswell.
I'm worried more about regular cops tbh. They hurt me more, Cpt'seems to be unable to hit as I move.
I know it's not a regular gun, but it is basegame and very solid.
-Slowly work towards it like your solutions.
-Bring Trip Mines.
-Use ECM Feedback.
-Forget the 3 slower ways(ok tripmines could be fast too) above & shift + w,a,d,proc Swag Song,then hold m1 behind him untill he runs away due to lack of cojones.
;)
But yeah, he is pretty much no different from any other shield. Honestly, the best option is to get Player 1 to camp west, Player B to camp east, Player three to shoot from the north, and Player $ to do it from the south.
Or something to that degree.
If not, use vertical ledges and stuff. I've had them target me while someone snuck up the flank and SMG'd shields to death from total point blank range.
He can stop headshots?, buffs their health, changes tactics and stuff.
He can also do some things like insta-custody?, reduces his self-explosive damage, and mess with shields or something.
(Not sure)
tl;dr he is worth killing.
The longer he stays alive,the more damage reduction that cops get.(Think Dragan's Infiltrator except on cops instead).
If you let him live for a very long time,it would reach the maximum dmg reduction which is 50%,then it would take around 6 Thany shots to kill a Dozer,2 120 dmg M308 shots to kill a Tan,etc.
Basically it makes the cops more bullet-spongy...while Cpt Loser himself & his backup dancers,i mean,Shield Bodyguards are Bullet Spongy.
Best way seems to constantly circle strafe and shoot, more than one person doing it makes it easier obviously, doesn't matter which guns you're using, manage your ammo as you do with everything else, use ammo bags.
One little detail that I didn't see anywhere else is that Counter-Strike (basic or ace) can stun then as it does with regular Shields, that skill and the Buzzer are the only capable things that can stun them from what I've seen and tested.
I'm personally looking for a way to kill Winters with basically whatever guns we happened to bring into the map. I'm sure ECMs and Trip Mines are very useful against him, but I'd rather not feel compelled to bring those things myself or ask other people to do so. None of the people I know personally use Trip Mines, so that means relying on pubbies and... Yeah, that's not likely to work.
Wait, construction tower?
Big Oil D2:
Winters didn't show up on Day 1 at all. On Day 2, he showed up in the villa car park, just inside of the outer gate. Player 1 (me, in this case) can stand outside of the outside gate and use the fence wall as cover. Sometimes cops encroach from behind, but all I saw were a few canaries and a couple of shields - nothing I couldn't handle, plus that entire area is covered from Winters and his cronies. Hilariously (tough I know that's not how the game works) I could fire through the little slits in the exterior wall as though through an embrasure.
Player 2 stayed at the house with a long-range weapon, in this case a Para SMG. The shields primarily faced me, so he had pretty good opportunity to pelt at the Phalanx Shiedls' heads from behind. The villa offers pretty good cover for Player 2, but you do need a decent long-range weapon to pull that off. I assume Player 2 could also probably hold out on long berm in front of the house, but this seems unwise as that offers little cover from encrouachers.
Big Bank:
Winters shows up in the little antechamber at the front entrance. It turns out the outside of the bank is pretty safe (relatively speaking) once Winters has arrived since all the cops seem to be spawning further inside the bank. Player 1 can then stand outside in the street near one of the vestubule entrances and pepper Winters' Phalanx with bullets when they turn around.
Player 2 can probably snipe from inside the lobby's balcony with a decent long-range weapon, but we discovered that he can just walk out into the street and stand on the other side of the antechamber. This puts Winters under HORRIBLE crossfire and we can more or less just take turns shooting into their backs. I'll need more epxerience with this, but if the street is as safe as this, then the Big Bank may not be that bad.
Watchdogs:
This is going to be more general impressions, but... Winters really should show up on Day 2, not Day 1. He takes so long to turn up that we have to intentionally wait for him, and even when he appears it's pretty trivial to just ignore him - he just shows up too late. That map already has a Turret and enough to do, it doesn't need Winters on top of everything.
Day 2, on the other hand, doesn't have Winters and is much poorer for it. Day 2 of Watchdogs may well be the dullest, least eventful map in the entirety of Payday 2. It should have been the logical place to add Winters. There's plenty of room for him either outside the main gate or in the open space in the warehouse courtyard and the map really needs something to spice up the crushing boredom of sitting on our hands and spawn-camping the cops.
I'm trying to devise tactics for fighting Winters which don't depend on specific equipment, though, so Sentries will probably be a "for when they're available" tactic if they do end up working like you say.