STEAM GROUP
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STEAM GROUP
Payday 2 Mechanics PD2mech
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September 27, 2015
Finale Feb 6, 2017 @ 12:52pm
Scarface Mansion info
This post is to compile useful info regarding this heist, for evaluation for inclusion in the Guide. Please excuse my dust.

General info:
There will always be six cash bundles in the map, in two sets of three. They can spawn in 5 locations:
Dining room table
Bedroom

[need to fill location list]

The two laptop positions can spawn different powerbox positions. Relevant line is show_3_random_panels or show_3_random_panels001 . Need to identify these.

The powerbox near the reflecting pool is the hardest to deal with in stealth or loud- it is very exposed. If loud, consider leading the assault wave away from the area.

Loud info:

4/6/8 Paintings on N/H+VH/OK+M+DW+OD.

Paintings are most often missed on the stairs in the main entrance room, and in the small hall leading to the red lobby.

Paintings can be burnt in the courtyard, on the upper level terrace, or outside next to the reflecting pool. Which occurs is random. The reflecting pool is the most difficult of the locations- if you get it, consider throwing the paintings from inside the house.

Gangster wave values: 5/7/10 on N+H/VH/OK+M+DW+OD.

1 turret on VH, 2 on all difficulties above. Turrets do not repair. May have reduced health, or same health across all difficulties.

The first wave of gangsters will spawn- then when all are dead, any turrets will spawn. Then the second wave will come from the stairway next to the office. When they are all dead, Ernesto will make his entrance.

Ernesto has 4 guards with him when he blows open the door on N+H+VH, else 8.

Helicopter Sniper spawn: 0/1/2/3 on N/H+VH/OK/M+DW+OD.

The winches take 180 seconds if uninterrupted.

Stealth info.

Exterior Guards:

Water: 001 vs 004.
2/3, N-VH/OK-OD.

Entrance: 001 vs 002 vs 004 vs 005.
N/H+VH/OK/MH-OD 2/3/4/5.

Fountain: 001 vs 002 vs 004 vs 005.
N/H+VH/OK/MH-OD 2/3/4/5.

Note I believe these two sets(Entrance and Fountain) may share identical ranges of movement. Need to observe more closely.

Point (spawn area): 001 vs 002 vs 004.
N/H+VH/OK-OD 2/3/4.

Interior Guards:

Side Stair: 001 vs 005.
1/2, N-OK/MH-OD.

"House" (full mansion interior): 001 vs 004.
1 guard on VH and up.

Upper floor of mansion: 001 vs 002.
1/2, N/H-OD.

Lower floor of mansion: 001 vs 004.
1/2, N-VH/OK-OD.

Lower floor "secondary" (separate group, may have different route), 001(N, H, OK) vs 003 (VH) vs 005 (MH-OD)
1/2, N-OK/MH-OD.

2 guards patrol the red lobby on all difficulties.

When the red lobby opens, a guard will spawn at the upper level entrance, walk outside, and go stationary to cover the door. Be aware that his idle animation was chosen because it has him occasionally look behind him.

The game spawns 6 coke bundles from a set of 20 locations. One will have the recording.
Coke bundle locations:
[need a list here]

Possible phone locations:
Bedroom(2 spots), Fireplace room, Green room with bookshelves, Dining room table.

If the security manager spawns on the side of the house, an additional guard is spawned from a large possible pool. I need to identify how this group works.

All exterior guards aside from those in the spawn area and possibly the one that patrols near the security manager, mentioned above, can be launched out of the map. This can use the ocean, but also anyplace the guard passes near a low wall that marks the boundary of the playable area: the guard's body will fall through the world and despawn.
Last edited by Finale; Jun 18, 2017 @ 3:19pm
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Showing 1-15 of 26 comments
Finale Feb 6, 2017 @ 12:57pm 
Things I'm especially unclear on:

I still need to check the scripted door-check guards for the red lobby. I've observed them in more than one spot, but I can only find references for one.

afaict, all exterior guards that aren't at the spawn, by the dock, or the one who can appear with the manager at the side are functionally the same group, patrolling the same waypoints. Is this correct, or have I missed something?

"trigger_special_objective" ties to several things that may be dummied out. They read like they might just be used for enemy pathing.
Last edited by Finale; Feb 7, 2017 @ 12:31pm
revnant Feb 6, 2017 @ 1:04pm 
Possible phone locations:
- 2 in the bedroom (2nd floor)
- 1 in the red room with the fire place (1st floor)
- 1 in the green room with the bookshelves (1st floor)
- 1 on the dining room table (1st floor)

I don't think I saw any others...


Don't forget escapes / loot secure spots:
Stealth has 2 possible:
- boat
- van that arrives just outside the main entrance of the estate / far right corner

Loud has 3 possible:
- boat
- van that arrives just outside the main entrance of the estate / far right corner
- van that crashes through the wall near the spawn point (at the bottom most area of the map)

Unknown Knight Feb 7, 2017 @ 9:42am 
The only thing I can say about the stealth reinforcements is that it seems to have been removed.

I was testing specifically for the trigger conditions when it first released but the mission scripts wasn't available then and I can't seem to find it now, unless I missed it somewhere.

I can share more about what I tested but if it's not coming back I don't see the point.

Edit: Oh what the hell, might as well. Perhaps it can be reported as a bug that the reinforcements are removed.

My tests previously (guesswork):

Reinforcements in stealth are checked once per heist with a chance to succeed when these 2 conditions are fulfilled:
1) At least 4 guards are dead (can't remember if security head is included)
2) Keycard is picked up.

Reinforcements takes 4 (or 2, I can't remember) minutes to spawn upon Bain's message.
The reinforcement van takes 15 seconds to drive to and unload 4 new guards so total 4 min 15 seconds.
Last edited by Unknown Knight; Feb 7, 2017 @ 9:51am
Finale Feb 7, 2017 @ 11:21am 
Thanks Unknown Knight. It does look like they were removed, rather than spend resources on fixing them. I didn't see any references to them in the script file either, though I'm really bad at reading it. The van for them still gets loaded in, I think.
revnant Feb 7, 2017 @ 11:24am 
Originally posted by Finale:
Thanks Unknown Knight. It does look like they were removed, rather than spend resources on fixing them. I didn't see any references to them in the script file either, though I'm really bad at reading it. The van for them still gets loaded in, I think.

Do you know what needed fixing for those stealth reinforcements which might have prompted them to remove it?
revnant Feb 7, 2017 @ 11:31am 
Here are some notes that I had regarding inside guards that have pagers:

- there seem to be about 4 guards on the first floor that only roam the first floor
- there seem to be about 2 guards on the second floor that only roam the second floor and the roof
- there seems to be 1 guard that can roam between the first floor and second floor and even to the red hall area (consider taking this guy out as he can pop in on you unexpectedly in the worst spots)
- there is 1 guard that spawns once you finish the phone call successfully. He spawns just inside the red hall on the second floor and he walks into the doorway between the roof and the red hall
- there are 2 guards in the red hall area that only roam in the red hall area
- there are also 2 guards in the right side stair case area.
Finale Feb 7, 2017 @ 11:36am 
Thanks for the patrol details, they confirm what I'm seeing in the script. I need to pull out and write out the different difficulty permutations for them.

Originally posted by revnant:
Do you know what needed fixing for those stealth reinforcements which might have prompted them to remove it?

Guards in the reinforcement group would act as if they were in loud gameplay- running, with guns drawn, to each patrol location, then snapping into an idle animation, before running to the next location.
revnant Feb 7, 2017 @ 11:38am 
Originally posted by Finale:
Thanks for the patrol details, they confirm what I'm seeing in the script. I need to pull out and write out the different difficulty permutations for them.

Originally posted by revnant:
Do you know what needed fixing for those stealth reinforcements which might have prompted them to remove it?

Guards in the reinforcement group would act as if they were in loud gameplay- running, with guns drawn, to each patrol location, then snapping into an idle animation, before running to the next location.

Ah, I see. I normally don't get around to bumping into them. However, I would like to add that if the laptop is in the left shed (not the spacious one near the water), then those reinforcements can notice the hack and call the police. The other external guards that walk by there will not think the hack is suspicious; only these reinforcements (if they see it).
Last edited by revnant; Feb 7, 2017 @ 11:39am
Hassat Hunter Feb 8, 2017 @ 3:07pm 
1 turret on VH, 2 on all difficulties above. Turrets do not repair. May have reduced health, or same health across all difficulties.

http://steamcommunity.com/app/218620/discussions/14/135508489634631984/

(Thanks for making me aware)
Last edited by Hassat Hunter; Feb 8, 2017 @ 3:07pm
Finale Feb 10, 2017 @ 11:03pm 
Ernesto Sosa's got some harass behavior coded in; the details of how it's supposed to work aren't clear, but in practice it's quite bugged.
revnant Feb 11, 2017 @ 12:10am 
Originally posted by Finale:
Ernesto Sosa's got some harass behavior coded in; the details of how it's supposed to work aren't clear, but in practice it's quite bugged.

Hmmm... I think I randomly saw him out on a balcony shooting at me (and then at the cops when I was out of his sight).
Finale Feb 11, 2017 @ 9:43am 
Yes, he can do that from any overlooking balcony, but for reasons that aren't clear, he doesn't always retreat properly, and he is mortal.
revnant Feb 11, 2017 @ 10:39am 
Originally posted by Finale:
Yes, he can do that from any overlooking balcony, but for reasons that aren't clear, he doesn't always retreat properly, and he is mortal.

Wait, you can kill him early then?
Finale Feb 11, 2017 @ 12:49pm 
Originally posted by revnant:
Originally posted by Finale:
Yes, he can do that from any overlooking balcony, but for reasons that aren't clear, he doesn't always retreat properly, and he is mortal.

Wait, you can kill him early then?
It's actually a separately spawned enemy unit, so it's not as if you skip to opening the vault or anything.
revnant Feb 11, 2017 @ 12:52pm 
Originally posted by Finale:
Originally posted by revnant:

Wait, you can kill him early then?
It's actually a separately spawned enemy unit, so it's not as if you skip to opening the vault or anything.

Hmm... so you need to kill him a second time if you managed to kill him on the balcony? That seems pretty funny =)
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