Payday 2: Difference between revisions
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((Removed outdated info after gun and skill rebalance, more tips on heists)) |
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- Don't rush off on your own. Payday 2's like Left 4 Dead, in that being a loner will get you blown away. | - Don't rush off on your own. Payday 2's like Left 4 Dead, in that being a loner will get you blown away. | ||
- The AMCAR and Chimano that you have at first absolutely suck. Ditch them as soon as possible. | - The AMCAR and Chimano that you have at first absolutely suck. Ditch them as soon as possible. | ||
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- The CAR-4 is a freaking Lego gun. Buy two, and mod one for stealth and the other for war. | - The CAR-4 is a freaking Lego gun. Buy two, and mod one for stealth and the other for war. | ||
- 42 damage | - 42 damage is the magic number for weapons, and as much accuracy and stability as possible (although it's still gonna be low on high ROF guns). On Overkill and under, it'll let you kill most regular units in 1-2 headshots. I believe 48 is the magic number for Death Wish. | ||
- Always mark special units by hitting F on them. Not only does it let you see them everywhere, but it warns your team about them too. | - Always mark special units by hitting F on them. Not only does it let you see them everywhere, but it warns your team about them too. | ||
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- After killing a guard in stealth, be sure to answer his pager. Otherwise, an alarm will sound. Your team can only answer a max of 4 without an alarm going off, though. | - After killing a guard in stealth, be sure to answer his pager. Otherwise, an alarm will sound. Your team can only answer a max of 4 without an alarm going off, though. | ||
- Practice getting headshots while hip-firing | - Practice getting headshots while hip-firing. The more you can land, the more unstoppable you become. | ||
- If you don't know what secondary to pick, bring the Locomotive | - If you don't know what secondary to pick, bring the Locomotive or a good SMG. Complement your primary; if you have a low-accuracy but high ammo main, bring an accurate secondary to help pop snipers. | ||
- If you don't know what skill tree to try first, try Enforcer. It helps you shoot guys, bring more ammo, and wear lots of armor, and those are all very useful things for a group. | - If you don't know what skill tree to try first, try Enforcer. It helps you shoot guys, bring more ammo, and wear lots of armor, and those are all very useful things for a group. | ||
- | - There's a fuckload of skill trees and a lot of skills to pick in each one. Just go with what looks good, the skill rebalance made any build pretty good. | ||
- Inspire Ace is insanely good but has a 20-second cooldown. If a teammate's not in dire need (say, downed by a special with no other enemies nearby), you may want to pull him up by hand to save the Inspire for later. | |||
- Call out specials with the shout button whenever you can. Especially if you do not use a microphone. | - Call out specials with the shout button whenever you can. Especially if you do not use a microphone. | ||
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- It is also okay to NOT try and revive someone who has been downed in a terrible place. If you do, thin the enemy near your teammate as much as possible before attempting to get him up. | - It is also okay to NOT try and revive someone who has been downed in a terrible place. If you do, thin the enemy near your teammate as much as possible before attempting to get him up. | ||
- Related to the above, all players now have the ability to dominate enemies without spending any skill points. An easy way to get a great boost to your domination chance is to knock the dude down. | - Related to the above, all players now have the ability to dominate enemies without spending any skill points. An easy way to get a great boost to your domination chance is to knock the dude down. Whittling them down to low HP and catching them in the middle of reloading also help. | ||
- ALWAYS shoot snipers. Pubbies have something against killing them, resulting in a pile of downed players. | - ALWAYS shoot snipers. Pubbies have something against killing them, resulting in a pile of downed players. | ||
- No, seriously, shoot snipers. Not only do they have hacker-level aim, but their shots bleed through armor into health, which no other enemy does. | |||
- Headshots at every opportunity. | - Headshots at every opportunity. | ||
- For anyone just starting out, choose one perk deck and stick with it until you max it. All decks have some incredibly useful skills in common, including increased ammo pickup and 45% more experience gained. Crew Chief, Armorer and Muscle are all solid and do not require DLC. | - For anyone just starting out, choose one perk deck and stick with it until you max it. All decks have some incredibly useful skills in common, including increased ammo pickup and 45% more experience gained. Crew Chief, Armorer and Muscle are all solid and do not require DLC. | ||
- Fuck the SWAT Van. Unless you're in desperate need of getting rid of it, try to path around it instead of shooting it because it takes massive amounts of ammo to destroy. | |||
== Specific Heists == | == Specific Heists == | ||
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- When doing a stealth Bank Heist, or in Firestarter day 3, shoot the tellers and guard the panic button in the back hall with extreme prejudice. ECMs don't turn these off, and civilians can and will go right for them. | - When doing a stealth Bank Heist, or in Firestarter day 3, shoot the tellers and guard the panic button in the back hall with extreme prejudice. ECMs don't turn these off, and civilians can and will go right for them. | ||
- In Hoxton Breakout Day 2, a good choice for a keycard is usually closing off the side door between the two skyways. Shutting it keeps a pair of sniper spawns from firing at you. | |||
- Hotline Miami's meth cook sequence is exactly the same, every time (Muriatic > Caustic > Hydrogen). It's written on the whiteboard above the caustic soda's table, if you forget. | |||
- Bags chucked in the water in Watchdogs Day 2 won't disappear, but they do respawn all the way back at the beginning of the level. Don't throw more than four in at a time. | |||
- Jumping onto the folded-up blankets in Lab Rats keeps you from taking fall damage. | |||
- Yes, the motorcycles in Biker Heist Day 1 handle that badly. Their hitbox is much, much larger than it looks. | |||
[[Category:Games]] | [[Category:Games]] |
Revision as of 15:52, 12 July 2016
- Buy the Gage Mod Courier DLC first.
- HOLD F to do things, don't just press it.
- Don't rush off on your own. Payday 2's like Left 4 Dead, in that being a loner will get you blown away.
- The AMCAR and Chimano that you have at first absolutely suck. Ditch them as soon as possible.
- The CAR-4 is a freaking Lego gun. Buy two, and mod one for stealth and the other for war.
- 42 damage is the magic number for weapons, and as much accuracy and stability as possible (although it's still gonna be low on high ROF guns). On Overkill and under, it'll let you kill most regular units in 1-2 headshots. I believe 48 is the magic number for Death Wish.
- Always mark special units by hitting F on them. Not only does it let you see them everywhere, but it warns your team about them too.
- Playing offline is not that great compared to online due to boneheaded AI, but playing heists on Normal will help you get used to them. Also, Shadow Raid Deathwish offline is an incredibly good way to gain EXP.
- Stealth is pretty much learned by doing it. Don't be afraid to mess up--unless you terminate the contract or you're on a Pro job, you have unlimited attempts.
- After killing a guard in stealth, be sure to answer his pager. Otherwise, an alarm will sound. Your team can only answer a max of 4 without an alarm going off, though.
- Practice getting headshots while hip-firing. The more you can land, the more unstoppable you become.
- If you don't know what secondary to pick, bring the Locomotive or a good SMG. Complement your primary; if you have a low-accuracy but high ammo main, bring an accurate secondary to help pop snipers.
- If you don't know what skill tree to try first, try Enforcer. It helps you shoot guys, bring more ammo, and wear lots of armor, and those are all very useful things for a group.
- There's a fuckload of skill trees and a lot of skills to pick in each one. Just go with what looks good, the skill rebalance made any build pretty good.
- Inspire Ace is insanely good but has a 20-second cooldown. If a teammate's not in dire need (say, downed by a special with no other enemies nearby), you may want to pull him up by hand to save the Inspire for later.
- Call out specials with the shout button whenever you can. Especially if you do not use a microphone.
- Familiarize yourself with each special unit's sounds. Cloakers in particular. The sound you hear when they are very close was changed a while back and it is easily drowned out by gunfire.
- It is okay to disengage in a bad situation. Even if it is a single bulldozer that you are not equipped to handle easily. Call it out and stick with your team.
- It is also okay to NOT try and revive someone who has been downed in a terrible place. If you do, thin the enemy near your teammate as much as possible before attempting to get him up.
- Related to the above, all players now have the ability to dominate enemies without spending any skill points. An easy way to get a great boost to your domination chance is to knock the dude down. Whittling them down to low HP and catching them in the middle of reloading also help.
- ALWAYS shoot snipers. Pubbies have something against killing them, resulting in a pile of downed players.
- No, seriously, shoot snipers. Not only do they have hacker-level aim, but their shots bleed through armor into health, which no other enemy does.
- Headshots at every opportunity.
- For anyone just starting out, choose one perk deck and stick with it until you max it. All decks have some incredibly useful skills in common, including increased ammo pickup and 45% more experience gained. Crew Chief, Armorer and Muscle are all solid and do not require DLC.
- Fuck the SWAT Van. Unless you're in desperate need of getting rid of it, try to path around it instead of shooting it because it takes massive amounts of ammo to destroy.
Specific Heists
- If your group's playing Shadow Raid and you're lousy at stealth, haul bags back to the van. Hug the fence and crouch.
- Don't smash cases in Diamond Store until you disable the alarms. You do that by getting a keycard off the manager, or off a desk, and using it in a slot upstairs.
- Day 1 of Rats, or the Cook Off heist, requires coordination. When Bain calls out an ingredient, ask your teammates what he said to them--if two or more people got the same ingredient called out, dump it in. If you're not sure what he said, wait for him to repeat himself.
- When doing a stealth Bank Heist, or in Firestarter day 3, shoot the tellers and guard the panic button in the back hall with extreme prejudice. ECMs don't turn these off, and civilians can and will go right for them.
- In Hoxton Breakout Day 2, a good choice for a keycard is usually closing off the side door between the two skyways. Shutting it keeps a pair of sniper spawns from firing at you.
- Hotline Miami's meth cook sequence is exactly the same, every time (Muriatic > Caustic > Hydrogen). It's written on the whiteboard above the caustic soda's table, if you forget.
- Bags chucked in the water in Watchdogs Day 2 won't disappear, but they do respawn all the way back at the beginning of the level. Don't throw more than four in at a time.
- Jumping onto the folded-up blankets in Lab Rats keeps you from taking fall damage.
- Yes, the motorcycles in Biker Heist Day 1 handle that badly. Their hitbox is much, much larger than it looks.