Payday 2: Difference between revisions
m
→Stealth
(→Loud) |
m (→Stealth) |
||
Line 38: | Line 38: | ||
- Some stealth maps have only 4 guards-killing them all and tying down any civilians/other threats will make them "safe". Bank heists are an example of this. Most maps have more than 4 guards and require greater care. | - Some stealth maps have only 4 guards-killing them all and tying down any civilians/other threats will make them "safe". Bank heists are an example of this. Most maps have more than 4 guards and require greater care. | ||
- Some maps have a civilian or guard monitoring a camera bank. Taking them out or tying them down effectively turns off cameras (though guards will still freak out if they spot a broken camera). Beware, though! Some heists have no camera operator, meaning cameras are a persistent threat, and a couple have two operators in different locations. | |||
- The Burglar perk deck is basically dedicated to stealth. It's similarly a good idea to have a dedicated stealth build- you can unlock all the relevant stealth skills and have spare points in one build. | - The Burglar perk deck is basically dedicated to stealth. It's similarly a good idea to have a dedicated stealth build- you can unlock all the relevant stealth skills and have spare points in one build. | ||
- A popular strategy is "ECM chaining". A team uses their ECMs in sequence and rush the map's objectives, completing the map before ECMs wear off. This requires map knowledge and coordination, but it vastly simplifies things. | - A popular strategy is "ECM chaining". A team uses their ECMs in sequence and rush the map's objectives, completing the map before ECMs wear off. This requires map knowledge and coordination, but it vastly simplifies things. | ||
== Difficulties == | == Difficulties == |