Payday 2: Difference between revisions

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* "Continental Coins" are gained by completing safehouse raids, daily missions, and Crime Spree. They're used to upgrade the safehouse and buy gun parts. Safehouse upgrades are 99% cosmetic, get gun parts first.
* "Continental Coins" are gained by completing safehouse raids, daily missions, and Crime Spree. They're used to upgrade the safehouse and buy gun parts. Safehouse upgrades are 99% cosmetic, get gun parts first.


* "Crime Spree" is a sort of endless survival mode for advanced players. It's also a huge continental coin sink. Don't bother with it until you've gotten gud.
* "Crime Spree" is a sort of endless heisting survival mode for advanced players. It's also a huge continental coin sink. Don't bother with it until you've gotten gud.
 
* "Holdout" is an infamously ill-balanced multi-wave survival mode with limited maps, poor rewards, bugs galore and completely broken, nonsensical difficulty. There is no reason to play it other than to get special associated masks for completing weekly challenge runs. Find a full team of expert masochists if you want to do it.


== Stealth ==
== Stealth ==


* Stealth is pretty much learned by doing it. There's a lot of map-specific weirdness to grok. Don't be afraid to mess u - nless you terminate the contract, you have unlimited attempts.
* Stealth is pretty much learned by doing it. There's a lot of map-specific weirdness to grok. Don't be afraid to mess up; unless you terminate the contract, 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.
* 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.
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* 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.
* Shotguns can "launch" enemies and civilians if they are shot from relatively short range. This method can let you control where corpses are, which can be incredibly useful with practice and map knowledge. This technique only works properly if you are host, though- the body isn't synched, and the host's body location are what is used for detection.


== Difficulties ==
== Difficulties ==
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* Difficulties above Overkill start to require in-depth game knowledge, a lot of skill, progress unlocking better equipment and/or a higher level.
* Difficulties above Overkill start to require in-depth game knowledge, a lot of skill, progress unlocking better equipment and/or a higher level.


* One Down, when played loud, is the difficulty for crazy idiot masochists. It's not remotely fun, and should only be done if you're a completionist. If you give it a pass, you're not missing out.
* Death Sentence, when played loud, is the difficulty for crazy idiot masochists. It's not remotely fun, and should only be done if you're a completionist. If you give it a pass, you're not missing out.
 


== Loud ==
== Loud ==


* 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; being a loner will get you blown away. Unlike Left 4 Dead, "rushing" is rarely a valid tactic.


* You do not want to "max out" a skill tree - mix and match according to your role in the team and what weapons you like.
* You do not want to "max out" a skill tree - mix and match according to your role in the team and what weapons you like.


* Complement your primary; if you have a low-accuracy but high ammo main, bring an accurate secondary to help pop snipers.
* Complement your primary; if you have a low-accuracy but high ammo main, bring an accurate secondary to help hit snipers.


* 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.
* 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.


* Headshots at every opportunity. Practice getting headshots while hip-firing. The more you can land, the more unstoppable you become.
* Make headshots at every opportunity. Practice getting headshots while hip-firing. The more you can land, the more unstoppable you become.


* Familiarize yourself with each special unit's sounds - Cloakers in particular.
* Familiarize yourself with each special unit's sounds - Cloakers in particular.
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* Expect to get lost in the Alesso, Murky Station, and Goat Heist maps during your first few runs - they are complex and weirdly laid out.
* Expect to get lost in the Alesso, Murky Station, and Goat Heist maps during your first few runs - they are complex and weirdly laid out.


* Beware: wide open spaces and bad firing lines make Goat Heist and Lab Rats much harder than most other heists.
* Beware: wide open spaces and bad firing lines make Goat Heist, Heat Street and Lab Rats much harder than most other heists.
 
* Safehouse Nightmare and Cursed Kill Room are two gimmick heists with completely imbalanced enemy distributions. Do not expect to play them for fun; bring a skilled, experienced team if you want to survive.


* If your group's playing Shadow Raid and you're lousy at stealth, haul bags back to the van. Hug the fence and crouch.
* If your group's playing Shadow Raid and you're lousy at stealth, haul bags back to the van. Hug the fence and crouch.
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* 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.
* 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, Lab Rats and the Cook Off heist, use a specific system of callouts for ingredients. Bain will say an ingredient, pause, and then say something else. If he corrects himself, the second ingredient he mentions is the right one. If he says ''anything else'' ("I'm 51% sure", for instance), the first ingredient was correct.  
* Day 1 of Rats, Lab Rats and the Cook Off heist, use a specific system of callouts for ingredients. Bain will say an ingredient, pause, and then say something else. If he corrects himself, the ingredient he mentions in his correction is the right one. If he says ''anything else'' ("I'm 51% sure", for instance), the first ingredient was correct.  


* The non-Rats/Cook Off 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.
* The non-Rats/Cook Off meth cooking 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.


* When doing a stealth Bank Heist, 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, 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.
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* In Hoxton Breakout Day 2, save a keycard for the door leading to the escape.
* In Hoxton Breakout Day 2, save a keycard for the door leading to the escape.


* 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.
* 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 into the boat at a time.


* Jumping onto the folded-up blankets in Lab Rats keeps you from taking fall damage.
* Jumping onto the folded-up blankets in Lab Rats keeps you from taking fall damage.
* Be aware that the last couple heists in the game's storyline, Hell's Island and White House, never got a complete optimization pass and therefore suffer from serious performance problems.


* Yes, the motorcycles in Biker Heist Day 1 handle that badly. Their hitbox is much, much larger than it looks.
* Yes, the motorcycles in Biker Heist Day 1 handle that badly. Their hitbox is much, much larger than it looks.
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