|
|
#121 | |
![]() Join Date: Feb 2012
Reputation: 198
Posts: 507
|
Quote:
It's just a piece of advice. Feel free to not follow it .
|
|
|
|
|
|
|
#122 |
![]() Join Date: May 2011
Reputation: 85
Posts: 889
|
Well, I guess I'll give it a try. Either way I'm going to take a lot of damage; might as well use the strategy that lets me kill them ASAP. I can see I shall potentially be packing Trip Mines more often now...
|
|
|
|
|
|
#123 |
![]() Join Date: May 2011
Reputation: 85
Posts: 889
|
So I tried using trip mines on OVERKILL Bulldozers... shooting them is hard, I think it might work better to leave the laser on if the Bulldozer is charging. Apart from that, ownage! 10 of those ought to deal with every Bulldozer you'll encounter in a single Heist.
![]() Now, a question for the OVERKILL devs: with assault waves, are they time-based, or do they end after killing x amount of cops? If they are time-based, how is the duration determined? If kill-based, how many cops do you need to kill, and how is this determined? Also, how is the time between assault waves determined? |
|
|
|
|
|
#124 | |
![]() Join Date: Feb 2012
Reputation: 198
Posts: 507
|
Quote:
As for how much time those assaults last, it depends on the map. FWBank : 3 min average. Heat S. : 3 min 30 average Panic : 5 min average. Bridge : 3 min average. Diamond : 6 min 30 average. Slaughter : 5 min 30 average. Also the time between assaults is of 1 min average (sometimes a bit more, but not by much. About 10 or 20 seconds more). Also trips are very useful against shields. ![]() As for how trips are used while rushing, well there is this vid of Dreemax : http://www.youtube.com/watch?v=K4cZI...03FUAAAAAAACAA You'll notice that he only puts trips at spawn points. All his other trips are used when he rushes the target, put the trip on the ground and shoot it. Last edited by Jay_la_haine: 04-02-2012 at 03:32 AM. |
|
|
|
|
|
|
#125 |
![]() Join Date: May 2011
Reputation: 85
Posts: 889
|
Will watch later, really need to run for Uni now.
On OVERKILL the assaults seem to last FOREVER and the time between them I would swear is less than a minute... it definitely seems like a lot less time between assaults on OVERKILL than on the lower difficulties. |
|
|
|
|
|
#126 |
![]() Join Date: May 2011
Reputation: 85
Posts: 889
|
So, an idea for OVERKILL: how about some merch?
I would love a black shirt with the background image from the PAYDAY site on the shirt.
|
|
|
|
|
|
#127 | |
![]() Join Date: Jul 2007
Reputation: 0
Posts: 70
|
Quote:
![]() At least at one point it wasn't, don't know if it's been fixed in a patch. |
|
|
|
|
|
|
#128 | |
![]() Join Date: May 2012
Reputation: 140
Posts: 1,198
|
Quote:
From the lips of Gods mouth, straight onto your ear piece. |
|
|
|
|
|
|
#129 |
![]() Join Date: Feb 2010
Reputation: 0
Posts: 21
|
Don't run. Run and Shoot. I don't know how many times I see people just run away and think its gonna solve the problem.
|
|
|
|
|
|
#130 |
![]() Join Date: Feb 2011
Reputation: 18
Posts: 128
|
BTW its not true that you dont take dmg from your own mines...
I use them while lvlin on DH, if it goes wrong (detected or safe doesnt open) i just plant several mines close to me and blow them up. This downs you, 1 doesnt do anything, more do! |
|
|
|
|
|
#131 |
![]() Join Date: Feb 2011
Reputation: 18
Posts: 128
|
|
|
|
|
|
|
#132 | |
|
Join Date: Aug 2012
Reputation: 0
Posts: 9
|
Quote:
a little ekstra help (SPOILER)
Oh yeah and do remember that guards have no hearing what so ever, so run all you like just not into the flashlight light beams ![]() Hope it helps Last edited by Jfhansen: 08-10-2012 at 12:49 PM. Reason: remembered a little ekstra help, no need to make new post |
|
|
|
|
|
|
#133 |
![]() Join Date: Aug 2012
Reputation: 12
Posts: 109
|
These are mostly oriented toward Overkill and Overkill 145+, but would probably be useful if you're having a tough time on the lower difficulties too.
General Tips -Be fast. The game never runs out of enemies, so the more time you spend on the map the more enemies you have to fight and the more chance you have of dying. Complete objectives as soon as they become available and get as much done as possible before the cops even arrive. For example, on First World Bank you can have the gates 1/4 to 1/2 of the way drilled by the time the first assault wave starts. -Heal up. People like to run around with their health in the red and say "it's ok I'll go back to green when you revive me." Yeah, but I'll lose 3/4 of my health or be killed trying to revive you. There are times that are appropriate for both approaches, but I'd say when in doubt, heal. Every failure starts with 1 person being downed. -Use your armor. It seems like a lot of people don't even realize they have it. When you get shot, you'll notice that the white outline around your character in the health bar goes down or disappears. Only after it's gone do you start taking damage. And the best thing about it is that it recharges - quickly! This is really useful for snipers and bulldozers, both of which deplete your whole armor in one shot. But if you take cover until it regenerates you won't take any damage. I'll often get shot 3-4 times by a bulldozer while I take it down and not take a bit of damage because I let my armor regenerate in between each shot that I took. First World Bank Don't hole up in the drill room! It's easy enough to defend on easy through hard difficulty, but on overkill or above it usually spells disaster. It's just a horrible spot to try to survive in. There are five entrances, snipers that spawn in 2 directions, very little cover, and if someone is downed you're probably going to take a bunch of damage trying to revive them. I see people trying to hold this room in virtually every game I join and it almost always fails on the higher difficulties. The other side of the map is much easier to defend, specifically the 2nd floor hallway that leads to the server room and the manager's office. Now this is where someone always goes "BUT WHAT ABOUT THE DRILLL?!?!?!?!?!? " Relax. If the drill jams, just have ONE person run over and fix it. If everyone is on the other side of the map, the drill room will be completely clear 99% of the time. Just be careful of the sniper outside the side window.Panic Room The roof = death. Only go on it when you absolutely have to. When Alex needs you to clear the roof, don't even bother if it's during an assault wave. You can get it to where there isn't a single enemy in sight and he probably still won't land during an assault, although I have seen it happen. It is much better to camp somewhere inside until the assault is over, then run up and take care of any snipers or stragglers on the roof in between assault waves (be quick or another assault will start and you'll have to wait again). This is where I see this heist fail every time. One person thinks they can Rambo the rooftop and then everyone else dies trying to save them or is overwhelmed because they're now a player short. Also on this map, STICK WITH THE GROUP and learn what floor/when the objectives occur and then go there IN A TIMELY MANNER. I am always waiting for someone to come down to floor 2 when we need to detonate the explosives, or to come back to the stairway when we need to get ready to go on the roof. It seems like there is always someone getting downed 3-4 floors higher or lower than where everyone else is. Last edited by ihatebarracuda: 08-12-2012 at 11:55 PM. |
|
|
|
|
|
#134 |
![]() Join Date: Jun 2007
Reputation: 0
Posts: 168
|
Thanks for posting this, very much appreciated!
|
|
|
|
|
|
#135 |
![]() Join Date: Aug 2012
Reputation: 0
Posts: 62
|
What is the counterfeit secret?
|
|
|
|
![]() |
|
||||||
| Thread Tools | |
| Display Modes | |
|
|