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1) Have they ever considered futuristic weapons (lasers) for a DLC release?
2) Have they ever considered nonlethal weapons (tazers, mace)?
3) Would they be open to developing a Payday 2 style game using the Shadowrun IP?
4) Fuck GO Bank.
Any thoughts on an assault rifle rebalance so more of them can hit the 40 damage breakpoint, so the Car-4 isn't just the default go-to gun?
Beyond DLC for PAYDAY 2, is there any plans for a future installment?
Will we see the PAYDAY webseries make a comeback?
It has been speculated that the Old Hoxton Breakout may or may not come about by earning the favor of The Elephant and transferring him to a lower security prison. If said speculation is true will we see more heists with tighter integration that can adversely affect the approaches a player can take in addition to the difficulty modifier?
PAYDAY 2 has fantastic customization options that bring the game to a whole new level. Is it possible that this may be expanded to armor, suits, etc (e.g. seized Murkeywater armor, patterns on suits, etc)
Crimefest has a reward for choosing certain heists for night or day; that said will we ever see a full day/night cycle that operates in real time based off long you take for heist? In addition since many heists operate at night (e.g. Framing Frame, Firestarter) or day time (Watchdogs, Four Stores, etc), would they be restricted to certain hours of that day/night cycle?
Finally, I think this more of a statement than a question, but could Overkill be anymore awesome?
Sorry for the giant wall of text, but I have had these questions in mind for awhile.
I have one or two simple ones-
1) "Will we ever get the UMP?"
2) "Has any thought been given to bringing back the Crew Bonuses system from the first game, with options unlocked by level, skills, and/or passive tier progression?"
Is there still going to be a skill revamp at some point? Technician and Ghost really seem weak in the skill department and tier bonuses compared to MM and Enforcer. Ghost T6 skills are weak, Ghost in general needs only 20 points to turn anyone into a stealth machine. There's very little return for your points going past unlocking the T4 bonus.
-_-
Also relating to hoxhud is there any chance that you may integrate certain features into the base game, like the ability to not have to hold F for an interaction?
Cool to see that you are doing this. If you discuss other things than HoxHud with the devs PLEASE do NOT ask them dumb questions like about the secret or new content when there are better questions.
It would be really great if you could bring up some of the balance issues holding the game back such as CAR-4/Loco/KSP being too good, alternate shotgun ammo types being really bad, and Technician/Ghost skill trees being very underpowered compared to Enforcer/Mastermind. I'm sure you are aware of these so I won't elaborate on my thoughts unless you/others want to hear.
It is important to stress that they should buff the other weapons instead of nerfing the problem weapons. The difficulty is really good if you are using the best setups and weapons and I know many players would appreciate using their favorite guns without having to hold back the team. It is really tiring to see any gun with decent damage have a tiny ammo pool (something they have continued with the most recent DLC) and vice versa.
On the subject of HoxHud, I would really like to see some of the more subtle improvements make its way to the official UI. %-based detection, armor regen timer, laser color, onscreen timers, and damage indicators, kill counters, restart day, stamina, and all-asset purchase.
Some of the other features I would prefer stay on HoxHud such as: # of cops, health indicators, expanded infoboxes, numeric timer, and damage indicators. These features are cool, but they can be obtrusive and/or overload a new player with information they don't understand or need IMO.
Finally, I was wondering if you would speak about some of the other features on other HUD mods to Overkill. Specifically, GoonHUD's persistent bodies are really neat and add a lot to the game. I know I have walked around levels such as Rats in-between assault waves just to admire the carnage that the mod adds.
I hope you have a good time in Sweden!
The common complaint seems to be that the Car-4 and AMR-16 are too good, but also boring, with one definitive way to kit them out for loud, with perfect stats. Personally, I'd love it if I didn't feel so constrained to use 'Auto Fire' on all my SMGs for that crucial bit of extra damage.
edit: The AMR-16 isn't super great, but I mention it because after successive DLCs it became possible to pin it's accuracy, stability, damage at max, all at the same time. It's not the only gun that changed like that over time - intentional?
Also have they ever considered a Plan B asset to drop down heavy armor if a stealth run goes south? It can cost a pretty penny to find a way to stash Improved Tactical Combat Armor at a regular bank and take a little longer to hold F to suit up, but with all the money we're making in Beta or vanilla Payday 2, most players can afford bigger luxury favors at this point.
Let us splurge our wealth on something.