I'm hoping to rob bank tonight if people are on. Mebbe I'll even get my drank on while I do it. Alcohol plus virtual armed robbery = win, right?
Hopped on after the Football game.
I may be on later tonight. Got some family stuff to attend to.
Question: Is it more common to max a certain skill tree before upgrading another tree? I tried to go Enforcer/Ghost and it really seemed to slow me down getting to the higher levels. I am thinking of resetting the Ghost to further the Enforcer. I my saw.
I dunno what is common, but I didn't have enough cash to max out my first skill tree, so I started putting a few points into a secondary one. I usually put points into my "primary" tree when I can afford to, otherwise I put them into my secondary when they seem useful.
I've been told that it is best to focus on a single role until you get whatever top tier skill you desire and then grab other stuff in (preferably one) other trees. I think I have 8 or 9 points total in not mastermind, to pick up the bag carrying and at least base skill in each.
@Tushon is correct. Pick a class and stick to it because it will make you more valuable in the longer run and give your team a higher success rate. The top tier perk are so good that once you get to them they are worth everything. Resetting a tree would be worth it if you are looking at home you spent and realize there is one skill you dropped some points into that you aren't really using and maybe you can streamline the build to shave some points out of you say your enforcer build to help with your secondary tree build in mastermind. Pretty much find the top tier skill you want to use and figure out the MOST efficient build to get there.
After I say that there are a few skills everyone needs to build first. Medic and ammo bags, jammer, extra loot value, etc. These are items that unlocking at the start helps very much in the long run, think if you can get 10% more cash every mission starting from level 5 versus doing it at level 25 when you have a point to spare, or experience.
Right now I have a built enforcer with half built tech, those darn shaped charges. But one thing I keep looking at is why don't I build a tech until I have enough points until I have enough for lock picking in ghost. Thinking about this because getting drill perks right now is a very big plus for most everything but I view lockpicking as the best long term asset because you can run out of c4 but you can lockpick forever and it is silent. Plus then I get to do silly things like be designed to take agro as a tank but have perks that keep myself from pulling agro while suppressing.
Moral being build one class first with a standard base then build another class that you see the most benefit to your play style and the groups you run with normally until you have enough total points to respec for the desired skills.
Lockpicking is pretty slow, not as slow as drilling, but slow. I only have it as a last resort, I usually dont roll with a group that doesnt have someone with shaped charges.
I stopped in the ghost tree after I got more damage on my silenced Bernetti, the ability to walk around unnoticed, hide bodies, take guards down in one punch, as well as the stealth utility afforded by the Mastermind tree is just too good. (Mentioned this before)
On the Mastermind side, the ability to plant 2 medic bags, dominate and convert super SWAT, create hostage trades in 0 civvy situations, get picked up by civvies, run an op with full assets for less than 10k AND get everyone to hit the floor while spraying wildly with an assault rifle are just incredible.
Recently there was discussion that the one at a time domination ability of the Mastermind was a huge nerf that (Along with 6 cable ties instead of 10) made the MM useless. I'd have to strongly disagree with that argument, much as I want them to bring back the Payday 1 hostage system the ability to tie up 6 civvies, and keep the others pinned to the ground simply by firing near them is incredible.
Other than that obviously the fact that an entire section of the Mastermind's skill tree is devoted to benefiting the team IN combat. (Low recoil, Near-limitless stamina, more xp per mission, the ability to revive teammates from a distance by shouting at them. etc.) Makes the MM way too useful in game. Also I like the ability that, if the whole team is down I can save it by killing one guy with a pistol.
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JBoogalooThis too shall pass...Alexandria, VAIcrontian
Sorry I no show up last night. Watched the game and gots a little too drunk and passed out mid fourth quarter, lol! I MAY be on tonight. Trying out the ghost tree now and after Ks post I need some more money to finish my spec, lol!
So (I think) almost all of us have gotten the achievement already but I think this deserves a special mention purely due to the difficulty.
Tonight @BobbyDigi, @Tushon, @_k_ and myself accomplished, on our first try no less a perfect stealth run of Framing Frames.
What makes this an incredible achievement, of course isn't the first try, at least not on it's own. It's the fact that we completed it with no ghost perks. That's right no jammers, no body bags, no minimized visibility just careful timing and amazing coordination between the four of us.
To celebrate I took a picture of the guys at the end of our run.
Comments
I'll be settled in and ready to play in about 10 minutes.
Man finding PUGs is annoying. But I did what I could and I am level 41, 2 masks richer (Hog and Shrunken head) and now I have the saw!
Maybe some time soon I can cut open some deposit boxes while you cover me eh?
I'm hoping to rob bank tonight if people are on. Mebbe I'll even get my drank on while I do it. Alcohol plus virtual armed robbery = win, right?
I may be on later tonight. Got some family stuff to attend to.
Question: Is it more common to max a certain skill tree before upgrading another tree? I tried to go Enforcer/Ghost and it really seemed to slow me down getting to the higher levels. I am thinking of resetting the Ghost to further the Enforcer. I my saw.
After I say that there are a few skills everyone needs to build first. Medic and ammo bags, jammer, extra loot value, etc. These are items that unlocking at the start helps very much in the long run, think if you can get 10% more cash every mission starting from level 5 versus doing it at level 25 when you have a point to spare, or experience.
Right now I have a built enforcer with half built tech, those darn shaped charges. But one thing I keep looking at is why don't I build a tech until I have enough points until I have enough for lock picking in ghost. Thinking about this because getting drill perks right now is a very big plus for most everything but I view lockpicking as the best long term asset because you can run out of c4 but you can lockpick forever and it is silent. Plus then I get to do silly things like be designed to take agro as a tank but have perks that keep myself from pulling agro while suppressing.
Moral being build one class first with a standard base then build another class that you see the most benefit to your play style and the groups you run with normally until you have enough total points to respec for the desired skills.
On the Mastermind side, the ability to plant 2 medic bags, dominate and convert super SWAT, create hostage trades in 0 civvy situations, get picked up by civvies, run an op with full assets for less than 10k AND get everyone to hit the floor while spraying wildly with an assault rifle are just incredible.
Recently there was discussion that the one at a time domination ability of the Mastermind was a huge nerf that (Along with 6 cable ties instead of 10) made the MM useless. I'd have to strongly disagree with that argument, much as I want them to bring back the Payday 1 hostage system the ability to tie up 6 civvies, and keep the others pinned to the ground simply by firing near them is incredible.
Other than that obviously the fact that an entire section of the Mastermind's skill tree is devoted to benefiting the team IN combat. (Low recoil, Near-limitless stamina, more xp per mission, the ability to revive teammates from a distance by shouting at them. etc.) Makes the MM way too useful in game. Also I like the ability that, if the whole team is down I can save it by killing one guy with a pistol.
Hit me up on Steam :-D
So I have a huge basement with a room dedicated to stacking my cash out in the open...
...I can only have 9 masks at the same time
Money Monday.
Tonight @BobbyDigi, @Tushon, @_k_ and myself accomplished, on our first try no less a perfect stealth run of Framing Frames.
What makes this an incredible achievement, of course isn't the first try, at least not on it's own. It's the fact that we completed it with no ghost perks. That's right no jammers, no body bags, no minimized visibility just careful timing and amazing coordination between the four of us.
To celebrate I took a picture of the guys at the end of our run.
http://www.twitch.tv/b0bbydigi/c/2916265
Bonus stealth Gold Bank Heist with @Ilriyas @_k_ and @Sonorous
http://www.twitch.tv/b0bbydigi/c/2916292
(Of coarse my audio wasn't working for either of these... sigh)
Jam the ATM in the convenience store. Hide behind the door until the van arrives. If necessary, saw through the door to the van.
http://www.twitch.tv/b0bbydigi/c/2916331
(1:00 - 3:25 is rather boring, just me hiding behind the ATM)