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This is exactly the kind of thing I meant. Its fine for there to be a stream of attackers etc... but I'd like to see a bit more realism as you said. One member of the team with a lot of "Mastermind" perks could perhaps be able to take a hostage outside and the police wouldn't be willing to fire etc....you could release the hostage in exchange for different things, you could bluff, or perhaps you'd even have to execute one of them to show LEO you mean business etc... Executing a hostage would perhaps stop them from advancing for a little while, but when they sent in their next team they'd be better trained/armed and quicker on the draw etc... human shields, bargaining for assets and time etc... that should be ONE route through a heist. The others I'd like to see are stealth based - maybe being able to get through the whole thing without getting the police called at all! Silently cracking into whatever you're after, cat-burglar style. How about assassinating just the guards before they can sound the alarm (first, one that alerts local guards and then one that calls the police), or choosing to tranq them instead (they will wake up after a time, but will be less likely to call the cops etc...compared to someone finding a dead body. Also, if you do get caught you lose less money on bail/charges if you don't kill anyone etc...
I can think of so many ways the second could improve on the whole heist experience. Maybe it isn't too late to talk to Overkill and see how much is in action.
This is what would make the game great. It still is a fun game. But it has a lot more potential than what they put in it. Playing it they did change things and add more missions but it still feels the same with the waves of enemies.
This is what would make the game great. It still is a fun game. But it has a lot more potential than what they put in it. Playing it they did change things and add more missions but it still feels the same with the waves of enemies.
Me and some other randoms did that to some guy last night. Basically sit there we will be in and out. He was gaining 2 lvls every job at the beginning as we were farming nightclub and ukranian job.
I'm trying to save up money to fill the safe
Lets see you what you guys with the big bucks have. Here's my 6.1million in the safe.
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You do know that once money fills your vault it turns into gold bars. It will take forever to fill up especially if you have upgraded your vault. I have already over 100+ million and still it looks a drop in a bucket.
Upgrade your vault? Last I checked there was nothing to do other than look at your money in the vault for now....
Anyone down for a 4 pack?
Upgrade your vault? Last I checked there was nothing to do other than look at your money in the vault for now....
If you did the safe house mission at the beginning you would have heard that you can upgrade it.
When does the Armored Car DLC come out? Just curious.
Up to level 45 or so now...still having a lot of fun. The top-tier armor is badass. Wondering what I should throw my next points into...so far I've only gone Enforcer but I have 6 points to spend.
I like the movement speed from the Ghost tree. Helps out with the armor weight.
I really wish they would add a way to trade items with people.
I think ultimately if they allowed trading of items people would get everything they wanted a LOT faster resulting in the "grind" element going away and then a hew and cry immediately thereafter about a lack of content/more stuff to work towards. Eh, I can see it both ways.. it does make it feel a little more special when you got a piece of kit you wanted though![]()
Maybe if it just checked to see whether or not you already got the item so you don't end up with several multiples, it might be a better system. Right now you just get sick of the grind trying to get basic weapon upgrades or different masks.
For instance, I'm almost level 50 and I've gotten like, 7 masks...two of which are duplicates, and nothing "Infamous" level.
Maybe if it just checked to see whether or not you already got the item so you don't end up with several multiples, it might be a better system. Right now you just get sick of the grind trying to get basic weapon upgrades or different masks.
For instance, I'm almost level 50 and I've gotten like, 7 masks...two of which are duplicates, and nothing "Infamous" level.
Maybe if it just checked to see whether or not you already got the item so you don't end up with several multiples, it might be a better system. Right now you just get sick of the grind trying to get basic weapon upgrades or different masks.
For instance, I'm almost level 50 and I've gotten like, 7 masks...two of which are duplicates, and nothing "Infamous" level.
Update 2 patch notes: "When 2 or more of the same weapon mod is in inventory, that weapon mod no longer drops."
Odd to only do this for weapon mods.
Level 46 and I've had about 5 masks drop total. Unfortunately, 4 of them were the skull mask that I already had for preordering the game. It's been pretty infuriating.
I just found out last night that there's a limited amount of slots for masks, so I filled up my slots and sold some masks to make room for new ones. To my surprise once you buy and then sell a mask, it's gone until you get it as a drop again.
Changelog for Update #5 - 20130822
Gameplay
We got word from Bain that the Washington PD is really stepping up their car chase unit - keep an extra eye out in the back mirror heading out of your heists
Bags - you no longer can grab them through walls, fences and such - the easy days are gone!
Revives - gone are the days of reviving your team mate through walls - man up!
Your loot bags now show up in a growing pile in your escape car or chopper
Skills
Updated several skill descriptions
ECM jammers can now be used to open ATM machines
Tweaked ECM feedback potency
Silent Killer is buffed
Silent Drilling - Lower the drill sound effect volume when skill is activated
Chameleon skill description text is now updated and more descriptive
Drill Sergeant BASIC and ACE bonuses increased
Buffed Cable Guy ACE
Buffed converted cops damage
Buffed Underdog BASIC
Stockholm Syndrome - Civilians revive the player faster now
Saves
Fixed that the progress backup save language wasn't clear enough
HUD
HUD viewpoints no longer clips at the edges
Sound
Added beeping call sound for the pager call
Cranked up the volume on the ECM jammer
New Bain-lines added
Added new footsteps
We now stop weapon animations at mission end to prevent them from triggering sounds - for example, no more reload sound from shotgun in mission end screen
Weapons
Fixed pistols (some of them) not using "aiming sensitivity"
Crime.net & Menu
Crime.net filters! Finally! More filter options in crimenet. Pick difficulty, server numbers, new (1 player in) and old (2-3 players in) servers
XP tweaks to 1 day jobs vs 3 day jobs, it is now much more worth doing 2-3 day jobs
Prevent terminate contract option if signed out (server in failed/disconnected state)
Fixed a crash when host sign-out and sign-in during loading
Fixed support for ultra widescreen / eyefinity
Magically fixed controller for Ingame manual
Enemies
Enemies will now be highlighted when they are behind glass, while player is looking through cameras, and the "box" marking heads of enemies will work through glass
Gangsters can be highlighted during sneak phase
Tweaked enemy surrender chances
Sniper shoots less often but packs more punch
Taser has more health and is a bit more sadistic
Bulldozer has now a higher damage tolerance, and is more evil
Taser volume cranked up
Converted guards on players side don't try to sneak off a call for backup
Animations
Fix on saw melee
Network
Fixed a Steam disconnect issue caused by slow harddrives stalling the network thread
Optimize the network code for less waiting
Mallcrashers Job
Lots of new art for the mall such as lamps, barrista furniture and more
New asset icons for mallcrasher gas cans are in.
Blocked off a place where the player could get stuck if he really wanted to inspect certain gym equipment from... interesting angles
Fixed a wonky door on Mallcrasher
Made the AI move around better on the map
Removed the small rooms with the gas cans - reviewers really wanted this
Framing Frame Job - Train Trade
Fixed issues where bags wouldn't count when traded in the Train Trade
Bag collision on roof of train fixed
Fixed collision in the secret tunnels
Removed a floating stone!
Ukranian Job
Safes that would spawn inside of walls have been removed
Bank Jobs
Moved the ATM machines in the lobby a bit so they don't intersect
Thermal drill now gets Technician bonuses for speed, alert radius and fixing itself
Framing Frame Job
Fixed disappearing environment on the roof on the penthouse
Fixed a light bug
Fixed some rare objectives bug
Four Stores Job
ATM machines now have a random chance on appearing
Changed civilian animations so that there no longer are stonecold civilians during assaults
Rats Job - Trade
Fixed a crash related to the client drop-in joining and crashing after a couple of seconds
Art - Miscellaneous
Made glass double sided on player van
Added window damage on on office dividers with glass in them
Escapes
Added Park Escape in daytime and Cafe Escape in daytime for better variety
Removed some flying bushes on the Park Escape
Watchdogs Job - Truck load
Fixed a gate that reacted in a strange way when C4 was used
Fixed an issue where bags could be thrown in unreachable places
Firestarter Job - Day 1
Fixed so cameras stop beeping after the alarm goes off
Firestarter Job - Day 2
Fix for cuffed guard that is not detected as suspicious activity
Fixed breakable glass in the server room
Safe house
Fix for one secondary slot missing in weapons rack
They definitely could have expanded on the hostage system...right now it's pretty stupid. You can't move them, and they just run into gunfire. (Police shoot right through them but you shoot them and lose money)
Seems like a big short coming. You'd think hostages would be a bigger part of the game.
When it comes down to it, do most missions end up with zombie like cops swarming you?
Essentially. Though they actually do seem to use tactics and try to flank you, as well as throwing a smoke/flashbang before entering. They don't just charge in recklessly in a horde.
Hostages right now are just there to 1) slow down the police as they try to free them and 2) make it so you can "negotiate" to release downed teammates from captivity. Problem is, sometimes they end up just being out in the middle of a gunfight since you can't actually move the hostages around.
New 1.4 GB update with a huge list o' fixes:
Most interesting of which being, no more grabbing bags or reviving through objects. Personally I don't think such a change was needed, as some of the missions are hard enough.
EDIT: I do like that you should get more XP from 3-day missions, though. I like playing those but right now I don't need the money at all, just the XP and cards.
It is a really fun game. I've already put like 30 hours into it since release, which is rare for me.
The thing about bags/revives not being possible through walls is blowing up on the Steam discussion forums. One of the guys from Overkill claimed that they "changed it due to community feedback"...I never heard ANYONE complaining about that particular issue. In fact, it made some really difficult missions doable whereas now it's pretty questionable.
Overall, they added realism at the expense of fun.
I think they tweaked the club and maybe even Ukrainian heists. Just did a club heist expecting a 2 min job, but to our surprise we had to escape with the bags also, so it turned out to be a 10 minute job for the same amount of money and exp. So looks like they caught onto the farming.
I am happy with the fix. It was frustrating getting bitched at by people because you weren't moving the bags the cheap/easy way.