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Payday 2 Mechanics PD2mech
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Payday 2 Mechanics PD2mech
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2015 年 9 月 27 日
正在显示第 41 - 49 项,共 49 项条目
27
Housewarming Hidden Changes
引用自 RandomKenny
Is there anyway I could look at the mission scripts? The link frank has on the front page is still on update 97, and I don't know how else to view them :\

Also if you want help with reviewing police tactics, I do have access to a working freefly mod, and could check out some tactics a little more easier.

I would ultimately like to make an indepth video covering the difficulty tweaks in detail, and would hopefully like to be correct with the information, so anything I can do to help, let me know.

Mission scripts decoded by Frankelstner so I don't really know :S

I'm not looking into the tactics at the moment though, I was actually doing a Winters video and worried that the Housewarming update will change it.

If I can help with the information you need, I'll try as well.

As for the damage tables for One Down, I tested them yesterday so I'll put it up soon. But just some info on how I got them, in case you'd want to check them out yourself.

1) Tweak data calls set difficulty on charactertweak and weapontweak
function TweakData:_set_sm_wish() self.player:_set_sm_wish() self.character:_set_sm_wish() self.weapon:_set_sm_wish()

2) Character tweak calls difficulty settings. HP multiplier is here. Specials are specifically coded, like Hector/Sniper etc though Medic is not. A bunch of regular units are then set to use a deathwish weapons preset.
function CharacterTweakData:_set_sm_wish() self:_set_characters_weapon_preset("deathwish") end function CharacterTweakData:_set_characters_weapon_preset(preset) local all_units = { "security", "cop", "fbi", "swat", "heavy_swat", "gangster", "swat" } for _, name in ipairs(all_units) do self[name].weapon = self.presets.weapon[preset] end end

3) For this part, I haven't quite figured out which unit gets set to which weapon in-game. For example Zeal heavies and Medics use the M4. Zeal heavies (heavy_swat) have been set to use the deathwish set, while Medics are stuck with normal set. Zeal lights (swat) are using the MP5 deathwish set.

So from here, Zeal heavies don't have damage fall off, since damage at all distances is set to 75 damage.
presets.weapon.normal.m4.FALLOFF = { ... } presets.weapon.deathwish.m4.FALLOFF = { { r = 100, acc = {0.9, 0.975}, dmg_mul = 7.5, recoil = {0.25, 0.3}, mode = { 0, 3, 3, 1 } }, { r = 500, acc = {0.875, 0.95}, dmg_mul = 7.5, recoil = {0.25, 0.3}, mode = { 0, 3, 8, 1 } }, { r = 1000, acc = {0.7, 0.9}, dmg_mul = 7.5, recoil = {0.35, 0.55}, mode = { 0, 2, 5, 1 } }, { r = 2000, acc = {0.7, 0.85}, dmg_mul = 7.5, recoil = {0.4, 0.7}, mode = { 3, 2, 5, 1 } }, { r = 3000, acc = {0.65, 0.75}, dmg_mul = 7.5, recoil = {0.7, 1.1}, mode = { 3, 1, 5, 0.5 } }, { r = 6000, acc = {0.25, 0.7}, dmg_mul = 7.5, recoil = {1, 2}, mode = { 3, 1, 1, 0 } } }

4) Weapontweak.lua calls their own difficulty as well.
The AK47 is the Boiling Point variant. Zeal heavies and medics use the m4.

So that's how Zeal heavies get their final damage, the presets.weapon.deathwish.m4 damage of 75 * the m4_npc.DAMAGE multiplier of 3 = 225.

Zeal lights have no multiplier change here so it's at a default of 1.
presets.weapon.deathwish.mp5 is set to 67.5 damage throughout and rounded off to 68.
function WeaponTweakData:_set_sm_wish() self.ak47_ass_npc.DAMAGE = 3 self.m4_npc.DAMAGE = 3 self.g36_npc.DAMAGE = 5 self.r870_npc.DAMAGE = 7 end

I'll put up the damage tables similar to Frankelstner's format when I'm done.
Also I noted that no shotgun variants spawn for One Down.
General forum thread: http://psteamcommunity.yuanyoumao.com/app/218620/discussions/8/350544200756830063

A whole chunk of information, very disorganized at the moment, I'll try to do what I can.

My personal notes in italic.

Update 120
Only 1 hidden update that I found. Odd that explosive bolts does more than a regular one (450 vs 350).
I've tested in game as well, explosive bolts oddly does about 400 damage (varying on different enemies). Still can't wrap my head around it unless I do some debugging.


Projectiles
  • Pistol crossbow explosive damage from 900 to 450.

Summary (some not listed due to being cosmetic/minor)
  • U1182 - Chavez health, R93 and Platypus damage.
  • Day 10 - Chavez, headshot multi adjust (MH and above), some unit spawn chance adjustments.
  • Day 9 - No changes (just Goliath)
  • Day 8 - Mutator and skills.
  • Day 7 - No changes, mostly bundle data (voice lines etc)
  • Day 6 - Medic, assault group tactics (medic), safehouse raid
  • Day 5 - Team AI CAR4 damage
  • Day 4 - Concussion grenade
  • Day 3 - No changes
  • Day 2 - Safehouse, units, skills.
  • Day 1 - Difficulties, units, weapons, assault mechanics, skills.

Skills
  • Joker aced: Converts damage multiplier from 1.45 to 2
  • Joker aced damage reduction from 0.65 to 0.45.
  • Partners in Crime, damage reduction multiplier from {0.55, 0.1} to {0.55, 0.01}.
  • Body Expertise multipliers from {0.1875, 0.625} to {0.25, 0.75}
  • Pumping Iron basic and aced from 1.5x to 2x.

Poison DoT
Oddly Kunai only has 1 tick. Will report it after more testing.
  • Duration 10s to 6s
  • Tick damage, 20 to 250
  • Animation chance, 0.5 to 1.0

Projectile weapons and throwables
  • Throwing Knife, 1100 (John Wick Weapon DLC)
  • Grenades, 600 to 900
  • GL, 340 to 1300
  • GL Incendiary, 30 to 100 (Initial explosion I believe)
  • Plainsrider, 194 to 1000
  • Plainsrider expl., 264 to 750
  • Dynamite, 600 to 1600
  • Pist X, 100 to 350
  • Pist X poison, 32 to 100 (bullet damage, not DoT)
  • Pist X expl., 150 to 450
  • Javelin, 1100 to 3250
  • Heavy X, 530 to 2000
  • Heavy X poison, 200 to 300
  • Heavy X expl., 710 to 1400
  • Light X, 240 to 750
  • Light X poison, 90 to 100
  • Light X explosive, 320 to 700
  • Longbow, 650 to 2000
  • Longbow exp, 850 to 1400
Ace of Spades and Throwing Axe remains unchanged

Bullet weapon changes
  • Nagant, R93, Platypus, from 280 to 300
  • All shotgun falloff min/max from 10/20 to 20/30.

Fire weapons except Dragon's Breath
  • Direct burn damage reduced 30 to 10
  • DoT increased from 10 to 150
  • DoT duration increased 3 to 6 sec
  • Incendiary grenades burn duration decreased 25 to 10
  • Flamethrower DoT damage from 10 to 100
  • Flamethrower DoT trigger chance from 30 to 35
  • Flamethrower DoT length from 3.1 to 6.1
Flamethrower has 2 different sets of values but I've tested these in-game with a HUD mod.

Concussion grenade
  • Starts with 6 in inventory.
  • 15m range. 3s stun on cops, 12 to 16s concussion on players.
  • Requires LoS to target. Doesn't go through glass e.g. Mallcrasher railing glass, but goes through some objects (Safehouse bench).
  • Commissar, Biker Boss, Hector, Chavez, Winters/minions, Bulldozers are immune.
    Armoured Hector is not immune, it's a bug so fixes expected.
  • A concussion effect delayed callback on cops after the 3 seconds, applying 0.5 accuracy factor for 5 seconds.
  • On grenade blast, full suppression is applied, so enemies usually does suppression-dodge immediately on stun exit (side-stepping, dive).
  • All 3 accuracy factors can stack. Suppression/Suppression-dodge/Concussion.
  • On civilians, forces them into "surrender" logic.
  • Some buggy behaviour on civilians and dominated cops.

Medic
  • OVK and above
  • Immune to suppression.
  • No hurts. Taze and Heavy Impact still applies.
  • Health same as Tazer. OVK/MH/DW/OD, 900/1800/1800/2700
  • Heal is 4 metre range, 3 seconds cooldown, only triggered on killing blows of types bullet, fire, DoT, explosives, melee. Electric weapons/environmental and mission kills excluded. The range calculation is Greek to me, some mvector function compared against the 4m range squared, so might not be a true 4m range. Not going to investigate further.
  • Healing occurs through walls. No LoS requirement.
  • Healing does no check on Medic's status e.g. tazed/concussed/knocked down and occurs instantly. Medic's animation instantly changes to healing animation regardless of status.
  • Heal clears recipients attack data. Unsure if animation continues, e.g. poison DoT triggering heal.
  • Healing exception, cloakers/bikers/gangsters.
  • Code to get nearest medic excludes himself, so no self heal.
  • Code to get nearest medic does not check for medic cooldown. Possible to call medic on cooldown and no heal happens.
  • Has Russian voice lines but no model.

Mutators
  • No civilian penalty if mutated lobby has cash or exp penalty.

Special spawn limit
Difficulty
Bulldozer
Tazer
Cloaker
Shield
Medic
N
1
1
0
2
3
H
2
2
0
4
3
VH/OVK
2
2
2
4
3
MH/DW/OD
2
4
2
8
3
Jules mentioned Cloakers have less spawns to compensate for the higher health/lower headshot multi. Bulldozers becomes a specialized 2 man team, shields become numerous.
Note that due to mechanics, it's possible to have 3 dozers (kill 1; game sees less than 2; spawns new bulldozer group)


Assault wave
  • Delay N: {80,70,30} to {60,45,30}
  • Delay H: {45,35,20} to {45,35,25}
  • Delay OVK: {30,20,15} to {30,20,10}
  • Sustain: {0,80,120} to {40,120,160}
  • Spawn limit for 1/2/3/4 players {10,12,14}, {20,24,28}, {30,36,42}, {40,48,56}
  • Spawn pool for 1/2/3/4 players {100,125,175}, {200,250,350}, {300,375,525}, {400,500,700}
  • Apply 0.5 for normal and 1.5 for One Down to limit/pool.
  • Old Overkill spawn limit 1/2/3/4 players, {0,10,14}, {0,12.5,17.5}, {0,14.5,20.5}, {0,16,22.4}.
  • Old Deathwish spawn limit 1/2/3/4 players, {0,28,36}, {0,29.4,37.8}, {0,31.5,40.5}, {0,34.3,44.1}.

Difficulty changes
  • Stealth and Winters, MH = OVK, OD = DW.
  • Turrets on MH/DW/OD = Old Deathwish.
  • Health multipliers: N+H/VH/OVK/MH+DW/OD, 1/2/3/6/9.
  • Headshot multipliers: N+H/VH/OVK/MH+DW+OD, 1/2/3/1.5
  • Security and normal cops excluded from health multipliers, affects stealth mostly.

Unit types based on difficulty
  • Groups now are composed of a light and heavy
  • N/H: SWATs
  • VH/OVK: FBI SWATs, Greens/Tans
  • MH/DW: GenSec, Elites/Camouflaged Tans
  • OD: Zeal team light and heavy.

Unit changes
  • Base headshot set at 2x for all. 5x for Bulldozer, 6x for Cloakers. No change to Winters/minions.
  • Bulldozers now have 1.1x explosive damage received.
  • Bulldozer ECM hurt reduced from 7-9s to 1-3s.
  • Bulldozer no longer have light and fire hurt.
  • Shields walk speed preset from fast to very_fast.
  • Heavy SWATs explosive resist removed.
  • FBI SWATs (light units, OVK and below) walk speed tweaked based on difficulty.
  • Increase in damage falloff/accuracy for team AI CAR4. (Thanks Hassat!)

Unit types
Type
Notable tactics
Note
Shotgun rush
Deathguard/Flash
Shotgun flank
Deathguard/Flank
Rifle
No charge tactic. Possibly not move closer and shoot from far if a heister is in LoS?
Rifle flank
Flank
No charge tactic. Possibly not move closer and shoot from far if a heister is in LoS?
Shield ranged
Shield unit itself.
Shield charge
Shield unit itself.
Shield support range
Shield cover
Rifle unit, supporting the shield
Shield support charge
Shield cover/Flash
Shotgun, unit supporting the shield.
Shield wall
Murder/Deathguard
Murder tactic? More aggressive?
Tazer flank
Flank/Smoke/Murder
Tazer charge
Murder
Bulldozer
Cloaker
Shield cover/Smoke
  • Not sure which deathguard setting is used, tactic or charactertweak's .deathguard value.
  • Do rifle units move closer if they spot a heister? Since there's no charge tactic.
  • Shield cover tactic, does that mean if they are near a shield they will hide behind it while firing?

Enemy groups, composed with units from unit types
Group
Notable tactics
Unit types
Shotgun rush
Deathguard/Flash
Light/Heavy/Medic
MP5/M4/Medic shotgun OD
Shotgun flank
Deathguard/Flank
Light/Heavy/Medic
MP5/M4/Medic shotgun OD
Rifle
MP5/M4, N+H
M4/G36/Medic M4, VH to DW
MP5/M4/Medic M4 OD
Rifle flank
Flank
MP5/M4, N+H
M4/G36/Medic M4, VH to DW
MP5/M4/Medic M4 OD
Shield ranged
Shield cover
MP5/Shield unit, N
M4/Shield unit, H+VH
G36/Shield unit/Medic M4, OVK to DW
M4/Shield unit/Medic M4 OD
Shield charge
Shield cover/Flash
R870/Shield unit/Medic R870
M4/Shield unit/Medic R870 OD
Shield wall
Murder/Deathguard
4 Shield units/Medic M4
Tazer flank
Flank/Smoke/Murder
Single tazer, dual in DW/OD
Tazer charge
Murder
Single tazer, dual in DW/OD
Bulldozer
Single dozer, dual in DW/OD
Cloaker
Shield cover/Smoke
Single cloaker
  • Medics use the same tactics as the group they spawn in (e.g. shield wall medic uses shield wall tactics).
  • Winters/minions, Cloakers and Tazers have smoke.
  • Only shotgun rush and shield supports use flash. That means Medics from these groups do too.
  • Deathguard groups are shotgun rush/flank and shield walls.
  • Enemy group spawn chances are no longer based on diff but a fixed chance. Old system was the higher the diff, the higher the chance for specials to spawn.
  • On OD, only related shotgun group medics have shotguns, all regular light/heavies are replaced by Zeal light/heavies using MP5 or M4. It can get confusing since only certain "shotgun" units use flash but are replaced to be a Zeal light/heavy.
  • Higher difficulties tend to have more heavies than light in same group.
  • Only Shotgun rush and shield support shotgunner has flash, only tazer flank and cloaker has smoke grenade.
  • Supporting gunner/shotgunner in shield groups will attempt to use shield as cover
  • Deathguard means when a player gets downed or tazed, they will move towards that player to ensure rescuers meet resistance.

Enemy weapons
  • Glock NPCs can auto fire now: self.glock_18_npc.auto
  • m1928_npc, l85a2_npc, vhs_npc, cobray_npc, wa2000_npc, polymer_npc, baka_npc, sr2_npc had autofire rates increased? from 20 to 0.05 to 0.5.

Zeal SWAT (MP5)
Yes, accuracy at 10m and 20m is correct. It's due to 0 focus delay.
Range in m
1
5
10
20
30
45
Damage
67.5
67.5
67.5
67.5
67.5
67.5
Accuracy in %
95
75
65
70
60
60

Zeal Heavy SWAT (M4)
Range in m
1
5
10
20
30
60
Damage
225
225
225
225
225
225
Accuracy in %
97.5
95
90
85
75
70

Tazer, 4 second focus delay
Range in m
1
5
10
20
30
Damage
225
195
195
165
165
Accuracy in %
90/97.5
87.5/95
70/90
70/85
65/75

Bulldozer (all variants use Reinfeld), focus delay 5 seconds
Range in m
1
5
10
20
30
Damage
630
560
490
70
28
Accuracy in %
60/90
40/95
20/75
1/25
5/35

Sniper (OD)
No change in snipers, just listing for your OD reference.
Snipers have a 21 second focus delay. E.g. at 100m, if you allow them to aim at you for 21 seconds, their accuracy raises to 80%

Range in m
7
40
100
Damage
240
240
240
Accuracy in %
70/100
60/95
20/80

Shield M9 (Coded but unused)
Range in m
0
7
10
20
30
Damage
70
70
70
70
70
Accuracy in %
95
80
65
70
50

Shield C45 (Coded but unused)
Range in m
1
5
10
20
30
Damage
60
50
50
40
40
Accuracy in %
95
75
65
60
60

Shield CMP, 10 second focus delay
Original DW values, no change
Range in m
0
7
10
20
30
Damage
30
20
10
10
10
Accuracy in %
60/90
40/90
20/80
10/45
10/35

Medic M4
Range in m
1
5
10
20
30
Damage
90
60
30
30
30
Accuracy in %
90
90
80
50
35

Medic R870
Range in m
1
5
10
20
30
Damage
210
140
35
35
14
Accuracy in %
90
90
75
25
35

Cloaker, 3 second focus delay
Original DW values, no change
Range in m
1
5
10
20
30
Damage
30
20
17.5
12.5
10
Accuracy in %
60/90
40/95
20/75
10/45
10/35

Safehouse
  • Continental coins can be used to purchase weapon mods.
  • Raid cooldown is 3 days, exact to the hour/minute/second of when you last completed.
  • "Ignore" pushes back raid by half a day.

Mutator
  • Mutator lobbies can force a game start countdown to auto ready all players
  • No civilian penalty if mutated game already has cash or exp penalty.

Chavez
  • N+H/VH/OVK/MH+DW+OD, 1000/3000/6000/9000
  • Akimbo pistoleer.
  • 2x headshot multiplier
  • Immune to knockdown, concussion, ECM feedback, no taze/fire stunlock, can be counterstruck.
  • Damage clamp for bullets and explosives of 800.
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