Payday 2 - Impressions thread (Give Your Thoughts)

  • 107 results
  • 1
  • 2
  • 3
#1 Edited by falserelic (5280 posts) -

Well sense I'm getting this game tomorrow. I wanted to start this impressions thread to hear people's input. I'll give my thoughts on it after I've played it, but for people that have share your likes and dislikes for Payday 2.

#2 Edited by Danteveli (1158 posts) -

I like the attempt at the stealth in missions like the Museum one plus its really fun in co-op with people that know what to do.

#3 Posted by doomguy420 (18 posts) -

Seems cool so far. I'm really hoping for more mission variation/ longer missions . All in all it's lots of fun though , and coming out barely alive with the dough is always a nice rush.

#4 Edited by falserelic (5280 posts) -

From what I've been seeing the level designs are looking nice..

#5 Posted by Vermisean (154 posts) -

I've only played the beta but I liked what I saw. Without mics it was pretty tough to organize heists, so I strongly recommend playing with one.

I really dig the randomization of items and cameras and such, great replayability there (as I would hope in a MP-focused game).

#6 Posted by falserelic (5280 posts) -

Review from ign came in.

Well I'm off to go buy payday 2. Later on today I will share my thoughts..

#7 Posted by WaiteyBulger (73 posts) -

Enjoying it so far and hacvent even tried the online yet

#8 Posted by djou (850 posts) -

I've been playing the beta and the game is a marked improvement of the original. There are better/deeper armory loadouts and class specific skill trees that force a player to make some major decisions when choosing.

I spent 15 minutes playing with the adding/removing points when I was allocating skills. I haven't experienced RPG scrutinization like that since Borderlands. From looking at the total points available it will be nearly impossible to get everything within a tree, so you have to choose.

The graphics and lighting look better and the shooting still feels responsive with some nice depth of field when zoomed into ironsights. I noticed a lot of problems with clipping and the contact points are touchy. There was more than one instance where I couldn't grab a bag or revive a player unless I stood in an awkward spot. The AI can get pretty stupid, bunching up in a line for headshots, or getting stuck behind a door.

My biggest criticism is that some of the 1 day heist are too short. If the team is playing relatively well the entire heist can finish in 10 minutes. There isn't the intensity of firefighting and strategizing I was hoping. The multi-day heist do capture that feeling but most were unavailable in the beta.

Also the crime.net map is a mess. Even if those missions were there they were difficult to spot. Half the time I wasn't even sure the level of difficulty. Some missions would be marked "normal" but have 10 stars next to it sometimes with a bunch of skulls. More than once I would finish a heist with a solid group of randoms only to idle in menus for 10 minutes as we all fiddled in skills and puzzled over which mission to do next. There should be some type of filter option like if I only wanted to see bank jobs or jewelry heist of a certain difficulty.

Again, these are impressions of the beta one day from release, so maybe the full game has fixes and balances. Seems like there is good community support so I hope they continue to update. If people are interested in playing on PC, feel free to hit me up. (link)

#9 Edited by Grixxel (762 posts) -

I played a ton of beta and, even though it was the same maps over and over again, I never got bored of it. This game rubs me the right way.

#10 Posted by ZeForgotten (10397 posts) -

I've only played a few games online during the beta and then of course the full version in Single Player (No AI, all Stealthy) and I'm having a ton of fun with it still.
This game will keep me company for a long time.

#11 Edited by peritus (951 posts) -

It's fun but the PC version is crashing alot. Needs patches.

#12 Edited by Slow_pC (241 posts) -

They patched the pc version already and that helped a lot for those that were crashing. My setup here is running it great and stable. Only one crash so far that the update fixed.

#13 Posted by jonc151 (69 posts) -

Don't be a Waingro.

#14 Posted by spraynardtatum (2529 posts) -

How many banks and locations are there? Is there a good variety?

#15 Edited by djou (850 posts) -

@spraynardtatum:

30+ missions (via GAF) Most of the multi day jobs are in different locations. There's a ton of variety compared to the first game. Each level has a shit load of random elements from safe/loot locations to where enemies/cameras spawn.

01.) Safehouse (1 day) ***

02.) Jewerly Store (1 day) ***

03.) Four Stores (1 day) ***

04.) Nightclub (1 day) ***

05.) Bank Heist (1 day) [Three different versions, 2 in the beta; Deposit, Cash, & Gold] ***

06.) Watchdogs (2 days) ***

07.) Rats (3 days) ***

08.) Framing Frame (3 days) ***

09.) Firestarter (3 days)

10.) Welcome to the Jungle (2 days)

11.) Ukrainian Job (1 day) ***

12.) Mallcrasher (1 day) ***

13.) First World Bank (1 day)

14.) Heist: Casino (1 day)

15.) Snitch Snatch (2 days)

16.) Drought Day (5 days)

17.) Bring Me The Head Of Armando Garcia (3 days)

18.) Dead Drop (2 days)

19.) War Is Fantastic (3 days)

20.) Cinderella (5 days)

21.) Turf War (3 days)

22.) On Display (2 days)

23.) SPOILER Election Day (3 days)

24.) Big Oil (Unknown days, this one wasn't leaked out but is on the achievement list)

edit: I'm editing my original post because most of these levels aren't available with the launch edition of the game. *** indicates levels that are playable now. The rest have been leaked and probably DLC. Also the list is shorter because Safehouse is your safehouse, not a level. And different heist reuse assets from other heist. For instance you might be robbing a jewelry store that looks exactly like the bank set up. Or the Ukraninan job may happen in the nightclub with different objectives. So there are 12 "heists" but more like 8.

#16 Edited by spraynardtatum (2529 posts) -

@djou: wow. that's awesome. thanks. aaaaaaaaannndddd I'm buyin'

#17 Posted by KillerClaw (64 posts) -

Anyone know if this is worth buying for someone without that many steam friends (I'm willing to do matchmaking)?

#18 Posted by Dalerax (45 posts) -

@killerclaw: I'm wondering the same thing. I literally have no Steam friends and have a very sporadic game playing schedule with a full-time job and family to take care of. That said, this game is very appealing to me but I hear that you pretty much need other players with you to truly enjoy it.

#19 Posted by dandead (170 posts) -

Matchmaking is fine as long as you have a mic, nothing more annoying than playing with someone you can not communicate with because their tends to be a lot of tactics involved in some of the harder missions.

#20 Posted by Jackcc (51 posts) -

I'm having a blast with about 4 hours playtime tonight, guns feel and sound meaty and the carrot on a stick card choosing is awesome!

#21 Posted by hbkdx12 (779 posts) -

Played a couple hours with falserelic and some randoms. Game is good fun and these were "play it by ear/balls to the walls" type runs where eventually, if not straight off the top, things go to hell in a hand basket real quick. I can imagine how awesome the game is if you can get some good coordination going. Love the randomness to each playthrough.

I love the RPG/class mechanic. It kind of creates some tough decisions in terms of where you want to put your points being that each tree has very valuable skills

The only thing i didn't like is the Mall crashers level (do $50K in damage) nothing felt destructible at all. I felt like i was just running around breaking glass and shooting things that were indestructible. Real weird mission.

Oh, i also don't like how you have to be at what seems like a specific distance/level to interact with things or revive people. It's kind of finnicky. I've had a few people go into custody right in front of me because it seemed like i was too close to revive them or something We were on the museum level and a guy got downed on the roof on top of a vent and so i rush up there and duck down behind the vent and try to revive him through it but it wouldn't let me. The only way i could do it was if i stood up which promptly lead to me getting down. In the same vein, i also have a hard time picking up bags or putting down deployables unless im crouched or looking straight down at the ground practically. They need to make interacting with things a bit more lenient. Don't remember having this kind of problems in the original game.

FYI, the meth level is gonna troll newcomers so badly LMAO

#22 Edited by Nights (602 posts) -

Super addicting! Been playing all night. This is more or less what I wanted out of the Payday: The Heist, but it's better late than never. I love being able to take a low-key approach and remain undetected for the majority of a heist (like in Nightclub). Very rewarding. There's some glitches here and there, but it's been a great experience thus far. Must have all of the masks.

#23 Edited by falserelic (5280 posts) -

@hbkdx12 said:

Played a couple hours with falserelic and some randoms. Game is good fun and these were "play it by ear/balls to the walls" type runs where eventually, if not straight off the top, things go to hell in a hand basket real quick. I can imagine how awesome the game is if you can get some good coordination going. Love the randomness to each playthrough.

I love the RPG/class mechanic. It kind of creates some tough decisions in terms of where you want to put your points being that each tree has very valuable skills

The only thing i didn't like is the Mall crashers level (do $50K in damage) nothing felt destructible at all. I felt like i was just running around breaking glass and shooting things that were indestructible. Real weird mission.

Oh, i also don't like how you have to be at what seems like a specific distance/level to interact with things or revive people. It's kind of finnicky. I've had a few people go into custody right in front of me because it seemed like i was too close to revive them or something We were on the museum level and a guy got downed on the roof on top of a vent and so i rush up there and duck down behind the vent and try to revive him through it but it wouldn't let me. The only way i could do it was if i stood up which promptly lead to me getting down. In the same vein, i also have a hard time picking up bags or putting down deployables unless im crouched or looking straight down at the ground practically. They need to make interacting with things a bit more lenient. Don't remember having this kind of problems in the original game.

FYI, the meth level is gonna troll newcomers so badly LMAO

I agree with everything it was an aswome good time, and yeah the meth lab is going to catch alot people off guard. The first time we got on that stage I'd accidentally mixed in the wrong chemicals. It was kinda confusing how they had that stage setup.

My overall impression of Payday 2 was good. I liked the new features and the graphical upgrade. The shootouts felt intense and chaotic, soundtrack was nice, Missions are more challenging and requires good teamwork, Stealth can be difficult but fun.

#24 Edited by hbkdx12 (779 posts) -

@falserelic: Thankfully I seen a lot of streams from the beta. The thing about the meth level is that Bain constantly second-guesses himself When he tells you what to add Often times he will tell you to add something and then a few seconds later change his mind. So on top of dealing with the firefight and all the people they throw at you you have to be patient to make sure that Bain Sounds confident and is giving you the right ingredients. Newcomers are just going to add the first ingredient that he says not realizing that he might be wrong which is going to lead to a lot of explosions. Lol. Gotta love overkill for that

Also the lights serve no purpose in cooking the meth. So when the cops cut them off its not necessary to risk running down and turning them back on

#25 Edited by Canteu (2821 posts) -

Can you play this game with only 2 people? Or do you need 4 people to be even close to effective?

#26 Edited by falserelic (5280 posts) -

@hbkdx12 said:

@falserelic: Thankfully I seen a lot of streams from the beta. The thing about the meth level is that Bain constantly second-guesses himself When he tells you what to add Often times he will tell you to add something and then a few seconds later change his mind. So on top of dealing with the firefight and all the people they throw at you you have to be patient to make sure that Bain Sounds confident and is giving you the right ingredients. Newcomers are just going to add the first ingredient that he says not realizing that he might be wrong which is going to lead to a lot of explosions. Lol. Gotta love overkill for that

LOL! that explains alot.

Hopefully next time we'll be able to successful succeed.

#27 Edited by falserelic (5280 posts) -

@canteu said:

Can you play this game with only 2 people? Or do you need 4 people to be even close to effective?

You can play with two.

Though with more people the mission might be more successful. Especially when your playing on higher difficulty's, and you want to go back for money in a crazy gun battle.

#28 Posted by phampire (280 posts) -

Bought the game today as a four pack with friends. The more people you can get to co-ordinate with the better, I played 4 hours, I found playing with 3 other people to be the most fun and effective. You can play with AI but all they can do is shoot, they never use gadgets or pick up loot. The small elements of randomisation of guards, cameras, rooms and objectives is brilliant and really adds replayability. The game is super addictive, trying to plan and execute the perfect heist is a constant draw.

#29 Edited by spraynardtatum (2529 posts) -

I like it when I can actually get in a game.

#30 Posted by ArtisanBreads (3721 posts) -

It definitely gives me Left 4 Dead vibes in a lot of ways. The progression is fun and looks like a long grind so looking forward to working my way through that. Still looking for friends to play with on Steam but even with randoms had some good fun so far.

#31 Posted by falserelic (5280 posts) -

I like it when I can actually get in a game.

Yeah the matchmaking can act kinda weird, hopefully they fix it with a patch soon.

#32 Posted by Fierrze (171 posts) -

I pre-ordered this on PSN, even though i was skeptical about the console versions, because they only have shown the PC version. It seems i made safe choice, because it seems the PC release seems to have problems with crashing and losing progress. Only problem i have found with the console version, is that it seems to be pretty hard to get a public game going, that now there is alot more people online.

I hope they can get the tech difficulties ironed out on all platforms, because the game itself is fun and rewarding when you pull up a heist againts all odds. Also dat music is fuckin' tasty.

Mask up!

#33 Edited by Yummylee (21209 posts) -

@falserelic: So what version you been playin, brah? If console, how's the game run frames wise? A solid 30 I'd like to hope, since it's apparently not much of a looker even on the PC.

#34 Edited by falserelic (5280 posts) -

@fierrze said:

I pre-ordered this on PSN, even though i was skeptical about the console versions, because they only have shown the PC version. It seems i made safe choice, because it seems the PC release seems to have problems with crashing and losing progress. Only problem i have found with the console version, is that it seems to be pretty hard to get a public game going, that now there is alot more people online.

I hope they can get the tech difficulties ironed out on all platforms, because the game itself is fun and rewarding when you pull up a heist againts all odds. Also dat music is fuckin' tasty.

Mask up!

The music definitely adds to the immersion. It kicks off right when things gets heated in the moment. Next thing you know its chaos in its purist form. Though I still got to work on my stealth class. I haven't beaten a mission with pure stealth yet.

#35 Edited by falserelic (5280 posts) -

@yummylee said:

@falserelic: So what version you been playin, brah? If console, how's the game run frames wise? A solid 30 I'd like to hope, since it's apparently not much of a looker even on the PC.

I've been playing on the ps3. The game runs smooth I haven't had any issues.

#36 Posted by thefaulconer (65 posts) -

Playing on PC here. Haven't run into any issues at all.

I honestly don't like the heists as much as the first Payday's selection. They don't seem as memorable to me, but that could be because I spent 60+ hours with the first game and have yet to do that with this one. A small gripe of mine is the fact enemies can move through you, I've been downed so many times because I keep missing my melee attacks while the AI dances circles through my body. Having to grind out cards kind of sucks, but it gives me an excuse to try out different weapons.

That being said, I'm thoroughly enjoying it so far. I've been playing only public games too and I've mostly had good luck with other players.

The soundtrack is fantastic, although there's not as many songs in this one that I like as the first Payday.

Also Enforcer tree all the way. Shotgun for my primary, shotgun for my secondary, shit is ridiculous.

#37 Posted by falserelic (5280 posts) -

Playing on PC here. Haven't run into any issues at all.

I honestly don't like the heists as much as the first Payday's selection. They don't seem as memorable to me, but that could be because I spent 60+ hours with the first game and have yet to do that with this one. A small gripe of mine is the fact enemies can move through you, I've been downed so many times because I keep missing my melee attacks while the AI dances circles through my body. Having to grind out cards kind of sucks, but it gives me an excuse to try out different weapons.

That being said, I'm thoroughly enjoying it so far. I've been playing only public games too and I've mostly had good luck with other players.

The soundtrack is fantastic, although there's not as many songs in this one that I like as the first Payday.

Also Enforcer tree all the way. Shotgun for my primary, shotgun for my secondary, shit is ridiculous.

The shotgun is a beast its like mowing the lawn with that weapon. I got out alot tough situations thanks to the shotty.

#38 Edited by ArtisanBreads (3721 posts) -

So a couple warts showing after extended play (lvl 23 now I believe).

1) Not that many maps/missions. And you'll be bummed as you go along to see some reused in ways (for example in one of the three day jobs, the final day is a bank heist... and yeah it's basically the exact same as the bank heist that's one of the early missions and is on the same map. While there are some interesting jobs, there is only one bank map... which is crazy.

2) The unlock system. You draw cards that can have a part, a mask or a mask customization, etc which is pretty cool in theory but after a while very tiring. I've moved from my starter assault rifle to the next upgrade, and then skipped a couple to the next model, and haven't drawn a single assault rifle mod part. And when you do manage to draw a part, it's not as if they're cheap (handgun barrels that provide slight changes in stats will cost you 90k or so for example). All I want is any manner of sight and I haven't gotten one yet, and I bet when I do it will be the sniper esque scope that I don't want. Yaaaayyyy.... it really has major issues. There should be at least something that lets you unlock a part every say 5 levels or hell even 10, something because it's out of hand. It's led to me just redoing the first jewlery store mission, farming it for cards over and over. And when I just get cash from one of these cards, which you think would be a good thing, I just get pissed.

I'm still having fun but there are issues. It's a game that's progression system is just too damn slow (which is something I'd say about all multiplayer focused games these days, no one is learning this and they think people will dedicate all of their time to their game, which is foolish). And without many maps, we will see if I don't get burned out on it. Only $30 and all but yeah.

#39 Posted by cassus (333 posts) -

I'm having a lot of fun with it. I like the persistent unlock stuff in that game, cause it ties in so brilliantly with the actual game. You make money off heists and use that money to advance your dude with weapons and skills. There's an overall purpose in this game that I've rarely seen in other games, worth making a note of for other devs who slap some RPG elements on there because you kinda need to at this point..

The guns feel pretty good, although there's too much reverb in this game, I'm guessing to emulate that HEAT soundscape. Dice already did that with BF3, and they did it better. Payday 2 isn't bad, though, just wish there was less sound-drowning reverb.

Graphics are pretty reasonable. Nothing special, turns out I don't actually care either.

The coop elements are very fun. There's this one mission where you're to knock over 4 stores in one street. Last night, me and 3 others picked one store each and kept it fucking locked dooown during the heist. Any hostages that get away will make it harder for you (or so I'm told) by triggering more cops etc. The one we did yesterday was so damn smooth, not many kills to be ashamed of. We also did another mission, the jewlery one, without ever alerting anyone, that was pretty fun.

If you like coop and you feel like trying your hands at some heisterizing, I can't see you going wrong with this game.

Also, character animations, still just as fucked up as in the beta. I love it to be honest. Adds a certain ridiculousness to it all that I appreciate.

#40 Posted by djou (850 posts) -

I really agree here. I'm hoping that Overkill releases more maps. I hope that's the plan to trickle out more maps as part of DLC (for free I hope).

This unlock system is the biggest blemish imo. I've drawn cash a ton of times and I have no idea why. None of my guns have sights/scopes but I have a ton of useless pistol add ons for guns I don't own. This system would make more sense if I could trade with others but you can't. There's also no way to buy weapons mods so I'm playing with a stock assault rifle even though I'm at level 21. What are these drops based on? Are they ramdomized, based on team/player performance? I pulled a 2 day overkill heist and got 12k from drawing the card even though the mission netted 125k and two levels.

1) Not that many maps/missions

2) The unlock system. You draw cards that can have a part, a mask or a mask customization, etc which is pretty cool in theory but after a while very tiring.

#41 Posted by DrFlapjack (233 posts) -

So a couple warts showing after extended play (lvl 23 now I believe).

1) Not that many maps/missions.

2) The unlock system.

Bingo. So many re-used assets is a bummer and I really dislike the unlocks. Picking a random card is fun in theory, but keeping weapons mods behind random chance is not. Also the cash cards are pointless, When you have just robbed a bank and received $70,000+ spending money, the $3,000 cash card is a buzzkill. Not to mention the fact that I've played for 20 hours and have yet to unlock a single mask.

Other than that I'm having a good time, even with randoms.

Online
#42 Posted by falserelic (5280 posts) -

Yeah, Unlocking items from playing the card game is a hassle. Like other people said the concept was fine. but I don't like the way its used. It's annoying when you want a certain item but can't buy it, unless you unlock it from playing the card game.

As for the missions more becomes available the further your character progress, but you have to grind through some of the same missions to unlock them. It can be abit annoying but it doesn't bother me to much. In the original payday there was only 7 or 8. This one has over 20 with future DLC planned so I can't complain.

#43 Posted by djou (850 posts) -

@falserelic: The thing that doesn't make sense to me about the drops is why they aren't more generous. That's the biggest flaw by far.

It makes no sense. When you draw a weapon mod card it doesn't give the player the mod, its just grants the right to purchase it. So the player needs to have the required level to access the weapon, enough cash to buy the gun, the random mod drop from cards, and the cash to play for the mod. This seems oddly stingy. Some of these guns are not cheap 200K+ so you are playing multiple overkill missions to save up, only to be at the mercy of random card drops.

#44 Posted by ArtisanBreads (3721 posts) -

@djou said:
This system would make more sense if I could trade with others but you can't.

Now that is a great idea, but you know they would never go to the trouble to implement a market.

#45 Edited by falserelic (5280 posts) -

@djou said:

@falserelic: The thing that doesn't make sense to me about the drops is why they aren't more generous. That's the biggest flaw by far.

It makes no sense. When you draw a weapon mod card it doesn't give the player the mod, its just grants the right to purchase it. So the player needs to have the required level to access the weapon, enough cash to buy the gun, the random mod drop from cards, and the cash to play for the mod. This seems oddly stingy. Some of these guns are not cheap 200K+ so you are playing multiple overkill missions to save up, only to be at the mercy of random card drops.

It doesn't make sense to me either. Only reason why the devs decided to do it was to add more replay value. Which I can understand why, but they could have made it alot better.

#46 Edited by ArtisanBreads (3721 posts) -

@falserelic said:

@djou said:

@falserelic: The thing that doesn't make sense to me about the drops is why they aren't more generous. That's the biggest flaw by far.

It makes no sense. When you draw a weapon mod card it doesn't give the player the mod, its just grants the right to purchase it. So the player needs to have the required level to access the weapon, enough cash to buy the gun, the random mod drop from cards, and the cash to play for the mod. This seems oddly stingy. Some of these guns are not cheap 200K+ so you are playing multiple overkill missions to save up, only to be at the mercy of random card drops.

It doesn't make sense to me either. Only reason why the devs decided to do it was to add more replay value. Which I can understand why, but they could have made it alot better.

See that isn't "replay value" though. Replay value means gameplay variation. This as I said before is another dragged out progression system, with its randomness possibly TERRIBLY drawn out.

It can make you spend more time in the game... or get burnt out. I just want a sight right now to make my gameplay more fun, that's all, and the game won't give it to me.

#47 Posted by falserelic (5280 posts) -

@falserelic said:

@djou said:

@falserelic: The thing that doesn't make sense to me about the drops is why they aren't more generous. That's the biggest flaw by far.

It makes no sense. When you draw a weapon mod card it doesn't give the player the mod, its just grants the right to purchase it. So the player needs to have the required level to access the weapon, enough cash to buy the gun, the random mod drop from cards, and the cash to play for the mod. This seems oddly stingy. Some of these guns are not cheap 200K+ so you are playing multiple overkill missions to save up, only to be at the mercy of random card drops.

It doesn't make sense to me either. Only reason why the devs decided to do it was to add more replay value. Which I can understand why, but they could have made it alot better.

See that isn't "replay value" though. Replay value means gameplay variation. This as I said before is another dragged out progression system, with its randomness possibly TERRIBLY drawn out.

It can make you spend more time in the game... or get burnt out. I just want a sight right now to make my gameplay more fun, that's all, and the game won't give it to me.

I understand.

It would have been cool if you can purchase weapons and items at anytime, but it seems like the devs wants people to keep grinding their way through the game. Even when its to unlock the option to buy certain stuff. It can get pretty annoying at times.

#48 Posted by ArtisanBreads (3721 posts) -

@artisanbreads said:

@falserelic said:

@djou said:

@falserelic: The thing that doesn't make sense to me about the drops is why they aren't more generous. That's the biggest flaw by far.

It makes no sense. When you draw a weapon mod card it doesn't give the player the mod, its just grants the right to purchase it. So the player needs to have the required level to access the weapon, enough cash to buy the gun, the random mod drop from cards, and the cash to play for the mod. This seems oddly stingy. Some of these guns are not cheap 200K+ so you are playing multiple overkill missions to save up, only to be at the mercy of random card drops.

It doesn't make sense to me either. Only reason why the devs decided to do it was to add more replay value. Which I can understand why, but they could have made it alot better.

See that isn't "replay value" though. Replay value means gameplay variation. This as I said before is another dragged out progression system, with its randomness possibly TERRIBLY drawn out.

It can make you spend more time in the game... or get burnt out. I just want a sight right now to make my gameplay more fun, that's all, and the game won't give it to me.

I understand.

It would have been cool if you can purchase weapons and items at anytime, but it seems like the devs wants people to keep grinding their way through the game. Even when its to unlock the option to buy certain stuff. It can get pretty annoying at times.

Yeah agreed, I think we're saying the same thing I just think it's a pretty terrible design decision in a lot of ways.

#49 Posted by djou (850 posts) -

@artisanbreads: Yeah, this is particular infuriating since someone in my group drew the exact mod I wanted but he didn't have the gun so it was useless to him and I got money. There was no way to swap and I was left wondering if it would ever "randomly" pop again.

This game has been fun but my complaints are the same as the first game. The game is more shallow than it appears because the RPG elements are needless grindy and they gate some of the best heist behind level caps to force players to play the same map multiple times to build their character. The art heist which is one of these gated missions is crazy cheap despite being one of the tensest, best designed levels. One time I had a bulldozer spawn in front of two shields as we were exiting the building.

#50 Posted by falserelic (5280 posts) -

@djou said:

@artisanbreads: Yeah, this is particular infuriating since someone in my group drew the exact mod I wanted but he didn't have the gun so it was useless to him and I got money. There was no way to swap and I was left wondering if it would ever "randomly" pop again.

This game has been fun but my complaints are the same as the first game. The game is more shallow than it appears because the RPG elements are needless grindy and they gate some of the best heist behind level caps to force players to play the same map multiple times to build their character. The art heist which is one of these gated missions is crazy cheap despite being one of the tensest, best designed levels. One time I had a bulldozer spawn in front of two shields as we were exiting the building.

That reminds me.

I wish I was able to choose any level or difficulty from the start. Instead of having to go to crime net, and wait for the level to appear on the map its weird how its setup.

This edit will also create new pages on Giant Bomb for:

Beware, you are proposing to add brand new pages to the wiki along with your edits. Make sure this is what you intended. This will likely increase the time it takes for your changes to go live.

Comment and Save

Until you earn 1000 points all your submissions need to be vetted by other Giant Bomb users. This process takes no more than a few hours and we'll send you an email once approved.