STEAM GROUP
Payday 2 Mechanics PD2mech
STEAM GROUP
Payday 2 Mechanics PD2mech
7
IN-GAME
64
ONLINE
Founded
27 September, 2015
Showing 61-70 of 105 entries
7
Drill restarter chance
4
U109 notes (safehouse update)
Headshot multiplier: *5 against Bulldozers, else *2 Critical hit vs Bulldozers: *5 HP: Guard: 40 FBI: 80 SWAT: 80 FBI SWAT (Green): 80 Elite: 80 Gangster: 80 Heavy SWAT: 160 Tan: 160 Shield: 80 Taser: 300 Cloaker: 600 Bulldozer: 2000 HP multiplied by: VH: *2, (additional multiplier for headshot multiplier *2) OK: *3 (additional multiplier for headshot multiplier *3) Mayhem: *6 DW: *6 OD: *9 Bulldozers have no hurt except short ECM hurt. Domination: Reasons removed except health. Factors removed. Violence timeout removed. If the enemy is not at full health: 10% chance to resist. Surrender windows still exist. Seriously? The one thing that makes the least sense and has the most complicated mechanic remains? XP multipliers: 11.5 for MH, 14 for OD Explosion multiplier: Elite: 0.8 -> 1 Bulldozer: 1.1 SWAT Turrets same as DW. Enemy damage multiplier overrides: Default values are: self.m4_npc.DAMAGE = 1 self.g36_npc.DAMAGE = 3 self.r870_npc.DAMAGE = 5 self.c45_npc.DAMAGE = 1 self.mp9_npc.DAMAGE = 1 Normal: self.m4_npc.DAMAGE = 0.1 self.g36_npc.DAMAGE = 0.15 self.r870_npc.DAMAGE = 0.3 self.c45_npc.DAMAGE = 0.1 self.mp9_npc.DAMAGE = 0.1 Hard: self.m4_npc.DAMAGE = 0.4 self.g36_npc.DAMAGE = 0.6 self.r870_npc.DAMAGE = 1 OD: self.m4_npc.DAMAGE = 3 self.g36_npc.DAMAGE = 5 self.r870_npc.DAMAGE = 7 Shotgun range: 10-30 m -> 20-50 m Joker damage: +45% -> +100% Body Expert basic: 0.1875 -> 0.75 Body Expert aced: 0.625 -> 1.5 (so *4 damage) Partners in Crime basic: *0.5 received damage Partners in Crime aced: *0 received damage (do they take 1 granule per hit or no damage at all?) Damage changed: Grenade launchers, bows, crossbows, Nagant Flamethrower: Dot damage: 10 -> 100 Dot chance: 30% -> 35% Dot length: 3.1 s -> 6.1 s Grenade: 600 -> 900 Dynamite: 600 -> 1600 (not sure if used because e.g. the community grenade defaults to standard grenade values) Javelin: 1100 -> 7500 Throwing axe unchanged at 1100. Great. Poison: Dot length: 10 s -> 6 s Dot damage: 20 -> 250 Hurt chance: 50% -> 100% (I think the poisoned melee is fixed to 70% though) Molotov+tripmine+incendiary fire: Damage 30 -> 10 Fire dot damage: 10 -> 150 Dot length 3 -> 6 So enemies standing inside the fire take just 20 damage per second. When they leave the fire they take 300. Incendiary: Burn duration 25 -> 10 Another clashing definition for incendiary damage. I don't remember which one is actually used (maybe even both for client vs host): Incendiary (projectiles.launcher_incendiary.fire_dot_data): Damage: 30 -> 100 Dot damage: 10 -> 250 Dot length: 3.1 s -> 6.1 s Special limit: Normal: tank = 1 taser = 1 spooc = 0 shield = 2 medic = 3 Hard: tank = 2 taser = 2 spooc = 0 shield = 4 medic = 3 Very Hard: tank = 2 taser = 2 spooc = 2 shield = 4 medic = 3 Overkill: tank = 2 taser = 2 spooc = 2 shield = 4 medic = 3 Else: tank = 2 taser = 4 spooc = 2 shield = 8 medic = 3 Sustain duration base: 0,80,120 -> 40,120,160 Multiply by 1.1, 1.2, 1.3 for 2, 3 or 4 players. Assault break duration: Normal: 80,70,30 -> 60,45,30 Hard: 45,35,20 -> 45,35,25 Overkill: 30,20,15 -> 30,20,10 Anything else = DW: 20,15,10 Assault force (simultaneous enemies multiplierm, depending on diff): 0,7,9 -> 10,12,14 Multiplied by (depending on player count): Normal: 0.5, 1, 1.5, 2 OD: 1.5, 3, 4.5, 6 (DW used to be 4, 4.2, 4.5, 4.9) Else: 1, 2, 3, 4 So the max on OD is 14*6 = 84 at 1 diff, which exceeds the DW value at 44.1. And here I was concerned about unresponsive enemies before when the DW value was increased to 44.1 (it used to be even lower). Assault force pool (multiplier): 0,20,50 -> 100,125,175 Multiplied by (depending on player count): Normal: 0.5, 1, 1.5, 2 OD: 1.5, 3, 4.5, 6 (DW used to be 3,5,7,9) Else: 1, 2, 3, 4 So the OD pool for a full team is 6*100, which exceeds the absolute max for DW at 450 (1 diff).
22
XP tracking script
Showing 61-70 of 105 entries