STEAM GROUP
Payday 2 Mechanics PD2mech
STEAM GROUP
Payday 2 Mechanics PD2mech
17
IN-GAME
84
ONLINE
Founded
27 September, 2015
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11
Crime Heist Investigations
Murky Station

Uncool triggers: None.

Alarm triggers: Moving through the lasers at the vault (throwing bags through the lasers does not count). The lasers appear on VH+.

Enemies: 5 patrolling Murkywater soldiers at the train station. 2 patrolling Murkywater soldiers at the basement. 1 additional patrolling soldier at the basement on OK+. 2/3 additional patrolling soldiers at the train station on OK/MH+.

Cameras: Off-map operator. 2 kinds of cameras. Cameras of permanent action and cameras of periodic action. On MH+ all cameras become titan. Cameras of permanent action is situated at the basement. This is default security cameras. Cameras of periodic action is situated on the roof of railcars. On the roof of each of 7 railcars situated 2 landing pads for drones with cameras (total 14 drones). This drones of periodic action. Each time game randomly puts in the air a certain amount of drones (depending on difficulty) to watch waypoint near the train. It takes 10 seconds for drone fly off the roof and move to waypoint. After drone at waypoint, he remains for 10 seconds in standby mode with red lights (no detection during red lights). After this, the drone goes into active mode of observation with white lights for 35 seconds. When time is over, drone goes back to the roof and next wave of drones fly off the roof after 55 seconds. Distribution of cameras according to the difficulties. First number is for security cameras. Second - for drones. 1+3/3+3/0+3/3+4/3+5 for N/H/VH/OK/MH+

Loot:
  • 2 bags at the basement in random place.
  • 14 bags (including 2 mission bags) inside of 4 of 7 railcars on train station.

Notes:
  • I donno why, but sometimes FPS in this level starts to fall.

  • Mission equipment to open the vault is possible to find focusing on the sounds:
    • Keycard - the sounds of radio songs.
    • Blowtorch - the sounds of welding.
    • Thermite - the sounds of sawing.
    • Hard drive - the sounds beeping.

  • To deduce the correct railcar is possible by visual checking:
    • If railcar has logo "Murkywater" on side, this railcar has vault.
      • Under the logo always situated yellow keypad, which need to crack for open the railcar.
      • If under the logo no keypad, it wil be on the other side of the car.
    • If railcar has only numbers without logo, this railcar without vault.

  • To deduce what inside the correct railcar is possible by visual checking, without entering the vault:
    • If lighting inside the railcar is red, then this vault contains part of bomb.
    • If lighting inside the railcar is white, then this vault contains weapons.
  • Active ECM will block keypad from hack.
  • Guards have localized behavior. The game assigns a small number of individual waypoints to every enemy. Sometimes moving path of one guard may cross to path of the second guard, due to the close location of the waypoints.
  • If guard was killed, waypoints which he patrolled will remain empty until the end of contract.
  • Destroyed drones are not restoring after landing on the roof of railcar. They will fly off again in the destroyed state. And in this state they become an easy target for nearby guards. Therefore, it is best not to shoot at them.
  • Each drone has a 2 (?) waypoints. After flying off, he chooses one waypoint and moves there to patrol.
  • Drones always move to the zone between railcars. They never move to the fence side.
  • During stealth part on the station, need to hide under the railcars. Theres 2 kinds of covers:
    • Covers from the front and rear side of railcar. Butt cover between 01 and 02 railcars provides access to the other side of station. All other butt covers is dead end.
    • Covers from flank side of railcar, which highlighted in yellow shading. 2 per side.
  • On the station there is a large number of invisible walls, that block enemy sight from detection.
    • First kind of invisible walls, that block enemy sight from detection, is the base of the construction on which the fixed station lighting. Each base has invisible wall.
    • Second kind is inside highlighted in yellow shading zones. Invisible wall is located along the rail.
    • Third kind is from front and rear side of railcar. Invisible wall is located along the rail. But in the butt covers between two railcars present little visible gap.
    • Fourth kind is inside the correct vault. For vaults with 1 entry, theres will be 1 invisible wall. For vaults with 2 entry - 2. Invisible wall is situated inside the raicar at the entry to the vault (approximately when starts highlighted in yellow shading zone).
    • Fifth kind is under the hatch to the basement. Thus drones don't notice dropped bag into the hatch.
  • 3 rows of lasers. Lasers run horizontally along 1 of 2 possible ways. Top down or bottom up. The switching time of the lasers to next row is 2.5 seconds.
  • The run of lasers independent for each railcar. Whithin contract, lasers in one railcar can go from the top down and in the other railcar lasers can go bottom up.
  • Lasers can be safely bypassed by crouching when clean at bottom 1 or 2 rows.
  • Time on escape after alarm depends on the difficulty. 30/25/20/15 s for N+H/VH+OK/MH/DW+.
31
Visualisation script
26
Scarface Mansion info
31
Visualisation script
26
Scarface Mansion info
1
Family Sharing and safe drop system
Showing 21-30 of 64 entries