STEAM GROUP
Payday 2 Mechanics PD2mech
STEAM GROUP
Payday 2 Mechanics PD2mech
6
IN-GAME
58
ONLINE
Founded
27 September, 2015
Showing 51-60 of 64 entries
4
U109 notes (safehouse update)
11
Crime Heist Investigations
Slaughterhouse heist


Preparing

At start need to shoot out truck's window.

Before blowing the door, need to wait when all teammates move to door and recover all their stamina. After blowing the door will be short time window (about 1:00) which need to spend wisely, for obtaining mission equipment (2 gas tanks and keycard). Because it helps to easier to transport gold bags after drilling safe (focus on throwing bags properly).

C4 charges must be take person who has an upgraded drill, because he will be deal with truck after blowing door.

Another player must cover person with c4 while interacting, from murkywater soldiers. And he must tie running civs to get additional 10 seconds of delay.

The last two, must rush for equipment objects.

Gas cans and keycard. On normal difficulty spawns 4 cans. On Death Wish - 3. Keycard always 1.

Spawn places of gas cans. Theres 8 different places:
-At the entereing corridor, near the vending machine.
-Inside the superstructure in middle of slaugherhouse. 1st floor, under the table.
-In main slaugherhouse room, under the ladder to second floor, near the doorway to butcher room.
-In main slaugherhouse room, near the electric generators.
-On second floor, in corridor near the vending machine.
-On second floor, in front of locker room, near the table.
-In beetween spawn gates and the nearest transporter on way of moving gold.
-In front of the nearest transporter, inside the second of the second refrigerator room.


Spawn places of keycard. Theres 8 different places:
-Inside the superstructure in middle of slaugherhouse. 1st floor, on locker box in right side of table.
-Inside the superstructure in middle of slaugherhouse. 2nd floor, on table.
-Inside the butcher room (from main slaugherhouse room under ladder on second floor theres doorway to butcher room).
-Inside toilet in second floor.
-Inside locker room in second floor.
-In second floor in corridor on printer.
-In second floor inside dining room. On dining table.
-In second floor inside dining room. On kitchen table.


Defending


The best place for defend is behind the nearest to the truck transporter. In the illuminated part of it. This place is situated far from spawn points. From this place is possble to fast move to broken drill and cover from defend position, teammates who on a drill.

It theres no safe access to broken drill, its possible to fix through thin wall of truck's wide opened door.

The same thing with gold. It possible to grab through the wall. To catch it need to sit near inverted letter 'E' and turn camera to left.


Transporting


While transporting no need to hurry and run out the slaughterhouse doors before time. Because after this starts the countdown to appearing snipers.

The main rule while transporting the bags is "To keep all bags with you". If you start to carring 1 bag at the shoulders to drop point, others bags cops will consume and bring back to a fence behind blowing door at beginning.

No need everytime grab Vlad's pig. For this thing no xp reward at all.

Escaping


Theres 3 different escape setups. To define from wich side escape will be, need to check the back containeryard's wall, for blue container. It possible to be: 1)at left side of containerwall; 2)in middle; 3)at right side. In the backwall always 1 blue container.

If you need to do a hostage trade to free from custody teammates, don't use crane controle second time. Because after second using controller, starting 2:00 countdown to endless assault and high probability that the normal assault will not end and endless assault will start without hostage trade.

During escape labyrinth need to search another blue containers. All sections in labyrinth from start to end is connected in series. Thats mean, theres no branches, only one next blue container will be lead to escape.
Biker Heist

Day 1

Visual inspection

First of all afer rescuing mechanic need faster go to bike and make a visual inspection.
Based on results of visual inspection it's possible to predict upcoming mission orders.
-If on bike does not exist gas tank, that means objective to search it in garage.
-If on bike does not exist engine, that means objective to search it inside the house in wooden cargo.
-If on bike does not exist chrome skull, that means objective to blowtorch door inside the house and drill the safe (which is able to open with 1 C4 charge).
-If on bike does not exist seat, that means objective to drill buker's door.
-If on bike does not exist only one part, that means objective to helping mechanic inside the garage (door can be open with 3 C4 charges).
-If on bike does not exist only one part, that means objective to find the tools in garage.
-Objective with cola is random.

All missions divided into short (easy) and long (hard).
Easy missions is:
-To find gas tank and pipes
-To find tools
-To find engine

Hard is:
-To find skull
-To find seat
-To help inside garage

And 1 random:
-To find cola

On contract always happened 1 easy mission and 2 hard.


Defend places


The main rule for this day is (from Police Tasks and Assault Waves): "If instead you find cover against the enemies far away and kill the group at short range, the next group will have to travel the entire way to your location again during which it poses no threat. Effectively, the group has been disabled for the time it takes to reach you again."

Theres 2 possible point of spawn truck with bike.
-1st point - near the garage.
-2nd point near the place of vantage point asset.

To define in wich position need to defend the tuck, need to describe all enemies spawn points.
-The most largest spawn point (or spawn points) is all across the backyard fence.
-Another spawn point is at the roof of house.
-The last spawn point is farthest fence in front of garage, in corner of map.
-When swat van breaks into gate, spawn point at the gate is start to work.
-At roof of garage spawns mostly balcony units and snipers. Normal units came from roof very rarely.

Thus for 1st point of truck, place of defence is garage. When you in garage, need to let cops travel to the garage, and start to kill them when they came closer. Sometimes cops will be stop mechanic progress. Interacting point always situated at left side of truck. The garage has a window through which is possible to control this interacting point and shoot out all enemies who interact with mechanic without going outside.

If turret appears near garage, need to deal with it as fast as possible, because turret will be block armor regeneration in most part of the level (even you cover in the house, turret will be shoot at you through the wall and block time).

For 2nd point - place of defence is inside the house in doors of small corridor in front of left side of truck.


Movement

House - is the heart of this level (and most safest place). When you have access to this - you can move in any point of this map (like middle in Counter Strike) and make cops to run circles around the map in pursuit the players.

To move from garage to house, need to shoot out snipers on upper bridge, and make a pressure on right side, near the fence. When cops will be discarded in farest fence, need to rush from righ side of truck to house. Alternatively its possible to do with ECM feedback.

The most dangerous place on this map - is the center yard. Because here cross all sigths of snipers, turret and enemies ways. When peoples after comleting objectives start to rush to truck, straight through center yard, in 99% they will be downed. Much safer is start to circle and go through the house.


Grabbing bike

After interacting players with Rust's bike, infinite assault will starts.

To safely grab and extract bike, need to wait until assault is over. Then someone 1 must grab Rust's bike, and others 3 must move on legs and defend the rider (riding on others bikes is pointless, because no reward for them).

Hitbox of bike large as a wardrobe thus when riding, need stay away from appearing objects from side.


Snipers: Theres 6 spawn points. 2 at the roof of garage. 2 at the upper bridge. 1 at roof of bulding in between garage and bridge. Last 1 at roof of bulding after the bridge, near entrance of escape zone. Snipers start to spawn at beginning second assault.

Turret: Appears near the garage. It seems on lower difficulties chance to appear is about 0%; but in higher difficulies - about 75%. Turret appears before starting first asault. If turret appears near garage, need to deal with it as fast as possible, because turret will be block armor regeneration in most part of the level (even you cover in the house, turret will be shoot at you through the wall and block regeneration timer).

In day 1 reasonable to have a drill and 4 C4 chardges to accelerate objectives.


Day 2

In this day infinite assault mod is everywhere. That means theres will be no hostage trades, except for players who has pro version of Stockholm Syndrome.

The train consists of 8 railcars. 1 (native) and 8 railcar always constant. Another 6 - is random.

It possible to define next types of railcars:
-Native railcar at beginning
-Low railcar with coal
-Low railcar with barrels
-Middle railcar with ladder/gates/no obstacles
-High railcar
-The most deadliest hardcore solid railcar with tank fuel

Looting is a deathtrap. In this day no reasonable argue to bringing additional loot. When you start to loot, you loose anyway in "elapsed time/gained exp", because reward for additional bag is only 500 exp.

In this day is hard to define spawn points. It seems theres no static points, only dynamic. Or spawn points on this level is too much and when peoples moving throgh railcars some of many spawn points will close and some will opens.

Enemies always spawn at 2 railcars from players position. Rarely - from 1 railcar. In spawning behind the railcars, in this level exist additional spawn points. Theres 2 kind. First kind is in arriving helicopters. Second kind - inside the pickup trucks in right side of road (from start). Pickups is possible to destroy by shooting driver in head.

In addition on road can spawn turret truck. Another turret can spawn on helicopter and it can move from side to side.

To complete this level need to use all types stalling metods. Suppression, fire, explosions and ECM feedback.

The most hardest part is going back to the native railcar, because its needed to go against the direction of assault wave.

To make this breakout need to all teammates replenish all supplies at last railcar and to be ready to rush. Rush is started when will be placed ECM jammer with feedback. Then team must go together and fire with all guns using stalling metods.

When you throw mission bag into helicopter need to be careful. If you miss, bag will spawn at the farest railcar.
22
XP tracking script
Diff

Boiling Point:
-0.5 from start.
-1.0 after first assault.
-1.0 endless assault after grabbing the server.

Undercover:
-0.5 after the deal.
-0.75 after placing saw.
-1.0 after connecting power.
-1.0 endless assault after completing transaction.

Biker heist:

Day 1:
-0.5 after 1:15 from start.
-0.75 after first assault.
-0.75 endless assault after interacting with Rust's bike.

Day 2:
-0.75 endless assault from start.
-1.0 endless assault after 1:00 from entering the last railway car.


Counterfeit:
-0.5 after being detected.
-0.75 after first assault.
-1.0 after second assault.

Framing Frame day 1 = Art Gallery

Rats day 1 = Cook off

Beneath The Mountain:
-0.75 from start.
-0.75 endless assault after interacting with computer.
-1.0 normal assault after entering the gate.
-1.0 endless assault after connecting fuel hose to helicopter.


Slaugtherhouse:
-0.85 after 0:45 from blowing door.
-1.0 after first assault.
-1.0 endless assault after 2:00 from second interacting with crane.


Aftershock:

Aftershock is broken.

-0.75 from start.
-1.0 after blowing wall.
-1.0 endless assault after securing last safe. After that all spawns stop until activating the flare.


Meltdown:
-0.5 after 1:25 from start.
-0.75 after first assault.
-1.0 after second assault.


First World Bank:
-0.5 after 0:05 from being detected.
-0.75 after first assault.
-1.0 after second assault.
-1.0 endless assault after blowing wall.


Hoxton Revenge:
-0.5 after 0:25 from being detected.
-0.75 after first assault.
-1.0 after second assault.


Lab Rats:
-0.5 after 0:10 from start.
-0.75 after adding second ephedrine tablet.


Santa's Workshop:
-0.5 after first kill or entering the workshop.
-0.75 after beginning first assault.
-1.0 after beginning second assault.


Transport Train:
-0.75 after being detected.
-0.8 after 1:00 from being detected.
-1.0 after first assault.
Showing 51-60 of 64 entries