Littles mechanics in Border Crossing in stealth: 1 - Guards don't care about loot bags (they still care about body bags). You can throw any loot bags at them, they will never get alerted when they see it. Only the cams will though. When you know this, the 1 long hour stealth where you hide every single loot bags become a 30 minute heist. You can just throw bags the closest you can to the plane to secure more quickly and more efficiently. 2 - You can fill up the plane at the moment you find it. You can save time by refilling the plane and steal the loot at the same time (still have to fill up the pomp time to time with gas)
I'm going to add a little bit more info about Border Crossing in Stealth who is more complex than it appears: 1 - On the first part, inside the meeting room, you have the plan who gives you the info on where is the code BUT this map give also the location of where the entrance is is. The clue who gives you this is the knife who is always placed on the location of the entrance. 2 - We stay a little bit more on part 1: packages spawn on both sides of the maps. If you finish part 1 without grabbing all packages, they will disappear and your HUD and the game will update. Example: you grabbed 3 packages, but you missed 1, the game and the HUD will say only 6 packages left (instead of 7) 3 - The path of guards will update if you open doors, but it's more visible in Border Crossing. In part 2, the warehouse with only 1 guard inside is the best example. If you open all doors and shutter doors. All guards outside will update their path and will be more likely to go inside this warehouse. So be careful of what you do with doors. 4 - Shutter doors can be picklocked 5 - For solo stealth, (online and offline). If you grab the keycard inside the meeting room, a second one will spawn on the second part. So you can open the vault with Roman Armor inside. This keycard as a few spawn, but is always located near or in the cafeteria in the 2 floors of the biggest warehouse.
That was a bug no worries **They sadly change the "Guards don't see any loot bags" in the last patch. So now, balisstic vest guard see loot bags and get alerted**
About the first fact, the area where the Rats heist takes place in is surprisingly accurate. The Frederick Douglass bridge that you mention is a newer remodeled one that was built near the original one. The bridge in game is nearly identical to the bridge that was still in use while Payday 2 was taking place. Just goes to show how much Overkill researched the city where Payday takes place in. The name of the heist itself is also a great parallel to the location of the heist. Navy yard has a lot of rats. More that you think.
Recently found the diamond store vent, i figured it was an entrance for a cloaker since it was already open. Was sure my bags would start walking away after i loaded them through
One important detail you failed to mention about the Diamond Store security room safe trick is that it won't work if you have any drill skills, as the first skill in the Breacher tree, Hardware Expert basic, makes any drills you place completely silent to guards. Even with loud drills guards still have to wander pretty close to hear it, so when the drill breaks it's recommended to not repair it if there are still any guards left, as they can sometimes hang out upstairs and out of detection range for the entire duration of the drill if you fix it.
Speaking of secrets that can be unlocked with the saw On day 2 of rats, in one of the apartments is a bathroom that can only be opened with the saw. Pretty sure it’s empty so it’s kinda useless.
With Nimble aced you can actually pick those open for some reason despite not having a pick symbol for it. It takes just as long as picking a safe and is totally pointless.
This somehow slipped under my radar for about a year!!!! This is far and away the most useful PD2 video i've seen in a while. That saw trick is genuinely helpful and the vent on the Diamond Store job absolutely blew my mind. I had no idea it was there.
A friend showed to me an excellent trick on the Rats mission Day 2. Don't know if you've talked about it in any of your videos. Usually you have to either trade the meth for info (and possibly steal meth afterwards) or start shooting from the beginning. However, you have a third option: with lockpick aced, you can simply reach the safe without ever interacting with bandits and lockpick the safe, take the info, throw money out of the window, and then escape while in total stealth without ever touching the meth. For additional points, you can shoot a bandit in a last second; then meth (which is still lying still in your car) will be immediately secured with the exception of one bag that has to be taken&secured by hand since it lies in a car in a bad spot. To do all this, you need to go through the guards that clog entrances to the buildings. However, they are placed in a way so that you can easily find an opening. If the info is in far right building, you can simply go to the entrance and then up the stairs; guard at the entrance is way too far from the said entrance so you can easily pass by foot. Close-right building is connected to the far-right building via a wooden bridge. Finally, the left building has a guard standing at the back (farthest from spawn) door, and you can crouch-jump over his head.
Here's some cool ones: Lab Rats - you can parkour up the caustic soda bags and spam jump onto the tarp to get to the top sooner. See speedruns or DSOD runs. Undercover - the heist will not start, ON CONSOLE not sure about PC, as long as you don't look out a window or at the car from the roof. This allows ample time to set up the computer room and finding the pesky crowbar. Counterfeit - Console players can still perform the glitch to get infinite money in stealth. Hox's Revenge - There's a high percentage that a rock will spawn so you can jump over the fence easier. It will be in the right most corner at the front next to the fence when you spawn in. If it's not there just restart. Murky Station - Drones can be damaged (shooting them) to buy time. Once they are back up and running Murky guards can be alerted since they are broken. Safe Room Nightmare - With proper turret skills and placement you can cheese the mission by agroing all the dozers and cloakers away. See Unknown Knight's vid for more info. GGC - You can determine every bottle color by just checking the VIP room. Here's how. First you need to remember this pattern R-G-B-P RED-GREEN-BLUE-PINK These will align with where the bottle is in other bars. R-G-B-P VIP-TERRACE-POOL So if VIP had the red bottle, then terrace would have the green and blue bottles, and pool would have the pink bottle. Or if VIP had the blue bottle. Then terrace would have pink and red, and pool would have pink.
I like to imagine that the reason the bags that land in the water show up on the dock is that the current naturally brings objects over there and the getaway driver is fishing them out
If you stand on the roof of the Harvest & Trustee bank, stand on the railing nearest to the gate outside, and look beyond the buildings: you will see the Washington Monument faintly in the distance. I wouldn't have seen this if you didn't point this out, thanks!
Likely the devs didn't want to localize the research doc for all supported languages so just skipped it in non-English languages by telling you what the doc says
I was playing on console (ps3) when it took me and three other randoms around 1hr 3mins to finish big oil so after that I choose to learn and now the big oil tip is fairly redundant .
@@fiyahquacker2835 lmao as soon as i saw big oil i nailed it only thing that confused me was pressure but i learnt it was bars and psi qnd it made me question life when I found it out
One thing I only learned recently after like 800 hours is that you can use keycards to close doors in the slaughterhouse. I felt very stupid when I learned that.
Fun fact that may have been covered already: There's a small chance in cook off to see two dead men in yellow chemical suits and gas masks. A funny breaking bad reference.
when 6-7 of these heists arent on console therefore TheKknowley truly proves how we dont know many things about Payday 2 I had a gaming laptop but it got stuck on Aptio setup and hasnt been cracked in 5 months, XoticPC sucks, and no it wasnt a virus because i got many mods from trusted websites (Whatever the site to get payday mods is called and also websites large and liked youtubers put in the description) maybe i just got a poorly made pc but even then that sets the company as untrustworthy :|
I have a question What mods do you use, I just begun nodding payday 2 and want to know what's good to enhance the experience and anything that makes stuff easier
You can use advanced movement standalone which adds parkour and sliding mechanic also you can check out LİES which makes the cops actually close to tactical. Also there are overhaul mods some of them focusing on simple things and some of them focusing on adding tons of new faction and overhauling every gameplay aspect such as Cop logic,stealth, spawngroups,heisting mechanics,skills,guns, etc for example there is resmod which overhauls the whole gameplay and adding tons of new stuff+adding some removed stuff from both payday the heist and payday 2 with new enemy factions and tons of new gameplay mechanics or there is simple stuff like streamlined heisting which is vanilla payday 2 but unfucked
I dont know if this applies to every weapon but its mostly prominent to me with jacket's piece amd lion's roar rifle. They seem to be faster to reload if i dont empty my mag
That's the case with most guns. It's even a loading screen hint, I think. It's because if you're empty, then you'll need to load a bullet into the barrel to shoot, so it takes extra time. Think of the slider on a pistol, for example. If you have at least one bullet, then you won't need to load one, as there's one already there. There are exceptions, of course. Revolvers, for example, don't need you to load a bullet (unless you're playing pdth and it makes you spin the chamber, for some reason). Shotguns don't fall into the exceptions, as you'll need to pump them anyways.
Another thing could be "what distance off the ground while falling from a none lethal height do you have to be survive by placing a fak". Tried it a few times on shadow raid with overall limited success.
I personally have fallen from the roof of panic room and lived with a fak, so I'd say the distance is infinite, as long as you can place the fak in time, or before even falling.
I have over 100 hours on 360 payday 2, on PC it's my 2nd most played game at around 2,500 hours I have never completed big oil because of the last section, couldn't figure it out on xbox so I straight up never played it
Another way to deal with active guards during stealth: poison. They'll be too busy puking to fire their gun. I always pack shurikens in my stealth loadout for just such an occasion.
0:58 That’s the Capitol building, not the White House. Don’t blame you though since you’re British, I think the majority of Americans wouldn’t even know the difference.
Super late to this but i actually have 2 of the kawaii dozer bobbles because the first one they sent had a broken shotgun and funnily enough the second one had an even more broken shotgun
Things you might not know: Iirc there's a trick in escape:park that will tell you where the van is coming. Something by how the cars are parked, I think. Transport harbor/downtown: if Bain isn't talking while you bag the first loot, he will say which escape he sends which will make escaping quicker and easier. Transport downtown: the cage from bile has a weird hitbox. If you toss bags onto the glass awning and throw them into the SIDE of the cage, they will secure. Suppressors make you get targeted less and thus shot less often. On four floors for hotline Miami: once you're past the gate, the way up will *always* be the 2nd door after you pass the elevator. And you probably know this but the gunship doesn't come back a 2nd time unless there's X amount of time left on the drill and the fires are extinguished. Leaving the fire on guarantees he won't come back and break it 1 extra time. Staircases are usually the slowest way down. 1 hostage is so much better than 0 hostages, and each additional hostage means more cops that are rescuing hostages rather than shooting you. Crew chief and maniac make a god tier combo on death wish and below. On day 1 hotline Miami: those three grates covering the basement will only be blown up by 3 cops with special objectives. If those cops are killed, they are never blown up. Using tripmines right next to the grates will make things easy. Watchdogs day 1 can be exploited in crimespree by shooting the driver with an explosive from a specific angle within the first 45 seconds.
9:21 first time I did big oil I accidentally found that, mainly because I was going for the cloaker mask, and I didn’t actually use it, I actually knew deuterium from my team and found the pressure thought eh close enough, and I was right
I actually did the sewer route on framing frame recently, because the last time I did it was like 5 years ago and I remember it being awful. It's still awful. It's a much, much longer walk in exchange for more cover. Meanwhile you could just go through the cops and save a bunch of time.
Build recommendations?? New to pc and all the new content versus console. I usually play death wish loud, and was looking for something fun and new to run around with.