Actually, as the patch notes say, we changed how the lab door works, because it feels unfair to have a perfectly good stealth run be thwarted by a door being opened :) So we have no plans of fixing this, unless you guys really really want us to for some reason.
Hey Alexander! It's very nice to get a confirmation on this from someone at OVERKILL, thank you very much! Many comments have been wondering whether this was an intended change or not, and now I can confirm to them that the change is indeed here to stay! I agree with your reasoning, so personally I welcome the change - I'm sure more heisters will enjoy the heist because of this! The thing with the patch notes, and it's just a very minor detail, is that we were all quite confused because the patch notes state: _"Fixed an issue on Big Oil day 2 where the Guards _*_would not get alerted_*_ when the basement door was opened."_ while the issue that was fixed was actually the fact that guards *WOULD* get alerted upon spotting the open lab door, so I think it would've been a bit more clear if the patch notes said: _"Fixed an issue on Big Oil day 2 where the Guards _*_would get alerted_*_ when the basement door was opened."_ Very tiny detail, but the wording was a bit confusing and I couldn't be sure of what the intended behavior was! So once again, thank you very much for the confirmation, much appreciated! And thank you for watching of course! 💗
@@Marcmb Ah I see, yes that does sound like a misunderstanding on the part of the patch note writer then, sorry. Funny thing, I believe I learned of this issue through a GeneralMcbadass video about the level some time ago, so we discussed it internally and decided to update it :) I wasn't aware that the level goes loud when the helicopter comes in though, or I'd probably bring that up too, since it's the same principle really. That is a pretty big design overhaul though. If you have other weird "bugs" anywhere, let me know :)
@@alexmorath No worries! It was indeed just a tiny detail that caused a small misunderstanding, so with your clarification here, now everything's fine! I can definitely see how you would first spot this behavior in a GeneralMcBadass video, because this behavior has been in the game for so long, that even his old videos will show it! In fact, this behavior being so "old" added even more to the confusion, because we didn't know if it had been an issue all along, or an intended mechanic :D The helicopter forcing the alarm is indeed very similar, although that situation is much closer to the end of the heist, so the community has adapted by valuing the airplane keys a lot (for the faster escape), or bringing a combination of loud and stealth heisters, to deal with the last phase. So seeing that it would be much more work (compared to the door fix) and also that the community usually has ways to deal with it, definitely consider keeping these things in mind if you discuss it internally! I'll definitely let you know if I find some other things that look like bugs or unclear behavior. Thank you very much once again! :D
@@Marcmb The door being detectable was indeed intended behavior back when the level was made, but in 2020, it's just archaic and unfair in my opinion. On a technical level, the helicopter forcing the level to go loud should be fairly straight forward to change but there are other aspects to consider, for example achievements and level intention on a grander scale. Bigger changes like this tend to snowball and just create more headaches. It's not how we would make levels today though, I can say that much :) I can't make any promises hehe.
@@alexmorath Interesting! It's cool to hear how the methodology and philosophy for level design changes over time. Now that you mention it, there is indeed an achievement for making Bile sound the alarm when he arrives with the helicopter, so that may be hard to deal with from a technical point! I see how there could be many consequences and possible snowball effects that get out of control if attempting this change, so I won't be holding my breath for this one! However, the helicopter is more fair than the door (after all, it is a loud and unexpected helicopter, combined with a rather very visible flare), so if it's too complicated to change, don't feel bad about it! :D Plus, I'm sure there's a few players out there who are also fans of the risky, spicy ending :D Even if it does catch new heisters off-guard! Hahaha
IT BOGGLES THE MIND HOW MUCH INFO YOU GET FROM SUCH A SMALL CRACK IN THE WINDOW SHUTTERS! That was extremely new but man you made day 2 so much easier. Thanks man and i wish i can play payday 2 ;-;
Haha, thank you Symphonis! There is indeed a lot of information to be gained through that tiny space below the shutters, glad you enjoyed that! I'm very happy to hear that this will make DAY 2 easier (I added a lot of information, so hopefully it wasn't too much :p). Very unfortunate that you still can't get PAYDAY 2 to launch, hopefully one of these days it will be fixed! :(
@@Marcmb in my opinion one of the most underated information you gave us was the fire in day 1. I didn't know there were still a key chain after the fire. Also thanks i hope i get to play again.
@@SymphonisXD That's indeed a very good one! Hopefully this will prevent some players from restarting the heist after believing they have lost the keys because they are burning :p
Man this video must have taken so long to do Marc, having to remember all the spawns and engine numbers and names, great job and keep up the amazing work
Hey Mr Blonde! It took quite a while yeah -- I wasn't able to finish editing and rendering at the usual time, because it was so long! But I'm very happy with the end result, I hope you enjoyed it and hopefully it will be slightly useful to you! :)
You got there in the end Marc! Outstanding Job! Your hard work must be recognized. Footage is seamless and as always a blast to watch! Thank you so much for dedicating your time and efforts for us. Really means a lot to me and I'm sure to the Payday community! :D
Thank you Doc! I appreciate that a lot :) I'm very happy that you enjoyed the video and liked the guide, it's the first video I make of such length, so I'm happy to know that the end result was good. I'm going to sleep now, video will be public tomorrow! :D Thank you for your continued support as always, Doc!
If im not mistaken, the engines are always the same pattern at the same place, so for example, the engine number 9 will always be deuterium, 3h and below 400 bars, and it's the same thing for every one of them so just by knowing the 3 factors you can figure out which one it is without taking the time to look at the can, the nozzles and the pressure, you can find online descriptions of which engine has what stats, and even a table for it.
Hey Roberto! You are absolutely correct: the distribution of the 12 engines on the 12 tables is always exactly the same, and the properties of each engine are also the exact same. For this reason, we can guarantee things like "all engines in the room on the left have 3 nozzles; while all engines in the room on the right have 1 or 2". However, there's a chance that the intel about the engine will spawn in the lab, so at that point it's better to check the engines yourself, rather than looking for an outside list. Not only that, but even if the intel was found outside of the lab, it doesn't take that long to look at the engines and find the right one every time (you're waiting for the helicopter anyway), and having to alt-tab to external lists takes you out of the heist slightly... This is of course just my personal opinion, and my playstyle because I enjoy the "puzzle"! But your statements are correct, and thus if the opportunity arises you can check a list of properties for the 12 engines and figure out which is the right engine before going down to the lab :)
Thank you Ruse Dominator! I'm very happy to be able to teach everything I know about stealth on different heists, and have so many people interested in learning! Glad you're enjoying the content! :D
I cannot even imagine how much time and effort you put into this video. I don't even play these heists, I only play beginner heists but thanks to you I can give it a try now. Liked and subbed, you deserve much more than this
Thank you very much, Enes Şen! It is a bit of work, but it's definitely worth it because I love being able to teach everything I know about stealth! Glad you're enjoying the content, and that I was able to make you go towards bigger heists, they are very fun to play :D
Hey DrBaker, that's a good idea too! I assume it helps with the process of elimination -- if you bag up the engines that are wrong (as soon as you are sure that they are wrong), there are less distractions while looking for the right engine. Just make sure you don't make any mistakes, because if you bag up the right engine by mistake, you won't be able to visually see how many connections it had, or its pressure, or the color of its gas can!
Ooh interesting, BonziBUDDY! I always feel like the sped up ECM sound would be a bit annoying, so I'm always tempted to lower its volume or mute it :p I definitely didn't expect this!
Thank you Sam, I appreciate that a lot! Sounds like perfect timing then :p I hope the guide will be useful, and you'll be able to complete Big Oil DSOD easily!
Haha, thank you Potato Gamer! I hope you're enjoying the content :) Also note that, if you like the game, it's somehow still doing well on Steam, with ~30K average viewers and a daily peak of 50-60K! So feel free to drop by if you wanna play some heists :p definitely still a very enjoyable game!
@@Martin_WDSK 100% absolutely not dead! Me and at least another 50K players are still having fun with it daily! And I'm sure it's way more than 50K players, that's just the number during the playerbase peak!
You're welcome dunt, and thank you for watching! That's quite a long time, so I'm glad you're still enjoying the game, just like me! I'm lucky that I have a very decent visual memory so I remember most spawns for most things in the game... so as a result I really like making these "full lists of spawns" for all the heists! :D
Hey Lavinas TM! First of all, thank you very much! I'm glad that you're enjoying the videos, and that they are helpful! You're the first viewer to request Big Bank, so let me ask exactly what you would like to see! Are you looking for solo tips for Big Bank, or are you okay with duo tips for Big Bank? Because the heist feels like it was designed to be played duo, especially for the initial objective of finding the right computer! But of course, if you would prefer seeing solo tips, I can do that too, or both in the same video!
@@Marcmb Thanks for the reply man. I'd like to see some tips for solo player, such as the optimal loadout and build to play with, the locations for keycards and all. But, honestly, if you prefer to do duo guide that would be awesome too. It is not hard at all to find a friend to help, so it'd be a lot helpful too. 👍 Edit: considering the computer part, a duo guide would be funnier to record.
@@lavinas203 Okay! Duo guide it is then, I'll add it to my list of good ideas :) I'll for sure show all the possible keycard spawns, because that's one of the most helpful things you can show about a heist. There will be much more information of course! Hopefully it can be helpful when it releases :) Not sure when that's gonna be though, because I have 2 other projects that are already started and so will probably be published earlier. But definitely stay tuned for the Big Bank guide! :D
I was doing runs of big oil yesterday to try and get the achievement for bile triggering the alarm. I killed 4 guards to minimize the risk of them seeing the door, and could have sworn a guard saw the door open but didn't get alerted. Good to know that they fixed it.
Hey James, that's exactly correct! Safely killing 4 guards is still a very good approach to stealth safely, but as of Update 199.5, you no longer have to worry about them seeing the open lab door! Thanks for watching, and I hope you enjoyed it! :)
infamy 0s: struggle with choosing the right engine people who watched this video: laughs in smart people who use big oil calculators: laughs in lazy people who use mods which show the right one: laughs in basically cheating
Hahah, beautiful comparison, nice one! :D I didn't know there were mods out there that can tell you the right engine, even without any user input about the intel. That definitely sounds like cheating!!!
Well done Erik! I'm glad the guide helped :) Congratulations on getting it right on the first try, hope you enjoyed the puzzle! I'll do my best to keep it up :D
Came back after 2 Years to this game again and just doing the "career" missions and this guide helped me alot! I had the Cold Fusion Research and it still works
First time i did this, i didnt even know there was a puzzle and only found out during the next time i played the heist. I just got lucky with the first engine
That's very very lucky! Most heisters who are in a similar situation end up with stories of how they had to secure all the engines before they finally got the right one :D
Thank you so much for making this video Before I didnt have a clue how this mission worked But it really helped me and made me get 1 step closer to getting the DSOD mask
with your big oil guide, it seems not so hard as i thought before, especially searching engine :) althought i found infos at note and computer, failed to find clip, i still got the correct engine at first attempt :) thx your best guide! :D btw, i did the whole day2 completely LOUD with 0 down ;P
Hey again Antonio! Sorry for these late replies, I've been unable to check comments for the past few days. Being good at finding the correct engine without any external tools makes this a lot more fun! So that was definitely worth learning :D
Even if i knew every thing on this map it was pretty interesting to see how others deal with it !! Big oil is probably my favorite mission that probably why xD
Hey LeTiktak! I haven't found many players so far that consider Big Oil their favorite heist, that's cool! I definitely enjoy this one a lot :) I'm glad that you liked the video even though you're already an expert, thank you very much! :D
@@LeTouktouk Oh and regarding the question in this separate comment, I skipped the "extra helicopter fuel" asset because it's only useful if you deliver a few wrong engines, which shouldn't happen at all!! :D But now that you mention it, it's probably also a good idea to mention it in the comments, so that literally everything is explained even if it's never used! Basically, if you secure too many wrong engines (meaning that Bile will need to keep making helicopter trips back and forth), at some point he will need to pause for a bit to refuel, which increases the timer until he comes back. If you buy him extra helicopter fuel, this isn't going to happen - so definitely buy it if you're going for Dr. Miserable (which requires securing 12 engines), but ignore it otherwise!
@@LeTouktouk Ooh I see! I had never heard about this theory, but if I had known about this confusion, I would definitely have mentioned it in the video! Thanks for letting me know!
Thank you so much for this man, I know it's old but thanks to this I just finished the heist dsod first try thanks to a lucky asset pull from day 1 :) thank you man your guides are so fucking goated
Wow your techniques for things like finding the server room and other things are so useful and smart, I hate this hiest thanks for making it kinda easier
@@Marcmb whats your opinion on the guard's in shadow raid going Alert when they see the vault open? It took me 18 trys to get it open (not joking) I was so happy I got good key card luck so I rushed to open it with out securing 12 bags before hand, even if i did secure 12 bags a guard saw the vault latterly 30 seconds after I opened it, I got so angry, whats your opinion on that feature?
@@danielchristie2519 Aw, that's a shame that it happened so fast! Usually you get a bit more than 30s, so that's very unfortunate. In my opinion, it's decent that they add some kind of realism to different heists, with guards becoming alerted if they notice something has been opened, even though it should always be closed. It would be nice if it was more consistent across all heists, so that players would know what to expect. It's unfair when it happens for the first time, but now that you know about it: it's basically a solo challenge that forces you to open the vault _last,_ and be ready to move the 4 bags quickly, ECM rushing if needed if a guard spots the open vault. Or, if you still have pagers left, you can kill them if they spot the vault!
@@danielchristie2519 480 health so it may take a bit yeah :( If you see the "?" icon above their head, and you're sure they're about to become alerted, you can shoot them before the "!" appears and they will die in one hit... but it requires you to be close to them when it happens!
When this guide was not out big oil was a huge pain in the ass for me. Especially day 2. I failed countless amounts of times at the end waiting for the chopper with a stealth build. I've even got that far and as a secondary equipment i brought doctor bags xD
Hey Dreamer, thank you! I'm glad that you found the guide helpful :) I actually have a specific "stealth" profile that I use when I play this heist with 3 other players, where I remove some useless skills like C4 and drills, and I instead bring upgraded doctor bags (as a secondary deployable), nine lives, swan song, inspire, and all those things! But the bots are so powerful, that when I play solo I just bring my regular stealth build haha :D
Good for u because my bots for some reason die immediately when the cops arrive and i have to shoot on my own. I even tried boosting their health for this heist but they just die so quick for me
@@dreamer1206 That's very strange! In my video I didn't really do anything with them (I just let them do their thing) and only one of them dies at the end. What weapons are you equipping your bots? They may be getting killed by the assault if they are unable to kill the enemies fast enough, that's my only theory about what's happening to you!
I remember the first time I did Big Oil, deadass sat in a corner, pulled out my calculator and asked my friends to protect me while I tried to do some unit conversions we took 30 minutes but we managed to get the Doctor Fantastic achievement
Haha same here, Auspicious Apple! Since the pressure gauges indicate that their value is displayed in bar, I went directly to convert the psi value into bar. Really fun heist :p After a few tries, it turned out that the value always equates to roughly 400 bar, so the conversion was not necessary :D
I thought : - the scientist intel forced his spawn location inside the lab. - the guard intel despawned one idle guard at the entrance. - the blueprints intel opened at least one shutter.
Interesting points, A.M.! I've never checked if any of these are correlated 100%, because generally the number of guards isn't a problem, and the scientist spawn is quite irrelevant. The shutter one may seem interesting, but my opinion (even though it's a bit unpopular) is that the shutters (and shutter codes) are essentially useless: you can check the server room from outside regardless, after all. Plus, going inside to open the shutters, and then going back out to check, is always more risky!
You don't really need to camp behind the log if you have keys. If you give your bots good weapons and abilities you might as well camp behind the airplane itself.
Quite true yup! But the keys don't spawn that often and I personally never restart to get them, so it felt more adequate to teach new heisters about the best hiding spot rather than teach them to go for the keys! :D
18:02 *pitched up A-10 noises* this mission is gonna be a pain for me to do on DSOD. Sure it's got good XP, and Day 1 can be stealthed, but unfortunately we can't bug the guards to stealth a pseudo-stealth heist this time.
Haha that part of the video was PAINFULLY loud before I adjusted the volume -- at least now it just sounds funny :p It would be cool to get a pseudo-stealth phase in this heist too, but the helicopter makes it impossible, unfortunately :( Luckily it's not too bad: if you get the airplane keys from DAY1, you can easily and safely escape shortly after the assault starts! Having 3 bots with LMGs also helps a lot while waiting for the plane :)
I did it perfectly, all going to plan, right engine, helicopters here, get downed once but no big deal, ECM..... and run right into a shotgun dozer instantly putting me into custody LOL
I love how when you say clear difference in just there and I'm like what is he talking about because I can't see it i think it's just my eyesight but excellent video nonetheless.
Hey Explosive Pineapple! Glad you liked the video, I appreciate it a lot! I should've zoomed in when I was talking about the clear differences (I assume you mean the server room closest to spawn, while shutters are closed?), but at that point I didn't have a lot of experience with that editing feature. You can do the "jump check" explained shortly after, if that one is easier to see! :D
You're absolutely welcome, Reapersans! Glad the guide helped :) And also that sounds very lucky, nice! Getting it right randomly is a 1/12 chance, very lucky :D
Hey Darko Cuki! Glad that you're enjoying the content, thank you very much! :D As for my HUD, it's a combination of _PocoHud3_ and _Additional PocoHud trackers._ The former is responsible for the ECM timers, as well as the floating timers for drills, time locks, hacks, pagers... (whenever they are present). It also includes other on-screen numbers such as: FPS meter, IRL clock, levels right next to player names, and some numbers for each player which are "Kills | Jokered enemies | Current downs | Maximum downs (before custody)". As for the latter, _Additional PocoHud trackers,_ I mainly use it for the 3.5s countdown before Sixth sense triggers, but it will also show you trackers for all kinds of things (any skill which has a duration or cooldown). Both are highly customizable so everything can be toggled on and off, depending on what you want!
@@Marcmb thanks for the reply, i have now also found your post on steam community! I really like you content and trying everything! Counterfeit was a blast to do in stealth! You have discovered interesting new ways and way of thinking in this game! Stay awesome!
@@CukiDarko You're welcome! I do indeed post my content in the Steam Community as well, so that more heisters are able to find it :p Thanks a lot for your very kind feedback! Happy to know that you're enjoying the content, and that you already know about Counterfeit stealth :)
That would be kinda cool! Or maybe if it was like a "safehouse trophy", that unlocks the preplanning permanently if you find the blueprints once -- because it would be a shame to develop preplanning for a heist (which is very cool and useful) and not have it available every time. Probably a bit tricky to add at this point though, but I can see something like this being considered for PAYDAY 3!
Hey Bence! I'm using the Locomotive 12G. If you check out my saw build (in the video description) I have a section at the end of the video, where I show the weapon with all its weapon modifications. Hope that helps!
Hey anthony! I recently uploaded a new video for my stealth build, showing my weapon and all its mods. You can find it here, timestamped! ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-UsSTQep5erU.html
But DAY2 is so fun! DAY1 on the other hand is waiting for 2-3 drills, which is a bit boring :p I would personally never do DAY1 without DAY2, although it's quite true that it's better for XP! So good tip for XP farming :)
You could absolutely do that, Bora! But you want to be able to light the flare ASAP, so in 99% of the runs it's faster to bag the wrong engine (any of them), than to figure out which one is the correct one and bag that one in particular.
Im on console and I’ve seen somewhere in the comments they patched where Guards would get alerted to the door being open but whenever I play solo or with friends they always get alerted to the door. Maybe they reverted it back but it’s just annoying to deal with.
Hey Caleb! What you say is correct yup: those patch notes only apply to the PC version, so on console they will still spot the lab door open, which is a bit unfair...
Thanks a lot Jeremy! Glad the video was useful :) The ECM timers are being displayed by my HUD mod, which is _PocoHud3._ If you would like to try it out, I have a Steam post with download links and install instructions, here: steamcommunity.com/groups/MarcmbCrimeNET/discussions/0/2279330983559406525/
@@jeremytng3154 No problem, you're welcome! If you need anything else, feel free to ask :) (sorry for the delayed response, my schedule exploded when yesterday's patch notes were released!)
Hey Zalgo! Unfortunately it won't count as stealth anymore. The alarm goes off as soon as the helicopter arrives (about 15 seconds before the loot drop-off becomes available). However, you do get an achievement if you're still in stealth at that point, and the helicopter triggers the alarm. As far as the stealth bonus (+15%) is concerned, I think it's all awarded just for completing Day 1 in stealth! *EDIT:* I see from my notifications that you left a comment earlier about some of my guides being aimed at crew strategies. Hopefully you're enjoying these solo guides! :) As soon as I have more videos, I will create different playlists for solo guides/crew guides/ECM rushes/etc...
Hey man! I know its a long shot as its been nearly 2 years since this vid, but what guns do you use in you loadout? Specifically the shotgun, as I thought it was the Locomotive, but I always struggle with one shotting enemies
Hey Lewis! That is indeed the Locomotive, but since the Damage Fall-off Nerfs, the weapon struggles a bit with damage. It's still very good if you're shooting unalerted enemies, because they die in 1 hit and you have a large magazine, but after that you really need some damage skills to help out. Check out my saw build video in the description: it has the Locomotive weapon mods, and some recommended skills. Following that build, go for berserker and frenzy, which will solve your damage issues, and make your build very versatile for saw builds, since they all need Frenzy as well. Best of luck!
@@Marcmb Ah, thank you for the comment! I'm not sure how different it is, as I am playing on PS4 until I can afford a move to PC Payday, so not sure if it is the different versions of the game, but I will try out your tips and videos! Thank you very much!
Hey Cheese! For Crimewave PAYDAY, you are pre-199.3 so the answer is yes, guards will still notice the open door, and become alerted. Much harder compared to this, but follow the tips for a fast engine and you should be fine!
Glad it helped, drip doggo! The weapon here is the Locomotive 12G, a very good-looking stealth shotgun. The weapon and its mods are shown in my Saw Build video, which you can find in the description.
I think big oil is a underrated heist tbh, however, I can understand why some players prefer others. Btw, do you plan on making a video on the new dlc? Cheers :^
Hey Cipher! Completely agree that this heist is quite underrated, it's one of my favorite heists because it's very unique :) And yes! I'm definitely planning on making a video on the new DLC, I played it the day it was released and I really enjoyed it. I'm currently thinking about whether to start with a video for solo tips (maybe solo Pacifist tips for solo players interested in the achievement) or a coordinated ECM rush like the ones I've been doing lately!
Thanks a lot Facu Petersen! I'm happy to hear that you're enjoying the videos :) As for the question, just like you mention in your comment below, I already did one about 3 weeks ago, for the best stealth build! If you have any questions after watching it, feel free to ask! I'll be happy to answer anything :)
Hey Lucky Frosty! That was actually patched for PC, and doesn't happen anymore. See example at 11:11! *EDIT:* Just read that you're on console. That's unlucky! It is indeed still a thing on console :(
@@ghosty1058 For sure, yeah! Before they changed that on PC, it was definitely still possible, just a bit more tricky. Follow the tips at 15:55 to be AS FAST AS POSSIBLE from the moment you open the lab door, kill any isolated guards who spot the lab door, and when you run out of pagers you ECM for the next guard. Good luck!
The puzzle is *ALMOST* designed to have 1 correct answer, that is because 2 combinations have 2 answers each, check the wiki for correct answer (Link: payday.fandom.com/wiki/Big_Oil )
Hey TheBof! I've scanned the wiki page looking for what you're referring to, and I assume you're talking about the section that mentions "There are two cases that appear to be ambiguous:"? That wiki section basically gives you two situations of engine combinations that may be ambiguous, and tells you which number is the right one. Personally I believe it's not too useful to try to remember the numbers, or the rules that they mention, because for any ambiguous it's as simple as ignoring the one with exactly 400 bar in case of ambiguity, as I mention in the video (because the puzzle is designed to have only 1 correct answer, even if it seems to not be the case! There's never a situation where you bring an engine to the helicopter and have a 50% chance to succeed). Is that what you meant? Or is it something else in the wiki? Sorry it's a long page so I'm not sure what you were referring to :p
@@Marcmb With this guide, I got the Doctor Fantastic achievement on Crime Spree. Thanks for the guide :D (also the cold fusion bug was solved in #Patch 67.)
Hey fences! You said "nvm" at the end, so I assume you solved it already :) There are many spawns outside the lab, hopefully the list in the video will help!
Hey Kerem! It's a game feature, no mods required! Whenever you're in the middle of an assault, you can look at any of your bots and press "Z", and you will shout at them to stay in place. However, if you move far away from them, they automatically ignore the order so that they can start following you again -- but other than this range restriction, they will stay in place forever.
@@Marcmb Thank you for pointing that out. I'm surprised i haven't seen anyone mention that in a video even though i watch a lot of guides on this game. I usually play alone with bots so I'm sure this will be very helpful. Great video btw :)
@@zibidiwagon1289 No problem! I don't know how I learnt that, or when, but it's definitely a very useful tool that I use very often, any time I'm playing a loud or semi-loud heist with bots, pretty much. Glad you liked the video, thank you! Hopefully it was useful to you :)
I'm having issues finding reliable mods. Do you have a video on what hud mod you are using? I think it's wolf, but the file is no longer working and my website I use hasn't updated it.
Hey DLZeon! I don't have a video on my HUD (I'll make one in the future though), but it's just a combination of _PocoHud3_ and _Additional PocoHud trackers._ The former is responsible for the ECM timers, as well as the floating timers for drills, time locks, hacks, pagers... (whenever they are present). It also includes other on-screen numbers such as: FPS meter, IRL clock, levels right next to player names, and some numbers for each player which are "Kills | Jokered enemies | Current downs | Maximum downs (before custody)". As for the latter, _Additional PocoHud trackers,_ I mainly use it for the 3.5s countdown before Sixth sense triggers, but it will also show you trackers for all kinds of things (any skill which has a duration or cooldown). Both are highly customizable so everything can be toggled on and off, depending on what you want! You can download the mods from these 2 links, but if you need help with install instructions let me know and I'll help you out! · You can get the "latest version" (it's a bit old, but still works) of PocoHud3 here: steamcommunity.com/app/218620/discussions/15/1457328846183663967/ · Link to Additional PocoHud trackers here: modworkshop.net/mod/26167 · If you have never used mods, you also need SuperBLT. Link to SuperBLT, with install instructions: superblt.znix.xyz/
Hey SD! Sorry it took a while to see these comments. I replied on the video about the best stealth build, but to summarize: - Berserker ACE - Frenzy or molotovs to lower your health - High Value Target
Helium / Deuterium / Nitrogen, plus the pressure, is what you mean. However this won't always be enough, it depends on the specific combination :D For example, Helium with a pressure of more than 5783 psi could be either engine 3, 6, or 10. You would need the information of the NUMBER OF HOSES to be able to identify the correct one.
Sometime I just can't find a single note. If I were lucky, I might found one and that's all. Then I fall into 1/2 chances of GUESSING right. Most of the time I fucked. Am I blind or something? SEND HELP.
Hey irby45678! The two notes (clipboard + notebook) spawn every single time: you never need to guess! The video shows the 18 possible spawn locations for these notes, starting at 7:39 to 11:04 (notes outside of the basement), and then from 11:35 to 12:14 (notes in the lab, down in the basement).
Hey Thanatos! I've never had that happen (all clues are supposed to spawn, so if they don't it would be due to a bug), so I would suggest double-checking all the spawns if that happens... it's very easy to miss one of them!
Hey Marcos, that's a good question! I use the Locomotive 12G simply because of personal preference! It's understandable that many players use the Judge shotgun because it can reach slightly higher concealment values, but once you have some basic concealment mods on your weapons, you can reach the minimum detection rating of 3 with many weapon combinations. For this reason, since concealment isn't a concern for me anymore, I use the Locomotive instead, because I prefer the way it looks! Back in the old days, the Judge didn't exist so I got used to the Locomotive being the stealth shotgun, and I never really liked how the Judge looks (the weapon is a bit too small for me, so I prefer the Locomotive much more!), so I never made the change :)
I use shurikens on day 1 since I use the saw loadout and the berenetti is trash when dealing with alerted enemies,plus I suck at the game so after clearing the house I fell down and died :p
Hey q! As long as it works, nothing wrong with it! The Bernetti is indeed awful haha, but DAY1 is quite short so you could always bring a shotgun and play with 20 detection rating instead of 10. But if you enjoy doing it with the Shurikens, then that's OK too! The fall damage deaths are very common while waiting for the drills (because waiting is so boring!!) but after a few times you get used to it haha :D
Hey Zak! In order to have a keycard for DAY2, you need to get it from DAY1. That means that one of the 3 intel pieces (which spawn on top of the clubhouse tables) has a chance to be a keycard: if you grab it, it will be transferred to DAY2 :)
Hey Arrazi! Make sure they are equipped with LMGs (the Buzzsaw perhaps? the 3 available LMGs should be essentially equal), as that will increase their damage capabilities by a lot!
@@arrazi8625 The "Buzzsaw 42 Light Machine Gun " for all 3, yes. But any other LMG should work roughly just as well, if you don't have the DLC for this one in particular or if you prefer others.
@@arrazi8625 For sure, yeah! You should give them things like "Quick" to interact with stuff faster, "Piercing" so they can kill shields and armored units easily, "Inspiring" so they can revive you if anything happens, etc.
Hey Onxs! My HUD is a combination of _PocoHUD3,_ and _Additional PocoHud trackers._ The former is responsible for the ECM timers, as well as the floating timers for drills, time locks, hacks, pagers... (whenever they are present). It also includes other on-screen numbers such as: FPS meter, IRL clock... As for the latter, _Additional PocoHud trackers,_ I mainly use it for the 3.5s countdown before Sixth sense triggers, but it will also show you trackers for all kinds of things (any skill which has a duration or cooldown). Both are highly customizable so everything can be toggled on and off, depending on what you want! If you want to try them out for yourself, I have a Steam post with download links, and install instructions (as well as my specific mod settings), which you can find here! steamcommunity.com/groups/MarcmbCrimeNET/discussions/0/2279330983559406525/
Hey Get gut kid! That is indeed a very good option that many players use, and I don't have a problem with it! However, actually learning what the hints mean is much more entertaining, and it's also faster when you get used to the engine distribution and you know directly where to look. As a side note, in situations where both the clipboard and the notebook are down in the basement, the player who manually solves the puzzle will probably generally be faster than the one who has to tab out to the engine calculator, and then back into the game :p But to be fair, in the opposite scenario, if both hints are outside of the lab, then the player with the engine calculator will know the right engine much earlier :)
Really!? I haven't heard anything about it, but I also haven't been allowing them to burn the keys lately. Very interesting, I'll check it right now! *EDIT:* Just checked it out, but the keys respawned as usual for me! As soon as the fire died, I was able to pick up the keys. If it makes any difference, for me the keys were on the long table on the top floor.
@@Marcmb well maybe I was just blind or something because they werent on either of the three tables after the burning. was able to finally finish the mission anyway. mg bots are just too good in holding off enemies on their own ^^
Yup! Keep in mind that there are many different random intel options (keycard, blueprints, airplane keys, cold fusion research, shutter codes, scientist intel, guard intel...) so the keys will not spawn every run. Regardless, you always have the option of waiting for the helicopter (which always comes to pick you up at the airfield, never at the pool) and escaping then, because just as you say, the bots are really good at holding off the assault :p
Hey Aquajet! I assume you mean the black briefcase with a green stripe? That was introduced with the Gage Assault Pack, and it's part of the side job to unlock the Arbiter!
Hey gravity! Alesso is already on the list of heists to cover (in a similar way to Big Oil in this video, or Golden Grin Casino a few weeks ago), so hopefully it will be helpful for you when it comes out! Definitely stay tuned!! :D
Hey Barbara! That's an easy one to ECM rush, for sure! I may do a video about it in the future, but considering that it's relatively easy, we decided to keep it for a video in the future, to start with more impressive ones. For example: - Border Crossing full ECM rush, all loot: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-vqkiOpxXn1c.html ($50M in about 8 minutes) - Bomb: Dockyard ECM rushed from start to finish: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-aX0S0Eamb5Q.html (heisters often consider this one too long to be ECM rushed) - Big Bank full ECM rush, all loot: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-ImCkNPX0Zxs.html (which you have already seen) - Golden Grin ECM rush, breaking the game a little haha :D ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE--ZZlH154Eoc.html
@@Barbara1908 Absolutely :p Crime Spree makes it so easy with 3 ECMs per player! And yeah, it's completely broken -- huge money reward that was probably balanced around the heist being quite long, but you can just ECM rush it :D
No no, it's not that complicated, so don't worry too much about it! It's actually kinda the opposite: *you can get them **_even if_** they burn them.* For example, as you can see at 1:30, I could pick up the keys directly, but I let one of the gangsters burn them to show that they "respawn" after 60s even if burnt.
@@maxelgamer2684 Unfortunately, from a comment that was posted a couple weeks ago, I can tell you that console players still have to deal with guards getting alerted by the open lab door :( So it's only PC players that have it easier now, but console still has to follow the tips I suggested regarding "being fast after you've opened the lab door".
Hey Half Kr, absolutely! Those mods are _PocoHUD3,_ and _Additional PocoHud trackers._ The former is responsible for the ECM timers, as well as the floating timers for drills, time locks, hacks, pagers... (whenever they are present). It also includes other on-screen numbers such as: FPS meter, IRL clock... As for the latter, _Additional PocoHud trackers,_ I mainly use it for the 3.5s countdown before Sixth sense triggers, but it will also show you trackers for all kinds of things (any skill which has a duration or cooldown). Both are highly customizable so everything can be toggled on and off, depending on what you want! If you want to try them out for yourself, I have a Steam post with download links, and install instructions (as well as my specific mod settings), which you can find here! steamcommunity.com/groups/MarcmbCrimeNET/discussions/0/2279330983559406525/
_You can have all you want_ _Don't you hesitate now_ Beautiful song, Simon Viklund is very talented and we're fortunate to have his music on this game! :D Glad you liked it, Nikolai, thank you!
Hey fab4fun! My HUD is a combination of _PocoHud3_ and _Additional PocoHud trackers._ The former is responsible for the ECM timers, as well as the floating timers for drills, time locks, hacks, pagers... (whenever they are present). It also includes other on-screen numbers such as: FPS meter, IRL clock, levels right next to player names, and some numbers for each player which are "Kills | Jokered enemies | Current downs | Maximum downs (before custody)". As for the latter, _Additional PocoHud trackers,_ I mainly use it for the 3.5s countdown before Sixth sense triggers, but it will also show you trackers for all kinds of things (any skill which has a duration or cooldown). Both are highly customizable so everything can be toggled on and off, depending on what you want!
Hey there, I AM THE MILKMAN! All those timers are shown because of my HUD mods, which are a combination of _PocoHud3_ and _Additional PocoHud trackers._ The former is responsible for the ECM timers, as well as the floating timers for drills, time locks, hacks, pagers... (whenever they are present). It also includes other on-screen numbers such as: FPS meter, IRL clock, levels right next to player names, and some numbers for each player which are "Kills | Jokered enemies | Current downs | Maximum downs (before custody)". The mod is very customizable and everything can be toggled on and off, depending on what you want! As for the latter, _Additional PocoHud trackers,_ I mainly use it for the 3.5s countdown before Sixth sense triggers, but it will also show you trackers for all kinds of things (any skill which has a duration or cooldown). Much like the previous one, everything can be toggled on and off! Very nice HUD so if you like it, I definitely recommend it!! Note that the 2nd one isn't necessary if you don't need the extras that I described, but it's very nice to have as well.