If you ever do a Medic challenge run, I think it would be neat if you tried to lead 3 less experienced players through the career while playing as support whenever possible (always bringing medbag or FAK, running a perk deck that can heal your team like Leech, etc). This would obviously involve major changes to the standard rules of the run, including at least one of the lifelines, but I think it’d be fun to see a full-team take on this format. Love your vids, can’t wait to see what the future holds for you!
@@AlexDoubleAU While that would be a good lifeline if Kknowley wasn’t allowed any kills, that’s not quite what I was imagining. After all, a lot of support skills and perk decks are still built around getting kills. Maybe there could be a rule where he can’t participate in objectives that aren’t “go here” or “kill this person.” (So things like property damage in Mallcrasher or killing snipers on Panic Room are fair game, but placing drills and picking locks are off limits.) After all, when you’re playing as medic you don’t really go for the objective, you help other people make the push. If this rule is added, the new lifeline could allow for Kknowley to directly participate in doing the objective. This could be used to let him help his teammates move bags on Golden Grin or to aid in searching shelves of evidence in Hoxton Breakout. What do you think?
After a bit of thinking I've come up with my own take on a Medic ruleset: -Two players must work together to complete Payday 2's "Career Mode", with one being the Medic and the other being the Patient. -As with other challenge runs, no Crew AI are allowed unless a lifeline is used or the heist is stealth-only. -The medic is allowed to revive the patient, but the patient is not allowed to revive the medic - if the medic goes down, they have to fend for themselves. -If either player goes down and is unable to get back up before going into custody, the heist is to be considered failed and must be restarted immediately. Good medics don't die and neither do their teammates. -The Medic is only allowed to deal lethal damage to enemies by using melee weapons (that are appropriately themed), poisonous weapons (whether or not the poison ammo for grenade launchers counts is your decision to make, not mine), or crossbow-type weapons (included thanks to one of the replies pointing out that the Crusader's Crossbow is the only ranged weapon in Medic's TF2 arsenal with a direct counterpart in Payday). They are also allowed to use the OVE9000 Saw on objectives and (if desired) people, under the technicality that it is a saw which can, in fact, "saw through your bones". -The Patient is allowed to deal lethal damage to enemies with any weapons and/or alternate ammo types that are not explosives, incendiaries, or poisons - I've already opened the door for one player to flagrantly violate the Geneva Conventions, we don't need the other one going all in as well. -The Medic must have at least one healing deployable equipped, and cannot wear any armor heavier than the Heavy Ballistic Vest. They can also only take a perk deck if it has elements of team support (such as Leech's effect of healing your teammates when you take damage). -The Patient can use whatever armor/perk deck that they wish, and the only deployable they are not allowed to use is the Doctor Bag because they're (probably) not a doctor. If this sounds a little too easy (especially due to two partially restricted players still being more than one very heavily restricted player) then my personal solution would be to add the extra stipulation that all heists must be played on One Down in addition to the usual difficulty rules (not DSOD, I'm not *that* sadistic). Edit: Lifelines would probably be Drop Difficulty (drop a heist's difficulty level by one), Rule Breaker (allow one of the above rules to be ignored for the duration of the heist), and either Crew Support (call in two Crew AI to assist during one LOUD heist) or Phone a Friend (call in a third human player to assist for one heist, who is allowed to revive both other players and must obey the loadout restrictions of the Patient).
@@cainprescott4937 Not the ruleset I was expecting, but still one that I would be happy with. Arranging for one player to put aside time for a 25-50 hour run would be a lot easier than doing that for three. Personally, I would make an exception in the Medic’s loadout rules to allow for the use of a crossbow, since that is the only weapon the Medic can equip that has a direct equivalent in Payday. (Unless you want to allow access to the OVE9000 Saw as well. More modern doctors would have access to motorized saws, albeit much smaller ones! XD) Is allowing for poison damage a reference to Medic’s “not medicine” line? If so, that is incredibly clever!
Great video as always! I have an idea. What about a scout run? Weapon pool would consist of shotguns, pistols, throwing knives (thanks to the flying guillotine)and a baseball bat. In order to capture the spirit of the character, you must invest heavily into perks which increase your speed and/or dodge chance, and you can only use the two piece suit. Heists must be completed rapidly, much like how the spy run’s heists were all stealth. To complete the look, you could use the Martial law mask and urbanite outfit
I wrote something like this in the Spy video I believe, except i was more lenient and less lenient at the same time. No armor heavier than ballistic vests, just incase he wanted to go for a Ex Pres or Crook build, had to use the Breaker 12G or the double barreled shotgun, and was required to get all perks that boosted speed, plus having the baseball cap cosmetic. But this is better, I'll give you that. From one (not self-proclaimed or even one at all) legend to another, I tip my hat to you.
7:41 - One of the last updates to console payday broke some pathing on Bank Heist. There was close to an 75% chance that a “super guard” (as we dubbed him) would walk out the front entrance, down that far side walk, and return through either rear door; and he had boosted detection that would 60% spot you from across the map as soon as you were in line of sight. They fixed it before abandoning console, but the memory of super guard lives on!
As I may or may not have said elsewhere, I think it'd also be interesting to revisit previous challenge runs and see how their rulesets handle the heists released post-White House - even if only to answer the question of whether or not there's any merit to including them in challenge runs.
@@mystr0696 unfortunate fun fact: if I'm remembering my Payday correctly, it would be impossible to run both the stock shotgun and a rocket launcher simultaneously in one Payday loadout, due to the closest equivalent to TF2's stock shotgun in Payday (the GSPS-12) sharing the secondary slot with both rocket launchers. so that's unfortunate. also, I've realized that having a shotgun AND a rocket launcher, in addition to the other tools commonly used by a Soldier, sounds a bit... easy for a Payday challenge run on paper. This has given me the terrible idea of having Knowley tackle Death Sentence for the ~~first~~ second time in a challenge run.
@Cain Prescott he actually has done a change run on DS. When he was playing with the Jokermon Mod he set the game to DS about a 1/4 of the way through.
As a lifeline, it might be worth including some kind of "Expand arsenal" in runs like this - it would be cool to see you be allowed to break out pump only single shell load only shotguns for one particularily challenging heist
What about a scavenger-themed run? You can only use weapons and armor that the enemies use in the heist, on the difficulty that you are on. You could also extend this to gadgets and throwables, with the cops version of it allowing you to use it; sentries = SWAT Van/Helicopter/Container turret, cops using explosives to blow open walls = tripmines and C4, Medic bags and FAKs = Medics, etc.
You get to use a meta suit dodge shotgun build, but you're put on a time limit for every heist, possibly enforced by a mod. The time limit reaching zero means failure and having to start that mission over. As someone who has as much experience running these heists as he does, Knowley probably wouldn't have much issue determining a challenging but fair limit for each one.
I know you try to keep the runs mod-light, but seeing you take shockproof just so you don't kill tasers has made me think about a mod I use sometimes for my dumb gimmick builds that allows you to take a "weapon" that is actually just nothing at all. It's just called "No Weapon" on the mod workshop.
I think these challenge runs could be a little more interesting with some additional "requirements" you have to complete during it. Stuff that would be relevant to the run, like, for example in this case, not being allowed to extinguish the fire outside the safe room in day 2 of hotline (most people don't do this anyway, but you get the idea). Also, since the general format to these is the first few heists being difficult due to not having a proper build, but gradually becoming trivial due to unlocking everything you need (despite a few standouts like biker heist), some requirements/restrictions you have to apply to your build at different points in the run could make it more interesting.
Honestly the Immolations should have been replaced with “Friends Made” as both a reference to how Pyro is unaware of the chaos he causes and how with Pyrovision active Dominations are replace by friends made… Also for Medic if it’s possible find a mod that allows you to insta revive 7 times but when the 7 times are up your instantly put into custody(as medic has 7 additional souls in his body… he did have 9 but one was use to be brought back to life and another was used for the most Tf2 levels of Violent “Bluff but in reality was a thing he was capable of doing” threat ever… what was the threat? Well read the comics cause it’s so insane you thing I am the one whoes bluffing
The flamethrower is one of my favorite secondaries in payday 2, the fact that it guarantees light swat/shields die in one afterburn or two for heavies and stuns them is just so nice. DB grimms also are now a nice sidegrade too after the nerf since they have +4 meters of range over the flamethrower and reload much, much faster. Also crits with either of them are even more absurd than normal because you can one puff heavy swat if one tick crits and 2 puff medics, tasers, and cloakers as long as one of the 4 damage ticks is a crit and considering you can have a base 30% crit from one skill it happens quite often.
If I could make a recommendation for a new lifeline, I think "phone a friend" would be very interesting. You get to call in one human team mate to help you through a single heist. They have to adhere to all the same rules you do, they can't use equipment, and while you can rez them, they can't rez you.
I just realized how stupid that car park escape was. Like you left the Transport job on a boat, how tf did that correspond to ending up in a parking garage under assault?
Can you beat Payday 2 as batman the rules are melee only and no murder unless necessary and you must go stealth for every mission that allows it team ai is allowed for stealth missions Edit: any melee fist weapon, team ai on loud are allowed and i do realize that these rules are similar to other videos but i haven't watch them in a while
I'd love to see you do a Payday: The Heist challenge of some kind (like, "Can you beat Payday: The Heist with only the BS-9?" for example), that game deserves a lot more love
Here’s an idea for if you do another TF2 themed challenge, if you use a life line to use a crew you can theme their weapons and mask like other mercs, can’t spell team fortress without team.
I'm just suprised you didn't *burn out* on payday. Great job for you! However, it does feel like it's going to be one of last challenges before payday 3.
That sure does look like fun. I respect that he didn't lean on the DB Grimm crutch. I would never be able to do a run like this myself, but it's fun watching Knowley do them.
My personal problem is I want to see yelwonk survive, but I also want to see him *barely* survive. Not in the feign death or messiah type barely survive, but the “I have used up all my lifelines, it is do or die.”
a few ideas for the other mercs: Engineer: Sentry gun, shotguns, and pistols only, Monkey Wrench for melee. Not super sure what perk deck would be used. Medic: Poison damage only. Assuming there's a mod for it, Crew AI can be downed, and you cannot leave the heist if one of the AI is downed or in custody. Soldier: shotguns, rocket launchers, and a shovel melee. Again, not sure what perk deck would be used. Sniper: Pretty self explanatory, though you can also use the bows and submachine guns. If you want more pain, headshots only. (possible lifeline: disables the headshot requirement for a single heist.) Scout: pistols and double-barrel shotguns, baseball bat melee, obvious dodge build. pretty barebones all things considered. Heavy: tank build with minigun and shotgun. Fists for melee. Must wear the heaviest ballistic armor you have at the time. (Combined Tactical Vest until you can get the Iron Man perk, ICTV from then on.) Bonus points if you keep the armor equipped even during stealth-only missions.
Man these random crits seem to have raised odds. Love these videos and always excited to see it appear in my notifications. Keep up the great work and can't wait for the next one!
Engineer is probably gonna be really fun when you get to him at some point. I am also placing a bet of 50 non-existent dollars that one of the side quests will be getting the Wrench from the Shacklethorne Auction mission.
You should do heavy Guns: any mini gun with any upgrade after all heavy has more then one and he's not shy when it comes to upgrades (iron curtain) Shotguns a big man can easily handle them. Boxing gloves, fist, spike knuckles, the wolverine claws as there the closest to the warriors Spirit. Throwing axe do to his time under a Guage. And or simple grandes. Perks: amplíe, armor, and you can't use stoic as heavy does not like to drink do to him having gas. And you must always have ironman also can't kill civilians
Fun fact pyro is actually a business genius he canonically ran a Fortune 500 company during the time after the firing of the team, it's heavily implied that he made his flamethrower himself and that he is the second smartest Merc next to engineer be actually get to see what he sees when fire is not involved during the comic that actually shows him running a company he sees things in somewhat abstract grey shapes you can recognize faces but they're basically stick figures to him without fire
Would love to see a Heavy challenge run. - Weapons are miniguns and shotguns. - Melee weapons are fists, brass knuckles, and Talons. - Medbag or Fak as Sandvich. - ICTV armor with Muscle perk deck. For this challenge, I would change the rules to let you grind before the run to unlock the minigun.
My idea for a Sniper challenge was bolt action rifles with default scope only, and you must ADS for every kill. A submachinegun can be taken for a single heist as a unique lifeline.
Best ideas I can come up for other tf2 merc runs. Scout: -Shotgun primary and pistol secondary only -Bat/cleaver melee (counting the flying guillotine) -Dodge build required Heavy: -Minigun (maybe lmg) primary and shotgun secondary only -Fist-based melee weapons. -Muscle perk deck (or whatever super health boosting perks) Engineer: -Same weapons as scout. -Wrench or other utility melee only (jacket’s hammer, nailgun, etc.) -Sentry gun deployables required for every heist. Sniper: -Sniper/Bow primary and smg secondary only. -Machete-like melees only. -Dodge build required (since light class). -Gas grenade as throwable (replacement for jarate).
Hey Kknowley, there is a mod that allows you to have multiple save files so you don’t have to reset every time you do a challenge run. The mod is called save file manager.
You should do a challenge run using what you think is the worst perk deck in the game without any restrictions on weapons, throwables, etc. As an experiment to see just how important a good perk deck can be when it matters most.
I think a Judge with DB would have totally counted as a flare gun lol. Great as always dude, got me back into playing again and been trying out a ton of new builds!
I like to think since Pyro sees his axe as a lolipop, the throwing axes are like little pieces of candy or something. Idunno, like a candy cane, fucken' bars of chocolate, something like that.
one thing i thought of is beating payday 2 as a cloaker. You can only use the MP5 and valkyria so long as they are modified to resemble said guns on the regular and russian cloakers. As well as the classic baton or empty palm kata. in addition you can use the ECMs since that resembles the cloakers weird radio jamming noise and the smoke bombs. Also any mission where you need to sneak up and kill a specific target (like hector and mendoza) must be done in stealth.
12:32 "moving 5 bags through the multi-story is a bit of a nightmare" during my adventures in older payday 2 versions i have had to move 3-7-11-12 bags through it countless times while playing rats
god these videos are the most interesting. i think she should do a technological war challenge (like he only get kills with things like sentrys or explosives. imagine no guns except with tech)
You can make a flare gun like by taking one of the primary Granate launchers that look like the China puff, shortening it for less detection then painting them red and give it Fire ammo. It would be closer to the original.
I'd really like to see a heavy challenge run next, a minigun and shotgun combo while being only able to use 3 perk dekcs(leech anarchistICTV and armorer) seems like a very fun and intresting video and of course we cant forget the fists
I think allowing shotguns would make it a bit too easy, so after getting access to the vulcan he should probably not be allowed to use shottys anymore (think of it as equipping the sandvich)
@@AlexDoubleAU well i didn't say primary shotguns, only shotguns in the secondary slots, and to top it all off no special shotgun rounds other than flechette and buckshot rounds
@@brozy6941 no I got that, but he could rely on his shotty and basically have a normal build Limiting him to the minigun would put him at risk of having to rely on melee (AKA an actual challenge)
@@AlexDoubleAU i guess you're right but there could be a rule where he cant use it as much or something like that, theres no real secondary that you can use in this challenge
i legitimately made and used a DSOD flamethrower/melee build a few months back with sociopath, it worked quite well with only a bit of jank, incredibly fun, 10/10 would recommend
Kills with explosive damage from Incendiary grenade launchers wouldn’t be out of character for pyro, as the detonator is part of pyro’s arsenal and is functionally a grenade launcher
I have a dumb challenge idea: Parabellum Only, can use push daggers and throwables until parabellum is unlocked, then only Parabellum and Push Daggers Would really suck to do tho, might not be the best idea for someone’s sanity Edit: Or maybe just the WWII weapons+Push Daggers
1:50 you can say there multiple versions of the scorch shot which is a flare gun that does less damage on hit but explodes on impact and most damage is afterburn
Burn baby burn! This is a good evolved concept on the melee challenge, and i do prefer the lack of shotguns, as everyone already knows you can beat the entire game with those quite easily. Another idea: Complete Payday 2 as an achievement hunter. One achievement must be completed in every heist. No standard "beat x heist on x difficulty" count. All achievements that more than 10% of the community have cleared do not count. All achievements already earned do not count, this includes in progress of the challenge, so if an achievement is gotten, but the heist is failed, that no longer counts and another must be done. All other setting on difficulty and AI remain. New lifeline is Unlock Achievement, where a previously unlocked achievement may be completed again and count for a single heist.
Playing as the engineer should be an easy one. The sentry guns do a lot of work even on DW which is quite surprising. Heavy is also going to be fun since its a minigun. And the minigun is surprisingly very ammo efficient if you make a dedicated build for it. Finally a fun thematic lifeline for TF2 would be to be able to bring in the AI, but they are set up with the loadout of the other mercs.
One thing I wish they would add is the fire rocket launcher from TFC. (To TF2.) It was a pyro only weapon, but I’m kinda curious on how it would work as a multi class weapon between Soldier and Pyro.
Rocket launcher that works like the detonator, gives pyro rocket jumping capabilities, if not detonated manually it deals explosive damage, if detonated it deals fire damage (afterburn on both) this gives soldier new jump tech, but also makes it not necessarily work perfectly for him due to how his other gear is desighned around explosive jumps, and with pyro if you combined it with the thermal thrusters you could have a ludicrously mobile pyro
Payday 2 challenge idea: A to Z challenge, beat every payday heist in alphabetic order, starting with aftershock and ending with white Christmas (varients like cook off, a number of the transport heists etc are not included). An additional rule for this is to restrict the loadout to weapons and equipment with the same starting letter as the heist such as completing firestarter with a falcon, frenchman model 87, fire axe and no equipment/throwable if not available.
As a future reference, I would allow *only* the GSPS and the Reinfeld 88, as those can represent the stock shotgun and the Panic Attack, respectively. If you do an Engineer challenge I’d expand the selection, but for Heavy and Soldier, I think those two would be a good compromise on the shotguns rule.
Engineer would definitely be possible to re-create in Payday 2. Secondary: Gruber Kurz (should be even available at level 0) Primary: Reinfeld 880, Reinfeld 88 or Mosconi 12G Tactical For the equipment, Sentry. Though with Sentry tree giving the option to carry a secondary deployable, that one is open to whatever. For throwables, if you really want to dig deep and hard, the original Team Fortress running off of Quake, every class had a special grenade they had access to, the Engineer had EMP grenades, the X1-ZAPper is thematically close.
How about a Doom Slayer challenge? Double barrel shotgun is a must, second weapon needs to be something similar to the Slayer's arsenal. But the real kicker of this run, glory kills. Special enemies should be finished off with melee whenever possible. Bonus points if the build is optimized toward sustaining yourself on the blood of your enemies.
What about a Heavy themed challenge run, the rules would be that you cannot use any secondary other than a shotgun, and you cannot use a primary that isn't automatic (I think being minigun or microgun only may be too much). You also need to be at the highest possible detection rate possible (75 for most of the run, but you can't start out that high), and you must use the heaviest armor available. Silencers are not allowed and how about not being able to get any skill in the ghost section. These rules would probably be amended but I think it'd be interesting to watch.
This run made me realize something: Pyro's Gas Passer should let you ignite the gas cloud for a few brief moments of area denial. Enemies initially dosed by it should still get lit on fire from other damage sources though. However, do feel like it having an increased recharge rate from dealing fire damage might make this thing too spamable in normal matches. That stat likely would need to be tweaked or removed. As for why this came to mind? It was the fact that Payday 2's molotovs leave a lingering area of damage where they land.
No, it still wouldn't be good, the fire damage itself would have to be pretty high, and even then a pyro throwing a gas passer is the easiest to kill thing in the game, unless it guarantees the enemy dies it still wouldn't be a strong option
@@calebbarnhouse496 If a jar of piss or milk can make a player on the enemy team retreat or second guess advancing then a lingering cloud of lit gasoline can achieve the same result. Players tend to not be keen on catching on fire. Especially because the Pyro has multiple weapons that capitalize on the fire DoT. Not to mention that stepping through the fire will cause damage in addition to the fire DoT. Weapons don't need to do a lot of damage, or even any direct damage, to be effective.
@@Techhunter_Talon afterburn damage is a fucking joke, and sure pyro does have weapon that capitalize on his fire damagez they are all in his secondary slot, the sl ok t with the gas passer, except for one melee, so now your plan is for pyro to wait by a pit of fire with his melee out, and hope he doesn't insta die, just use the goddamn back burner and pray for it's bullshit backarc crits
..you did watch the video right? he came to the conclusion where shotguns were banned, after making such a hard decision. and the fire-axe was legal to begin with, but sociopath doesn't support melee weapons that don't swing fast
You can actually recreate pyros loadout fully in game. The Flamethrower of course, the goat sim shotgun, and last but not least, a fire axe. Just a fun fact
The Pyromaniac's Periscope [21:41] (Inspired by The Basilisk 3V GL Incendiary) [+] Charged headshots deal splash afterburn [+] Deals 6 secs of afterburn on hit (splash afterburn goes on for 3 secs) [+] +50% afterburn damage if targets are affected by the gas passer gas cloud [-] Needs to be scoped in to fire [-] -35% movement speed when scoped in [-] -25% ammo and clip capacity [-] No Random Critical Hits _"For snipers switching over to pyro but still want to put their aimbot to good use"_ Dev Notes: I thought of an incendiary grenade launcher for pyro at first but then realized how broken it would be in both casual and competitive lobbies. Not wanting to make Pyro even more hated than it already is, I opted for a sniper rifle version of the scorch shot. Nerfed it a bit to keep the splash afterburn damage without making it too op. Then again, a skilled marksman could just spam this at a chokepoint. I'm still conflicted whether I should make this a primary and turn the Pyro into an OP sniper subclass or a secondary to nerf it a bit. Balancing weapons is hard, you guys...
Now I'm wondering how possible a run as Heavy would be, having to use the minigun. I don't remember them ever making it feel usable, but maybe I just haven't touched it in a while.
Painday Complications: Beat Career mode with additional restrictions, such as: Raise Difficulty:Raise the Difficulty to Death Sentence for the heist One Down:Play the heist with One Down activated Weapon Jam:Play the heist without shooting Taking Flak:Play the heist with the Flak Jacket equipped. (Loud Only) Well Trained Response:Play the heist with the “Because of Training” modifier set at 2X enemy health Unskilled Soldier:Play the heist with no skills Useless Junk:Play the Heist with the AMCAR and Chimano-88 Talentless Swine:Play the heist with no perk deck equipped. (Stealth only) Alert Response: Complete the heist while only answering up to 2 Pagers (Stealth only) Stay Pro!: Complete the heist without killing civilians (Stealth only) Just the wind:Complete the heist without being detected a guard (Kills and Civilians are OK!) Clean House: Complete the heist with all additional loot (20 Bags on Santa’s Workshop, 4 Bags on Counterfeit) 2 Complications are chosen **Randomly** at the start of a heist. No build restrictions unless enforced by a complication. Start at LV0 Infamy 0 and play on the highest difficulty not including DEATH SENTENCE. Lifelines are: Crew Support Rule Breaker+ (Remove one complication for the heist) Drop Difficulty.
If you ever do a Heavy challenge run you should try to get as much loot as possible because it takes 400,000 dollars to fire Sasha for 12 seconds
Controllable cleaner cost+ cleaner cost for all = can only make use of the money for the last job.
hmm yes a fellow tf2 fan
hmmmmmmm what about only minigun/shotgun
@@DestroyahTheBanned natasha is a minigun
@@Skippy-here natasha is the minigun that has slowing bullets sasha is stock if you didnt know HEAVY NAMED EVERYONE OF HIS MINIGUNS
If you ever do a Medic challenge run, I think it would be neat if you tried to lead 3 less experienced players through the career while playing as support whenever possible (always bringing medbag or FAK, running a perk deck that can heal your team like Leech, etc). This would obviously involve major changes to the standard rules of the run, including at least one of the lifelines, but I think it’d be fun to see a full-team take on this format.
Love your vids, can’t wait to see what the future holds for you!
A "Battle medic" lifeline maybe?
And being forced to only do support otherwise?
Though that would probably be a bit too difficult
@@AlexDoubleAU While that would be a good lifeline if Kknowley wasn’t allowed any kills, that’s not quite what I was imagining. After all, a lot of support skills and perk decks are still built around getting kills.
Maybe there could be a rule where he can’t participate in objectives that aren’t “go here” or “kill this person.” (So things like property damage in Mallcrasher or killing snipers on Panic Room are fair game, but placing drills and picking locks are off limits.) After all, when you’re playing as medic you don’t really go for the objective, you help other people make the push. If this rule is added, the new lifeline could allow for Kknowley to directly participate in doing the objective. This could be used to let him help his teammates move bags on Golden Grin or to aid in searching shelves of evidence in Hoxton Breakout.
What do you think?
@@CalebTibster mah man just proved that 9000IQ exists
I didn't even think of that
After a bit of thinking I've come up with my own take on a Medic ruleset:
-Two players must work together to complete Payday 2's "Career Mode", with one being the Medic and the other being the Patient.
-As with other challenge runs, no Crew AI are allowed unless a lifeline is used or the heist is stealth-only.
-The medic is allowed to revive the patient, but the patient is not allowed to revive the medic - if the medic goes down, they have to fend for themselves.
-If either player goes down and is unable to get back up before going into custody, the heist is to be considered failed and must be restarted immediately. Good medics don't die and neither do their teammates.
-The Medic is only allowed to deal lethal damage to enemies by using melee weapons (that are appropriately themed), poisonous weapons (whether or not the poison ammo for grenade launchers counts is your decision to make, not mine), or crossbow-type weapons (included thanks to one of the replies pointing out that the Crusader's Crossbow is the only ranged weapon in Medic's TF2 arsenal with a direct counterpart in Payday). They are also allowed to use the OVE9000 Saw on objectives and (if desired) people, under the technicality that it is a saw which can, in fact, "saw through your bones".
-The Patient is allowed to deal lethal damage to enemies with any weapons and/or alternate ammo types that are not explosives, incendiaries, or poisons - I've already opened the door for one player to flagrantly violate the Geneva Conventions, we don't need the other one going all in as well.
-The Medic must have at least one healing deployable equipped, and cannot wear any armor heavier than the Heavy Ballistic Vest. They can also only take a perk deck if it has elements of team support (such as Leech's effect of healing your teammates when you take damage).
-The Patient can use whatever armor/perk deck that they wish, and the only deployable they are not allowed to use is the Doctor Bag because they're (probably) not a doctor.
If this sounds a little too easy (especially due to two partially restricted players still being more than one very heavily restricted player) then my personal solution would be to add the extra stipulation that all heists must be played on One Down in addition to the usual difficulty rules (not DSOD, I'm not *that* sadistic).
Edit: Lifelines would probably be Drop Difficulty (drop a heist's difficulty level by one), Rule Breaker (allow one of the above rules to be ignored for the duration of the heist), and either Crew Support (call in two Crew AI to assist during one LOUD heist) or Phone a Friend (call in a third human player to assist for one heist, who is allowed to revive both other players and must obey the loadout restrictions of the Patient).
@@cainprescott4937 Not the ruleset I was expecting, but still one that I would be happy with. Arranging for one player to put aside time for a 25-50 hour run would be a lot easier than doing that for three. Personally, I would make an exception in the Medic’s loadout rules to allow for the use of a crossbow, since that is the only weapon the Medic can equip that has a direct equivalent in Payday. (Unless you want to allow access to the OVE9000 Saw as well. More modern doctors would have access to motorized saws, albeit much smaller ones! XD)
Is allowing for poison damage a reference to Medic’s “not medicine” line? If so, that is incredibly clever!
Great video as always!
I have an idea. What about a scout run?
Weapon pool would consist of shotguns, pistols, throwing knives (thanks to the flying guillotine)and a baseball bat. In order to capture the spirit of the character, you must invest heavily into perks which increase your speed and/or dodge chance, and you can only use the two piece suit. Heists must be completed rapidly, much like how the spy run’s heists were all stealth.
To complete the look, you could use the Martial law mask and urbanite outfit
I wrote something like this in the Spy video I believe, except i was more lenient and less lenient at the same time.
No armor heavier than ballistic vests, just incase he wanted to go for a Ex Pres or Crook build, had to use the Breaker 12G or the double barreled shotgun, and was required to get all perks that boosted speed, plus having the baseball cap cosmetic.
But this is better, I'll give you that. From one (not self-proclaimed or even one at all) legend to another, I tip my hat to you.
@@WizardCraft-ox4peI think you could also add the street sweeper since it has the drum mag and similar design to scout weapons
7:41 - One of the last updates to console payday broke some pathing on Bank Heist. There was close to an 75% chance that a “super guard” (as we dubbed him) would walk out the front entrance, down that far side walk, and return through either rear door; and he had boosted detection that would 60% spot you from across the map as soon as you were in line of sight. They fixed it before abandoning console, but the memory of super guard lives on!
Ah, the wonders of the diesel engine.
@@yapflipthegrunt4687wonders is not word I’d use, man made horrors beyond human comprehension is better
@@ciphergacha9100 Yeah, that sounds more like it.
One shudder what inhuman thoughts lie behind the mask but imagine A pybro with a engineer co op challenge run like this could be interesting as hell
Shutters? Are you a camera? Us humans tend to SHUDDER.
@@blunderingfool i forgot the original word wait let me open up the pyro meat teh team
Now THIS, is a damn good idea.
That sounds like just fun
Would be interested to see other class based challenge runs, especially the Soldier and Medic
Pump shotguns, either rocket launcher, Shovel/Pickaxe melee
As I may or may not have said elsewhere, I think it'd also be interesting to revisit previous challenge runs and see how their rulesets handle the heists released post-White House - even if only to answer the question of whether or not there's any merit to including them in challenge runs.
@@mystr0696 unfortunate fun fact: if I'm remembering my Payday correctly, it would be impossible to run both the stock shotgun and a rocket launcher simultaneously in one Payday loadout, due to the closest equivalent to TF2's stock shotgun in Payday (the GSPS-12) sharing the secondary slot with both rocket launchers.
so that's unfortunate.
also, I've realized that having a shotgun AND a rocket launcher, in addition to the other tools commonly used by a Soldier, sounds a bit... easy for a Payday challenge run on paper.
This has given me the terrible idea of having Knowley tackle Death Sentence for the ~~first~~ second time in a challenge run.
@@cainprescott4937 *cruel laughter
@Cain Prescott he actually has done a change run on DS. When he was playing with the Jokermon Mod he set the game to DS about a 1/4 of the way through.
As a lifeline, it might be worth including some kind of "Expand arsenal" in runs like this - it would be cool to see you be allowed to break out pump only single shell load only shotguns for one particularily challenging heist
What about a scavenger-themed run? You can only use weapons and armor that the enemies use in the heist, on the difficulty that you are on. You could also extend this to gadgets and throwables, with the cops version of it allowing you to use it; sentries = SWAT Van/Helicopter/Container turret, cops using explosives to blow open walls = tripmines and C4, Medic bags and FAKs = Medics, etc.
Would love to see this with the scout of tf2 and with the mod that changes the dodge sound to the scout taunting them for missing
Sicario scout must sound as bad as Jimmy not shutting up mod
You get to use a meta suit dodge shotgun build, but you're put on a time limit for every heist, possibly enforced by a mod. The time limit reaching zero means failure and having to start that mission over. As someone who has as much experience running these heists as he does, Knowley probably wouldn't have much issue determining a challenging but fair limit for each one.
MISSED ME
With hacker you can basically use the bonk atomic punch
Can't hit what ain't there
I know you try to keep the runs mod-light, but seeing you take shockproof just so you don't kill tasers has made me think about a mod I use sometimes for my dumb gimmick builds that allows you to take a "weapon" that is actually just nothing at all.
It's just called "No Weapon" on the mod workshop.
Excellent idea!
Its secretly finger guns
I think these challenge runs could be a little more interesting with some additional "requirements" you have to complete during it. Stuff that would be relevant to the run, like, for example in this case, not being allowed to extinguish the fire outside the safe room in day 2 of hotline (most people don't do this anyway, but you get the idea). Also, since the general format to these is the first few heists being difficult due to not having a proper build, but gradually becoming trivial due to unlocking everything you need (despite a few standouts like biker heist), some requirements/restrictions you have to apply to your build at different points in the run could make it more interesting.
Honestly the Immolations should have been replaced with “Friends Made” as both a reference to how Pyro is unaware of the chaos he causes and how with Pyrovision active Dominations are replace by friends made…
Also for Medic if it’s possible find a mod that allows you to insta revive 7 times but when the 7 times are up your instantly put into custody(as medic has 7 additional souls in his body… he did have 9 but one was use to be brought back to life and another was used for the most Tf2 levels of Violent “Bluff but in reality was a thing he was capable of doing” threat ever… what was the threat? Well read the comics cause it’s so insane you thing I am the one whoes bluffing
The GL40 with the short barrel, removed stock and red paint looks kinda like the flare gun. That could've been cool.
The flamethrower is one of my favorite secondaries in payday 2, the fact that it guarantees light swat/shields die in one afterburn or two for heavies and stuns them is just so nice. DB grimms also are now a nice sidegrade too after the nerf since they have +4 meters of range over the flamethrower and reload much, much faster. Also crits with either of them are even more absurd than normal because you can one puff heavy swat if one tick crits and 2 puff medics, tasers, and cloakers as long as one of the 4 damage ticks is a crit and considering you can have a base 30% crit from one skill it happens quite often.
If I could make a recommendation for a new lifeline, I think "phone a friend" would be very interesting. You get to call in one human team mate to help you through a single heist. They have to adhere to all the same rules you do, they can't use equipment, and while you can rez them, they can't rez you.
I just realized how stupid that car park escape was. Like you left the Transport job on a boat, how tf did that correspond to ending up in a parking garage under assault?
As a pyro main and seeing the spy and demoman challenge before this is a blessing
Can you beat Payday 2 as batman the rules are melee only and no murder unless necessary and you must go stealth for every mission that allows it team ai is allowed for stealth missions
Edit: any melee fist weapon, team ai on loud are allowed and i do realize that these rules are similar to other videos but i haven't watch them in a while
Ai would also be allowed since some of the loud heists would be impossible
Honestly this feels like the no shooting video, or the pokemon trainer video, but with extra steps.
@@Skull_Corn think of it as a really cool cross over
Feels like his spy video but slightly harder, I doubt he'd do that one again
I'd love to see you do a Payday: The Heist challenge of some kind (like, "Can you beat Payday: The Heist with only the BS-9?" for example), that game deserves a lot more love
0:00 or did my loved one walk in the room? Just a little whiff of her parfume makes my heart go boom.
Here’s an idea for if you do another TF2 themed challenge, if you use a life line to use a crew you can theme their weapons and mask like other mercs, can’t spell team fortress without team.
As a pyro/demo main, i was so exited for that
I'm just suprised you didn't *burn out* on payday. Great job for you! However, it does feel like it's going to be one of last challenges before payday 3.
this comment made me have to put my phone down and sigh out loud. You get a like, if begrudgingly. (nice pun though)
That sure does look like fun. I respect that he didn't lean on the DB Grimm crutch. I would never be able to do a run like this myself, but it's fun watching Knowley do them.
My personal problem is I want to see yelwonk survive, but I also want to see him *barely* survive. Not in the feign death or messiah type barely survive, but the “I have used up all my lifelines, it is do or die.”
I like your challange runs. Always a good thing to watch while having some spare time. I would love to see something like these but with custom maps.
a few ideas for the other mercs:
Engineer: Sentry gun, shotguns, and pistols only, Monkey Wrench for melee. Not super sure what perk deck would be used.
Medic: Poison damage only. Assuming there's a mod for it, Crew AI can be downed, and you cannot leave the heist if one of the AI is downed or in custody.
Soldier: shotguns, rocket launchers, and a shovel melee. Again, not sure what perk deck would be used.
Sniper: Pretty self explanatory, though you can also use the bows and submachine guns. If you want more pain, headshots only. (possible lifeline: disables the headshot requirement for a single heist.)
Scout: pistols and double-barrel shotguns, baseball bat melee, obvious dodge build. pretty barebones all things considered.
Heavy: tank build with minigun and shotgun. Fists for melee. Must wear the heaviest ballistic armor you have at the time. (Combined Tactical Vest until you can get the Iron Man perk, ICTV from then on.) Bonus points if you keep the armor equipped even during stealth-only missions.
The Pyromaniac now getting some spotlight in Payday 2
I said this on another video, but playing Payday 2 like Payday The Heist sounds like a tough but unique challenge in my mind
Man these random crits seem to have raised odds. Love these videos and always excited to see it appear in my notifications. Keep up the great work and can't wait for the next one!
Engineer is probably gonna be really fun when you get to him at some point.
I am also placing a bet of 50 non-existent dollars that one of the side quests will be getting the Wrench from the Shacklethorne Auction mission.
You should do heavy
Guns: any mini gun with any upgrade after all heavy has more then one and he's not shy when it comes to upgrades (iron curtain)
Shotguns a big man can easily handle them.
Boxing gloves, fist, spike knuckles, the wolverine claws as there the closest to the warriors Spirit.
Throwing axe do to his time under a Guage. And or simple grandes.
Perks: amplíe, armor, and you can't use stoic as heavy does not like to drink do to him having gas.
And you must always have ironman also can't kill civilians
Well if there’s a comically large Tommy gun mod he can use that due to Svetlana(or to any one not to invested in TF2 lore The Tommislav)
Fun fact pyro is actually a business genius he canonically ran a Fortune 500 company during the time after the firing of the team, it's heavily implied that he made his flamethrower himself and that he is the second smartest Merc next to engineer be actually get to see what he sees when fire is not involved during the comic that actually shows him running a company he sees things in somewhat abstract grey shapes you can recognize faces but they're basically stick figures to him without fire
Would love to see a Heavy challenge run.
- Weapons are miniguns and shotguns.
- Melee weapons are fists, brass knuckles, and Talons.
- Medbag or Fak as Sandvich.
- ICTV armor with Muscle perk deck.
For this challenge, I would change the rules to let you grind before the run to unlock the minigun.
Pair the flame thrower with a gas basilisk and you can cause serious frame issues on no mercy for most computers.
Are you having problems with snipers?
BEHOLD the sniper only challenge to take revenge on stupid based snipers
My idea for a Sniper challenge was bolt action rifles with default scope only, and you must ADS for every kill. A submachinegun can be taken for a single heist as a unique lifeline.
Best ideas I can come up for other tf2 merc runs.
Scout:
-Shotgun primary and pistol secondary only
-Bat/cleaver melee (counting the flying guillotine)
-Dodge build required
Heavy:
-Minigun (maybe lmg) primary and shotgun secondary only
-Fist-based melee weapons.
-Muscle perk deck (or whatever super health boosting perks)
Engineer:
-Same weapons as scout.
-Wrench or other utility melee only (jacket’s hammer, nailgun, etc.)
-Sentry gun deployables required for every heist.
Sniper:
-Sniper/Bow primary and smg secondary only.
-Machete-like melees only.
-Dodge build required (since light class).
-Gas grenade as throwable (replacement for jarate).
Hey Kknowley, there is a mod that allows you to have multiple save files so you don’t have to reset every time you do a challenge run. The mod is called save file manager.
You should do a challenge run using what you think is the worst perk deck in the game without any restrictions on weapons, throwables, etc. As an experiment to see just how important a good perk deck can be when it matters most.
I think a Judge with DB would have totally counted as a flare gun lol. Great as always dude, got me back into playing again and been trying out a ton of new builds!
Ah yes more SBT (Sniper Based Torture) on Kknowley.
I like to think since Pyro sees his axe as a lolipop, the throwing axes are like little pieces of candy or something. Idunno, like a candy cane, fucken' bars of chocolate, something like that.
one thing i thought of is beating payday 2 as a cloaker. You can only use the MP5 and valkyria so long as they are modified to resemble said guns on the regular and russian cloakers. As well as the classic baton or empty palm kata. in addition you can use the ECMs since that resembles the cloakers weird radio jamming noise and the smoke bombs. Also any mission where you need to sneak up and kill a specific target (like hector and mendoza) must be done in stealth.
Ah, yes, rats day 3 stealth
12:32 "moving 5 bags through the multi-story is a bit of a nightmare" during my adventures in older payday 2 versions i have had to move 3-7-11-12 bags through it countless times while playing rats
I know it goes against the theme, but infiltrator can use the 10x boost on the fire axe and charged attacks, but has a lot less survibility
god these videos are the most interesting. i think she should do a technological war challenge (like he only get kills with things like sentrys or explosives. imagine no guns except with tech)
I’m sad you didn’t use Shotguns, I would’ve loved the chaos you could cause with OVERKILL aced
You can make a flare gun like by taking one of the primary Granate launchers that look like the China puff, shortening it for less detection then painting them red and give it Fire ammo. It would be closer to the original.
I'd really like to see a heavy challenge run next, a minigun and shotgun combo while being only able to use 3 perk dekcs(leech anarchistICTV and armorer) seems like a very fun and intresting video and of course we cant forget the fists
I think allowing shotguns would make it a bit too easy, so after getting access to the vulcan he should probably not be allowed to use shottys anymore (think of it as equipping the sandvich)
@@AlexDoubleAU well i didn't say primary shotguns, only shotguns in the secondary slots, and to top it all off no special shotgun rounds other than flechette and buckshot rounds
@@brozy6941 no I got that, but he could rely on his shotty and basically have a normal build
Limiting him to the minigun would put him at risk of having to rely on melee (AKA an actual challenge)
@@AlexDoubleAU i guess you're right but there could be a rule where he cant use it as much or something like that, theres no real secondary that you can use in this challenge
i legitimately made and used a DSOD flamethrower/melee build a few months back with sociopath, it worked quite well with only a bit of jank, incredibly fun, 10/10 would recommend
Thank you for this series. Also... Kurgans gas mask might've been a good choice for, gas mask and HAT.
The infiltrator perk deck is better suited for this challenge beacause with it you can actualy use the fire axe
I’ve been waiting for this one and I hope you keep this TF2 series going!
Funny that the Train Heist gave you difficulty, since Pyros struggle to beat Engineers.
Kills with explosive damage from Incendiary grenade launchers wouldn’t be out of character for pyro, as the detonator is part of pyro’s arsenal and is functionally a grenade launcher
The scorch ASS (sorry I just can't bring myself to respect that crutch) is also basically a grenade launcher forged in the darkest pits of hell
True! I was just fascinated to see the Basilisk do such little impact damage that I really wanted to try it exclusively.
I have a dumb challenge idea: Parabellum Only, can use push daggers and throwables until parabellum is unlocked, then only Parabellum and Push Daggers
Would really suck to do tho, might not be the best idea for someone’s sanity
Edit: Or maybe just the WWII weapons+Push Daggers
Bro's using the noob trap loadout. Phlog and scorch shot
31:30
Gloriously arcing is right, that was amazing
1:50 you can say there multiple versions of the scorch shot which is a flare gun that does less damage on hit but explodes on impact and most damage is afterburn
You should have allowed the barbecue flipper due to the achievements BarbeQQ. (Dominate an enemy as pyro and get them to leave the game)
Frfr
Payday 2: Flames of the Kaiser (the cops you're killing are actually the french)
Burn baby burn! This is a good evolved concept on the melee challenge, and i do prefer the lack of shotguns, as everyone already knows you can beat the entire game with those quite easily.
Another idea: Complete Payday 2 as an achievement hunter. One achievement must be completed in every heist. No standard "beat x heist on x difficulty" count. All achievements that more than 10% of the community have cleared do not count. All achievements already earned do not count, this includes in progress of the challenge, so if an achievement is gotten, but the heist is failed, that no longer counts and another must be done. All other setting on difficulty and AI remain. New lifeline is Unlock Achievement, where a previously unlocked achievement may be completed again and count for a single heist.
Playing as the engineer should be an easy one. The sentry guns do a lot of work even on DW which is quite surprising.
Heavy is also going to be fun since its a minigun. And the minigun is surprisingly very ammo efficient if you make a dedicated build for it.
Finally a fun thematic lifeline for TF2 would be to be able to bring in the AI, but they are set up with the loadout of the other mercs.
One thing I wish they would add is the fire rocket launcher from TFC. (To TF2.) It was a pyro only weapon, but I’m kinda curious on how it would work as a multi class weapon between Soldier and Pyro.
Rocket launcher that works like the detonator, gives pyro rocket jumping capabilities, if not detonated manually it deals explosive damage, if detonated it deals fire damage (afterburn on both) this gives soldier new jump tech, but also makes it not necessarily work perfectly for him due to how his other gear is desighned around explosive jumps, and with pyro if you combined it with the thermal thrusters you could have a ludicrously mobile pyro
Payday 2 challenge idea: A to Z challenge, beat every payday heist in alphabetic order, starting with aftershock and ending with white Christmas (varients like cook off, a number of the transport heists etc are not included). An additional rule for this is to restrict the loadout to weapons and equipment with the same starting letter as the heist such as completing firestarter with a falcon, frenchman model 87, fire axe and no equipment/throwable if not available.
You should’ve probably allowed a sawed off GSPS as a secondary, as it would let that true flamethrower, shotgun, and axe setup.
As a future reference, I would allow *only* the GSPS and the Reinfeld 88, as those can represent the stock shotgun and the Panic Attack, respectively. If you do an Engineer challenge I’d expand the selection, but for Heavy and Soldier, I think those two would be a good compromise on the shotguns rule.
You using the fire axe in Murky made my mind immediately go "Hey Paul!"
yes.
“Mmh mmmm mm mmh hm!” -Pyro tf2
It was a randomizer run where you got scout with a flamethrower, that’s just how it be
Engineer would definitely be possible to re-create in Payday 2.
Secondary: Gruber Kurz (should be even available at level 0)
Primary: Reinfeld 880, Reinfeld 88 or Mosconi 12G Tactical
For the equipment, Sentry. Though with Sentry tree giving the option to carry a secondary deployable, that one is open to whatever.
For throwables, if you really want to dig deep and hard, the original Team Fortress running off of Quake, every class had a special grenade they had access to, the Engineer had EMP grenades, the X1-ZAPper is thematically close.
I think that medic or ammo bags would be good for the second deployable, given the dispenser exists.
How about a Doom Slayer challenge? Double barrel shotgun is a must, second weapon needs to be something similar to the Slayer's arsenal.
But the real kicker of this run, glory kills. Special enemies should be finished off with melee whenever possible. Bonus points if the build is optimized toward sustaining yourself on the blood of your enemies.
What about a Heavy themed challenge run, the rules would be that you cannot use any secondary other than a shotgun, and you cannot use a primary that isn't automatic (I think being minigun or microgun only may be too much). You also need to be at the highest possible detection rate possible (75 for most of the run, but you can't start out that high), and you must use the heaviest armor available. Silencers are not allowed and how about not being able to get any skill in the ghost section.
These rules would probably be amended but I think it'd be interesting to watch.
You have some incredible trigger discipline in the early stages to not shoot a single bullet before unlocking the flamethrower 😅
yay a new video i should try this i always play as pyro in tf2 and i love using the flamethrower in payday
Bain: "wake the fuck up team we got a bank to burn"
Fire damage weapon users are BASED.
The double flamethrower leech build is surprisingly good
@@AlexDoubleAU And what skills and perks does that entail? Also, how would one reload those?
@@ericneuens "oh no! My flamethrower is empty. Guess I gotta PULL OUT ANOTHER FLANETHROWER"
@@AlexDoubleAU I guess that's fair but you'll have to reload eventually.
@@ericneuens just use the copycat leach deck to truly never reload
How about a :”Can you beat payday 2 in vr” challenge? that would be fun
You need to use the 'nade launcher in a FULL VR RUN! Same with bows, they have manual pullback!
This run made me realize something: Pyro's Gas Passer should let you ignite the gas cloud for a few brief moments of area denial. Enemies initially dosed by it should still get lit on fire from other damage sources though. However, do feel like it having an increased recharge rate from dealing fire damage might make this thing too spamable in normal matches. That stat likely would need to be tweaked or removed.
As for why this came to mind? It was the fact that Payday 2's molotovs leave a lingering area of damage where they land.
Happy MvM Gas Passer noises
No, it still wouldn't be good, the fire damage itself would have to be pretty high, and even then a pyro throwing a gas passer is the easiest to kill thing in the game, unless it guarantees the enemy dies it still wouldn't be a strong option
@@calebbarnhouse496 If a jar of piss or milk can make a player on the enemy team retreat or second guess advancing then a lingering cloud of lit gasoline can achieve the same result. Players tend to not be keen on catching on fire. Especially because the Pyro has multiple weapons that capitalize on the fire DoT. Not to mention that stepping through the fire will cause damage in addition to the fire DoT.
Weapons don't need to do a lot of damage, or even any direct damage, to be effective.
@@Techhunter_Talon afterburn damage is a fucking joke, and sure pyro does have weapon that capitalize on his fire damagez they are all in his secondary slot, the sl ok t with the gas passer, except for one melee, so now your plan is for pyro to wait by a pit of fire with his melee out, and hope he doesn't insta die, just use the goddamn back burner and pray for it's bullshit backarc crits
but pyro does also have a shotgun as a secondary and a fire axe as melee so maybe if you do this challange again (probally not tho) you could use them
..you did watch the video right? he came to the conclusion where shotguns were banned, after making such a hard decision. and the fire-axe was legal to begin with, but sociopath doesn't support melee weapons that don't swing fast
@@WizardCraft-ox4pe oh no i did not i just tought i should point it out when he said he will only use fire weapons
The piece of le resistance is Flames of love playing in the background
Was thinking yesterday "hmm, I wonder when Kknowley will upload his next challenge run video", and lo and behold, here it is xD
Oh shit this is new. I just discovered your channel with the spy one and didn't realize this just came out when it showed up on my home page.
Welcome to the crew pal
48:53 I think that was a Wrangler using Engie with a lvl3 sentry up there
Challenge run: It's only on Overkill, but it's Iron Man, aka fail means restart from the beginning.
(random aside: it would've been fun to also allow the cards as a throwable too as a sort of "pyroland" version of the axes)
You can actually recreate pyros loadout fully in game. The Flamethrower of course, the goat sim shotgun, and last but not least, a fire axe. Just a fun fact
The Pyromaniac's Periscope [21:41]
(Inspired by The Basilisk 3V GL Incendiary)
[+] Charged headshots deal splash afterburn
[+] Deals 6 secs of afterburn on hit (splash afterburn goes on for 3 secs)
[+] +50% afterburn damage if targets are affected by the gas passer gas cloud
[-] Needs to be scoped in to fire
[-] -35% movement speed when scoped in
[-] -25% ammo and clip capacity
[-] No Random Critical Hits
_"For snipers switching over to pyro but still want to put their aimbot to good use"_
Dev Notes: I thought of an incendiary grenade launcher for pyro at first but then realized how broken it would be in both casual and competitive lobbies. Not wanting to make Pyro even more hated than it already is, I opted for a sniper rifle version of the scorch shot. Nerfed it a bit to keep the splash afterburn damage without making it too op. Then again, a skilled marksman could just spam this at a chokepoint. I'm still conflicted whether I should make this a primary and turn the Pyro into an OP sniper subclass or a secondary to nerf it a bit. Balancing weapons is hard, you guys...
Primary so it can compo with the gas passer
Yelwonkk in that raincoat and goggles looks more like bumblebee than Pyro 🤣🤣
I can't wait until the inevitable Heavy challenge run comes out... I'd love to see Knowley run around with a minigun the entire time
bot!!!
I waited for more payday 2 tf2 class videos
Edit: can you do the next one with heavy (minigun and secondary shotgun only)
I can't wait to see all those First Aids being replaced with sandwiches
Or a Tommy Gun due to Stevlana (or the Tommislav cause yes all of Heavy’s Miniguns have names besides Natasha and Stock)
12:05 *Snoipin's a good job mate!*
The amount of puns in these videos always gets me.
Now tell me, do you believe in magic?
Goat Simulator not being mandatory is a godsend, I'm convinced none of these would be possible if it was forced
You should do beat payday as a memer only meme weapons like the spoon and mini gun spraying
So basically play as RussianBadger?
36:21 Pyro can extinguish teammates and even gets benefits for doing so, like +20 HP. So it's not blasphemous at all.
Now I'm wondering how possible a run as Heavy would be, having to use the minigun.
I don't remember them ever making it feel usable, but maybe I just haven't touched it in a while.
Painday Complications:
Beat Career mode with additional restrictions, such as:
Raise Difficulty:Raise the Difficulty to Death Sentence for the heist
One Down:Play the heist with One Down activated
Weapon Jam:Play the heist without shooting
Taking Flak:Play the heist with the Flak Jacket equipped.
(Loud Only) Well Trained Response:Play the heist with the “Because of Training” modifier set at 2X enemy health
Unskilled Soldier:Play the heist with no skills
Useless Junk:Play the Heist with the AMCAR and Chimano-88
Talentless Swine:Play the heist with no perk deck equipped.
(Stealth only) Alert Response: Complete the heist while only answering up to 2 Pagers
(Stealth only) Stay Pro!: Complete the heist without killing civilians
(Stealth only) Just the wind:Complete the heist without being detected a guard (Kills and Civilians are OK!)
Clean House: Complete the heist with all additional loot (20 Bags on Santa’s Workshop, 4 Bags on Counterfeit)
2 Complications are chosen **Randomly** at the start of a heist. No build restrictions unless enforced by a complication. Start at LV0 Infamy 0 and play on the highest difficulty not including DEATH SENTENCE. Lifelines are:
Crew Support
Rule Breaker+ (Remove one complication for the heist)
Drop Difficulty.