Payday the heist can you move hostages




















Originally posted by Locke :. Per page: 15 30 Date Posted: 25 Jan, am. Posts: Discussions Rules and Guidelines. Note: This is ONLY to be used to report spam, advertising, and problematic harassment, fighting, or rude posts.

All rights reserved. All trademarks are property of their respective owners in the US and other countries. Some geospatial data on this website is provided by geonames. View mobile website. Once moved, dominated cops will behave as they always have, standing in place and able to be Jokered by the appropriate player 3.

Tied hostages: No change. Showing 1 - 2 of 2 comments. More robust hostage moving mechanic than a following NPC would be nice, especially with the desync and fidgety pathfinding that the game has.

Not only they take ages to locate the door, but if the door closest to the vault wasn't open from the start of the heist, they seem to path towards the other door, circling around the booth, wasting time and getting into the line of fire.

Last edited by McKillem ; 20 Apr, am. Hostage pathing is terrible, but actually quite predictable. Instead, it will seek a "left" route. When multiple routes are available, they will always take the route which takes a left turn every time the routes split.

When trying to bring hostages into the teller room from the main lobby and they come to the corner, they'll take a left across the lobby and go the long way around.

I've found that to get them into the closer door, you need to stand at or a little past the door but not inside the teller room. You'll know an enemy dies, especially from a headshot, if you see his hat or helmet fly off.

Almost every enemy drops boxes of ammo. Running over them will give you some rounds for both of your weapons regardless of what type you're carrying. It usually costs more ammo to take down an enemy than what they drop, so you'll want to be careful. You can always bash in enemies with a melee attack if you run out, but you'll want to try to aim and place your shots to conserve ammo if you can.

Every so often, the police will mobilize and rush you in large numbers. Bain will give you a verbal warning when it starts, and you'll see a yellow strip in the top-right corner of the screen to inform you that an assault is under way. Technically nothing changes during this time; you can still loot and run around freely, and even escape if you're lucky.

However, during assaults, it's very difficult to do that. Your best bet is to hole up in an easily defensible room and fight for your life. If it's not possible to force the cops into a bottleneck, you can set traps to deal with problems.

For example, if you're in a room where the cops can from the front and rear entrances, but you have a Technician in your crew, he can set a Trip mine at one door so everyone can concentrate on shooting at the other. During a police assault, the cops will coordinate their movements. They won't mindlessly charge you, but they'll set up proper entries and enter in teams. If you're in a room with a single entry point, they tend not to enter, because they know they'll be slaughtered too quickly.

You'll need to find a balance between taking the fight to them without exposing yourself to too much fire. After killing enough cops, Bain will announce that the assault is over. The yellow strip will vanish, and the music will slow down, or stop outright. However, some of the assaulting cops might still be around, so tread carefully. They likely won't enter the building if they're not already there, but they'll hang out together in a group, which might be an unwelcome surprise if you happen to take a turn right into them.

Once the assault is over, grab the ammo, but keep your awareness. Cops will still spawn in, they simply won't assault you so heavily for a few minutes as they mobilize. That's your time to gather as much loot as possible and then try to continue your mission.

Assuming an assault is not active, cops will generally react to the situation as their training level dictates. Low-level cops will generally duck and dive out of the way of bullets, but higher-level cops will keep shooting at you.

If you lay down covering fire in a given direction, most officers will duck down if they can. You can use this mechanic intelligently, especially if you have an Enforcer doing the shooting. Lay down covering fire, get the cops to stop shooting as they cower, then have your other crew members move to a destination. It's not a surefire tactic, and it definitely doesn't work during an assault, but it can help you move between buildings or cover options.

If you run out of health, you'll go down. Unable to move, you'll still be able to use your secondary weapon. If you run out of health while in this state, or if your allies can't heal you in 30 seconds, you'll be taken into custody.

When you're in custody, your allies can trade a tied up hostage for your release, and you'll be respawned where you started the map. Otherwise, if your teammates can survive for two minutes, you'll respawn automatically. Civilians are a necessary evil as you go about your mission. Every crew member comes armed with some cable ties, and when civilians get in your way, you can tie them up. First, order them to get on the ground by aiming at them, then press the F key.

Sometimes they'll say "OK, OK don't shoot" and they'll keep running back and forth for a few seconds, then drop to the ground. This is where I've seen people think it's not working and kill them too early.

Hope that helps. As a follow up question The game is always telling me to "control" them but they seem to stay where they are once they are tied up. No, they stay where they are. What "Control them" means is that if you don't watch them, police can rescue them and you'll lose them as Hostages. As for non-civilian hostages, yeah, doesn't work during an Assault, and all you have to do is lower their health below a certain threshold shot to the leg with M9 or a melee strike is usually enough and then yell at them.

One yell to get them to drop their weapon, a second to get them on their knees, and a third and final yell to get them to hand-cuff themselves. If you only yell once or twice, they'll attack you again once they get a chance to do so. For any whom this post happens to offend, I can get you a great deal on a spine. Good to know. Once I played "Heat street" and had to push Matt towards the getaway I sort of figured that you should be able to move hostages as well.



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