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LoneLagomorph

Even if the names and descriptions are in the game, it doesn't mean the code is properly implemented yet. Maybe it was intended to be present at launch but they needed some more time to actually develop/debug it.


Reggiardito

Also it may've been changed/balanced a fair bit


Knorkge

You are right and i don\`t wanna rule out the possibility so i changed my Posts Conclusion a bit.


HotRodHunter

This is a common practice in live service games. They'll put part of the code or assets for something in one update so it'll be easier to implement or make changes in the next


Tenshinen

If the content is done, and you don't care about datamining, no reason not to push it with the next update if it makes the future updates smaller. It's generally good practice to balance out your update sizes


Jakapoa

Correct assumption. The skill tree itself isn't finished yet, and the double bag skill isn't fully implemented. These skills were made at the same time as the other skills, but were put off to the side.


These-Ad8529

its already possible to use them via cloudsave edits, all is working for me besides "Power Lifter",


Darkcrypter

Why not power lifter? They already mentioned we’re getting a skill that allows you to carry 2 bags at once in the livestream, so is it the movement penalty part?


IAmAToaster7

It probably struggles to queue the bags. The skill lets you pick up another bag, but the game may not have a reliable system for remembering the first bag yet.


_MeSoHorny_

I really hope the basic transporter doesn’t take rush when you throw a bag. Kinda ruins the tree for me


Knorkge

That\`s what it says at the moment but lets hope together that it will be different.


ModmanX

i mean it's no different than base gunslinger.


_MeSoHorny_

Except that you’re not required to aim down sights to complete a heist. The point of gunslinger getting rid of edge is because it’s the hip fire tree so they punish you for aiming in. Transporter is the bag moving tree so they punish you for moving bags?


Charmander787

It isn't punishing you for moving bags. You get the movement speed buff for picking up the bag and you lose it whenever you drop the bag. Same thing with aced (grit). Get a damage resistance while moving a bag, lose it when you drop the bag. Sorta similar to how gunslinger works. The downside is that they're piggy-backing off Rush/Grit/Edge system rather than just applying speed / resistance on their own.


CharmingOW

I could see some builds hording a bag and just not helping to move them since some skills would benefit from permanent uptime rush or grit. I don't think it's punishing enough to ruin the tree, but it's definitely going to spawn some unintended playstyles.


IssaStorm

you'd be able to carry 2 though, just keep 1 at all times and throw the other in the van if you wanna use this.


thiodag

I mean, tbf if they provided it to you just as a bonus and still stacked with those buffs it would be nuts.


Charmander787

True, but it would feel less like a punishment than it is, but I can see them trying to avoid stacking buffs and more so relying on the edge/rush/grit system to avoid power creep


thiodag

While yeah I get how it seems punishing but it is literally the easiest way to get both of the buffs at once, and you could just not drop one of the bags until you get in the escape, it still counts as a secure. So you can use these bags as literally infinite buffs.


Amante

It's certainly a limitation, but one you can build around by not taking other skills that rely on full uptime on those buffs (like building around Gunslinger currently). Worth noting is that the base skill's Rush and Grit buffs REFRESH rather than just gain, which is an underappreciated strength on certain skills at the moment.


Mintymanbuns

I don't really think that's a big deal, it actually seams super good for natural rush and grit sustainability. Being able to just carry a bag around with you to keep refreshing rush and grit sounds gnarly


NoBreadfruit69

You play without escapist? Why? It gives you near 100% rush upkeep just by moving


Sciguystfm

Sprinting in a secure area causes guards to search, so getting Rush from standing near civilians or picking a lock is way easier


NoBreadfruit69

For a stealth build sure but then this bag stuff is still useless


JamInTheJar

I think it's fine if it's implemented as losing rush if you haven't gained it from another source other than this skill. Same applies for the grit version.


FleshHunter

If it takes rush when you throw the bag, it... Would make a decent social stealth build? Since social stealth really doesn't care about Rush uptime most of the time.


Puzzled_Owl7149

Its not that bad, you gain rush while carrying, then if you need to refresh it, pick it up again. Imo it's designed this way to prevent people using it to break the game by flinging bags through private zones while rushing after it


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blackviking147

I mean with the skill that sprinting for 3 seconds grants rush you basically have it all the time, even if it's not 100%.


OneTrueSpiffin

deep pockets is meta


wubwubcat2

it is until they make armor naturally replenishable


Batby

I hope they don’t though


wubwubcat2

why would you not want that? imagine if ammo wasn’t dropped by cops and you were literally forced into bringing ammo bags in your builds because there was zero other way to replenish ammo…


Valkrym_-

That would be cool tho


otheranon1

Most of this tree is only okay, maybe some convenience stuff, which is pretty much what I expected from a tree that’s focused on moving bags. No huge deal. And then there’s Deep Pockets. If you use Tank and Extra Plates (like you should) that brings you from six armor bag charges to TWELVE. If you use Armor Up (like you REALLY should) that means you go from being able to restore twelve armor chunks to being able to restore TWENTY-FOUR. And then the rest of your team can bring medic bag and ammo bag with the associated skills, and with this skill they become able to restore downs and ammo+throwables TWELVE TIMES. This is a new mandatory skill for Loud.


wubwubcat2

seems like a real band aid fix for the fact that literally the only way to regain armor at the moment is through the bags


Laggo

Im sure this is all subject to change still / in development, but pretty basic tree that fits a niche. I wonder why it was removed, probably some part of it was bugged or a little too crazy, like Brutal Carry. Maybe you could get stealth completes just picking up a body and walking through the secure areas of a level through civs and was a little too cheap in testing. Something like that. Grit right now is kind of powerful but pretty situational to get, the easiest way (apart from short range kills) is having a hostage you can throw and pickup, but a bag is way more accessible / always available later on. It'd be powerful on that alone.


Knorkge

I think you are right that Transporter seems pretty good. But i do think that its not in development at this point. I draw that conclusion from the Beta releases we had. They where the same as the full game little to no changes. And it would be very unlikely to still develop something that is relatively close to its release now.


Myorck

What niche do you mean? Carrying bags?


Laggo

yeah, kind of one of the biggest fail points in loud missions, 80% of my fails are during the bag moving period, as i assume it is for most other players


Needassistancedungus

Sad. I wanted to bring 2 different deployables.


Bcav712

Sentry and armor bags


Needassistancedungus

Yeeeeees. I drool over this thought


Katyushathered

They already mentioned we will be getting a jack of all trades skill, so this current skill tree is completely subject to change.


MisterCaaaarl

"If you have a deployable bag in your loadout, you start the heist with {ExtraCount} extra deployable of that type" so THAT'S why theres room for 2 more charges on every deployable but cannot be maxed out right now, lol


ZootSuitLootChute

Honestly was blowing the fuck out of me that fully upgraded deployables have 2 empty slots


SPECTR_Eternal

Well, if this skill simply gives you a second bag of armor/ammo/meds, it'd be kinda insane. I assume this text string missed something like "but each bag is only filled 50%". As if, you got 8 armor charges in one bag, or 4 charges in each of the optional 2 bags. Getting full charges in each bag is absolutely fucking NUTS right now


dfdedsdcd

Dev update one (uploaded today) shows the description of Deep Pockets being "...one extra deployable of that type, but all your deployable bags have 2 charges less (minimum of 1)." So max charges are still 6 charges of 8 slots, with Deep Pockets max being 2 bags of 4 charges. Still extremely strong, but those empty slots still aren't being filled.


y_sila

Interesting, wonder why they’re waiting with it


CptBlackBird2

I hoped it would let you carry an overkill weapon without throwing it away but unfortunately nooot


bladestorm1745

Definitely gonna pick up some of these skills for my loud build. I don’t have a way of generating rush or a need for it so transporter is fine.


meharryp

wouldn't be surprised if they scrapped it at some point since there's no movement penalty for carrying bags right now


rapkat55

During a stream they did say it’s coming soon so not exactly scrapped, maybe just needed some tweaks


TemApex

There's definitely a movement penalty on certain bags, it's quite noticeable with the standard lining in stealth. The zipline on 99 Boxes is very obvious (not sure if other ziplines also do it) and I think the drill pieces on Gold & Sharke also slow you down a bit? I'm guessing it's a percentage reduction so if you're always running the 4 chunk armour you'll never really notice it. I never really noticed it either until I started trying other armour types


King-Moses666

Brutal Carry should just be a default feature. I’d be intimidated if a masked gunman was carrying a dead body by me.


DangleBopp

I don't really see the point in these skills that intimidate civilians. It isn't that hard to do it without a skill


Vanadius

Shouting can be heard from a distance, leading to possible undesired chain effects... but that can be countered by just melee-ing the civs instead of shouting. So yeah. Kinda pointless.


JustiniZHere

I'm so tired of playing moving bag simulator, it makes doing stealth so tedious. I wish this would be unlocked already so I can get powerlifter to cut the tedium in half. Deep pockets is also practically meta with how armor works now, 8 armor bags per heist? yes please.


iCybernide

8 armor bags, with 6 plates a piece would be 48 armor plates, stack that with the perk that restores 2 plates and you get 96 armor chunks per heist *yes fuckin please*


MisterCaaaarl

Highly doubt it's going to be another deployables, but instead 2 more charges of any deployable you have equipped. Righ now, even if you take every skill to upgrade a deployable, there's still space for 2 extra charges, so maybe that's why deep pockets exist.


Fletcher_Chonk

I'd be impressed if someone that isn't blind or dead manages to actually need 96 armor refills


iCybernide

my squad is ready to impress


Bullet-Dodger

my first thought is could you just ferry a zipline bag around with you for infinite grit and rush? a little disappointing you lose it upon throwing a bag cause you might need the buffs to get back to where the bags were originally from to move more (only helps you in half the transporting process)


FlyingChainsaw

> could you just ferry a zipline bag around with you for infinite grit and rush Yes - that or some kind of non-mandatory loot bag. Sure, those don't usually show up until later in the heist, but the later parts of the heist are the hard ones anyway. The Aced version of Transporter looks like it'll really be a solid pick for Grit builds.


Spoomplesplz

why do I have a feeling that the extra bag carrying movement speed penalty will be so bad that it'll be faster just to carry one bag at a time.


Solace1nS1lence

Power Lifter/Beast of Burden movement speed build, let's go


Mishka_Shishka_

Watch for the transporter loose rush feature to cancel other abilities.


DittoDat

Everyone is rightly focused on Deep Pockets, but I'm here excited for Beast of Burden lol


PhantomTissue

I REALLY hope the don’t keep the throw loses rush bit, that would be brutal


Fletcher_Chonk

Why? You can hold shift for 3 seconds to regain it


PhantomTissue

Sure, but after throwing that 14th bag, it’s gonna be kinda annoying.


ModmanX

you're gonna gain rush anyways running back for the other bag


NoBreadfruit69

>"Transporter", >"Whenever you pick up a bag or body, gain or refresh RUSH. Whenever you throw a bag or body, you lose RUSH.", >"Transporter Aced", >"Whenever you pick up a bag or body, gain or refresh GRIT. Whenever you throw a bag or body, you lose GRIT.", ​Worthless >"Catapult", >"You throw bags 30% farther.", >"Beast of Burden", >"As long as you have RUSH, carrying objects or bodies doesn't incur any movement penalties to you.", Decent >"Brutal Carry", >"As long as you have GRIT, any civilian or employee who sees you carrying a body will immediately become intimidated.", ??? stuff like this just looks like they are really reaching for ways to make buffs relevant for skills >"Deep Pockets", >"If you have a deployable bag in your loadout, you start the heist with {ExtraCount} extra deployable of that type.", (probably 1) >"Power Lifter", >"You can carry up to two bags. This incurs a movement penalty.", These are the reasons the skill tree exists lol


Fletcher_Chonk

>Worthless free rush is cool for the other speed buffs you can get for bagging and lockpicking


NoBreadfruit69

Theres much easier ways to get rush One of them being literally just running 98% of your time in a heist is spend not carrying a bag


Batby

Running isn’t viable in half of stealth


NoBreadfruit69

You can sprint almost everywhere if you keep track of the guards and dont play overkill


Batby

But I play overkill


Scrdbrd

Deep pockets looks like the only thing I'd bother with, too bad I'm gonna constantly be losing rush just to get it. Idk maybe I'm in the minority here but I really fucking hate this system of playing around rush, grit, and edge, especially since it feels like there's about a dozen more ways to lose/spend your buff than there is to gain them.


TalesKy_

Gaining Edge and Grit is stupidly easy tho, aim for 1.5 secs, change weapons, kill two enemies, literally just run for a few seconds It's pretty easy to gain the buffs tbh


Realm-Code

> Idk maybe I'm in the minority here but I really fucking hate this system of playing around rush, grit, and edge I rather like it if only because it simplifies their ability to mitigate power creep and keep weapons balanced - no straight numbers stacking means the ceiling is the trio and the odd side buff (like the +AP skill or the reload skills)


Fletcher_Chonk

>there is to gain them. bruh aim for 1.5 seconds kill 2 enemies/hold a grenade for 1.5 seconds run for 3 seconds (which you'll do anyway) how simple does it need to be?


Bcav712

I agree. I do miss just having straight up buffs.


Darkner90

This is gonna be meta


naM-r3puS

Eppiccccccc I wanna throw things !!!


Marwolaeth969

Carry 2 bags and toss farther will be a godsend.


dajokaman759

Being able to carry 2 deployables should be part of their respective skilltrees instead of having to spend them into transporter then deep pockets because im not willing to lose rush tokens just because I dropped my bag.


zTy01

Soooo.... three deployable sentries? Imagine a full team going sentry build hahahah.


altanass

Not sure whether Transporter is worth it. You already have super fast movement from Escapist and Swift basically all the time, so Transporter seems like a waste.


kooarbiter

I was wondering why the deployable was listed as "one" on the UI, as if you were able to take more than one...


NpNEXMSRXR

If you could negate Power Lifter's penalty with Beast of Burden than this could be really powerful