Don’t feel like you have to give exactly one of those to each bot, as the Steakout is better at close-quarter, cramped maps like Panic Room, whereas the r93 is better at maps with long sightlines like Hoxton Breakout. Starting with number 1, the three best guns to give bots are the Steakout shotgun, the Brenner light-machine gun, and the r93 Sniper rifle. Today, we’re covering 5 Tips For Optimising Your Bot Heisters! But after multiple updates, Overkill has granted AI heisters their own skills and the ability to wield most guns in the game. Once upon a time you only got two and they were total garbage. If you want to go further regarding jokers modding, Hoppip the Shiny has made some cool stuff so check out his website.Before any other players join your lobby, or if you’ve decided to play solo, you’re going to have three bot heisters helping you throughout your heist. Setting it to "all" can be handy if you spam that control to mark cops: you won't mess with bots' assignments. You can give a name to your jokers, so identifying your jokers from other players' jokers will be easy.įilter shouts influence only primary interaction, ie the "shout/interact" control. To assign precise positions: place a mark, shout at a bot, and he'll go where the mark is. This makes good use of when multiple bags are involved. Retrieve stolen bagsīots can be ordered to hunt a cop who has stolen a loot bag and get it back. Then they'll go back to whatever they were doing. If a character is downed less than 20 meters away, all fixed bots in range will put their current task on hold and come to help clear the place.
Medicĭepending on who is going to be saved, icon colour of a bot having a revive objective can be red (you) or white (someone else). In all the other cases: no, he'll return to you. If you let the waypoint used to give the order til a few seconds after the end of bot's interaction: yes. If the object is still interactable once bot's job is completed (like a drill): yes. Interaction times can be increased in options menu. These restrictions only apply to game modes that can have interactions (so not Holdout). To prevent abuse, when this feature is enabled, bots regenerate health by chunks of 10% of their maximum health instead of directly being fully regenerated and their grace period is decreased from 0.35 sec down to 0.05 sec (except for SWAT VAN turrets where the original value is kept).
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It relies heavily on custom waypoints and taking a good look at GCW's options is advised, specifically how to use previous/next waypoint controls. This feature is limited to actions that don't require equipment. Size of navsegs can vary greatly, it's usually between 5 and 30 meters. Patrolīots will go from a random cover to another in the navigation segment they're assigned to.
So a bot placed near a good cover can hold his position for a long time, place 2 of them and no one will pass. Use coverīots will keep their position but if they take too much damage, they'll withdraw for a moment and go back once their health has regenerated. Stationaryīots won't move at all, even if under heavy fire, and will take back their positions if pushed away. They can be identified by the icon on the left of a character's name. On top of 's improvements, bots won't be distracted as much as usual when you're in a dire situation, giving medical emergencies more chances to succeed: Behaviours By default, you must hold that key for 0.5 sec to prevent waking up a bot by mistake but you can turn this delay off in the options menu.
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This mod lets you issue various types of order to your NPC teammates, including jokers.