Power Creep Paulie
As a PAYDAY 2 player, I'm used to wielding overpowered equipment while mowing down an equally overpowered swarm of enemies.
This is why I created Power Creep Paulie.
This is a streamlined but overtuned version of Ricky Dicky Random. I wanted to keep things fresh, so runs are fast and varied. Let me explain:
- The player spawns with a primary, a secondary, a melee, and a powerup. Compared to Ricky Dicky Random, the chances of getting something meme-tier or super low caliber are low. Colonial-era and Meat Fortress weapons should not spawn, and neither should things like pocket-sized weapons or confetti shotgun rounds.
- Enemies are more numerous and varied. Sosigs are pulled from multiple other characters and they progress by hold.
- This spawn increase includes the supply phase. There are multiple patrols hanging around, but the upside is that they have a high chance to drop health.
- Supply tokens are easier to build up in general.
- Each hold is only one wave that progressively gets longer. They are each capped off with a static encryption.
TL;DR: expect horde-like spawns and numerous resources to take them down for speedy holds.
NOTE: I don't recommend playing on limited ammo.
CHANGELOG
1.0.2
- Reduced cost of powerups to just 1 token and traversal items to 2 tokens.
- Added more enemy variants to each hold (not more numbers, just more variation)
- Further narrowed down the (starting) spawn pool to reduce the chances of a bad first roll. You can still spawn a higher range of weapons through the token spawn panel, though.
You will at least get a weapon from the WW1 era as a spawning weapon, but stuff before it can come from the panel.
- Lowered the chances of getting a useless attachment through the token spawn panel.
1.0.1
- Some weapon pool changes to further reduce the chances of bad rolls.