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Improved Goat Simulator
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Downloads563
Views6,107
Publish Date3 years ago
Last Updated3 years ago
Version1.02
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Real issues of Goat sim that should be adressed:
-Always 15 goats on Mayhem and above. Goats should scale with player amount: 8/11/13/15 for 1/2/3/4 players respectively. (8 and not 9 for linear scaling so 1 player could do it in 2 cars). For overkill and below it should be 5/7/9/11 goats.
-Turret on bridge on day 2. Should be completely removed. Road turrets could have less hp so if you (somehow) break your car, you can actually deal with it.
-Infinite assault at the bridge part of day 2. Should be removed. This in return makes control booth less cancerous. Spawns being further is actually decent.
--MAYBE slightly increase height of walls on bridge cage side (where swat vans are) so you can crouch hide behind them more easily, but thats it, other cage points have enough cover.

Adding fuckton of cover in the areas that supposed to be dangerous without crowd control and team effort arent the best option. Rearranges inside shop/cafe are fine actually. Cops should be able to pick up goats so you have to put more effort, and with changes i listed above, its not as cancerous.

And i was incredibly bored, so here's me doing 0 skillpoints solo on overkill: https://youtu.be/VNSq7TA2Tpc

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Oh and also if posible, remove railings at the button side of control booth so you can jump outside of it easily without going through door and all the spawns.

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  • If you check the TODO, I've already noted this down (click the "Spoiler!" words).
  • I'm keeping that. Part of the reason I blocked up the bridge was to make it less overwhelming to deal with cops and the turret. I may adjust the cover so you can shoot at it more safely, but the turret is staying.
  • Someone has already mentioned this, and yeah, i'll probably change this. It's too suppressive, and it's unfair on higher difficulties.
  • Because of Payday 2's lovely randomisation, I spent a good two hours trying to test this out to see if there was enough cover, which I wasn't able to do, so i had to be somewhat predictive. Thank you for suggesting this, and i'll make changes.

Day 1 has the issue of the cops being sprawled about the place, and players favor places to bunker down because of it. Day 2 is just turtling 2.0 by design, something that is hard to change when the maps' core gameplay forces you to find what little cover there was and move between it; i've just made that an easier option.

On an unrelated note. To anyone else commenting: please don't try and grab my attention by saying "here are the REAL things you should fix", That just makes me less inclined to make changes. Offer suggestions, i'll gladly take them, just try not to make it sound like that you want to downplay what work i've already done to make it playable by offering suggestions that may be turn out to bad.

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@Dribbleondo-Van-Pelt for day 1 this issue is mostly noticeable when entire team spreads out, which is fine early to grab as much goats before first assault, but after that can cause a lot of lurkers flanking everyone. Thats most likely unsolveable bcos of funni DS update, and best option here is just staying entire team as one unit.

Day 2 problem is also the bushes and trees obsturcting vision on some spawns, while cops can easily shoot through them into you, maybe bring a lawnmower and cut some grass around some areas to reduce amount of one-ways?

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@TARE104KA

  • Yeah, pretty much. I can't do anything so impactful to gameplay.
  • Also a fair point. I'll take a look. I tried to keep the spawns away from bushes, but sometimes It cannot be helped.
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