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cover-Payday 2: Hostile Takeover Heist

Thursday, February 23, 2023 5:31:13 AM

Payday 2: Hostile Takeover Heist Review (Jakapoa)


tl:dr

All objectives can be done independently
Interactions between objectives change how they play
But the objectives themselves are rather basic

Wiki Page
I don't know what to tell you. While trying to document this entire heist, I had a blast. Trying to figure out every interaction between the objectives and how to streamline the heist was the most fun I've had in a long while. Though now that every part of this heist (or as far as I can tell) has been documented, it feels rather basic once you know how it works. Anyway, it's a step in the right direction. It's nice to have a more "free-form" heist, even if the objectives are rather basic.
I'm going to list out every objective, and it should give you an idea as to why it's fun to think through these things.

Objectives

Blackmail
This is the weakest part of the heist. You have to find three separate pieces of blackmail material, all scattered inside the Headquarters. This can be done stupidly fast on loud, or during an ECM rush.
Loud:
If you set off the alarm before getting inside the building, you'll be forced to drill open one of the doors to get inside. Or, you can launch a golf cart off of the grass ramp into the second floor and break your way in.
Stealth:
To help stealth players deal with the high amount of civilians in the offices, using the CEO's computer will ring the correct computer (like Big Bank). It's a nice tool to have, but does practically nothing for solo players. You can also use the radio in the Research Center to draw out 4 guards around the map to the front of the Headquarters.

Prototype
Now this is where the heist starts to show its specialty.
Loud:
If the alarm goes off, the display case gets locked behind a shutter. Normally you have to grab a saw from upstairs and use it to cut open the barrier. This takes 3 minutes and is long. However, if you did the Lab Equipment objective before this and you used the c4, then the barrier gets disabled and you can use thermal paste to melt the lock open. This takes 10 seconds.
Stealth:
There's two ways to get the display case open. The first is to take the marketing director hostage and force her to open it. But to do that unnoticed, you have to close the curtains. And to do that, you need the keys from the reception desk. Or if you did other objectives first and waited too long, she'll walk off outside, making that approach much harder.
The second way is to find her office and retrieve the code from her safe. The difficulty from this method comes from how many civilians roam around the offices.

Documents
This objective is also rather simple, but can become much harder if you do other objectives first.
Loud:
Hack the document door control and protect the circut box while you do. Search the bookshelves inside for the documents, bag them, and bring them to the escape.
Stealth:
Find the CSO to retrieve his RFID tag for the document door. You can hack his desktop in his office to find him, though he has a unique model to make it easier. Search the bookshelves inside for the documents, bag them, and bring them to the escape. However, if you do this as the third objective, more civilians will arrive to "investigate" the area.

Lab Equipment
This is the objective that will determine how the entire heist goes.
Loud:
Hack the control panel to open the lab. Now, if you haven't finished all of the other objectives first, you can choose how to destroy the lab equipment. You can simply shoot all the lab equipment, which completes the objective. Or, you can use c4 to flood the lab. Doing so has several effects:
The entire room floods, making that entire route through the Research Center impassable.
The entire Research Center will flood, and the blast will cause electrical cables to fall from the ceiling. Stepping in the water will cause you and any unit touching the water to be briefly electrocuted. This makes doing the Documents objective much harder, as the floor is now lava.
As mentioned, the shutter on the prototype display case unlocks due to the power failure.
The electrical cables can be cut to stop the taser effect.
By using the c4, you change how two other objectives play.
Stealth:
To normally get into the lab, you have to find a keycard to open one of the lab doors. Don't worry, there's 50-bazillion keycards on this map. Once the door is open, you have to destroy all the lab equipment inside (ignore Locke, you don't have to get the civs to move). The issue with this is that there's 5-6 scientists in the lab, which makes getting around hard.
Or... you use the intercom in the admin building and Locke uses his improving improv skills to lure out the scientists. Not only does this empty out the lab, but they leave the door open as they leave. If a heister hasn't masked up yet, they can simply waltz right in without needing a keycard. Using this intercom also causes the CSO to walk over to the scientists, which helps in locating him.

The Turret
If you're playing on loud, once the final objective is complete you are free to leave. However, two bulldozers will immediately spawn in and run to set up a turret, which causes the escape to leave until the turret is dealt with. This presents you with three more options:
Get all the loot out before completing the final objective (à la Watchdogs Day 1), and immediately leave once the escape is available.
KIll the dozers before they can set it up. Trip mines come in clutch.
Deal with the turret.
Honestly this is much more preferable than the Point of No Return mechanic like in Lost in Transit. Instead of a generic timer, you can choose if you want to deal with the ending fight or gtfo.

The amount of flexibility on this map is quite impressive. Mixing and matching objectives with preplanning leads to some pretty efficient routes. For example, I could start in the south parking lot with the equipment stash in the admin building. Using the intercom, I can open the door to the Lab and sprint in, locking the door open. I can then turn around and try to find the CSO, grab his keytag, and open the documents door. All of this in about 40 seconds.
Or I could start normally with no preplanning, run inside and grab the stage keys. Then run through the show room, move the curtains, hoagie the director and open the case. Then turn around and find the CSO, kill him, and open the documents door. Then kill the nearby janitor for a keycard to open the Lab door just before the alarm goes off. That leaves every area unlocked and requires no drilling/hacking in just 3 minutes. Mind you I did this with a loud loadout, no ECMs, not even attempting to try stealth.
And it's simple observations like this that undercut the freedom of choice on this map. Why would you ever bother with the display case code when it's much faster and easier to get the keys to the curtain controls? Why would you ever do the prototype first (or second) in loud when doing Documents and Equipment first makes it drastically shorter? Why would you ever do the Lab Equipment last when it makes the turret set up faster? What's the point of locking every door on the Headquarters when we can just drive our way in? Why would you ever do the Documents as the third objective if it spawns more civilians?
It doesn't feel like each objective and their alternative options were timed/balanced evenly. Yes, you will go through the heist faster if you already know what to do. But you miss all of those alternate options that the whole heist was built on.