Payday 3 Is Now Incredibly Easy

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Here's the build I'm running to break the update 5 meta at this stage. We run the saa1.144 modified for excellent handling and scope speed, alongside the castigo, which we'll never need to pull out medit bags are the deployable of choice after those recent Buffs, and the standard lining is our best bet for building adrenaline with five total Downs flashbangs in the motion sensor alongside the mark and mber because, to be frank, we don't need a dozer-killing Overkill weapon when the SA is everything I've Ever Needed.

walkthrough

Rounding off the build, as for the skills, we start with medic steady hands, extra charge, and triage to buff our medic bags mower into the ammo funnel and replenish so ammo is never a concern. Clean Slate to keep topping up the standard lining alongside Sharpshooter red long shot Precision shot and cutting shot to completely break my sa when scoped in inforcer into combat reload allows us to reset grit and edge whenever we need to, while manipulator and negotiator are all you need for a solid hostage trading setup.

Remember, if you're running this online with friends, only one of you needs to bring hostage skills. Further down the lines, we grab Transporter, Beast of Burden Deep Pockets, and Powerlifter. Finishing up with fortitude, a unyielding super-physiological. Walking Tall pain symbola and stockpile, just missing out on a health siphon which I don't think is necessary especially for solo players which is 99% of us without a server browser with a full 28 point build you'll have access to two medic bags with six charges each an Unstoppable Powerhouse of a weapon that fares well against all enemy types and a self-sustaining health and armor setup that utilizes easily replenishable resources to stay afloat, at this point the game really plays itself for you so there are hardly any tips I can give besides reminding you to scope in on the sa for the damage boost and try not to get a headache in the process is scoping it out can get a little disorientating.

Even if you end up lying down for a while after using this, you'll probably still survive the assault wave with the insane protection fortitude offers. Honestly, I feel like it's even easier to stay alive like this than it was with the incredible regen of the launch grinder. At least then, you had to deal consistent damage in Payday 3.

All you have to do is interact with the medic bags on the floor for your near immortality. Even the dreaded fall damage won't be enough to get you, as it's calculated and expected, to health, which is set to 100, meaning you can break both your legs falling from the roof of the bank and still carry on with the heist.

Rocking adrenaline is honestly like wearing guts's Berserker armor, so whilst this is fun and I do recommend you give it a go yourselves, it's probably not healthy for the overall state of the game. That doesn't mean that this isn't a fun build of the game to play around with, but I worry it won't be sustainable given the fact that I can now complete my first solo Overkill challenge run with ease while playing aggressively.

It's a bit of a giveaway that some things might not be as balanced as intended. Not that I think it was in a great place then, as the corner hiding strats were even cheesier than this, but evidently the scope of the difficulty leap is a bit extreme at the same time. Now that many of us have had a taste of that power fantasy, I'm not sure I'm going to be able to go back and slow things down to the crawl that was launched in Payday 3 gameplay.

I still want to be able to make those fast-paced, aggressive plays. I just want there to be some risk and reward to it, which is only really possible if the cops get smarter and start to punish us for it. The best way to balance these recent changes has to be to give cops equivalent buffs, starting with their AI and reactiveness.

Let's be honest, the AI strategy patterns are already a bit old and predictable. If the swats gain new methods of countering our aggression and hindering our access to resources, suddenly we'll have to think more about how we approach certain situations. Instead of being able to switch off our brains even on the supposed highest difficulty, that's what checks and balances are all about in these co-op action games, so I do believe most of the additions can work in the long term; we just need to be up against worthy opposition.

Although I will concede that some skills probably do need toning down, I'm not sure I should be getting away with one-shot kills on shields by clipping them in the big toe anyway. I don't think health boosts are in order, and I don't think the game needs to immediately devolve into a full-on horse shooter.

But how short and repetitive are Heights? We've sort of solved Payday 3 for the time being, which is part of the reason why so few people are still playing the game. I hope you can get some fun out of the build. My range just had a sizable price, making them much more affordable. Hopefully, we'll get something more along these lines very soon.

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