Plate up is kinda bad on this build cause as it currently works, when you get ammo from replenish it doesn’t activate plate up, so you have to have full ammo, then go to pick up ammo from the ground to use, which isn’t going to happen often on overkill.
@@ectotrix7399 there is one scenario where it can, it wont load the extra bullet that you'd normally get from reloading a magazine that isn't completely empty, so if you one shot someone with that extra shot in the barrel after a reload, it can, but it's still not worth it all the same, hopefully it'll get fixed.
The example you gave on Rock The Cradle just shows a lack of polish, which is one of my big critiques of Payday 3 and why I don't think fans should support it until the devs work more on free fixes and improvements. That whole problem with the cage has an instant, simple solution that existed in previous games: the moment you throw the bags into the cage, they should 'lock in' and become an immovable part of the scenery that can no longer be interacted with. Then the cops couldn't take the bags while you were downstairs securing more. It's small details like this that are missing from Payday 3, and they really make all the difference.
I always take aced escapist as a super easy way to gain edge. Wheh I personally go loud, i'm always running & sliding which makes it so easy to get the ball rolling. It seems pretty underrated imo
They really need to buff the bots i understand they don't want the bots being ungodly buff like in payday2 but they can barley handle themselfs on even hard and they don't do much i do try to play with people but sadly don't have any frienda who are interested in payday 3 and ammo is kinda hard to micromanaged even if you are hitting every headshot to a cop you don't spawn in a heist with full ammo and the amount of ammo you get from cops is kinda bad even if you are using ammo efficent weapons
Pretty much the exact loadout I have, very solid build! For me, there's one questionable choice of skill though. The skill "face to face" seems to me is pretty useless because that extra 10% doesn't seem to decrease the amount of shots you need to kill an enemy(it also can't since you are already one-shotting), and thus no benefits is perceived when dealing with regular grunts. This damage bonus does matter when you are fighting the dozer though because it has a health pool big enough for you to physically perceive the amount of shots needed is decreased. Say you need 30 shots from a CAR4 to kill it, now it is 27(honestly, you really shouldn't fight the dozer within 5 m though, so that's one extra risk for it to work). For regular enemies though, useless. So I'd say this isn't necessarily a straight-up bad choice, but I would have choosen the last skill on the enforcer tree that stuns enemy with in 5 m radius whenever you kill an enemy in 8 m radius or anything else that's doing at little more than the face to face. Just my opinion. Curious for a discussion.
@@Raven-lu2zr pretty sure it still one taps without that skill though.. just tested, yep it still does it. Just Scar with edge and armor pen only, no face to face Just ditch it and go for something else, survivability or anything of your choice. For me I think the extra crowd control from that lask skill on the enforcer tree is good.
@@kaihartmann9402 I find that most of the gameplay is hard for controller like shooting snipers on buildings is so finicky. Honestly shotgun is the only way until a LMG is put in. Snipers no, dmr maybe but Amy and assault rifles is a no too
yeah controls are not great on this game on ps5, has a strange aim acceleration and forced aim-assist that makes headshots difficult, really sucks because this game is very focused on headshots, every enemy feels very tanky otherwise.
Maybe degenerates on devs would make commands for bots like in PD2 so you could just ask them to stay and guard the loot. But who am I to understand anything. Just a fan who spent 90$ on this scam
I’m gonna try last man standing for solo cause I can’t tell you how many times I’ve been right at the end of a heist, sprinting toward the end, all three of my bots die because they refuse to stop shooting and just follow, then I get cloakered the second before I escape. So incredibly annoying, but this might help prevent that
I've been using a health based build quite efficiently. the armour regenerates faster with the lighter armour. i put in a lot of edge and grid triggers, some immunities, and it's a very fast and fun build. it works even better in teams that have it. because you do get downs sometimes (i usually get maybe 2 per heist), which give triggers to your team and when they pick you up, both of you get immunity fpr a bit after. all the little medi bags from trading in hostages heal almost full bar if you're skilled for it and each of them gives you an extra down, so it even works for a bad team that dies a lot. armor is very strong, but there are ways to make health very strong, too
Same as you I’m not usually a hipfire guy, as I find it easier to hit headshots when ads on the target because it slows my sensitivity, but the gun kick in this game is really high on a lot of the strong guns. For example the KU or VF which are the two arguably strongest guns, they have insane recoil, it’s just not viable to use them ads. Even with other guns like the Car, the recoil camera kick is still somewhat high considering you lose damage compared to the other guns you should be getting much better recoil on that gun to balance it better imo.
I am gonna say that there is no "best build" so far period. Because playstyle is so different for all. Co-op and Solo too. I play solo, and I would rather have last skill of Medbag, and other parts of skill trees that specifically work for me playing solo. I don't care about giving ammo to friendlies, so Throw Mag skill is not important. I also don't care about skills that benefit other players period, because I run bots. I don't care about special boost from reviving a teammate. That also doesn't matter. What matters is max DPS and survivability as random drops of armor plates and med bags are cool, but they are random. I may need armor, but game decides I need ammo. I need armor, but another bot drops med bag. You are wrong on "it's too late" for med bag, there is nothing late when you got downed twice and you simply use 2 med packs out of 6, and reset your health to full amount (or nearly) and get 2 more downs, like you never got downed before. I can sit for like 40 minutes to an hour in the room milking achievements with bots at never ending assault with 1 med bag after I complete the objectives. All thanks to spec'd med bag. I bring med bag that is fully stacked. I usually drop an armor plate asset during pre-planning, and allow bots to drop whatever they want. I also consider running bots way better than actual players, as they will soak all the damage, compared to real players that are paper weight in comparison. Bots have unfair level of damage soak. It's game breaking in many ways, but they are bots, they will run downstairs chasing the dozer to be downed by him too, and I won't revive them because it has cost me games as I lose all my armor and health. Bots will also actively engage everyone and won't hide in the corner. Which is great, it allows me to do what I need, as they will remain in the room long enough fighting as I jump from a window and move the bags. BUT they will never revive another bot, which is a wild.
My biggest complain about pay day 3 is the progression. The second problem is how bad the ai is. Legit it’s impossible to complete some heists alone. It’s stupid.
I'm like 99% sure using ammo funnel makes u get less ammo, when I use it I always don't get too much ammo but with it off I will hit max ammo every time idk why but it just does that
this weapon is the best with sa 144 , but in my opinion the real beast of this game is the castigo with hipfire skill and penetration , one shot everyone on overkill with no recoil
Frankly with the ai in the game i wish you could assign them rolls/task like if youve played sons of the forest a similar system to kelvin. Like it would be nice if i could tell 1-2 of the ai if im forced to use them to defend an area
Here's mine (probably not optimal but it works well enough): Infiltrator Aced(guy with Cap and Glasses), Quick Fingers, Bagger Escapist (Guy Running) non-Aced, Swift Grifter (Guy in suit smoking) non-Aced, Walk the Walk, Social Engineering, Open Mic, Slippery (Pretty much the whole tree) Hacker (phone with a Skull with a lock) non-Aced, Secure Loop, Glitch Protocol Strategist Aced (Arrow in a Bullseye) There are a couple other perks I have on mostly unrelated to stealth (more throwing knives, etc.), but your most important perks you should go for are Infiltrator, Quick Fingers, the entire Grifter skill tree, and Hacker to unlock Glitch Protocol (guard radios). Mostly everything else is personal preference. As for your actual loadout, take a silenced pistol for taking out guards, Standard Armor Lining (for max movement), Throwing Knives, and an ECM Jammer. The ECM Jammer is a last resort for certain heists if you want to make a run for an exist and get caught at the last minute. You could also take a MicroCam and set them up if you really want to know where guards are at all times.
I honestly think theres an application for all the guns in this game, you just need to know where/when to use them. Im really enjoying the FIK submachine gun as it seems to be able to do close, far, with good mag size and quick reload even with the extended mag, fast ttk and very controllable with bursts and you can still lay down on the trigger for a crowd.
The best loud build is 100% stealth, with 1 grenade. Complete the mission in stealth, at the end of the match, throw grenade and when it explodes, get into the square - done, completed loud AND stealth at the same time.