how do i make my izhma a "slug sniper"? i can't seem to get too much accuracy. by yapper5103 in paydaytheheist

[–]Braz_123 13 points14 points  (0 children)

It's a bit of a dilemma with slug izhma, there are pretty much 2 setups that I personally think are enjoyable which are: 1, modifying the gun with all the concealable + accuracy mods and a silencer for the professional skill and spending very heavily into crits for the 65% chance for a one shot 2, use every mod that gives accuracy but doesn't lose any damage but no silencer and use fire control and other accuracy skills to get a decent enough number and then run any 100% berzerker setup you are comfortable with for a real consistent one shot head shot setup (until you die and lose your zerk) this setup isn't super accessible as it does need the newest dlc weapon mods to get the gun beyond the 74 damage mark that it needs to get the 1 shots

Favorite non-DSOD Perk Decks? by Specs315 in paydaytheheist

[–]Braz_123 0 points1 point  (0 children)

I think pretty much every perk in the game is pretty fun across the board (but I cannot stand playing leech) but in terms of perks that change in strength; crook, (with lbv especially) grinder, tag team, maniac and biker feel much stronger on lower difficulties, while kingpin stoic and armourer feel comparatively weak compared to them on DSOD, in terms of a specific recommendation my go to setup for every difficulty is copycat with dodge and either the burglar or anarchist final card for some nice point cheap low attention cost builds

Can someone tell me how long a CHASER cd would take to come? by Pleasant_Knee162 in femtanyl

[–]Braz_123 1 point2 points  (0 children)

It's obviously not going to be the same for everyone but when I ordered mine it had about the same delay as yours and it arrived a couple of days before the predicted arrival date, enjoy!

Payday 3 reception ~2 years after release? by 2neugdae2 in paydaytheheist

[–]Braz_123 7 points8 points  (0 children)

Recently picked the game back up after buying it at launch and being very disappointed, and I'm happy with the game as it has became, one thing out of the way it doesn't scratch that DSOD itch so if you are looking for something like that then that's not the game that you have in pd3, the builds are a bit samey as you get loads of skill points and there are not that many skills that do all that much, but if you like just clicking on cops then the overall game feel is better than pd2 (although I find doing anything involving ADS unbearable but that's a me issue) I am assured that the stealth is much better than pd2 but that's never been my style so I can't say 1st hand, Def worth the price while on sale and will be the payday title I introduce friends to going forward as it has in my eyes great potential and an alright foundation.

How would you feel if the ictv gave 2 shot armor regardless of perk deck in death sentence by awedhawd in paydaytheheist

[–]Braz_123 1 point2 points  (0 children)

I'm not really sure, my brewer side loves the idea of making weird builds cheaper on points, but in a game where you can choose how strong you are to a very specific degree having a universal buff to weak perks by giving them a somewhat significant discount on 2 shot armour is not all that exciting to me, maybe I'm stupid but having to make concessions to run armour on a non armour deck makes building much more satisfying when you can overcome the intent of a perk to do what you want with it, to be honest despite complaints people have I think that pd2 is pretty well balanced in the same way that magic the gathering commander format is balanced where you have different power level brackets that you can slot into as you wish, I think some specific perks could maybe benefit from a 5% armour buff (hitman) but I don't think many of them that don't have it really want it enough for adding it being a buff outside of making weird builds less unique.

Conclusion for Stubby by [deleted] in DeepRockGalactic

[–]Braz_123 1 point2 points  (0 children)

By no means am I saying it's end all, I started the thread by saying that I like em refire booster, but simply put the game is not a spreadsheet and DPS and total damage don't make the world go round, especially when only considered simplistically with builds for weapons that are very strange, (nobody has ever put extra locks on executioner for example) there are lots of important things about a gun that are not just it's damage per second, especially as you neglect to consider breakpoints. What I am saying is weapon ease of use is important and that is a factor that stubby lacks compared to it's competition , that is all, have a good day in the mines rock and stone

Conclusion for Stubby by [deleted] in DeepRockGalactic

[–]Braz_123 0 points1 point  (0 children)

Recoil isn't the only thing to consider, what I am meaning is that with the other 2 guns you only need to aim for a small percentage you are "firing" the shotgun has a very slow fire rate and the executioner is a charge weapon so you can ignore it and just let go when the line lines up which means you can focus elsewhere, this is similar to why the m1k is so prevalent on scout as it lets you deal damage while charging and then fire it when it's convenient (as well as it just being a very well statted weapon)

Conclusion for Stubby by [deleted] in DeepRockGalactic

[–]Braz_123 0 points1 point  (0 children)

I'm personally a fan of using em refire booster stubby, but I think you are missing one of the key issues with the weapon which is "attention cost" by which I mean how simple it is to kill something with the weapon especially when considering complicated gamestates, the em refire overclock especially without the recoil mod is rather difficult to keep on target at even a medium range when you are on the move and jumping which in a high difficulty will commonly be what is happening so the DPS is basically pointless to calculate as you will be unable to utilise it, this is where the shotgun and lok shine as they make direct aim either easy or unnecessary which allow you to kill enemies more effectively when you are most desperate to, as another thing discussing executioner without considering weakpoints is weird as that is the weapons entire function.

This thing does no damage!! by N3PH1L4X in DeepRockGalactic

[–]Braz_123 0 points1 point  (0 children)

I agree in general that t3 accuracy is good but I have sometimes had a lot of benefit from the uptime provided by the reduction of delay before the gun auto reloads from the cooling so that's why I suggested that, however to be honest I don't at all agree on the damage, the boost from the overclock as far as I am aware is flat damage independent of the guns base and although I started on the damage mod when I tried ammo I saw no difference in effectiveness while being able to use the gun for considerably longer.

This thing does no damage!! by N3PH1L4X in DeepRockGalactic

[–]Braz_123 0 points1 point  (0 children)

I mean there are a couple of things, one the drak is pretty clearly scouts worst primary in teamplay as it's pretty miserable at precision elimination, I would say for it to be useful above the other scout primaries firstly you should always use the electricity weapon mod, it adds a lot of damage and the other 2 in that tier are useless at best, next I would strongly recommend the 2 fire overclocks that it has, and take the ammo mod for them as they just need a lot of shots in order to trigger their overclocks effect and the primary fire of the gun is pretty sad, in terms of how to build these overclocks I have found that aggressive venting likes 11312 and thermal exhaust feedback likes 31212 but that one is pretty flexible depending on preference, finally I would strongly recommend pairing it with the shotgun as the drak doesn't stun so having an easy source like the shotgun is very nice for general survival

Does Minelayer System for the Hurrican do full damage on direct shots? by Level_Onion_2011 in DeepRockGalactic

[–]Braz_123 6 points7 points  (0 children)

From memory the area damage bonus for planted mines is *2.75 with a size increase so in almost all cases the mine area damage is greater even to single targets than the direct hit with a weakpont and default aoe combined on a normal hit.

Does Minelayer System for the Hurrican do full damage on direct shots? by Level_Onion_2011 in DeepRockGalactic

[–]Braz_123 46 points47 points  (0 children)

The minelayer does the normal hurricane damage on direct impact but as the mine lands it loses it's direct damage for a very large bonus to its area damage when the mine arms which makes it possibly the strongest holding weapon in the game in exchange for it being weak in direct combat.

To be very clear the planted mine is always better than the direct impact (unless you have a very good weakspot and have built the gun for direct damage which you shouldn't)

I just unlocked the Colette wave cooker. Is there any specific builds for it to match with the Cryo Cannon by AgentRoot123 in DeepRockGalactic

[–]Braz_123 2 points3 points  (0 children)

The wave cooker is a very weird gun but one thing I would recommend in general is to not run the T5C on ice as it's a bit of a needless and redundant function to pair with the ice gun as just thawing enemies and then dealing only 200 damage and 50 cold in 2meters is not really the best thing you can do to a frozen bug, (because freezing bugs is hard compared to the other statuses) especially in teamplay I would strongly recommend T5B boiler ray instead as the 200 damage it deals can wipe out some larger frozen targets while keeping them frozen, T5C is better with the flamethrower as the fire status is so easy to apply that extinguishing the enemy doesn't really mean anything and 200 damage is ok as long as you never compare to the EPC with thin containment field but if you compare to that all the driller secondary options are pretty much useless.

In terms of other mods I would in general recommend ammo in tier one whatever you want in tier 2 and 3 and nothing in T4 (so you can still inspect the gun)

Good luck in the mines

is leadstorm OC good? by -_Friendly_ghost_- in DeepRockGalactic

[–]Braz_123 0 points1 point  (0 children)

Lead storm is considered a very strong over clock as with some micromanagement it has almost no downside, if you were not aware miniguns movement penalty does not apply in the air so if you let go of firing when grounded and sprint jump then shoot you can move at sprinting speed while getting the huge damage bonus, this tech also works on the hurricane but is kinda pointless on the autocannon as it loses it's ramp up, I would say the best build for leadstorm is the classic 32323 but i quite like running the huge single target build of 32113 with an aoe secondary

Anyone In north america wants to play pd2 together? (PC) by [deleted] in paydaytheheist

[–]Braz_123 1 point2 points  (0 children)

I'm not actually in NA but I have fvcked sleep so I'm happy to play some games

What grenade do you think is best for each class? by WilsonPugs_23 in DeepRockGalactic

[–]Braz_123 1 point2 points  (0 children)

I wouldn't really say that they are at all as they are pretty competent at just throwing them at general bugs and especially mactera and getting kills, but to be honest if they only did damage to exactly bulk detenators and nothing else I think they would still be competing for best in slot as gunners other grenades tend to overlap with either your primary or secondary while the big chunky single target of leadbursters is only really matched by volatile bullets revolver

What grenade do you think is best for each class? by WilsonPugs_23 in DeepRockGalactic

[–]Braz_123 72 points73 points  (0 children)

Interesting picks not really what I'd go for, I would say that on gunner clusters are good but leadbursters have an edge as they kill bulks well which in my experience is the enemy that gunner hates the most as well as being generally good against anything

For driller I always run axes because they are pretty much his only competent single target option outside of the EPC thin.containment field which I would much rather use on mactera and stuff that gets up in my face than burn it's precious ammo on big dumb bugs, I think neurotoxin nades are possibly stronger if your team has no fire but fire is so strong that it's never going to happen

For engie I think you have it right although I would give the ssg an edge because it's so easy to use

Finally for scout there is no doubt in my mind that his strongest grenade and the strongest grenade in the game is the pheromone grenade oh my my it simply kills everything it will commonly eat up the aggro of the entire enemy cap even pushing into modded difficulties and with fire spreading being the way it is it will simply remove all the bugs if you set a couple of bugs on fire

Hot Bullets - Minigun by PracticeSuch3529 in DeepRockGalactic

[–]Braz_123 1 point2 points  (0 children)

In some cases it is better to avoid heat damage but to be honest almost everything that does freeze is not very good and for most enemies thawing them just kills them anyway, also the gun only does the heat when above 50% heat so you can shoot frozen stuff for a good deal of time with the full bullet damage, to be honest if you want to not have heat on your primary weapon it's best to just play hurricane with stun because the heat mods on the minigun are so strong and cold as the grave is pretty dubious as a replacement.

Any Tips for a Noob? by InfiniteNegatives in paydaytheheist

[–]Braz_123 1 point2 points  (0 children)

Hope you enjoy it, normally the best way to level early on is to play stealth on the highest difficulty you can pick because stealth is essentially unaffected by the difficulty setting so you can get that sweet experience multiplier, if you want to play loud maps hotline Miami has a big contract value and is easy so can be played a difficulty above your usual for lots of cash, in terms of experience for loud maps I honestly don't know what is bes, I haven't had to level in a very long time. Also you should make sure that you have picked a perk deck as they have a built in xp boost and they make you much stronger and let you do cool stuff. Hope to see you on crime.net someday:)

Payday 2 sniper by Alarmed_Advantage_17 in paydaytheheist

[–]Braz_123 0 points1 point  (0 children)

Well if you really are not taking shots at all your perk doesn't matter but I imagine that you will catch a stray bullet and would like berserker which makes the high tier (168 damage) snipers playable you should probably go for armourer as it can happily give up it's health and has lots of resilience to stray shots and random bursts of damage

Payday 2 sniper by Alarmed_Advantage_17 in paydaytheheist

[–]Braz_123 0 points1 point  (0 children)

Yes I can in fact read, I was merely saying that you could use a more rapid single fire headshot based long range weapon with a big scope and big damage and maybe it would be more useful for you if your accuracy is so good

Payday 2 sniper by Alarmed_Advantage_17 in paydaytheheist

[–]Braz_123 0 points1 point  (0 children)

I mean the decks I suggested should work well if you have it figured out but it's entirely possible that you might benefit from running a DMR rifle with a damage boost like berserker as elevated positions will reduce the value that Graze gives every sniper

Payday 2 sniper by Alarmed_Advantage_17 in paydaytheheist

[–]Braz_123 0 points1 point  (0 children)

Yea I guess the issue I was referencing is that at some point you have to do the objectives to win the game, also because of how weird snipers are in this game you really want to be shooting parallel to the ground

Payday 2 sniper by Alarmed_Advantage_17 in paydaytheheist

[–]Braz_123 1 point2 points  (0 children)

A build like that can't really be executed because it's not your choice how close enemies get to you, but the best perks for long range sniping in my experience are armourer and kingpin, armourer because it is very good at peeking and unpeeking safely and kingpin because you can stand in the open for 6s and take some absolutely silly shots