![]() ![]() Rogue/Hackerman/Sicario: Dodge builds that try to max dodge and let Jesus take the wheel. Having Molotovs versus Captain Winters in coop might also make Armorer more relevant for you. Stoic is definetly the superior choice, but Armorer is easier to play and it's a better starting point for this playstyle. Stoic slows down the damage you receive and gives you two ways to recover from it (not receiving damage for 4 seconds or using your Hip Flask). Armorer gives you 2 seconds of invencibility and extra body armor. Movement speed is terrible with the ICTV, but you can mitigate that problem by using the AI's Crew Invigorator boost (+50 player stamina, -50% armor speed penalty). Best defensive perk decks, more suitable for maps with little cover and maps that require moving a lot of bags that leave you open for attacks. The healing given to you and your teammates shifts gameplay to a more defensive playstyle (Hostage Taker instead of Berserker), but it has remarkable synergy with the Stoick perk deck.Īrmorer/Stoic: ICTV builds that allow some punishment on higher dificulties. Leech can work with both the suit and an ICTV (3 hits in DS/OD). Avoid using it in maps with little cover. Works well with weapons that invest in Berserker Skills. ![]() Anarchists is the best offensive perk deck, versatile and suitable for most setups. Build-wise, they require the lowest minimum skilltree points for surviving of all builds. Veteran players may want to change things up and skip on some otherwise critical skills (Suggested by the Community).ĭescription Anarchists/Leech: Suit builds that give you seconds of invencibility and endurance through armor/health gating. Builds in this guide provide a generic framework for each weapon that is geared to the general playerbase. If you know what you are doing, feel free to change each build to fit your playstyle and level of experience.If screenshots are not loading on your device and you can not see the skillpoint distribution of a build, you can use the PD2 Builder link instead (Suggested by the Community).Accuracy, on the other hand, is harder to obtain. Stability is, generally speaking, cheap.Turn on the Motion Dot for better aiming on Single Fire weapons.No builds below Infamy V will be considered.For example, a Dodge setup might include a Armor/Health gating variant (Suggested by the Community). Variants include skill changes for equivalent perk decks builds.the build section) will be underlined to help distinguish between options inside the section and options ouside of it. Options include optional changes presented that you can make without breaking anything. Sights: +4 Stability -1 Concealment means any sight with those stats can be used). A generic part listed means any option that meets those requirements is valid (e.g.You can press Ctrl+F to look for a specific weapon.There are some cases, however, that are worth considering. Because this system is so unpredictable, we will generally not take it into account in this guide. You might want to use ARs and SRs more in heists filled with open areas (Heat Street, Goat Simulator, etc.). With the current implementation, the way we play the game has not changed drastically. Everything else has now a damage nerf that resembles damage falloff.Akimbo SMGs get it at really close ranges. Sniper Rifles get a damage bonus at long ranges.Assault Rifles and Special Weapons are not affected by this system.All information related to this topic has been taken from dxdydzd's Damage Range Multiplier Guide. The damage buff/nerf depends on the weapon class and tier. This new stat increases/reduces the damage of you weapons based on the enemy's range. Damage Range MultiplierDamage Range Multiplier is a new system introduced in Update 204. ![]()
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