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In lieu of armor (and on the higher difficulties), the Stoic perk deck is recommened with the improved combined tactical vest.
As for weapons - anything is viable depending on the difficulty you're playing. On the higher difficulties it's recommended to bring an LMG or something like Akimbo Brothers Grimm. Just make sure you use the shotgun skill tree for shotguns or at least ace body expertise for LMGs.
That's just the broad strokes - there is quite a bit more detail that can be gotten into regarding specific meta builds, etc. but this should help you get started.
Skills : any skills that supplement weapons should be fine as long as you grab every armor related skill besides ICTV skill. As someone who uses armor even in stealth, the Heavy Ballistic Vest usually does the trick and lets you still get some dodge.
Weapons : Type matters much less than making sure you ace skills relatedc to staggering enemies and bullet armor penetration. Goes back to the damage vs objective play style.
Personally, the ICTV isn't exactly necessary. make sure your skills support your guns. Then ensure your perk deck supports both your weapon choice AND your skills. Keep in mind whatever gun type you choose, be sure you can take out Dozers and Shields. Only get melee skills if you're actually going to melee alot.
Armourer & Muscle are good ones if you going to soak damage.
Weapons wise really comes down to playstyle most tend to Prefer LMGs or Shotguns but any weapon will work with any armour build as long as you have the skill to back them up as CrowsNestWest says above..
With that perk deck, it goes well with any other skill that ups your damage resistance like Aced Underdog and Frenzy. You'll get a damage resistance of up to 55%.
And don't forget to take armor-related skills.
Armor plus damage resistance makes for a pretty solid build.
And also, see the melee bonuses that the perk deck gives you as a plus. You don't have to focus the build on melee...unless you want to.
Anarchist perk deck
ICTV
Little Friend
Chicago Typewriter
Katana
Molotov Cocktail
Also, I have all DLC included in ultimate edition
Would suggest the Blaster/Krinkov for the SMG if you want great damage for a decent ammo pool or the Kobra/Compact-5 if you want a great ammo pool for a fairly decent damage output
ICTV Anarchist is a beast in low to medium difficulty. But at high difficulty, they either inpractical (Death Sentence difficulty) or require ample of experience (Deathwish difficulty) to use it right. The 10 second interval to regenerate armor could be a rather cumbersome setback.
If you plan to play on high difficulty, using light armor with lower interval is better. In this case, you want to use 2 piece suit or lightweight balistic vest.
Thanks to all of you who have helped me out so far. I greatly appreciate it!
In Mayham and over kill difficulties, you wnat to use the anarchist perk deck. This converts your health to armor, and then taking the talent from the armor tree that gives you back 25 armor on a head shot combined with the anarchist perk of getting 10 armor per danage hit every 2 seconds, you end up never going down or never breaking your armor.
In DW and DS builds you want to use the stoic perk, which converts armor into health, and reducing direct damage and allows you to recover health and medigate damage. THis build i have found does not work well in ovk and mayham builds as well as it does in DW and DS, as the stoic perk relies on you taking ALOT of damage at once then ignoreing it all and healing.
If you are playing in ovk and mayham, i suggest running the airburst granade launcher, as its only purpose is to deal with snipers, another good weapon is the SMG i forgot the name but its the one that looks like the SCAR and has base 104 damage, its a great all purpose rifle.
In DW and DS, i typically switch my secondary for the mission, if i know for a fact there will be a turret, i take the judge with HE rounds, if not, i take the forementioned SMG.
Side tip do NOT use rocket launchers against turrets, its a waste of a shot, same thing with minigun dozers.
It scarifices 2 combatents to pick up more damage and utility via the tech tree.
This is my Mayham and ovk build, its using the anarchist deck and will melt pretty much anything in that bracket and you will never go down, it can be retooled to use LMG if you take all the perks out of shotguns, and take the ace out of fully loaded and put it into the tech tree to apply headshot damage to body shots. The only reason to ace fully loaded is if you really like to use throwables
http://pd2tools.com/l/2fe1373156936b4156d9e4e0dd6b964a
Note the ovk build can one shot a dozer using a charged up melee attack, so dont even bother shooting dozers.
For lower difficulties, its alright imo, but it suffers the same problem all other explosives that arnt HE rounds do, they get shot mid air.