PAYDAY3 (收获日3)

PAYDAY3 (收获日3)

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FIKPC9 Enthusiast's Ultimate Hipfire Build (Updated 1.5)
由 Sex!! 制作
Why would you even want to hipfire in the first place? I thought ADS = accuracy.

While it's true that aiming down sights (ADS) helps you line up shots, ignoring ADS-related stats allows us to refocus on improving our stability, handling, and most importantly: overall accuracy. If you enjoy quick and aggressive builds that can hold their own in any situation, then this build is for you!

As one of the first builds I created in Payday 3, this build has grown and evolved with me over my 1,500+ hours in the game. No challenge, update, or heist has been able to best it, so let's dive right into the build!
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Build Overview and Introduction
This Plate Up/Adaptive build strikes a perfect balance between aggression and survivability. This build utilizes Assassin’s Mettle to help negate armor damage with adrenaline and ensure our health stays topped off in case our armor breaks, and Expose Flashbangs that ignore enemy armor and mark them, allowing us to create space. Even with a heavy investment in combat skills, we've made room for essential survivability skills, such as civ management, to ensure we have our consumables and can get our teammates out of custody.


PD3.gg Build Link: Sexfire 1.4.2[pd3.gg]

For those returning to the guide, you may notice that the build looks a bit different from previous iterations. There were some important changes that I explain below in the Hipfire Accuracy Problem and Tactician Problem sections.

If you're only interested in the build itself, click the Skills tab to skip the yap sesh.

Any statistics stated in this guide are sourced from The Lengthy Guide by KarmicChaos and thehowl5657 as well as Girthy Guide by ☆ Ema and puppy. These guides are the perfect starting point if you are interested in a higher-level understanding of game mechanics, so I highly recommend them!
The “Hipfire Accuracy” Problem and The “Tactician” Problem
Previous iterations of this build featured two skills previously thought to be integral: Gunslinger BASIC and From the Hip. With these skills designed specifically with hipfire in mind, and even penalizing you for ADSing by removing your EDGE buff when you do, it might be shocking to learn that they are not as useful as you might think. I call these issues “The Hipfire Spread Problem” and “The Tactician Problem.”

The Hipfire Spread Problem
Let’s start by examining what the stat “Hipfire Spread” actually means. Understanding its function helps determine its usefulness. After weeks of reading community anecdotes, consulting guides such as The Girthy Guide and The Lengthy Guide, discussing with other experienced players, and conducting my own testing, I’ve come to the conclusion that Hipfire Spread is not a key stat to consider, especially over Overall Spread for most weapons.

A useful video by Just1RandomBOI on YouTube explains the differences between these stats very well at the timestamp 10:05
https://youtu.be/0tZ72HiH2sg?si=sZ9WmFlOZjo5rU20&t=607
TL;DR: Overall Spread increases the accuracy from the center of your crosshair reticle, while Hipfire Spread decreases how far bullets can deviate while hipfiring. Overall Spread increases precision, Hipfire Spread increases accuracy.

Because of this, I’ve concluded that Hipfire Spread is not a stat worth focusing on, especially compared to Overall Spread. This impacts weapon attachments, as you’ll see most of the Cylinder Grips have been swapped out for Angled Ghost Grips. Besides making our weapons more precise, this also allows some weapons with large spread issues to become more manageable. Consequently, From the Hip becomes a rather irrelevant skill to take. If there’s a free point, I’ll put it elsewhere. This leaves us with just Gunslinger BASIC, as well as the dark truth about this build guide.


The Tactician Problem
Given the importance of micromanaging and maintaining buffs in order to perform well in the game, it’s no surprise that the meta quickly finds the easiest ways to ensure you always have buffs when needed. As of this guide update, there are currently seven methods to gain EDGE and five methods to refresh EDGE. Previously, this guide recommended a build with three methods of gaining EDGE: Gunslinger BASIC, Tactician BASIC, and Mower BASIC (though only 1-2 were properly utilized), and one method of refreshing EDGE: Combat Reload.

With only one skill left in Gunslinger, I had to reevaluate how this build utilizes its buffs. Something I quickly learned is that Tactician BASIC is far more efficient at providing EDGE exactly when needed. Outside of slower, single-fire weapons, almost every time you shoot or kill a cop, you will activate that skill simply by the slight stagger your shots cause. This means that even without having to refresh EDGE, as long as you are shooting back at enemies, you’ll have EDGE for your Scrounger and Ammo Funnel.

With the removal of the two Gunslinger skills, the dark truth about this guide reveals itself: this build is technically no longer a “hipfire only” build. With a tweak to the weapon attachments for better stability, you now have a build that’s just as strong while ADSing as it is while hipfiring—or anywhere in between. With that being said, as you can see in the gameplay footage, this build is almost still almost solely used hipfiring.
Skill Point Allocation
BASIC: We're picking this skill to grab Scrounger and Plate Up, and it also increases our reserve ammo capacity by 20%.

Scrounger: For getting our flashbangs back, we pick up Scrounger, which gives us a 10% chance for ammo drops to replenish a throwable, as long as we have EDGE.

Plate Up: Plate Up allows us to instantly regenerate our current armor chunk whenever we collect an ammo drop with GRIT, with a cooldown of 2 seconds. Paired later with Ammo Funnel and Replenish, these skills combine to let us regenerate our armor with the kill of a single enemy.

BASIC: By picking up Tank BASIC, we’re given 2 more armor bag charges (total of 4), as well as 20% faster regeneration speed of our armor chunks. Overall, a very helpful skill for both short- and long-term survivability.

Clean Slate: As one of the meta-defining skills currently, this is a no-brainer for our build. Clean Slate lets us use an Armor Repair Kit (ARK) to restore 1 armor chunk if we have no armor. If we have ARKs in our consumable slot, we can use them directly from there to get our armor back, even in the middle of a wave of enemies.

BASIC: By increasing our base health by 50, Fortitude BASIC greatly extends our survivability, as it allows us to take just a little bit more damage before we go down. Often, that extra 50 health can be the difference between making it to cover or going down completely exposed. Additionally, Fortitude BASIC gives or refreshes our GRIT whenever we heal to or above max health. Paired with Assassin’s Mettle later, this gives us the ability to maintain our GRIT while in combat, even without proccing Combat Reload.

BASIC: While not particularly useful for combat, it’s nice to have guaranteed RUSH whenever you pick up a loot bag.

Power Lifter: Allows us to carry 2 bags at once, at a speed penalty. This greatly speeds up our bag-hauling process.

BASIC: We’re picking up hostage skills for 2 reasons: SWAT for Federal Negotiator and Nader Repellent, and ensuring we have enough resources to make it through the heist. Manipulator BASIC lets us trade and tie up hostages 50% faster.

Negotiator: This skill gives us 2 extra resources whenever we trade a hostage. This means for just 2 hostages, we can fill our Consumable slot with ARKs.

Menacing: Lets us shout at SWAT and Law Enforcement to force them to surrender. The main appeal is creating a hostage on demand, however it also lets us stun an enemy before they can shoot, giving us the edge to kill them first.

BASIC: Mower BASIC is another skill we’re picking up to unlock later skills. However, the ability to gain EDGE every 35 shots does have occasional uses.

Ammo Funnel: Given that Ammo Funnel is here for good—and even got an indirect buff thanks to the ammo rework—it’s no surprise this build still includes this powerful combo. As long as we have EDGE, Ammo Funnel will automatically put any ammo we pick up into our equipped weapon's magazine.

Replenish: The final part of this combo, Replenish will automatically pick up ammo dropped by enemies we kill, as long as we have EDGE. This combo effectively gives us an infinite magazine on most weapons, as long as you’re hitting your shots.

Sprint Loaded: Since we’ll be using reloading to refresh our buffs from the later skill Combat Reload, Sprint Loaded allows us to reload while sprinting, which helps us better position ourselves when we need to take cover and manage our buffs.

BASIC: For our primary method of gaining GRIT, Enforcer BASIC grants us GRIT when we kill 2 enemies within 4 seconds and within 5 meters. Getting 2 close-range kills early is easy, and if you’re good at managing your buffs with Combat Reload, you won’t need to get it more than once.

Combat Reload:A simple but crucial skill, Combat Reload lets us refresh both EDGE and GRIT when we reload a non-empty magazine. This means we need to reload about every 20 seconds, or sooner, to keep EDGE and GRIT active. It sounds like a lot, but once you're familiar with the build, reloading to refresh buffs becomes second nature.

Quick Draw: Our last remaining Gunslinger skill, Quick Draw, increases our weapon swap speed. This is great for quickly switching between weapons, like swapping to your secondary to take down a shield and then switching back to your primary.

BASIC: For a helpful buff to our flashbangs, Demolitionist BASIC increases their area of effect by 20%.

Overcooked: This skill allows our flashbangs to explode on impact instead of a timer. This allows us to use them more aggressively, pushing back even the toughest waves of enemies.

Extra Munitions: This build heavily invests in flashbangs, so increasing our throwable capacity by 2 with Extra Munitions is an obvious pick.

BASIC: Whenever we kill an enemy with a suppressed weapon, Assassin BASIC grants us RUSH, ensuring we always have it for extra speed.

Killer Kinesthetics: Whenever we kill a marked enemy with our suppressed weapon, the marking will jump to the next unmarked enemy within 10 meters. This gives us just a bit more mileage out of our flashbangs, allowing us to chain marked enemy kills more consistently.

Assassin’s Mettle: This skill is key to overcoming one of Adaptive Armor’s biggest problems: losing health. When we lose our first armor chunk, Assassin’s Mettle lets us use our flashbangs to restore health, compensating for damage from Tasers, Cloakers, or AP rounds.

Death Knell: To use our flashbangs as health sources, we need enemies marked. Death Knellmarks any enemy affected by our flashbangs, completing the synergy.

BASIC: When we stun or stagger an enemy, Tactician BASIC gives us EDGE. Because shooting enemies causes slight stuns, you’ll gain EDGE just by firing normally.

Expose: This skill gives our flashbangs real power by allowing shots at stunned enemies to ignore all armor. This drastically reduces the shots needed to kill most enemies.

Frugal Thrower: Lastly, we’re picking up Frugal Thrower for a 1/5 chance to replenish a flashbang after we throw it as it gives a method of getting throwables back outside of Scrounger.
Recommended Weapons
While you can get away with using most weapons with this build, I'm going to demonstrate 4 primaries: 2 Assault Rifles, an SMG, and a Shotgun, as well as Three secondaries. If you're interested in using a weapon outside of these recommendations, the Other Weapons section shares the hipfire attachments for most of the compatible weapons.

While the build has been extensively tested with all the weapons listed below, I am biased towards the FIK PC9. As such, that is my overall recommended weapon of choice for this build.

Primaries
SMG: FIK PC9
  • Sight: Projection RDS
  • Barrel Extension: Obelisk Silencer
  • Magazine: Quick-Pull Mag
  • Stock: None
  • Vertical Grip: Angled Ghost Grip
  • Grip: Perforated Grip

Assault Rifle: Adelig RG-5
  • Sight: Sheath RDS
  • Barrel Extension: Cylindrical Silencer
  • Barrel: CQC Barrel
  • Grip: Contoured Grip
  • Magazine: Quick-Pull Mag
  • Stock: Light Frame
  • Vertical Grip: Angled Ghost Grip

Assault Rifle: KU-59
  • Barrel Extension: Cylindrical Silencer
  • Barrel: Rail Barrel
  • Grip: Perforated Grip
  • Magazine: Quick-Pull Mag
  • Stock: None
  • Sight: Lined Sight
  • Vertical Grip: Angled Ghost Grip

Shotgun: FSA-12G
  • Barrel: Ranged Barrel
  • Magazine: Quick-Pull Mag
  • Stock: Padded Tube
  • Sight: Compact RDS
  • Barrel Extension:12G Obelisk Silencer
  • Grip: Perforated Grip
  • Vertical Grip: Angled Ghost Grip

Secondaries
Garstini Viper .50AE
  • Barrel: S-Ballers
  • Grip: Perforated Grip
  • Magazine: Extended Mag
  • Sight: Box RDS

Jackknife SE5
  • Grip: Shock Panel
  • Magazine: Extended Mag
  • Barrel Extension: Obelisk Silencer
  • Sight: Box RDS

Jackknife SE5
  • Barrel Extension: Obelisk Silencer
  • Magazine: Extended Mag
  • Stock: Overline Stock
  • Sight: Box RDS
Other Weapons
Primaries
  • Sight: Lined Sight
  • Barrel Extension: Cylindric Silencer
  • Barrel: Ranged Barrel
  • Grip: Perforated Grip
  • Magazine: Quick-Pull Mag
  • Stock: TQ
  • Vertical Grip: Angled Ghost Grip


  • Sight: Sheath RDS
  • Barrel Extension: Cylindric Silencer
  • Grip: Perforated Grip
  • Magazine: Quick-Pull Mag
  • Stock: None
  • Vertical Grip: Angled Ghost Grip


  • Sight: Projection RDS
  • Barrel Extension: Cylindric Silencer
  • Barrel: Ranged Barrel
  • Grip: Biofit Grip
  • Magazine: Quick-Pull Mag
  • Stock: Padded Tube
  • Vertical Grip: Angled Ghost Grip

  • Sight: Sheath RDS
  • Barrel Extension: Cylindric Silencer
  • Barrel: CQC Barrel
  • Grip: Perforated Grip
  • Magazine: Quick-Pull Mag
  • Stock: None
  • Vertical Grip: Angled Ghost Grip



  • Sight: Box RDS
  • Barrel Extension: Obelisk Silencer
  • Magazine: Quick-Pull Mag
  • Stock: TQ
  • Vertical Grip: Angled Ghost Grip



  • Sight: Box RDS
  • Barrel Extension: Obelisk Silencer
  • Magazine: Quick-Pull Mag
  • Stock: Padded Tube
  • Vertical Grip: Angled Ghost Grip



  • Barrel Extension: Whisper Wrap Silencer
  • Magazine: Quick-Pull Mag
  • Stock: Hollow Frame
  • Vertical Grip: Angled Ghost Grip
  • Grip: Smooth Fluted Grip
  • Sight: Lined Sight




  • Barrel: Ranged Barrel
  • Magazine: Quick-Pull Mag
  • Stock: None
  • Sight: Compact RDS
  • Barrel Extension: Ridgecyl Silencer
  • Grip: Perforated Grip
  • Vertical Grip: Angled Ghost Grip

  • Barrel: CQC Barrel
  • Barrel Extension: 12G Obelisk Silencer
  • Grip: Diamond Friction
  • Stock:Skeleton Folding Stock
  • Sight: Sheath RDS



While I can't recommend the LMG for the build as-is, as its slow reload speed makes the Combat Reload tech much more inconvenient to pull off, if you're open for a challenge you can ignore Combat Reload and rely solely on Fortitude BASIC for GRIT management. You can even reallocate the skill point to Cooker in the Demolitionist tree to provide an alternative method of gaining GRIT.
  • Sight: Lined Sight
  • Barrel Extension: Cylindric Silencer
  • Barrel: Ranged Barrel
  • Grip: Perforated Grip
  • Stock: Padded Tube
  • Vertical Grip: Angled Ghost Grip



Secondaries
  • Barrel: Ranged Barrel
  • Sight: Box RDS
  • Grip: Tac Grip
  • Barrel Extension: Parted Compensator





  • Magazine: Extended Mag
  • Barrel Extension: Obelisk Silencer
  • Sight: Box RDS
  • Grip: Friction Grip




  • Barrel: Tactical Barrel
  • Magazine: Unfluted Cylinder
  • Sight: Box RDS
  • Grip: Tactical Grip
  • Barrel Extension: Parted Compensator



  • Stock: None
  • Magazine: Extended Mag
  • Barrel Extension: Obelisk Silencer
  • Sight: Box RDS
  • Grip: Tactical Grip
Equipment
Deployable: Ammo Bag
For our deployable, we’ll be running the Armor Bag. Self-sufficiency is our goal with this build, and as such, we will not be running more than 4 charges in our Armor Bag. Thanks to survivability skills such as Assassin’s Mettle and Plate Up, along with renewable resources from trading skills, additional charges are unnecessary. This self-sufficiency not only benefits solo play but also supports our team by reducing the amount of resources we consume during a heist.

Armor: Adaptive Armor Lining
Still, as one of the strongest armors in the game, Adaptive Armor Lining is an obvious choice for a self-sustaining build. Adaptive Armorpaired with Plate Up is already a potent combo, but with the new “Healthgating” tech from Assassin’s Mettle, this synergy reaches an entirely new level of power. Consistent kills are essential to keep Plate Up and Assassin’s Mettle active—otherwise, the fragility of Adaptive Armor will quickly become apparent.

Throwable: Flashbang
Our Flashbangs are an incredible multi-purpose tool, and with Overcooked, we have on-demand access to their benefits. Beyond the obvious advantage of blinding enemies, Flashbangs also serve as a powerful offensive tool thanks to the armor-stripping properties of Expose. Even more impactful, thanks to Death Knell, our Flashbangs mark all enemies caught in their blast. This not only triggers the Assassin’s Mettle combo but also allows you to chain marked enemy kills with Killer Kinesthetics. Additionally, the distinct red outlines of marked enemies provide a metagame advantage by helping you secure kills more consistently.

Overkill Weapon: HET-5 Red Fox
While I objectively recommend the HET-5 Red Fox due to its ability to two-tap Dozers and one-tap everything else, making it stand head and shoulders above other Overkill weapons, the reality is that you’ll get plenty of mileage out of any of them. If Dozers are giving you trouble, run the HET-5 Red Fox to wipe them off the face of the earth. If you’re struggling more with crowd control, the Mamba excels at clearing hordes of enemies with just 1 or 2 shots. Need consistent DPS output? The M135 Arges will ensure you’re dealing enough damage to hold off any assault.

TL;DR: Red Fox if you want to follow the meta; personal choice if you prefer having fun. /hj


Tool: Infrasonic Mines/Motion Sensors
For our tool, we want either Motion Sensors or Trip Lasers, as both enhance the effectiveness of our Flashbangs by marking enemies. Trip Lasers excel in heists where you can set them at major choke points to provide consistent benefits throughout the heist. However, they struggle in heists with unpredictable spawns or constantly shifting holdout zones. On the other hand, Motion Sensors are ideal for heists that require holding out in multiple locations or rotating between multiple locations to avoid risky combat. Keep in mind, though, that each sensor can only mark 30 enemies before breaking, meaning you could run out mid-heist.

I personally prefer Motion Sensors for most heists, often treating them as portable "health kits" for when I'm forced into a defensive position. However, for heists such as Dirty Ice, Gold & Sharke, or Houston Breakout, I switch to Trip Lasers to ensure more consistent marking throughout the heist.

Breakdown of the Build's Mechanics
Gaining EDGE, GRIT, and RUSH
EDGE
Our primary method of gaining EDGE is through Tactician BASIC, which triggers with the stagger caused by your shots. This ensures a steady and reliable EDGE supply during combat.
GRIT
Mower BASIC grants GRIT for securing two close-range kills in quick succession, and Fortitude BASIC grants or refreshes GRIT whenever you heal to or above max health. This then synergizes with Assassin's Mettle, allowing you to maintain GRIT consistently without needing to reload via Combat Reload.
RUSH
Assassin BASIC provides RUSH for every kill with a silenced weapon. This is your main source of RUSH generation.


Maintaining EDGE and GRIT
Direct Maintenance
Combat Reload refreshes both EDGE and GRIT when reloading a non-empty magazine, useful during quiet periods or cover breaks.
Indirect Maintenance
GRIT: With Assassin's Mettle and Fortitude BASIC, every marked enemy kill that grants overheal refreshes GRIT.
EDGE: Simply keep shooting! If your EDGE runs out before you refresh with Combat Reload, the stagger effect from Tactician BASIC will quickly restore EDGE.


Utilizing EDGE, GRIT, and RUSH
FunnelPlenish & Plate Up
Ammo Funnel and Replenish allow you to recycle ammo directly into your magazine as long as you have EDGE. This ensures practically infinite magazine capacity so long as you're consistently picking enemies
Plate Up synergizes by regenerating armor every 2 seconds when GRIT is active and you pick up ammo. Combined, kills directly boost both our survivability and ammo efficiency.
Scrounger
With EDGE active, Scrounger provides a 10% chance to restore throwables on ammo pickup. FunnelPlenish ensures this happens frequently, steadily replenishing flashbangs.


Flashbang Uses and Related Skills
Flashbang Utility
Blinding: Flashbangs blind enemies on impact (via Overcooked) for crowd control and aggressive repositioning.
Armor Stripping: Expose bypasses enemy armor, significantly improving weapon damage breakpoints.
Example: The Northwest B-9 goes from a 4-shot headshot kill to a 1-shot headshot kill on exposed enemies.
Marking Enemies: Death Knell marks enemies hit by Flashbangs, triggering Assassin’s Mettle for adrenaline and GRIT refresh. With Killer Kinesthetics, marked enemies chain marks to others, creating devastating kill streaks.
Flashbang Skills
To maximize Flashbang accessebility, we include:
  • Scrounger for steady replenishment.
  • Frugal Thrower for a 20% chance to conserve throwables.
  • Extra Munitions for an increased capacity of 5 Flashbangs.

Healthgating
Healthgating in Payday 3 functions similarly to Armorgating from Payday 2, where armor absorbed damage before health could be impacted. In Payday 3, Healthgating uses the Adrenaline overheal mechanic to mitigate damage to your armor, enhancing survivability.
How It Works
Adrenaline Overheal: When you gain overheal (exceeding your max health), the excess health acts as a buffer, reducing the amount of damage that reaches your armor. This buffer provides a crucial layer of defense during heavy firefights.
Marking Enemies:
To enable Healthgating, enemies must be marked. This is achieved through the following:
  • Death Knell: Marks all enemies affected by your flashbangs.
  • Killer Kinesthetics: Extends marks to nearby enemies not directly hit by the flashbang, creating a chain effect.
Why It’s Important
Healthgating ensures you take minimal damage to your armor, allowing you to sustain longer engagements and provide more value to your Adaptive Armor. Paired with the marking system from Death Knell and Killer Kinesthetics, you can reliably refresh your Adrenaline and maintain the health buffer throughout combat.

This mechanic is a cornerstone of the build, enabling aggressive playstyles while maintaining survivability.
The Build in Action
A Showcase of several of Payday 3's heists being completed solo with this build on OVERKILL difficulty. More videos will be added once I have the time to sit down and record.

Gold & Sharke

Touch the Sky

45 条留言
FlutterFeet Fetish 2024 年 11 月 22 日 下午 4:46 
Your builds help me understand the game mechanics better and make something that fits my playstyle more. Very good job :steamthumbsup:
Sex!!  [作者] 2024 年 11 月 20 日 上午 1:08 
After a long wait and several updates, the Hipfire Build Guide has been officially updated for 1.4.2 Fear & Greed. This update contains skill updates, the introduction of new tech "Healthgating," new recommended weapons, updated attachments, a New "Other Weapons" category containing most of the game's compatible weapons and attachments, and a detailed breakdown of the build's mechanics.

As always, I'm always open to discussion and will be relatively more active going forward. You can also expect the other build guides I've worked on to be updated as well as some new ones coming soon...
Sex!!  [作者] 2024 年 9 月 26 日 下午 12:47 
Big Changes are coming :tobdog:
FlutterFeet Fetish 2024 年 9 月 16 日 下午 10:21 
New Deagle is the absolute best undefeated secondary right now. One shots a shield through the visor on overkill with no mods on and is just as precise as castigo while having more ammo
FlutterFeet Fetish 2024 年 9 月 15 日 下午 8:56 
I've been playing a lot of the Houston Breakout burst weapons and can confidently say that the AR and the shotgun are the best weapons in the game at the moment. Ammo sustain is so good you never experience lack of it and at max lvl with proper attachments the AR one burst kills most enemies and is very accurate in hipfire. Meanwhile, shotgun is very powerful and allow for more of a reckless spray and pray. It's also so good it take about 1 clip to kill a dozer, which is very impressive compared to other guns
FlutterFeet Fetish 2024 年 8 月 19 日 下午 10:05 
I think more options would be good, as long as they're all viable. Someone just glancing over the build might choose to skip it just because the limited weapon choices aren't something they'd enjoy. Great work on this one, I'll be keeping an eye on updates
Sex!!  [作者] 2024 年 8 月 19 日 下午 9:49 
I have considered the ATK-7, and it is by far the best SMG in the game. The FIK PC9 as the SMG choice is 100% a personal choice, it's the gun I enjoy using the most, however I completely recognize the ATK-7 is better in almost every situation. Fortunately, the attatchments I'd use for the ATK-7 are either the same or are a reskin of the same attachments such as the Biofit Grip for the PC9 and the Contoured Grip for the ATK. If you don't think it would be too cluttered, I could add additional primaries for cases like the ATK-7.
As for with the new update I am absolutely going to update the guide as I go. I will most likely play till all 4 new weapons are max-leveled before I make any weapon update, however first thoughts I really like the Tribune, I like the Shotgun, and I'm meh on the Burst pistol and Famas clone but I def need to play them more.
FlutterFeet Fetish 2024 年 8 月 19 日 下午 2:00 
Have you considered ATK-7? I've been rotating my choice of SMGs for a hipfire build and ATK-7 seemed the most balanced in current patch. With the addition of Houston Breakout I've also started developing a taste for Chanit S3, are you planning to adjust for the new DLCs in the future?
Sex!!  [作者] 2024 年 8 月 18 日 下午 12:15 
Updated for 1.2.1 and in preparation for the update tomorrow.

-Skills were reworked. Less emphasis on Death Knell/Combat Marking tech, and more focus on survivability
-Weapons were tweaked to better serve hipfire playstyle
-SA A144 Was removed, it just never worked well with hipfire and was only included to broaden appeal. Instead, use the Adelig RG5. Does the same thing, and handles much better.
-Because a weapon slot opened up, the CAR-4 was added as I've always loved playing with it on this build. It's hipfire accuracy and handling is one of the best.
-Bullkick 500 was replaced with the Castigo 44, see previous comments on explanation why.
-New gameplay video of NRFTW was made, and the Rock the Cradle gameplay video was remade with a much quicker stealth portion
-Graphics were added for the remaining loadout selection just cause it looks nicer.
Swanky McSwanky Pants 2024 年 8 月 6 日 上午 11:53 
I can definitely see the castigo doing much more work over the bullkick. As fun as the bullkick is it just isnt good while running hipfire like the other guns are ive noticed.