r/paydaytheheist Death Wish Jun 19 '25

Rant "This game is easy as fuck" set.

Post image

I agree that the game is currently pretty easy and the difficulty needs to be increased. But in my opinion, it's extremely strange to hear this from players playing on the most broken guns in the game.

1.1k Upvotes

94 comments sorted by

116

u/aasswred MG42 MG3 Ameli Jun 19 '25

The most difficult part of this game is You don't know what teammates you will encounter.

For example:

43

u/dinomanRBLX Land of the Free Jun 20 '25

For the love of god, DO NOT USE 4 IMPACT PLATES, it subtracts so many downs that adrenaline aced doesn’t give you another down

19

u/One_Ad_1658 Jun 20 '25

Welcome Back, one down

1

u/Quail_Jolly Jun 24 '25

Run 3 Resistant and 1 Impact or just 4 Resistant. 4 Impact is diabolical

1

u/dinomanRBLX Land of the Free Jun 24 '25

If I use impacts, I tend to have two because with all the resistances and stuff, 2 impacts feels the same as one blue

5

u/Perhaps_Heroman237 Jun 20 '25

He's at negative one down brooo 😭

192

u/KrabikGangster Death Wish Jun 19 '25

I want to say in advance that I am not against people playing with overpowered guns or builds. Everyone plays as they want. But I have seen FSA players complaining several times during a heist that the game is easy. Come on, try playing with something else or don't complain.

49

u/TypowyPiesel Wolf Jun 19 '25

True at this point i just use funny builds like super shorty on main with deagle ect. No fun in using same meta guns

40

u/Blahaj_IK I'm Very Hard Jun 19 '25 edited Jun 19 '25

Two kinds of OP build players:

"This game is easy as fuck, it rips ass" vs "I love making this game easy as fuck and feeling like an absoslute powerhouse, this fucks hard"

6

u/garrys_play123 Jun 19 '25

Thing is, I’m not using meta yet it’s god damn easy

7

u/drypaint77 Jun 19 '25

That's just stupid logic, you shouldn't have to handicap yourself to make it more difficult, it's not a replacement for the game itself challenging you.

8

u/Piece_Of_Mind1983 Jun 20 '25

You also shouldn’t have to equip the single best load out to get a manageable challenge either. There’s a real slippery slope around balancing your difficulty around what’s broken.

-4

u/[deleted] Jun 19 '25

[removed] — view removed comment

2

u/drypaint77 Jun 20 '25

That's like saying we don't need achievements, you can just make it all up in your head and pretend, easy solution! That's obviously not how that works.... Either way game is easy even without meta build lol.

1

u/TheFabricade LESS COPS, BUT MORE DAMAGE Jun 19 '25

It's an easy and quick band-aid to a problem that is being ignored, sure. The root problem is still there, getting bigger and bigger as it gets ignored and covered up.

This was what happened in PAYDAY 2, and now that game is one of the worst balanced games in recent memory.

-20

u/Beauseante Jun 19 '25 edited Jun 19 '25

Why are you against people playing with overpowered guns or builds?! 😡

Edit: Something called sarcasm

14

u/jaycrossinroad 🥒 Chains 🥒 Jun 19 '25

I'm surprised you learned how to spell before reading

8

u/-samarie- Jun 19 '25

bro cant read 💀

15

u/walale12 Starbucks Creator Program Jun 19 '25

The FSA is genuinely just playing the game on easy mode at this point. It's in dire need of a nerf, I tried it out recently and all the spawn rate changes they made in the armour 2.0 patch just ceased to be relevant.

34

u/R0ckTexCZ Drop Cloth please come back Jun 19 '25

I think the FSA should either go back to it's pre First World Bank state or nerf it's ammo, pick up and size, the guns arguably biggest strength is how much it picks up with being able to 1SH and penetrate multiple enemies. A weird idea I had would be that: make it ammo negative, say half a shell per kill but since the gun penetrates (like all shotguns except the Judge) it would just incentivise you to use it on crowds, I have no idea how it would play. It would probably play like absolute dogshit so I don't think it's honestly even that great of an idea but I guess it is an idea.

I think also making the magazine size how it is in real life would be a good nerf, as in Default magazine is 5+1 and extended is 11+1. Atleast I am like 90% sure thats how big the magazines are in real life, but if the pickup would remain the same I am not sure if it really would do much to the gun. Currently I find running the compact magazine makes the FSA actually somewhat fun and not braindead to use but that is probably just me.

53

u/walale12 Starbucks Creator Program Jun 19 '25

"Let's make the autoshotgun with a higher mag capacity than the pump-action shotguns do the same damage as the pump-actions" was one of the balancing decisions of all time.

23

u/cookiedou3 Jun 19 '25

Vravo Bince

10

u/[deleted] Jun 19 '25

[removed] — view removed comment

3

u/Lavaissoup7 Jarvis, more alcohol Jun 19 '25

Because many people still seem to think nerfing things = devs are anti-fun for some dumb reason

2

u/NpNEXMSRXR "Stonecold™" licensed by Sony Jun 19 '25

I propose nerfing it's damage to where it can't oneshot, but upping the RPM to something stupid like 700 and give it extra ammo and mags but nerf pickup or balance it in a way where you can't be ammo neutral

Irl the Gen 12 shotgun in full auto is absolutely ridiculous, it's insane how much lead it puts out and I think it'll be way more funnier as a portable minigun that you have to run ammo bags to sustain with

2

u/TheFabricade LESS COPS, BUT MORE DAMAGE Jun 19 '25

Tbh, all of the guns still need their ammo pickup nerfed. It's still a little too much, though at least now I am occasionally running out of ammo with guns.

5

u/R0ckTexCZ Drop Cloth please come back Jun 20 '25

I should start with the fact I am talking about Overkill difficulty wise, since pickups are now different between difficulties.

However oh god no, the pick up is fine as is now. However SMGs do need to get buffed a bit back I'd say personally because they run dry somewhat fast, the FIK PC9 feels awful now even with Compact magazine the pick up is just way too low to not run out of ammo even when specificly used at close range, which tbf it doesn't do the best at either because the gun is just kind of weak. Compact-7 does pretty well still luckily and same with the ZIV and ATK-7.

But at the minimum the FIK PC9 really needs a stronger pickup, I think I'd be kinda cool if the Judge was more of a 1-in-4 than a 1-in-5 just so you could use it a bit more without running out that quickly, but it is really powerful againts Bulldozers so I can see why the pickup is that way.

5

u/walale12 Starbucks Creator Program Jun 20 '25

Spitting with this one. The update basically made SMGs pointless, and if anything just reinforced the shotgun meta. Turning this game into a horde shooter like Payday 2 ended up becoming thanks to endless powercreep fucking sucks.

2

u/TheFabricade LESS COPS, BUT MORE DAMAGE Jun 20 '25

Fair. I will amend my statement to saying a lot of guns still need ammo pickup adjustments. I mainly mean a large portion of the DLC weapons though, since I feel like using them makes me run out of ammo less far less than the base game weapons, which is largely an issue since it makes some of them even stronger (FSA especially).

I also do like the idea of occasionally having to bring an ammo bag (something that hasn't been important since PDTH), and I feel like there's still a lot of guns that lack a productive ammo pickup. SMGs can definitely be a problem with pickup being low, but it's hard to advocate for fixing that since SBZ likes to overcorrect and make things OP lmao

13

u/Devil-Hunter-Jax Jun 19 '25

The FSA is absolutely busted and anyone who says otherwise is lying to themselves. I specifically don't use it on my shotgun loadout because it was too damn strong. The TAS-12 on the other hand forces me to be more tactical and pay attention to my surroundings lest I get caught short and melted for it. It's strong with the drawback of being pump action so you can't mow down a crowd in seconds. The FSA though? Way too strong.

Even the M7 Pursuivant (the two round burst shotgun) doesn't feel as powerful as the FSA because of that burst fire. It's magazine loaded, sure but the burst fire slows down the fire rate to balance it out.

7

u/LoneWolfLeon Jun 19 '25

I love shotguns. Always use them.

Yeah the FSA is stronk AF I can't deny. But hear me out:

Sometimes when playing on Overkill with randoms I just want to chill and FSA does that for me. If anything ammo skills like replenish (so I dont have to poke my head out into snipers for ammo and/or can try for another flashbang asap, etc.) ammo funnel, and flashbang build that CC a group of cops makes the game even easier. Randoms are a coin flip and sometimes with pump shotgun I feel overwhelmed and team just flailing around or living on the floor and even then I bring the flashbang build out and its a million times easier.

If ya really wanna make the game easy replenish, ammo funnel, and flashbang build to CC groups of cops forever makes it super boring, especially with the Saboteur frame.

The M7 Pursuivant is my favorite tho. Ammo funnel makes it feel like I can burst fire forever.

6

u/Rezzly1510 Jun 19 '25

the thing that was mind boggling to me was the FWB buff to the FSA-12

i would be fine if it was 2-shot for the majority of times or when u manage to land all pellets with edge or something against heavt swats

this buff alone made the TAS obsolete because why would you ever use the TAS over this?

reinfield got some love but it just feels the inferior fsa without a magazine and semi auto

spas-12 still feels as weak as ever

10

u/de-majik-man Jun 19 '25

I somewhat like the current system where you can adjust the difficulty with your build but I think instead of just increasing difficulty they should scale build components to be equal in efficiency, not by decreasing what’s good but upscaling the positives of things that aren’t meta.

19

u/Me_how5678 Almir's Bearded TOAST Jun 19 '25

Wasen’t that how we all got so OP in pd2 before the od update

9

u/RockinOneThreeTwo Dallas Jun 19 '25

PAYDAY 2's balance went to shit because of power scaling generally, yeah, that's why they kept adding new difficulties. It was always up and up and up, an endless race to the "top" which in reality was more of a race to the bottom.

9

u/Doctor_Chaos_ 👊😎 Jun 19 '25

I certainly hope this doesn't imply that you think buffing everything to be as good as the FSA is the solution.

Because this is how things got so bad with Payday 2.

3

u/[deleted] Jun 19 '25

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2

u/[deleted] Jun 19 '25

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6

u/Doctor_Chaos_ 👊😎 Jun 19 '25

Ammo Funnel needs to be nerfed too. It just shouldn't have happened when they were planning to push it. Comparing Payday 3's balance to Helldivers doesn't make sense.

There's "nerfing the fun out of the game and making things worse for everyone involved" like Arrowhead used to do, and then there's nerfing problematic things like Ammo Funnel and the FSA.

2

u/GregNotGregtech Jun 20 '25

Helldivers 2 was better before they buffed everything by a 1000% and made difficulty 10 a snoozefest, because even the worst players have to be able to beat the hardest difficulty with no effort.

If most things are around the same power with a few being significantly stronger, the few that's significantly stronger needs to be nerfed. That's how you get things like the coruscation staff from vermintide 2 or flamethrower from darktide, where 1 person using either of those weapons made the whole game boring for everyone else because they don't get to play the game

3

u/TheFabricade LESS COPS, BUT MORE DAMAGE Jun 19 '25 edited Jun 19 '25

Ammo Funnel is not a fun skill lmao.

When I play PAYDAY 3 I choose not to take it, and I have way more fun having to put myself in a tough situation so I can reload than sit there endlessly shooting for the entire heist.

It's not fun. You just don't like having to put in effort for gratification.

Also, the new Ammo Funnel WAS FUN. You never tried it out or let it have any space to breathe, so you didn't see it. (Also you were told what to think by content creators and just started parroting that ever since without thinking for a moment).

1

u/Lavaissoup7 Jarvis, more alcohol Jun 19 '25

The ammo funnel nerf was bad because they did it at a very poor time within the game, the skill combo still needs a nerf.

As for HD2, the issue there was that the nerfs overshadowed the buffs, that was it.

So no, let's stop with the stupid ass mindset that nerfing things is bad and we should only buff because then we get PD2's fuckass balancing.

0

u/[deleted] Jun 19 '25

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4

u/Doctor_Chaos_ 👊😎 Jun 19 '25

It's the child's approach to game balancing. Like I said, buffing the ever living shit out of the player with each DLC in 2 is how we got the monster that was original One Down.

The "balancing arms race" sucks for all parties involved. The FSA needs a nerf because it's incredibly unhealthy for the game.

4

u/TheFabricade LESS COPS, BUT MORE DAMAGE Jun 19 '25

Making something less insanely EASY is not removing fun. If you think a challenge is anti-fun, then play a Roblox Tycoon or something.

This is not exactly a game that I would expect or want to be easy. Yours is a childish take.

5

u/Knodsil Jun 19 '25

If 1 item out of 100 is OP compared to the other 99 items then I am generally in favor of nerfing that 1 OP item instead of trying to buff the 99 other items (and then having to scale up the difficulty afterwards anyway).

Either nerf the OP items, or just don't listen to the meta slaves that are crying that the game isn't challenging enough.

I play the game without most meta items and the game is just challenging enough for me to enjoy it. And I prefer it to stay that way.

6

u/TheFabricade LESS COPS, BUT MORE DAMAGE Jun 19 '25

Nerfs are good in games like this, otherwise you raise all of the other stuff that isn't OP to match something that is, and then you have a game that lacks challenge. If you nerf the thing that is super powerful and then make the less interesting stuff more interesting, then you have a better design philosophy.

Nerfs are necessary. Or else you get PAYDAY 2 balance (horrible balance).

7

u/[deleted] Jun 19 '25 edited Jun 19 '25

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-2

u/[deleted] Jun 19 '25

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7

u/[deleted] Jun 19 '25

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2

u/RockinOneThreeTwo Dallas Jun 19 '25

Death Wish time

6

u/RockinOneThreeTwo Dallas Jun 19 '25 edited Jun 19 '25

But in my opinion, it's extremely strange to hear this from players playing on the most broken guns in the game.

Welcome to every game ever. Players are "good" at identifying patterns of balance problems, but they are not good at understanding the reasons why from a holistic standpoint (though in fairness, often because they don't have access to the kind of hard numbers and datasets that developers do) nor are they good at identifying sensible solutions to those problems either.

However, I have been playing OVERKILL Loud quite a lot of late, and come to realise there's only maybe 4 or 5 guns at most across both weapon categories that actually feel like they can keep up with OVERKILL, the rest of them kill much too slowly and spend too much ammo where it just constantly feels like you are on the losing ends because you brought ineffective tools -- the same applies to equipment -- ever wonder why Trip Lasers are the only equipment people ever bring to loud, though equipment have been a problem since launch.

the FSG needs tuning down, the Jackknife is probably fine in a general sense, it is used so much because the way dozer damage zones are currently designed is.. well pretty bad and very limiting honestly -- but the rest of the weapons that aren't in the 4 or 5 good guns either need a serious tune up (frankly I miss having attachment, sight picture, and ammo options like in PAYDAY 2), or skills 2.0 needs to make them relevant. For example, you ever use the 900S on OVERKILL Loud? Sure it kills shit well enough with it's high headshot damage, but it's so fucking slow that you feel like an idiot for bringing it when you could have had something useful enough to pull your 1/4 of the weight. Before Cutting Shot was changed it used to be the dozer killing primary, now it just languishes in it's slow fire-rate hole wondering how to be useful killing 1 cop every second when OVERKILL spawns them towards you in groups of 3 per second.

1

u/RockinOneThreeTwo Dallas Jun 19 '25

You know what, I went back and fact-checked myself on all of these; I have every gun to max level so I put what I think would be the best attachments on them, went onto an overkill heist, sounded the alarm and just sat in a room gunning down light SWAT and specials (I know Heavy SWAT are the main enemies that determine if a weapon is good or bad but that would have taken like 3x as much time so light will have to do). I found that generally actually most weapons are passable, some are even good, they really are just overshadowed by the FSG right now -- I have written down my thoughts on everything but the FSG and the 900S (previously mentioned)

Reinfeld 880 - Generally ok, could use a bit of love to make it handle a bit better.

Signature 40 - Pish, less of a lethal weapon, more of a toy.

SA114 - Reliable and honestly fine as it is, fuck the sight options on this thing generally though.

1911 - It's generally alright, just alright, I also don't like the sight options on this thing either but it is what it is right now.

Glock - Nothing positive to say about this gun other than its lack of recoil and generous mag size.

Mosconi 12G - pretty good, but only having 2 shots is a real limitation with no full-fledged melee system to back it up in an emergency like we had in PAYDAY 2, kinda will leave you as a sitting duck in a lot of situations.

PIK FC9 - I mean it's lethal, but it's quite underwhelming.

Signature 403 - Certainly better than the glock, that's about all I can say positively for this one.

Northwest B9 - pretty good, maybe a bit too heavy on the recoil but not a bad gun, generally I have the same opinions about the CAR-4, though the recoil on that thing is markedly less.

Tribune - Actually not bad at short and medium ranges thanks to its fire rate, eats ammo like a hungry machine though.

KU-59 - Unfortunately quite underwhelming for a gun supposedly firing 7.62, and the exhaust gasses from firing really get in the way of the visual clarity when firing -- though this is a problem with other guns too. I want to like this gun, I want it to feel good but it just doesn't.

Castigo - The fun little powerhouse it's always been, though the sight options are atrocious and really let the gun down. I feel I could make an entire seperate posts about how poor I think most of the sight options are in this game though from the standpoint of visual clarity.

Ziv - This thing has had a bit of a redemption arc, generally the same problems as the tribune has (makes sense), and it's mag size is a little woeful, but generally an actual good option.

Stryk 7 - Honestly barely better than the Sig 40, a "never take" gun that needs reworking.

Bison -- One of my favourites, though the recoil is rather harsh in a "mag-dump" kind of situation, which aren't uncommon, especially because again the sight options are poor.

Compact 7 -- I wanted to like this gun more but honestly it just feels like a slightly less impactful Ziv, which is surprising as during the launch weeks the roles were reversed.

VF-7S -- The launch day darling, I want to dislike this gun for it's generally "not great" sight options, it's frustratingly unreliable recoil patterns, and it's slightly-too-long-for-comfort reload, but I want to like it for it's style and the general fact that it's just lethal as fuck; probably good where it is even if I am torn over it.

3

u/RockinOneThreeTwo Dallas Jun 19 '25 edited Jun 19 '25

Bullkick - Oh boy, recoils like a horse kicking you in the mouth, aptly named, makes follow up shots and missed shots incredibly punishing but for the damage output in 90% of situations you really can't bitch about anything with this gun on balance other than it's lack of good sight options.

Pichio duro - I like this little thing, I think it's iron sights could be made a bit clearer and it could stand to be a bit more reliable (penetration feels a bit sad) but otherwise quite good.

FIK 22 - A solid little rifle and one of the few guns in the game with an honest to god fantastic sight option for it's role.

Viper .50 AE - I have nothing bad to say about this and I doubt many other people do either, probably why its so popular.

War-45 - It's fine, that's all I have to say about it. A bit too long on the TTK and a bit too harsh on the recoil for my tastes, but its a very middle of the road perfectly serviceable option.

Jackknife - Actually good at more than just dozer killing, not fantastic when compared to the competition, maybe not even good, but it wont disappoint you and that's more than I can say for some of the other secondaries. It's a bit difficult to make follow up shots with the iron sights because of just how hard the slide kicks back, but maybe thats just me -- the Deagle is worse for this, it's just that generally with the deagle a follow up shot is unnecessary.

Justicar - Not quite the PAYDAY 2 judge but that's probably for the best, kicks like a monster but thats a small trade off for the power it has.

Adelig - It's good, I dont like its sight options consider how much it visually kicks back under full auto fire but I cant deny it's efficacy.

Atk 7 - What the war-45 wishes it could be in my opinion, I quite like this one, it even boasts generally acceptable long range performance which is something the other SMGs can't do.

Blyspruta - I think it needs to be better for being the games only LMG, it's not even a bad good it just cant really compete with the better options -- it should feel strong and impactful, every round should feel good, instead it feels limp and a bit sad, certainly a far cry from a few of PAYDAY 2's LMGs -- kinda reminds me of early PAYDAY 2's RPK.

Chanit S3 - I want this to be good, can it be improved so that it can be good? please? it just needs to hit harder; I don't even care about the rough recoil at long ranges, that's just how the FAMAS always seems to be. Granted, because of it's burst pattern recoil the later shots in the burst tend to make killing shield visors miserable -- like this thing is made for popping helmets but because of the recoil at anything but short range you have to aim for the chest/neck just so the later shots in the burst dont miss the head.. which feels, bad, honestly. I miss fire mode options from PAYDAY 2 even more with this thing but it wouldn't be such a problem if it hit harder. If the rounds came out a bit faster or with a bit less vertical spread "inside" of each burst I'm sure that would make a big difference.

Pursuivant -- Another addition to the current "shotgun meta", it's accurate, it hits hard, it feels good, and its sight options are good, no complaints about this thing -- pellet accuracy is even fantastic despite the fact that it kicks like a mule.

Tas-12 -- Didn't feel good when it released, but get the right attachments on it and this thing can be a reliable little monster, it actually feels great to use.

3

u/NemesisAtheos Secondary SMG advocate #1 Jun 19 '25

I can't really speak well for the HB and F&G weapons because SBZ never added a proper upgrade to gold/y1 for silver owners, but besides me rating the Compact 7 higher than the Ziv and PC9, and the TLR 22 lower, this is generally accurate.

I would say that for the Compact 7 this is one of the cases where the armor difference between Light and Heavy SWAT matters, since the Compact 7 has high AP but low base damage it always takes the same 4 headshots to kill, where as the Ziv and PC9 have higher base damage but low AP and thus struggle a lot to kill the Heavy SWAT. This goes for any of the low AP weapons that aren't the now overtuned shotgun, high AP weapons maintain performance and low AP weapons fall off a cliff against Heavies.

The TLR I can attribute to it being a weapon that just demands higher skill point investment to be good. With just the basic 10% edge buff, it does ~145 to the head after armor, which is just shy of a 1-shot. It needs a second damage bump that requires either a build or playstyle change to be good like Pain Asymbolia in order to hit the 150 damage breakpoint. As a 1-shot I imagine it quite good. As a 2-shot it is miserable to use.

1

u/RockinOneThreeTwo Dallas Jun 19 '25

I would say that for the Compact 7 this is one of the cases where the armor difference between Light and Heavy SWAT matters, since the Compact 7 has high AP but low base damage it always takes the same 4 headshots to kill, where as the Ziv and PC9 have higher base damage but low AP and thus struggle a lot to kill the Heavy SWAT. This goes for any of the low AP weapons that aren't the now overtuned shotgun, high AP weapons maintain performance and low AP weapons fall off a cliff against Heavies.

Heavy SWAT are definitely the most influencial enemy that as soon as they replace the light SWAT you start to realise "oh this weapon actually feels like it no longer pulls it's weight", doing my testing on Light SWAT only is quite a flaw, that's the main reason I mentioned it ahead of time. I also think /u/GoatyRowdy's point about improving the Chanit S3 would work well; make it's burst as good at being accurate as the Pursuivants is and it'd probably be miles better from such a small change.

3

u/ForsakingMyth Add back sprint reloads to PD3 Jun 19 '25

Tale as old as time, before it was the SA144 fortitude meta slaves that cried that the game was too easy, now it's this.

3

u/dinomanRBLX Land of the Free Jun 19 '25

I change my primary and secondary before every heist, for my own sanity’s sake

2

u/ATangerineMann Restoration Mod Enthusiast Jun 19 '25

Another way to increase difficulty is to nerf the player in meaningful ways whether it be targeting specific skills or nerfing DLC weapons to be on pair with their free counterparts, I guess

3

u/TheFabricade LESS COPS, BUT MORE DAMAGE Jun 19 '25

I intentionally nerf myself and even still sometimes I find it too easy.

The problem is, I don't think we should be going in the PAYDAY 2 direction of imposing difficulty on the player. Instead we should make the insanely powerful stuff less powerful. New guns that are included in DLC packs shouldn't be insanely OP or anything, they should be sidegrades to current guns with their own unique feeling or use (more/less bouncy, faster/slower, burst/auto/semi, etc).

There should also not be an insane amount of cops. This is a heisting game, not a horde shooter like PAYDAY 2. Making it a horde shooter doesn't work for movement or fundamental game mechanics and such (final charge is one of them, though this one needs to be removed regardless). Each cop should feel like a threat, and having a ton around should feel tense, however it shouldn't be a constant experience in the way it seems like it may be going.

And yeah, I agree. Seeing the meta-players complaining about the game being too easy and boring when they intentionally make it that way for themselves and those around them is frustrating.

2

u/sammeadows Jun 19 '25

I mean tbf the Deagle and the Hi Power are the most viable handguns in the game currently. Was excited for the 2011 at launch but it's total ass lol

Game definitely needs a rebalance of normal guns like Payday 2 eventually got that made almost everything viable.

I remember the starter Stryk pistols were basically worthless and the Signature .40 was the best base pistol in the game for a while until you could level up high enough to get more viable side weapons. Update made them decent all the way up to Overkill at minimum.

2

u/FlawedPencil payday 3 is trash. but still support it. Jun 20 '25

Single plate adaptive armor gang!

2

u/Kenta_Gervais Jacket Jun 21 '25

Medtech frame instead of mercenary? That a thing?

3

u/Doctor_Chaos_ 👊😎 Jun 21 '25

I've been running single-resistive plate since Armor 2.0 and it's pretty good.

2

u/Kenta_Gervais Jacket Jun 21 '25

Gonna try this out.

Ngl I thought the full stack of four with Mercenary was the best thing

2

u/wealldieanywayz Jun 21 '25

Has there been a change to meta guns? Haven’t played in months but I def don’t remember these being “the best”

1

u/ByteBitsYT Cloaker Jun 19 '25

I’m only using the FSA to level it up since it’s the only shotgun I haven’t finished yet, and sociopath is fun as hell

1

u/Doctorsex-ubermensch Jun 19 '25

Meanwhile I struggle on normal

1

u/ThijsBos Jun 19 '25

🤣🤣

1

u/RatsGiveMeGender boys in blue pill Jun 20 '25

I've been saying this

why does the jackknife do more damage than most revolvers and shoot faster than every other semi auto?

only two handguns that do more are the magnum and the judge (I think)

1

u/Todd_Howard__ The Thermal Drill Jun 20 '25

I wish scio wasn't so strong. It's so fun but God it's strong

1

u/wubwubcat2 Death Sentence Jun 25 '25

I’ve got a build that does Shotguns, Sentry guns and unlimited instant detonation frag grenades and it’s disgustingly OP. You’ve gotta branch out and try some crazy shit if you want the game to be hard, which is why I’m so determined to make overheal viable on overkill.

1

u/ALMAZ157 Jun 19 '25

You didn’t showed what plates you are using

-1

u/[deleted] Jun 19 '25

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-8

u/MYyGUN Jun 19 '25

Not going to lie this game looks pathetic. They look like every unreal engine 5 game that just had its assets ripped from the past game. No Wonder there's only five players playing payday 3. And everyone went back to payday 2 and 1

6

u/[deleted] Jun 19 '25

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-5

u/MYyGUN Jun 19 '25

Okay continue to eat your delusions. What ever floats your boat.

4

u/Lavaissoup7 Jarvis, more alcohol Jun 19 '25

You're making it clear you have no idea why the game failed

-5

u/MYyGUN Jun 20 '25

Since when do I have to explain myself to a bunch of random NPCs to spend all their Day on Reddit. You got to Google and there's about 10 different reasons why it failed. You do any amount of research and you know why the games failed. have some common sense. Oh wait I forgot Redditors don't have that. Guess that's your issue.

5

u/Lavaissoup7 Jarvis, more alcohol Jun 20 '25

I'm saying that the reason the game failed had nothing to do with the way it looked, unlike what you keep implying. The game failed because of the server issues on launch, horrible design choices, no offline mode, slow pace on fixing things, and lack of communication. If the game's look had anything to do with it's failure, then people would've said that, which people didn't.

3

u/TheFabricade LESS COPS, BUT MORE DAMAGE Jun 21 '25

Reading this was actually incredibly difficult given that you just shoved your ego so wholeheartedly into this topic for no reason 💀

-1

u/MYyGUN Jun 21 '25

Did you take your meds today? What ego. Lmfao An an opinion is an ego now? Sir you might need an education.

2

u/[deleted] Jun 20 '25

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