u/Easy-to-fall

Is there a difference between Studsgranat S18 and frag grenade.

Besides the Studsgranat S18 jump up after throwing. Like is there any real difference in damage range. Like why should I use Studsgranat S18 over the frag. Kind of like PD2 dynamite over the frag.

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u/Easy-to-fall — 1 day ago

3 Unique payday 3 secondary weapon idea.

Dual ballistic knives.) benefit from knife skills and can be retrieved.

Automatic hand crossbow.) benefits from throwing knives skills and pistol skills.

Taser/stun gun.) benefits from pistol skills but acts like a shotgun stunning and then killing your enemy’s by holding down the trigger with a bonus effect on Melee stun all types of enemies from 3 seconds.

u/Easy-to-fall — 2 days ago

Since jimmy not coming back in PD3 because of licensing issues. would you still like a off brand crazy robot heister in PD3

This is just a PD3 loophole idea to get “Jimmy” aka jackal back in the game as a new original character being a rough robot look like chappie mixed T-800 skeleton that has jacket voice lines with goofy, serious, hilarious and sometimes buggy AI voice. All while being controlled by a guy named Bender a genius how is completely crippled trying to fund his cure and robotics and give a job to the PD gang.

backstory on how bender/jackal met the gang during a robbery going bad just to see a giant heavily armed robot yell “let me rob with you if ya want to live!” walking and blasting cop like a terminator. To help the gang escape the scene and keep the cops off us while running a few blocks before ripping the door off the van and getting in for a quiet car ride to the safe house said on his face screen “I have a job.”

The job.)With the world growing toward the future of AI, robotics and technology what would be the possible of raid a high end robotics manufacturing company and AI tech worth millions of dollars building a robot army of clowns going worldwide and never being worried about getting caught.

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u/Easy-to-fall — 4 days ago

Since things are going somewhat smoothly at times on PD3, is there possible for crime boss and payday 3 collab in the future seeming likely.

It would probably be a little bit better outcome then PubG and it seems more reasonable and likely to give a little take a little in the way of content.

u/Easy-to-fall — 4 days ago

PD3 alternatives for throwing knives, introducing Gold brick and brick with them having unique abilities for stealth.

Gold brick.)
Have 1 gold brick to throw.

special ability.) distract guard while unmasked for long while also bribe guard and npc when masked.(note: this will still work the same as the throwing knives but if you are masked up and spotted throw a gold brick on the ground, bribing them with 1 brick per guard or npc to make them look the other way for about 5-10 seconds until going back on patrol like he never saw you. Benefit from knowing skills but on half of knife expert. Cleaner cost well cost 20% more if it a direct hit on the npc.)

Brick.)
Have 1 brick to throw.

special ability.) distract guard and incapacitate NPC and guard cleaner costs will be zero.(note: this will benefit from throwing knives skills and incapacitate guard would work the same as judo chop aced.)

Edit.) thanks to https://www.reddit.com/r/paydaytheheist/s/ML4iUZclUU for the funny but interesting idea for PD3

u/Easy-to-fall — 8 days ago

Should the PD3 grenade nader and zapper weak point benefit from players throwable skills.

Whatever throwable and skill you are using, hitting the The nader weak point should benefit the player a little bit more. Even though The neder use poison gas and flash bangs, what if when hitting the nader weak point benefit you from using flashbang skills. The explosion would still stun the player if they're too close. Or smoke with smoke skills turning the poison or smoke on the enemy. Or get a little dark with real grenades and grenade skills and do a personal boom And come on the guy walking in with an exposed vest with varying explosives. Same for zapper and there battery pack would work with shock grenades skills.

View Poll

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u/Easy-to-fall — 9 days ago

Even more new preset weapon with special abilities for PD3 (part 2).

Since my last post of preset weapons and special abilities for them here https://www.reddit.com/r/paydaytheheist/s/oHN8IijZFm
Even more interesting ideas have came to mine for add even more preset weapons with special abilities from DLC‘s weapons that are not in the game as new presets but would fit perfectly with my idea.

(TAS-12 “green dragon”)
Special cosmetic attachments: it looks like a green dragon with its tail, flipped on itself as a flip stock with an iron site.

Actual weapon attachments on gun
CQC barrel.
Coronet muzzle.
Friction wrapped grip.

Special ability: can now fire in semi-auto mode and burn enemies overtime ignoring armor, like poison gas.(note: fire rate increased from 65 pump action to 300 semi-auto and burning does half damage then the rest overtime for 5 seconds. example 260 damage on first shot then 52 damage overtime until it reaches the max of 520. This can stack up to 3 times on an enemy and if over stack it will cancel the very first stack of burn added to the enemy.)

(Garstini Viper.50AE “the marksman”.)
Special cosmetic attachments: the Justicar potshot barrel with the Mosconi 12 fortified stick that gives it a nice red wood look to the gun turning it into a pocket sniper.

Actual weapon attachments on gun
Lead Reach Barrel.
Redwood Classic hand grip.
Extended Mag.
Voyeur Scope.

Special ability: this gun can benefit from sniper skills and pierce through one additional enemy.

(Chanit S3 “the buzzsaw”.)
Special cosmetic attachments: bipod fully deployed with a unique site and chrome and green patterns.

Actual weapon attachments on gun
Compact RDS.
CQC Barrel.
Extended Mag.
Cylinder Grip.

Special ability: can now fire in full auto mode and benefit from SMG skills.(note: AP has been changed for 2.8 to now 1.)

(Picchio Duro 5 “future cop friend”)
Special cosmetic attachments: extended barrel looking like RoboCop gun with JB-9 front grip.

Actual weapon attachments on gun
Combat Stock.
Extended Mag.
Obelisk Silencer.
Tactical Grip.

Special ability. Can now fire in full auto mode and If a special enemies weak point is shot the duration/area of fact will last longer and do more damage to nearby enemies.(note: any stun,stagger or shock effect caused by shooting there weak point will affect you normally.)

(ATK-7 “little AK or little gangster”.)
Special cosmetic attachments: give it the KU-59 standard stock, Trad Grip Barrel and wooden hand grip or turn the wood to ivory and gun to gold with a suppressor. Optional attachment the drum mag from the RPK but small

Actual weapon attachments on gun
Whisper Wrap Silencer.
Extended Mag or Compact Mag.
Rubber Framed Stock.
Smooth Fluted Grip.

Special ability: can now benefit from rifle skills.(note: damage increased from 80 to 90 with AP increasing from 1.15 to 1.75.)

(Russell JB-9 “certified hood classic”.)
Special cosmetic attachments: a golden JB-9 with a banana clip, duct tape handle and scratched out serial number with a silver indication.

Actual weapon attachments on gun
Extended Barrel.
Parted Compensator.
Extended Mag or quick pull mag.
Qin Frame Stock.

Special ability: can now benefit from pistol skills.

(Spearfish 1895 “Western leg”.)
Special cosmetic attachments: no stock, even shorter barrel, with a red wood color going from a mare's Leg type look.

Actual weapon attachments on gun
Vented Rail Guard.
CQC Slant Stock.
Knotted Grip.
Express Muzzle Break.

Special ability: can now benefit from pistol skills and can be used as your secondary weapon but reduces reserve ammo by a quarter in your secondary slot and able to hold hostages with this gun. (note: you can't ADS While holding a hostage. +100% increases to reload speed, +60% increases in cycle speed, overall tighter spread, and AP increased to 3 instead of 2.6)

(WAR-45 “California pistol”)
Special cosmetic attachments: no stock, even shorter barrel. With a wooden grip.

Actual weapon attachments on gun
Compact Compensator.
Compact Mag.
Padded Tube.
Perforated Grip.

special ability: can now fire in semi-auto mode while benefit from pistol skills and can be used as your secondary weapon but reduces reserve ammo by a quarter in your secondary slot and able to hold hostages with this gun. (note: you can't ADS While holding a hostage, AP increased to 1 instead of .9)

(FIK-22 TLR “the BB peashooter”.)
Special cosmetic attachments: a red wooden body, stock and grip.

Actual weapon attachments on gun
Ranged Barrel.
Extended Mag.
Tac Grip.
HQ stock.
Cylinder Grip.

Special ability: can now benefits from rifle skills with a +100 to reserve ammo, increasing AP from 1.5 to 2 and damage buff from 55 to now 75)

(adelig RG5 “mountain hunter”.)
Special cosmetic attachments: the old classic look for the gun with Orange wood front grip,hand grip and but stock.

Actual weapon attachments on gun
Tactical Sight.
Cylindric Silencer.
Ranged Barrel.
Contoured Grip.
Compact Mag.
HQ stock.

Special ability: can now benefits from sniper skills and rate of fire has been changed from full auto to semi-auto with a -20 in ammo reserves.

Edit.) (AG-9 “ special commando".)
Special cosmetic attachments: the barrel of the gun is half the length, gun color desert tan body with green for grip, hand grip and but stock with orange mag going off the commando 553 from PD2

Actual weapon attachments on gun
Ranged Barrel.
Express Muzzle Break.
Bound Grip.
Compact RDS.
HQ.

Special ability: this gun can benefit from SMG skills and damage is reduced from 100 to now 70.

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u/Easy-to-fall — 10 days ago

Special ability idea for all 22 preset weapons in PD3 to give you a reason to use them.

Since preset weapons have no utility outside of it like pretty. So I have gone through all 22 available, preset weapons and added a unique special ability to each gun. to give players a reason to use them outside of the default standard, without changing the preset weapon attachments for the gun. also any special ability that says it benefits from X skill means that it can only benefit from that skill.

(Jacket gun Tribune 32 “Miami decadence”.)
special ability: benefits from SMG skill and increase damage from 50 to 60 (note: the standard Tribune 32 pistol is still a pistol.)

(Houston gun “freedom’s fortune”.)
Special ability: Reload,fire and aim this gun while sprinting and remove movement penalty while aiming and holding a hostage.

(Clover’s gun “queen’s revenge”.)
special ability: delay enemy pager time by 5 additional seconds for stealth and give +5% dodge chances for loud.

(Compact7 “LYCAN”.)
Special ability: panic all nearby enemies for 2 seconds within a 5 meter radius around you, upon reloading a empty mag. (Note the next trigger of panic will occur once you fully reload a complete empty magazine.)

(NW B-9 “wrath”.)
special ability: lower your health the more damage you do (capping at 80%) boosting from 70 to now 125 but lose .5 in AP putting it at 1.7 for AP.

(CP9 “veteran Ranger.)
special ability: benefit from rifle skills with a damage increase from 65 to 75 and AP of +.2 putting it at 1.5AP instead of 1.3 for AP.

(Ziv commando “kick-murder”.)
Special ability: can be used as your secondary weapon but reduces reserve ammo by a quarter in your secondary slot and able to hold hostages with this gun.(note: you can’t ADS While holding a hostage.)

(R900s “the lance”.)
special ability: now fires in semi-auto mode. (note: from a fire rate of 50 for bolt action to a semi-auto of 350. It still a bolt action it’s just chambering rounds a lot faster.)

(R900s “thunder scythe”.)
Special ability: can be used as your secondary weapon. but reduces reserve ammo by a quarter in your secondary slot and able to hold hostages with this gun.(note: you can’t ADS While holding a hostage.)

(VF-7s “ featherweight”.)
Special ability: benefit from SMG skills.(note: loses 1 AP putting it at 1.5 for AP instead of 2.5 AP.)

(A114 “sentinel”.)
Special ability: double its normal damage and increase AP by .5 giving it 3.5 AP.(Note: it would be 92 increased to 184. Nearly half the damage of the R900s.)

(Castigo 44 “TIN Hammer”.)
Special ability: double its normal damage and increases AP by 1 putting the gun AP at 3. (Note: it would be the same damage as the bullkick 500 at 260 a fun and free alternative over the bullkick.)

(S40 “square off”.)
Special ability: your pistol whips have a 50% chance to kill an enemy instantly or reload the mag instantly.

(SP M11 “hard cough”.)
Special ability: your shots have a 1 out of a 10 shot chance to distract a guard, the same as a throwing knife, Plus every 3 headshot gains 2 points of health.(note: distract triggers on surfaces not on npc or enemies and only health is gained and not adrenaline.)

(R880 “porch king”.)
Special ability: Pierce through one additional enemy but the damage is half.(example note: 47.6x10=476 if all pellets hit the first guy for the second guy to get hit would be 24.9x10=249 instead.)

(CAR-4 “MONUMENT”.)
Special ability: can be used as your secondary weapon but reduces reserve ammo by a quarter in your secondary slot and able to hold hostages with this gun.(note: you can’t ADS While holding a hostage.)

(CAR-4 “old faithful”.)
Special ability: you can now hold a hostage with your primary, +5 in all state, +25% increase in reloading, +.25 to AP. (Note: since this gun has to be linked to your payday 2 legacy account the buffs seem reasonable.)

(KU-59 “ruthless”.)
Special ability: benefits from sniper skills. (note: fire rate has been changed from full-auto to semi-auto. with reserve ammo being cut down from 300 to 150 and increases AP to 2 instead of 1.75 AP.)

(STRYK 7 “hard liquid”.)
Special ability: the gun will fire in full auto mode. (Note: fire rate has been changed from 450 semi-auto to 900 full-auto with a increase total reserve ammo for the gun by 100 and a subtraction of .3 AP putting the AP at 1.5 instead of 1.8)

(Bison “long ranger”.)
Special ability: the gun will fire in full auto mode while aiming down sight and/or holding a hostage in addition remove holding a hostage movement penalty.

(Mosconi 12C “maniacal moonshiner”.)
special ability: can be used as your secondary weapon but reduces reserve ammo by a quarter in your secondary slot and able to hold hostages with this gun.(note: you can’t ADS While holding a hostage.)

(Mosconi 12C “the preacher”.)
Special ability: convert all damage into one shot and on headshot recovery 1 bullet in the chamber (example note: instead of 46x10=460 if all pallets hit, it will be the full 460 damage in one shot instead.)

If SBZ did all these changes for 22 preset weapons I might feel obliged to give all these changes guns a try and wouldn’t mind if they took up space hell it completely changed how you might play the game and increase the roster of different guns to use. Preset guns should be unique with special abilities with attachments that can’t be changed while the standard gun gives you freedom to make it your own and feel special to yourself without a special ability. If I can achieve the same attachments on a normal gun same as a preset gun without any significant change in play style or how the gun functions then why should I use the preset gun. There are still a few unused preset weapons in PD3 game file but with these type of changes it would be a great opportunity to finally add them to the game.

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u/Easy-to-fall — 11 days ago

Idea for next secondary shotgun winchester liberator for PD3, after the secondary pump action that comes in the future.

There are like 5 different versions of this gun from a 2 shot O/U to a triple or quadruple even an eight shots barrel, all while acting like secondary close quarters Mosconi. The perfect secondary shotgun where you can saw off all four barrels and one hand this shotgun. So many different barrels looks for this gun like 2,3,4, and 8 and if it's extended or sawed off and solid stock, wire stock, shell rack stock (increase reload by 25%-50%) default no stock. Don't forget sights.

The cool thinking is that this gun might look like the big baby gun for hellboy 2 with 8 shots and a saw off barrel and full stock. Hell might as well look like him with the hellspeak mask and dangerous habits suit and go full hellboy.

u/Easy-to-fall — 12 days ago

The dozer shotgun or the AA12 shotgun from PD2 as an overkill weapon idea for PD3

This overkill shotgun would work like a close range overkill sniper rifle mixed with mini gun baseball bat. With a 50-100 round drum mag with good close quarters accuracy spread it can kill a group of units in one and two shots will also working off the shotgun skills for an added benefit.

Special ammo type.) standard, slug(armored piercing rounds for a precision heavy shot ignoring armor and doing full health damage.), dragons breath.(Burns and stagger for 3 seconds units until death overtime and ignore shields)

Special weapon Category 1.)
Special ability slot 1.)(your pain my pleasure.) if an enemy was wounded and not killed by your shot gain. 10 points in health or adrenaline every 2 seconds until enemy is dead.

Special ability slot 2.)(Swiss cheese.) penetrate up to 5 enemies.(note: dragon breath rounds only hit the enemy in front and not the enemy in the back. And this helps with that. But is not required for shields.)

Special ability slot 3.)(special drum mag.) increase mag/clip capacity by 50 and damage by 20%.

Special weapon category 2.)
Standard slot 1.)(default firing mode.) gun fires and semi automatic.

Special ability slot 2.)(double tap.) it will now fire in a two round burst.

Special ability slot 3.)(hair trigger.) it will now fire in a three round burst.

Special ability slot 4.)(unload.) it will now fire fully automatic.

Special weapon category 3.)
Special ability slot 1.)(precision barrel.) you are now able to shoot further and through 1 layer of walls or surfaces.(note.does apply to shields and one additional enemy with slugs and dragon rounds.)

Special ability slot 2.)(through the fire and lead.) you can now duel welding this overkill weapon.(note: you cannot ADS. And yes that means you would have 100 rounds mag/clip for both gun putting you at 200)

Special ability slot 3.)(experimental ammo.) fire high explosive rounds dealing 20% more damage and knockdown staggering enemy with armor removal, if 4-10 enemy are killed gain a full plate of armor.(note: how dragon breath works with this is a increase in damage and not knockdown stagger. For slugs an increase in damages killing the enemy without knockdown staggerer or armor removal.)

u/Easy-to-fall — 15 days ago

Special ammo type or SAK’s (special ammo kits) should come to payday 3 in the future.

Payday 2 had special ammo only for shotguns like buckshot for more damage, slug for armor piercing and flechette for more range and accuracy.

So why not for rifles, snipers, smg, Img, pistol, and shotguns in PD3 like hollow point/buckshot, armor piercing/slug or Precision rounds/flechette as your weapon special ammo type or as consumables for those who want temporary 2-3 clips/mags to do more accuracy, damage, or armor piercing.

As consumables small boxes ammo will have some areas like security rooms, safes and scattered around the police station. The (SAK’s) will be colored to indicate what type of ammo like red for damage, dark green for armor piercing and dark yellow for accuracy. This change doesn’t affect the normal ammo bag you can still have normal ammo on your gun or special ammo and still grab it from the bag. With SAK’s or (special ammo kits) will give you a temporary benefit if you use normal ammo for about 2-3 mags/clips from whatever gun you my have equipped the indicator for running out would be a color change from red, dark green, dark yellow back to white.

Standard rounds.) the normal ammo the gun comes with.

Hollow point/buckshot.) ammo box color red: do 1.5x more damage.

Armor piercing/slug.) ammo box color dark green: increase armor piercing by 1.

(Note for slug rounds: it will convert all damage of a shotgun into one big damaging shot with 1 point of armor piercing.)

Precision rounds/flechette.) ammo box color dark yellow: increased range before damage fall off, accuracy and hip fire accuracy.

With all these crazy benefits to your gun the only thing I can think of balancing it out is death wish for payday 3 maybe add armor 3.0 or more special ammo overkill grenade launcher,sniper rifle, mini gun to it as well for more balance.

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u/Easy-to-fall — 15 days ago

Armor frame 3.0 idea for payday 3

ICTVF.) Statistics
Plates: 5
Max Downs: 4
Speed Penalty: heavy
Ammo Capacity: +50%
Consumable Slots: 1
Passive: reduced the plate regen by 50% for all armor plates.

No frame.) Statistics
Plates: 0
Max Downs: 5
Speed Penalty: fast
Ammo Capacity: -30%
Consumable Slots: 5
Passive: +10% dodge chance, +10% increase in health/adrenaline gained, +5% lower detection rate. (Note: +5% lower detection across all npc, enemies and cams only works during stealth)

Dragon scale frame.) Statistics
Plates: 3
Max Downs: 4
Speed Penalty: heavy
Ammo Capacity: +30%
Consumable Slots: 2
Passive: all plates on this frame are considered half plates. If a half plate is broken it doesn't considered the fully plate itself broken. +10%DR across each half plate on the armor frame (doesn’t effect plate regen)

Example note.) turning 3 plates armor into 6 small plates and for the +10DR, 1 blue plates have 40%DR as the standard with dragon scales frame 1 blue plate because 2 half blue plates taking 50%DR twice before actually breaking the whole plate giving more opportunity to use ARKs.

Preparation frame.) Statistics
Plates: 2
Max Downs: 4
Speed Penalty: medium
Ammo Capacity: +10%
Consumable Slots: 10
Passive: whatever deployable you bring (meds/ armor) you will have 10 (FAKs or ARKs) consumables at the start of the heist.

Akimbo frame.) Statistics
Plates: 1
Max Downs: 4
Speed Penalty: none
Ammo Capacity: +40%
Consumable Slots: 3
Passive: dual wield your secondary weapon as your primary (some guns my not be allowed)

Extra lead frame.) Statistics
Plates: 3
Max Downs: 4
Speed Penalty: heavy
Ammo Capacity: +30%
Consumable Slots: 3
Passive: you can pick any primary weapon as your secondary weapon.

If you have any idea for armor frame I would like to hear.

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u/Easy-to-fall — 17 days ago

Additional armor vest/frame ideas

ICTVF.) Statistics
Plates: 5
Max Downs: 4
Speed Penalty: heavy
Ammo Capacity: +50%
Consumable Slots: 1
Passive: reduced the plate regen by 50%

No frame.) Statistics
Plates: 0
Max Downs: 5
Speed Penalty: fast
Ammo Capacity: -30%
Consumable Slots: 5
Passive: +10% dodge chance, +10% increase in health/adrenaline gained, +5% lower detection rate. (Note: +5% lower detection across all npc,enemies and cams only works during stealth)

Dragon scale frame.) Statistics
Plates: 3
Max Downs: 4
Speed Penalty: heavy
Ammo Capacity: +30%
Consumable Slots: 2
Passive: all plates on this frame are considered half plates. If a half plate is broken it doesn’t considered the fully plate itself broken. +10% damage reduction across each half plate on this armor frame.

Preparation frame.) Statistics
Plates: 2
Max Downs: 4
Speed Penalty: medium
Ammo Capacity: +10%
Consumable Slots: 10
Passive: whatever deployable you bring (meds/armor) you will have 10 (FAKs or ARKs) consumables at the start of the heist.

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u/Easy-to-fall — 17 days ago

Does anyone have the armor penetration stats for the new Swedish weapon pack.

This Information is important and should be shown in the state. And it hard to test in game for armor penetration

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u/Easy-to-fall — 18 days ago

Russell JB-9 is a great Swedish gun but I this is big brother Swedish K should come back as a secondary but hits harder but fires slower.

u/Easy-to-fall — 19 days ago

Payday 3 mega block heist idea.

Taking inspiration from payday 2 heist hotline Miami day 2, rats day 2 and panic room with a bit of watchdogs day 1 of rats. There would be 3 mega block buildings, build to look like this [+] from above with 5-6 floors.

Now this is where it gets interesting taking a page from shopping spree with the grand opening and with interesting RNG. There could be a vault, meth lab or just cash,coke and meth with meth ingredients lying around in any floor of the building.

For stealth objectives for the heist: find building area for the vault, find big hood boss and his group, whack the group and torture hood boss for vault codes Payday.
Loud version for the vault: 1 for 1 panic room just a little extra with side objectives.

Objective for cook meth in stealth: look up and down in the 5-6 floor where the lab is looking for ingredients for meth and cook same for loud.

Stealth objectives for just looting: find money,meth,coke and a thing of gold. These things are scattered. Around the 5-6 floor of the 3 buildings. Same is for loud.

Why 3 buildings because parkour and traversal around the map running up and down jump from rooftops to rooftops and walking the cat/sky walks will kill cops in game seem fun and exciting

For escapes: on top of the vault after blowing the floor off and loading it with all the extra loot, basement sewer, armed vehicle from watch dogs day 1 if killed then another chopper on a different building.

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u/Easy-to-fall — 20 days ago

If the JB-9 is a SMG then the Tribune 32 should have a weapon conversion kit to make it a SMG.

Or at lest make the jacket version of the gun function as a SMG because it’s special.

u/Easy-to-fall — 21 days ago

This update is good but if I could add one thing it would be armor penetration stats for guns.

The gun stats should show armor penetration it would be good bit of information for rifle,LMG, SMG and pistol.

u/Easy-to-fall — 21 days ago