Payday 3: Details about the arsenal, cops and not only

At the start Payday 3 It will offer four difficulty levels – Normal, Hard, Very Hard and Overkill. The first level is designed for beginners, the second – for ordinary players, and the third and fourth – for pumped robbers and veterans of the series.

Complexity affects the number of opponents, their accuracy and caused damage. At the same time, all types of cops are presented at any level of complexity.

The protagonist can climb over obstacles and perform tunes. His speed depends on the equipment of the character.

The robber wears body armor. After its breakdown, you can get a new armor from a special bag. If you lose all the armor, the bullets will begin to take away your health, and it is restored only with the help of a medical kit. There are also special police officers who immediately cause damage to health, bypassing protection.

Law enforcement officers are divided into three types – ordinary (ordinary special forces), unusual (shield -bearers and snipers), as well as special. Among the special fighters, for example, the tenacious "bulldozer", who learned to ram players, temporarily deafening them.

You can configure your character so that it is effectively opposed to a specific type of enemies – say, kill the same bulldozer with three hits. In this case, your ward will become more vulnerable in contractions with other special attack aircraft. However, your teammates can balance the detachment by choosing other specializations.

Ordinary opponents began to act smarter – in particular, they hide behind a colleague with a shield.

The system of modification of weapons has practically not changed compared to Payday 2 – You can change the sights, butt, shops and other details. What has changed is the mechanics of weapons progress – to open new body kit for your favorite gun, you need to use it and thereby pump it.

Special trunks appeared in the tricel – with pre -installed modules and unique skins. Shooting from such a sample, you will pump the basic version of the gun.

Another element of the arsenal is a super -powerful weapon, such as a grenade launcher. To request heavy weapons, you must perform tasks during the operation.

The return during shooting can be https://polobingocasino.co.uk/ controlled, but there is still a small rand of random in the scatter.

Payday 3 will see the light on September 21. Platforms – PC (Steam, Epic Games Store), PlayStation 5 and Xbox Series.

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Payday 3

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But here the problem of code with the Grind of the guns arises. The need to run with a weak and non -accurate bun at the beginning of the way. And you can’t say for sure whether the weapon with all the body kit will be imboe, or will remain the same trash.

I liked the system in Payei 2 that you could always take weapons, put on the body kit and understand yours or not. And the third part of the campaign will need to suffer x hours before you understand whether it is all in vain or not.

The fact that they changed the weapon pumping system is fine, the old system with the opening of the modules through the cards was the same fecal, as for me.

Well, with the advent of continental coins – this process has improved quite a lot.

Safes were the analogue of the cases from the KS. And they were removed, because people were striking when they saw that weapons could fall out of there with a bonus to the stats.

It was rather not directly eliminated, but integrated into the game – the skins are now falling once a day from the cards after robberies, and the statue of boosts can be put in separate upgrades, though they then added just paints that can be placed on any barrel in a pile of patterns and variations.

Well, in later updates, with new weapons, they added “exclusive sets”, which completely change the view of the barrel (in t.h. giving also a unique skin).

To be honest about unique samples in fact, there is one fear. This is essentially an analogue of drawings in the latest Call if Duty. That is, a unique skin+dopes in the form of details, and given that there will be microtransactions, even I have a not very pleasant picture. But figs know him.

So far, everything sounds interesting.

Well, note that it was the publisher’s initiative, as soon as Overkill bought up, they immediately eliminated it all.

Well, in a trickel, they want to solve the problem that most body kit are relatively useless and the fact that they were very trivial to get very trivial. Let’s see if it turns out, of course, but in general it seems so far it sounds good.

I did not quite have the drink of the wines, but the assortment for micallors. In general, it coincides with cosmetics.

And in general, it is all the same for cosmetics, I somehow did not chase after it in 2 parts. If these coenas are still earned during the game, and FIG with it.

Well, the developers assure that there will be no “weak -willed farts”, you choose more weapons according to the preference and style of the game.

And about “suffer x hours”, these guns of weapons should theoretically slightly level this, because, judging by what they say, it will make it clear whether the weapon likes or not, and while running with it the gun can still be pumped.
Let’s see of course how it will turn out in terms of results, but so far it sounds promisingly, as for me.

I personally strongly hope that microtransactions will be limited to purely skins/patterns on weapons, maybe on masks, and in general they say that it will be “only cosmetic”, so I hope that everything will be ok.
But of course they can try to justify that “well, you can also hang all these details on the weapon (when you unlock), so there is no one to drink the fault”, but it seems to me that they themselves understand that they are mixed with the shitty (at least, in this case, the reaction will be the same as the introduction of safe in 2015).

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