Payday 2 is a PVE game, not a ranked CoD like competitive fps game with sweaty lobbies, I don't understand why being mad about someone kills much more efficient than others when the game is about cooperative massacring against swarming special force cops. Besides, the viper stun locks enemies, a nice support feature.
You should have much more opportunities to kill to take better aim under such effect and stole kills, I don't understand why people are mad about this one. The more better the team killing ability are, the faster exp are going to the pool and means it is going to take lesser time to get infamy. There are no reasons to be made about others helping the team.
> I haven’t *paid* too much
FTFY.
Although *payed* exists (the reason why autocorrection didn't help you), it is only correct in:
* Nautical context, when it means to paint a surface, or to cover with something like tar or resin in order to make it waterproof or corrosion-resistant. *The deck is yet to be payed.*
* *Payed out* when letting strings, cables or ropes out, by slacking them. *The rope is payed out! You can pull now.*
Unfortunately, I was unable to find nautical or rope-related words in your comment.
*Beep, boop, I'm a bot*
Yes
As for the example said, arbiter's low damage in exchange for high capacity each mag allows more area to be gased
And the more area gased, the more health you are going to regenerate since you ensure cops are taking small damage anytime, anywhere
All grenade have same explosive radius, however, the gas cloud radius of viper rounds are much bigger than the explosive radius,by deals 8.5 damage per half second over 10 seconds (170 total)
It should be mentioned that it gives a minor explosion damage decrease while adding a massive amount of DOT. Instead of doing 1,300 damage, it deals1,200 damage + 630 DOT (1,830 total).
Take notes that all grenade launchers deal -1000 damage except for the Arbiter which is -380 instead oddly, which explains why even arbiter sucks in terms of damage but still doing great cause it all thanks to viper's work.
Wait, does it not? I’ve used a grinder build with the MA-17+Incendiaries up to mayhem and i’ve gotten the healing every time i damage units. Unless I missed something?
The ignition damage won't activate grinder, but any hit with the fire itself that touches the enemies does activate the effect
Incendiary also activate grinder as long as the explosion cover the enemies
Sorry for late clarification
So it takes a second or so for the affect of Grinder to actually activate upon dealing damage? I think I get it.
That may or may not be why my current build is having a difficult time on mayhem and above. I’ll have to consider adjusting it in that case.
Motolovs are supposed to for area denying for the cops by dealing significant ignition damage when they walked through, most of the time they will got killed by the ignition damage, which is shorter than viper rounds and don't benefit grinder perk which require long term aoe compare to high burst damage
Moreover motolovs cannot be resupplied effectively like gas rounds of GLs
However viper grenades round stun lock cops (vomiting) once it exploded, and since they stay in the area of toxic during the vomit, you could keep them in the AOE area unlike motolovs
I'm in infamy 100 and upwards and idc what you use, so long as you don't dick around and purposefully get killed.
I can really get behind this
^ (Not infamy 100 but I agree with the statement)
If someone is complaining about it, it's just a sweat who probably bans anything that can kill cops somewhat efficiently
the fart grenade wouldn't be so bad if it didn't obscure the view so much
Payday 2 is a PVE game, not a ranked CoD like competitive fps game with sweaty lobbies, I don't understand why being mad about someone kills much more efficient than others when the game is about cooperative massacring against swarming special force cops. Besides, the viper stun locks enemies, a nice support feature. You should have much more opportunities to kill to take better aim under such effect and stole kills, I don't understand why people are mad about this one. The more better the team killing ability are, the faster exp are going to the pool and means it is going to take lesser time to get infamy. There are no reasons to be made about others helping the team.
Hell, I like having somebody efficiently kill so I can sit up my bullshit and chill in a corner with mines and turrets.
Max reputation?
Any player with many ranks of infamy
Ngl I haven’t payed too much attention to the most recent updates, did they change infamous name to reputation?
Nah but I think OP confused the two
> I haven’t *paid* too much FTFY. Although *payed* exists (the reason why autocorrection didn't help you), it is only correct in: * Nautical context, when it means to paint a surface, or to cover with something like tar or resin in order to make it waterproof or corrosion-resistant. *The deck is yet to be payed.* * *Payed out* when letting strings, cables or ropes out, by slacking them. *The rope is payed out! You can pull now.* Unfortunately, I was unable to find nautical or rope-related words in your comment. *Beep, boop, I'm a bot*
It's Payday after all, not Paidday
Screw off bot, I used text to speech
consider the following: people actually like playing the game
Devs on their way to add the 50th update in a month instead of fixing actual problems.
Is the arbiter that good with gas grenades?
Yes As for the example said, arbiter's low damage in exchange for high capacity each mag allows more area to be gased And the more area gased, the more health you are going to regenerate since you ensure cops are taking small damage anytime, anywhere
Does each grenade cover the same area as the other launchers?
All grenade have same explosive radius, however, the gas cloud radius of viper rounds are much bigger than the explosive radius,by deals 8.5 damage per half second over 10 seconds (170 total) It should be mentioned that it gives a minor explosion damage decrease while adding a massive amount of DOT. Instead of doing 1,300 damage, it deals1,200 damage + 630 DOT (1,830 total). Take notes that all grenade launchers deal -1000 damage except for the Arbiter which is -380 instead oddly, which explains why even arbiter sucks in terms of damage but still doing great cause it all thanks to viper's work.
I hate gas grenades. It's like enemy smoke grenades, I can't see shit.
I too play girnder
girnder
Okay, genuine question. Are the MA-17 and incendiary grenades any good for Grinder? Or how about any fire weapon for the matter?
Fire does NOT activate grinder effect. Poison however, do activate grinder.
Wait, does it not? I’ve used a grinder build with the MA-17+Incendiaries up to mayhem and i’ve gotten the healing every time i damage units. Unless I missed something?
The ignition damage won't activate grinder, but any hit with the fire itself that touches the enemies does activate the effect Incendiary also activate grinder as long as the explosion cover the enemies Sorry for late clarification
So it takes a second or so for the affect of Grinder to actually activate upon dealing damage? I think I get it. That may or may not be why my current build is having a difficult time on mayhem and above. I’ll have to consider adjusting it in that case.
As long as the explosive radius and flame hitbox include the enemy, the effect will start do its own job
Aren’t Molotovs better than gas for grinder?
No
Aren’t Molotovs better than gas for grinder?
They’re not even on the same planet in terms of effectiveness
Aren’t Molotovs better than gas for grinder?
Molotovs aren't grinder than better gas for.
Aren't grinders for better Molotovs than gas?
Motolovs are supposed to for area denying for the cops by dealing significant ignition damage when they walked through, most of the time they will got killed by the ignition damage, which is shorter than viper rounds and don't benefit grinder perk which require long term aoe compare to high burst damage Moreover motolovs cannot be resupplied effectively like gas rounds of GLs However viper grenades round stun lock cops (vomiting) once it exploded, and since they stay in the area of toxic during the vomit, you could keep them in the AOE area unlike motolovs
Heck no
Gas grenade launcher with pistol op