Are you looking for a powerful build in PAYDAY 2 that doesn’t require any DLCs? Look no further than the DW-DS Copecat Dodge LMG build! This build utilizes generic weapons and focuses on dodge tactics to help you dominate in the game. Keep reading to learn more about this effective build.
Build Overview
Copecat choices
Required DLCs
https://payday.fandom.com/wiki/The_Butcher_Mod_Pack_2
Mastermind
Uppers Ace: since the playstyle of this build is primarily aggressive, being able to quickly restore health when in a pinch can save you. swap for painkillers basic and combat medic if you want, considering how even the basic painkillers helps armor users to tank maybe, a shot or two from light units.
also, FAKs with uppers save you time + prevent you from sexually harassing converts by headshotting them.
Joker Ace: really exists here because being able to do stuff faster is good.
Confident Ace: 2 converts good, all what i have to say.
Partners in Crime Ace: when having a convert, you gain an additonal +0.3 health multiplier on top of extra speed, and it’s health boost also allows for your health to tank one extra light shot to health. not to mention how you recover 13 health instead of 10 from Hostage Taker Ace.
Hostage Taker Ace: when you have a hostage, you regenerate 10 health every 5 seconds (230 x 0.045 = 10.35). when you have a converted unit aground, you regenerate 13 health every 5 seconds (299 x 0.045 = 13.455). it’s a useful skill to have on pretty much any build that does not relies on usage of health-related skills like berserker, or yakuza perk deck.
hell, even the basic version can be worth it on decks that already have high healing, as it gives you a small passive buffer of health that will allow it to slowly recover while for example, there’s nothing to shoot when using biker/tag team/grinder (even though, i don’t suggest going for HT on grinder, as it’s not really worth it, like at all)
Stable Shot Basic: slightly increases stability on our KSP 58.
Enforcer
Resilience Basic: exists just to build up to tier 2-3 skills.
Die Hard Basic: gain an additonal 0.50 multiplier for taken damage while interacting with things. allows your health to tank 3 shots while interacting before going down. overall, a useful skill to have on any perk deck.
Transporter Basic: saves some time while moving bags, and greatly helps with moving heavy ones.
Bullseye Basic: allows to armor gate, overall the best skill in the entire game that should be taken on pretty much any perk deck. being able to tank one extra shot to your armor without losing health on demand is good, and the only weaknesses of armor gating are explosions, fire damage, grace period, and snipers, as they can penetrate your armor.
Shock And Awe Ace: best skill to take on LMGs, SMG + AR setups, or simply on anything that has no ways of dealing with shields. while in this build we have an grenade launcher, wasting grenade on a single shield is simply not worth it.
Scavenger Basic: allows to grab ammo in spots, where without this skill you wouldn’t be able to grab them. makes your life easier, that’s all what i have to say.
Technician
Hardware Expert Basic: makes drills silent, which is useless in loud… and allows you to repair drills 25% faster, turning 10 seconds of repairing it into 7.5 seconds, reducing amount of time spent being exposed to heat.
Steady Grip Ace: gives a massive stability and accuracy boosts to KSP 58, nothing else to say.
Fire Control Basic: gives extra accuracy while firing from hip, which can ♥♥♥ in handy.
Lock n’ Load Ace: since KSP 58 has a slow reload, this should help you with reloading this trash slightly faster. base version also allows to armor gate off headshots while running, which is useful.
Surefire Ace: basic version gives LMGs, ARs and SMGs slightly more ammo in their magazines/clips, and ace allows to penetrate through armor.
Body Expertise Ace: turn off your brain, and just shoot in general direction of an enemy, simple.
Ghost
Duck And Cover Ace: gives 10% extra dodge chance while sprinting, and since we have 45% dodge chance, that 45% gets turned into 55%. can save life sometimes.
Parkour Basic: extra movement speed, me like being fast :3
Second Wind Basic: on armor break/armor being suppressed, gain extra speed. useful for escaping from sticky situtations.
Optical Illusions Basic: make yourself get targeted less often than others.
The Professional Basic: here for extra stability + ADS speed, which is not really that useful, considering that we will be mostly firing from hip while using LMGs… but hey, it will probably help you, right?
High Value Target Basic: marked enemies have different outline, and take 1.15 additional taken damage multiplier. saves you a bullet or two… but still useful to have. plus, i love red outlines more than default ones >:3
Fugitive
Nine Lives Ace: allows to go down 2 times before becoming gray when using OD mutator, and allows to go down 4 times without OD mutator. also your bleedout health is increased, but it doesn’t really matter on DS.
Primary
KSP 58 LMG
Barrel: None
Barrel Ext: The Bigger The Better Suppressor
Bipod: Lion’s Bipod
Boost: Stability
Gadget: LED Combo
Stock: Plastic Stock
Stats:
Secondary
Compact 40mm
Ammunation: None
Boost: Team Boost
Gadget: LED Combo
Sight: Surgeon Sight (even though, any sight of your choice can work)
Stats:
Melee
Throwables, Equipment, And Armor
Deployable: First Aid Kits (choose med bags if you opted for combat doctor ace)
Armor: Suit
gameplay with this abomination of a build:
And that wraps up our share on PAYDAY 2: DW-DS Copecat Dodge LMG Build. If you have any additional insights or tips to contribute, don’t hesitate to drop a comment below. For a more in-depth read, you can refer to the original article here by silly protogen :3, who deserves all the credit. Happy gaming!