Welcome to our guide for building the ultimate “Mosconi 12 Classic” Shotgun loadout in PAYDAY 3! We will keep these builds updated with any changes to game balance. Let’s get started!
Notes:
- While you need to have level 100 to have all 28 skill points there will be Important Skill marked with minimum skills required to make it effective. Making sure that even if you are not lvl 100 you can still use build to an extent. This applies same to shotguns incase if you don’t have it unlocked yet.
- All builds are made to be used on Overkill.
- While this is focused on Mosconi 12 Classic, you can use these builds with other shotguns, do note that it will be less or more effective.
- As stated above i will make updates on any build in any case balance changes has been made.
- The builds aren’t meant to be the best. They are builds that work well while also give fun. And obviously you could make it better for yourself and give criticism for it.
- Right now, the builds are tested and used during 1.1.3 ver.
Build 1: Hipfire Adaptive
Minimum Skillpoints needed to make this build effective: 11
Hipfire Adaptive Skill Point Allocation:
3 Points:
Ammo Specialist [BASIC]: To unlock other Ammo Specialist skills.
Scrounger You’ll be needing those to get back of your grenades.
Plate Up: This is essential build for this one. Since Adaptive Armor Lining restores chunk if taken enough cover without any trauma damage, having Plate Up will instantly restore back making it able to endure more hits.
3 Points:
Mower [BASIC]: To unlock other Mower skills.
Ammo Funnel: This is really essential to Mosconi 12 Classic. Thanks to that, you will not need to reload that often.
Replenish: This combines really well with Ammo Funnel by making it instantly go to your ammo rather than being dropped after killing unit.
4 Points:
Tank [BASIC]: It gives 20% faster regeneration speed for armor chunk, gives 2 charges for Armor Bag and unlocks other Tank skills.
Hardy: In case if you armor chunk or entire armor breaks. You have a 2 second to take cover or run to safety.
Extra Plates: Additonal charges for Armor Bag.
Clean Slate: Unless if you do plan making the game harder for yourself, get it.
1 Point, This is just get out of jail free card incase if you do happen to get disabled by Cloaker. It’s best to use it if you know that teammates are not able to save you in time before getting downed.
5 Points:
Enforcer [BASIC]: This is where you’ll be getting GRID most of the time. It is essential for this build since it will be the only way to get it.
Quick Reload: To make sure you can reload a bit faster. Not that important but helps with Combat Reload.
Face to Face: It will help you get a kill with your pistol faster.
Combat Reload: Essential for keeping your GRID active.
Shock & Awe: This can help incase if there is many enemies on you to not shoot at you for few seconds.
5 Points:
Gunslinger [ACED]: This is essential for getting EDGE. Aced for refresh on any headshots you do. While the only negative gives is that aiming will cause you to lose it. Most of the time it will be fair price to use it against snipers.
From The Hip: Decrases spread for your weapons.
Heavy Hipfire: Staggers enemies if you shoot them from hip. This can be helpeful in some cases.
Quick Draw: To increase speed. Helpful for Gunslinger.
No Deep Pockets. The main reason is because most of the time players will use Adaptive Armor Lining (including you if using this build). While it gives 4 less, it’s still good amount and use if placed well. You can always replace with something else if you do want to have Deep Pockets.
4 Points:
Transporter [BASIC]: Main for getting Rush, though you will be required to have a bag on it.
Beast of Burden: It will make you able to run without issues while having Power Lifter.
Power Lifter: Enables you to have two bags. Enough said.
4 Points:
Fortitude [ACED]: This can be alternative way of getting GRID if you overheal. Gives additional down on aced, additonal increase bleed out by 50% doesn’t change much if you end up being in unsafe or downed by cloaker.
Unyielding: Gives additional health by amount of down you have. This can make you able survive more hits if armor is broken.
Stockpile: Increases charges you have by 2. Giving it total of 8 combined.
Hipfire Adaptive Loudout:
Since this guide and build is focused on Mosconi 12 Classic. Primary will always be Mosconi 12 Classic. While any attachment can work, my to go is:
The pistols tend to be helpeful in sniper situation, most of them work with or without attachments however the best reccomedation is:
SP Model 11, Sforza Bison, Castingo 44:
They are good against if you need to get rid of the enemies quickly but need to reload with Mosconi 12 Classic.
Stryk 7:
Stryk 7 is great gun for dealing damage to enemies before finishing them off with Mosconi 12 Classic. However it’s also great to refresh your grid. With combination of Extended Mag, it’s great option for refresh weapon type.
It will be used incase if you need to refill your armor chunk.
For dozer killing incase if you don’t feel safe using Mosconi 12 Classic.
Essentially a better flashbang due to ability to instantly kill shields, zappers and tech(?).
Most of the time i find tools to be useless. So i say choose whatever you like or what situation you want to be.
Tips While Using Hipfire Adaptive:
- Always Reload When GRID is about to run out:
When timer on GRID is low reload. Shot your gun once and reload so it refreshes. While you can get it back from Enforcer it’s just better to refresh it. - Consume your EDGE when you want to get rid of Snipers:
Snipers are easy to kill but they can take your entire armor chunk if you take too long to kill them. So don’t be afraid to aim with your pistol at snipers. It’s easy to get it back and better to have armor chunk than keeping EDGE with no armor chunk.
Build 2: Adrenaline Shotgunshooter
Minimum Skill Points Requirement: 12
Adrenaline Shotgunshooter Skillpoint Allocation:
5 Points:
Medic [BASIC]: To get additional charge, revive teammates faster and able to spend skills at other Medic skills
Steady Hands: To increase amount of health you receive when you heal yourself. It will make needing to heal yourself to adrenaline when low much less.
Extra Charge: Gives extra charge for medic bag.
Triage:Additonal heal when you have buff. Again helpfull to decrease amount you need to take if you are on low health.
Field Surgery: Additonal health restore along with additonal down restore.
3 Points. Refer to Hipfire Adaptive for details.
1 Point. Unlike Hipfire Adaptive, since you’ll be focused on being on Adrenaline Health. This one isn’t much requirement. It’s still reccomended to take it since it will protect you incase if you do need to take medic bag or first aid kit again.
2 Points. This one is essential for the edge to work and refresh. You’ll be using it to get kill with enemies while aiming.
5 Points. This should be focused as a last most of the time. It’s good for doing negotations and getting First Aid Kits and Armor Plates after assualt.
Manipulator [ACED]: Faster tie and trading with additional hostage count.
Silver Tongue: Additonal resupply and hostage count.
Negotiator: Additional Resupply.
Menacing: To gain additional hostage for trading.
5 Points. Simular skill lines to Hipfire Adaptive but added Deep Pockets since it’s more important to have 6 charges and 2 medic bags than 8 charges and 1 medic bag.
8 Points. Essentialy everything in there, since its focused on Adrenaline. This will make Adrenaline go for maximum potential with this. There is some few notes though:
- Walking Tall has a cap. Meaning that they won’t have permament slowdown, however it is still pretty slow.
- This requires 8 skills points to spend and having everything Fortitude Skills researched.
- This makes a total of 115 HP increase assuming you have all 5 downs. This will be explained on loudout section of this build.
- Health Siphon as described on description will increase your health making it so that you don’t have worry that much about other players snagging your medic bag.
Adrenaline Shotgunshooter Loudout:
Same as the other build, since there isn’t much change to it.
Well since it’s Fortitude and Focused on Adrenaline it’s no suprise it’s this one.
Same as before, use it if you want to kill bulldozer with ease.
It essentialy gives a maxmimum downs you can have in the game. Normal downs would be 4, however with Fortitude Aced it increases downs to 5. Allowing you to get downed 5 times. While you’re most likely to get in custody by bleedout rather than losing all downs, it gives much big benefits to fortitude skills that increases with amount downs you have.
Again a better flashbang.
End of Section
Of course, it isn’t mean to be the best, there might been mistakes that i’ve made from the build but everyone will always have their playstyle and their own opinion.
Changelogs:
19th May 2024 – Released
And that wraps up our share on PAYDAY 3: Mosconi 12 Classic Builds. 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 DerQ Enjoyer, who deserves all the credit. Happy gaming!