PAYDAY 2 Overkill for Mayhem Best Setup Build Guide

PAYDAY 2 Overkill for Mayhem Best Setup Build Guide 1 - steamsplay.com
PAYDAY 2 Overkill for Mayhem Best Setup Build Guide 1 - steamsplay.com

overkill noun

over·​kill | \ ˈō-vər-ˌkil

1: a destructive capacity greatly exceeding that required for a given target

2: an excess of something (such as a quantity or an action) beyond what is required or suitable for a particular purpose

publicity overkill

an overkill in weaponry

3: killing in excess of what is intended or required

— Webster Dictionary

Intended for Overkill-Mayhem.

Introduction

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OVERKILL: noun

over·​kill | \ ˈō-vər-ˌkil

 

1: a destructive capacity greatly exceeding that required for a given target

2: an excess of something (such as a quantity or an action) beyond what is required or suitable for a particular purpose

publicity overkill

an overkill in weaponry

3: killing in excess of what is intended or required

— Merriam Webster Dictionary

Intended for Overkill to Mayhem, this build is built around OVERKILL and overkill ….and overkill.

The devs, the definition and the difficulty.

Its off-meta and mostly for fun, because the fun of overkill is having more than you need, and frankly the higher the difficulty, the more you tend to do need.

This guide assumes you have Ultimate Edition, possibly owning Scarface DLC before Tony got eaten by a gator. It also assumes you have infamied at least once.

Its also my first, maybe last guide for the game so here goes nothing eh?

Build (Mastermind)

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Light in the mastermind department for General Overkill doens’t have any time for peaceful negotiations or planning; whatever the situation go in guns blazing and after the dust has settled, light a big fat cigar and call in his boys to clean things up.

The one skill we need is a single point into stability, trust me, soldier you’ll want it for what you’ll be hauling around.

Build (Enforcer)

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The backbone of the operation, General Overkill is in every sense of the word an enforcer, with force behind him.

You’ll be decked out with more armor than you’ll need, replete with a way to regenerate it by M1+W’ing the competition into swiss cheese.

You’ll need all the ammo you can grab, son, so fill out the ammunition procurement skills all the way to the top and make sure you grab more than the other guy, for you’ll be competing with the subordinates for pickups! I recommend turning on Ammo Outlines in the options menu.

Build (Technician)

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It costs $400,000 to fire your weapon for 12 seconds so make sure you make it count! Be sure you enable Body Expertise because you won’t be caring where you hit with this loadout; Body Expertise applies up to 90% of the damage you’d normally get from a headshot, to the body — in a way almost turning the entire body into a headshot as long as you’re in full auto mode.(Note that a bodyshot will still not activate Bullseye) Surefire aced is a must as it lets you punch through body armor like it isn’t there. I never leave home without it.

Lock and Load aced is going to be a game changer as it will speed up your reload times as long as you keep your kill count high which is absolutely nessesary to use the minigun.

Build (Ghost)

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Its not like your gonna be hard to spot but the only skills we need in Ghost are Parkour Aced which will almost negate the movement penalty you’ll get with the Improved Combined Tactical Vest while aced will allow you to reload and run which you’ll be doing a lot of.

Build (Fugitive)

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Lastly a few optional but exploitable skills.

Your Minigun reload is very slow. You want to speed that up any way you can. You already have Lock and Load aced gonig for you but you will often find yourself in a tight spot with your belt empty and an enemy standing right in front of you! Therefore its always good to have a few melee skills, and why not benefit from them as well; Bloodthirst aced will speed your reload up significantly for a few seconds after a melee kill, while basic will charge your melee up to 1600% damage. Its a win win.

General Overkill likes his boxing gloves so we’ll want to buff those any way we can, and low and behold we have a few points left to throw into a 100% passive damage buff to your melee so long as you’re hitting the usual rank and file (non-specials).

Weapons

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Your primary and most reliable weapon, the OVERKILL minigun will let you spray and pray without much care in the world. You’ll want as much as you can to make this thing BIG and MEAN looking,

so go ahead and grab the Aerial gunner barrel and if you have one, get the Total Ammo boost in BOOST section, for every little boost to your ammo supply will be useful. Alternatively you can choose whatever you like.

If you have the Paint pack, be sure to kit it out with some matching paint. Your minigun sees a lot of action so you might not want it in mint to prove it gets use.

For its +8 stability bonus use the LED COMBO —– the only thing you DON’T WANT RED is your laser because red lasers make your team strongly dislike you and puts them on edge. Max out the laser’s saturation so you can see it in any circumstance.

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Assuming you have the unfortunately discontinued SCARFACE pack, the 4 barrel rocket launcher is an excellent choice for turrets and groups of enemies.

Warning, RPGs inflict friendly fire damage. Ammo pickups are disabled

Suggested use is for when you anticipate turrets in the hiest and want a way to take one down in 2 or less hits; The RPG7 has a higher damage than this one but SWAT turrets have a maximum damage threshold in which a lot of that damage is capped and ignored so having followup shots outweighs having 15000 damage. With a good shot, it can take a turret out in 1-2 shots.

Be sure to strafe when you make your shot so that the turret doesn’t shoot your rocket and blow you up.

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Alternatively, and more useful you mgiht try the ARBITER grenade launcher which has great ammo pickups and won’t harm your teammates without mutators.

This weapon does low damage but can disperse a crowd and pick off many low-health enemies quickly.

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Lastly if you have no other option, the RPG7 is a decent choice for its obvious benefits described above. Be mindful that your rockets can be shot down the moment you fire them so again, strafe when you fire, and keep teammates out of the blast radius.

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Keeping in tradition with OVERKILL, we shall use General Overkill’s signature boxing gloves. These don’t have the best stats but they’re satisfying to use — and viable if you buff your melee damage accordingly — rack up those kills for that 1600% + 100% damage buff to reload quickly.

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And last but not least your throwable shall be the humble HEF Grenade as each one is personally signed by General Overkill himself with invisible ink, and decked out with a complimentary OVERKILL fob. Personally I prefer incendiary grenades for the visual feedback but the regular explosives prove just as effective.

Gear

You’ll be wearing an ICTV for this, and therefore want to get the most out of it.

Therefore, and its not original but its true, Anarchist is a good choice as when you will only take health damage when your tanked up armor value is depleted. Keep your armor value up via use of Bullseye and get plenty of headshots any chance you get (spraying bullets around you’ll inevitably get plenty)

If you own the Tailor Pack 1 you are treated with The Classic outfit which comes with a matching OVERKILL color scheme, replete with a patch. Need I say more?

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Mentioned before you’ll want Anarchist for its resilience and protection.

Anarchist is effectively an armor bubble; you lose a lot of total health but gain a lot of armor —- you won’t take health damage until your armor bubble pops, the more armor you have the more you can withstand. Beware snipers at all costs as they can punch through most of that and deal health damage regardless.

Armorer and Muscle are also reasonably good choices.

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Conclusion

Now go! Let the legend come back to life.

Be sure to kit out your bots with LMG’s and matching subordinate henchmen outfits

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Written by Tiretracker

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