PAYDAY 2

PAYDAY 2

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[VR ONLY] DSOD Solo-Capable Infiltrator Build
By DeeEcks
Infiltrator is heavily slept upon in the normal meta, but in VR, it perfectly breaks every unique mechanic the version has to tank at least 3 Heavy ZEAL shots, up to much, much more.

I've tried many builds and perk decks to find the closest thing to top meta for VR, and this one is definitely it.
   
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Introduction
This build requires the following prerequisites:
  • VR, with dash locomotion in use
  • Infamy 3 for all 3 builds (The Slaughterhouse Set, Set of the Corrupted)
  • Dragan Character Pack DLC
  • The Butcher's BBQ Pack
  • Gage Spec Ops Pack
  • Gage Historical Pack
  • Gage Chivalry Pack
This build may work on non-VR but you'd either need an AI teammate armour boost, Crew Chief boosts or Underdog aced, making the perk deck much more conditional.
Explanation
The VR build of the game has many gameplay differences with the standard build of the game to accommodate for the physical limitations that VR entails. Among them, here are the important things to know:
  • There is an omnipresent damage falloff mechanic for every enemy (10% at point blank, 75% at 60m)
  • Enemies within medium range are much more likely to target VR players
  • Teleporting will give you instant armour/health/dodge depending on your perk deck.
An Infiltrator build makes use of every one of these unique gameplay tweaks, perfectly breaking the game in VR.
  • Enemies are much more likely to target you in medium range, making the perk deck's boosts much less conditional
  • 10% base damage resistance means that there is no need for Underdog Aced, Crew Chief or AI boosts to tank 3 Heavy ZEAL shots, meaning that tanking 3 shots is a nearly passive ability
  • Damage falloff means that enemies far away are still no threat if Infiltrator hasn't been proc'd (even then, you only need 3 enemies within medium range for the perk deck to work. The damage resistance applies to all enemies, including enemies outside the deck range.)
  • Infiltrator is an armour-oriented deck, meaning that teleporting, or dashing, will give you instant armour-gating ability.
An armour build where you're always tanking at least 3 Heavy ZEAL shots and mostly much more? Suddenly, the idea of Infiltrator being solo-capable doesn't seem so far fetched.
How to Play
Infiltrator plays like any other tanky armour build, but with a VR-exclusive twist.
  • Stick from cover to cover, waiting for armour to recover.
  • Clear rooms before entering.
  • Constantly flank. ALWAYS flank if you can.
  • If you're pinned down in a desperate situation, lay down an ammo bag at your team's feet. You're all gonna need it.
  • If you run out of armour, instantly teleport on the spot. Infiltrator will provide you with instant armour if you dash in VR, giving the deck considerable armour gating ability when needed. Use this properly, and you'll be tanking 5+ Heavy ZEAL shots.
Weapons
The same weapons are used across all three builds.

Primary: Steakout 12G
Modifications:
  • 000 Buckshot
  • Donald's Horizontal Leveller
  • -4 Accuracy
  • Any laser
  • Drum Magazine
  • Any sight
The Steakout is an autoshotgun that trades an egregious amount of concealment for an egregious magazine capacity, making it bode well with Frenzerker and cut through enemies like a hot knife.

Secondary: Arbiter Grenade Launcher
Modifications:
  • Incendiary Round
  • Any laser
  • Any other modifications
The Arbiter allows for easy shield and sniper relief and is capable of killing high-health enemies with its burn damage, making it an effective sidearm.

Melee: The Spear of Freedom
The Spear of Freedom is very, very big, making it an effective weapon in VR. Not that you'll be using it much.

Throwable: Javelin
The Javelin allows for instant dozer relief, filling in a spot where shotguns, grenade launchers and melee are ineffective.
Build A: Standard
The standard build makes use of ammo bags for team play.
But why use ammo bags for two very ammo-efficient weapons? Well, the way you should be using ammo doesn't line up with the way you think it should be used. People think that ammo is used to sustain ammo inefficient weapons, but that's not how you use ammo bags. Even DMRs can be self-sustaining with the right skills, playstyle and use of the secondary weapon. The REAL use of ammo bags is for surviving in desperate situations.

Picture this: you're being pinned down. Can't even go out for ammo pickups without being shredded. You run out of ammo, but your team has 8 doctor bags, leaving you completely defenceless. Nothing you can do in that situation leads to survival, but if you bring ammo bags, these situations become complete non-issues as you can lay ammo down, hunker down and cruise through the holdout. That is the purpose of ammo bags.
Skills
No skills are of use in Mastermind.
Of note, Close By in VR has a rather broken effect where teleporting and getting a shotgun kill in quick succession will cause panic. This is pretty broken and can turn a bad situation into time to breathe if used correctly.
Drill skills to spare. Maximum chance for auto-restart and 50% chance for instant restart with melee can be a godsend.
Stamina.
Frenzy for the DR, Berzerker for good measure.
Build B: Solo
A solo, no-AI variant with Uppers-equipped First Aid Kits to power through heists without going down. Spare skill points go to Jokers. Ding dong wahey
Skills
Jokers make for good teammates. Uppers can save lives.
Because we have no teammates to defend us during interactions and we have 2 spare points, Die Hard is an essential skill.
Drill skills to spare.
Stamina.
You're not going down, no need for Nine Lives.
Build C: Medic
You are going to go down very little with this build, so going with Inspire and doctor bags should only be done if you've tried ammo bags and are sure that you do need medic bags for whatever reason, whether it is because you're not experienced on DSOD and are playing with team AI or you're playing the super-rape heists like Lab Rats or Goat Simulator with team AI.
Skills
Painkillers' 80% damage reduction on revival is significantly more useful than any Quick Fix effect. Doctor bags are picked, because a Frenzerker build with a health regen deck could not make First Aid Kits more useless.
Shotgun skills and armour skills.
Drill skills to spare.
Stamina.
Essentials for the build.
Video Demonstration
A video of a Counterfeit DSOD solo run without AI, assets or even downs shows that the build is rather capable.
(Apologies for the broken audio, I put in some solid effort to remedy it)
Conclusion
I was around Infamy 11 when I started playing DSOD in VR for the first time. I tried to use a Grinder build and didn't know my way around the skill trees. I'm Infamy 25 now, and this build represents hundreds of hours of experimenting with all sorts of builds and perk decks to find the magical combination that would bring out the best of VR. This build got me through the White House PEOC on DSOD multiple times, and it's bought many teams out of custody after being the last man standing after an assault. It's no weak build.

Thanks for reading this build guide. Happy heisting.
8 Comments
Smoustein 4 Aug, 2020 @ 8:41pm 
Started taking my time and dominating rooms one by one and I must say I'm doing way better I like this build now that I'm not using it like a total scrub lol. Anyway thanks for your help and whatnot it's very much appreciated, thanks again mate
Smoustein 4 Aug, 2020 @ 2:00am 
Usually I dash about every 2 seconds or so if I'm in a room with a load of cops I usually gtfo as quickly as possible I'm pretty new to this vr thing tho so I suppose my timing is pretty bad lol
DeeEcks  [author] 4 Aug, 2020 @ 1:08am 
the armour gating boosts can only take place 3 times every 3 seconds. this always counts down, even when armour is full. it's probably just unlucky timing, how quickly are you dashing?
Smoustein 4 Aug, 2020 @ 12:21am 
Hey it's me again I'm sorry to bother ya but I was wondering if I was doing something wrong in regards to getting armor back. I dont have any mods that alter VR and I'm using the dash movement but whenever I lose armor I dash and it doesn't come back instantly I was curious if it's me or maybe an update that nerfed VR, although that to me seems unlikely. The armor seems to come back about the same rate as it does on pc but I never ever can tank another shot when i teleport with none or even most of my armor. Sorry for the long post, cheers lad.
Smoustein 29 Jul, 2020 @ 11:26pm 
Ahh I gotcha, Alrighty cool exactly what I was wondering thank you so much, cheers lad! :2:
DeeEcks  [author] 29 Jul, 2020 @ 10:28pm 
vr improvements doesn't explicitly break anything with the build, but if you use the mod's smooth locomotion instead of regular dashing/teleporting you won't get the armour gating at all
Smoustein 29 Jul, 2020 @ 6:23pm 
Hey, first off let me say I love your guide and gameplay. Second off I was here to ask a question even tho this Is a fairly old post. My question is can you use this build with the VR improvements mod as I'm not entirely sure if armorgating would work as well with it. Thanks!
semperinvictax39 13 May, 2020 @ 10:55pm 
I met you a couple of times during random pub hosting and I admit, you did much better than I expected with the infiltrator, which sorta surprised me, but in a good way :) Infiltrator itself isn't that bad on DS(OD) itself without VR as well, it just needs more passive playstyle rather than going to mid of the map on yeet street mid assault. I'll be sure to take a look on your build in free time and compare it to my LMG one, for now, massive upvote from me :2: