PAYDAY 2
40 valoraciones
Anarchist AA 12 Berserker + Crits DW/DS/OD builds
Por Sl1m
The purpose of this guide is giving some love to one of my favorite weapons all across gaming: AA 12, a badass shotgun that is often forgotten in favour of the meta shotguns, such as the Izhma, the Grimms, among others.

But that doesn't mean we cant have a little fun with it...

Infamy 1, and the following dlcs: Butcher's BBQ Pack, Gage Weapon Pack #1, Gage Mode Courier Pack (If u got the Legacy Edition u are good to go) are a must in order to run this build.


Disclaimer: im by no means an expert in this game, if there is any mistakes with it do notice me.
May update if necessary

   
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Quitar
V1
Mastermind


Enforcer


Ghost


Fugitive

Weapons, Melee, Perk, Equipment and Throwable.
Primary

Who would have thought???

The AA-12 (Steakout 12G)


Mods:

Buckshot 000
Supressed Barrel
Auto Fire
Concealment boost
Compact Laser Module
Drum Mag

Secondary

Beretta M9 (The Bernetti)


Mods

Asepsis Supressor
+3 Concealment boost
Any grip
Marskman Sight
Micro Laser
The Elite slide.

Perk

Anarchist, you know the drill.
But in any case...



Throwable

Molotov

Melee

Buzzer / Electrical Brass Knuckles or Icepick

Equipment

Medic Bag

The Final Product:


AA - 12 Damage: (61.6 x 1.9 x 1.75) = 204.82

Crit Chance: 27%

Breakpoints (with ovk)



Light: 1 - 3
Heavy: 2 - 5
Taser / Medic : 3 - 10
Cloaker: 2 - 19
Dozer: 15 - 103
Supressed Barrel Vs Silent Killer Supressor
Here is something I'd like to clear out in regards to my silencer choose.

This shotgun offers us to choose between 3 types of supressors, of which I'll only analyze the 2 aforementioned, since SHH! would make our concealment high enough to lose a signifcant % of crit chance.

That being said we will find that there are 2 options for this build:

The built in Supressed Barrel


DMG: (As previously seen) 204.82
ACC: 28
STAB: 68

The Silent Killer Supressor



DMG: (59.4 x 1.9 x 1.75) 197.5
ACC: 24
STAB: 80

So, what do we make out of this?

- SK deals less damage, fact, but it still falls within the 191.26 breakpoint (the same breakpoint 204.82 is in) so you shouldn't notice any changes dps wise.
- The SK offers a massive stabilty advantage but less accuracy, resulting in more spread out pellets
- While the SB has better accuracy, resulting in more compact pellets


So yeah ,its up to personal preference which one to take, In my case I dont have any trouble handling the SB recoil and I think it fits aesthetically speaking better, tho if you find trouble running the weapon with it remember that funcionality > drip



The tricky part
So you might be wondering why I only chose berserker instead of the well known frenzerker, giving us no dmg boost at the start of a heist, opposite to the x 1.4 we would doing with said combo.

Well, fear not I will show you a trick to solve that: The molotov.

The molotov will grants us the possibility to lower our hp, ideally, to get up x 2 damage.

Here is a tutorial for anarchist suit



1. As soon as we step on the fire we will start hearing ticks
2. By the 9th tick we will stop taking damage for 2 secs (anarchist perk)
3. We eont move until the 15th (or 14th if you dont feel confident enough) where will have to rapidly get out.
4. Wait to get some armor back. (Since we are just using the suit it will take only 2 secs)
5. Just run through the fire
6. Done


A few things worth noticing:

- Expect to get downed, Its a bit hard to get it right at first, but after a few tries you will get some results .
-ALWAYS do this trick on a controlled environment, aka, no enemies close to screw you up.
- Be aware that if you have a joker the timing will change due to the x 1.3 armor gain (partners in crime aced)
- Its advisable to get some sort of hud to see the % of berserker you got (in my case pocohud) dont worry if you struggle to get x 1.9, remember that frenzerker grants x 1.4 so any value above that is worth
-Yes its possible to get 100% zerk but I havent been able to achieve it consistently.
AA 12 VS Izhma
When at x1.9 berserker the AA 12 actually does more damage than the regular izhma build you find in most pubs. Let me show you:

*Values without Shotgun Impact aced

AA - 12 Damage: 61.6 (Base Damage) x (Zerk) 1.9 = 117.04

117.04 x 1.75 (Overkill) = 204.82

204.82 x 35 (Mag Size) = 7168.7 DMG per mag

Izhma Highest possible base damage 72 x 1.9 zerk = 136.8

136.8 x 1.75 = 239,4

239,4 x 26 (Big Brother mag) = 6224.4 DMG per mag


Does this mean the AA 12 is better than the izhma, provided the values shown above?

- Izhma may deal more damage in the short run, but by having a smaller mag size, the AA 12 is way better during prolonged fired
-Despite most izhma builds look practically the same, the greater ammount of attatchments makes it way more flexible for whatever you wanna make. This should be obvious, as in this build I'm forced to run a M9 instead of any secondary with stun capabilities (Im looking at you DB Grimm) or bring useful utility as in flashbangs.
V2
Did I ever tell you what the definition of insanity is?

Well that is this build

Mastermind


Enforcer


Technician


Ghost


Fugitive


Perk, Throwable, Melee and Equipment

Same as V1


AA - 12 Damage: (61.6 x 1.9 x 1.75) = 204.82

Crit Chance: 62% (Low Blow + Unseen Strike)

Breakpoints (with ovk)


Light: 1 - 3
Heavy: 2 - 5
Taser / Medic : 3 - 10
Cloaker: 2 - 19
Dozer: 15 - 103
What this version has to offer
- No inspire:
Inspire, while being like a life jacket, ain't completely mandatory in order to play the game around DW/DS/OD, since its not your fault if a player does dumb plays that may compromise the team and , possibly, the run. I personally do like inspire ace, due to the clutch potential it offers but that doesn't mean we must use in all of our builds.

Downs, nevertheless, do happen, and for that we got painkillers basic, which yes, ain't as good as that basic 80% dmg reduction we'd get with PK A, but it still enough to save players with builds that have high armor values:

Anarchist suit (No jks) + PKb = 225 (DMG) x 0.70 = 157.5 > saves anarchist players with no jks by 0.5

ICTV armorer (280.5) : PKb = 225 x 0.70 = 157.5 > 2 shots can be tanked as well

You get the picture...

- Other useful skills to help your team like Transporter or Die Hard (can be swapped for Blood Thirst for faster reload speed)

-Surefire ace and crits

Now this is where the fun starts...

So you guys know how flechettes have AP capabilities, but sadly (IMO) they dont have a place in the game, even more with the weird stuff Overkill have been balancing recenty.

Even so, what if we merge that AP potential with 000 Buckshot? ; that is what surefire aced
does

Now, combine this with Low BlowA and Unseen StrikeA and we get a weapon that can pierce through armor with 64% crit chance... Try it, its very good.

Silent Killer vs Built in barrel:

SK
ACC: 32
STAB: 88

BBL 36
ACC: 76
V3
You really thougth this was over?

I knew while doing V1 and V2, that having the M9 was the big downsight, despite both being quite strong even without it, but its obvious that weapons such as The Judge with HE are a bit more useful than a M9.

The reason I didn't make a version that hand't it is ,as stated, the high concealment value it offers, crucial to low blow ace. Why didn't I make a version without it? well a while ago I tried to make a build without low blow and unseen strike because I really didn't know how to play with the latter and it was really bad.

Even so, due to the success of V1 and V2, I decided to see what else could be done, the result being V3.

MasterMind


Enforcer


Technician


Ghost


Fugitive



Gear
Primmary

I just wanted to flex my skin


Attachments

000 Buckshot
Shark teeth nozzle / Donald's horizontal leveller
Acc or Stab boost
Led Combo
Drum Mag
Any sight


Secondary

The Judge


HE rounds
Silent Killer sup
Acc ( + ) boost
Led Combo
Any sight


Melee

Same as before

Throwable

Flashbangs



AA - 12 Damage: (72 x 1.9 x 1.75) = 239.4

Crit Chance: 35% (Unseen Strike)

Breakpoints (with ovk)


Light: 1 - 2
Heavy: 2 - 4
Taser / Medic : 3 - 8
Cloaker: 2 - 15
Dozer: 13 - 86

So what about this one?
- Highest damage out of all builds

-Functions similar as V2 but with much more base damage and less crit chance.

-Requires another zerk setup; don't worry this one is easier.


-In this case frenzy is required because if we used the medic bag in either v1 or v2 we have at least crits to compensate a bit, but here, imo, unseen strike and overkill won't cut it.

-Ables you to both bring utility and an actual good secondary.





V3.5
So it's basically same as V3 but trading The Judge (and no FBs) for a DB Grimm, modified as such



DB Rounds
Donald's Horizontal Leveller (We need those pellets spread widely)
Acc (-) boost
Led Combo
Big Brother Mag
Any sight


Additionally, no judge means we are back to the molotov for zerking:


It's super simple:

-We step on the fire
-Armor breaks
-We wait 2 secs
-We lose 2 chunks of HP
-Done, we are at x1.9.



A few closing notes
For V1 and V2

- Dont understimate the bernetti, thanks to that big berserker bonus, it will be dealing 105.83 dmg per shot, tho it only should be used as a backup weapon to gather ammo for the AA 12.

-Yes, I know I just spoke of the bernetti as if it was a strenght. It might be decent, but there are way better secondaries across all shotgun builds. I just chose it because it is the weapon with the highest concealment value (34). Another option could have been the Bronco (33) but that would decrease the crit chance significantly

- Again, I know you can go 100% zerk but I havent been able to get it consistently and I wont do math on stuff I cant replicate

-After a few games I figured M9 ain't that bad for killing snipers that arn't far off, like in HM day 2 or Panic Room. Just aim to the chest and spam like a CSGO Tec 9.

For V3 and V3.5

- Getting to 100% zerk (X 2 Dmg) has no impact in both of these:

- 72 X 1.75 X 2 = 252, which shares the same breakpoint as 1.9 (239.07)

General Stuff

-Remember that perks such as gambler or hacker can heal fellow players. This is a problem, because you will enventually be healed; thus, bye bye zerk. In these cases you could reshuffle the build and get frenzy or, simply, pick something else

-Dont expect these to be THE BESTS SHOTGUN BUILDS EVER , etc etc. As I stated before, its just
for those who wanna try smth different or like the gun in general

-I'll try to record some gameplay whenever I can



31 comentarios
Sl1m  [autor] 25 MAY 2021 a las 9:28 
pog :cozydarkseer:
Kevy & Wevy 24 MAY 2021 a las 1:42 
epic gamer :hp_kyu:
Sl1m  [autor] 28 ABR 2021 a las 12:34 
Megacat! 28 ABR 2021 a las 12:23 
I can't get my detection as low as yours :(, how do you get a +3 concealment boost?
Sl1m  [autor] 28 ABR 2021 a las 10:24 
Hey there!

Im well aware about HE b importance, but take these build as a canvas; as I said many times, you can swap the extra points for whatever you find convenient.

About that DW stuff, yeah it's rather DS oriented so maybe I should change the title.

Very grateful for your observation!
Streaky 28 ABR 2021 a las 10:16 
There's no Hardware Expert on these builds, those two seconds less that HW basic gives is an absolute life saver on DS. Also, you should optimize your builds for a specific difficulty and not multiple. Different difficulties have different needs, like in DW, you don't need Die Hard basic and Nine Lives.
OneOfTheHomies 25 ABR 2021 a las 13:33 
Finally something other than a brothers grimm build.
Sl1m  [autor] 24 ABR 2021 a las 15:45 
I dont speak russian, Im afraid I dont know what you are saying.
NA³ 24 ABR 2021 a las 15:16 
автор долбаеб, билд хуйня, столен бог и у него лучше.
Sl1m  [autor] 23 ABR 2021 a las 20:21 
Yeah sounds very potent