Update log
Full PAYDAY 3 update
The complete published notes, normalized for clean reading and source attribution.
Repeated intro
Hello Heisters!
Extracted changes
- Store
- Balance
- Gameplay
- Fixes
Following Skills 2.0 and the improvements to the minute-to-minute gameplay made last year, we discovered a number of items we'd like to improve on. This patch focuses on Quality of Life (QoL) updates, aimed at making the game smoother in general, including removing pet peeves like being unable to rack shotguns or chamber rifles while sprinting.
We've also incorporated some feedback from the Shopping Spree release and followed up with additional balance changes to weapons and skills.
Feature
Increase randomization of height and angle of helmet pops
New Lockpicking mechanic
New Safecracking mechanic
Replaced WiFi-Circles with hacking panels on:
Under the Surphaze
99 Boxes
Gold & Sharke
Turbid Station
Weapon Balance
Close/Medium/Far: Damage dependent on distance from target.
AP: Armor Penetration.
| Assault Rifles | ||||
|---|---|---|---|---|
| Close | Medium | Far | AP | |
| CAR4 | 90.0 | 85.0 | 80.0 | 2 |
| NWB9 | 70.0 | 65.0 | 65.0 | 2.2 |
| VF7S | 130.0 | 120.0 | 110.0 | 2.5 |
| KU59 | 120.0 | 100.0 | 90.0 | 1.75 |
| KU59 | 120.0 | 100.0 | 90.0 | 1.75 |
| RG5 | 104.6 | 100.0 | 95.0 | 2 |
| CHS3 | 85.0 | 80.0 | 70.0 | 2.8 |
| Sniper Rifles | ||||
| A114 | 92.0 | 88.0 | 80.0 | 3 |
| FIK22 | 54.0 | 39.0 | 39.0 | 1.5 |
| Spearfish | 100.0 | 95.0 | 90.0 | 2.6 |
| R900S | 280.0 | 280.0 | 270.0 | 7 |
Gameplay
Ensured at least one shot fires if the trigger is pulled while sprinting
You can now pump shotguns and cycle sniper rifles while running
Prevented the front hand from hovering when ending the sprint animation while holding the R900
General animations improvement and updated reload animation for the Jackknife SE5
Reduced ADS transition time for R900S
Fixed an issue with throwing knives opening breachable double doors
Fixed so adaptive armor is fully recharged after picking up armor from armor bag
Fixed an aim offset issue with SMGs
Solved an issue causing VFX and SFX on all AI to be desynced while firing
Increased the interaction zone size on a bunch of objects
Fixed the ammo bag animation being too low on the screen during placement
Explosive traps, such as fire extinguishers and explosive barrels, deal more damage to enemies. Now able to kill swats on Normal and Hard. Also, players take less damage from the explosions, and they no longer penetrate player armor
Slight buff to SMG & shotguns headshot multipliers, preventing the multiplier from dropping below x1 at longer distances
Slightly increased hitbox of the Zapper's battery pack and the health and hitbox of the Nader's grenade belt
Halved the self-damage from frag grenades to account for their increased power from skills
Fixed an issue preventing the placement of deployables when near players
Adjusted enemy accuracy, they should now be a bit less accurate at range and minimally more accurate at close distance
Skill Changes
Updated the skill icon for "Bastion" in the Juggernaut tree to better represent the skill
Changed "Locksmith" base skill in the 'Ghost' tree, so that it speeds up progress by 50% when successfully hitting a green area
Ensured the maximum dodge chance cap was active even when the skill "Dodge This" from the 'Ghost' tree isn't selected
Fixed an issue with third person animation when running while reloading
"Extra Protection" from the 'Juggernaut' tree, now works as intended, basing its damage reduction on armor and instead of trauma
Prevented the stacks gained from "Head Games" in the 'Longshot' tree from being removed when placing a deployable
Fixed an issue where "Bullet Frenzy" and "Premium Bag" from the 'Ammo Specialist' tree, wouldn't provide their buffs to allied players
Changed the bonus to headshot damage granted by "Head Games" in the 'Longshot' tree to have a maximum damage potential of 75%, down from 99900%
Set a maximum cap of 150%
Source
