The CAR-4 assault rifle is a primary weapon available in PAYDAY 2.
The CAR-4 is the most versatile assault rifle in the game. While it only possess average stats in all regards, its primary strength is that every part of the weapon can be customized, allowing for either all-rounder or specialized builds. With these options, the CAR-4 is a welcome weapon for any character build.
The CAR-4 is the second primary weapon unlocked and is a straight upgrade of the beginning AMCAR in almost every category.
With the large number of modifications available from the base game and DLCs, the CAR-4 is the most versatile primary weapon in the game. As well as being able to mod it for high damage and/or accuracy, it can also be modded for high concealment, making it an excellent companion on stealth heists.
Also, unlike most fully automatic weapons, it has clear and precise iron sights, making a sight modification largely optional. The only reason for a custom sight would be the need for magnification for long-range shooting, the stablity rating bonus, and personal preference.
This is a typical combat configuration with high Damage (44), good accuracy (80), high stability (88), a slightly larger magazine (34) with the option for slightly less accuracy (76) but a much larger magazine (60). In the right hands, it can be more ammo efficient than even LMG's due to higher accuracy, use of sights and selective fire.
The Long Barrel can be directly switched to the DMR Kit (-90 ammo, +120 dmg, +16 acc, -40 stb) and the War-Torn Stock switched to the 2 Piece Stock (+4 acc, +4 stb) to change the CAR-4 into a high powered rifle with extremely high damage (162) and high accuracy (88), but low stability (56). Increasing the low stability is generally best done with skills and can be brought up to (72) with Rifleman and Leadership.
A maximum concealment (30) silenced assault rifle for stealth heists with low damage (36) poor accuracy (52), poor stability (52) and a small magazine (22).
This build maximizes concealment while still boosting combat related stats resulting in high damage (44), average accuracy (72), low but usable stability (52) and good concealment (23), meaning you can get your detection rating as low as (7) and still take this rifle. This build is very useful for skills like Low Blow/Sneaky Bastard as well as providing the player a concealable but deadly backup weapon for Plan B.
It is highly recommended to use skills like Rifleman aced and have one player on your team with Leadership Aced to boost the stability to (68). Also this Build works very well when paired with The Bigger The Better Suppressor and Silent Killer/The Professional skills. When they are used in conjunction with Rifleman/Leadership Aced it will boost this builds total damage to (56.7) with F&F, accuracy to (76) and stability to (84) while still maintaining (22) concealment as well as being silenced.
The idea behind the Stealth Barrel was probably inspired by the integral suppressor of the AAC Honey Badger, a CAR-15-based PDW, though not completely as the Honey Badger still has a very short regular barrel behind the suppressor block.
While it is labelled as a DMR Kit, the string ID for the upgrade (bm_wpn_upg_ass_m4_b_beowulf) indicates that it is based on an AR-15-pattern heavy barrel and a caliber change to using .50 Beowulf rounds instead of the regular 5.56x45mm.
This is an odd decision on many grounds since the .50 Beowulf round is a relatively heavy type of cartridge and thus is not very suitable for use in a DMR setup. While offering substantially greater stopping power and armor penetration capability compared to the 5.56x45mm NATO rounds, the strengths of the .50 BW are offset by having lower kinetic energy overall and poorer range (short-to-medium) compared to standard ammunition loads.
The CAR-4 and AMR-16 gain a significant amount of recoil per shot upon installation of the DMR Kit. In reality, designated marksman rifles does not necessarily have increased recoil over their assault rifle counterparts. This is especially true in the cases of converted assault/combat rifles as the caliber remains the same, and the increased kinetic energy from the extended barrel is nominal at most as the barrel twist rate (which dictates recoil more accurately than barrel length) usually remains unchanged.
The barrel alone does not usually indicate what designation the weapon has, the DMR qualification usually encompasses the rifle's various accessories such as bi-pods, grips, scopes and stocks in addition to barrels. A more accurate name for the in-game mod would be DMR Barrel.
However, it can also be assumed that the DMR kit makes slight alterations to certain internal components as well (i.e. the gas system), which would explain the massive damage buff and sharp decrease in stability.
The Private Party achievement refers to the modification as the "DMR Kit AMR-16", suggesting that it was originally only intended to be equipped on the AMR-16 and not the CAR-4.
*The LED Combo is based on the Leapers, Inc. UTG LED Weapon light and Laser. **Although the main flashlight has a toggle switch, the laser sight component of the LED Combo is pressure-activated, meaning the laser will stay on as long as the pressure switch is depressed. This switch is not placed where it should be, however (on foregrips, magazine wells, etc...) and is instead ziptied to the main taclight, leaving no plausible mean for the user to toggle it without awkwardly moving their off hand off the weapon and gripping the attachment itself.
*This grip seems to be an all-synthetic replica of the wooden pistol grip of the PSG1. The sheer number of manufacturers producing this accessory, airsoft or firearm, makes further identification meaningless.
*This is based on the Hogue Inc. OverMolded soft rubber grip for the AR-15 pattern guns. This particular model doesn't have the beavertail extension at the top. *The Eagle Heavy cannot accept this attachment, having a rubber grip by default. Improving that rifle is the Pro Grip's only advantage over this one.
In the Nightclub job, complete the heist on any difficulty with each crew member using the OVE 9000 saw as primary and secondary weapons. Unlocks the "THRUST Upper Receiver", "THRUST Lower Receiver" and "Long Ergo Foregrip" for the CAR weapon family.
*The Vintage Mag. is ostensibly based on the original 20 round M16 magazine that was used in the Vietnam War before the 30 round STANAG magazine was available, albeit with an uncharacteristically flat bottom instead of the real magazine's slanted one. *Despite being a 20 round magazine, all guns except for the AMR-16 and AMCAR with this magazine equipped will have a capacity of 22 rounds. The AMR-16 uses the Vintage Mag. by default but has a capacity of 30 rounds rather than 20. **The exception is the AMCAR, which uses this magazine by default and correctly has a 20 round capacity.
*The Tactical Mag was based on the Magpul P-MAG, a derivative of the common NATO STANAG 30-round magazine. **Adding it to a weapon strangely does not affect said weapon's Concealment value, despite the mod being finished in a more visible bright tan color compared to the others's metallic black.
Before Update #65, the UAR used the Tactical Mag as its default magazine.
*While casket magazines aren't a revolutionary idea, reliability issues made them nothing but a pistol-caliber curiosity for a long time. This is the SureFire MAG5-60 (as opposed to the even more vast MAG5-100), a fairly recent application of the idea in a rifle scale. The patent was accepted in early 2010. *The CAR Quadstacked Mag is supposed to hold up to 60 rounds per mag but installing this modification on the AMCAR will only increase the magazine size to 50 instead of 60 as the modification only adds 30 extra rounds to the base stat of the weapon you're installing it on. It's also the same case for the Para, except it will be capped at 55. The 12rnd Mag. for the Crosskill also has a similar effect.
*The Expert Mag is based on the Magpul EMAG. While compatible with most AR-15-based platforms, the EMAG was originally made for, and remains a signature piece in almost every SA80 model (barring the L85A1 which can only use STANAG magazines). *The Expert Mag has translucent windows on both sides of the magazine shell through which ammo can be seen. As of update #65, the Expert Mag will visually deplete as the player fires their weapon. *Despite being shown with the attachment on the Queen's Wrath's old inventory icon and all Clover Character Pack promotional media to date, the Expert Mag itself does not come with the rifle by default and requires the player to find it via card drops before they can attach it onto the weapon.
*The L5 Magazine was based on the Lancer Systems L5 Lightweight Advanced Warfighter magazine for AR-15-based rifle platforms. *Stats-wise, the L5 Magazine is identical to the Expert Mag, so the only reason to choose the L5 over the Expert Mag would either be the relative ease of the former's acquisition, or down to aesthetics if both magazines are available to the player.
*The Speed Pull Magazine is not a typical Magazine mod, but rather a dedicated sleeve going around a weapon's magazine that allows for much quicker mag changes in the heat of the fight. *The various Speed Pull Magazines are based on the Magpul Original Magpul® – 5.56 NATO and Original Magpul® – 9mm Subgun, with the exception of the Kobus 90's, which simply utilizes a yellow strap. **Strangely, despite using magazines identical to, using magazines similar to, or capable of using magazines used on other guns compatible with the Speed Pull Magazine, it cannot be equipped on the Compact-5, CMP, Commando 553, SpecOps, Blaster 9mm, Uzi, Clarion, Patchett L2A1, Lion's Roar, Jacket's Piece, and Micro Uzi. **The Eagle Heavy is equipped with an Original Magpul® – 7.62 NATO by default, but it does not increase the weapon's reload speed, nor can it be equipped with the Speed Pull Magazine. *Due to it supporting a wide array of weapons, the Speed Pull Magazine is the first single modification to have multiple different icons. *The Speed Pull Magazine equips the AMCAR, Para, and AMR-16 with the Milspec Mag., but despite this they neither get increased magazine capacity nor reduced concealability, however it equips the Mark 10 with its Extended Mag and does give it increased magazine size, but does not increase stability nor does it decrease its concealment. Additionally, equipping the Speed Pull Magazine on the AK.762, Golden AK.762, and Krinkov will give them the AK's 5.45mm Bakelite magazine, despite the mismatched caliber.
*Upon release, the default reticle of this sight was a chevron instead of the retail version's red dot. After the release of the Gage Mod Courier DLC, it was reverted to the regular sight's red dot. *It is functionally the same as the standard Military Red Dot Sight, but the sight's casing is tan instead of black with the line "A-10" scrawled on near the adjustment knob. The sticker on the lens cap's interior also says "I <3 Payday" instead of having a picture of an American flag. *This sight was based on the Aimpoint CompM2 optic. While it is portrayed as a high-zoom scope in-game, the CompM2 is actually a reflex sight, meaning it offers no magnification in reality.
The Acough has the greatest zoom in the game for a non-sniper scope. That being said; the high zoom level combined with its bulky sight casing can hamper target acquisition at point blank range, pairing the scope with a laser sight can dramatically alleviate this potential difficulty.
*This is a faithful copy of the real-life Magpul CTR Carbine stock. The slightly thicker rubber butt-pad gives it away as the commercial-spec stock, although its internal name suggests that the Magpul PTS stock was used as the basis of its model, further supporting the fact that Overkill designs weapons and their accessories after airsoft versions.
*It is based on the stock of early versions of the LR-300. *Attaching a folding stock to a conventional AR-15 type rifle is impossible in real life as they use direct impingement gas operation, which requires a buffer spring that is stored in the stock to cycle the gun. **However it is possible to attach a folding stock to an HK416 as it uses a short stroke gas piston, eliminating the need for a buffer spring stored in the stock.
*The Wide Stock is based on the B5 Systems Enhanced SOPMOD Stock. *Despite adding a large stock, many weapons have a concealment bonus, the most notable weapon is the Locomotive 12G, as it has no stock when unmodified.
*Visually speaking, the War-Torn Stock is just a Wide Stock with a few miscellaneous items bound to it by a black cable tie. **What's confusing about it is that the stock attachment it was based on conferred a noticeable bonus to Stability and Concealment, while the same stats of its own are all negative. It even has a cheek rest mounted on top of the stock pad, which in reality would make a weapon steadier when aiming, not less.
Normally it is impossible to fit weapons of the AR-15 family with a side folding stock since they all use a cylindrical recoil buffer tube that extends 20cm from the rear of the receiver, the weapons cannot function without it and it normally restricts them to using either fixed or telescoping stocks. However the ZM LR-300 was specifically designed to be able to accept such a stock and has an adapted buffer system to accommodate this feature.
Peeking into the CAR-4's magazine during a reload shows only two rounds being loaded, with a plainly-visible base plate underneath. Prior to the first person animation update, the magazines were modeled after airsoft products and had no rounds to speak of in them.
The front sight along with the entire gas block is removed when a foregrip/handguard mod (sans the Aftermarket Special) is installed. An AR-15 derivative like the CAR-4 cannot fire normally without the gas block and the bolt has to be manually actuated after each shot instead of how the weapon works in the game. This is almost certainly a developer oversight.
It is one of the two weapons whose name derives from the AMCAR-4, the other being the AMCAR.
The CAR-4 is frequently used by both Law Enforcers and is Chains' default weapon if he is controlled by the AI.
The CAR-4s used by the AI is a bit odd compared to the ones available to the players. While it uses the standard parts plus a Holographic Sight, the Tactical Laser Module is mounted on top of the weapon's handguard instead of on the right side, and the barrel used by the AI is much shorter than the short barrel mod available, barely protruding from the handguard and resembling the ultra-short 6 inch barrels used with Colt Commandos (or from an ingame standpoint the Para), instead of the 10-inch short barrel available to players. The handguard itself appears to have been extended (compared to the regular CAR-4 handguard), and strongly resembles the Tactical Handguard available for the AMR-16.
As it shares the lower receiver model with the AMCAR, AMR-16, and Para, the model name AR-15 can be seen stamped onto the side of the CAR-4.
It uses, like most guns, a few matching parts: the Tactical Stock, Ergo Grip, Tactical Mag, and the Tactical Laser Module, all using a bright tan.
In the Gage Assault Pack update, OVERKILL changed the CAR-4's reload animation; the charging handle isn't pulled anymore on empty reloads, the bolt release is pressed to chamber a new round instead.
The "Mall Ninja" achievement refers to a term in the shooting community that describes a shooter who puts a ridiculous amount of modifications on an otherwise poor quality weapon. This is a rather appropriate term for a fully modified CAR-4 since it starts out as relatively cheap, low tier weapon but can become incredibly powerful on higher difficulty levels if it is modified enough.
Found in the game's texture directory is a set of attachments consisting of an unused barrel, handguard, pistol grip, upper and lower receiver mods for the CAR-4. It is unclear what changes do they apply to the weapon as they are all identical to the respective parts on the vanilla rifle.
The ingame CAR-4 has an unusually slow rate of fire for an M4 type derivative as they typically have a cyclic rate of fire between 700-950 rounds per minute (from an in game perspective it would be similar to the AMR-16). Though they do exist, an M4 type weapon would require modifications to reduce its rate of fire such as a heavy bolt.