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HoldoutMenu
Holdout is a new game mode introduced on Day 5 of operation ICEBREAKER. As the name implies, it is an endurance mode where the players must defend themselves and their hostage(s) from up to 9 waves of increasingly difficult police assaults.

Holdout becomes accessible at Reputation 65, and players with at least one rank of Infamy can access regardless of level.

OverviewEdit

The main objective of Holdout mode is to defend oneself and one's hostage against 9 progressively harder assault waves in order to gain ransom from the police. The longer the holdout, the bigger the pay, but cops will also become more and more aggressive as the session draws out. Players can opt to quit early by trading the hostage, but the pay will be limited. A Holdout ends in failure if the police rescues the hostage or if at least one player is taken into custody. The process of a law enforcer releasing the hostage takes 8 seconds.

Like Crime Spree, Holdout's baseline difficulty is Overkill. Players could attempt a Holdout on a randomly-selected map, or play a pre-selected Weekly Holdout for special rewards.

Vernon Locke is the holdout coordinator, and will warn the crew of periodic enemy spawns.

Spawn LimitsEdit

Spawn Limits (Holdout)
Wave Shield Medic Taser Bulldozer Cloaker
1 4 3 2 2 2
2 4 3 2 2 2
3 4 3 2 2 2
4 5 3 2 3 2
5 5 3 2 3 2
6 6 3 3 4 2
7 6 3 3 4 2
8 6 4 3 4 2
9 7 4 3 5 2
10 7 4 3 5 2
11 8 4 4 6 3
12 8 4 4 6 3
13 8 4 4 6 3
14 9 4 4 7 3
15 9 5 4 7 3
16 10 5 5 8 3
17 10 5 5 8 3
18 10 5 5 9 3
19 11 5 5 9 3
20 11 5 5 9 3
21 12 6 6 10 4

Damage/Health multipliersEdit

Damage & Health Modifiers (Holdout)
Wave Damage multiplier Health multiplier
1 1.5 1.75
2 2 2.5
3 2.5 3.25
4 3 4
5 3.5 3.75
6 4 4.5
7 4.5 5.25
8 5 6
9 5.5 6.75
10 6 7.5
11 6.5 8.25
12 7 9
13 1.9 1.9
14 1.975 1.975
15 2.05 2.05
16 2.125 2.125
17 2.2 2.2
18 2.275 2.275
19 2.35 2.35
20 2.425 2.425
21 2.5 2.5

ModifiersEdit

WAVE 1:

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{{{2}}}

Cloakers executing a successful charge now cuffs the player instead of downing them.

WAVE 3:

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Bulldozers are replaced by Skulldozers.

WAVE 5:

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For every Heavy SWAT that spawns, there is a chance that it will be replaced by a ZEAL Heavy SWAT Marksman.

Note(s):

The ZEAL Heavy uses normal spawn locations and, like the Sniper, wields a modified DMR Gewehr 3, piercing player armor. Unlike the Snipers, their rifles are not fitted with laser sights, making them much less predictable and visible. They also wear the heavy body armor of Maximum Force Responders, though with significantly lower health (less than half). This unit does not count as a special unit, allowing them to be converted. However, converted Marksmen do not pierce shields or MFR body armor.

WAVE 7:

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{{{2}}}

Whenever a Bulldozer spawns, there is a chance that it will be a Medic Bulldozer. A Medic Bulldozer counts as both a Medic and a Bulldozer.

Note(s):

All Medic modifiers also apply to the Medic Bulldozer.

WAVE 9:

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{{{2}}}

Whenever a Bulldozer spawns, there is a chance that it will be a slow-moving minigun-wielding Bulldozer.

POTENTIAL WEEKLY MODIFIERS (3 selected out of these):

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Killed Cloakers will instantly drop a tear gas grenade. The tear gas has a duration of 5 seconds, covers a 4 meter diameter area and deals 100 damage per second to any heister who stands in it.

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{{{2}}}

When a Bulldozer's faceplate is destroyed, the Bulldozer enters a berserker rage, receiving a 100% increase to their base damage output.

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{{{2}}}

Medic's heal cooldown is 40% faster.

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Whenever a Medic revives another cop, the revived cop gets a 100% increase to their base damage output.

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For every cop that dies within a Medic's healing range, that Medic sees his base damage output increased by 20%. This effect stacks indefinitely.

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Four additional Bulldozers are allowed into the level.

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{{{2}}}

All Shield units in the game are replaced by Captain Winters' Shield units.

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{{{2}}}

Shields will reflect projectiles.

Note(s):

Piercing ammo will still circumvent the shield.

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{{{2}}}

All FBI SWATs will be replaced with Heavy SWATs.

Note(s):

Replaces FBI/GenSec/ZEAL SWATs with their MFR counterparts. Does not affect scripted enemies.

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{{{2}}}

Enemies can not be staggered by damage.

Note(s):

Includes the knockdown effect from Counterstrike and explosives.

MapsEdit

RewardsEdit

Monetary rewardEdit

These rewards are cumulative;

  • 1,600,000
  • 1,840,000
  • 2,120,000
  • 2,440,000
  • 2,810,000
  • 3,240,000
  • 3,730,000
  • 4,290,000
  • 4,940,000

ExperienceEdit

Wave 3Edit

[Patterns, also drop regularly]

Wave 5Edit

[Patterns (also drop regularly)

Otherwise, drops one of these;

Wave 9Edit

Drops one of below masks;

NotesEdit

  • Additional law enforcers may spawn and attack in the middle of the trading phase, though the real assaults will be heralded by megaphone.
  • Locke may warn the players of Skulldozers and ZEAL marksmen spawning in.

TriviaEdit

Gameplay • Heists • Skills & Perk Decks • Weapons & Equipment • DLC