The Para can be seen as a compact version of the CAR-4 or AMR-16. As such, the Para shares some similarities with the two weapons, mostly in the possible attachment options, but is different when it comes to handling.
The Para has decent damage and a higher than average fire-rate, along with a 25 round magazine capacity. This means that it can be used very efficiently at killing smaller groups of weaker enemies or clearing rooms, as long as the user knows how to control the gun. However, this high damage-per-second rating is balanced by a large amount of recoil (although ironically the base stats in both accuracy and stability are superior to an unmodified CAR-4). As such, it is best used at medium to close range, complemented with a long-range primary weapon unless the weapon is heavily modified.
The Para can also be used as a substitute primary weapon in some of the closer-ranged maps such as Bank Heist. This opens up the primary slot for a more specialized primary weapon or the OVE9000 saw.
Due to its low total ammo, having the Fully Loaded skill, preferably Aced, helps greatly in combat as the 25% total ammo increase grants the Para an entire extra standard capacity magazine to use. It is one of the (very) few non-pistol weapons in PAYDAY 2 where the bonus ammo gained by this skill amounts to a full magazine. The Walk-in Closet perk from any perk deck can also assist with ammo pickups by boosting the ammo received by 135%.
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.
The Milspec Mag was based on the NATO STANAG 30-round magazine. Despite this, none of the weapons capable of using it can achieve this capacity when it is equipped. Those that come with the modification pre-installed such as the AK5 and Queen's Wrath house the correct amount of bullets, however.
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 While compatible with most AR-15-based platforms, the EMAG was originally made for, and remains a signature piece in almost every SA80 model (barring the L85A1 which can only use STANAG magazines).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, 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.
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.
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.
*Equipping the Para with this modification gives it the look of the Olympic Arms K23P, its semi-automatic cousin. *Despite the inventory screen saying otherwise, the Shorter Than Short technically imposes a 1 point penalty to Stability when equipped, due to it removing the Para's default wire stock that gave the basic weapon a hidden 1 point to the same stat. *The bare tube left behind houses the recoil-catching buffer spring, integral to this type of receiver. Sawing it off would be more trouble than it's worth.
Visually speaking, the War-Torn Stock is just a Wide Stock with a few miscellaneous items bound to it by a black cable tie.
Judging by the name and its ramshackled appearance, the War-Torn Stock is likely a broken product through repeated use that was salvaged with spare parts, thus would justify its inability to keep the weapon steady during fire.
"Para" is usually the designation used to identify the specialized paratrooper variants of several real-world weapons. Such "Para" firearms are often configured in a compact or sub-compact setup with short barrels, handguards and (sometimes) very small stocks, which fits the visual description of the in-game carbine.
The inventory icon displays the gun with the Standard Stock unextended instead of its default stock, as well as the Milspec Mag. magazine instead of its default Vintage magazine. This has been fixed in Update 79.
The front sight along with the entire gas block is removed when a sight mod is installed. An AR-15 derivative like the Para 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.
Despite being a carbine, it is noted as a sub-machine gun in game along with the Krinkov and therefore gains benefits from SMG-related skills.
As it shares the lower receiver model with the AMCAR, CAR-4, and AMR-16, the model name AR-15 can be seen stamped onto the side of the Para.