Payday Wiki
Payday Wiki
Tag: rte-source
Tag: sourceedit
Line 1,681: Line 1,681:
 
The [[Perk Decks#Perk Deck Table|Walk-in Closet Perk]] increases the ammo pickup rate for all weapons to 135%, while the skill [[Fully Loaded]] Aced increases it to 175% of the normal rate. The perk and skill do NOT stack, Fully Loaded will simply overwrite the Perk.
 
The [[Perk Decks#Perk Deck Table|Walk-in Closet Perk]] increases the ammo pickup rate for all weapons to 135%, while the skill [[Fully Loaded]] Aced increases it to 175% of the normal rate. The perk and skill do NOT stack, Fully Loaded will simply overwrite the Perk.
   
Certain weapons are hard-coded with a modified pickup rate (usually of 0, meaning each pickups restores exactly 0 units of "ammo") to reduce or nullify their ability to ever replenish spent ammo from drops, usually as a mean of balance. The [[OVE9000]] Saw, [[HRL-7]], [[Flamethrower]] and [[Vulcan Minigun]] all has an ammo pickup rate of 0, meaning they can never replenish any ammo from pickups.
+
Certain weapons are hard-coded with a modified pickup rate (usually of 0, meaning each pickups restores exactly 0 units of "ammo") to reduce or nullify their ability to ever replenish spent ammo from drops, usually as a mean of balance. The [[OVE9000]] Saw, [[HRL-7]], [[Flamethrower]] and [[Vulcan Minigun]] all have an ammo pickup rate of 0, meaning they can never replenish any ammo from pickups.
   
 
===Ammo Pickup Modifier===
 
===Ammo Pickup Modifier===

Revision as of 03:39, 27 April 2015

2015-01-09 00001

Example of the weapons screen. The highlighted weapon's stats are shown to the right. If not equipped, its stats will be displayed in comparison with the player's current one's.

218620 2013-08-15 00017

Beta weapons screen where most stats were displayed in the form of bars and weapons had descriptions. Note how Concealment was dubbed "Visibility" and Stability was called "Recoil". The Mobility and Noise stats have since been removed or reworked to affect most weapons equally.

In PAYDAY 2, players may carry one primary, secondary, and melee weapon each. A few weapons in the game are also currently only available to non-player characters.

The weapons that appears in the live-action media of PAYDAY 2 are not included on this page.

Primary

Assault rifles

weapon rof tot mag dam acc stb con thr rep source
Golden AK.762 560 90 30 40 10 12 11 22 17 Community
AMCAR 550 180 20 16 10 19 21 14 0 Base Game
AK 650 150 30 28 10 15 16 14 1 Base Game
CAR-4 600 150 30 23 12 17 20 14 4 Base Game
UAR 750 120 30 28 14 12 20 14 8 Base Game
AK.762 560 90 30 40 10 12 13 22 16 Base Game
JP36 710 180 30 25 15 19 19 13 16 Base Game
M308 710 40 10 95 16 3 6 31 26 Base Game
Ak 5 710 150 30 20 16 22 18 14 33 Base Game
AMR-16 860 90 30 30 12 20 17 14 39 Base Game
Commando 553 710 150 30 28 10 20 22 12 0 Armored Transport
Eagle Heavy 610 80 20 43 12 12 8 22 0 Gage Weapon Pack 01
Falcon 700 80 20 43 10 12 10 22 42 Big Bank Heist
Clarion 1000 150 30 25 14 12 24 14 27 Gage Assault Pack
Gecko 7.62 850 120 30 33 12 19 15 24 34 Gage Assault Pack
Gewehr 3 650 80 20 43 14 8 12 26 52 Gage Assault Pack
Queen’s Wrath 720 180 30 33 12 20 16 12 24 Clover Character Pack
Lion's Roar 860 150 30 33 16 8 17 12 28 Dragan Character Pack

Sniper rifles

weapon rof tot mag dam acc stb con thr rep source
Rattlesnake 60 50 10 130 18 3 5 78 15 Gage Sniper Pack
R93 50 30 6 250 18 3 5 93 35 Gage Sniper Pack
Thanatos .50 cal 40 15 5 2880 18 0 2 185 65 Gage Sniper Pack
Nagant 60 25 5 280 18 6 6 84 54 Gage Historical Pack

Shotguns

weapon rof tot mag dam acc stb con thr rep source
Predator 12 300 36 6 48 10 8 14 28 0 Community
Joceline O/U 12G 500 26 2 138 14 20 5 37 43 Community
Reinfeld 880 100 48 6 60 14 6 11 28 8 Base Game
IZHMA 12G 330 70 7 35 10 8 13 28 26 Base Game
Mosconi 12G 500 26 2 138 12 3 7 37 39 Base Game
M1014 430 72 8 35 14 12 12 26 15 Gage Shotgun Pack
Raven 100 42 14 60 10 12 22 28 22 Gage Shotgun Pack
Steakout 12G 300 64 8 38 12 17 9 28 52 The Butcher's BBQ Pack

LMGs

weapon rof tot mag dam acc stb con thr rep source
RPK 750 300 100 30 8 15 5 22 0 Gage Weapon Pack 02
KSP 910 400 200 28 6 17 2 31 45 Gage Weapon Pack 02
Brenner 21 720 300 150 33 10 12 2 37 75 Gage Weapon Pack 02
Buzzsaw 42 1200 450 150 30 6 15 2 31 71 Gage Historical Pack

Special

weapon rof tot mag dam acc stb con thr rep source
GL40 30 6 1 340 12 6 18 37 46 Gage Assault Pack
Vulcan Minigun 3000 750 750 40 8 5 5 31 38 OVERKILL Pack
Piglet 60 12 6 340 4 20 10 37 43 The Butcher's BBQ Pack
Flamethrower 2000 600 150 14 0 0 7 37 44 The Butcher's BBQ Pack
OVE9000 400 300 150 23 4 17 16 24 Skill Base Game

Akimbo Pistols

weapon rof tot mag dam acc stb con thr rep source
Akimbo Bernetti 9 670 196 28 18 14 19 28 6 Skill or Perk Base Game
Akimbo Chimano Compact 670 120 20 18 12 20 30 9 Skill or Perk Base Game
Akimbo Crosskill 500 120 20 23 12 12 27 10 Skill or Perk Base Game
Akimbo Deagle 240 60 20 60 10 6 26 24 Skill or Perk Base Game
Akimbo Chimano Custom 500 160 32 23 10 23 29 9 Skill or Perk Base Game
Akimbo Chimano 88 500 136 34 15 12 17 30 8 Skill or Perk Base Game
Akimbo Interceptor 45 500 156 26 20 12 20 29 8 Skill or Perk Base Game

Secondary

Pistols

weapon rof tot mag dam acc stb con thr rep source
Interceptor 45 750 130 13 20 12 20 29 8 0 Community
Chimano Custom 750 128 16 23 10 23 29 9 22 Community
Chimano Compact 670 150 10 18 12 20 30 4 27 Community
Chimano 88 500 136 17 15 12 17 30 8 0 Base Game
Crosskill 500 60 10 23 12 12 29 10 2 Base Game
Bernetti 9 670 154 14 18 14 19 30 6 6 Base Game
Bronco .44 290 30 6 75 12 3 26 24 6 Base Game
STRYK 18c 910 140 20 20 8 15 29 8 29 Base Game
Deagle 400 30 10 60 10 6 28 24 36 Base Game
Gruber Kurz 670 154 14 18 16 20 30 4 0 Armored Transport
Signature .40 670 84 12 23 12 17 29 9 0 Gage Weapon Pack 01
Broomstick 670 80 10 33 10 17 28 10 23 Gage Historical Pack
LEO 670 133 19 18 12 17 29 7 28 The Bomb Heists

Submachine guns

weapon rof tot mag dam acc stb con thr rep source
Chicago Typewriter 720 150 50 23 12 20 18 12 14 Community
Mark 10 1000 80 40 25 8 15 27 10 2 Base Game
Compact-5 750 150 30 18 12 21 23 6 13 Base Game
CMP 950 120 30 20 12 17 24 8 19 Base Game
Para 680 100 25 20 14 20 24 14 19 Base Game
Krinkov 820 90 30 25 8 15 21 22 29 Base Game
Kobus 90 910 100 50 20 14 20 25 12 36 Base Game
Swedish K 600 80 40 28 10 17 24 10 0 Armored Transport
SpecOps 950 80 20 28 12 19 23 8 0 Gage Weapon Pack 01
Cobra 1000 160 20 19 10 18 28 9 18 Hotline Miami
Blaster 9mm 900 120 20 26 12 18 27 17 32 Hotline Miami
Uzi 700 90 30 28 14 21 24 17 55 Hotline Miami
Patchett L2A1 550 80 20 35 12 17 20 12 51 Gage Historical Pack
Jacket's Piece 1200 128 32 25 6 19 25 10 12 Hotline Miami 2: Wrong Number Digitial Special Edition

Shotguns

weapon rof tot mag dam acc stb con thr rep source
The Judge 500 20 5 95 6 3 29 28 35 Community
Locomotive 12G 160 30 6 65 8 6 26 28 13 Base Game
Street Sweeper 430 48 12 35 10 8 21 28 33 Gage Shotgun Pack

Special

weapon rof tot mag dam acc stb con thr rep source
HRL-7 Rocket Launcher 30 4 1 10000 18 9 5 37 38 OVERKILL Pack
OVE9000 400 300 150 23 4 17 16 24 Skill Base Game

Melee

weapon dmg dmg c knd knd c chg rng con rep source
Weapon Butt 15 15 26 26 0.0s 150 30 0 Base Game
Weapon Butt with Nagant Bayonet 40 40 26 26 0.0s 150 30 0 Gage Historical Pack
Fists 10 30 54 87 1.0s 150 30 0 Base Game
350K Brass Knuckles 15 35 56 94 1.3s 150 30 0 Community
Ursa Tanto Knife 20 80 16 40 2.0s 185 30 0 Community
Nova's Shank 25 40 3 40 2.0s 150 30 0 Community
Money Bundle 2 10 30 100 1.0s 150 30 7 Community
Psycho Knife 28 140 28 140 4.0s 150 28 31 Community
Lucille Baseball Bat 40 66 160 212 3.0s 275 21 45 Community
OVERKILL Boxing Gloves 15 35 60 105 1.0s 150 30 25 Community
Rivertown Glen Bottle 30 55 90 110 2.0s 185 27 47 Community
Alpha Mauler 29 60 113 286 2.0s 275 20 0 Event
URSA Knife 15 70 11 37 1.8s 185 29 0 Gage Weapon Pack 02
Krieger Blade 15 75 15 33 1.5s 185 29 21 Gage Weapon Pack 02
Berger Combat Knife 20 52 20 30 1.3s 160 30 41 Gage Weapon Pack 02
Trautman Knife 22 100 13 40 2.0s 200 29 61 Gage Weapon Pack 02
K.L.A.S. Shovel 13 26 64 134 2.2s 250 24 4 Gage Shotgun Pack
Telescopic Baton 7 17 82 148 2.0s 250 30 17 Gage Shotgun Pack
Survival Tomahawk 40 66 20 40 2.2s 225 26 42 Gage Shotgun Pack
Utility Machete 17 117 7 40 3.0s 220 28 54 Gage Shotgun Pack
Bayonet Knife 20 80 20 36 2.0s 185 29 14 Gage Assault Pack
Compact Hatchet 30 80 15 48 2.0s 185 27 23 Gage Assault Pack
X-46 Knife 25 60 25 60 2.0s 185 30 32 Gage Assault Pack
Ding Dong Breaching Tool 30 92 120 294 3.0s 275 20 48 Gage Assault Pack
Baseball Bat 35 60 140 192 2.0s 250 24 18 Hotline Miami
Cleaver Knife 30 95 15 57 3.0s 185 26 34 Hotline Miami
Machete Knife 40 85 20 51 3.0s 225 24 51 Hotline Miami
Fire Axe 90 140 90 140 4.0s 275 20 71 Hotline Miami
50 Blessings Briefcase 7 17 68 168 2.0s 185 30 0 Hotline Miami
Swagger Stick 20 35 76 140 2.0s 225 27 0 Gage Historical Pack
Potato Masher 30 61 96 92 2.0s 185 27 24 Gage Historical Pack
Trench Knife 30 50 6 50 2.0s 175 30 41 Gage Historical Pack
The Spear of Freedom 70 160 70 160 4.0s 275 18 47 Gage Historical Pack
Clover´s Shillelagh 35 65 140 195 2.0s 185 26 37 Clover Character Pack
Dragan's Cleaver Knife 30 75 15 45 2.0s 195 26 25 Dragan Character Pack
Carpenter's Delight 30 61 96 92 2.0s 185 27 37 Hotline Miami 2: Wrong Number Digitial Special Edition
The Motherforker 40 90 10 45 2.0s 185 27 3 The Butcher's BBQ Pack
Spatula 20 30 30 60 1.0s 185 27 3 The Butcher's BBQ Pack
Poker 60 120 102 240 3.0s 185 27 44 The Butcher's BBQ Pack
Tenderizer 30 90 60 144 3.0s 185 27 48 The Butcher's BBQ Pack

Weapon mechanics

Weapon statistics are taken from the following sources:

Displayed statistics

The following statistics are displayed in the inventory screens:

Total ammo

The maximum ammunition reserve the player can hold for this weapon at any time. This includes the rounds in the magazine, i.e. 150/30 means that the player may carry up to 150 rounds and there are 30 rounds in the magazine (this does not mean a total of 180 rounds). Any improvements to the magazine capacity do not allow you to carry more ammo; this will only allow you to reload less often.

Damage

The amount of damage dealt in a single hit. Each enemy has his own head-shot damage modifier while some are resistant to body damage. Shotguns shoot a number of pellets instead of a single bullet and any single pellet landed deals full listed damage. Damage from multiple pellets hitting the same enemy will not stack.

Accuracy

High accuracy reduces weapon spread while low accuracy results in bullets flying randomly from where the gun is aimed. Thus, higher accuracy increases effective range of the weapon and helps with ammo conservation while lower accuracy increases the chances of missing and wasting ammo. Accuracy is improved while aiming down the sight or the scope. This, however, takes time, reduces the field of vision, and slows the player down. Excluding boosts from skills, accuracy is capped at 22 for shotguns and 18 for rifles (except for the M308 which is capped at 22)[citation needed].

Stability

Stability reduces recoil. Each shot shakes the weapon and affect player's aim temporarily. The lower the weapon's stability, the more it is a problem and the more time player must adjust their aim while shooting or wait for the weapon to stabilize. Stability is less important in weapons with low rates of fire. Stability is capped at 34 for rifles, 22 for shotguns, not including boosts from skills.

Concealment

Higher concealment reduces the player's detection risk, thereby increasing the amount of time NPCs and cameras need to detect the player. An increase of one point of concealment decreases detection by more than one point unless the concealment value is already very high. Detection risk has its maximum and minimum levels and can be additionally affected by armor and skills. Obviously, this stats is only important on stealth heists. Concealment is visually capped at 30 for all weapons, barring any boosts from skills and attachments but the actual (unseen) value can exceed what is shown in the inventory screen.

Threat

When firing at enemies, they sometimes dive for cover instead of returning fire. Higher threat increases the chance of this. This is useful when trying not to get overwhelmed, but can make it harder to actually hit enemies.

Threat does not affect the chance of making an enemy surrender, nor does it affect one's ability to control civilians.

Rate of fire

Rate of fire determines how quickly a weapon fires during automatic fire, expressed in rounds per minute. Higher rate of fire contributes to more damage per second, but combined with low stability makes for more problematic aiming, which in turn can offset effective damage output and waste ammo. The rate of fire of semi-automatic weapons, such as most pistols, is additionally restricted by how fast the player can click, so its benefit depends on the player and weapon.

Undisplayed statistics

The following statistics are used in the game but not displayed in the inventory screens.

Reload time

The time it takes to reload a weapon varies, and is modified by skill bonuses and whether or not a given reload is considered to be a tactical reload (see below).

In the infoboxes on individual weapon pages, and below, the reload time is given as tt / ee when tactical reloads are available, the first number being the tactical reload time and the second being the empty-chamber reload time.

Typical reload times
  • Pistols, with the exception of the Deagle and the Bronco .44, have a reload time of 1.4 / 2.1-2.2 seconds.
  • SMGs have the largest range of reload times, from 1.51 / 2.48 seconds (CMP) to 3.3 / 4.3 seconds (Kobus 90).
  • Assault rifles range from 2 / 3 to 2.8 / 3.9.
Tactical reloads

Magazine-fed weapons (be they external magazines, such as automatic pistols and assault rifles, or internal magazines, such as Reinfeld 880 and the Locomotive 12G shotguns, but not revolvers or belt-fed LMGs) can do what is called a "tactical" reload. This is a reload done before the weapon has completely run out of ammo, leaving the chamber loaded when changing the magazine. This eliminates the need to manually charge the weapon, saving about a second over the reload time with an empty chamber. The manual charging of the weapon is visible as an extra animation after the new magazine is inserted.

Interrupting reloads

Reloads may be interrupted by briefly sprinting (unless you have the Mastermind's Kilmer skill), executing a melee attack, or switching weapons.

Interrupting the reload of a shotgun with an internal magazine (e.g., the Reinfeld 880 and Locomotive 12G) leaves you with a partial reload and the ability to fire immediately. For these weapons, besides the means described above, you may also interrupt the reload by briefly holding the left mouse button. This does not immediately fire the weapon; you need to click the button a second time to fire.

Skills affecting reload time

The following skills can reduce your reload time for particular weapons:

  • SMG Specialist (Ghost tier 3) increases SMG reload speed by 35%.
  • Shotgun CQB (Enforcer tier 4) increases shotgun reload speed by 50%.
  • Gunslinger (Mastermind tier 5) increases pistol reload speed by 50%.(Applies to Akimbo pistols also only in the 11-6-14 Beta.)
  • Kilmer (Mastermind tier 5) increases assault rifle and sniper rifle reload speed by 25%.

Additionally, acing the Kilmer skill allows one to reload weapons when sprinting.

Falloff range

Shotguns deal full damage out to a certain range (that varies for each shotgun) and after that damage falls gradually to zero at the shotgun's range limit. For example, the Raven shotgun deals 100% damage out to eight meters, falling to zero damage at twenty meters. Combined with most shotguns being inherently inaccurate (unless modified for a high-accuracy build, of course) these ranges severely limit a shotgun's effectiveness against distant targets.

Once a projectile's damage reaches 0%, it effectively ceases to exist - hits will not register at all.

Flechette and AP Slug special ammo types will increase the falloff range as described on the Ammunition page.

Critical Hit

HITMARKER

Critical hit marker.

Critical hits are shots that deal several times the damage a shot normally does. There are two separate ways to trigger a critical hit: a headshot and a RNG-based Low Blow hit.

The damage multiplier that comes from the critical hit is dependent on the enemy type. Most regular enemies receive about 2.5x damage for headshots; special enemies such as Cloakers and Tasers receive about 4-5x normal damage.

On Death Wish, the critical hit damage multipliers for all enemies are reduced.

Shots to an enemy's head will always be critical hits. Shotguns fire a number of pellets with each shot; if any single pellet hits an enemy's head it will do full headshot damage to that enemy. (If more than one pellet hits the enemy, no extra damage is done.)

The fourth perk Helmet Popping for all decks increases your headshot damage by 25%.

The skill Low Blow provides up to a 30% chance for any shot fired by the player to be a critical hit.

Critical hits from Low Blow and headshots are stacked multiplicatively, allowing massive damage to be dealt a single headshot that also triggers Low Blow.

Suppression

Suppressor (a.k.a. silencer) barrel extensions and suppressed barrels reduce or eliminate the chance that NPCs will detect shots fired. Normally, the detection radius for a suppressed weapon is 0 meters (undetectable), though some weapon shots can be detected up to 1 meter away.

Firing modes

Firing mode ident

The player's primary weapon is currently switched to the automatic mode, while the player's secondary weapon is locked to semi-auto mode.

There are two firing modes in the game: full-auto and semi-auto. In full-auto mode, the weapon is able to shoot continuously by holding down the fire button. In semi-auto mode, each click of the fire button fires one shot.

If a weapon is not locked to one of the two modes, the player can switch between the two modes by pressing [v] on PC. The player's HUD will indicate which firing mode is the player's weapon currently using.  

Weapons with the Auto Fire mod equipped are locked to full-auto mode. Weapons with the Single Fire mod equipped are locked to semi-auto mode. A select few firearms in the game are capable of switching modes, though the fire mode locks are not available to them. 

If one of a weapon's mode indicators appears red, it means that the weapon is incapable of using that mode, be it locked to a single mode by default or via an attachment.

Armor Piercing Capability

Certain heavily armored enemies, such as Maximum Force Responders and Shields have protective equipment that made them bulletproof to most attacks from the front.

Note that despite their appearance, Bulldozers do not in fact have armor in a game-mechanics sense and instead have a huge number of hitpoints coupled to a huge headshot damage bonus.

Weapons that can pierce the bulletproof armors are shotguns with AP Slug ammunition equipped and sniper rifles. These weapons can also pierce thin walls and damage enemies behind them.

Several skills and perk will also give normal weapons a chance to pierce bulletproof armour to do damage:

  • Ghost's aced Silent Killer, which gives a 15% chance to pierce armor when using a silenced weapon.
  • Ghost's aced The Professional, which gives a 15% chance to pierce armor when using a silenced weapon.
  • Rogue's final perk Killer Instinct, in which will gives a 25% chance to pierce armor for all weapons.

All of these bonuses stack additively, giving a possible 55% chance to pierce armor.

In general, the reduced damage of silenced weapons (and/or limited ammo pools of those weapons which can be powerful despite fitting a suppressor) limits the combat effectiveness of using such a setup against MFRs as simply aiming for the head remains approximately 4x more efficient.

Ammo Pickup Rate

AmmoPickupPD2

A single ammo pickup.

The Ammo Pickup rate affects how many bullets will be replenished in a single ammo pickup (Ammo pickups are small ammo boxes dropped by enemies when they die). 

The Walk-in Closet Perk increases the ammo pickup rate for all weapons to 135%, while the skill Fully Loaded Aced increases it to 175% of the normal rate. The perk and skill do NOT stack, Fully Loaded will simply overwrite the Perk.

Certain weapons are hard-coded with a modified pickup rate (usually of 0, meaning each pickups restores exactly 0 units of "ammo") to reduce or nullify their ability to ever replenish spent ammo from drops, usually as a mean of balance. The OVE9000 Saw, HRL-7, Flamethrower and Vulcan Minigun all have an ammo pickup rate of 0, meaning they can never replenish any ammo from pickups.

Ammo Pickup Modifier

Other manners of ammo pickup modifier comes in the forms of weapon-specific mods or custom ammo types. Shotguns loaded with basically any kind of ammunition barring the default 00 Buckshots can only replenish one shell per pickup, regardless of Fully Loaded or Walk-In Closet. Certain unique mods that alters the weapon behavior like the DMR Kit of the Gewehr 3 also overrides the skill's/perk's effect.

Non-player weapons

There are several weapons seen in the game but are not available anywhere for the players. Examples of these include:

Heckler & Koch UMP45

GenSecUMP

A GenSec Elite SWAT wielding the UMP45

The UMP45 can be seen wielded by members of the GenSec Elite SWAT units introduced in the Death Wish update. These SMGs deals somewhat less damage compared to a CAR-4 rifle, but nonetheless more powerful than the standard Compact-5s wielded by the regular blue SWAT which makes them dangerous in large numbers.

The UMP45 has a See More Sight attached to it.

In the Shadow Raid heist, the Murkywater PMC units also brandish UMP45s as their standard-issue SMG.

Non-player modifications

There are also several modifications seen in the hands of a few enemies during gameplay but are not available anywhere for use by players. Examples of these include:

Cloaker's Compact-5

2014-05-20 00005

The Cloaker's Compact-5 with a few unique modifications.

The Cloaker's Compact-5 has a few unique modifications, which include a vertical foregrip and a unique suppressor.

Despite having a suppressor, shots fired from this weapon are not suppressed.

Black Bulldozer's IZHMA Shotgun

2014-03-15 00004

IZHMA 12G from the Black Bulldozer with unobtainable Drum Mag.

2014-10-21 00007

IZHMA 12G from the Black Bulldozer with unobtainable Solid Stock.

The IZHMA 12G used by Black Bulldozers used to carry a custom drum magazine unavailable to players, and allows the Bulldozer to shoot for longer without reloading.

The IZHMA 12G with the drum magazine has since been replaced by a regular version of the weapon, but now fitted with an unobtainable solid stock.

GenSec Elite SWAT Team's JP36

GenSecJP36

A close-up view of the GenSec JP36, showing the unique scope and camo.

The JP36 used by the GenSec Elite SWAT Team has a white digital camouflage, similar to their uniforms, and carry a unique sight (EOTech Holographic Hybrid Sight).

Metropolitan Police's Bronco .44

OfficerBronco

The small laser attached to the trigger-guard.

The Bronco .44 revolver used by Metropolitan policemen and female FBI Agents has an unobtainable laser mounted on the trigger-guard. The laser module strangely uses the model of the Flash Hider.

Murkywater Guard's Eagle Heavy

Murky-eagle

The Reskinned Eagle.

The Murkywater's Eagle Heavy is a reskin in total black.

Gangsters' Mark 10

The Mark 10s used by the gangsters have integrated tactical light mounted near the trigger guard. These tactical lights are visually and locationally different to the Assault Light, which is mounted to the right side of the weapon.

NPCs' Reinfeld 880

The Reinfeld 880 shotgun used by NPC shotgunners have an integrated tactical light on the pump.

Trivia

  • Most PAYDAY 2 weapons were modeled after airsoft products, and thus have some minor differences from the real iterations of said firearms.
    • The 2 most notable are on the Kobus 90 and Cobra.
      • Kobus 90: Below the magazine feed is a BB receiver.
      • Cobra: The gun has a rail under the barrel. This is NOT seen on the real-life variant (Skorpion Vz. 61.) of the Cobra. Airsoft Cobras have the rail.
  • There are several technical errors present in the many weapons available in the game. This is probably because of lack of thorough knowledge on real-life firearms on the developers' part, or for gameplay purposes. Weapon-specific goofs can be found on their respective pages.
    • It is unclear in what manner are Barrel Extensions attached to the muzzle of most shotguns in the game as none of the available weapons of that type have barrel threads, be they external or internal. Several other specific weapons also cannot be silenced in real-life, like the Deagle, can be fitted with a suppressor in-game.
    • Man-portable light machineguns are specifically designed with recoil dampening and ergonomy in mind, and thus are capable of being sighted. Also incorrect is the weight-imposed movement speed penalty of these weapons as several other firearms in the game are equally, if not more bulky, can still be carried around like normal (a prime example is the Thanatos .50 cal). Only certain weapons based on general-purpose machineguns such as the Buzzsaw 42 and Brenner 21 are known to be heavy.
    • Long Barrel mods on most weapons actually reduces damage instead of increasing it. Conversely, several Short Barrels also increases this stat, despite the shorter barrel length not providing the spin time for a projectile to achieve terminal velocity.
    • Grenades launched from launchers does not have a minimum arming range.
    • Bullpup weapons like the UAR and Lion's Roar all have horrible Stability. In reality, most bullpup rifles are designed to be rear-heavy with large, shock-absorbent stockpads to increase the contact surface area with the user's body, increasing grip strength and negating most of the generated recoil.
  • The Tactical Pistol Light used to be exclusively used by law enforcers on their Chimano 88 pistols and was unavailable to players. After Update #40, the mod was available to players.
  • The Alpha Mauler is currently the only Event melee weapon in the game.
  • Very few weapons in PAYDAY 2 retained their real names. The ones that did retain the original's name, alternative designation, or nickname wholly or partially are the following:


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

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