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Mechanics, Melee Mechanics, Trivia, List of Weapons v ·d ·e. Payday Wiki is a FANDOM Games Community.
You can increase or decrease amount of columns, rows and pages using Slots.lua file. Buying new slots costs just the same as it is in vanilla game. I hope you enjoy it. Unzip More Inventory Slots folder and place it into mods folder inside your PAYDAY 2 directory. Created by Souvenir Comand | Nice and Tight
An extension to the inventory more than inspired by Better Weapon Stats GUI by KarateF22, a lot of code comes directly from BWS.. You can use SPACE key to switch breakpoints display.

Slot Machines Give You Money - PAYDAY 2

Ever wish you could make certain Payday 2 weapons more useful and balanced? Maybe you wanted to modify damage, ammo pickup or rate of fire. Well, you can do all of that, and some more, with Payday 2 LUA mods. First, let’s go over what Payday 2 files control weapon damages.
This product is a brand new and unused PAYDAY 2: Gage Weapon Pack 1 CD Key for Steam. This product is a unique and unused CD Key which can be activated on Steam. After your payment, you will be instantly sent a unique activation code by our automatic delivery system, called 'Autokey'.
Use "Insert" button to activate the cheat. Download this first and put it in your payday 2 directory: Then use th...
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PAYDAY 2: Gage Historical Pack on Steam - PC Game | HRK Game Payday 2 more weapon slots


As Overkill releases more and more weapons packs, the inventory cannot hold all of them. So here's some script to add more weapons slot. if not tweak_data then return end tweak_data.gui.MAX_WEAPON_ROWS = math.round( 12 ) Run this as persistent script 12 is the default amount of rows.
Meet the real classics.The Gage Historical Pack DLC is the 12th DLC pack for PAYDAY 2 and adds a variety of historical weapons so you can heist as if it was World War II.Four new ranged weapons, four new melee weapons, twice the weapon slots, a host of mods, four new masks, patterns and materials are also included.Key Features• Four historic.

starburst-pokieMore Weapon Stats | PaydayMods Payday 2 more weapon slots

PAYDAY 2: Gage Historical Pack on Steam Payday 2 more weapon slots

Then make the price go up per weapon slot, maybe to about 1.4x? So slot one would be 100k, slot 2 140k, slot 3 196k, etc. Then the first slots are easier to buy for noobs, and something more to aim for for advanced players, who almost literally have everything they could ever need for any scenario.
The Gage Weapon Pack #01 is the second DLC pack for PAYDAY 2. Frag Grenades make their first entry into the PAYDAY series and are bound to spice things up. With the new Grenade Case asset, players can share grenades with each other in the heists.
In Payday 2 there is a set of weapons and skills that you can get to improve certain aspects of their usage. What I can not find however is which weapons the skills affect and if there is any overlap. Some of the weapons are easy to tell, like the SMGs. But the rest seem like they could fall into two groups. The skills break down as such:

Payday 2 more weapon slotscasinobonus

payday 2 more weapon slots Work In Progress This article is still.
It may contain factual errors.
See for current discussions.
Content is subject to change.
Payday 2 PC Boxart Release Date: 2013 Developer: Overkill Software Publisher: 505 Games Series: Platforms: PC, PS3, X360, PS4, Xbox One, Nintendo Switch Genre: First-person shooter Payday 2 stylized as PAYDAY 2 is the sequel to.
Like the first game, it is a co-op first person shooter where up to four players can commit daring robberies and other heists to earn money.
In June 2017, nearly all DLC was removed from individual sale and bundled into a single collection called the Ultimate Edition.
No other changes were made aside from the name, and aside from minor changes made throughout the course of the game's lifespan the DLC is identical to its originally released state.
Later updates and DLCs added grenade and melee weapon slots in addition to the original two.
Primaries consist of assault, battle, and semi-auto rifles all grouped together as "assault rifles"shotguns, bolt-action and semi-auto sniper rifles, light machine guns, dual-wielded secondaries, and a few "special" weapons like miniguns, bows, and grenade launchers.
Secondaries consist of sidearms, submachine guns, machine pistols, some shotguns and assault rifles the latter classed as SMGsand again a few "special" weapons covering much the same ground as the primary special weapons.
Ammo can be resupplied from fallen enemies, the MPD apparently supplying its members with a healthy amount of every caliber known to man.
Weapons can not be changed during gameplay.
Certain weapon types also possess unique characteristics, such as sniper rifles and slug-loaded shotguns being able to pierce shields and cover, or machineguns being capable of massive volumes of fire at the expense of proper aiming.
The game also has a tendency to heavily favor gameplay balance over realism when it comes to weapon stats.
While most are depicted somewhat accurately to their real-world counterpart, several others feature grossly inflated damage values in relative to their caliber such as the Kel-Tec SUB2000 lock slot Jericho 941with certain pistols being much more powerful than large-caliber assault rifles and shotguns.
Most firearms in Payday 2 are capable of performing a usually faster reload when the magazine is not emptied in addition to reloading from empty.
Closed-bolt weapons are not depicted as retaining the round currently in battery when this happens, however.
Update 65 gave new first-person animations to nearly all of the base game's guns, as well as some of the DLC weapons.
It also gave continue reading with translucent magazxines such as the P90 and G36K visible bullets that deplete as the weapon is fired.
Unlike the first game, weapons are not granted upon leveling up.
Weapons are instead unlocked for purchase by leveling up, and must then be bought with money, though money earned from heists is divided between a player's "Offshore Account" which comprises 80% of the money they earn in a heist and spending cash the other 20%and only the spending cash can be used to buy weapons and modifications.
Modifications Each weapon can be modified, though the degree of variety of modifications varies from barely any to turning it into a article source different gun.
Some modifications, like barrel extensions and sights, are available to all compatible weapons for instance, only sniper rifles can golf slots long-range scopeswhile others are specific to one weapon.
Sights can have their reticles customized.
Special ammunition is also treated as a modification.
Only weapons using certain types of ammunition, like shotgun shells or grenades, can equip custom ammunition, which varies depending on the ammunition from incendiary rounds to shotgun slugs.
Mods are acquired from random drops at the end of the heist mods that can be acquired this way can also be acquired by spending the "Continental Coins" in-game currency or, for some weapons and mods added with DLC, permanently unlocked for an infinite number of weapons by completing certain achievements.
An additional fee must be paid from the player's spending cash to equip a modification except for a select fewalthough mods can be removed from the weapon and returned to the player's inventory for free.
Pistols As of update 61, it is now possible to dual-wield or Akimbo a select few of the handguns in-game.
The Akimbo handguns are used as primary weapons.
It is not possible to akimbo all handguns or a combination of two different pistols.
The handguns that can be dual-wielded are listed below in their respective entry.
Glock 17 The appears as the "Chimano 88" presumably a reference to the "Pistol 88" designation the Swedish army gives the Glock 17.
see more is the first sidearm available, given to all players for free when they start the game.
It is slightly less accurate and damaging than most other 9mm click, but has a large reserve ammo pool and good concealment.
It has a 17 round magazine capacity; while normally correct, the in-game Glock is modelled with an extended magazine base plate that should add two more rounds.
Note the extended magazine base plate that's not factored into the weapon's capacity.
Also note that the pistol lacks markings on the slide.
This animation is reused on all other Glocks in the game, as well as the Beretta 92FS Centurion.
A regular Police Officer with a Glock 17.
Note the attached and low quality Streamlight TLR 1 weaponlight; they never actually use it.
These types of cops are occasionally seen with the.
A shield cop with his Glock 17; like regular cops, they never use the weaponlight.
This is also a good view of the higher quality NPC Streamlight TLR 1 weaponlight model only used for some cop models.
While difficult to see, the player character uses their index finger to flick the slide release on the left pistol.
Springfield Armory 1911 Lightweight Operator The appears as the "Crosskill", unlocked at reputation level 2.
It holds 10 rounds in a 7 or 8-round magazine.
Modifying it with the "12rnd Mag.
The Crosskill is a perfect sidearm for those wanting to be the most tactical bank robber of all time, boasting higher damage over the Glock 17 and other 9mm pistols, only being beaten out by the Taurus Raging Bull and a few other sidearms.
It can be configured both for stealth and for all-out gun fights.
Note that the Lightweight Operator is one of only a few pistols in-game modeled with a threaded barrel.
At full size, the markings can be read; the slide says "CROSSKILL OPERATOR II", the chamber features a caution to read the user manual, and the frame reads "CROSSKILL TACTICAL, NY USA", and "C02012" beneath it presumably the serial number.
Dropping the "dry" magazine.
As is common in video games, bullets are still visible in in it.
Speaking of clipping, when taking a look at the right side of the pistol, there's clipping galore!
The trigger discipline is excellent however.
Inspecting the Lightweight Operators.
frame drop slot that the grip-safety isn't depressed, which would prevent the gun from firing.
Also note that Bonnie is bending her thumbs freakishly far.
Beretta 92FS Centurion The appears as the "Bernetti 9", unlocked at level 6.
It has an incorrect 14-round capacity instead of 15.
The name "B9-S" is visible on the slide, as a nod to the pistol's name from the first Payday though the Payday 2 version is not suppressed by default.
The Bernetti is overall a jack-of-all-trades pistol, only boasting slightly higher damage over the Chimano with average stats elsewhere.
Note that for some reason it is modelled with grip panels meant for a heel-magazine release, but still has a groove for the 92FS' proper thumb release.
Dallas and his pair of Berettas watch as Chains flails around with his M249 SAW while forgetting that the first thing you do before gun smithing is unload the gun.
Glock 18C The is unlocked at level 29 and, similarly to its appearance in the first game's "Wolf Pack" DLC, is known as the "STRYK 18c".
It features a high rate of fire, decent damage, and low accuracy.
It holds 20 rounds in a 19 the upload slots behavior are magazine, and fires at a too-slow 900RPM.
Notably, unlike most selective-fire weapons in the game, it cannot equip modifications to lock it into one firing mode.
The tan frame is not available to auto-capable Glocks in reality, which come in either anodized or matte black only.
The Glock 18C fitted with a FAB Defense GLR-440 stock.
This stock is exclusive to the Stryk in-game, despite the fact that its real-life counterpart can be fitted onto any full-size or compact Glock.
Desert Eagle Mark XIX The goes by its everlasting nickname of the "Deagle" slot cutter milling />It holds an incorrect 10 rounds in its 7-round magazine; while it's possible to squeeze ten rounds into the.
It also has shorter slide serrations akin to the Mark VII or I.
The Deagle is one of the most powerful handguns in the game, only beaten out by the revolvers.
Dallas admires some graffiti with his Eagle.
Note that it is possible to see a bullet inside the gun if the back end is closely inspected.
The first-person animations update mentioned above made the Deagle's slide incorrectly not lock back when the gun was dry; this was later corrected.
The Desert Eagle modified into a ridiculous mall ninja's dream gun.
The can at the end of the barrel is a makeshift oil filter suppressor.
Note the ELCAN Specter scope attached to a scope mount that's attached to the existing scope mount.
Akimbo John Wick preparing to sprain his wrists.
It has a 13-round magazine one more than the.
The Interceptor is a powerful sidearm, fairly similar to the Crosskill, but with a somewhat larger magazine.
Note the Jet-Funnel mag-well extension money in australian open was only designed for 9mm and.
In a nice touch, the gun is marked for.
The Jet-Funnel mag-well extension is proper for the USP in this caliber.
It can also be turned into an USP Match with the "Match Slide".
Fitting this mod on the pistol will give the slide a stainless finish.
Akimbo The lack of bullets modelled in the magazines becomes obvious when reloading akimbo USPs.
It bears an OD frame and comes with here flared magazine well, while most of its non-unique mods are shared with the Glock 18C.
The Glock 22 is a fairly reliable alternative to the other higher damage pistols like the Crosskill, with a larger base magazine capacity than it plus fairly high concealment; however, it is very poor at range.
Also note the flared magazine-well.
As is the case with basically every other Glock variant in the game, the 22C's magazine is fitted with a 2-round extension plate.
Unlike its brethren, however, the extension actually expands the 22C's default magazine, though it only comes loaded with half the amount it ought to.
Note the cuts in the barrel, indicating it is a "C" model.
Modifying the "Chimano Custom" with the Long Slide produces a Glock 35.
Note the titanium-nitride coated vented-barrel.
A vented barrel would make a suppressor useless, but it works just fine in-game.
Akimbo After some very inaccurate blasting, Bodhi reloads his Glock 22Cs.
Here the cuts in the slide are obvious.
Note how the chamber of the barrels are clipping through the slide, as the barrels are inaccurately shown as straight and not tilted.
Renamed the "Chimano Compact", it tries to fill a similar rule to the Beretta 92, with equal damage and slightly better recoil, but in most other regards is somewhat inferior.
It is unlocked at level 36, and is exclusive to members of the Payday 2 Steam group.
Wick's unsullied default Glock 26.
Overkill set it to carry 10 rounds at a time, correct for a regular Glock 26, but didn't account for the extra two bullets the molded Pearce Grips magazine extension adds.
Given the worrying accuracy numbers Glocks have in this game, John is relieved to see that the Chimano Compact stands on the same adequate level as the Signature.
It can reliably put a round into a SWAT helmet around 10 meters demonstrated by the poor bastard under the bead without help and up to 20 when upgraded - which is about as far as the sights can comfortably handle, anyway.
The unique Striking upgrades body kit, slide, magazine turn the gun into a "Tier 1" custom version from Salient Arms International.
It even appears to have some of the optional extras listed in the brochure, namely the grip stippling and eye-searing Cerakote finish.
The end result is a welcome upgrade can olg slots at racetracks program necessary both damage and accuracy, but the gaudy look lowers its top-notch concealment rating to the level of a common.
Looks like this tactical custom was created at an fictious "Chimano Custom Shop" instead of the real-life Salient Arms.
The gadget options are the same limited set as with the starter Glock, but it gets a free set of Striking components from the get-go.
Note the relatively massive attachment rail and low-profile laser which don't hurt concealability in any way.
The stock slide also has a small stamp on top of the bolt with the letters "AT" and the Overkill bomb logo - perhaps a modeler's signature.
Dallas rallies his burly crew during an armored car ambush.
When the slide locks back, the upgraded barrel is revealed can item slot id wow something have heat-dissipating baffles all the way around it - signals slots python optional SAI custom order.
Additionally, the colors of the Cerakote coating have a much closer resemblance to the real-life options under daylight.
Another rather interesting detail is that the barrel is actually shown as tilting, an extremely rare detail in video games.
The grip-mounted laser module not only increases accuracy in itself, but its beam is completely unobtrusive when the sights are used.
Note the small US flag on the back of the slot bni referrals education slide.
Akimbo John Wick whips up a rampage inside a gangster stronghold.
A rather weak option in the akimbo category, the Chimano Compacts suffer dearly from being stuck at a shallow 10-round magazine capacity.
That said, they're still the least bad akimbo pistols to reach the maximum of 30 concealment - extremely important for Fugitives, whose combat performance is directly derived from stealthiness.
It was the first handgun in the game that could equip a laser outside of the gadget slot, having a unique grip with a built-in laser.
This was later followed by the Glock series' own laser grip.
The Kurz has one of the highest concealment ratings in the game, making it perfect for stealth.
The rest of its stats are fairly similar to the Bernetti 9 - including its 14-round magazine capacity, double that of a real.
The Gruber Kurz in all its glory.
The name is a reference to Hans Gruber from Die Hard, who was originally intended to have a PPK; he has a P7M13 in the final film.
The lack of markings is an interesting choice given how the later WA 2000 is entirely in faux Walther marks.
Tugging the slide to release it.
This is accurate; the PP-series lacks an external slide release, though due to animation reuse a nonexistent one is used when reloading the akimbo variant.
Iron sights, now in stylish white.
In-game it does the same amount of damage as the Crosskill Springfield Armory 1911 Lightweight Operatorbut most, if not all, of its stats are better compared to the Crosskill.
By default, the P226 holds 12 rounds one less than the real.
Dropping the dry magazine.
If you take a closer look right under the gun you can see the magazine.
It has some very strange-looking bullets modeled in it.
Not concerned about the strange bullets, Dallas inserts a new mag and is just frames away from hitting the slide release.
The P226 fitted with a Equinox two-tone slide, Osprey silencer, and micro LAM.
A recent update puts the damage on the same level as the magnum handguns, and the long barrel mod puts it on the same level as DMR rifles, but is hindered by its 10-round magazine and a somewhat slower reload.
For a while, the Broomstick's low damage kept its potential pretty low.
Following a rework, the gun enters a weird state quasi-usefulness.
While the 65 damage and the scope mod could lead to a pocket sniper, the max accuracy of 64 limits that option.
The large magazine and stock can make an effective damage dealer, but the slow reloads and low total ammo cap that off as well.
It sits in the twilight zone with no real solid way to use it.
On the right, the original Mauser text is replaced by "Machinewerk Übertöten M1916" which translates to "Machine Work Overkill M1916".
After loading up, Wolf tugs the charging handle, making the clip fall and letting the bolt into battery.
This is not the best idea as the clip payday 2 more weapon slots probably only break, causing a jam.
Interestingly, if one reloads when the magazine is only partially spent, the bolt will magically lock back by itself and the player character will load the magazine with a ten-round clip regardless of how many rounds are still in the magazine ; they will then proceed to remove the clip by hand instead of tugging the charging handle, which is the read more way of reloading a C96.
Modifying the C96 with the "Precision Barrel" and "Holster Stock" turns it into a hybrid.
It's not an actual carbine as the stock is the removable holster stock and not a part of the grip.
Fitting the C96 with the extended magazine giving it 20 rounds makes it resemble the.
The reload animation still shows the character only loading ten rounds.
Putting a scope and the "Damper.
L 44 Nozzle" makes it resemble Han Solo's fromwhile the arctic Russian scenery provides a nice stand-in for Hoth.
The gun would have made for an excellent cosplay prop too if not for the weirdly-shaped muzzle and the lack of the DL-44's other embellishments.
The scope is also fixed to the right-sided gadget rail instead of having its own dedicated mount like in the movie.
Modifying the weapon with these attachments gives the player the "So Uncivilized" achievement a reference to Obi-Wan's opinion of blasterswhich is required to use the extended magazine and holster stock shown above.
Initially a Croatian design as the HS2000it has a 19-round magazine, which is correct for the 9mm version.
The markings are inconsistent however, showing on the slide that the chambering is.
The pistol has an olive drab frame.
The LEO is a bizarre gun stat wise, with a similar high damage of the Professional.
However the lack of any mods that help spice the gun up plus the whopping 3 spare mags you get temper the gun a bit.
The XD M fitted with the "Custom Slide".
It's known in-universe as the Sparrow 941 and referred to by the "Baby Deagle" moniker in-game, referencing Magnum Research's marketing of the Jericho as a "Baby Eagle".
As with the Springfield Armory XD M, the in-game Jericho's caliber is rather difficult to nail down due to the model featured being a mashup of several different variants.
For starters, the ejection port is marked for the 9x19 Parabellum model, however it has a magazine capacity of 12 rounds, indicating a.
Additionally, the Jericho has the chrome-plated guide rod of the 941's chambered in.
Note the threaded extended barrel.
It is notably a model with a frame-mounted decocker, Bohdi is seen using it before holstering the pistol in the trailer.
Note the threaded barrel.
The 941 is one of a handful of weapons in the game to actually have an interfacing component onto which suppressors and the like could logically be mounted.
Inserting a new magazine.
This animation was initially unique to this pistol, but was later reused on the PL-14.
A non-firing replica of Spike Spiegel's Jericho 941 R by Japanese model company 'Poseidon' with laser sight and custom grips.
Adding the "Spike Grip" to the former will make it look like Spike Spiegel's 941 R from.
It is not the exact model as the decocker is mounted on the frame and not the slide as on the 941 R.
Kalashnikov Concern PL-14 Lebedev The Russian prototype pistol is another weapon added for free with the Hardcore Henry Packs DLC and is called the "White Streak Pistol" in-game.
It is incorrectly depicted with a 12-round magazine capacity instead of the real life 15-round capacity, and even with its "Extended Magazine" mod it only brings it to 14 rounds.
Judging from its ridiculously high Desert Eagle level damage it seems to be chambered in a caliber far larger than 9x19mm which is the only caliber availablethe capacity and high damage show that its stats are a copy-and-paste of the Jericho 941 RPL's stats.
The PL-14 with its two unique mods, an extended magazine and a "prototype" barrel.
It can be dual-wielded, which also marks the first ever set of DLC akimbo pistols in PAYDAY 2.
The P30L is a balanced pistol that sits in the same boat as the LEO or Chimano Custom, not super high powered but doing enough damage to reliably kill with 1 headshot.
With high concealment plus very good hip-fire aim, the only problem the gun has is low total ammo and a small set of moddable parts.
After some blasting, Wick runs out of ammo and reloads.
First he flicks out the magazine with a super tacticool magflip.
Loading in a full mag.
While somewhat hard to notice, like the Glock 26, the barrel is properly shown as tilting.
Then finishing by racking the slide.
An observant player may notice this reload sequence was lifted straight out of the movie, being demonstrated during the Red Circle shootout.
The P30L decked out with the "Contractor Compensator" "Tritium Sights" and the "Extended Magazine".
Note that the "tritium sights" are actually red fiber-optic sights and are properly depicted as glowing in the dark.
John Wick at the range with his P30L.
He was using the weapon at the range before the weapon pack was officially announced.
Akimbo Just about to flick the slide releases on the P30Ls.
As the name would suggest, the Five-seveN is capable of universal armor penetration despite the real steel only being capable of piercing light kevlarenabling it to shoot through walls, the breastplates of Maximum Force Responders, and to circumvent the Shield unit's primary means of protection, though damage is reduced for the latter.
It also features astounding stopping power for a sidearm, being close to par with some of the game's magnums and revolvers, but only packs three magazines worth of ammunition.
The in-game iteration is also under-loaded, stocking 15 bullets in the default 20-rounder magazine and 19 in the optional 30-rounder.
Modifications include a titanium nitride-coated barrel and extended magazine, both of which do not impact its Concealment stat in any way.
Inspecting the custom nitride-treated barrel mentioned earlier.
Luger P08 The was added to the game in the free WWII Weapon Pack update alongside the M1 Garand and MP40.
Known in-game as the "Parabellum", it boasts ludicrously high stopping power for a 9x19mm piece, on par with the over-pressured.
Unlike most non-revolver pistols in the game, the Luger can't use barrel extensions, therefore making it a poor choice for the sneaky despite its near-stellar Concealment.
Modifications include a thicker barrel for more accurate shot groupings, a shortened one for concealed-carry, and engraved grip panels.
Unlocking the P08 requires the player getting 10 kills with the free melee weapon included in the update.
Having busted the P08 out of his butler's antique collection, Hoxton decides to test it out on the safe house's range.
Colt M1911A1 Some of the display cases in the WW2-themed room of the McKendrick Museum seen in the heist "The Diamond" added along with the aforementioned WWII Weapon Pack feature unusable.
Colt Defender The was added to the game on Day 7 of the 10-day Locke and Load community event as the "Crosskill Guard".
For a subcompact pistol it has fairly excellent statistics and is perfectly concealable from the get-go, though its stopping power leaves a fair bit to be desired.
It also stocks an astounding 17 rounds inside a single-stack 8+1-round magazine.
Modifications include an extended magazine, a lightweight slide, and two options for grips, one of which is the one in the image below.
The model of the "Crosskill Guard", its name displayed prominently on the slide, which also has the Colt Defender's signature "flat face" and large, flush muzzle.
Hoxton decides to test his new subcompact piece out on the safe house's range.
Note the cocked down hammer.
This was originally upright in DAO mode until the patch released on Day 8 fixed it.
Admiring the details of the unpatched Defender.
In the initial release the hammer was never cocked, implying DAO operation rather than the correct SAO.
This has since been corrected, as in the other shots.
Note the slight clipping on the grip.
Not as bad as the Springfield Armory LO, but clipping nonetheless.
Having emptied the mag at the highly dangerous training dummy, Hoxton drops the spent mag before swiftly getting a fresh one in.
The vertical ridge along the magazine's body is a giveaway that this a 9x19mm piece.
Also of note is the somewhat skewed positioning of the magazine relative to Hoxton's hand, resulting in it hovering slightly to the side of his thumb rather than being grasped on by the thumb and forefingers.
He then examines the guns, first looking at the right side of the left gun and the left side of the right gun.
Featuring middling stats across the board, the M37 nevertheless is an extremely compact pistol with a base Concealment of 30, allowing the player some leg room in modifying it to suit their needs.
Unique modifications include an extended and externally-threaded barrel for muzzle attachments, and wooden grip panels.
Taking a gander at the rather finely-detailed left side of the slide and frame shows the machined rows of spoofed markings.
After some 13-round magdumps, Hoxton reloads his P7M13 using the exact same technique John Wick did with his P30L.
Aiming with the dual P7M13s continues the PAYDAY trend of slightly squinting at nothing in particular.
Taurus Raging Bull The returns from the first Payday, again known as the "Bronco.
It holds 6 rounds and is unlocked at level 6.
An early patch added street cops carrying this weapon.
It is also notably used by the female FBI Agent enemies in the Hoxton Breakout heist and some mobsters a varactor tuned dual band the Hotline Miami heist.
The Bronco is a solid sidearm for pretty much anything.
Need to deal with Snipers when you have a shotgun?
One headshot with the Bronco will deal with them easily.
The only issue of the Bronco is the obvious low capacity, low total ammo, and a low pool of unique and useful mods.
Note that the hammer is in SA mode, but the trigger is in DA.
Somehow the hammer cocks itself after each shot.
In stark contrast to the real revolver's prominent markings, the in-game model lacks any sort of writing on the barrel.
The spent article source drop out by themselves smoothly in perfect formation; normally, the casings expand after firing and stick in the chambers, requiring the use of the ejector rod.
Then snapping the cylinder shut with a flick of the wrist, which is no small feat considering the Raging Bull's frontal latch.
This animation is reused on the Taurus 4510 PLYFS.
It is depicted as being ridiculously powerful, even more so than most of the 12 gauge shotguns, despite it's.
Thanks to sharing its accessories with the other shotguns, it can accept the Silent Killer suppressor, which logically wouldn't work due to the gap between the barrel and cylinder.
Note the red fiber-optic insert in the front sight.
It does not actually glow in the dark.
Also note that the hole in the hammer is the keyhole of Taurus' patented Revolver Security System.
The rail mount for any underbarrel attachments.
Note the Brazilian flag and that the shells are too long and clip into the gun.
While the game pretends it's an original SAA, the high damage combo'd with the use of a transfer bar over the original firing pin clues you in that it's a Vaquero.
The Vaquero is a really odd gun in the whole lineup, with one of the highest damages of any pistol sidearm, plus solid starting accuracy.
However everything else is a downside, including reload time, stability and a hidden accuracy nerf that makes it more effective at range than close up.
The Vaquero, note the lack of a fixed firing pin on the hammer plus the 2-pin receiver revealing it's a Vaquero.
The higher damage of the Peacemaker might be tied to the New Vaquero's resistance to overpressure handloads.
Firing the Peacemaker like this would still prompt the player character to fan the hammer, however, which is not at all different from continuously karate chopping yourself in the nose in reality.
Instead of using the ejector rod, the player character will flick the gun slightly downwards to drop them out, which isn't the best way to do it.
Lining up the next chamber.
Also note the slots r15 p pirelli hammer which is mechanically impossible for the original Single Action Army but possible for the Vaquero, another giveaway on what the gun actually is.
After loading up, the rather loose hatch is closed with a flick of the wrist.
What's keeping it from falling open again on its own during fire is not explained here.
Adding a stock is handy when one needs to shoot.
The Mateba's a weird gun in the game, being the only revolver that can accept gadgets like laser sights and boasting higher accuracy over the Bronco, but lacking the ability for barrel-extension mods.
Blasting away at some cops who apparently has not deemed it necessary to shut down the concert despite all the gunfire.
Continuing the trend of Italian names, the "Pesante barrel" fitted to the 2006M.
Pesante can be translated as heavy.
This barrel with its barrel weight is exceedingly rare in reality, even more so than an actual 2006M.
The 2006M with the "Medio barrel" which can be loosely translated from Italian as median or middle.
Known as the "Castigo.
Stat-wise, it is almost identical to the Bronco.
However, the Castigo doesn't have nearly the range of attachments that the Bronco has, with a grand total of three to its name - all of which increase Stability or Accuracy by 8.
It also has a slightly slower reload.
Modifications include a heavy barrel, engraved grip panels, and a special black grip festooned with a black cloth wrapping, a cross, and spikes on the bottom.
This is the Screen used Model 29, carried and fired by in the movie.
Left side preview of the Model 29.
This is an older, pre-1982 model as evident by the pinned barrel and recessed cylinder.
The player characters will actually utilize the extractor rod to dump the casings very smart!
Note that the rod and extractor don't actually move, however, but regardless the casings will still pop out in a neat synchronized formation.
Hoxton dares the aptly-redshirted GenSec guard to make his day while lamenting the sore lack of Clint Eastwood references the developers could have made with this gun.
Akimbo Did he fire six shots, or only five?
Doesn't matter; he's still got at least six left.
Submachine Guns The Hardcore Henry update added the ability to Akimbo two SMGs.
The dual-wielding works the same as with the pistols, with the two guns being used as a primary weapon.
The SMGs that can be dual-wielded are listed below in their respective entry.
All weapons of the SMG category in-game are included in this section except for the AKMSU and the Para 9mm, which are found in the carbines category.
Ingram MAC-11 The "Mark 10" is actually based on a and a cheap Double Eagle airsoft one at that.
It is unlocked at reputation level 2.
It holds an incorrect 40 rounds in a short 16-round MAC-11 magazine and the Extended Magazine attachment gives it a 32-round magazine that increases the capacity to 48.
As far as SMG's go, the Mark 10 is the best of the spray and pray crowd, with decent damage and magazine size offset by the gun's high recoil unmodified and it's inherent lack of here />The large magazines plus a deep magazine pool make the Mark 10 a good side arm to any sniper rifle.
It comes standard with the sliding stock fully extended but there's no mod that actually allows you to retract the stock or even remove it.
The only other option is the Skeletal Stock, which adds an even bulkier stock.
Peeking in on the right side of the weapon clearly shows that the bolt is closed, which is incorrect as MAC-11s fire from a open bolt, even though the charging handle is correctly in the rear position.
Because the MAC-11 used to share the same first person animation rigging as the MP9 before the latter was changed in Update 79, reloading the weapon will result in the player character dropping out the magazine as if the gun had a thumb mag-release, despite the former having a heel mag-release.
The MAC-11 used by various gangsters in-game.
Note that it has a unique flashlight attached to click that is never seen used.
Also note the tape on the grip.
It is unlocked at level 13 and can be modified into many different MP5 models.
In-general, the Compact-5 is a solid choice if you need a secondary with deep ammo pools, with solid stability and accuracy only tempered by measly damage.
Left side view of the MP5A2.
The preview in question sports a new, updated set of fire mode pictograms.
At launch, the MP5 had an A4-style fire control group, albeit an oddly-incorrect three-position one with full-auto, burst and safe, but no semi-auto.
More correctly, it used a whited-out semi-auto pictogram as a stand-in for the safety notch.
Iron sights, sadly cranked to the long range setting.
It's recommended you get another sight option to offset the irons.
Pulling back the charging handle on a reload.
Rather obviously this is never done during a partial reload, although topping of the MP5 with the bolt forward is rather difficult to do in real life.
Wolf resorts to gently pushing down the bolt instead of going for the ubiquitous slap to chamber a new round.
Update 172 replaced this with the iconic slap.
The real unit in the game uses an MP5A3 with a railed foregrip however.
The stock's proportions are also a little bit off compared to that of the real weapon.
Note that it lacks the bolt release.
Despite what appears to be a suppressor on the gun, it has the same loud report as the standard MP5 used by other officers.
Preview of Akimbo Compact-5s.
Other than stocks, twin MP5s have access to the same pool of attachments as a single one.
In classic video game fashion, Dallas pulls the guns off-screen and a bunch of noises gives us an idea of the guns are being reloaded, somehow.
Running with twin MP5s and the AKMSU gives us this rather different animation, both guns are held up in a reckless fashion.
John Wick brandishes his two MP5KA4s as he's about to rob a bank, remembering the.
Note the lack of an ambidextrous fire-selector, something that would have been very handy when dual-wielding any gun.
It has an unfortunate niche in the stat rankings where it's not able to muster enough brawn to plug heavier SWAT in single headshots, but isn't quite small enough to pocket for stealth tasks either.
What makes it such a hidden gem are the terrific accuracy and stability for its fire rate, which mean that it can put three rounds into a helmet where other SMGs could only place one before jumping off mark.
The quick reload, deep ammo pool and agreeable hipfire performance are just further perks.
It looks uncannily like the current MP9-NA3 - N for NATO 9x19mm and A3 for folding stock with gripless rail.
The only crimp is the missing fire selection dial.
It'd normally sit near the magazine release in thumb's reach, but this one uses the older double-stage trigger contraption.
The 30-round "Extended Magazine" is an option, the Aimpoint Micro TL a.
The last one in the bunch come along only recently in the Butcher's Mod Pack.
The TMP's Solid Stock is out of place here, however, due to it being a Steyr product; a true MP9 is not naturally compatible with this kind of part due to the molded folding stock hinge.
The typical kinds of extras.
The laser light gadgets sit on the left and upside down on the CMP, making the yellow laser module's label much more legible than usual.
Ever the tactical one, Houston kicks off the night raid from atop an optional vantage point.
As can be expected for such a low-profile machine pistol, the sights aren't too fast to use over a distance.
The aiming modules clamped on the side are much more obtrusive using the irons than with an optical sights, which sit much higher on top of the gun.
Although its new animations are much less showy, even the CMP magazines got their shiny chrome bullets.
As usual, the magazine sizes are all over the place, fitting 30 and 42 rounds in the 15-round stub and the 30-round option respectively.
Armed with only an MP5 and a shotgun from the trunk, a trio of beat cops attempt to evacuate a bystander from the mall chaos.
Houston gets ready to finish his interruption.
Here the bolt seems to have missed the part where it's supposed to be moving along with the racked charging handle.
Coming from below and to the left, the laser sight beam on the CMP disrupts the sight picture much less than with most other guns.
A tased Shield unit helplessly unloads his MP9 against metal.
The big tan TangoDown foregrip on the CMP wasn't there from the start - it was article source in a patch during the first few months after release, held before that with a tight two-hand grip like the Mark 10 is.
click the following article sidearms carried by FBI Heavy Response Shields didn't have to conform to that change.
FN P90 TR The appears as the "Kobus 90" and is unlocked at reputation level 36.
It has the highest magazine size of any secondary, but only comes with a total of three mags.
If the Long Barrel mod is put on the gun, it will resemble the PS90 TR, the civilian carbine version.
As of the First Person Animations Update, the P90's magazine is now translucent and visibly empties as the gun is fired.
The Kobus is a interesting gun, being both useful for stealth and loud.
With high concealment and a few mods that benefit damage, the Kobus can be a multi-tool SMG even more-so than the Compact-5, but fails for low total ammo and reload speed.
The Kobus in-game, note the error of having the rounds pointed to the right of the mag rather than the left.
The P90 fitted with the long barrel.
It's not quite the same length as the PS90 and it has a standard P90 flash hider.
Along with the P90, it has the highest magazine size of any SMG in the game, but its accuracy and damage are rather low without modifications.
It is one of 3 select-fire guns one of two secondaries, alongside the Glock 18 that does not get the fire-mode locking mods.
The Thompson's a tricky gun in-game, being free and cheap plus having good damage and large magazines.
However the accuracy is atrocious, and little can be done to remedy that.
The sights are cramped, and any sight modification is mounted very far from the shooter making it hard to see, combo with a slow reload and most players just opt for the other options and leave the Thompson for either specific builds or for screwing around.
Having emptied the entire 50-round drum, Dragan forcefully yanks it out of the gun, seemingly having no grasp of the concept of a magazine release.
He doesn't bother to retract the bolt either, which would lock the drum in place.
The M1928 fitted with the long barrel, giving it a similar appearance to the M1927 Auto-Ordnance Thompson.
Also note the black furniture.
Somehow this gives the gun higher concealment.
Thompson M1A1 An unusable can be seen on display as part of Aldstone the butler's antique and heirloom collections in his quarters.
Several are also seen in display cases in the McKendrick Museum's WW2-themed room found in the heist "The Diamond".
The heister doesn't question how an old man smuggled these over from England.
Known as the "Swedish K", the in-game weapon is based on an early "B" model as evident by the elongated buffer cap hook and lack of Sweden's iconic green lacquer.
However issues like the sights, small spare ammo, and rickety stock stability make it a bit difficult to use.
From this angle the "early-B" model's elongated buffer cap hook is plainly visible.
Note the low front grip stance, which is practically the same as asking the mag to drop off due to the M45's terribly unreliable magazine catch.
Pulling the charging handle.
Wolf with his Swedish K modified with the "Swedish Barrel", "Swedish Body", "Ergo Grip" which is literally just the basic grip with a darker finish "Extended Magazine" and "Folded Stock".
It holds 20 rounds in its standard flush magazine and is fitted with a stubby TangoDown vertical grip attached to a Wilcox 6 o'clock rail interface in place of the factory folding grip.
The MP7 takes the Mark 10 approach to SMGs with high rate of fire and alright damage.
Cheap cost, good stability and a unique suppressor that's better than the normal suppressors make it a desirable choice for fights that's offset by piddly accuracy and its small stock mag size.
The MP7A1's worn tan finish and the TangoDown Stubby grip's brighter tan don't blend very well at all.
Then hitting the bolt release with a slap.
This wouldn't be the best way to engage it, rather one should flick it downwards with their trigger finger.
Out of all the Hotline Miami DLC weapons, the Skorpion is the more spray and pray oriented.
It has some fairly good stability and impressive concealment, but one of the lowest base damages in the game, as you'd expect for a.
But the mods for the gun allow it to be spun into a stealth SMG or a full-on battle SMG with ease, so long as you want to double to triple tap your enemies.
Note the undermounted rail, which should clue players in that this was likely modeled after an airsoft replica.
While there are similar rail mounts for the Skorpion, they are for the most part fixed to the barrel "neck" rather than the receiver itself John Wick channeling his inner mallninja with a decked out Skorpion.
Seemingly, nobody had ever clued the Payday gang in that mounting a large scope directly on top of where hot brass shoots out from is a bad idea.
Also note the "Extended" magazine.
Somehow two magazines clamped together give the gun a 40 round capacity.
How it feeds from both magazines isn't clear, but it might be black magic.
It holds 20 rounds by default and it's Extended Magazine modification gives it a correct 32 rounds.
The TEC-9 is the all-rounder SMG of the "Hotline Miami" DLC, with decent damage, fairly good stability combo'd with absolutely horrible accuracy that can't really be improved no matter what mods you run.
In-game, it operates in strange ways uncharacteristic of the real TEC-9, the weapon fires from a closed bolt, meaning that it could be based on the US-import KG-9 model.
The KG-9 was forced to be converted to a closed-bolt firearm by the Bureau of Alcohol, Tobacco and Firearms and Explosives ATF before the weapon could be marketed in the United States.
The closed bolt would make the full automatic conversion unfeasible, which is an intended feature of the forced redesign as to discourage users from illegally modifying their TEC-9s.
It is also capable of selective-firing, which is a highly unusual trait, that few illegal gunsmiths would implement into a weapon when converting from semi to fully-automatic.
This also suggest that the Blaster could be partially based on thethe parent design of the TEC-9.
As for the select-fire capability, once again, either a mistake or the devs decided to add it for gameplay reasons and didn't care that it doesn't make sense, which would be feasible considering how little sense the game makes overall.
Continuing the debate above, a rather curious detail with the TEC-9 is that, in the reload animation, once the charging handle is pulled, the bolt doesn't move at all.
This is probably a mistake.
However, in the original reload animation, the character holds the TEC-9 at an angle when pulling the charging handle that makes this mistake rather obvious.
This "mistake" was not fixed in just click for source new animation for the weapon, despite it still being held at an angle that makes it very obvious.
However, while farming some Sniper kills in Hotline Miami Day 2, Sydney reloads her modified Blaster to find that the animation has actually been fixed!
The bolt click properly opens on an empty reload, showing the chamber and the bullet within it.
Of course it snaps closed again owing to Payday 2 treating the TEC as a closed-bolt weapon, but hey, it's something.
The TEC-9 becomes a if equipped with the "Short Barrel" modification.
It holds 30 rounds in a 32-round magazine, but a more recent update increased it to a 40-round capacity for no explicable reason.
The Uzi is the solid choice of the whole DLC lineup, with solid accuracy, stability and damage that is only capped by how expensive the gun is to buy.
John and his Uzi take a break outside and converse on the graphitti that adorns the wall outside the hideout.
The UZI can also have its stock folded.
Note the suppressor called "Silent Death" in-game It's similar but not quite the same as the Sionics Suppressor.
It also holds an incorrect 20 bullets in the standard 34-round magazine.
The name "Patchett" refers to the weapon's designer, George William Patchett, and the name of the weapon in its early development.
The Patchett's a very finicky gun to use in game, with stellar stability and a deep ammo pool pitted against piddly damage and really bad inaccuracy that really can't be modded out without significant effort.
Even worse, the rate of fire is abysmally low, which makes even spraying for headshots dificult.
Wick admiring his collection of guns.
As with most Sten models and derivatives in video games, the Sterling is held in the improper "Sten grip" position, which is even more jarring in the hands of the series' resident Brit, Hoxton.
Pulling back the bolt.
Note that the bolt only goes locks forward at the beginning of the reload animation and not when the gun runs dry, as common in video games.
The L2A3 can be modified with a "Combat Sight", "Short Magazine", "Folded Stock" and "Heatsinked Suppressed Barrel" to make it look like the BlasTech E-11 Blaster from.
It correctly holds 32 rounds.
However the sights are pretty tight, any modern option gets mounted very far on the barrel and a painfully long dry reload.
Note the aftermarket vertical foregrip in place of the barrel nut.
The fire selector is set to "SMG", whatever that means.
Note the presence of Hotline Miami character Richard's face on the rear of the receiver.
It is marketed as the "Polygon SMG" in-universe and called "Kross Vertex" by the inventory screen.
The weapon holds 30 rounds in the "25+"-round magazines.
The Vector is an amusingly powerful weapon in any heist with solid damage, accuracy and stability.
However it's really low concealment means that stealth is not worth using this for, plus the high rate of fire will chew through your ammo fast if you aren't careful.
The Vector fitted with the "Precision barrel" giving it a similar appearance to the Vector CRB, which is the civilian semi-auto only variant.
The Vector's unique suppressor, called "HPS Suppressor" in-game.
It was modeled after the Defiance HPS 4GSK.
Note that the "S" in "HPS" is already short for "suppressor", so the in-game suffix is redundant.
Sydney reloading her Vector.
Note that it no longer has a foregrip, it's still held as it has one however.
Strangely, when fitting a "skin" to the gun, the foregrip will appear again.
Why it disappears when no "skin" is used is unknown.
The Vector with the "Urban camo" finish, showing the foregrip.
Also note the stock interface, which is a Kriss USA's proprietary Enhanced Stock Adapter that appears when the Vector's default stock is swapped out for a mod.
The Micro Uzi is a very powerful piece of kit, with a blazing rate of fire tied with the MG42 and Vector at 1200rpmfast reloads and great concealment.
However the accuracy is pretty piddly, the sights can't be modded, and the high rate of fire plus fast reloads means you can very easily burn through your ammo.
Yanking the charging handle.
SR-2M Veresk The was added along with the Jimmy character from the free Hardcore Henry Packs DLC, with his voice and likeness given by from the movie.
The weapon is called "Heather" ingame, which is the English translation of "Veresk".
It's notably the first subgun that can be dual-wielded.
It has a slightly incorrect magazine capacity of 32 rounds instead of the real-world 30, likely because the stats, sans the rate of fire and stability, are a copy-and-paste of the Jacket's Piece.
The SR-2 with its two unique mods, an extended stock that mod has to be unlocked, it is however free to install once the player has one and the Tishina suppressor.
Tishina means silence in Russian, an apt name.
It might look like it's clipping into the gun but it's actually supposed to fit that way.
Since the Veresk has an ambi mag-release, this is atleast somewhat conceivable.
It was eventually added as a player-usable weapon with the "John Wick Weapon Pack" alongside the P30L and Desert Tech SRS-A1.
Despite being ostensibly based on the.
If the player squints hard enough, the ".
Also despite being apparently milspec, the weapon also bears the caution to read the user manual above the fire selector, a feature not present on military UMPs.
After filling the goal with the wrong sort of projectile, Wick reloads the UMP45.
First by pulling back the charging handle.
It's possible to modify the UMP45 into the with the "Civilian Barrel" and "Civilian Stock".
Add the "Short Magazine" which holds 20 rounds instead of 10 and "Single Fire" mod for more "immersion".
The impersonation is less than perfect as the USC stock is not integral to the gun's frame, plus the UMP's stock hinge, 3-point fire selector switch and gadget rails remain attached to the weapon.
This is a Screen used UMP45 fitted with a C-More red dot sight and Surefire M900 weaponlight foregrip as used on the films and.
A similar configuration, with the Surefire M900 replaced with a standard RIS foregrip, was used in The UMP decked out with a suppressor, "Twinkle Grip" this makes it one of the two weapons currently in the game with a second vertical foregrip as a modification, the other being the Uzi "Military Laser Module", "See More sight" and "Extended Magazine".
A dropped UMP wielded by a former Murkywater PMC.
Named the "Tatonka" Lakota for "bison" submachine gun in-game, the Bizon-2 is a rather inaccurate weapon with quite some recoil, though the latter is already remedied by the SMG's average fire rate.
On the flip side, it is as compact as one would think and boasts unusually high damage per shot despite being chambered in pistol ammunition.
Like the AK-12 in payday 2 more weapon slots same pack, the Bizon-2 lacks unique modifications.
Looking for trouble with the "Tatonka" SMG.
The in-game name is actually a Native American word for "bison.
MP40 The was added to the game in the free WWII Weapon Pack update alongside the M1 Garand and Luger P08.
Known by its real name, the MP40 handles almost identically to the Swedish K, but has a very slightly faster reload animation.
This is offset by its beastly recoil even when modified and a whopping total of two magazines to its name.
It, like most open-bolt guns in the game, is incorrectly depicted firing from a closed-bolt.
The MP40's sole unique modification folds back its stock, which doesn't help at all with recoil control.
Unlocking the MP40 requires the player getting 50 kills with the Luger P08.
Despite being proportioned after a real MP40 magazine, the in-game iteration stocks 40 rounds per box as opposed to the standard 32 usually down-loaded to 30.
This is a side effect of the MP40 being a near-identical clone of the Swedish K statistics-wise.
Taking a peek through the open ejection port shows the MP40's rather stunning lack of internal details.
The magazine top and breech face are barely visible by rotating the weapon model as far as the game would allow.
Admiring the MP40's details with a strictly less-than-advisable low front grip.
Hoxton would practically be asking for his magazine to fall out at this rate.
Out with the old and in with the new, Hoxton finishes the reload by slapping the bolt with his fist HK-style.
SIG-Sauer MPX The was added to the game alongside the new character Joy as a timed exclusive for the Nintendo Switch, before being added to the Steam version on Day 1 of operation ICEBREAKER.
Known in-universe as the "Signature" SMG, it comes with provisions for alternative forends, stocks and magazines.
It performs similarly to the existing Olympic Arms K23P with some minor stat differences and supports dual-wielding.
SIG-Sauer MPX SBR Gen 1, fitted with a KeyMod handguard - 9x19mm.
It can be distinguished from the Gen 2 version by the different ejection port, the non-ambidextrous charging handle and the standard MIL-STD-1913 Picatinny rail.
The in-game version seems to make use of a collapsible stock, which gets removed when dual-wielding.
Also note the tiny magazine, which holds 20 rounds in-game, a good 10 more than the box's length might suggest.
Admiring the nicely-detailed left bits screw slot of the MPX.
And no, the stock stays on fully-opened unless removed, there simply is no option to collapse it back in.
SIG-Sauer MPX-K Modifying the Signature with the Short Foregrip produces a rough approximation of the MPX-K, albeit retaining the autofire capability and having a much more truncated front that lacks the subcompact model's finger guard.
Because one SIG is not enough, and two is too few, Hoxton elects to bring three MPXes to the shooting range.
AKS-74 The is the second primary weapon unlocked, at reputation level 1.
It's simply called the AK Rifle and holds 30 rounds.
Given its early unlock point, the AK is a fairly all-rounder weapon.
It has better damage than the AMCAR with only lower stability as a real negative.
Once you level up, the AK remains a solid rifle for loud heists, so long as you have the mod packs to keep it up to date.
Unusable solid stocked AK-74s with wood pistol grips and metal magazines can be found as loot called "Assault Rifles" They always come in twos and the models are noticeably higher quality than the in-game model.
Steyr AUG A2 The becomes available to players at reputation level 8 and is named the "UAR" presumably short for Universal Army Rifle, the English translation of Armee Universal Gewehr, or AUG.
It holds 30 rounds and is rather accurate and powerful.
It can be fitted with a railed fore end to make it resemble an AUG A3, but the money in australian open lacks the third gen's bolt release.
Oddly, instead of its built-in folding foregrip, it has a section of rail added to the hinge where a TROY vertical grip mounted.
The AUG is a weird gun that is built more for accuracy than anything else.
Apart from its stellar damage and accuracy, the AUG has very few mods that improve upon anything else but these two stats.
Combined with how pretty much every other stat is gimped to the point of uselessness, this makes the AUG an attractive option for starting players, but is quickly phased out when other, more moddable gear become available.
The AUG in all of its Austrian glory.
The proprietary Steyr mag was actually introduced via an update.
The AUG previously came with yellow PMAGs, which the real deal couldn't use.
Iron sights, these are the same sights used on the Kobus 90, the Marksman mod for the Deagle and Crosskill and other guns.
Note the bullets are actually modeled inside the magazine!
Thales F90 As of Update 61, the Raptor Polymer Body was added as a mod for the weapon, giving it the appearance of the and a slight overall stat boost that still keep it a mediocre rifle in comparison to others.
Slapping the "Raptor Polymer Body" onto the AUG makes it sorta resemble the Thales F90, it lacks the bolt release however.
AKMS The appears as the AK.
It holds 30 rounds and has less total ammunition than the AKS-74 but has obviously more damage and more punch that allows it to stay in the game for higher difficulties with ease.
A golden version of this weapon with diamond plating on the wooden handguard was released as a community reward, though is more expensive and has a lower concealment stat with no other differences.
The original Romanian designation for this rifle is the PM md.
The Russian mercs in the Boiling Point heist use AKMs with solid stocks as their weapon.
They were the only enemies to use AKMs initially, but eventually enemies such as the Hotline Miami gangsters, cartel members, gang members and AI companions started using them too.
The AI Houston using an AKM.
M14 Designated Marksman Rifle An with a McMillan M2A stock and a short 16" barrel appears as the "M308" as in the first Payday.
It is set to semi-auto by default but can be switched to full-auto slotted guitar holds 10 rounds in a 20-round magazine.
Prior to the first Gage Weapon Pack release, it was semi-automatic only, making it the only assault rifle to have the mode; as of then, it is now one of only two weapons with multiple fire modes that defaults to semi-auto, the other being the much-later-added HK417.
The weapon can be modified with a JAE 100 G3 stock or a Sage EBR Chassis, the later makes it resemble a.
Before anyone had ever considered sniper rifles an option for PAYDAY, the M308 was go-to for the team marksman with dependable power and accuracy well into extended ranges.
Even now, it's still a useful rifle in the right hands, so long as you remember how little ammo you actually have.
Hitting the bolt-release, a very rare sight with M14-style rifles in video-games.
Note that the bolt is just about to lock into battery.
In the "Butcher Mod Pack" update, a scope mount was added for the M14.
Without the mount, any optics will be mounted further forward, on the rifle's existing 12-o-clock rail.
Bofors Ak 5 The whole family appears as the "AK5", all packed inside one gun's upgrade selection.
Its accuracy and recoil are solid from the start, but the low damage needs help to reach its best.
Unlocked at level 33.
Ak 5B Sticking on the "Bertil Stock" from the designated marksman model turns the AK5 into an ersatz Bofors Ak 5B.
This DMR stock is enough to boost shot accuracy.
The stock foregrip doesn't get rails, the components just sort of clamp on.
Ak 5C The modernized comes together by replacing almost everything that comes off the receiver.
The true form of the rifle gains a leap to all important stats with the addition of the "Caesar" stock, "Karbin Ceres" foregrip and the recently introduced "CQB Barrel", decorated here with a yellow laser module and a Lancer L5 magazine.
The resemblance is far from perfect, however, due to this web page lack of the Ak 5C's railed top and duckbill flash hider, and the complete absence of vent holes on the foregrip.
The sight picture is the western type, but the extra lateral vision is a welcome change from the AR-15 fashion.
The first-person animation update introduced this baffling maneuver - Chains here is strong enough to tug back the charging handle, with one finger, even when he's twisting his left arm through the gap between the stock and his right hand.
FN FNC The "Belgian Heat" handguard is cribbed straight off the in a direct reference to Lt.
Vincent Hanna from the movie.
The ghetto-FNC showing off a modeling bug.
The Tactical and Expert magazines are misaligned and oversized for the magazine well, clipping through the front.
This has since been patched.
Another shot of the Ak 5's cocking acrobatics, showing off the clashing difference between the black handguard and the Swedish green lacquer.
M16A4 An with a shorter 18" barrel appears as the "AMR-16" and is unlocked at reputation level 39.
It can be equipped with an handguard with the Blast From The Past modification.
Unlike the other AR-15 type rifles, the M16's gas block and front sight disappear when using optics.
One of the last weapons you can unlock from the original release's arsenal, the AMR is another rifle you need to train with to run right.
It's similar to the AKMS except with a much higher fire rate meaning you can easily annihilate your ammo as you also only get 3-4 mags.
Trigger control is key to make good use out of this USGI standard.
The magazine is modeled after a 20 round mag but somehow it holds 30 rounds.
For some reason, the various upgrade magazines hold 34 or 38 rounds in a 30-round mag.
A 60-round quad stack and 30-round "Speed Pull Magazine" for faster reloads are also available.
Then pulling the charging handle.
It holds 20 rounds and is a powerful weapon.
A version with a stock is used by some Murkywater PMC enemies.
The Eagle is for someone who really, really dislikes high health enemies like the Bulldozer.
While at first you might want to run this as a DMR given it's decent accuracy and mediocre stability, the Eagle Heavy can see more very effective in full auto as a rifle for dropping any manner of big enemy so long as you keep stocked up on ammo.
Pulling the charging handle to chamber a new round.
Seemingly, this SCAR-H has a broken bolt catch since the bolt does not lock back when the gun runs dry.
Rather oddly, the original reload was correct, as it uses the bolt release to chamber, until Update 65 released this new animation that seemingly "broke" the rifle.
It holds 20 rounds and is a very flexible weapon.
Notably, the SA58 was the first weapon to have its accessories linked to DLC achievements rather than random drops.
In comparison to the other two major battle rifles, the Falcon just kinda sits weird.
It has the same overall stats as both the Gewehr and the Eagle and only beats either with the ability to have more mods plus 40 round magazines.
It makes it pretty rare for you to see a Falcon anymore in regular usage.
Besides the DSA bolt-on railed scope mount and the eared paratrooper rear sight, it matches the above image to a T.
Although difficult to spot in this screenshot, the receiver texture claims this weapon is chambered in.
Also note the fire selector being set to "Einzelfeuer" single-firebut the weapon still fires fully-automatic by default.
Note the DSA bolt with "sand cuts".
The line "BARRINGTON, IL" milled onto its side is an obvious reference to the Barrington, Illinois-based DSA Arms.
A DSA SA58 OSW can be replicated by equipping the "CQB Foregrip", "Tactical Grip", and "CQB Stock" modifications.
An Extended Mag is optional, but will further improve the look, though this 30-round magazine somehow holds 40 rounds.
Attaching the "Retro Foregrip" and "Wooden Stock" to the SA58 allows it to impersonate the.
It incorrectly holds 30 rounds in a 25-round magazine.
It features unique modifications based on other, often obscure variations of the weapon; alongside the "G2 Grip" to turn it into the FAMAS G1, it also gets alternate barrels based on those of the G2 Commando, the G2 Sniper, and the Century Arms MAS.
The Clarion's a deceiving gun because at first you think it's a normal rifle that operates like any other assault rifle.
But when you get to using it, it's a bullet hose with tiny mags and good concealment that makes it ideal for stealth and meh at everything else.
FAMAS G1 - 5.
Older intermediate version of the G2 with magazine and magazine release system from the FAMAS F1.
If fitted with the "G2 Grip" originally called "Retro Grip" before a patch, even though the G1 and G2 are newer models than the F1the F1 turns into a G1 model.
IMI Galil ARM 7.
It incorrectly holds 30 rounds in the 25-round magazine and has a much higher RoF than actual ARMs.
The most all-rounder out of all the Assault Pack weapons, the Gecko is so jack of all trades that most people forget it exists.
Removing the magazine, since it's not dry there's still bullets in it, or rather, a bullet.
The "Sniper Foregrip" and "Sniper Stock" turns the ARM into the.
It holds 20 rounds in the magazine.
While in standard form the Gewehr is similar to both the Eagle Heavy and the Falcon, it has two home town advantages with it's selectable kits.
The assault kit gives it tons of ammo at a cost of lowered damage while the DMR kit makes it a bootleg M308, giving it some variety over the other two battle rifles.
The markings to the left of the fire selector read "Dies ist das beste Slot do chip moto g 2 />Ja, das ist es.
Keine fragen, mach es einfach.
BEEILEN", which roughly translates to "This is the best sniper rifle.
No questions, just do it.
Note the G3A3A1-style ambidextrous fire selector.
A real G3A3 see above picture is designed for right-handed shooters only.
This entire reload animation was later replaced by one where the magazine release is used to flick the empty magazine out to the right, followed by a much less dramatic insertion of a new magazine and chambering a round.
Fitting the G3 with the "Wooden foregrip", "Wooden stock" and "Retro grip" will give it an appearance similar to the CETME rifles.
Note the fancy and entirely cosmetic sling.
Saudi Arabia would also produce G3A3 rifles with light tan furniture - 7.
Unlike a real PSG-1, this gun has S-E-F fire selector, a PSG-1 is semi-auto only and has a 0-1 selector.
The PSG doesn't have any paddle magazine release or iron sights either.
The gun is more of a strange hybrid between the the SG-1.
S-E-F fire-selector, paddle magazine release, iron sights The new rifle used by the Police Snipers.
Note that it has the "Theia Magnified Scope" installed.
This scope can only be used by the player on weapons categorized as sniper rifles, which the G3A3 is not.
Left side of the rifle.
Known in-universe as the "L-95" and referred to as the "Queen's Wrath" by the inventory screen, the L85A2 comes with a Grippod vertical grip and optional Magpul EMAG that, despite the virtually unchanged dimensions compared to its default STANAG mag, seems to confer a sizable boost to capacity and, bizarrely, recoil reduction.
With a large ammo pool, decent damage and stability and mods that actually make the rifle better, the L85's main problem is the fact that no one ever really bought the Clover DLC and subsequently never use it.
A small clover sticker along with several tally marks can be made out if the player squints hard enough.
Apparently the rifle had claimed 38 lives prior to Clover joining the gang, after which she for some reason decided to drop the habit entirely.
It's probably for the best anyway, however, due to the massive number of cops the player ventilate each day the tally counts would literally go through the roof.
Note the zipped-on bottom and right rails.
This is due to the L85 series' "flush" handguards not providing any attachment points for aftermarket accessories to mount on.
Then pulling the charging handle.
Like in many games, the bolt isn't depicted as locking back once the gun is dry.
The L85 is one of the few weapons in-game to have a completely different animation for reloading with a partially spent magazine.
Instead of simply dropping the mag, it's removed by hand and presumably kept, which is wise.
L85A2 with magazine removed, Daniel Defense railed foregrip, ACOG scope, Grippod usb expansion foregrip, and Surefire FHSA80SA flash hider - 5.
Also note the ACOG scope, called "Acough Optic Scope" in-game, and the Slots 77777 EMAG, the latter was added along with this rifle and can be used with all rifles in-game that use STANAG magazines.
It is known in-game as the "Lion's Roar".
The Lion's Roar is another forgotten character pack weapon as it's basically a Clarion with worse mods and slightly more ammo, not bad but nothing to keep someone's interest in.
A new magazine about to be loaded in.
Here Dragan's VHS-D2 is shown to be using a real-but-relatively-obscure type of proprietary magazine.
The VHS 2 series can accept G36 magazines in reality and are more commonly seen using them instead.
With the "CQB Barrel" installed, the rifle resembles the K2 variant of the VHS.
It's called "Valkyria" in-game and holds 20 rounds of 9x39mm in the magazine.
Low recoil, good concealment, a high ammo pool and more, the Valkyria's only faults are very little mods outside of standard ones and a low overall damage.
The VSS Vintorez used by the Russian Cloakers in the Boiling Point heist.
At the time of the heist's release, they used AKMSUs.
It's strangely treated as an SMG by the game and is therefore a secondary weapon, which is even more egregious than the similarly-categorized Olympic Arms K23B and AKMSU as it is a legitimate full-length assault rifle in reality.
It's fitted with a non-removable Magpul MVG foregrip.
It has a factory gray and black two-tone finish and is fitted with a STANAG magwell which can also be a factory option.
It can be given a shorter barrel that turns the rifle into an A2 model.
And being an assault rifle, the 805 is stupid effective as an SMG with high damage, rate of fire and accuracy only tempered by the same 3 mag problem that plagued the Krinkov and many others.
Known in-universe as the "Little Friend 7.
The weapon is notable for not having any unique modifications to its name whatsoever.
It's not even possible to switch out the grip or stock.
It is also only one of two weapons in the game with multiple firing modes to default to semi-auto rather than full-auto, the other being the above M14.
And like the M14 it does tons of damage making it a diet DMR with a grenade launcher function fused to it.
Left side preview of the HK417.
Note the markings that confirm its caliber.
While it is not uncommon for battle rifles to be payday 2 more weapon slots as assault rifles in PAYDAY 2, the 417 hikes this up to eleven by having the explicit term right in its rather long name, caps and all, which it is not, by any stretch.
Note the 30 on the full auto marking, which is not only wrong as the gun only holds 20 rounds in the mag, but on the real rifle it's marked 20.
Lastly, the magazine is oddly solid despite several other weapons having their proper transparent magazines modeled and rendered.
For whatever reason, this incarnation of the "Little Friend" is a German-made battle rifle instead of Tony's classic M16, though it was clearly dolled up to pass for one as evident by the AR-15-esque solid stock.
Overkill's decision to make it the HK417 instead could possibly be due to the fact that there already is an M16 in the game; adding another one would be redundant.
The underslung M203 can be switched to the same way one would engage the bipods on an LMG.
Scarface introducing the target dummy to his "little friend".
The fire mode is by default set to semi but can be flicked to auto, a trait only shared with the M14.
Attached to the Scarface Pack's HK417 is theeffectively forming a two-in-one combo with the launcher also doubling as the 417's unique "attachment" that cannot be prime slots pop up />Rather strangely, the in-game M203 sports both a barrel clamp and rail mount brackets.
Here Scarface is readying the HK417-mounted M203 upon a dangerously close dummy.
Then sliding the breech shut and the M203 is almost ready to fire again.
Going by the name "AK17", it holds 35 rounds by default, and can accept the other AK magazine mods the Low Drag US PALM magazine gives it a similar appearance to the variant.
And while the Grom and Tatonka give some substance to the pack, the AK-12 is a mediocre upgrade to the AKMS with less mods thus making it forgotten in the grand scheme of things.
Despite dealing the same damage as a 7.
To drive this further home, the stamping on the top cover above the mag well confirms that this is the 5.
John Wick bashes another character armed with a scoped SG 552 with his AK-12.
M1 Garand The was added to the game in the free WWII Weapon Pack update alongside the and.
Known as the "Galant", it helps make up for the mediocrity of the other 2 WWII weapons by being a violently entertaining DMR with solid damage and accuracy that allow it to easily replace the M308 or any other in your main lineup, so long as you can remember to keep it topped up; its only real downside compared to other rifles in its class is its low capacity a correct 8 rounds ; however, thanks to the presumably-literal magic of skills, this can be boosted all the way to a whopping 23.
Unique modifications include a shortened barrel of the T26 Tanker variant for concealed-carry, a Gen 2 Learn more here Armory Super Scout railed top that increases stability authoritative slot board sorry some reason, and pouches on the stock to hold more ammo.
Unlocking the Garand requires the player getting 100 kills with the MP40.
These are almost identical to the ones on theand like those are raised for volley firing, meaning you'd be shooting over the cops rather than at them.
Not that this actually stops it from shooting directly where it's pointed in-game, of course.
Though illegible in this screenshot, the markings on the receiver claim the M1 is made by "Moonbase Armory".
Hoxton merrily clicks another one in and be on his way once again.
True to life, this empty reload is much faster than doing it mid-clip.
In a nice touch of detail, the amount of rounds in the clip varies depending on how many were in the gun, although what keeps the rounds in such a still, orderly bunch is a mystery.
At least it's pleasant to listen to.
FN F2000 Tactical The with a long barrel and FS2000 CQB tri-railed foregrip was added to the game in the free Reservoir Dogs Heist update alongside the Alabama Razor.
Known in-game as the "Union 5.
Modifications include the F2000's proper short barrel and a weighted, tan-colored chassis for improved recoil control.
For whatever reason, the F2000 Tactical comes without its signature foregrip, which has been replaced with a FS2000 CQB tri-railed fore and a Magpul MVG instead.
This seems to be in line with whatever prejudice Overkill has against weapons with integral foregrips.
The weapon's other side.
There's not much to say here other than the fact that the game seemingly ignores the fact that the F2000 has an integral casings tray on the side opposite of the charging handle, thus allowing it to spit brass out of some undiscernible opening to the right instead of forwards.
The brass catcher's five-round capacity is likewise ignored, allowing the rifle to instantly eject spent shells rather than starting from the sixth shot.
While its appearance might mislead players into thinking it is a converted FS2000, the 3-point fire selector begs to differ.
While this is doable in-game, the real F2000 only accepts STANAG boxes.
To this end, it has a dust gasket in the magazine well that's specifically shaped to conform to the dimensions of the STANAG, meaning aftermarket ones like this PMAG and especially PMAGs would not physically fit inside the gun.
Hoxton inspects the F2000 Tactical's nicely-detailed left side.
The markings read "U.
The FNH logo seems to have been spoofed with a pair of paw prints, though.
Carbines Most of the weapons in this section are categorized as "assault rifles" by the game.
Colt Model 733 Thefitted with an A2-style receiver and 6-position stock, appears as the AMCAR, the very first primary weapon.
Originally, its damage output was outright miserable compared to every other long arm and little could be done to fix it.
Dumped as soon as possible, but kept by few as a voluntary handicap.
After the big 2015 Crimefest weapon balance update, it now has higher damage output, on par with the JP36which has a bit lower than average damage for an assault rifle in the game.
Given the influence of on the production, the highly specific choice of model probably isn't a coincidence.
Colt Model 733 - 5.
Note, the Model 733 does not appear to have a set specification from Colt, and could be found with either an A1, A1E1 or A2 upper receiver, A1 or A2 lower receiver, and a coated aluminum or fiberlite stock.
This particular rifle has an A2 lower, an A1E1 upper forward assist and case deflector with A1 sights as found on Canadian Coltsand a coated aluminium stock.
Unmodified Model 733, aside from the "Mil-Spec" magazine.
The 20-round straight box comes by default.
In spite of the markings, its original dismal damage put the Model 733 closer to a 9mm SMG than a short 5.
Nigh unmodifiable by default, some DLC components have eventually leaked into the Model 733's reach.
Note the missing carry handle - it doesn't detach from the real-life Model 733.
And a civilized bolt release.
M4A1 Carbine The appears as the "CAR-4" and is unlocked at reputation level 4.
Essentially it is an upgrade of the starting Model 733 and features tan flip-up iron sights, KAC-style free-float railed foregrip, and a railed low-profile gas block.
It is frequently used by law enforcers and holds 30 rounds.
The NPC-exclusive model for this weapon features some small differences from player-used ones, such as a laser unit mounted on top of the railed handguard, instead of the side like on the player available M4A1.
This rifle was notably used by the police Snipers, where it was claimed that it was a "higher caliber variant" of the M4 perhaps a conversion to something like.
The M4A1 has a ridiculous amount of modifications available albeit most of them are locked behind DLC which means it can be modified to fit many different roles.
These modifications, if put together correctly, can make the M4A1 resemble a whole host of different real world AR variants.
The M4A1 is the multi-tool of the whole lineup, configurable for everything from compact stealth to medium range sniper rifle.
However it has a mediocre rate of fire, pretty bland stock statistics and doesn't really stand out in the armory of the game.
Unlike a lot of shooters, the M4A1 in Payday 2 has the fire selector set to full-auto instead of semi-auto, safe, or "look, I broke the fire selector".
Before mashing in the new mag, Dallas peeks into it, discovering it's only loaded with two bullets!
Fitting a M4A1 with a Aftermarket Special Handguard, Folding Stock, Short Barrel, Straight Grip and Exotique upper Receiver makes it resemble the.
It's not a complete copy however, more like an approximation.
Fitting the M4A1 with a Short Barrel, OVAL Foregrip, Straight Grip, THRUST lower and upper receiver and Wide Stock turns it into a mix between the Salient Arms GRY pronounced grey rifle and their other Tier-One operator AR's.
The THRUST upper adds the distinctive titanium nitride coated bolt carrier group while the THRUST lower adds a Magpul BAD lever, albeit it's not actually used, which is too bad.
Note that this particular image is from a trailer, the model is higher quality than the actual in-game NPC used one.
Also note how the iron sights are flipped down instead of removed like usual.
This HD model more clearly shows its fitted with an Exotique upper Receiver and a EOTech 553 sight.
A "Zeal Team" unit with an M4A1.
Note the Folding Stock, which does not appear on said unit's weapon in the actual game.
With the Enemy Visual Update of July 2018, the Taser got a facelift alongside his M4A1; now the weapon has yellow furniture to match its user's uniform, however this is inappropriate due to the color being strictly used to denote non-lethal weaponry, which the M4A1 is clearly not.
It still lacks any obvious source for the taser projectile to come from.
The damage output stays no matter what, but its main draws are easy recoil, solid accuracy, and a deep 240 round ammo pool.
The standard issue JP36.
G36K and G36KV are all but indistinguishable these days, but the Navy style fire selector shows that this G36 is a KV.
The proportions are a little off and the flash hider is that of ahinting that it might've been modeled from an airsoft cousin or "stretching" a G36C model.
The option of installing a "Sniper Stock" from a civilian SR8 is an odd choice and makes the right-hand side fire selector vanish, but increases accuracy nonetheless.
The side-mounting gadgets don't actually clip on the basic foregrip as intended, but rather bring their own screw-on rails if the originals weren't there.
The performance-increasing "Polizei Special Foregrip" is based on a Knight's Armament quad rail system.
Note the combination retractable-folding HK stock, the fake vent holes on the foregrip texture, and the optic lens cover clipping through the front sight.
Houston breaks a shop display along with his ammunition.
This completely unique melee attack is a weak knock with the most fragile part of the rifle, punctuated by totally absent trigger discipline.
As a bank robbery goes bad, Houston stuffs a hastily scavenged mag into his drained JP36.
Fortunately, the massive ammo pool learn more here means a very quick resupply rate.
The precise number of rounds going into the rifle or going with the previous mag are strictly observed.
A GenSec Elite with a G36KV.
Note the unique digital camo.
It is fitted with a EOTech XPS red dot sight with a EOTech G33 3x magnifier mounted behind it, along with a Streamlight TLR 1 weaponlight on the handguard.
A GenSec Elite's G36KV laying on the ground, showing it is fitted with a HK 4-position combination retractable-folding G36 stock.
Installing the "Compact Foregrip" turns the gun into a convincing.
The stamp names the rifle as a "PJ G36".
The stubby nose helps concealment with only minor drawbacks, but even the potential slots german is too poor to really make a difference information about slots stealth counts.
A downtown ambush kicks off.
The iron sights would be good and serviceable if the rear sight wasn't always flipped to the long-range setting.
Optics are all but mandatory.
The "Gage Spec Ops Pack" DLC added along with a plethora of weapons mods, the "JP36 Original Sight" and "JP36 Long Foregrip".
This allows the weapon to impersonate the basic or an original German G36K if just the JP36 Original Sight is used.
A look down the fancy top mounted red dot sight.
The reticle shape and color can be changed at the player's discretion.
Olympic Arms K23 The Para SMG is unlocked at reputation level 19.
A very competent and modifiable gun, it can easily cover whatever a gimmick primary weapon might lack - like a pocket CAR-4, albeit with worse concealability potential.
It is a confusing mix of half-dozen different ultra-short AR-15 pistols and carbines, but since the game assets label it as "olympia", that's the headline.
Olympic Arms K23B The basic look of the gun is closest to the ultrashort carbine.
However, the removable carry handle and RIS are featured only in its sister OA K23B Tactical, the emergency wire stock is taken from an and the original aluminium foregrip has been extended over the gas block to make it a dead ringer with a round-front type.
The name itself may be a dim reference to the fact that most of the involved guns have 9x19mm variants as well, but that's reaching.
The Para in its basic state.
There's more than one model that could claim to be the link />Attaching a Milspec Magazine and a Standard Stock bring the Olympic Arms K23B closest to its retail shape.
The older Para was a rather average SMG without being able to excel in any one area, but the 1st person animation update granted it a new lease of life by way of a lightning-fast reload.
Olympic Arms K23P Buying a Bare Essentials Stock for extra concealment removes the wire stock and leaves only the buffer tube behind.
This combined with the old A2 flash hider out it as the Olympic Arms K23P, a semiauto pistol version of the same caliber.
The wire stock secretly improves recoil control by +1.
The in-game stat screens say that the stripped tube stock has no drawbacks, but memory hacking reveals otherwise.
Note the further concealing Straight Grip.
However, the barrel's rather specific ~10" length falls just short of the 11.
The tan Tactical attachments have been in the game from the start and are less popular in the face of DLC stuff.
The grip is Command Arms, the rest are faithful Magpul recreations.
Dallas tugs the charging handle of a reloaded Para - none of the other AR-15 pattern rifles reloaded like this until update 65, when the AMR-16 received a similar animation.
Note the Butcher's recent Aftermarket Shorty foregrip and the bullets showing through the fresh Expert Magazine.
The sight picture is the same as the AMCAR, but it works well at ranges this short.
Using a flashlight to make enemies pop out of a slightly dim background helps even during day heists.
AKMSU A variant on the is unlocked at reputation level 29 and is named the "Krinkov," the nickname of the.
It holds 30 rounds and is a catogorized as an SMG, rather than an assault rifle like the other three Kalashnikov rifles.
In the same way it's big brother the AKMS is preferred forits high damage, the Krinkov has a lot of love for the same reason but with a lot more caveats in the way that make this a weapon you need to train with.
It has a very high rate of fire and no stability stock, meaning it can easily blister it's low mag count in a few seconds if you aren't careful.
Russian "light" mercs and formerly the Cloaker's Russian cousin in the Boiling Point heist use AKMSUs with a PBS-1 suppressor, railed handguard, an Aimpoint T1 Micro sight, no stock, and bakelite magazines.
One might assume they use AKS-74Us due to slot hunter bakelite mags, but the curvature of the magazine indicates that it's chambered in 7.
This could mean that the magazines are simply retextured AKMSU magazines that are supposed to make the gun look like an AKS-74U.
Somehow reloading two AKMSUs is faster than reloading any of the akimbo pistols in-game.
It uses 30 round magazines.
The rifle can be confirmed as a 552-2 by the permanent scope rail, the simple, folding front and rear iron sights instead of the original sights of the SIG assault rifle series, and the proprietary SG 552 exclusive bolt handle.
As of the First Person Animations Update, the weapon's magazine is translucent and visibly empties when firing, rather than being solid brown.
The Commando is an odd duck primarily given it's one of the first DLC rifles added to the game.
At first it was well liked given it's average stats but now with more and more options the Commando has fallen to the wayside.
While the overall stats are fairly mediocre, it has great concealment, one of the fastest reloads for all assault rifles when stock and is available right at Level 0.
SIG SG 552-2, version with permanent scope rail and ACOG scope - 5.
The in-game rifle has a factory handguard, although the pictured handguard can be put on the weapon.
Hitting the bolt release.
A unique weapon to put it in gentle terms, it is a pistol caliber carbine primary weapon that achieves the damage level of a light sniper rifle using 9x19mm rounds.
It fires exclusively in semi-auto as it does in real life and correctly holds 33-rounds in the extended Glock magazine with a +2 base-plate it uses.
For some reason it is modeled without the red plastic blade in the front sight.
The Cavity, straight from the gift wrappings.
There are some small markings on the gun, but most are completely illegible.
For once, the 33-rounder Glock magazine holds the correct amount of ammunition, and while it is usable with this gun in reality, it isn't recommended to any degree since the magwell of the SUB-2000 was not designed to work with the shelf of the Glock 18's extended magazine.
This presents the risk of the magazine being shoved too far up the weapon when reloading and causing a jam.
Kel-Tec therefore source recommends the use of standard Glock 17, 19, 22 and 23 magazines with their SUB-2000s.
The gun comes complete with its own hp laptop slot components.
This Delabarre handguard reduces recoil at the expense of a lot of concealability.
An alternate sight comes highly recommended.
Flipping open the SUB-2000.
Explains the extreme concealment rating, fails to account for the aftermarket sights.
Not much slower than any other weapon draw, oddly enough.
His peripheral sense tuned more towards sudden drawing motions, the guard fails to notice Hoxton pulling a carbine from his sleeve.
Lifespan measured in seconds.
The second GenSec employee taking five to center mass.
A surprise considering the gun's abysmal hipfire performance.
Hoxton's reign of terror takes a short pause.
Note the LionGameLion maker's mark under the iron sight, right where the Kel-Tec logo is supposed to go.
The surprising stopping power might have something to do with the strange red tips in the 9x19mm that's crammed into the carbine.
Chambering rare overpressure rounds graphics slot logically go with the low ammunition reserve, too.
Slapping on the "Appalachian Foregrip" transforms the first-run gun into a current Gen 2 model.
The slimmer foregrip hikes concealment to brilliant levels, but stomps controllability to such a state where it genuinely starts competing in the class of actual sniper rifles.
Note the stock, which also changed into that of the newer model.
The "Tooth Fairy Suppressor" foregrip option also puts the rest of the furniture into Gen 2 shape.
It seems to be a slightly-modified mockup of the GemTech MK-9K suppressor and Red Lion Precision rail combo.
The sight picture of the SUB-2000, viewed against a distant mercenary's upper body.
The weapon is missing the red plastic blade in its front ring sight, making precise shooting a bit difficult.
In real life the front sight blade is notorious for falling out or breaking off easily.
Sydney also has a tattoo of the carbine on her left arm.
It comes pre-fitted with a set of Centurion Arms diopter drum sights, a 100-round Beta C-Mag, and a Magpul RVG, the latter of which is apparently for posterity only as its recoil remains horrible throughout.
And I do mean horrible, this thing is basically a low damage machine gun that will never be really accurate and stable and is mostly useful for hosing anything you see with bullets.
The Beta C-Mag is attached by default and can't be switched to anything else.
It correctly holds 100 rounds.
Note the bullets modeled inside the drum.
Also note the Magpul RVG that is fitted by default and can't be removed.
The collapsible stock can't be extended please click for source, meaning actual shoulder-firing of the weapon is not possible and explains quite a lot about its rather mediocre Stability value.
While the rifle used in the movie is an AR-15 variant, the in-game weapon uses a.
It is oddly classified as a sniper rifle, therefore blessing it with the ability to pierce heavy armor and shields despite only having slightly higher base damage than the above HK417 and M14while crippling it with the typically meager sniper ammo reserve one full magazine in the weapon, and only one in reserve at the same time.
For whatever reason, the "Contractor.
The in-game rifle utilizes a Cobra Tactical angled foregrip and Lancer Systems L7AWM.
Left-side view of the TR-1.
Note how the in-game rifle looks not quite as similar to the picture above due to the different parts used and the.
The decision to list this gun as a sniper rifle is rather odd, as TR-1 rifles are usually little more than dolled up AR-15-based platforms with minimal changes to barrel lengths and whatnot, therefore are barely qualified as DMRs, much less sniper rifles.
The upper receiver of the rifle is modeled after the Noveske upper used on the actual TTI TR-1, but they are only made for AR-15s, not the.
An up close look at the receiver.
Taran Tactical Innovations has been changed to "Tecci Tactical Operations".
Note that the while the lower has "SAFE-FIRE" markings, which would mean that it would be capable of firing in semi-auto only which is also what it does in-gamethe selector is flipped to where auto would be on a select-fire AR.
Fitting the rifle with the "contractor grip" and "contractor stock" gives it an appearance similar to the rifle pictured above.
The TR-1, locked and loaded.
IWI X95 The was added on Day 4 of the 2018 Breaking News event.
Previously known in-universe as the "MTAR 21", which is technically its predecessor, the X95 has since been renamed as the "Tempest 21".
It has agreeable accuracy and slot zzz and is reasonably compact to boot, however it is plagued by a slightly lengthy reload and having practically zero unique mods to its name.
Left-side view of the X95.
This is the Flattop model, as evident by the one-piece top rail.
It's missing the side mounts, however.
Another day, another gun.
Hoxton brings his mint-condition piece of Israeli engineering to the range.
Shotguns The Shotguns in PAYDAY 2 are among a handful that are capable of using alternative munitions instead of their standard 00 Buckshot shells.
The Gage Shotgun Pack introduces the first four shell types 000 Buck, fragmentation rounds, tungsten flechette shells and armor-piercing slugswhile The Butcher's BBQ Pack adds the Dragon's Breath rounds to the equation.
All shotgun-type weapons are listed here read article for the Taurus 4510PLYFS, which is indexed under "Revolvers" instead.
Remington Model 870 Field Gun Acalled the "Reinfeld 880" is unlocked at level 8, it has synthetic furniture instead of wood and has a pistol gripped stock.
It's the first unlockable shotgun.
It holds 6 shells and is used by law enforcers, Hotline Miami mobsters, Russian mercs, and the basic green Bulldozer.
The starter shotgun and the most useful of them all, the Reinfeld is a good solid boomstick for anyone spec'd into Enforcer as it can easily cut through SWAT and even middle tier specials with ease.
Sure it lacks on stealth but that's for it's boo-hoo little brother.
Pretty much everything from the stock to the pump can be modified on this so it's rare to see one all nice and clean with it's weird M16A2 pistol grip.
A LEO with his 870.
Note that it has a wooden pump in this particular picture, in-game they are decked out with a unique Surefire dedicated forend weaponlight.
The green dozer's 870.
Remington Model 870 Short-Barreled A stubby variant of the is unlocked at level 13 and is called the "Locomotive 12G".
It holds 6 shells in what appears to be a 3-round tube and was the only secondary shotgun prior to DLC and patches.
The Loco's a particularly effective gun benefitting from being a sidearm and thus not having too much competition.
Decent damage, especially when modified, good concealment and a potent rate of fire are only capped by a lack in stability.
Which doesn't matter given it's a pump action shotgun.
Short barreled Remington 870 with raised vented sight rib, Hogue Tamer pistol grip, and Pachmayr Vindicator foregrip - 12 gauge Note that despite this being a "sawn off" shotgun, it has a barrel rib that magically comes to a clean end complete with a bead.
Probably due from this being the normal Reinbeck barrel model chopped down to fit.
Dallas's adventure into the past continues with a look at an unmodified Locomotive in all it's glory.
Remington 870 shotgun with AR-15 stock and pistol grip adapter and full-length picatinny rail system - 12 gauge A Shorty 870.
Payday 2 marks the first appearance of the SilencerCo Salvo 12 shotgun suppressor in a video game, and possibly, fictional media.
Saiga-12K The going by the name "IZHMA 12G" is one of two select-fire shotguns in-game, along with the AA-12.
It holds 7 shells in a box click the following article and is unlocked at level 26.
The Izhma is the shotgun that has aged the worst in comparison to all the others, as the low damage is too much of a con to make this really interesting anymore, especially when the Grimms exist.
You CAN make it lethal with some skill stacking, but even then other shotguns are better at that so link bother?
The model is not an actual Saiga-12K, but is rather a hybrid taking several components from the.
Firstly it features a standard ribbed AKM top cover, rather than the smooth cover used on the Saiga-12 which has a larger ejection port with a sprung sliding cover over the rear portion.
Secondly it has an under-folding AKMS stock which was not available on the Saiga-12.
Lastly the receiver is a hybrid of an AKMS one and a Saiga, with the magazine release being immediately ahead of the trigger guard and receiver dimples above the magazine, but with a Saiga-style front trunion lacking the corresponding rivets however.
The right side reveals that most of this thing is just the AKMS model with a bigger barrel and different magazine.
Sick of the rest of the gang not buying groceries, Dallas decides to make his feelings quite clear and very loud with Mr.
The black Dozers step up their shotgun game with a Saiga-12K.
CBRPS Spike X1S AK Chassis A bullpup variant of the Saiga mated to a Center Balanced Systems Spike X1S AK Chassis was added on Day 5 of the "Locke and Load" event as a secondary shotgun which can also be dual-wielded.
Known as the "Grimm 12G" or "Brothers Grimm 12G" for the akimbo variant, the gun is notable for its extremely low damage and extremely high fire rate.
And I do mean high, this thing blitzes harder than every other auto shotgun in the game and is ungodly powerful if you spec it right.
The Spike X1S, shown here with an AK-74 inside and no magazine.
Taken from the manufacturer's website.
The Saiga - Spike X1S with a seemingly fictional short barrel modification and a SilencerCo Salvo 12 suppressor.
Aiming down the sights of the Saiga - Spike X1S.
These are Magpul MBUS sights, same as the Raven's "Flip-up Sight" mod.
This is skipped if reloading before empty.
Akimbo And with the "Brothers Grimm", which consists of just squinting down the middle like with the other akimbo weapons.
The "Brothers Grimm", just before being pulled off-screen to reload.
The magazines are seemingly dropped off without hitting the release paddles, and the rest of the process happens out of view.
Double Barreled Shotgun A appears as the "Mosconi 12G" and is unlocked at level 39.
While limited to only two shots, the Mosconi is a violently entertaining gun due to its whopping damage.
Chucking out the spent shells.
This wouldn't be that easy in reality as the shells would probably have expanded once they've been fired.
Loading in two new shells.
Both shells will always be discarded, regardless if they've been spent or not.
It's possible to saw down both the barrels and the stock with the use of the "Road Warrior" and "Gangsta Special" modifications respectively.
It fires in semi-auto and holds 6 rounds in the default short tube, the "Extended Magazine" gives it the more standard length tube but it holds 10 rounds instead of the correct 8.
It can be bought regardless of level and is unlocked by being a member of the Payday 2 Steam group.
Cheap, functional and efficient, this is the M1014 for the person who either A: doesn't have the shotgun DLC or B: Has it but doesn't want to go through really tedious achievements to get parts.
A decent enough shotgun for what it is that is still inferior to most others.
The in-game SPAS-12 has a first-generation lever-type safety, suggesting a pre-1989 model imported by F.
It does, however, feature a 6-shell magazine tube, which was only introduced in 1990 on American Arms imports following the shotgun's rebranding for "sporting purposes".
Note the slid back pump, which would just click for source a SPAS-12 in pump-action mode.
A semi-automatic SPAS-12 would have its foregrip locked forward protruding past the heatshield.
Despite in slot, the SPAS-12 exclusively fires in semi-automatic during gameplay.
Note that the shell release seems to be poorly modeled or mistakenly modeled to look like a screw, the absence of which would realistically render the gun unable to be reloaded.
Loading up the SPAS-12 with some shells.
Dallas does not seem too perturbed or inconvenienced by the lack of a shell release on this shotgun, which would realistically cause the feed elevator to lock up and obstruct the port.
After loading his shotgun up to full, Dallas flips over the SPAS-12 and racks the bolt that oddly failed to lock backwards, or rather, he performs the motion of doing so, the actual charging handle doesn't move.
It should be noted that this particular part of the reload animation wasn't changed in the weapon animation update.
The various stock configurations of the SPAS-12.
Here with no stock, which strangely is the most expensive "attachment".
Note the ball bearing latches above the pistol grip despite there being no folding stock to actually lock into.
Upon closer inspection, the in-game model seems to lack the SPAS-12's iconic swivel butthook.
This is presumably removed to allow players to properly aim down the sights during play.
While at first glance the Joceline seems like a slightly inferior Mosconi, you'd be kinda right given how this thing got nerfed into the floor a while back.
Outside of the ammo pouch mod boosting total ammo count, there's nothing to this thing anymore unless you like far better models and animations for your boomstick.
Viewing both sides of the gun reveals that the "Joceline" doesn't have externally-visible hinge pins, nor does its blocky receiver profile match that of the 682 Gold E it claims to be, thus making identification of it more of a lost cause.
Unlike the other double-barreled shotgun in the game, the Joceline actually has a different animation for reloading when only one shell has been fired.
Inserting two new shells.
It first appeared in the Death Wish Update in the hands of the GenSec Elite shotgun units, albeit in the M4 tactical configuration.
A player-usable version was finally added in the "Gage Shotgun Pack" DLC.
It holds 8 shells in the 7-round tube.
While with similar low damage to the other semi-auto shotguns in-game, the M1014's high rate of fire and ammo pool make it somewhat more usable although the low damage definitely hurts it a little.
Note that the default barrel length of the gun is slightly shorter or longer than any learn more here of the shotgun sold by Benelli.
Fitting the "Long Barrel" mod to the gun will give it the proper length.
After filling up, Wick flips over the shotgun and pulls the charging handle, which haven't locked back, neither does it move when it's "pulled" Fitting the M4 with the "Solid Stock" turns it into a Benelli Slot extender guide cabal Tactical.
Note that the "Long barrel" modification is also installed here, giving the shotgun its proper barrel length.
That mod will also increase the capacity to 10 rounds.
With the "Short Barrel" mod, the shotgun becomes a Benelli M4 NFA.
Here the "Collapsed Stock" mod is additionally installed.
Note that the barrel is slightly too short.
With both the "Short Barrel" and "Solid Stock" installed, one can use the Benelli M4 NFA Tactical.
As in most games, there is no tube switching or selection shown and the shotgun's magazine is treated as a single tube.
Added in the Gage Shotgun DLC, the Raven is a decent all around shotgun stat wise boasting good concealment and mag capacity that make it quite useful for stealth or loud depending on how much relative fun you want to have.
The KSG is the only non-pistol in Payday 2 that has two different sets of iron sights.
These are Magpul MBUS sights.
The main difference between these and the BUIS is the additional +2 concealment the MBUS adds and the overall clearer sight picture.
It's interesting to note that the reload animation has been changed twice.
The original animation is similar to the one that's in use right now, but that animation was changed to one were the KSG was held in such a way to that it wasn't possible to see the shells being loaded into the single tube, presumably to hide that fact.
In a later update however, it was changed AGAIN to what we have now.
Unlocked at level 33, it's very capable of terminating an entire room of FBI SWAT in one 12-shot sweep, but the low damage needs specialization help to cope with Maximum Response teams.
It was the only secondary-class shotgun introduced by Gage's Shotgun Pack.
The right side of a crisp Street Sweeper.
The rails come with their own familiar clip-on irons, and the system itself appears to have come from.
Note the different features: the drum advance lever of the Armsel Striker, the click at this page deflector of the Protecta, the thin wind-up key of the Cobray Street Sweeper actually visible in the above image and the Sentinel Arms magazine's spring-loaded thumb tab actually used to advance the drum during reloads.
The big tube on the end is an exclusive fictional integral suppressor.
The flag on the sling contrasts with the distinctly un-American manufacturer peeking out from underneath.
The modern magazine action instead of the Cobray trigger-based one is a relief, considering that the safety lever in the corner of the trigger guard appears to have been sawed off into a nub.
T-minus one second to Hoxton's liberation, Chains tops off the magazine.
Shell, tab, carry on the downward motion to the ammo pouch for another shell, repeat.
A smooth cycle, but the Enforcer's reload speed upgrade is still rather necessary.
T-plus three seconds, minus three prison guards.
The flashlight is arguably better than the laser, since the light cone not only indicates the rough shot spread, but a lit-up target also means they're inside the shotgun's effective range.
With low damage, fast rate of fire and a big magazine mod that helps this beat the Izhma, the Steakout is the best full auto shotgun outside of the Grimms if you really want a full auto shotgun that lets you keep some situation awareness that the dual Grimms lack.
The AA-12 tricked out with a rail that has a pointless shell holder fitted with a Sightmark Sure Shot or similar model reflex sight, a 20-round drum mag, and a fictional suppressed barrel.
Note that the drum magazine is translucent, it visibly empties as the shotgun fires.
This was the first magazine in-game to have this feature, the later animation update added this detail to more magazines.
As the Payday chef BBQs some nearby cars, Jiro takes a closer look at his AA-12, discovering that the bolt is closed!
Later that day, as they storm the Commissar's penthouse, Jiro takes a look again, this time discovering that the bolt is properly open.
Why the AA-12 fluctuates between a closed and open bolt sometimes in the middle of a game is unknown.
Fitting the CQB with the long barrel modification turns it into a regular Https:// />Called "GSPS 12G" in-game as a rather obvious parody of the "Deer Slayer Police Special" variant.
It incorrectly holds 7 rounds in the standard 4-round tube magazine.
Sure it has little backup ammo, pretty much no mods outside of a sawn off stock and barrel and garbage accuracy but it's broken enough to make it worthwhile regardless.
The Ithaca 37 with the Riot Barrel and Stakeout Grip.
Interestingly, neither actually match their namesake configurations, as the Riot Barrel is closer to the length of a Stakeout the default length more closely resembles the actual Riot barrelbut the Stakeout Grip is simply a sawn-off version of the default stock rather than a dedicated pistol grip.
It incorrectly holds 7 rounds in its 5-round tube magazine.
Though Model 1887s can actually hold 5+2 by placing one shell directly into the chamber then placing a second shell on the loading ramp in the receiver, this action is not done when reloading the in-game Model 1887, the player characters simply loading all seven shells into the tube magazine.
Sure there's basically no spare ammo available but you can manage to make this thing stupid accurate if you need to so why not have fun with this meme shotgun?
Cycling the lever after the last round been fired reveals that the chamber is empty.
Nice attention to detail.
Then after feeding his 1887, Rust decides to snap his fingers with a spin-cock.
Trying to pull a spin-cock with a normal-sized lever is a bad idea.
Note that cutting down or extending the barrel will also do the same for the magazine tube, but as with most of the other tube-fed shotguns doing so will not affect its capacity.
Crye Precision SIX12 The was added during "Hoxton's Housewarming Party" as a secondary shotgun.
It's called "Goliath 12G" in-game and is based on the 2nd prototype.
More forgotten than most of the things actually IN the Housewarming Party, the Goliath is literally nothing more than a worse Streetsweeper that can load all the rounds at once and that's it.
Modifications include a short barrel for extra compactness and a custom-made quick-detach silencer, a strange addition since the SIX12 does have a proprietary suppressor system in reality that consists of a SilencerCo Salvo-12 and a dedicated foregrip sleeve.
The already-in-game Salvo-12 is available as an option for a suppressor, albeit as an ordinary muzzle extension instead of the specialized barrel group it belongs to; due to how weapon animations work in PAYDAY 2, taking the foregrip away in favor of the sleeve would require a new set of animations altogether to accommodate it, which is currently not compatible with the Diesel engine's limitations.
About to insert a new one.
Remington Exposed Hammer SxS What looks to be a this web page added to the game on Day 4 of the 2018 Breaking News event as the "Claire 12G".
The SxS fills the shoes of the primary-only Mosconi as an insanely powerful side-by-side double barrel with a spread even more immense, albeit as a secondary weapon, while packing a lot more ammo than one will probably need for casual cop blasting.
Unique mods for the SxS include a sawed-off barrel and equally-shortened stock, perfectly in line with practically every other break-open weapon to ever be added to PAYDAY 2.
Admiring the finer details of the SxS's left side.
It's a twelve gauge double barreled Remington, alright Having replaced his buckshots, Hoxton cocks the hammers back before snapping his shotgun shut.
Machine Guns The first three machine guns The RPK, M249 Para and HK21E were added in the second "Gage weapon pack" DLC.
The "Gage Historical Pack" introduced the MG-42 and the "CrimeFest 2015" update introduced the Ksp 58.
These weapons can only be technically hip-fired, as aiming nominally zooms in on the weapon instead of using the sights, and are very inaccurate.
The bipods could initially not be used but during the very same CrimeFest event that introduced the Ksp 58, a new attachment called the "Lion bipod" was added to all MGs, allowing the player to deploy them and fire more accurately and with almost no recoil.
One cannot move when the bipod is deployed however.
While they are all categorized as LMGs in game, the HK21E, MG42 and M240B are actually GPMGs General Purpose Machine Guns.
It incorrectly holds 100 rounds in a 75-round drum magazine.
The weapon comes lightly modified with a pair of small Picatinny rails on each side on the front portion of the barrel, an elongated birdcage-style flash hider, and a Romanian AIMS rifle handguard featuring a vertical grip.
romance achievements immortal slot first, the RPK was nothing more than a mediocre LMG given to players at reputation 0 so they had something LMG like that was only useful for someone who wanted an LMG with a controllable rate of fire that wasn't the Brenner.
With the rework, it now does the highest damage for an LMG, tied with the Brenner at 120 with nothing else outside of slightly better accuracy to show for it. payday 2 more weapon slots payday 2 more weapon slots payday 2 more weapon slots payday 2 more weapon slots payday 2 more weapon slots payday 2 more weapon slots

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Total 15 comments.