Join our Discord! |
If you have been locked out of your account you can request a password reset here. |
Difference between revisions of "Payday 2"
DJ von CAHEK (talk | contribs) |
m (→IMI Uzi(**)) |
||
(141 intermediate revisions by 16 users not shown) | |||
Line 15: | Line 15: | ||
'''''Payday 2''''' (stylized as ''PAYDAY 2'') is the sequel to ''[[Payday: The Heist]]''. 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. | '''''Payday 2''''' (stylized as ''PAYDAY 2'') is the sequel to ''[[Payday: The Heist]]''. 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. | ||
− | Entries marked with (*) are weapons obtained for free (although they still need to be bought with in-game money) by joining the official Payday 2 Steam group. Entries marked with (**) are DLC (downloadable content) weapons. In June 2017, nearly all DLC was removed from individual sale and bundled into a single collection called the Ultimate Edition. This proved to be a temporary state: in late 2019 financial issues forced the renaming of the Ultimate Edition to the Legacy Collection, the reenabling of the purchase of individual DLC, and the release of brand new DLC. | + | Entries marked with (*) are weapons obtained for free (although they still need to be bought with in-game money) by joining the official Payday 2 Steam group. Entries marked with (**) are DLC (downloadable content) weapons. In June 2017, nearly all DLC was removed from individual sale and bundled into a single collection called the Ultimate Edition. This proved to be a temporary state: in late 2019 financial issues forced the renaming of the Ultimate Edition to the Legacy Collection, the reenabling of the purchase of individual DLC, and the release of brand new DLC. The sequel, ''[[Payday 3]]'', was released on September 21, 2023. |
− | + | {{VG Title}} | |
__TOC__<br clear=all> | __TOC__<br clear=all> | ||
Line 46: | Line 46: | ||
The handguns that can be dual-wielded are listed below in their respective entry. | The handguns that can be dual-wielded are listed below in their respective entry. | ||
==Glock 17== | ==Glock 17== | ||
− | The [[Glock 17]] appears as the "Chimano 88" (presumably a reference to the "Pistol 88" designation the Swedish army gives the Glock 17). It is the first sidearm available, given to all players for free when they start the game. | + | The [[Glock 17]] appears as the "Chimano 88" (presumably a reference to the "Pistol 88" designation the Swedish army gives the Glock 17). It is the first sidearm available, given to all players for free when they start the game. Boring, reliable, decent damage with little to write home about beyond a good concealment stat for early game stealth runs. |
It is slightly less accurate and damaging than most other 9mm pistols, 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. | It is slightly less accurate and damaging than most other 9mm pistols, 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. | ||
Line 52: | Line 52: | ||
[[File:PD2 G17 left.jpg|thumb|none|600px|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.]] | [[File:PD2 G17 left.jpg|thumb|none|600px|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.]] | ||
[[File:PD2 G17 right.jpg|thumb|none|600px|#14 is scribbled just below the extractor.]] | [[File:PD2 G17 right.jpg|thumb|none|600px|#14 is scribbled just below the extractor.]] | ||
− | [[file:PD2 G17 holding.jpg|thumb|none|600px|]] | + | [[file:PD2 G17 holding.jpg|thumb|none|600px|The start of every heister in Payday 2, the stock Chimano.]] |
− | [[file:PD2 G17 iron sights.jpg|thumb|none|600px| | + | [[file:PD2 G17 iron sights.jpg|thumb|none|600px|Complete with the classic Patridge sights.]] |
[[file:PD2 G17 reloading1.jpg|thumb|none|600px|Reloading. Dumping the empty mag...]] | [[file:PD2 G17 reloading1.jpg|thumb|none|600px|Reloading. Dumping the empty mag...]] | ||
[[file:PD2 G17 reloading2.jpg|thumb|none|600px|...inserting a full one...]] | [[file:PD2 G17 reloading2.jpg|thumb|none|600px|...inserting a full one...]] | ||
Line 60: | Line 60: | ||
[[file:PD2 G17 shield.jpg|thumb|none|500px|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.]] | [[file:PD2 G17 shield.jpg|thumb|none|500px|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.]] | ||
===Akimbo=== | ===Akimbo=== | ||
− | [[File:PD2 G17 Akimbo.jpg|thumb|600px|none|]] | + | [[File:PD2 G17 Akimbo.jpg|thumb|600px|none|When your gun is just reliably boring enough to work, it's best to make it more fun with another one.]] |
[[File:PD2 G17 Akimbo holding.jpg|thumb|600px|none|Bonnie dual-wielding her Glock 17s.]] | [[File:PD2 G17 Akimbo holding.jpg|thumb|600px|none|Bonnie dual-wielding her Glock 17s.]] | ||
[[File:PD2 G17 Akimbo aiming.jpg|thumb|600px|none|Aiming the akimbo Glock 17s. Like many other video games, this only really zooms the view in.]] | [[File:PD2 G17 Akimbo aiming.jpg|thumb|600px|none|Aiming the akimbo Glock 17s. Like many other video games, this only really zooms the view in.]] | ||
Line 75: | Line 75: | ||
[[File:PD2 1911 right.jpg|thumb|none|600px|The other side. 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).]] | [[File:PD2 1911 right.jpg|thumb|none|600px|The other side. 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).]] | ||
[[file:PD2 1911LO holding.jpg|thumb|none|600px|Dallas and his Crosskill enjoy the old safehouse and its abundant graffiti.]] | [[file:PD2 1911LO holding.jpg|thumb|none|600px|Dallas and his Crosskill enjoy the old safehouse and its abundant graffiti.]] | ||
− | [[file:PD2 1911LO iron sights.jpg|thumb|none|600px|Iron sights.]] | + | [[file:PD2 1911LO iron sights.jpg|thumb|none|600px|Iron sights, classic 1911 Novak's.]] |
[[file:PD2 1911LO reloading1.jpg|thumb|none|600px|Reloading. Dropping the "dry" magazine. As is common in video games, bullets are still visible in in it.]] | [[file:PD2 1911LO reloading1.jpg|thumb|none|600px|Reloading. Dropping the "dry" magazine. As is common in video games, bullets are still visible in in it.]] | ||
[[file:PD2 1911LO reloading2.jpg|thumb|none|600px|Reloading. Inserting a mag. Note the clipping.]] | [[file:PD2 1911LO reloading2.jpg|thumb|none|600px|Reloading. Inserting a mag. Note the clipping.]] | ||
Line 101: | Line 101: | ||
==Glock 18C== | ==Glock 18C== | ||
− | The [[ | + | The [[Glock 18C]] 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 holds 20 rounds in a 19 round 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. |
+ | |||
+ | Slightly lower damage of the Chimano but with a full auto switch and mods that help make this a perfect gun to panic pull out and spray at a hallway of SWAT officers. | ||
[[Image:Glock 18C.jpg|thumb|none|350px|Glock 18C (3rd Generation) - 9x19mm]] | [[Image:Glock 18C.jpg|thumb|none|350px|Glock 18C (3rd Generation) - 9x19mm]] | ||
− | [[File:PD2 G18 left.jpg|thumb|none|600px| | + | [[File:PD2 G18 left.jpg|thumb|none|600px|The STRYK in all its multicolored glory, note the proper switch.]] |
[[File:PD2 G18 right.jpg|thumb|none|600px|The tan frame is not available to auto-capable Glocks in reality, which come in either anodized or matte black only.]] | [[File:PD2 G18 right.jpg|thumb|none|600px|The tan frame is not available to auto-capable Glocks in reality, which come in either anodized or matte black only.]] | ||
[[file:PD2 G18 holding.jpg|thumb|none|600px|Jiro holding a Glock 18C.]] | [[file:PD2 G18 holding.jpg|thumb|none|600px|Jiro holding a Glock 18C.]] | ||
Line 110: | Line 112: | ||
[[file:PD2 G18 misc2.jpg|thumb|none|600px|Note the cuts on the slide and ported barrel showing that it is a "C" model.]] | [[file:PD2 G18 misc2.jpg|thumb|none|600px|Note the cuts on the slide and ported barrel showing that it is a "C" model.]] | ||
[[File:PD2 G18 misc1.jpg|thumb|600px|none|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.]] | [[File:PD2 G18 misc1.jpg|thumb|600px|none|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.]] | ||
+ | ===Akimbo=== | ||
+ | [[File:Pd2 x g18c (1).jpg|thumb|none|600px|The updated tan Glock texture is now at odds with the game's "Polymer Flashlight".]] | ||
+ | [[File:Pd2 x g18c (2).jpg|thumb|none|600px|Following the introduction of customizable paint jobs distributed mostly via DLC, it is now possible to paint the Glocks in a more appropriate black finish.]] | ||
+ | [[File:Pd2 x g18c (3).jpg|thumb|none|600px|John Wick admiring the results of applying a "detailed" type of paint job which paints the whole gun(s) in black, leaving only the details painted in the selected color.]] | ||
+ | [[File:Pd2 x g18c.jpg|thumb|none|600px|Details in this case being the small slide release levers. Oddly enough, the "Khaki" option paints them dark gray, while the dark gray paint paints them more like khaki.]] | ||
==Desert Eagle Mark XIX== | ==Desert Eagle Mark XIX== | ||
The [[Desert Eagle Mark XIX]] goes by its everlasting nickname of the "Deagle" in-game. It holds an incorrect 10 rounds in its 7-round magazine; while it's possible to squeeze ten rounds into the .357 Magnum version of a Desert Eagle (nine in the mag and a round in the chamber) the Desert Eagle in-game is clearly the .50 AE version since it has a non-fluted barrel. It also has shorter slide serrations akin to the Mark VII or I. | The [[Desert Eagle Mark XIX]] goes by its everlasting nickname of the "Deagle" in-game. It holds an incorrect 10 rounds in its 7-round magazine; while it's possible to squeeze ten rounds into the .357 Magnum version of a Desert Eagle (nine in the mag and a round in the chamber) the Desert Eagle in-game is clearly the .50 AE version since it has a non-fluted barrel. It also has shorter slide serrations akin to the Mark VII or I. | ||
− | The Deagle is one of the most powerful | + | The Deagle is one of the most powerful pistols in the game, and that's saying something after so many updates that have added similar high power, slow ROF handcannons. The flexible mod list and allowing this thing to take magnified optics has kept the Deagle as a strong secondary option. |
[[file:Desert-Eagle.jpeg|thumb|350px|none|IMI Desert Eagle Mark XIX - .50 AE]] | [[file:Desert-Eagle.jpeg|thumb|350px|none|IMI Desert Eagle Mark XIX - .50 AE]] | ||
[[image:DesertEagle44Magnum.jpg|thumb|none|350px|IMI Desert Eagle Mark VII - .44 Magnum. Image provided to show the shorter slide serrations.]] | [[image:DesertEagle44Magnum.jpg|thumb|none|350px|IMI Desert Eagle Mark VII - .44 Magnum. Image provided to show the shorter slide serrations.]] | ||
Line 120: | Line 127: | ||
[[File:PD2 DE right.jpg|thumb|none|600px|Note the scratched out serial number just above the grip.]] | [[File:PD2 DE right.jpg|thumb|none|600px|Note the scratched out serial number just above the grip.]] | ||
[[file:PD2 DE holding.jpg|thumb|none|600px|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.]] | [[file:PD2 DE holding.jpg|thumb|none|600px|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.]] | ||
− | [[file:PD2 DE iron sights.jpg|thumb|none|600px|Iron sights.]] | + | [[file:PD2 DE iron sights.jpg|thumb|none|600px|Iron sights, classic Deagle.]] |
[[file:PD2 DE misc1.jpg|thumb|none|600px|The slide cycling as the gun is fired.]] | [[file:PD2 DE misc1.jpg|thumb|none|600px|The slide cycling as the gun is fired.]] | ||
[[File:PD2 DE reloading1.jpg|thumb|none|600px|Reloading. Inserting a new magazine filled with bullets...]] | [[File:PD2 DE reloading1.jpg|thumb|none|600px|Reloading. Inserting a new magazine filled with bullets...]] | ||
[[file:PD2 DE reloading2.jpg|thumb|none|600px|...and then ''really'' racking the slide. 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.]] | [[file:PD2 DE reloading2.jpg|thumb|none|600px|...and then ''really'' racking the slide. 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.]] | ||
[[file:PD2 DE misc2.jpg|thumb|none|600px|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.]] | [[file:PD2 DE misc2.jpg|thumb|none|600px|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.]] | ||
+ | [[file:PD2 DE Marshal.jpg|thumb|none|600px|''[[Call of Duty: Modern Warfare 3#Desert Eagle Mark XIX|Having decided to forsake all sensible armament]]'', a U.S. Marshal Shield brandishes a Desert Eagle with no iron sights, despite being covered head to toe in shotgun shells. If their shield is destroyed before they are, they will switch to an SKO-12 shotgun, which uses detachable magazines, not loose shells to reload. The pistol having no sights is probably an artifact of reusing the player-available model that has an alternative iron sight option and as such isn't part of the barrel/slide and forgotten by developers in an oversight.]] | ||
===Akimbo=== | ===Akimbo=== | ||
[[File:PD2 DE Akimbo.jpg|thumb|none|600px|Why? Because OVERKILL Software are mad men.]] | [[File:PD2 DE Akimbo.jpg|thumb|none|600px|Why? Because OVERKILL Software are mad men.]] | ||
Line 132: | Line 140: | ||
The [[Heckler & Koch USP Tactical|Heckler & Koch USP45 Tactical]] appears as the "Interceptor .45", automatically unlocked for purchase by joining the official Payday Steam Group. It has a 13-round magazine (one more than the .45 ACP version holds in real life). | The [[Heckler & Koch USP Tactical|Heckler & Koch USP45 Tactical]] appears as the "Interceptor .45", automatically unlocked for purchase by joining the official Payday Steam Group. It has a 13-round magazine (one more than the .45 ACP version holds in real life). | ||
− | The Interceptor | + | The Interceptor's a decent alternative to the Crosskill with a slightly larger magazine and a similar mod pool, and with the advantage of the other Payday Steam Group guns of being unlocked at Level 0. |
[[File:Hk-usp45tac.jpg|thumb|350px|none|Heckler & Koch USP45 Tactical - .45 ACP]] | [[File:Hk-usp45tac.jpg|thumb|350px|none|Heckler & Koch USP45 Tactical - .45 ACP]] | ||
[[File:PD2 USP T left.jpg|thumb|none|600px|Note the Jet-Funnel mag-well extension which was only designed for 9mm and .40 S&W versions of the USP.]] | [[File:PD2 USP T left.jpg|thumb|none|600px|Note the Jet-Funnel mag-well extension which was only designed for 9mm and .40 S&W versions of the USP.]] | ||
[[File:PD2 USP T right.jpg|thumb|none|600px|In a nice touch, the gun is marked for .45 ACP, though as will shortly be shown slide modifications can change it into non-.45 variants.]] | [[File:PD2 USP T right.jpg|thumb|none|600px|In a nice touch, the gun is marked for .45 ACP, though as will shortly be shown slide modifications can change it into non-.45 variants.]] | ||
[[file:PD2 USP holding.jpg|thumb|none|600px|Dallas waits on his laundry, USP in hand.]] | [[file:PD2 USP holding.jpg|thumb|none|600px|Dallas waits on his laundry, USP in hand.]] | ||
− | [[file:PD2 USP iron sights.jpg|thumb|none|600px|Iron sights.]] | + | [[file:PD2 USP iron sights.jpg|thumb|none|600px|Iron sights, tall adjustable USP Tactical factory sights.]] |
[[file:PD2 USP reloading1.jpg|thumb|none|600px|Reloading. Inserting a mag...]] | [[file:PD2 USP reloading1.jpg|thumb|none|600px|Reloading. Inserting a mag...]] | ||
[[file:PD2 USP reloading2.jpg|thumb|none|600px|...then the slide release is hit. Here the slide is just a moment away from locking into battery.]] | [[file:PD2 USP reloading2.jpg|thumb|none|600px|...then the slide release is hit. Here the slide is just a moment away from locking into battery.]] | ||
Line 151: | Line 159: | ||
The [[Glock 22|Glock 22C]] was added in the Election Day update as the "Chimano Custom", available to all members of the official Payday 2 Steam group. It bears an OD frame and comes with a flared magazine well, while most of its non-unique mods are shared with the Glock 18C. | The [[Glock 22|Glock 22C]] was added in the Election Day update as the "Chimano Custom", available to all members of the official Payday 2 Steam group. It bears an OD frame and comes with a flared magazine well, while most of its non-unique mods are shared with the Glock 18C. | ||
− | The Glock 22 | + | The Glock 22's a weird gun at first, with similar statistics to the other non-9mm PAYDAY offerings and middling accuracy. However, it has a deep pool of ammo to play with, alongside the Chimano standard high concealment making it both a good backup option with large reserves and a useful stealth option with higher power than the Gruber. |
[[File:Glock22.jpg|thumb|none|350px|Glock 22 (Generation 3) - .40 S&W]] | [[File:Glock22.jpg|thumb|none|350px|Glock 22 (Generation 3) - .40 S&W]] | ||
[[File:PD2 G22 left.jpg|thumb|none|600px|Note the .40 S&W markings on the slide, denoting a Glock 22 variant. Also note the flared magazine-well.]] | [[File:PD2 G22 left.jpg|thumb|none|600px|Note the .40 S&W markings on the slide, denoting a Glock 22 variant. Also note the flared magazine-well.]] | ||
Line 180: | Line 188: | ||
[[File:Payday2 GL26-A aimed.jpg|thumb|none|600px|Revenge administered? Check!]] | [[File:Payday2 GL26-A aimed.jpg|thumb|none|600px|Revenge administered? Check!]] | ||
− | ==Walther PPK(**)== | + | ==Walther PPK/S(**)== |
− | The [[Walther PPK]] pistol appears as the "Gruber Kurz", perhaps a reference to | + | The [[Walther PPK/S]] pistol appears as the "Gruber Kurz", perhaps a reference to the PPK's intended usage by the villain Hans Gruber in the 1988 film ''[[Die Hard]]'', though it was swapped out for a [[Heckler & Koch P7|P7M13]] in the final cut. The "Kurz" also seems to imply that the developers have made the immensely common mistake of taking the "K" in its name to stand for "Kurz", as it does with most German firearms, such as the [[Karabiner 98k]], [[G36K]], or [[MP5K]]. In reality, the K stands for "Kriminal", as it was the variant of the [[Walther PP]] that was designed for criminal investigators. It was added as part of the Armored Transport DLC, and 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. |
− | + | Sure it has low damage, sure it isn't exactly accurate, but the Gruber puts its cards in concealment and having enough ammo to pick off every single camera on a stealth map. Don't knock it till you try it. | |
− | [[ | + | [[Image:WaltherPPKS.jpg|thumb|none|350px|Walther PPK/S stainless - .380 ACP]] |
[[File:Payday2 Walther PPK -hd1- menu 1.jpg|thumb|none|600px|The Gruber Kurz in all its glory.]] | [[File:Payday2 Walther PPK -hd1- menu 1.jpg|thumb|none|600px|The Gruber Kurz in all its glory.]] | ||
[[File:Payday2 Walther PPK -hd1- menu 2.jpg|thumb|none|600px|The lack of markings is an interesting choice given how the later WA 2000 is entirely bedecked in faux Walther marks.]] | [[File:Payday2 Walther PPK -hd1- menu 2.jpg|thumb|none|600px|The lack of markings is an interesting choice given how the later WA 2000 is entirely bedecked in faux Walther marks.]] | ||
[[file:PD2 PPK holding.jpg|thumb|none|600px|Dallas and his Gruber go out back to watch the spray paint dry.]] | [[file:PD2 PPK holding.jpg|thumb|none|600px|Dallas and his Gruber go out back to watch the spray paint dry.]] | ||
− | [[file:PD2 PPK iron sights.jpg|thumb|none|600px|Iron sights.]] | + | [[file:PD2 PPK iron sights.jpg|thumb|none|600px|Iron sights, everyone's favorite tiny sight set up.]] |
[[file:PD2 PPK reloading1.jpg|thumb|none|600px|Reloading. Inserting a new magazine.]] | [[file:PD2 PPK reloading1.jpg|thumb|none|600px|Reloading. Inserting a new magazine.]] | ||
[[file:PD2 PPK reloading2.jpg|thumb|none|600px|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.]] | [[file:PD2 PPK reloading2.jpg|thumb|none|600px|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.]] | ||
[[file:Walther-PP-Post-War.jpg|thumb|350px|none|Walther PP - .32 ACP]] | [[file:Walther-PP-Post-War.jpg|thumb|350px|none|Walther PP - .32 ACP]] | ||
− | [[File:Payday2 Walther PP -hd1- menu 1.jpg|thumb|none|600px|Fitting the long slide to the PPK turns it into a [[Walther PP]].]] | + | [[File:Payday2 Walther PP -hd1- menu 1.jpg|thumb|none|600px|Fitting the long slide to the PPK/S turns it into a [[Walther PP]], since it already has the longer frame as opposed to the PPK's shortened one.]] |
[[File:Payday2 Walther PP -hd1- menu 2.jpg|thumb|none|600px|No, we don't know why it comes in two-tone.]] | [[File:Payday2 Walther PP -hd1- menu 2.jpg|thumb|none|600px|No, we don't know why it comes in two-tone.]] | ||
[[File:PD2 PPK PP1.jpg|thumb|600px|none|Jiro takes his PP aside to observe it.]] | [[File:PD2 PPK PP1.jpg|thumb|600px|none|Jiro takes his PP aside to observe it.]] | ||
[[File:PD2 PPK PP2.jpg|thumb|600px|none|And he makes sure that its ejection port exists as well.]] | [[File:PD2 PPK PP2.jpg|thumb|600px|none|And he makes sure that its ejection port exists as well.]] | ||
[[File:PD2 PPK PP iron sights.jpg|thumb|600px|none|Iron sights, now in stylish white.]] | [[File:PD2 PPK PP iron sights.jpg|thumb|600px|none|Iron sights, now in stylish white.]] | ||
+ | ===Akimbo=== | ||
+ | [[File:Pd2 x ppk (1).jpg|thumb|600px|none|James Bond meets John Woo.]] | ||
+ | [[File:Pd2 x ppk (2).jpg|thumb|600px|none|John Wick dominating a rare female enemy and the subject of several in-game achievements.]] | ||
+ | [[File:Pd2 x ppk (3).jpg|thumb|600px|none|Thumbing the slide releases these guns don't have.]] | ||
==SIG-Sauer P226R(**)== | ==SIG-Sauer P226R(**)== | ||
− | The [[ | + | The [[SIG-Sauer P226R]] in .40 S&W appears as the "Signature .40" added by the Gage Weapon Pack #01 DLC. |
+ | |||
+ | This is the Crosskill except better in most to all departments, same damage and overall ammo pool but with better concealment, accuracy and available from the get-go at Level 0. | ||
[[file:P226R.jpg|thumb|none|350px|SIG-Sauer P226R - 9x19mm. The one in-game is a .40 S&W model.]] | [[file:P226R.jpg|thumb|none|350px|SIG-Sauer P226R - 9x19mm. The one in-game is a .40 S&W model.]] | ||
[[File:Payday2 SIG-Sauer P226R -hd1- menu 1.jpg|thumb|none|600px|Unlike the Kurz, the Signature comes with a whole frenzy of faux SIG markings.]] | [[File:Payday2 SIG-Sauer P226R -hd1- menu 1.jpg|thumb|none|600px|Unlike the Kurz, the Signature comes with a whole frenzy of faux SIG markings.]] | ||
Line 208: | Line 222: | ||
[[file:PD2 P226 reloading2.jpg|thumb|none|600px|Not concerned about the strange bullets, Dallas inserts a new mag and is just frames away from hitting the slide release.]] | [[file:PD2 P226 reloading2.jpg|thumb|none|600px|Not concerned about the strange bullets, Dallas inserts a new mag and is just frames away from hitting the slide release.]] | ||
[[file:PD2 P226 reload.jpg|thumb|none|600px|The P226 fitted with a Equinox two-tone slide, Osprey silencer, and micro LAM.]] | [[file:PD2 P226 reload.jpg|thumb|none|600px|The P226 fitted with a Equinox two-tone slide, Osprey silencer, and micro LAM.]] | ||
+ | ===Akimbo=== | ||
+ | [[file:Pd2 x p226 (1).jpg|thumb|none|600px|Preview of the double 226's, just to make sure they aren't mirrored.]] | ||
+ | [[file:Pd2 x p226 (2).jpg|thumb|none|600px|Wick holding two "Signatures".]] | ||
+ | [[file:Pd2 x p226 (3).jpg|thumb|none|600px|Reloading shows rounds being chambered.]] | ||
+ | [[file:Pd2 x p226.jpg|thumb|none|600px|Inspecting the pistols.]] | ||
==Mauser C96 "Broomhandle"(**)== | ==Mauser C96 "Broomhandle"(**)== | ||
− | The [[Mauser C96]] appears as the "Broomstick", added with the Gage Historical Pack DLC and unlocked at level 23 | + | The [[Mauser C96]] appears as the "Broomstick", added with the Gage Historical Pack DLC and unlocked at level 23. |
− | + | The Broomstick is an oddball, arguably a gun that's been reworked to death to find a niche. Initially a fun alternative to the standard non-9mm sidearms limited by mods, it's now more so a pocket DMR with the extended magazine, stock, barrel and scope giving it a role as a silly M-308 in your pocket. | |
[[file:C96Pistol.jpg|thumb|350px|none|Mauser C96 "Broomhandle" - 7.63x25mm Mauser]] | [[file:C96Pistol.jpg|thumb|350px|none|Mauser C96 "Broomhandle" - 7.63x25mm Mauser]] | ||
[[File:PD2 C96 left.jpg|thumb|600px|none|Left side, accurate besides the missing Mauser banner.]] | [[File:PD2 C96 left.jpg|thumb|600px|none|Left side, accurate besides the missing Mauser banner.]] | ||
Line 228: | Line 247: | ||
[[Image:SWHanB.jpg|thumb|none|350px|Master Replicas "Star Wars Episode V Han Solo Blaster"]] | [[Image:SWHanB.jpg|thumb|none|350px|Master Replicas "Star Wars Episode V Han Solo Blaster"]] | ||
[[File:PD2 C96 misc3.jpg|thumb|600px|none|Attaching a scope and the "Damper.L 44 Nozzle" makes it resemble Han Solo's [[Star Wars: The Original Trilogy#BlasTech DL-44 Heavy Blaster Pistol (Mauser C96)|BlasTech DL-44 Heavy Blaster Pistol]] from ''[[Star Wars]]'', while 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 one of Obi-Wan's lines in ''Revenge of the Sith''), which is required to use the extended magazine and holster stock shown above.]] | [[File:PD2 C96 misc3.jpg|thumb|600px|none|Attaching a scope and the "Damper.L 44 Nozzle" makes it resemble Han Solo's [[Star Wars: The Original Trilogy#BlasTech DL-44 Heavy Blaster Pistol (Mauser C96)|BlasTech DL-44 Heavy Blaster Pistol]] from ''[[Star Wars]]'', while 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 one of Obi-Wan's lines in ''Revenge of the Sith''), which is required to use the extended magazine and holster stock shown above.]] | ||
+ | ===Akimbo=== | ||
+ | [[file:Pd2 x c96 (1).jpg|thumb|none|600px|Preview of the double Mausers.]] | ||
+ | [[file:Pd2 x c96 (2).jpg|thumb|none|600px|Inspecting the emptied "Broomsticks". Don't worry, they are reloaded entirely off-screen.]] | ||
==Springfield Armory XD<sup>M</sup>(**)== | ==Springfield Armory XD<sup>M</sup>(**)== | ||
− | The [[ | + | The [[Springfield Armory XDM|Springfield Armory XD<sup>M</sup>]] appears as the "LEO Pistol", added as part of the Bomb Heists DLC. Fittingly for the DLC's Croatian theme, the XD<sup>M</sup> was originally a Croatian design (as the HS2000). It 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 .40 S&W, but the ejection port markings show that is chambered for .45 ACP. It has an olive drab frame. |
The LEO is a bizarre gun stat wise, with similar high damage to the Professional .40 and Crosskill mixed with a large 19 round magazine. However the lack of any mods that help spice the gun up plus only having a whopping 3 mags in reserve temper its usefulness a bit. | The LEO is a bizarre gun stat wise, with similar high damage to the Professional .40 and Crosskill mixed with a large 19 round magazine. However the lack of any mods that help spice the gun up plus only having a whopping 3 mags in reserve temper its usefulness a bit. | ||
Line 245: | Line 267: | ||
[[Image:Xd9v10.jpg|thumb|none|350px|Springfield Armory XD-9 V10 with 4 inch barrel - 9x19mm. To show the 4" ported XD slide.]] | [[Image:Xd9v10.jpg|thumb|none|350px|Springfield Armory XD-9 V10 with 4 inch barrel - 9x19mm. To show the 4" ported XD slide.]] | ||
[[File:PD2 XDM misc2.jpg|thumb|600px|none|The XD<sup>M</sup> fitted with the "Custom Slide". Note "5.25" on the the 4" XD slide.]] | [[File:PD2 XDM misc2.jpg|thumb|600px|none|The XD<sup>M</sup> fitted with the "Custom Slide". Note "5.25" on the the 4" XD slide.]] | ||
+ | ===Akimbo=== | ||
+ | [[File:Pd2 x hs2000 (1).jpg|thumb|600px|none|Preview of the dual XD<sup>M</sup>s.]] | ||
+ | [[File:Pd2 x hs2000 (3).jpg|thumb|600px|none|Idling with two LEOs.]] | ||
+ | [[File:Pd2 x hs2000 (2).jpg|thumb|600px|none|Chambering rounds.]] | ||
==Jericho 941 PL(**)== | ==Jericho 941 PL(**)== | ||
The [[Jericho 941|Jericho 941 RPL]] was added in the Point Break Heists DLC as the "Baby Deagle" (referencing Magnum Research's marketing of the Jericho as a "Baby Eagle"), though its markings claim it to be a "Sparrow 941 RPL". | The [[Jericho 941|Jericho 941 RPL]] was added in the Point Break Heists DLC as the "Baby Deagle" (referencing Magnum Research's marketing of the Jericho as a "Baby Eagle"), though its markings claim it to be a "Sparrow 941 RPL". | ||
− | As with the Springfield Armory XD<sup>M</sup>, the in-game Jericho's caliber is rather difficult to nail down due to the model featured being a mashup of several different variants. The ejection port is marked for the 9x19 Parabellum model, however it has a magazine capacity of 12 rounds, indicating a .40 S&W variant. Additionally, the Jericho has the chrome-plated guide rod of the 941's chambered in .41 AE. To confuse caliber identification more, the pistol deals around a whopping 150 damage per shot unmodified, about on par with the game's resident .50 AE Desert Eagle. | + | As with the Springfield Armory XD<sup>M</sup>, the in-game Jericho's caliber is rather difficult to nail down due to the model featured being a mashup of several different variants. The ejection port is marked for the 9x19 Parabellum model, however it has a magazine capacity of 12 rounds, indicating a .40 S&W variant. Additionally, the Jericho has the chrome-plated guide rod of the 941's chambered in .41 AE. To confuse caliber identification more, the pistol deals around a whopping 150 damage per shot unmodified, about on par with the game's resident .50 AE Desert Eagle. A frighteningly powerful pistol for the money, limited by low ammo and high recoil. |
[[file:IWI Jericho941-PL.jpg|thumb|350px|none|IWI Jericho 941 RPL, current production polymer framed model - 9x19mm]] | [[file:IWI Jericho941-PL.jpg|thumb|350px|none|IWI Jericho 941 RPL, current production polymer framed model - 9x19mm]] | ||
[[File:PD2 941 RPL trailer3.jpg|thumb|600px|none|Bohdi reloads his Jericho 941 RPL in the Point Break heist trailer.]] | [[File:PD2 941 RPL trailer3.jpg|thumb|600px|none|Bohdi reloads his Jericho 941 RPL in the Point Break heist trailer.]] | ||
Line 265: | Line 291: | ||
[[File:PD2 Jericho 941 F left2.jpg|thumb|600px|none|Adding the "Spike Grip" to the aforementioned "Spike Kit" will make the pistol resemble Spike Spiegel's 941 R from ''[[Cowboy Bebop#Jericho 941 R|Cowboy Bebop]]''. It is not an exact replica as the decocker is mounted on the frame and not the slide as on the 941 R.]] | [[File:PD2 Jericho 941 F left2.jpg|thumb|600px|none|Adding the "Spike Grip" to the aforementioned "Spike Kit" will make the pistol resemble Spike Spiegel's 941 R from ''[[Cowboy Bebop#Jericho 941 R|Cowboy Bebop]]''. It is not an exact replica as the decocker is mounted on the frame and not the slide as on the 941 R.]] | ||
[[File:PD2 Jericho 941 F right2.jpg|thumb|600px|none|]] | [[File:PD2 Jericho 941 F right2.jpg|thumb|600px|none|]] | ||
+ | ===Akimbo=== | ||
+ | [[File:Pd2 x sparrow (1).jpg|thumb|600px|none|Preview of two Jerichos.]] | ||
+ | [[File:Pd2 x sparrow (2).jpg|thumb|600px|none|Idle stance.]] | ||
+ | [[File:Pd2 x sparrow (3).jpg|thumb|600px|none|Chambering fresh rounds.]] | ||
+ | [[File:Pd2 x sparrow (4).jpg|thumb|600px|none|Inspecting animation.]] | ||
==Kalashnikov Concern PL-14 Lebedev== | ==Kalashnikov Concern PL-14 Lebedev== | ||
− | |||
The Russian [[PL-14 Lebedev]] prototype pistol was added with the free Hardcore Henry Packs DLC as the "White Streak". It is incorrectly depicted with a 12-round magazine capacity instead of the real life 15-round capacity, with its "Extended Magazine" mod only bringing 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 available for the PL-14), as its unmodded stats are identical to the Baby Deagle's. | The Russian [[PL-14 Lebedev]] prototype pistol was added with the free Hardcore Henry Packs DLC as the "White Streak". It is incorrectly depicted with a 12-round magazine capacity instead of the real life 15-round capacity, with its "Extended Magazine" mod only bringing 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 available for the PL-14), as its unmodded stats are identical to the Baby Deagle's. | ||
[[Image:PL-14 Lebedev.jpg|thumb|none|350px|PL-14 Lebedev - 9x19mm]] | [[Image:PL-14 Lebedev.jpg|thumb|none|350px|PL-14 Lebedev - 9x19mm]] | ||
Line 277: | Line 307: | ||
[[File:PD2 PL14 reloading2.jpg|thumb|600px|none|...and then hitting the slide release.]] | [[File:PD2 PL14 reloading2.jpg|thumb|600px|none|...and then hitting the slide release.]] | ||
[[File:PD2 PL14 misc1.jpg|thumb|600px|none|The PL-14 with its two unique mods, an extended magazine and a "prototype" barrel.]] | [[File:PD2 PL14 misc1.jpg|thumb|600px|none|The PL-14 with its two unique mods, an extended magazine and a "prototype" barrel.]] | ||
+ | ===Akimbo=== | ||
+ | [[File:Pd2 x pl14 (1).jpg|thumb|600px|none|A pair of Lebedevs.]] | ||
+ | [[File:Pd2 x pl14 (2).jpg|thumb|600px|none|Bringing the Russian pistols on a trip to Russia.]] | ||
==Heckler & Koch P30L(**)== | ==Heckler & Koch P30L(**)== | ||
Line 290: | Line 323: | ||
[[File:PD2 P30L reloading2.jpg|thumb|600px|none|Loading in a full mag. While somewhat hard to notice, like the Glock 26, the barrel is properly shown as tilting.]] | [[File:PD2 P30L reloading2.jpg|thumb|600px|none|Loading in a full mag. While somewhat hard to notice, like the Glock 26, the barrel is properly shown as tilting.]] | ||
[[File:PD2 P30L reloading3.jpg|thumb|600px|none|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.]] | [[File:PD2 P30L reloading3.jpg|thumb|600px|none|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.]] | ||
+ | [[File:Heckler & Koch P30L compensator.jpg|thumb|400px|none|Heckler & Koch P30L with a custom compensator, similar to the one from the ''[[John Wick]]'' movies - 9x19mm]] | ||
[[File:PD2 P30L miscselle2.jpg|thumb|600px|none|The P30L decked out with the "Contractor Compensator", "Tritium Sights", and "Extended Magazine". Note that the "tritium sights" are actually red fiber-optic sights and are properly depicted as glowing in the dark.]] | [[File:PD2 P30L miscselle2.jpg|thumb|600px|none|The P30L decked out with the "Contractor Compensator", "Tritium Sights", and "Extended Magazine". Note that the "tritium sights" are actually red fiber-optic sights and are properly depicted as glowing in the dark.]] | ||
[[File:PD2 P30L misc1 remasterd.jpg|thumb|600px|none|John Wick at the range with his P30L. His safehouse model used the P30L before the DLC was released.]] | [[File:PD2 P30L misc1 remasterd.jpg|thumb|600px|none|John Wick at the range with his P30L. His safehouse model used the P30L before the DLC was released.]] | ||
+ | |||
===Akimbo=== | ===Akimbo=== | ||
[[File:PD2 P30L Akimbo.jpg|thumb|600px|none|]] | [[File:PD2 P30L Akimbo.jpg|thumb|600px|none|]] | ||
Line 325: | Line 360: | ||
[[File:PD2 P08 reload 1.jpg|thumb|600px|none|Having emptied the mag at the highly dangerous training dummy, Hoxton drops the spent mag...]] | [[File:PD2 P08 reload 1.jpg|thumb|600px|none|Having emptied the mag at the highly dangerous training dummy, Hoxton drops the spent mag...]] | ||
[[File:PD2 P08 reload 2.jpg|thumb|600px|none|...pushes in a new one, and then tugs the toggle lock.]] | [[File:PD2 P08 reload 2.jpg|thumb|600px|none|...pushes in a new one, and then tugs the toggle lock.]] | ||
+ | ===Akimbo=== | ||
+ | [[File:Pd2 x breech (1).jpg|thumb|600px|none|If you want peace...]] | ||
+ | [[File:Pd2 x breech (2).jpg|thumb|600px|none|...prepare for war.]] | ||
+ | [[File:Pd2 x breech (3).jpg|thumb|600px|none|Inspecting the emptied Lugers.]] | ||
+ | [[File:Pd2 x breech (4).jpg|thumb|600px|none|The Parabellums are reloaded off-screen, unfortunately, so here's a shot of "aiming" them instead.]] | ||
==Colt M1911A1== | ==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 M1911A1]]s. | + | 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 M1911A1]]s. This model is the same as in ''[[Raid: World War II]]'', and different from the "Crosskill Chunky Compact" model. |
[[File:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]] | [[File:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]] | ||
[[File:Payday2 m1911.jpg|thumb|600px|none|Joy inspects the .45 ACP firearms on display, while holding another one herself.]] | [[File:Payday2 m1911.jpg|thumb|600px|none|Joy inspects the .45 ACP firearms on display, while holding another one herself.]] | ||
Line 354: | Line 394: | ||
==Heckler & Koch P7M13== | ==Heckler & Koch P7M13== | ||
− | The [[ | + | The [[Heckler & Koch P7M13]] was added to the game on Day 2 of the Breaking News event as the "M13 9mm". Featuring middling stats across most of the board, the P7M13 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 if running a stealth or dodge build. |
Unique modifications include an extended and externally-threaded barrel for muzzle attachments, and wooden grip panels. | Unique modifications include an extended and externally-threaded barrel for muzzle attachments, and wooden grip panels. | ||
Line 377: | Line 417: | ||
==Stechkin APS(**)== | ==Stechkin APS(**)== | ||
The [[Stechkin APS]] was added to the game by the "Federales Weapon Pack", in the first new batch of weapons since the storyline ended with The White House in 2018. It is known in-universe as the "Igor Automatik", as a reference to Igor Stechkin, the designer of the APS. | The [[Stechkin APS]] was added to the game by the "Federales Weapon Pack", in the first new batch of weapons since the storyline ended with The White House in 2018. It is known in-universe as the "Igor Automatik", as a reference to Igor Stechkin, the designer of the APS. | ||
+ | |||
+ | Of the Federales machine pistol trio, the Igor aims for maximum damage over anything else with Chimano Custom levels of power and a fun switch for good measure. This means it also has the thinnest pool of reserve ammo of any of the trio, with a low pickup rate and bad recoil to keep you from having too much fun. | ||
[[Image:Pistol Russian Stechkin 9x18mm Makarov machine pistol 2.jpg|thumb|none|350px|Stechkin APS - 9x18mm Makarov]] | [[Image:Pistol Russian Stechkin 9x18mm Makarov machine pistol 2.jpg|thumb|none|350px|Stechkin APS - 9x18mm Makarov]] | ||
[[Image:Pistol Russian Stechkin 9x18mm Makarov machine pistol.jpg|thumb|none|350px|Stechkin APS with shoulder stock - 9x18mm Makarov]] | [[Image:Pistol Russian Stechkin 9x18mm Makarov machine pistol.jpg|thumb|none|350px|Stechkin APS with shoulder stock - 9x18mm Makarov]] | ||
Line 397: | Line 439: | ||
==CZ 75(**)== | ==CZ 75(**)== | ||
The "Czech 92" automatic pistol is a hybrid of the full-auto-capable [[CZ 75]], and the newer CZ AccuShadow 2, which was made for the sporting market and as such never supported automatic operation. It was added as part of the "Federales Weapon Pack". | The "Czech 92" automatic pistol is a hybrid of the full-auto-capable [[CZ 75]], and the newer CZ AccuShadow 2, which was made for the sporting market and as such never supported automatic operation. It was added as part of the "Federales Weapon Pack". | ||
+ | |||
+ | Boring and placid with normal damage, the Czech is the moderate option of the Funky Bunch. Good reserve ammo amounts and the only issue being recoil like its brothers, this leaves the gun as the perfect sidearm to do risky main armaments with. Because nothing says fun like the saw. | ||
[[Image:Cz75fa.jpg|thumb|none|350px|CZ 75 Automatic - 9x19mm]] | [[Image:Cz75fa.jpg|thumb|none|350px|CZ 75 Automatic - 9x19mm]] | ||
[[Image:CZ75 AccuShadow.jpg|thumb|none|350px|CZ AccuShadow 2 - 9x19mm]] | [[Image:CZ75 AccuShadow.jpg|thumb|none|350px|CZ AccuShadow 2 - 9x19mm]] | ||
Line 415: | Line 459: | ||
==Beretta 93R(**)== | ==Beretta 93R(**)== | ||
The [[Beretta 93R]] is the third and last weapon added with the "Federales Weapon Pack". Known in-game as the "Bernetti Auto", it erroneously fires in full-auto instead of three-round bursts. As to why it was scripted like this is unknown, since the Diesel engine is in fact capable of emulating 3-round bursts, Overkill Software just decided not to. | The [[Beretta 93R]] is the third and last weapon added with the "Federales Weapon Pack". Known in-game as the "Bernetti Auto", it erroneously fires in full-auto instead of three-round bursts. As to why it was scripted like this is unknown, since the Diesel engine is in fact capable of emulating 3-round bursts, Overkill Software just decided not to. | ||
+ | |||
+ | You'd think the lower damage of the Bernetti Auto would be a good thing and it would if it wasn't low enough to keep headbutting its own ammo pool. Low ammo capacity, worse replacement mags and its biggest parlor trick letting you play RoboCop don't really save this thing from getting sidelined by everything, even the STRYK. | ||
[[Image:Beretta93-1-.jpg|thumb|none|350px|Beretta 93R - 9x19mm]] | [[Image:Beretta93-1-.jpg|thumb|none|350px|Beretta 93R - 9x19mm]] | ||
[[File:PD2 93R.jpg|thumb|602px|none|Left side view.]] | [[File:PD2 93R.jpg|thumb|602px|none|Left side view.]] | ||
Line 431: | Line 477: | ||
[[File:PD2 93R reload 2 2.jpg|thumb|602px|none|All topped off and ready to go.]] | [[File:PD2 93R reload 2 2.jpg|thumb|602px|none|All topped off and ready to go.]] | ||
===Auto 9=== | ===Auto 9=== | ||
− | The Weller Barrel and Grip modifications gives it the look of the Auto 9 from the 1987 film [[RoboCop]]. | + | The Weller Barrel and Grip modifications gives it the look of the [[Auto 9]] from the 1987 film ''[[RoboCop (1987)|RoboCop]]''. |
[[File:PD2 93R Auto 9.jpg|thumb|602px|none|Left side view. The mockup is less than perfect, due to the grips not resembling the movie version in the least.]] | [[File:PD2 93R Auto 9.jpg|thumb|602px|none|Left side view. The mockup is less than perfect, due to the grips not resembling the movie version in the least.]] | ||
[[File:PD2 93R Auto 9 right.jpg|thumb|602px|none|The other side.]] | [[File:PD2 93R Auto 9 right.jpg|thumb|602px|none|The other side.]] | ||
Line 447: | Line 493: | ||
==Hudson H9(**)== | ==Hudson H9(**)== | ||
The [[Hudson H9]] was added to the game on June 30 2020 with the release of the "Fugitive Weapon Pack". It is known in-game as the "HOLT 9mm". Rather strangely, it has relatively high recoil, despite the H9 being specifically designed to address that issue. | The [[Hudson H9]] was added to the game on June 30 2020 with the release of the "Fugitive Weapon Pack". It is known in-game as the "HOLT 9mm". Rather strangely, it has relatively high recoil, despite the H9 being specifically designed to address that issue. | ||
+ | |||
+ | Someone has stolen the Contractor's stats and applied it to this gun, which is fairly ironic given the H9 was to appear in one of the John Wick movies. Take those same pros and cons, add on the ability to actually swap grips on this thing and you'd have the HOLT dead to rights. | ||
[[Image:Hudson H9.jpg|thumb|none|350px|Hudson H9 - 9x19mm]] | [[Image:Hudson H9.jpg|thumb|none|350px|Hudson H9 - 9x19mm]] | ||
[[File:PD2 Hudson H9.jpg|thumb|602px|none|Left side view.]] | [[File:PD2 Hudson H9.jpg|thumb|602px|none|Left side view.]] | ||
Line 464: | Line 512: | ||
==Colt M1911/M1911A1 Hybrid(**)== | ==Colt M1911/M1911A1 Hybrid(**)== | ||
The [[Colt M1911]] and [[Colt M1911A1]] hybrid was added to the game in the "Jiu Feng Smuggler Pack" with akimbo option as "Crosskill Chunky Compact". | The [[Colt M1911]] and [[Colt M1911A1]] hybrid was added to the game in the "Jiu Feng Smuggler Pack" with akimbo option as "Crosskill Chunky Compact". | ||
+ | |||
+ | Neither really chunky or compact, the Compact Chunky is a White Streak mixed with the ol' normal Crosskill. High damage, high rate of fire and higher than its rivals, it's not a terrible sidearm albeit capped off by a very limited mod pool to work with. | ||
[[Image:COLTM1911 1913.jpg|thumb|none|350px|Original Colt M1911 - .45 ACP]] | [[Image:COLTM1911 1913.jpg|thumb|none|350px|Original Colt M1911 - .45 ACP]] | ||
[[Image:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]] | [[Image:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]] | ||
Line 473: | Line 523: | ||
[[File:Pd2 m1911 6.jpg|thumb|none|600px|One of the slide options is an AMT Javelina 10mm slide. You'll never guess what "Kastspjut" means in Swedish.]] | [[File:Pd2 m1911 6.jpg|thumb|none|600px|One of the slide options is an AMT Javelina 10mm slide. You'll never guess what "Kastspjut" means in Swedish.]] | ||
[[File:Pd2 m1911 7.jpg|thumb|none|600px|The other slide option is a Series 70 National Match slide with a Bo-Mar sight rib. The extended magazine is a Chip McCormick Power Mag that holds ten rounds in reality, but extends the in-game capacity from 12 to 14. No, the Chunky does not accept mags, slides, or even grips from the basic Crosskill.]] | [[File:Pd2 m1911 7.jpg|thumb|none|600px|The other slide option is a Series 70 National Match slide with a Bo-Mar sight rib. The extended magazine is a Chip McCormick Power Mag that holds ten rounds in reality, but extends the in-game capacity from 12 to 14. No, the Chunky does not accept mags, slides, or even grips from the basic Crosskill.]] | ||
+ | ===Akimbo=== | ||
+ | [[File:Pd2 x m1911 (1).jpg|thumb|none|600px|Previewing two identical pistols with identical rail adapters.]] | ||
+ | [[File:Pd2 x m1911 (4).jpg|thumb|none|600px|Holding two "Chunkies" on something completely normal for ''Payday 2''.]] | ||
+ | [[File:Pd2 x m1911 (3).jpg|thumb|none|600px|Inspecting the "Crosskills".]] | ||
+ | [[File:Pd2 x m1911 (2).jpg|thumb|none|600px|Reloading with empty magazines.]] | ||
==Tokarev TT-33(**)== | ==Tokarev TT-33(**)== | ||
− | The [[Tokarev TT-33]] was added to the game in the "Jiu Feng Smuggler Pack 3" with akimbo option as "Káng Arms Model 54". Its name refers to the Chinese copy of the pistol, the [[Norinco Type 54]], however, the in-game pistol is based on the Russian version. | + | The [[Tokarev TT-33]] was added to the game in the "Jiu Feng Smuggler Pack 3" with akimbo option as "Káng Arms Model 54". Its name refers to the Chinese copy of the pistol, the [[Norinco Type 54]], however, the in-game pistol is based on the Russian version. Both single and dual wielded variants can mount an underbarrel shotgun attachment similar to the one in ''[[Kingsman: The Secret Service]]''. |
+ | |||
+ | Initially, this looks like another Crosskill. Same 85 damage stat, same relative accuracy, same amount of pros and cons until we get to that shotgun attachment. The ability to throw a blast of 850 damage shotshell into a target with decent concealment is a very fun trick to have on call. | ||
[[Image:TT-33.jpg|thumb|none|350px|Tokarev TT-33 - 7.62x25mm Tokarev]] | [[Image:TT-33.jpg|thumb|none|350px|Tokarev TT-33 - 7.62x25mm Tokarev]] | ||
+ | [[Image:Pd2 tt (5).jpg|thumb|none|600px|Preview of the TT-33. The shotgun attachment is similar but not identical to the one seen in ''Kingsman: The Secret Service''.]] | ||
+ | [[Image:Pd2 tt (4).jpg|thumb|none|600px|Note the lack of a manual safety and the "CCCP" ("USSR") letters on the grip giving away the Soviet heritage as opposed to Chinese as implied by its in-game name.]] | ||
+ | [[Image:Pd2 tt (1).jpg|thumb|none|600px|Reloading the Tokarev. It uses the animation set previously exclusive to the Five-seveN.]] | ||
+ | [[Image:Pd2 tt (2).jpg|thumb|none|600px|Reloading the underbarrel shotgun.]] | ||
+ | ===Akimbo=== | ||
+ | [[Image:Pd2 tt (3).jpg|thumb|none|600px|Two TTs is better than one.]] | ||
+ | [[Image:Pd2 tt (6).jpg|thumb|none|600px|Dual wielding Tokarevs.]] | ||
+ | [[Image:Pd2 tt (7).jpg|thumb|none|600px|Reloading the akimbo Tokarevs. The slide actually stops in the correct position in relation to the slide release.]] | ||
+ | [[Image:Pd2 tt (8).jpg|thumb|none|600px|John Wick showing off his TTs to a completely unmasked partner in crime.]] | ||
==SilencerCo Maxim 9(**)== | ==SilencerCo Maxim 9(**)== | ||
− | The [[SilencerCo Maxim 9]] was added to the game in the "Jiu Feng Smuggler Pack 4" as "Gecko M2". | + | The [[SilencerCo Maxim 9]] was added to the game in the "Jiu Feng Smuggler Pack 4" as "Gecko M2". It is integrally suppressed as you'd expect. |
+ | |||
+ | The Gecko exists so we can retire the meta of the silenced Judge. Yes, it's suppressed, and it has low ammo but this is powerful, accurate and allows you to push corpses out of the way so you don't immediately get caught just after you finally solved that guard's pager. | ||
[[Image:Maxim9.jpg|thumb|none|350px|SilencerCo Maxim 9 - 9x19mm]] | [[Image:Maxim9.jpg|thumb|none|350px|SilencerCo Maxim 9 - 9x19mm]] | ||
+ | [[Image:Pd2 maxim9 (1).jpg|thumb|none|600px|Idle stance of the Maxim 9.]] | ||
+ | [[Image:Pd2 maxim9 (2).jpg|thumb|none|600px|Inspecting the right side.]] | ||
+ | [[Image:Pd2 maxim9 (3).jpg|thumb|none|600px|Inspecting the emptied pistol.]] | ||
+ | [[Image:Pd2 maxim9 (4).jpg|thumb|none|600px|Reloading is the same as the HK P30L, HK P7M13, and Hudson H9 have. Flick the magazine out to the right, slide in a new one...]] | ||
+ | [[Image:Pd2 maxim9 (5).jpg|thumb|none|600px|...and rack the slide. Some DLC weapons have brand new animation sets, some recycle the older ones.]] | ||
+ | [[Image:Pd2 maxim9 (6).jpg|thumb|none|600px|Iron sights.]] | ||
+ | ===Akimbo=== | ||
+ | [[Image:Pd2 maxim9 (7).jpg|thumb|none|600px|Two Maxims at the firing range.]] | ||
+ | [[Image:Pd2 maxim9 (8).jpg|thumb|none|600px|Inspecting the guns.]] | ||
+ | [[Image:Pd2 maxim9 (9).jpg|thumb|none|600px|Squinting at the target.]] | ||
+ | [[Image:Pd2 maxim9 (10).jpg|thumb|none|600px|Inspecting the results of a successful two mag dump.]] | ||
+ | [[Image:Pd2 maxim9 (11).jpg|thumb|none|600px|The reloading is the same as... pretty much all other dual pistols really. Here one of the slides is yet to fly to battery.]] | ||
=Revolvers= | =Revolvers= | ||
Line 495: | Line 575: | ||
[[file:PD2 RBull reloading1.jpg|thumb|none|600px|Reloading. The spent cases 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.]] | [[file:PD2 RBull reloading1.jpg|thumb|none|600px|Reloading. The spent cases 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.]] | ||
[[file:PD2 RBull reloading2.jpg|thumb|none|600px|Loading in six new rounds with an invisible speed loader. [[Half-Life 2#Colt Python|The Freeman is pleased]].]] | [[file:PD2 RBull reloading2.jpg|thumb|none|600px|Loading in six new rounds with an invisible speed loader. [[Half-Life 2#Colt Python|The Freeman is pleased]].]] | ||
− | [[file:PD2 RBull reloading3.jpg|thumb|none|600px|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.]] | + | [[file:PD2 RBull reloading3.jpg|thumb|none|600px|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, and the RSh-12.]] |
+ | ===Akimbo=== | ||
+ | [[file:Pd2 x rage (1).jpg|thumb|none|600px|Two Raging Bulls because why not. Several early weapon models got updated textures, including the Bronco.]] | ||
+ | [[file:Pd2 x rage (2).jpg|thumb|none|600px|Preparing to unleash a barrage of .44 Magnum on some Murkywater goons.]] | ||
+ | [[file:Pd2 x rage (3).jpg|thumb|none|600px|Inspecting shows the new textures are less shiny but have some markings on them.]] | ||
+ | [[file:Pd2 x rage (4).jpg|thumb|none|600px|The markings are more visible on this reloading shot. The reload animation itself is rather unremarkable to say the least.]] | ||
==Taurus 4510PLYFS(*)== | ==Taurus 4510PLYFS(*)== | ||
The [[Taurus 4510PLYFS]] was added to the game as "The Judge" as a Crimefest community milestone reward for having 1 million members in the Payday 2 Steam group. Chambered in .410 Bore and holding 5 shells, it is classed by the game as a shotgun, so handgun skills have no effect on it. It is depicted as being ridiculously powerful, even more so than most of the 12 gauge shotguns, despite its .410 chambering, much like the similar [[Taurus Judge]] in the ''[[Max Payne (2008)|Max Payne]]'' movie. 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. | The [[Taurus 4510PLYFS]] was added to the game as "The Judge" as a Crimefest community milestone reward for having 1 million members in the Payday 2 Steam group. Chambered in .410 Bore and holding 5 shells, it is classed by the game as a shotgun, so handgun skills have no effect on it. It is depicted as being ridiculously powerful, even more so than most of the 12 gauge shotguns, despite its .410 chambering, much like the similar [[Taurus Judge]] in the ''[[Max Payne (2008)|Max Payne]]'' movie. 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. | ||
+ | |||
+ | It is without question one of the most hilarious guns in the game. Beyond the fact that the Judge is tiny, thus making it plus a Silent Killer suppressor the defacto stealth build meta, this gun has the damage of the game's double barreled shotguns combined with a ungodly fast rate of fire and a quick reload. Whenever you see a Judge come into a player's inventory, prepare for hijinks. | ||
[[file:Taurus 4510Plyfs.jpg|thumb|none|350px|Taurus 4510PLYFS - .410 Bore/.45 Long Colt]] | [[file:Taurus 4510Plyfs.jpg|thumb|none|350px|Taurus 4510PLYFS - .410 Bore/.45 Long Colt]] | ||
− | [[File:PD2 PLYFS left.jpg|thumb|600px|none|The Judge in all | + | [[File:PD2 PLYFS left.jpg|thumb|600px|none|The Judge in all its logic defying glory.]] |
[[File:PD2 PLYFS right.jpg|thumb|600px|none|The Judge's moniker is reinforced with its markings.]] | [[File:PD2 PLYFS right.jpg|thumb|600px|none|The Judge's moniker is reinforced with its markings.]] | ||
[[File:PD2 PLYFS holding.jpg|thumb|600px|none|Wick goes to the range with his mini-shotgun.]] | [[File:PD2 PLYFS holding.jpg|thumb|600px|none|Wick goes to the range with his mini-shotgun.]] | ||
Line 506: | Line 593: | ||
[[File:PD2 PLYFS reloading.jpg|thumb|600px|none|Reloading. This animation is recycled from the Bronco .44's.]] | [[File:PD2 PLYFS reloading.jpg|thumb|600px|none|Reloading. This animation is recycled from the Bronco .44's.]] | ||
[[File:PD2 PLYFS misc1.jpg|thumb|600px|none|The rail mount for any underbarrel attachments. Note the Brazilian flag and that the shells are too long and clip into the gun.]] | [[File:PD2 PLYFS misc1.jpg|thumb|600px|none|The rail mount for any underbarrel attachments. Note the Brazilian flag and that the shells are too long and clip into the gun.]] | ||
+ | ===Akimbo=== | ||
+ | [[File:Pd2 x judge (1).jpg|thumb|600px|none|Preview of the dual 4510PLYFS.]] | ||
+ | [[File:Pd2 x judge (2).jpg|thumb|600px|none|Idle stance.]] | ||
+ | [[File:Pd2 x judge (3).jpg|thumb|600px|none|<strike>Judging the Inspectors</strike> Inspecting the Judges.]] | ||
==Ruger New Vaquero(**)== | ==Ruger New Vaquero(**)== | ||
Line 528: | Line 619: | ||
==Mateba 2006M(**)== | ==Mateba 2006M(**)== | ||
− | The [[Mateba 2006M]] was added with the Alesso Heist DLC as the "Matever .357", a reference to the butchering of the manufacturer's name in the English dub of [[Ghost in the Shell]] | + | The [[Mateba 2006M]] was added with the Alesso Heist DLC as the "Matever .357", a reference to the butchering of the manufacturer's name in the English dub of [[Ghost in the Shell]]. |
+ | The Mateba's a weird gun in the game, for a while it was the only revolver that could accept gadgets like laser sights, and boasting higher accuracy over the Bronco, but cannot equip barrel attachments. It's a weird 50/50 split, with the Mateba being better for open gunfights, but suffering heavily when modded for concealment. | ||
[[File:Mateba2006M with holster.jpg|thumb|none|350px|none|Mateba 2006M with 6" barrel - .357 Magnum]] | [[File:Mateba2006M with holster.jpg|thumb|none|350px|none|Mateba 2006M with 6" barrel - .357 Magnum]] | ||
[[File:PD2 2006M left.jpg|thumb|600px|none|]] | [[File:PD2 2006M left.jpg|thumb|600px|none|]] | ||
Line 541: | Line 633: | ||
[[File:Mateba2006M full shot.jpg|thumb|none|350px|none|Mateba 2006M with 4" barrel - .357 Magnum]] | [[File:Mateba2006M full shot.jpg|thumb|none|350px|none|Mateba 2006M with 4" barrel - .357 Magnum]] | ||
[[File:PD2 2006M misc1.jpg|thumb|600px|none|The 2006M with the "Medio barrel", which can be loosely translated from Italian as median or middle.]] | [[File:PD2 2006M misc1.jpg|thumb|600px|none|The 2006M with the "Medio barrel", which can be loosely translated from Italian as median or middle.]] | ||
+ | ===Akimbo=== | ||
+ | [[File:Pd2 x 2006m.jpg|thumb|600px|none|The Payday gang is rich and lucky enough to dual wield the Matebas.]] | ||
==Smith & Wesson Model 29== | ==Smith & Wesson Model 29== | ||
Line 557: | Line 651: | ||
===Akimbo=== | ===Akimbo=== | ||
[[File:PD2 S&W M29 Akimbo.jpg|thumb|600px|none|Did he fire six shots, or only five? Doesn't matter; he's still got at least six left.]] | [[File:PD2 S&W M29 Akimbo.jpg|thumb|600px|none|Did he fire six shots, or only five? Doesn't matter; he's still got at least six left.]] | ||
+ | [[File:Pd2 x chinchilla (1).jpg|thumb|600px|none|Sangres with his "Castigos".]] | ||
+ | [[File:Pd2 x chinchilla (2).jpg|thumb|600px|none|Unlike the Tauri, a portion of the reloading process actually happens on-screen.]] | ||
+ | [[File:Pd2 x chinchilla (3).jpg|thumb|600px|none|Finishing the reload with flicking the cylinders shut.]] | ||
+ | [[File:Pd2 x chinchilla (4).jpg|thumb|600px|none|Inspecting the Smith & Wessons.]] | ||
==Smith & Wesson No. 3 Russian Model(**)== | ==Smith & Wesson No. 3 Russian Model(**)== | ||
The [[Smith & Wesson No. 3 Russian Model]] was added to the game in the "Gunslinger Weapon Pack" with akimbo option as "Frenchman Model 87". | The [[Smith & Wesson No. 3 Russian Model]] was added to the game in the "Gunslinger Weapon Pack" with akimbo option as "Frenchman Model 87". | ||
+ | |||
+ | Decent accuracy, damage and a high ammo pool, the Frenchman is like a lot of the other historical firearms in PAYDAY, a fun sidegrade for a match or two. And that's about it, don't use this thing past the sell-by date. | ||
[[Image:S&w russian.jpg|thumb|none|350px|Smith & Wesson No. 3 Russian Model - .44 Russian]] | [[Image:S&w russian.jpg|thumb|none|350px|Smith & Wesson No. 3 Russian Model - .44 Russian]] | ||
[[File:Pd2 model3 1.jpg|thumb|none|600px|Preview of the S&W Russian.]] | [[File:Pd2 model3 1.jpg|thumb|none|600px|Preview of the S&W Russian.]] | ||
Line 569: | Line 669: | ||
[[File:Pd2 model3 7.jpg|thumb|none|600px|Inserting the fresh batch of rounds which may or may not be done with the help of an invisible speedloader.]] | [[File:Pd2 model3 7.jpg|thumb|none|600px|Inserting the fresh batch of rounds which may or may not be done with the help of an invisible speedloader.]] | ||
[[File:Pd2 model3 8.jpg|thumb|none|600px|Thumbing the hammer after every shot for a surprisingly high rate of fire.]] | [[File:Pd2 model3 8.jpg|thumb|none|600px|Thumbing the hammer after every shot for a surprisingly high rate of fire.]] | ||
− | [[File:Pd2 model3 9.jpg|thumb|none|600px|Barring boosts, this gun has a grand total of three modifications to its name. One is a "mule bone" grip, the other two are barrel mods, with the short one somewhat fittingly referencing Napoleon.]] | + | [[File:Pd2 model3 9.jpg|thumb|none|600px|Barring boosts, this gun has a grand total of three modifications to its name. One is a "mule bone" grip, the other two are barrel mods, with the short one somewhat fittingly referencing Napoleon, and the long one (shown here) seemingly being a shorter version of the [[:File:S&w320.jpg|S&W Model 320 revolving rifle]]'s barrel.]] |
+ | ===Akimbo=== | ||
+ | [[File:Pd2 x model3 (1).jpg|thumb|none|600px|Preview of dual Russians.]] | ||
+ | [[File:Pd2 x model3 (3).jpg|thumb|none|600px|John Wick planning on ruining stealth as soon as possible.]] | ||
+ | [[File:Pd2 x model3 (2).jpg|thumb|none|600px|Inspecting the "Frenchmen".]] | ||
+ | [[File:Pd2 x model3 (4).jpg|thumb|none|600px|The reload animation starts with the same mistake the single version does: keeps all rounds unfired. The left revolver is reloaded entirely off-screen.]] | ||
==RSh-12(**)== | ==RSh-12(**)== | ||
− | The [[RSh-12]] was added to the game in the "Jiu Feng Smuggler Pack 3" as "RUS-12 Angry Tiger". | + | The [[RSh-12]] was added to the game in the "Jiu Feng Smuggler Pack 3" as "RUS-12 Angry Tiger". Like the Five-seveN and sniper rifles, it has the ability to puncture armor, shields, and walls. And just like the Five-seveN, it has no akimbo option, likely for balancing reasons. |
− | |||
− | =Submachine Guns= | + | Stupidly high damage, stupidly low capacity and reserve ammo, stupidly fast fire rate for a 12.7mm handcannon and having the utter lunacy to have little to no drop off in damage so you can 100% whip this thing out of your pocket and turn the head of a sniper 200 yards away into strawberry danish filling. Nuttier than a bag of hammers. |
− | 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. | + | [[File:RSh-12.jpg|thumb|none|350px|RSh-12 - 12.7x55mm]] |
+ | [[File:Pd2 rsh.jpg|thumb|none|600px|Preview of the RSh-12.]] | ||
+ | [[File:Pd2 rsh (6).jpg|thumb|none|600px|Ditto, right side.]] | ||
+ | [[File:Pd2 rsh (1).jpg|thumb|none|600px|Holding the "assault revolver".]] | ||
+ | [[File:Pd2 rsh (4).jpg|thumb|none|600px|Inspecting the thing while pondering on the safety of the hostages submerged in shallow water.]] | ||
+ | [[File:Pd2 rsh (2).jpg|thumb|none|600px|Inspecting the right side.]] | ||
+ | [[File:Pd2 rsh (3).jpg|thumb|none|600px|It recycles the animations from the two Tauri, and is reloaded with every mistake they had, invisible speedloader and all.]] | ||
+ | [[File:Pd2 rsh (7).jpg|thumb|none|600px|Unique mods include a shorter barrel, a barrel with a muzzle brake, and a wooden grip. Here it is equipped with a recently added TF90 sight.]] | ||
+ | |||
+ | ==Korth NXA== | ||
+ | Added in the "McShay Weapon Pack 2" DLC, the "Kahn .357" is a [[Korth Combat|Korth NXS]] with a red-anodized barrel shroud and red/black laminate grip known as Korth NXA; this makes ''PD2'' the weapon's first known appearance. | ||
+ | |||
+ | As gamer as it looks, the Kahn's stats are bonkers. Deagle damage, good accuracy and the ability to swap the cylinders and make it do EVEN more damage on top of adding attachments like lights and any flavor of red dot that goes on a rifle? Yeah, you've got a winner even if it looks like an eyesore with every modification. | ||
+ | [[File:NXS.jpg|thumb|none|350px|Korth NXA - .357 Magnum]] | ||
+ | [[File:Pd2 korth (1).jpg|thumb|none|600px|Like the real weapon, it has accessory rails for mounting underbarrel gadgets and a selection of small-to-medium sights. Unlike the real weapon, it has a stainless finish.]] | ||
+ | [[File:Pd2 korth (9).jpg|thumb|none|600px|Drawing the Korth is done with a flashy twirl, which has become a rather normal activity for videogame revolvers.]] | ||
+ | [[File:Pd2 korth (3).jpg|thumb|none|600px|Holding an eight-shooter.]] | ||
+ | [[File:Pd2 korth (4).jpg|thumb|none|600px|A rather funky sight picture.]] | ||
+ | [[File:Pd2 korth (5).jpg|thumb|none|600px|The hammer is animated on firing, giving the illusion of double action, but due to gameplay mechanics it acts more like a reciprocating slide.]] | ||
+ | [[File:Pd2 korth (6).jpg|thumb|none|600px|Reloading begins with the heister actuating the cylinder release and pushing the cylinder with their index finger. The first frame of the animation also spawns a speedloader behind the cylinder due to some kind of glitch.]] | ||
+ | [[File:Pd2 korth (7).jpg|thumb|none|600px|Said speedloader disappears as soon as the player character brings out a fresh one. They then push the ejector rod while holding the loader.]] | ||
+ | [[File:Pd2 korth (8).jpg|thumb|none|600px|Finishing the reload sequence by properly pushing the cylinder in place.]] | ||
+ | [[File:Pd2 korth (10).jpg|thumb|none|600px|Clover checking out her fancy wheelgun.]] | ||
+ | [[File:Pd2 korth (2).jpg|thumb|none|600px|Offering to trade guns with John Wick, muzzle first.]] | ||
+ | ===Akimbo=== | ||
+ | [[File:Pd2 korth (11).jpg|thumb|none|600px|Kahn's modifications can essentially turn it into a Korth STX, albeit retaining some features of the NXS frame such as the distinctive cylinder release. The underbarrel gadgets are moved to the right side as there's no longer an underbarrel rail. Both grip alternatives are based on real things (one of them is a familiar Hogue product). Funnily enough, both single and dual-wielded revolvers can exchange their eight-round cylinder for a six-round one, but both versions only reduce the capacity by 2, meaning the akimbo six-shooters can somehow be fired seven times before needing to reload.]] | ||
+ | [[File:Pd2 korth (12).jpg|thumb|none|600px|Holding double the amount of ludicrously expensive revolvers.]] | ||
+ | [[File:Pd2 korth (13).jpg|thumb|none|600px|In fact, this is the second most expensive akimbo handgun in the game, after dual Matebas.]] | ||
+ | [[File:Pd2 korth (14).jpg|thumb|none|600px|The hammers are also animated. The reload, however, is done entirely off-screen.]] | ||
+ | |||
+ | =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 in 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. | The SMGs that can be dual-wielded are listed below in their respective entry. All weapons in 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== | ==Ingram MAC-11== | ||
− | The "Mark 10" is actually based on a [[ | + | The "Mark 10" is actually based on a [[Ingram MAC-11]] 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, with the Extended Magazine attachment giving it a 32-round magazine that increases the capacity to 48. |
− | As far as | + | As far as SMGs 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 its inherent lack of accuracy. The large magazines plus a deep magazine pool make the Mark 10 a good sidearm to any sniper rifle. |
[[Image:Ingram MAC-11 stock ext.jpg|thumb|none|400px|Ingram MAC-11 with stock extended - .380 ACP]] | [[Image:Ingram MAC-11 stock ext.jpg|thumb|none|400px|Ingram MAC-11 with stock extended - .380 ACP]] | ||
[[File:PD2 Mac11 right.jpg|thumb|600px|none|The left side comes complete with bogus markings.]] | [[File:PD2 Mac11 right.jpg|thumb|600px|none|The left side comes complete with bogus markings.]] | ||
Line 594: | Line 729: | ||
[[File:PD2 Mac11 misc3.jpg|thumb|600px|none|The extended 32-round magazine for the MAC-11, which only adds a measly 8 rounds, though since the base magazine holds 40 rounds the fact that it can add any rounds at all is rather impressive.]] | [[File:PD2 Mac11 misc3.jpg|thumb|600px|none|The extended 32-round magazine for the MAC-11, which only adds a measly 8 rounds, though since the base magazine holds 40 rounds the fact that it can add any rounds at all is rather impressive.]] | ||
[[File:PD2 Mac11 misc1.jpg|thumb|600px|none|The MAC-11 used by various gangsters in-game. Note that it has a unique flashlight attached to it that is never used by them. Also note the tape on the grip.]] | [[File:PD2 Mac11 misc1.jpg|thumb|600px|none|The MAC-11 used by various gangsters in-game. Note that it has a unique flashlight attached to it that is never used by them. Also note the tape on the grip.]] | ||
+ | ===Akimbo=== | ||
+ | [[File:Pd2 x mac10 (1).jpg|thumb|600px|none|Preview of the two "Marks".]] | ||
+ | [[File:Pd2 x mac10 (2).jpg|thumb|600px|none|Wick with two MACs, mentally preparing himself to Bile's inevitable complaints about the snipers on the roofs.]] | ||
+ | [[File:Pd2 x mac10 (3).jpg|thumb|600px|none|Showing off the guns to a lady whose substance addiction and profession are mentioned in her model filename.]] | ||
==Heckler & Koch MP5A2== | ==Heckler & Koch MP5A2== | ||
− | The [[Heckler & Koch MP5]] returns from the first Payday, again known as the "Compact-5". It is unlocked at level 13 and can be modified into many different MP5 models. | + | The [[Heckler & Koch MP5]] returns from the first Payday, again known as the "Compact-5". It is unlocked at level 13 and can be modified into many different MP5 models as listed below. |
+ | |||
+ | Like the real steel, the Compact 5 is a boringly effective 9mm gun that can be spun in many ways that still keep it nice, boring and functional. Compact ones make perfect stealth SMGs, the deep ammo pool keeps it a popular albeit anemic sidearm, it just works. | ||
[[File:H&KMP5-N.jpg|thumb|none|400px|Heckler & Koch MP5A2 with Navy trigger group - 9x19mm]] | [[File:H&KMP5-N.jpg|thumb|none|400px|Heckler & Koch MP5A2 with Navy trigger group - 9x19mm]] | ||
[[File:MP5A4 PD2 new left.jpg|thumb|none|600px|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.]] | [[File:MP5A4 PD2 new left.jpg|thumb|none|600px|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.]] | ||
Line 614: | Line 755: | ||
[[File:HK-MP5SD2.jpg|thumb|none|400px|Heckler & Koch MP5SD2 - 9x19mm]] | [[File:HK-MP5SD2.jpg|thumb|none|400px|Heckler & Koch MP5SD2 - 9x19mm]] | ||
[[File:MP5SD5 PD2 new left.jpg|thumb|none|601px|The "Ninja barrel" turns the weapon into a MP5SD2.]] | [[File:MP5SD5 PD2 new left.jpg|thumb|none|601px|The "Ninja barrel" turns the weapon into a MP5SD2.]] | ||
− | |||
===Heckler & Koch MP5SD3=== | ===Heckler & Koch MP5SD3=== | ||
[[file:MP5SD3.jpg|thumb|none|400px|Heckler & Koch MP5SD3 with S-E-F trigger group and stock extended - 9x19mm]] | [[file:MP5SD3.jpg|thumb|none|400px|Heckler & Koch MP5SD3 with S-E-F trigger group and stock extended - 9x19mm]] | ||
Line 633: | Line 773: | ||
[[File:PD2 MP5 cl1.jpg|thumb|none|600px|The unique MP5/10 wielded by the Cloaker enemy. 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.]] | [[File:PD2 MP5 cl1.jpg|thumb|none|600px|The unique MP5/10 wielded by the Cloaker enemy. 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.]] | ||
[[File:PD2 MP5 cl2.jpg|thumb|none|600px|Ditto.]] | [[File:PD2 MP5 cl2.jpg|thumb|none|600px|Ditto.]] | ||
− | |||
===Akimbo=== | ===Akimbo=== | ||
[[File:PD2 MP5 akimbo left.jpg|thumb|600px|none|Preview of Akimbo Compact-5s. Other than stocks, twin MP5s have access to the same pool of attachments as a single one.]] | [[File:PD2 MP5 akimbo left.jpg|thumb|600px|none|Preview of Akimbo Compact-5s. Other than stocks, twin MP5s have access to the same pool of attachments as a single one.]] | ||
Line 655: | Line 794: | ||
[[File:Payday2 MP9 laser.jpg|thumb|none|600px|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.]] | [[File:Payday2 MP9 laser.jpg|thumb|none|600px|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.]] | ||
[[File:Payday MP9 shield.jpg|thumb|none|600px|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 added in a patch during the first few months after release, held before that with a tight two-hand grip like the Mark 10 is.]] | [[File:Payday MP9 shield.jpg|thumb|none|600px|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 added in a patch during the first few months after release, held before that with a tight two-hand grip like the Mark 10 is.]] | ||
+ | ===Akimbo=== | ||
+ | [[File:Pd2 x mp9 (1).jpg|thumb|none|600px|Preview of the "CMPs", both of which are still equipped with the vertical grips.]] | ||
+ | [[File:Pd2 x mp9 (2).jpg|thumb|none|600px|Inspecting the MP9s in a poorly-lit area.]] | ||
==FN P90 TR== | ==FN P90 TR== | ||
Line 669: | Line 811: | ||
[[file:PS90 standard black.jpg|thumb|none|400px|FN PS90 - 5.7x28mm]] | [[file:PS90 standard black.jpg|thumb|none|400px|FN PS90 - 5.7x28mm]] | ||
[[File:PD2 P90 PS90.jpg|thumb|600px|none|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.]] | [[File:PD2 P90 PS90.jpg|thumb|600px|none|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.]] | ||
+ | ===Akimbo=== | ||
+ | [[File:Pd2 x p90 (1).jpg|thumb|600px|none|Preview of the two "Kobuses".]] | ||
+ | [[File:Pd2 x p90 (2).jpg|thumb|600px|none|Aiming the P90s at some living dead.]] | ||
==Thompson M1928(*)== | ==Thompson M1928(*)== | ||
The [[Thompson M1928]] with a 50-round "L" drum magazine was added in the December 3, 2014 patch and is unlocked at level 14 for members of the Payday 2 Steam group. 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 cannot equip fire mode-locking mods. | The [[Thompson M1928]] with a 50-round "L" drum magazine was added in the December 3, 2014 patch and is unlocked at level 14 for members of the Payday 2 Steam group. 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 cannot equip fire mode-locking mods. | ||
− | The Thompson is a | + | The Thompson is a strange gun in-game, being cheap with 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. Combine this with a slow reload and most players just opt for the other options. |
[[file:M1928.jpg|thumb|none|450px|M1928 Thompson - .45 ACP]] | [[file:M1928.jpg|thumb|none|450px|M1928 Thompson - .45 ACP]] | ||
[[File:PD2 M1928 left.jpg|thumb|600px|none|The live round is visible in the drum.]] | [[File:PD2 M1928 left.jpg|thumb|600px|none|The live round is visible in the drum.]] | ||
Line 685: | Line 830: | ||
[[Image:M1927AutoOrd.jpg|thumb|none|400px|M1927 Thompson Auto-Ordnance with 50-round drum magazine - .45 ACP]] | [[Image:M1927AutoOrd.jpg|thumb|none|400px|M1927 Thompson Auto-Ordnance with 50-round drum magazine - .45 ACP]] | ||
[[File:PD2 M1928 misc1.jpg|thumb|600px|none|The M1928 fitted with the long barrel, giving it a similar appearance to the M1927 Auto-Ordnance Thompson. Also note the black furniture; this apparently stealth-increasing color gives a measly +1 in concealment (as much as a red dot sight takes away) but somehow reduces stability by 4 points. One can also go the full mile and remove the stock entirely for a woefully inaccurate, but compact Thompson.]] | [[File:PD2 M1928 misc1.jpg|thumb|600px|none|The M1928 fitted with the long barrel, giving it a similar appearance to the M1927 Auto-Ordnance Thompson. Also note the black furniture; this apparently stealth-increasing color gives a measly +1 in concealment (as much as a red dot sight takes away) but somehow reduces stability by 4 points. One can also go the full mile and remove the stock entirely for a woefully inaccurate, but compact Thompson.]] | ||
+ | ===Akimbo=== | ||
+ | [[File:Pd2 x m1928 (1).jpg|thumb|600px|none|Akimbo version without stocks.]] | ||
+ | [[File:Pd2 x m1928 (2).jpg|thumb|600px|none|Dual wielding the Chicago Typewriters.]] | ||
+ | [[File:Pd2 x m1928 (3).jpg|thumb|600px|none|Inspecting the two rather heavy Thompsons.]] | ||
==Thompson M1A1== | ==Thompson M1A1== | ||
− | An unusable [[Thompson M1A1]] 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". | + | An unusable [[Thompson M1A1]] 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". This model is the same as in ''[[Raid: World War II]]'', and shares nothing with the "Chicago Typewriter" available to heisters. |
[[file:M1sb.jpg|thumb|none|450px|M1A1 Thompson - .45 ACP]] | [[file:M1sb.jpg|thumb|none|450px|M1A1 Thompson - .45 ACP]] | ||
[[File:PD2 M1A1.jpg|thumb|600px|none|The heister doesn't question how an old man smuggled these over from England.]] | [[File:PD2 M1A1.jpg|thumb|600px|none|The heister doesn't question how an old man smuggled these over from England.]] | ||
Line 694: | Line 843: | ||
The [[Carl Gustav M/45|Carl Gustav M/45B]] is available to owners of the "Armored Transport" DLC. 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 by default. It is incorrectly depicted as a closed-bolt weapon. | The [[Carl Gustav M/45|Carl Gustav M/45B]] is available to owners of the "Armored Transport" DLC. 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 by default. It is incorrectly depicted as a closed-bolt weapon. | ||
− | + | Another cheap Level 0 weapon, the M/45 is almost fun with its high damage, decent accuracy and good concealment with the folded stock. That being said it is a king of low reserve ammo (only starting with one mag) that knee caps its potential a tad. | |
[[file:Kp m45b.jpg|thumb|450px|none|Swedish K / Carl Gustav M/45B Submachine Gun - 9x19mm]] | [[file:Kp m45b.jpg|thumb|450px|none|Swedish K / Carl Gustav M/45B Submachine Gun - 9x19mm]] | ||
[[File:PD2 S K left.jpg|thumb|600px|none|More Swedish than an IKEA dining table with meatballs.]] | [[File:PD2 S K left.jpg|thumb|600px|none|More Swedish than an IKEA dining table with meatballs.]] | ||
Line 706: | Line 855: | ||
[[Image:AM.029788.jpg|thumb|none|450px|Later model Carl Gustav M/45B with the stock folded - 9x19mm]] | [[Image:AM.029788.jpg|thumb|none|450px|Later model Carl Gustav M/45B with the stock folded - 9x19mm]] | ||
[[File:PD2 S K misc1.jpg|thumb|600px|none|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".]] | [[File:PD2 S K misc1.jpg|thumb|600px|none|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".]] | ||
+ | ===Akimbo=== | ||
+ | [[File:Pd2 x m45 (1).jpg|thumb|600px|none|The dream of bored Swedish reservists made reality.]] | ||
+ | [[File:Pd2 x m45 (2).jpg|thumb|600px|none|Wick questions the many steps in his career that made him consider dual wielding 1940s tube guns.]] | ||
+ | [[File:Pd2 x m45 (3).jpg|thumb|600px|none|The guns are still depicted as closed-bolt weapons, no fun allowed..]] | ||
==Heckler & Koch MP7A1(**)== | ==Heckler & Koch MP7A1(**)== | ||
− | The [[ | + | The [[Heckler & Koch MP7A1]] appears as the "SpecOps", added as part of the "Gage Weapon Pack #01" DLC. 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 a small magazine size without upgrades. | 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 a small magazine size without upgrades. | ||
Line 721: | Line 874: | ||
[[Image:MP7A1-30.jpg|thumb|none|450px|Heckler & Koch MP7A1 with 30-round magazine, H&K SD MP7 sound suppressor, and Aimpoint T1 Micro red dot sight - 4.6x30mm]] | [[Image:MP7A1-30.jpg|thumb|none|450px|Heckler & Koch MP7A1 with 30-round magazine, H&K SD MP7 sound suppressor, and Aimpoint T1 Micro red dot sight - 4.6x30mm]] | ||
[[File:PD2 MP7 misc1.jpg|thumb|600px|none|The MP7A1 fitted with "The Professional's Choice Sight" (An Aimpoint T-1 Micro), "Unfolded Stock", "Suppressed Barrel", and the "Extended Mag" - the last is based on the MP7's 40-round magazine, but only holds 32 rounds.]] | [[File:PD2 MP7 misc1.jpg|thumb|600px|none|The MP7A1 fitted with "The Professional's Choice Sight" (An Aimpoint T-1 Micro), "Unfolded Stock", "Suppressed Barrel", and the "Extended Mag" - the last is based on the MP7's 40-round magazine, but only holds 32 rounds.]] | ||
+ | ===Akimbo=== | ||
+ | [[File:Pd2 x mp7 (1).jpg|thumb|600px|none|Preview of two identical guns, down to wear marks and stickers.]] | ||
+ | [[File:Pd2 x mp7 (2).jpg|thumb|600px|none|Holding two "SpecOps" SMGs eqipped with laser aiming modules.]] | ||
+ | [[File:Pd2 x mp7 (3).jpg|thumb|600px|none|With the special operation going all kinds of wrong, John Wick aims his MP7s at a faraway sniper.]] | ||
==Sa vz. 61 Skorpion(**)== | ==Sa vz. 61 Skorpion(**)== | ||
− | The [[Sa vz. 61 Skorpion]] appears as the "Cobra", as part of the "Hotline Miami" DLC. Out of all the Hotline Miami DLC weapons, the Skorpion is the most 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 .32 ACP submachine gun. 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 or triple tap your enemies. | + | The [[Sa vz. 61 Skorpion]] appears as the "Cobra", as part of the "Hotline Miami" DLC. |
+ | |||
+ | Out of all the Hotline Miami DLC weapons, the Skorpion is the most 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 .32 ACP submachine gun. 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 or triple tap your enemies. | ||
[[Image:Yugoslav Model 61 Skorpion.jpg|thumb|350px|none|CZ vz. 61 E / Yugoslavian made M84 distinguishable by its black pistol grip - .32 ACP]] | [[Image:Yugoslav Model 61 Skorpion.jpg|thumb|350px|none|CZ vz. 61 E / Yugoslavian made M84 distinguishable by its black pistol grip - .32 ACP]] | ||
[[File:PD2 Vz.61 left.jpg|thumb|600px|none|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.]] | [[File:PD2 Vz.61 left.jpg|thumb|600px|none|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.]] | ||
Line 735: | Line 894: | ||
[[File:PD2 Vz.61 misc1.jpg|thumb|600px|none|Fitting the "Wooden grip" to the vz. 61 makes it resemble the classic Czechoslovakian model.]] | [[File:PD2 Vz.61 misc1.jpg|thumb|600px|none|Fitting the "Wooden grip" to the vz. 61 makes it resemble the classic Czechoslovakian model.]] | ||
[[File:PD2 Vz.61 misc2.jpg|thumb|600px|none|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.]] | [[File:PD2 Vz.61 misc2.jpg|thumb|600px|none|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.]] | ||
+ | ===Akimbo=== | ||
+ | [[File:Pd2 x scorpion (1).jpg|thumb|600px|none|Previewing two "Cobras".]] | ||
+ | [[File:Pd2 x scorpion (2).jpg|thumb|600px|none|Inspecting two customized Skorpions.]] | ||
+ | [[File:Pd2 x scorpion (3).jpg|thumb|600px|none|"Aiming" the guns. It still isn't clear how the "extended magazines" are supposed to work.]] | ||
==Intratec TEC-9(**)== | ==Intratec TEC-9(**)== | ||
− | An [[Intratec TEC-9]] modified to allow for fully-automatic firing appears as the "Blaster 9mm" and is unlocked for purchase by buying the "Hotline Miami" DLC. It holds 20 rounds by default and | + | An [[Intratec TEC-9]] modified to allow for fully-automatic firing appears as the "Blaster 9mm" and is unlocked for purchase by buying the "Hotline Miami" DLC. It holds 20 rounds by default and its 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 the [[Interdynamic KG-9 / Intratec TEC-9|Interdynamic MP9]], the parent design of the TEC-9. | 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 the [[Interdynamic KG-9 / Intratec TEC-9|Interdynamic MP9]], the parent design of the TEC-9. | ||
Line 743: | Line 906: | ||
However, Payday 2 depicts several open-bolt firearms (the MAC-10, Uzi, AA-12, M/45) as firing from a closed bolt, so the TEC-9 having a closed-bolt in-game could (and probably is) simply a mistake made by whoever modeled the weapon. 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. | However, Payday 2 depicts several open-bolt firearms (the MAC-10, Uzi, AA-12, M/45) as firing from a closed bolt, so the TEC-9 having a closed-bolt in-game could (and probably is) simply a mistake made by whoever modeled the weapon. 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. | ||
[[file:TEC-9.jpg|thumb|none|350px|Intratec TEC-9 - 9x19mm]] | [[file:TEC-9.jpg|thumb|none|350px|Intratec TEC-9 - 9x19mm]] | ||
− | [[File:PD2 Tec9 left.jpg|thumb|600px|none|]] | + | [[File:PD2 Tec9 left.jpg|thumb|600px|none|The Nine Millimeter go BANG! Note the relatively accurate markings to a real TEC-9.]] |
− | [[File:PD2 Tec9 right.jpg|thumb|600px|none|]] | + | [[File:PD2 Tec9 right.jpg|thumb|600px|none|Alongside what seems to be a ripped off UPC and tape on the grip, another allusion to a stolen and well worn example.]] |
− | [[File:PD2 Tec9 holding.jpg|thumb|600px|none|]] | + | [[File:PD2 Tec9 holding.jpg|thumb|600px|none|Dallas takes it back to Genuine for '89 with his TEC-9 in the vault.]] |
− | [[File:PD2 Tec9 iron sights.jpg|thumb|600px|none|Iron sights]] | + | [[File:PD2 Tec9 iron sights.jpg|thumb|600px|none|Iron sights, as terrible as ou expect for a TEc.]] |
[[File:PD2 Tec9 reloading1.jpg|thumb|600px|none|Reloading. Inserting a twenty round magazine.]] | [[File:PD2 Tec9 reloading1.jpg|thumb|600px|none|Reloading. Inserting a twenty round magazine.]] | ||
[[File:PD2 Tec9 reloading2.jpg|thumb|600px|none|Reloading. 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 the new animation for the weapon, despite it still being held at an angle that makes it very obvious.]] | [[File:PD2 Tec9 reloading2.jpg|thumb|600px|none|Reloading. 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 the new animation for the weapon, despite it still being held at an angle that makes it very obvious.]] | ||
Line 752: | Line 915: | ||
[[file:IntratecAB10Black.jpg|thumb|none|350px|Intratec AB-10 pistol in factory Black Finish - 9x19mm. Note the absence of barrel threads.]] | [[file:IntratecAB10Black.jpg|thumb|none|350px|Intratec AB-10 pistol in factory Black Finish - 9x19mm. Note the absence of barrel threads.]] | ||
[[File:PD2 Tec9 misc1.jpg|thumb|600px|none|The TEC-9 becomes a [[Intratec AB-10]] if equipped with the "Short Barrel" modification.]] | [[File:PD2 Tec9 misc1.jpg|thumb|600px|none|The TEC-9 becomes a [[Intratec AB-10]] if equipped with the "Short Barrel" modification.]] | ||
+ | ===Akimbo=== | ||
+ | [[File:Pd2 x tec9 (1).jpg|thumb|600px|none|Previewing two "Blasters".]] | ||
+ | [[File:Pd2 x tec9 (2).jpg|thumb|600px|none|Holding two TEC-9s.]] | ||
+ | [[File:Pd2 x tec9 (3).jpg|thumb|600px|none|The gang brandishing some ghetto blasters.]] | ||
==IMI Uzi(**)== | ==IMI Uzi(**)== | ||
− | The [[ | + | The [[IMI Uzi]] appears as the "Uzi" (one of the few guns to be called by its actual name in-game) and is unlocked for purchase by buying the "Hotline Miami" DLC. 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. Its charging handle is erroneously depicted as reciprocating when the gun is fired. 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. |
[[Image:Uzi-1.jpg|thumb|none|400px|IMI Uzi with buttstock extended - 9x19mm]] | [[Image:Uzi-1.jpg|thumb|none|400px|IMI Uzi with buttstock extended - 9x19mm]] | ||
[[File:PD2 UZI left.jpg|thumb|600px|none|Note the "K" foregrip. This is mounted by default.]] | [[File:PD2 UZI left.jpg|thumb|600px|none|Note the "K" foregrip. This is mounted by default.]] | ||
Line 766: | Line 933: | ||
[[File:PD2 UZI misc1.jpg|thumb|600px|none|Fitting the weapon with the "Solid stock" mod gives it this late model wooden stock.]] | [[File:PD2 UZI misc1.jpg|thumb|600px|none|Fitting the weapon with the "Solid stock" mod gives it this late model wooden stock.]] | ||
[[Image:UZIwSionics.jpg|thumb|none|400px|IMI Uzi with Sionics suppressor - 9x19mm]] | [[Image:UZIwSionics.jpg|thumb|none|400px|IMI Uzi with Sionics suppressor - 9x19mm]] | ||
− | [[File:PD2 UZI misc2.jpg|thumb|600px|none|The UZI can also have its stock folded. Note the suppressor (called "Silent Death" in-game) | + | [[File:PD2 UZI misc2.jpg|thumb|600px|none|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.]] |
+ | ===Akimbo=== | ||
+ | [[File:Pd2 x uzi (1).jpg|thumb|600px|none|Previewing two Uzis with the K-grips. The HUD icon shows the stocks unfolded but that's not an option in-game.]] | ||
+ | [[File:Pd2 x uzi (2).jpg|thumb|600px|none|Bathing the Uzis in some Texan sun. Note the incorrectly closed bolts.]] | ||
+ | [[File:Pd2 x uzi (3).jpg|thumb|600px|none|Squinting at the unique SAINT Victor wielded by the new U.S. Marshal enemies. It's hard to determine its caliber since the magazine looks short but not as wide as the .308 version.]] | ||
==Sterling L2A3(**)== | ==Sterling L2A3(**)== | ||
− | The [[ | + | The [[Sterling L2A3]] appears as the "Patchett L2A1" and is unlocked for purchase by buying the "Gage Historical Pack" DLC. 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. | ||
[[file:SterlingSMG.jpg|thumb|none|400px|Sterling L2A3 (Mk.4) - 9x19mm]] | [[file:SterlingSMG.jpg|thumb|none|400px|Sterling L2A3 (Mk.4) - 9x19mm]] | ||
− | [[File:PD2 L2A3 left.jpg|thumb|600px|none|]] | + | [[File:PD2 L2A3 left.jpg|thumb|600px|none|Fresh from Goose Green.]] |
[[File:PD2 L2A3 right.jpg|thumb|600px|none|Note that this is one of the few weapons in-game properly depicted with an open bolt.]] | [[File:PD2 L2A3 right.jpg|thumb|600px|none|Note that this is one of the few weapons in-game properly depicted with an open bolt.]] | ||
[[File:PD2 L2A3 holding part 2.jpg|thumb|600px|none|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...]] | [[File:PD2 L2A3 holding part 2.jpg|thumb|600px|none|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...]] | ||
Line 783: | Line 956: | ||
[[Image:SWE11br.jpg|thumb|none|400px|Replica of the BlasTech E-11 blaster rifle from the ''[[Star Wars]]'' franchise.]] | [[Image:SWE11br.jpg|thumb|none|400px|Replica of the BlasTech E-11 blaster rifle from the ''[[Star Wars]]'' franchise.]] | ||
[[file:PD2 L2A3 misc2.1.jpg|thumb|none|600px|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 ''[[Star Wars]]''.]] | [[file:PD2 L2A3 misc2.1.jpg|thumb|none|600px|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 ''[[Star Wars]]''.]] | ||
+ | ===Akimbo=== | ||
+ | [[File:Pd2 x sterling (1).jpg|thumb|600px|none|Previewing two "Patchetts".]] | ||
+ | [[File:Pd2 x sterling (2).jpg|thumb|600px|none|"Aiming" with the Sterlings doesn't bring the guns very close to each other due to the magazine placement.]] | ||
+ | [[File:Pd2 x sterling (3).jpg|thumb|600px|none|The akimbo version is also correctly depicted as open-bolt.]] | ||
==Cobray M11/9(**)== | ==Cobray M11/9(**)== | ||
− | The [[ | + | The [[Cobray M11/9]] appears as "Jacket's Piece" and is unlocked for purchase by buying the "Jacket Character Pack" DLC. It correctly holds 32 rounds. |
+ | |||
+ | The M11/9 is a weird alternative to a standard SMG high rate of fire SMG like the Mark 10 or the MP7, with a similar fast fire rate, good ammo pickup and decent damage. That being said there's little to be done with those classic Cobray sights, like the Thompson any replacement is mounted far out on the front sight, and the reload is dreadfully slow. | ||
[[file:M11SMG.jpg|thumb|none|350px|SWD/Cobray M11/9 with folding stock - 9x19mm]] | [[file:M11SMG.jpg|thumb|none|350px|SWD/Cobray M11/9 with folding stock - 9x19mm]] | ||
[[File:PD2 Cobray M11 left.jpg|thumb|600px|none|Note the aftermarket vertical foregrip in place of the barrel nut. The fire selector is set to "SMG", whatever that means.]] | [[File:PD2 Cobray M11 left.jpg|thumb|600px|none|Note the aftermarket vertical foregrip in place of the barrel nut. The fire selector is set to "SMG", whatever that means.]] | ||
Line 796: | Line 975: | ||
[[File:PD2 Cobray M11 reloading4.jpg|thumb|600px|none|...revealing the chamber.]] | [[File:PD2 Cobray M11 reloading4.jpg|thumb|600px|none|...revealing the chamber.]] | ||
[[File:PD2 Cobray M11 misc1.jpg|thumb|600px|none|The M11/9 modified with a shoulder thing that goes up (or a "Slotted barrel extension" as the game calls it)]] | [[File:PD2 Cobray M11 misc1.jpg|thumb|600px|none|The M11/9 modified with a shoulder thing that goes up (or a "Slotted barrel extension" as the game calls it)]] | ||
− | [[File:PD2 Cobray M11 misc2.jpg|thumb|600px|none|The M11/9 with the "Werbell's suppressor" and its unique skin modification, known as "80's Calling". The M11/9 is | + | [[File:PD2 Cobray M11 misc2.jpg|thumb|600px|none|The M11/9 with the "Werbell's suppressor" and its unique skin modification, known as "80's Calling". The M11/9 is no longer the only weapon that can be modified with an alternate finish that isn't counted as a weapon "skin", for example the F2000 and the 3GL also have "receiver" modifications. Note the presence of ''Hotline Miami'' character Richard's face on the rear of the receiver.]] |
+ | ===Akimbo=== | ||
+ | [[File:Pd2 x cobray.jpg|thumb|600px|none|Preview of the two Cobrays, both with the same aftermarket foregrips and both with the same partially extended stocks.]] | ||
+ | [[File:Pd2 x cobray (1).jpg|thumb|600px|none|Gunning down some mercs defending a meth lab.]] | ||
+ | [[File:Pd2 x cobray (2).jpg|thumb|600px|none|The bolts are still correctly depicted as open.]] | ||
==KRISS Vector(**)== | ==KRISS Vector(**)== | ||
− | The [[KRISS Vector]] was added with the "Gage Ninja Pack" DLC. 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 | + | The [[KRISS Vector]] was added with the "Gage Ninja Pack" DLC. 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. |
− | [[File: | + | |
− | [[File:PD2 KRISS Vector left.jpg|thumb|600px|none|]] | + | The Vector is an amusingly powerful weapon in any heist with solid damage, accuracy and stability. However its 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. |
+ | [[File:KRISSVectorBlank.jpg|thumb|none|400px|TDI Vector Gen I with EOTech sight and extended magazine - .45 ACP]] | ||
+ | [[File:PD2 KRISS Vector left.jpg|thumb|600px|none|With how a lot of PD2's armaments follow current game trends, taking this long to add a Vector is impressive.]] | ||
[[File:PD2 KRISS Vector right.jpg|thumb|600px|none|"Polygon SMG" can be seen on the receiver near the muzzle.]] | [[File:PD2 KRISS Vector right.jpg|thumb|600px|none|"Polygon SMG" can be seen on the receiver near the muzzle.]] | ||
− | [[File:KRISS Vector PD2 idle.jpg|thumb|none|600px]] | + | [[File:KRISS Vector PD2 idle.jpg|thumb|none|600px|Sokol takes his Polygon SMG to look at the Polygon buildings.]] |
[[File:KRISS Vector PD2 ironsights.jpg|thumb|none|600px|Iron Sights, which appear to be based on Daniel Defense A1 BUIS.]] | [[File:KRISS Vector PD2 ironsights.jpg|thumb|none|600px|Iron Sights, which appear to be based on Daniel Defense A1 BUIS.]] | ||
[[File:KRISS Vector PD2 reloading1.jpg|thumb|none|600px|Reloading. About to insert a new magazine.]] | [[File:KRISS Vector PD2 reloading1.jpg|thumb|none|600px|Reloading. About to insert a new magazine.]] | ||
Line 812: | Line 997: | ||
[[File:PD2 KRISS Vector misc1.jpg|thumb|600px|none|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.]] | [[File:PD2 KRISS Vector misc1.jpg|thumb|600px|none|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.]] | ||
[[File:PD2 KRISS Vector misc2 director's cut.jpg|thumb|600px|none|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.]] | [[File:PD2 KRISS Vector misc2 director's cut.jpg|thumb|600px|none|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.]] | ||
+ | ===Akimbo=== | ||
+ | [[File:Pd2 x polymer (1).jpg|thumb|none|600px|Preview of the dual Vectors.]] | ||
+ | [[File:Pd2 x polymer (3).jpg|thumb|none|600px|Holding the two "Kross Vertexes".]] | ||
+ | [[File:Pd2 x polymer (2).jpg|thumb|none|600px|Inspecting the guns.]] | ||
==IMI Micro Uzi(**)== | ==IMI Micro Uzi(**)== | ||
− | The [[IMI Micro Uzi]] appears as the "Micro Uzi" and is unlocked for purchase by buying the "Yakuza Character Pack". | + | The [[IMI Micro Uzi]] appears as the "Micro Uzi" and is unlocked for purchase by buying the "Yakuza Character Pack". |
+ | |||
+ | This occupies a similar slot to the other bullet hose SMGs, albeit with the fastest ROF in the SMG category and almost the fastest in the game bar the MG42 and Miniguns. It reloads nice and fast, is relatively stable and all around a decent option, should you get over the lack of sight mods and come to terms with lovely 90s irons. | ||
[[Image:MicroUzi-2.jpg|thumb|none|350px|IMI Micro Uzi with bent trigger guard - 9x19mm]] | [[Image:MicroUzi-2.jpg|thumb|none|350px|IMI Micro Uzi with bent trigger guard - 9x19mm]] | ||
− | [[File:Micro Uzi PD2 right.jpg|thumb|none|600px]] | + | [[File:Micro Uzi PD2 right.jpg|thumb|none|600px|The darling of 90s anime and TV.]] |
− | [[File:Micro Uzi PD2 left.jpg|thumb|none|600px]] | + | [[File:Micro Uzi PD2 left.jpg|thumb|none|600px|Note that this gun is based on a military spec Micro Uzi with a 3 position selector lever.]] |
[[File:Micro Uzi PD2 idle.jpg|thumb|none|600px|Fresh in America, Jiro makes sure his Micro Uzi survived the FedEx shipping over.]] | [[File:Micro Uzi PD2 idle.jpg|thumb|none|600px|Fresh in America, Jiro makes sure his Micro Uzi survived the FedEx shipping over.]] | ||
[[File:Micro Uzi PD2 Iron sights.jpg|thumb|none|600px|Iron sights. Note how the gun is held at an angle.]] | [[File:Micro Uzi PD2 Iron sights.jpg|thumb|none|600px|Iron sights. Note how the gun is held at an angle.]] | ||
[[File:Micro Uzi PD2 Reloading1.jpg|thumb|none|600px|Reloading. Inserting a magazine.]] | [[File:Micro Uzi PD2 Reloading1.jpg|thumb|none|600px|Reloading. Inserting a magazine.]] | ||
[[File:Micro Uzi PD2 Reloading2.jpg|thumb|none|600px|Yanking the charging handle.]] | [[File:Micro Uzi PD2 Reloading2.jpg|thumb|none|600px|Yanking the charging handle.]] | ||
+ | ===Akimbo=== | ||
+ | [[File:Pd2 x baka (1).jpg|thumb|none|600px|Preview of the dual Micro Uzis.]] | ||
+ | [[File:Pd2 x baka (2).jpg|thumb|none|600px|Idle stance.]] | ||
+ | [[File:Pd2 x baka (3).jpg|thumb|none|600px|Inspecting the guns.]] | ||
==SR-2M Veresk== | ==SR-2M Veresk== | ||
− | The [[ | + | The [[SR-2M Veresk]] was added along with the Jimmy character from the free Hardcore Henry Packs DLC, with his voice and likeness given by [[Sharlto Copley]] from the movie ''[[Hardcore Henry]]''. 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 [[MAC-10#Cobray M11/9|Cobray M11/9]] (Jacket's Piece). Same basic points, but now it's Das Vidanya. | ||
[[file:SR-2Veresk.jpg|thumb|none|400px|SR-2M - 9x21mm]] | [[file:SR-2Veresk.jpg|thumb|none|400px|SR-2M - 9x21mm]] | ||
[[File:PD2 SR2 left.jpg|thumb|600px|none|Here you can see the fire-selector is set to full-auto...]] | [[File:PD2 SR2 left.jpg|thumb|600px|none|Here you can see the fire-selector is set to full-auto...]] | ||
Line 842: | Line 1,039: | ||
The [[Heckler & Koch UMP45]] was originally an NPC-exclusive weapon, being used by enemy factions such as the GenSec Elite SWAT and the Murkywater PMC enemies. It was eventually added as a player-usable weapon with the "John Wick Weapon Pack" alongside the P30L and Desert Tech SRS-A1. Named the "Jackal SMG", it is otherwise known in-universe as the "Schäfer & Gewehr AMP", made by the same company that created the Bootleg, Gewehr 3, and Contractor pistol. | The [[Heckler & Koch UMP45]] was originally an NPC-exclusive weapon, being used by enemy factions such as the GenSec Elite SWAT and the Murkywater PMC enemies. It was eventually added as a player-usable weapon with the "John Wick Weapon Pack" alongside the P30L and Desert Tech SRS-A1. Named the "Jackal SMG", it is otherwise known in-universe as the "Schäfer & Gewehr AMP", made by the same company that created the Bootleg, Gewehr 3, and Contractor pistol. | ||
− | Despite being ostensibly based on the .45 ACP model, the weapon's statistics and performance in the game are more akin to the UMP-40 variant, most notably the fire rate and 30-rounder magazine. | + | Despite being ostensibly based on the .45 ACP model, the weapon's statistics and performance in the game are more akin to the UMP-40 variant, most notably the fire rate and 30-rounder magazine. It's chunky, fires faster than you think and works well enough as a medium damage/ROF side piece to more larger primaries. |
[[File:UMP45 RIS.jpg|thumb|none|450px|Heckler & Koch UMP45 - .45 ACP]] | [[File:UMP45 RIS.jpg|thumb|none|450px|Heckler & Koch UMP45 - .45 ACP]] | ||
[[File:PD2 UMP left.jpg|thumb|600px|none|]] | [[File:PD2 UMP left.jpg|thumb|600px|none|]] | ||
Line 858: | Line 1,055: | ||
[[File:Payday2 GenSecElites.jpg|thumb|none|600px|The GenSec Elite SWAT officer closest to the right side of the door holds a UMP45.]] | [[File:Payday2 GenSecElites.jpg|thumb|none|600px|The GenSec Elite SWAT officer closest to the right side of the door holds a UMP45.]] | ||
[[File:PD2 UMP misc3.jpg|thumb|600px|none|A dropped UMP wielded by a former Murkywater PMC.]] | [[File:PD2 UMP misc3.jpg|thumb|600px|none|A dropped UMP wielded by a former Murkywater PMC.]] | ||
+ | ===Akimbo=== | ||
+ | [[File:Pd2 x schakal (1).jpg|thumb|600px|none|Preview of the two "Jackals".]] | ||
+ | [[File:Pd2 x schakal (2).jpg|thumb|600px|none|Holding two UMPs with folded stocks.]] | ||
+ | [[File:Pd2 x schakal (3).jpg|thumb|600px|none|Of course, both guns have vertical grips.]] | ||
==PP-19 Bizon-2(**)== | ==PP-19 Bizon-2(**)== | ||
− | The [[PP-19 Bizon-2]] was added with the "Gage Russian Weapon Pack" DLC. Named the "Tatonka" (Lakota for "bison") submachine gun in-game, | + | The [[PP-19 Bizon-2]] was added with the "Gage Russian Weapon Pack" DLC. Named the "Tatonka" (Lakota for "bison") submachine gun in-game, it's cursed with Russian Weapon Pack disorder of having little mods to its name beyond the basics. |
− | + | That being said, the Tatonka's very good. Sure it lacks total ammo and does frankly silly amounts of damage for a 9x18 SMG from the Yeltsin years but it's accurate, shelf stable and compact. Plus you have full Bizon mags. Only two to three of them but a full 64 round mag stock is lovely. | |
[[Image:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]] | [[Image:Izhmashpp19bizon.jpg|thumb|none|450px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]] | ||
[[File:PD2 PP19 left.jpg|thumb|600px|none|]] | [[File:PD2 PP19 left.jpg|thumb|600px|none|]] | ||
Line 871: | Line 1,072: | ||
[[File:PD2 PP19 4.jpg|thumb|none|600px|Locking in another magazine.]] | [[File:PD2 PP19 4.jpg|thumb|none|600px|Locking in another magazine.]] | ||
[[File:PD2 PP19 5.jpg|thumb|none|600px|Sokol chambering a round with his dominant hand.]] | [[File:PD2 PP19 5.jpg|thumb|none|600px|Sokol chambering a round with his dominant hand.]] | ||
+ | ===Akimbo=== | ||
+ | [[File:Pd2 x coal (1).jpg|thumb|600px|none|Preview of the two "Tatonkas". Having no unique mods such as a folded stock, it is one of the few SMGs to keep its stock unfolded in akimbo mode.]] | ||
+ | [[File:Pd2 x coal (3).jpg|thumb|600px|none|Dominating an opponent with two Bizons.]] | ||
+ | [[File:Pd2 x coal (2).jpg|thumb|600px|none|Inspecting the guns.]] | ||
==MP40(**)== | ==MP40(**)== | ||
Line 888: | Line 1,093: | ||
[[File:PD2 MP40 reload1.jpg|thumb|none|600px|Hoxton tops off his MP40 by a yank to the charging handle. The mag comes off shortly afterwards.]] | [[File:PD2 MP40 reload1.jpg|thumb|none|600px|Hoxton tops off his MP40 by a yank to the charging handle. The mag comes off shortly afterwards.]] | ||
[[File:PD2 MP40 reload2.jpg|thumb|none|600px|Out with the old and in with the new, Hoxton finishes the reload by slapping the bolt with his fist HK-style.]] | [[File:PD2 MP40 reload2.jpg|thumb|none|600px|Out with the old and in with the new, Hoxton finishes the reload by slapping the bolt with his fist HK-style.]] | ||
+ | ===Akimbo=== | ||
+ | [[File:Pd2 x erma (1).jpg|thumb|600px|none|Preview of the dual MP40s.]] | ||
+ | [[File:Pd2 x erma (2).jpg|thumb|600px|none|The model is internally named "Erma", in defiance to the usual misnomer of "Schmeisser".]] | ||
+ | [[File:Pd2 x erma (3).jpg|thumb|600px|none|Inspecting the guns.]] | ||
==SIG-Sauer MPX(**)== | ==SIG-Sauer MPX(**)== | ||
− | The [[SIG-Sauer MPX]] 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. | + | The [[SIG-Sauer MPX]] 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. |
+ | |||
+ | Fires relatively fast but not so fast you lose track of ammo, has a decent bit of mods to its name and was the first dual wield SMG so one could walk into a battle with three different MPX's on them should they desire. The Signature's as you'd expect for a tie-in promo gun. | ||
[[File:MPX SBR Gen 1 Keymod.jpg|thumb|none|450px|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 and the standard MIL-STD-1913 Picatinny rail. It is also usually seen with a non-ambidextrous charging handle.]] | [[File:MPX SBR Gen 1 Keymod.jpg|thumb|none|450px|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 and the standard MIL-STD-1913 Picatinny rail. It is also usually seen with a non-ambidextrous charging handle.]] | ||
[[File:PD2 MPX left.jpg|thumb|601px|none|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.]] | [[File:PD2 MPX left.jpg|thumb|601px|none|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.]] | ||
Line 900: | Line 1,111: | ||
[[File:PD2 MPX view left.jpg|thumb|600px|none|Admiring the nicely-detailed left side of the MPX. And no, the stock stays on fully-opened unless removed, there simply is no option to collapse it back in.]] | [[File:PD2 MPX view left.jpg|thumb|600px|none|Admiring the nicely-detailed left side of the MPX. And no, the stock stays on fully-opened unless removed, there simply is no option to collapse it back in.]] | ||
[[File:PD2 MPX view right.jpg|thumb|600px|none|Ditto, right side.]] | [[File:PD2 MPX view right.jpg|thumb|600px|none|Ditto, right side.]] | ||
− | |||
===SIG-Sauer MPX-K=== | ===SIG-Sauer MPX-K=== | ||
Modifying the Signature with the Short Foregrip produces a rough approximation of the MPX-K, albeit having a much more truncated front that lacks the subcompact model's finger guard. | Modifying the Signature with the Short Foregrip produces a rough approximation of the MPX-K, albeit having a much more truncated front that lacks the subcompact model's finger guard. | ||
Line 907: | Line 1,117: | ||
[[File:MPX K Keymod.jpg|thumb|none|400px|SIG-Sauer MPX-K (Gen 1) with KeyMod handguard - 9x19mm]] | [[File:MPX K Keymod.jpg|thumb|none|400px|SIG-Sauer MPX-K (Gen 1) with KeyMod handguard - 9x19mm]] | ||
[[File:PD2 MPX K left.jpg|thumb|600px|none|The shortened version with the stock removed.]] | [[File:PD2 MPX K left.jpg|thumb|600px|none|The shortened version with the stock removed.]] | ||
− | |||
===Akimbo=== | ===Akimbo=== | ||
[[File:MPX Pistol Gen 1.jpg|thumb|none|375px|SIG-Sauer MPX Pistol, Gen 1 - 9x19mm]] | [[File:MPX Pistol Gen 1.jpg|thumb|none|375px|SIG-Sauer MPX Pistol, Gen 1 - 9x19mm]] | ||
Line 919: | Line 1,128: | ||
==PP-19-01 Vityaz(**)== | ==PP-19-01 Vityaz(**)== | ||
The [[PP-19-01 Vityaz]] was added to the game in the "Jiu Feng Smuggler Pack" with akimbo option as "AK Gen 21 Tactical". | The [[PP-19-01 Vityaz]] was added to the game in the "Jiu Feng Smuggler Pack" with akimbo option as "AK Gen 21 Tactical". | ||
+ | |||
+ | A slightly less powerful but much more versatile Tatonka, which is very on the nose given the Vityaz is a de-helical mag'd Bizon with mild improvements. More ammo, similar-ish damage, good ammo pool, the only thing this doesn't have going for it is not being able to take all of PD2's AK mods which is a stretch of a demerit. | ||
[[Image:Izhmash PP-19-01 Vityaz.jpg|thumb|none|400px|PP-19-01 "Vityaz-SN" SB-20-01 - 9x19mm]] | [[Image:Izhmash PP-19-01 Vityaz.jpg|thumb|none|400px|PP-19-01 "Vityaz-SN" SB-20-01 - 9x19mm]] | ||
[[File:Pd2 vityaz 1.jpg|thumb|none|600px|Preview of the Vityaz.]] | [[File:Pd2 vityaz 1.jpg|thumb|none|600px|Preview of the Vityaz.]] | ||
Line 928: | Line 1,139: | ||
[[File:Pd2 vityaz 7.jpg|thumb|none|600px|Chambering a round.]] | [[File:Pd2 vityaz 7.jpg|thumb|none|600px|Chambering a round.]] | ||
[[File:Pd2 vityaz 8.jpg|thumb|none|600px|The Vityaz takes all AK grips except the original default ones (and, by extension, the AK-12 grip), has a stock stub option, and two barrel mods. One of the latter gives the Vityaz the appearance of a civilian Saiga-9, while the other is based on a MPI-Vityaz flash/spark suppressor and is treated as an integral silencer in-game.]] | [[File:Pd2 vityaz 8.jpg|thumb|none|600px|The Vityaz takes all AK grips except the original default ones (and, by extension, the AK-12 grip), has a stock stub option, and two barrel mods. One of the latter gives the Vityaz the appearance of a civilian Saiga-9, while the other is based on a MPI-Vityaz flash/spark suppressor and is treated as an integral silencer in-game.]] | ||
+ | ===Akimbo=== | ||
+ | [[File:Pd2 x vityaz (1).jpg|thumb|none|600px|Curiously, the Vityaz keeps its unfolded stock and even accepts the stub as a modification in akimbo mode.]] | ||
+ | [[File:Pd2 x vityaz (2).jpg|thumb|none|600px|Holding two "AK Gen 21 Tactical" submachine guns.]] | ||
+ | [[File:Pd2 x vityaz (3).jpg|thumb|none|600px|Ispecting the vityazi.]] | ||
==Minebea M-9(**)== | ==Minebea M-9(**)== | ||
The [[Minebea M-9]] with its front grip removed was added to the game in the "Jiu Feng Smuggler Pack 2" with akimbo option as "Miyaka 10 Special". | The [[Minebea M-9]] with its front grip removed was added to the game in the "Jiu Feng Smuggler Pack 2" with akimbo option as "Miyaka 10 Special". | ||
+ | |||
+ | Filled with angry bees, the Miyaka is a Micro Uzi/Mark 10 fusion. For one, high rate of fire, decent damage and good enough concealment to keep it as a good gun even if you did accidently alert the authorities. On the other hand it fires so fast it eats the magazines up in seconds and it lacks any accuracy whatsoever. So y'know, what you'd expect from a M-9. | ||
[[File:Minebea M-9 submachine gun (New).jpg|thumb|350px|none|Minebea M-9 (Current Model) - 9x19mm]] | [[File:Minebea M-9 submachine gun (New).jpg|thumb|350px|none|Minebea M-9 (Current Model) - 9x19mm]] | ||
[[File:Minibea PM-9 first prototype.jpg|thumb|none|500px|First prototype of the Minebea M-9 - 9x19mm Parabellum. Image demonstrating the removed grip.]] | [[File:Minibea PM-9 first prototype.jpg|thumb|none|500px|First prototype of the Minebea M-9 - 9x19mm Parabellum. Image demonstrating the removed grip.]] | ||
Line 941: | Line 1,158: | ||
[[File:Pd2 pm9 7.jpg|thumb|none|600px|The complete copy of the Micro Uzi's animations warrant some clipping considering the differently shaped charging handle.]] | [[File:Pd2 pm9 7.jpg|thumb|none|600px|The complete copy of the Micro Uzi's animations warrant some clipping considering the differently shaped charging handle.]] | ||
[[File:Pd2 pm9 8.jpg|thumb|none|600px|Minebea's unique modifications include a stock, a speed mag, and a shorter threaded barrel. Both barrels can only mount three base game suppressors, not even Micro Uzi ones. Being a rather small machine pistol, it shares the gadget pool with pistols which are mounted onto a rail that replaces the front grip, and only gets a small selection of compact sights.]] | [[File:Pd2 pm9 8.jpg|thumb|none|600px|Minebea's unique modifications include a stock, a speed mag, and a shorter threaded barrel. Both barrels can only mount three base game suppressors, not even Micro Uzi ones. Being a rather small machine pistol, it shares the gadget pool with pistols which are mounted onto a rail that replaces the front grip, and only gets a small selection of compact sights.]] | ||
+ | ===Akimbo=== | ||
+ | [[File:Pd2 x pm9 (1).jpg|thumb|none|600px|Preview of the dual PM-9s. Now both guns ''lack'' the front grips they were supposed to have.]] | ||
+ | [[File:Pd2 x pm9 (2).jpg|thumb|none|600px|Dual wielding "Miyakas".]] | ||
+ | [[File:Pd2 x pm9 (3).jpg|thumb|none|600px|They're still depicted as closed-bolt, unfortunately.]] | ||
− | ==Magpul | + | ==Magpul FDC-9(**)== |
− | The [[Magpul FMG-9]] was added to the game in the "Jiu Feng Smuggler Pack 4" as "Wasp-DS". | + | The new semi-auto carbine version of the [[Magpul FMG-9]], the FDC-9, was added to the game in the "Jiu Feng Smuggler Pack 4" as "Wasp-DS". Unlike the real FDC-9 (and like the FMG-9 it descended from), the Wasp-DS is fully-automatic; firing at 1333 rounds a minute, it takes the crown of the the highest unmodded rate of fire in the game, being beaten only by the CZ-75 and Beretta 93R with the 50% ROF boost from the Aced "Gun Nut" skill. The weapon's blazing rate of fire is tempered by the complete lack of ability to use optics and a painfully long draw/holster animation that discourages the user from switching to a primary. |
− | [[ | + | [[File:FDC-9.jpg|thumb|none|450px|Magpul FDC-9 - 9x19mm Parabellum]] |
+ | [[File:Pd2 fmg9 (1).jpg|thumb|none|600px|Preview of the "Wasp-DS". While called "fmg9" in the game files, it is actually modeled after the upcoming FDC-9 as noted by the additional rail on the carrying handle, lack of front grip besides the hand stop, less square trigger guard, and different magazine profile.]] | ||
+ | [[File:Pd2 fmg9 (2).jpg|thumb|none|600px|Ditto, right side.]] | ||
+ | [[File:Pd2 fmg9 (3).jpg|thumb|none|600px|The FDC-9 mounts only a small selection of pistol gadgets, which unfortunately excludes the Polymer Flashlight seen on almost all FMG photos including the one above.]] | ||
+ | [[File:Pd2 fmg9 (4).jpg|thumb|none|600px|Deploying animation.]] | ||
+ | [[File:Pd2 fmg9 (5).jpg|thumb|none|600px|The gun is unfolded seemingly by a simple flick of the wrist.]] | ||
+ | [[File:Pd2 fmg9 (6).jpg|thumb|none|600px|Idle stance.]] | ||
+ | [[File:Pd2 fmg9 (7).jpg|thumb|none|600px|The holstering animation takes even longer.]] | ||
+ | [[File:Pd2 fmg9 (8).jpg|thumb|none|600px|When using throwables, the animation is sped several times up to the point of looking ridiculous.]] | ||
+ | [[File:Pd2 fmg9 (9).jpg|thumb|none|600px|Inspecting the new Magpul product.]] | ||
+ | [[File:Pd2 fmg9 (10).jpg|thumb|none|600px|Inspecting the right side. A Glock slide is visible.]] | ||
+ | [[File:Pd2 fmg9 (11).jpg|thumb|none|600px|Due to the nature of the FDC-9's animations, you're stuck with this sight picture.]] | ||
+ | [[File:Pd2 fmg9 (12).jpg|thumb|none|600px|Empty reload begins with a dramatic flick of the empty magazine to the side.]] | ||
+ | [[File:Pd2 fmg9 (13).jpg|thumb|none|600px|Reloading this weapon involves actions with loaded magazines.]] | ||
+ | [[File:Pd2 fmg9 (14).jpg|thumb|none|600px|Finishing with taking a sweet time to pull the charging handle. The slide appears to be immobile through all of this.]] | ||
+ | [[File:Pd2 fmg9 (15).jpg|thumb|none|600px|Tactical reload begins with a manual removal of the magazine.]] | ||
+ | [[File:Pd2 fmg9 (16).jpg|thumb|none|600px|To compensate for it not looking cool enough, the new magazine is then thrown into the air...]] | ||
+ | [[File:Pd2 fmg9 (17).jpg|thumb|none|600px|...to be caught and smacked into the gun. The animation is actually long enough for the player to be able to fire before it's even finished.]] | ||
=Assault Rifles / Battle Rifles= | =Assault Rifles / Battle Rifles= | ||
Line 966: | Line 1,204: | ||
The [[Steyr AUG A2]] 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 rifle 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 is mounted. | The [[Steyr AUG A2]] 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 rifle 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 is mounted. | ||
− | The | + | The UAR works. That's the gimmick. For basegame players, this gun is a boringly reliable full auto rifle with more damage output than the CAR or AK with good stability and accuracy hindered by being so middling. You can't really complain since it works well enough but once you get access to funner stuff, the UAR fades out in favor of silly primaries. |
[[file:AUG A2 16.jpg|thumb|none|450px|Steyr AUG A2 (Military Version) - 5.56x45mm]] | [[file:AUG A2 16.jpg|thumb|none|450px|Steyr AUG A2 (Military Version) - 5.56x45mm]] | ||
[[File:AUG A2 PD2 left.jpg|thumb|none|600px|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.]] | [[File:AUG A2 PD2 left.jpg|thumb|none|600px|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.]] | ||
Line 980: | Line 1,218: | ||
==AKMS== | ==AKMS== | ||
− | The [[AKMS]] appears as the AK.762 and is unlocked at reputation level 16 | + | The [[AKMS]] appears as the AK.762 and is unlocked at reputation level 16. 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. It can become a [[AKM]] if the "Classic Stock" from The Butcher's AK/CAR Mod Pack is equipped. |
+ | |||
+ | What was once the high damage assault rifle option that made you keep in mind you only were able to stuff three spare mags on your heister is now a boring albeit effective weapon for someone latched to Fully Loaded. Powerful, accurate, relatively stable especially when modded and most importantly, allowing you to roll out like Jean Baptise with the gold version if you want. | ||
[[file:AKMS.jpg|thumb|none|500px|AKMS, stamped steel receiver w/ slant muzzle brake and under-folding stock - 7.62x39mm]] | [[file:AKMS.jpg|thumb|none|500px|AKMS, stamped steel receiver w/ slant muzzle brake and under-folding stock - 7.62x39mm]] | ||
[[File:PD2 AKMS left.jpg|thumb|600px|none|]] | [[File:PD2 AKMS left.jpg|thumb|600px|none|]] | ||
Line 998: | Line 1,238: | ||
==M14 Designated Marksman Rifle== | ==M14 Designated Marksman Rifle== | ||
− | An [[M14 Rifle#M14 Designated Marksman Rifle|M14 Designated Marksman Rifle]] 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 and 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 [[ | + | An [[M14 Rifle#M14 Designated Marksman Rifle|M14 Designated Marksman Rifle]] 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 and 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 [[Mk 14 Mod 0 EBR]]. |
− | 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. | + | 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, and that the full auto switch does work. |
[[file:Us m14 dmr 02.jpg|thumb|none|500px|M14 Designated Marksman Rifle in a McMillan M2A stock - 7.62x51mm NATO]] | [[file:Us m14 dmr 02.jpg|thumb|none|500px|M14 Designated Marksman Rifle in a McMillan M2A stock - 7.62x51mm NATO]] | ||
[[Image:Sagem14 09-1-.jpg|thumb|none|500px|M14 with Sage stock and scope - 7.62x51mm NATO]] | [[Image:Sagem14 09-1-.jpg|thumb|none|500px|M14 with Sage stock and scope - 7.62x51mm NATO]] | ||
Line 1,021: | Line 1,261: | ||
==Bofors Ak 5== | ==Bofors Ak 5== | ||
− | The whole [[ | + | The whole [[Ak 5|Bofors Ak 5]] 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. |
[[File:AK 5.jpg|thumb|none|500px|Bofors Ak 5 - 5.56x45mm.]] | [[File:AK 5.jpg|thumb|none|500px|Bofors Ak 5 - 5.56x45mm.]] | ||
[[File:Payday2 Bofors Ak 5 -hd1- menu 1.jpg|thumb|none|600px|The stock model.]] | [[File:Payday2 Bofors Ak 5 -hd1- menu 1.jpg|thumb|none|600px|The stock model.]] | ||
Line 1,028: | Line 1,268: | ||
[[File:Payday2 Ak 5 preview-b.jpg|thumb|none|600px|This DMR stock is enough to boost shot accuracy. The stock foregrip doesn't get rails, the components just sort of clamp on.]] | [[File:Payday2 Ak 5 preview-b.jpg|thumb|none|600px|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=== | ===Ak 5C=== | ||
− | The modernized [[ | + | The modernized [[Ak 5C]] comes together by replacing almost everything that comes off the receiver. |
[[File:Ak 5C.jpg|thumb|none|500px|Bofors Ak 5 - 5.56x45mm.]] | [[File:Ak 5C.jpg|thumb|none|500px|Bofors Ak 5 - 5.56x45mm.]] | ||
[[File:Payday2 Ak 5 preview-c.jpg|thumb|none|600px|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 the lack of the Ak 5C's railed top and duckbill flash hider, and the complete absence of vent holes on the foregrip.]] | [[File:Payday2 Ak 5 preview-c.jpg|thumb|none|600px|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 the lack of the Ak 5C's railed top and duckbill flash hider, and the complete absence of vent holes on the foregrip.]] | ||
Line 1,049: | Line 1,289: | ||
An [[M16A4]] with a shorter 18" barrel appears as the "AMR-16" and is unlocked at reputation level 39. It is shown with a safe/semi/auto selective fire capability, meaning it was based on the export International Model R0901, and incorrectly holds 30 rounds in a 20-round magazine. It can be equipped with an [[M16A1]] 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. | An [[M16A4]] with a shorter 18" barrel appears as the "AMR-16" and is unlocked at reputation level 39. It is shown with a safe/semi/auto selective fire capability, meaning it was based on the export International Model R0901, and incorrectly holds 30 rounds in a 20-round magazine. It can be equipped with an [[M16A1]] 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 | + | One of the last weapons you can unlock from the original release's arsenal, the AMR is another rifle you need to keep on top of to use right. Not that it's bad, far from it, similar damage output to the AKMS but with a higher rate of fire, more stability and more interesting mods like the DMR kit that allow this to go full sniper rifle if you want to. But it still hits its own low ammo pool constantly, and you need to keep track of ammo so you're not stuck with one mag every 10 minutes. |
[[file:M16A4Standard.jpg|thumb|500px|none|M16A4 - 5.56x45mm]] | [[file:M16A4Standard.jpg|thumb|500px|none|M16A4 - 5.56x45mm]] | ||
[[File:PD2 M16 left.jpg|thumb|600px|none|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.]] | [[File:PD2 M16 left.jpg|thumb|600px|none|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.]] | ||
Line 1,059: | Line 1,299: | ||
==FN SCAR-H(**)== | ==FN SCAR-H(**)== | ||
− | The [[FN SCAR-H]] appears as the "Eagle Heavy Rifle" and is available to purchase for owners of the Gage Weapon Pack #1 DLC. It holds 20 rounds and is a powerful weapon. A version with a [[ | + | The [[FN SCAR-H]] appears as the "Eagle Heavy Rifle" and is available to purchase for owners of the Gage Weapon Pack #1 DLC. The weapon was referred as "MK17 MOD 0" through model inscription. It holds 20 rounds and is a powerful weapon. A version with a [[FN SSR]] 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 its decent accuracy and mediocre stability, the Eagle Heavy can be very effective in full auto as a rifle for dropping any manner of big enemy so long as you keep stocked up on ammo. | ||
[[File:FN SCAR-H STD.jpg|thumb|none|500px|FN SCAR-H - 7.62x51mm NATO]] | [[File:FN SCAR-H STD.jpg|thumb|none|500px|FN SCAR-H - 7.62x51mm NATO]] | ||
− | [[File:SCAR-H PD2 left.jpg|thumb|none|600px|Note the Magpul AFG, it is on the weapon by default and cannot be removed.]] | + | [[File:SCAR-H PD2 left.jpg|thumb|none|600px|Note the Magpul AFG, it is on the weapon by default and cannot be removed. Note the inscription "MK17 MOD 0 CAL 7.62MM".]] |
[[File:SCAR-H PD2 right.jpg|thumb|none|600px]] | [[File:SCAR-H PD2 right.jpg|thumb|none|600px]] | ||
[[File:SCAR-H PD2 idle.jpg|thumb|none|600px]] | [[File:SCAR-H PD2 idle.jpg|thumb|none|600px]] | ||
Line 1,073: | Line 1,315: | ||
==DSA SA58 FAL(**)== | ==DSA SA58 FAL(**)== | ||
− | A [[FAL|DSA SA58 FAL]] fitted with a DSA bolt-on railed scope mount and a paratrooper rear sight appears as the "Falcon Rifle" and is available to purchase for owners of the Big Bank DLC. It holds 20 rounds and is a very flexible weapon. In comparison to the other two major battle rifles, the Falcon just | + | A [[FAL|DSA SA58 FAL]] fitted with a DSA bolt-on railed scope mount and a paratrooper rear sight appears as the "Falcon Rifle" and is available to purchase for owners of the Big Bank DLC. It holds 20 rounds and is a very flexible weapon. |
+ | |||
+ | In comparison to the other two major battle rifles, the Falcon just kind of 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. | ||
[[File:DSA SA58 with 18'' barrel.jpg|thumb|none|500px|DSA SA58 with 18" barrel - 7.62x51mm NATO]] | [[File:DSA SA58 with 18'' barrel.jpg|thumb|none|500px|DSA SA58 with 18" barrel - 7.62x51mm NATO]] | ||
[[File:PD2 FAL left.jpg|thumb|none|600px|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 .308 Winchester, a caliber that the original FAL cannot support while the SA58 can by using a proprietary receiver. Also note the fire selector being set to "Einzelfeuer" (single-fire), but the weapon still fires fully-automatic by default.]] | [[File:PD2 FAL left.jpg|thumb|none|600px|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 .308 Winchester, a caliber that the original FAL cannot support while the SA58 can by using a proprietary receiver. Also note the fire selector being set to "Einzelfeuer" (single-fire), but the weapon still fires fully-automatic by default.]] | ||
Line 1,087: | Line 1,331: | ||
==FAMAS F1(**)== | ==FAMAS F1(**)== | ||
− | The [[FAMAS F1]] appears as the "Clarion Rifle" (a probable reference to the weapon's name in ''[[Counter-Strike]]'') and is unlocked for purchase by buying the "Gage Assault Pack" DLC. 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 .223 civilian rifle. The Clarion's a deceiving gun - at first, you think it's a normal assault rifle that operates like any other; once you actually use it, however, you'll quickly discover that it's a fast-firing bullet hose with tiny mags and good concealment, making it ideal for stealth and meh at everything else. | + | The [[FAMAS F1]] appears as the "Clarion Rifle" (a probable reference to the weapon's name in ''[[Counter-Strike]]'') and is unlocked for purchase by buying the "Gage Assault Pack" DLC. 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 .223 civilian rifle. |
+ | |||
+ | The Clarion's a deceiving gun - at first, you think it's a normal assault rifle that operates like any other; once you actually use it, however, you'll quickly discover that it's a fast-firing bullet hose with tiny mags and good concealment, making it ideal for stealth and meh at everything else. | ||
[[file:Famas.jpg|thumb|none|500px|FAMAS F1 - 5.56x45mm NATO]] | [[file:Famas.jpg|thumb|none|500px|FAMAS F1 - 5.56x45mm NATO]] | ||
[[File:PD2 Famas left.jpg|thumb|600px|none|The left side of the FAMAS F1...]] | [[File:PD2 Famas left.jpg|thumb|600px|none|The left side of the FAMAS F1...]] | ||
Line 1,100: | Line 1,346: | ||
==IMI Galil ARM 7.62(**)== | ==IMI Galil ARM 7.62(**)== | ||
− | The | + | The 7.62mm variants of the [[IMI Galil ARM]] appears as the "Gecko 7.62" rifle and is available to purchase for owners of the "Gage Assault Pack" DLC. It incorrectly holds 35 rounds in the 25-round magazine (Update 210 increase this from 30 to 35, possibly due to confusing the 5.56 and 7.62 version) and has a much higher RoF than actual ARMs. |
− | [[Image:Galilarm-05.jpg|thumb|none|500px|IMI Galil ARM | + | |
+ | The fact that this thing has been reworked about 5 to 6 times tells you what you need to know. The Gecko's an oddball. Weirdly specific mods that don't really compliment a build beyond shooting it wildly, decent damage, unbridled effective hipfire accuracy and enough ammo pickups that keep you alive longer than you'd think. That doesn't really solve how weird this thing is but it is trying. | ||
+ | [[Image:Galilarm-05.jpg|thumb|none|500px|IMI Galil ARM - 7.62x51mm NATO]] | ||
[[Image:PD2 Galil left.jpg|thumb|none|600px|Note that the bipod can't be used, it's purely cosmetic.]] | [[Image:PD2 Galil left.jpg|thumb|none|600px|Note that the bipod can't be used, it's purely cosmetic.]] | ||
[[Image:PD2 Galil right.jpg|thumb|none|600px|]] | [[Image:PD2 Galil right.jpg|thumb|none|600px|]] | ||
Line 1,116: | Line 1,364: | ||
==Heckler & Koch G3A3(**)== | ==Heckler & Koch G3A3(**)== | ||
− | The [[Heckler & Koch G3A3]] with a [[Heckler & Koch HK21]] machine gun's stock appears as the "Gewehr 3 Rifle" (a rather redundant name, as "Gewehr" means "rifle", making this the "Rifle 3 Rifle"), and is available to purchase for owners of the "Gage Assault Pack" DLC. It holds 20 rounds in the magazine. While in standard form the Gewehr is | + | The [[Heckler & Koch G3A3]] with a [[Heckler & Koch HK21]] machine gun's stock appears as the "Gewehr 3 Rifle" (a rather redundant name, as "Gewehr" means "rifle", making this the "Rifle 3 Rifle"), and is available to purchase for owners of the "Gage Assault Pack" DLC. It holds 20 rounds in the magazine. |
+ | |||
+ | While in standard form the Gewehr is a decent battle rifle with high-ish damage, a good ROF and comparable to its stable mates of the Eagle Heavy or Falcon. The mods spin this into some interesting departments. The Assault barrel makes this into a slightly less powerful but more interesting close range bruiser, with a deep ammo pool to work with. The DMR kit makes it a very effective helmet popper that can hit the 100 Accuracy statistic without much of a sweat. Pick your flavor. | ||
[[File:G3A3.jpg|thumb|none|500px|Heckler & Koch G3A3 with Navy trigger-group - 7.62x51mm NATO]] | [[File:G3A3.jpg|thumb|none|500px|Heckler & Koch G3A3 with Navy trigger-group - 7.62x51mm NATO]] | ||
[[File:PD2 G3 left.jpg|thumb|600px|none|The markings to the left of the fire selector read "Dies ist das beste Scharfschützengewehr. Ja, das ist es. Keine fragen, mach es einfach. BEEILEN", which roughly translates to "This is the best sniper rifle. Yes, it is. No questions, just do it. HURRY".]] | [[File:PD2 G3 left.jpg|thumb|600px|none|The markings to the left of the fire selector read "Dies ist das beste Scharfschützengewehr. Ja, das ist es. Keine fragen, mach es einfach. BEEILEN", which roughly translates to "This is the best sniper rifle. Yes, it is. No questions, just do it. HURRY".]] | ||
Line 1,141: | Line 1,391: | ||
==Enfield L85A2(**)== | ==Enfield L85A2(**)== | ||
− | The [[Enfield L85A2]] was released in the ''Clover Character Pack'' as the first paid DLC signature weapon. 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. | + | The [[Enfield L85A2]] was released in the ''Clover Character Pack'' as the first paid DLC signature weapon. 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. | ||
[[file:L85A2Iron.jpg|thumb|none|500px|L85A2 - 5.56x45mm NATO]] | [[file:L85A2Iron.jpg|thumb|none|500px|L85A2 - 5.56x45mm NATO]] | ||
[[File:PD2 L85 left.jpg|thumb|600px|none|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.]] | [[File:PD2 L85 left.jpg|thumb|600px|none|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.]] | ||
Line 1,155: | Line 1,407: | ||
==HS Produkt VHS-D2(**)== | ==HS Produkt VHS-D2(**)== | ||
− | The [[HS Produkt VHS-D2]] was released as part of the "Dragan Character Pack" DLC, much like the L85A2 was part of Clover's DLC. 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. | + | The [[HS Produkt VHS-D2]] was released as part of the "Dragan Character Pack" DLC, much like the L85A2 was part of Clover's DLC. 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. | ||
[[File:VHS-2.jpg|thumb|none|500px|HS Produkt VHS-D2 - 5.56x45mm NATO]] | [[File:VHS-2.jpg|thumb|none|500px|HS Produkt VHS-D2 - 5.56x45mm NATO]] | ||
[[File:PD2 VHS left.jpg|thumb|600px|none|]] | [[File:PD2 VHS left.jpg|thumb|600px|none|]] | ||
Line 1,168: | Line 1,422: | ||
==AS Val(**)== | ==AS Val(**)== | ||
− | The [[AS Val]] was added with the Sokol Character Pack. 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 [[AS Val]] was added with the Sokol Character Pack. 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. | ||
[[File:AS Val.jpg|thumb|none|500px|AS Val - 9x39mm]] | [[File:AS Val.jpg|thumb|none|500px|AS Val - 9x39mm]] | ||
[[File:PD2 AS Val left.jpg|thumb|600px|none|]] | [[File:PD2 AS Val left.jpg|thumb|600px|none|]] | ||
Line 1,184: | Line 1,440: | ||
==CZ 805 BREN A1(**)== | ==CZ 805 BREN A1(**)== | ||
− | The [[CZ 805 BREN|CZ 805 BREN A1]] was added with the Biker Heist Packs and called the "CR 805B" in-game. 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. | + | The [[CZ 805 BREN|CZ 805 BREN A1]] was added with the Biker Heist Packs and called the "CR 805B" in-game. 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. but it's in a slot that you shouldn't arguably have it in. | ||
[[File:CZ805BRENA1 adjustablestock.jpg|thumb|500px|none|CZ 805 BREN A1 - 5.56x45mm NATO]] | [[File:CZ805BRENA1 adjustablestock.jpg|thumb|500px|none|CZ 805 BREN A1 - 5.56x45mm NATO]] | ||
[[File:CZ805BREN variant.jpg|thumb|500px|none|CZ 805 BREN A1 with tan upper receiver - 5.56x45mm NATO, To show the CZ made STANAG magwell.]] | [[File:CZ805BREN variant.jpg|thumb|500px|none|CZ 805 BREN A1 with tan upper receiver - 5.56x45mm NATO, To show the CZ made STANAG magwell.]] | ||
Line 1,194: | Line 1,452: | ||
[[File:PD2 805BREN reloading2.jpg|thumb|600px|none|Flicking out the magazine in a very dramatic way before inserting a new one...]] | [[File:PD2 805BREN reloading2.jpg|thumb|600px|none|Flicking out the magazine in a very dramatic way before inserting a new one...]] | ||
[[File:PD2 805BREN reloading3.jpg|thumb|600px|none|...and then he takes his sweet time to chamber a round.]] | [[File:PD2 805BREN reloading3.jpg|thumb|600px|none|...and then he takes his sweet time to chamber a round.]] | ||
+ | ===Akimbo=== | ||
+ | [[File:Pd2 x hajk (1).jpg|thumb|600px|none|Being classified as a submachine gun, it also gets to be a primary weapon when paired.]] | ||
+ | [[File:Pd2 x hajk (2).jpg|thumb|600px|none|Having long forgotten the definition of sensible armament, John Wick dual wields BRENs.]] | ||
+ | [[File:Pd2 x hajk (3).jpg|thumb|600px|none|Inspecting the two assault rifles. The bolts are locked back due to a somewhat common glitch.]] | ||
+ | [[File:Pd2 x hajk (4).jpg|thumb|600px|none|Inspecting the other side, this time with bolts correctly being forward.]] | ||
==Heckler & Koch HK417(**)== | ==Heckler & Koch HK417(**)== | ||
− | The [[Heckler & Koch HK417]] was added to the game as part the "Scarface Character Pack" DLC. Known in-universe as the "Little Friend 7.62 Assault Rifle" or "Schäfer & Gewehr SG-417D", it strangely sports an AR-15-esque solid stock instead of the proper one for the HK417, and a usable underslung [[M203 grenade launcher]]. 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. | + | The [[Heckler & Koch HK417]] was added to the game as part the "Scarface Character Pack" DLC. Known in-universe as the "Little Friend 7.62 Assault Rifle" or "Schäfer & Gewehr SG-417D", it strangely sports an AR-15-esque solid stock instead of the proper one for the HK417, and a usable underslung [[M203 grenade launcher]]. 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. | ||
[[Image:HK417 16.jpg|thumb|none|400px|Heckler & Koch HK417 with sights removed and 16" barrel - 7.62x51mm NATO]] | [[Image:HK417 16.jpg|thumb|none|400px|Heckler & Koch HK417 with sights removed and 16" barrel - 7.62x51mm NATO]] | ||
[[Image:PD2 417 left.jpg|thumb|none|600px|Left side preview of the HK417. Note the markings that confirm its caliber. While it is not uncommon for battle rifles to be classified 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.]] | [[Image:PD2 417 left.jpg|thumb|none|600px|Left side preview of the HK417. Note the markings that confirm its caliber. While it is not uncommon for battle rifles to be classified 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.]] | ||
Line 1,212: | Line 1,477: | ||
==AK-12(**)== | ==AK-12(**)== | ||
− | The 2016 iteration of the [[AK-12]] was added with the "Gage Russian Weapon Pack" DLC | + | The 2016 iteration of the [[AK-12]] was added with the "Gage Russian Weapon Pack" DLC, under the name "AK17", although the model kept the inscription "6П70 (6P70) 5.45x39", which is the GRAU index for AK-12. 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 [[AK-15]] 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. | ||
[[File:AK-12 2016.jpg|thumb|none|500px|AK-12 with Krechet-M sight - 5.45x39mm, 2016 version]] | [[File:AK-12 2016.jpg|thumb|none|500px|AK-12 with Krechet-M sight - 5.45x39mm, 2016 version]] | ||
[[File:PD2 AK12 left.jpg|thumb|600px|none|Despite dealing the same damage as a 7.62x39mm AKM, the waffle-pattern magazine shows that this indeed is not an AK-15, which would have a smooth magazine. To drive this further home, the stamping on the top cover above the mag well confirms that this is the 5.45x39mm model.]] | [[File:PD2 AK12 left.jpg|thumb|600px|none|Despite dealing the same damage as a 7.62x39mm AKM, the waffle-pattern magazine shows that this indeed is not an AK-15, which would have a smooth magazine. To drive this further home, the stamping on the top cover above the mag well confirms that this is the 5.45x39mm model.]] | ||
Line 1,232: | Line 1,499: | ||
Unlocking the Garand requires the player getting 100 kills with the MP40. | Unlocking the Garand requires the player getting 100 kills with the MP40. | ||
[[Image:M1 Garand.jpg|thumb|none|500px|M1 Garand - .30-06]] | [[Image:M1 Garand.jpg|thumb|none|500px|M1 Garand - .30-06]] | ||
+ | [[Image:Tanker Garand.jpg|thumb|none|450px|T26 Tanker Garand carbine - .30-06]] | ||
[[File:PD2 Garand.jpg|thumb|600px|none|The left side of the M1...]] | [[File:PD2 Garand.jpg|thumb|600px|none|The left side of the M1...]] | ||
[[File:PD2 Garand right.jpg|thumb|600px|none|...and the right side. Just as classic as ever.]] | [[File:PD2 Garand right.jpg|thumb|600px|none|...and the right side. Just as classic as ever.]] | ||
Line 1,243: | Line 1,511: | ||
==FN F2000 Tactical== | ==FN F2000 Tactical== | ||
− | The [[ | + | The [[FN F2000 Tactical]] 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 5.56", modifications include the F2000's proper short barrel and a weighted, tan-colored chassis for improved recoil control. |
− | + | Like a union, it's boring, effective enough for what it is and does a job so well enough that you can't really notice it. It's a reliable bullethose that has no mods to really spice it up beyond the two listed above, decent ammo pickup and stability and not much else. | |
[[Image:FN F2000 tactical.jpg|thumb|none|500px|FN F2000 Tactical - 5.56x45mm NATO]] | [[Image:FN F2000 tactical.jpg|thumb|none|500px|FN F2000 Tactical - 5.56x45mm NATO]] | ||
[[Image:FN FS2000 RIS.jpg|thumb|none|500px|FS2000 CQB - 5.56x45mm NATO]] | [[Image:FN FS2000 RIS.jpg|thumb|none|500px|FS2000 CQB - 5.56x45mm NATO]] | ||
Line 1,261: | Line 1,529: | ||
==OTs-14-4A Groza(**)== | ==OTs-14-4A Groza(**)== | ||
− | The [[ | + | The [[OTs-14-4A Groza]] assault rifle/grenade launcher complex was added to the game in the "Jiu Feng Smuggler Pack 2". as the "KETCHNOV Byk-1". It introduces the "electric grenades" which it uses by default, but can be switched for the more generic explosive ones. |
+ | |||
+ | This is the gun you make your friend use after he grenades a group of cops and fragged a few civvies. The electro grenades of the Byk allow you to fry some pork without cooking anything else in the meal, and the high fire rate, good damage and speed-pull mags make this an effective brawler. But like the Little Friend, it lacks a lot of ammo and requires you to have some modicum of patience. Because the rifle is a Groza and has a fire rate on par with a MAC-10. | ||
[[File:OTs-14 Groza.jpg|thumb|450px|none|OTs-14-4A Groza with 40mm [[GP-series grenade launcher#GP-30|GP-30 grenade launcher]] - 9x39mm]] | [[File:OTs-14 Groza.jpg|thumb|450px|none|OTs-14-4A Groza with 40mm [[GP-series grenade launcher#GP-30|GP-30 grenade launcher]] - 9x39mm]] | ||
[[File:Pd2 groza 01.jpg|thumb|none|600px|Preview of the OTs-14-4A Groza.]] | [[File:Pd2 groza 01.jpg|thumb|none|600px|Preview of the OTs-14-4A Groza.]] | ||
Line 1,278: | Line 1,548: | ||
==ShAK-12 (**)== | ==ShAK-12 (**)== | ||
− | The [[ShAK-12]] was added to the game in the "Jiu Feng Smuggler Pack 3" as "KS12 Urban". | + | The [[ShAK-12]] also known as ASh-12 was added to the game in the "Jiu Feng Smuggler Pack 3" as "KS12 Urban". The weapon was referred as "АШ 12" (ASh 12) through model inscription, referring to the previous designation. |
+ | |||
+ | It's a ShAK, you expect high power, low rate of fire and a beast of a gun that lets you pop as many heads as possible and what you see is what you get for the most part. It's powerful, loud, effective, has low total ammo and an abysmal accuracy reflecting the issues of 12.7x55mm better than most games do. | ||
[[Image:ShAK-12.jpg|thumb|none|450px|ShAK-12 - 12.7x55mm]] | [[Image:ShAK-12.jpg|thumb|none|450px|ShAK-12 - 12.7x55mm]] | ||
+ | [[Image:Pd2 shak (1).jpg|thumb|none|600px|Black market preview of the ShAK-12.]] | ||
+ | [[Image:Pd2 shak (4).jpg|thumb|none|600px|Holding the ShAK-12 while celebrating the addition of a laser beam source to the NPC's sniper rifle model in an update with another skeletal heister.]] | ||
+ | [[Image:Pd2 shak (2).jpg|thumb|none|600px|Inspecting the "assault assault rifle".]] | ||
+ | [[Image:Pd2 shak (3).jpg|thumb|none|600px|Inspecting the right side.]] | ||
+ | [[Image:Pd2 shak (5).jpg|thumb|none|600px|Its modifications try to make the "storming automatic rifle" to resemble its integrally suppressed straight-pull bolt-action predecessor, the [[VSSK Vykhlop]]. It reduces the magazine capacity without altering the model. The sights can be installed onto the receiver rail or the carry handle rail.]] | ||
+ | |||
+ | ==TKB-059 (**)== | ||
+ | The [[TKB-059]], better known by its "Pribor 3B" ("device 3B") prototype name, was added to the game in the "McShay Weapon Pack 3" as "Rodion 3B" in what might be the first depiction of the weapon in popular media. This triple barreled bullpup rifle has a burst fire function similar to the earlier "Hailstorm", which penetrates shields but not walls and heavy armor. | ||
+ | [[Image:TKB-059.jpg|thumb|none|450px|TKB-059 - 7.62x39mm]] | ||
+ | [[Image:Pd2 tkb (3).jpg|thumb|none|600px|Preview of the TKB-059, titled to show off the three barrels and the offset front grip. About time we get to spend some of those AK grips we've been hoarding from Gage's mod packages. This DLC also brings three new AK grips for all compatible weapons; the more the merrier.]] | ||
+ | [[Image:Pd2 tkb (7).jpg|thumb|none|600px|Intentional or not, the offset grip, three barrels, and fighting hordes of <s>pigs</s> cops unlock [[Duke_Nukem_3D#.22Chaingun_Cannon.22|certain memories]].]] | ||
+ | [[Image:Pd2 tkb (4).jpg|thumb|none|600px|Aiming aggressively at some hapless civvies.]] | ||
+ | [[Image:Pd2 tkb (5).jpg|thumb|none|600px|Unlike everything else in this game, deploying this weapon plays a bolt pull animation. After you interact with objects, place C4, use a blowtorch, use melee weapons, throw grenades. Every time.]] | ||
+ | [[Image:Pd2 tkb (6).jpg|thumb|none|600px|Reloading the Rodion from empty gets you up close and personal with it.]] | ||
+ | [[Image:Pd2 tkb (10).jpg|thumb|none|600px|The animation ends with a bolt pull but with the heister's dominant hand this time.]] | ||
+ | [[Image:Pd2 tkb (8).jpg|thumb|none|600px|The tactical reload is less in-your-face but otherwise similar to the empty.]] | ||
+ | [[Image:Pd2 tkb (9).jpg|thumb|none|600px|Taking a moment to gander at one of German Korobov's ingenious constructions.]] | ||
+ | [[Image:Pd2 tkb (2).jpg|thumb|none|600px|Disregarding the very obscure weapon's operation principles, it gets a couple of mods that wrap around the gun, despite a large portion of it (including the magazine) reciprocating with the barrels. Pretty jarring considering the otherwise well done modeling.]] | ||
+ | [[Image:Pd2 tkb (1).jpg|thumb|none|600px|Its apocalyptic exclusive set turns it up to eleven, locking the action in place with a shovel grip stock.]] | ||
=Carbines= | =Carbines= | ||
Line 1,285: | Line 1,576: | ||
==Colt Model 733== | ==Colt Model 733== | ||
The [[Colt Model 733]], fitted with an A2-style receiver and a 6-position stock attached with a LAW Tactical folding buffer tube adapter, 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 [[G36K]] (JP36), which has a bit lower than average damage for an assault rifle in the game. Given the influence of ''[[Heat]]'' on the production, the highly specific choice of model probably isn't a coincidence. | The [[Colt Model 733]], fitted with an A2-style receiver and a 6-position stock attached with a LAW Tactical folding buffer tube adapter, 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 [[G36K]] (JP36), which has a bit lower than average damage for an assault rifle in the game. Given the influence of ''[[Heat]]'' on the production, the highly specific choice of model probably isn't a coincidence. | ||
− | [[File:Colt Model 733.jpg|thumb|500px|none|Colt Model 733 - 5.56x45mm | + | [[File:Colt Model 733.jpg|thumb|500px|none|Colt Model 733 - 5.56x45mm]] |
[[File:Payday2 Colt Model 733 -hd1- menu 1.jpg|thumb|none|600px|Unmodified Model 733, aside from the "Mil-Spec" magazine. The 20-round straight box comes by default.]] | [[File:Payday2 Colt Model 733 -hd1- menu 1.jpg|thumb|none|600px|Unmodified Model 733, aside from the "Mil-Spec" magazine. The 20-round straight box comes by default.]] | ||
[[file:Payday2-Colt 733-detail.jpg|thumb|none|600px|"Crosskill Tactical", US-made. In spite of the markings, its original dismal damage put the Model 733 closer to a 9mm SMG than a short 5.56x45mm rifle.]] | [[file:Payday2-Colt 733-detail.jpg|thumb|none|600px|"Crosskill Tactical", US-made. In spite of the markings, its original dismal damage put the Model 733 closer to a 9mm SMG than a short 5.56x45mm rifle.]] | ||
Line 1,320: | Line 1,611: | ||
[[File:PD2 ZealTeamARdude.jpg|thumb|600px|none|A "Zeal Team" unit with an M4A1. Note the Folding Stock, which does not appear on said unit's weapon in the actual game.]] | [[File:PD2 ZealTeamARdude.jpg|thumb|600px|none|A "Zeal Team" unit with an M4A1. Note the Folding Stock, which does not appear on said unit's weapon in the actual game.]] | ||
[[File:Payday2NewTazerRifle.jpeg|thumb|600px|none|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.]] | [[File:Payday2NewTazerRifle.jpeg|thumb|600px|none|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.]] | ||
+ | ===Mk. 12 Mod 0 SPR=== | ||
+ | A brand-new system of Exclusive Sets allows one to turn their M4A1 into a suppressed [[Mk 12 Special Purpose Rifle]] except it still doesn't get the sniper scopes. | ||
+ | [[Image:Mk12Mod0.jpg|thumb|none|501px|Mk 12 Mod 0 SPR with A2 buttstock, A.R.M.S. #40 flip-up rear BUIS, PRI flip-up front BUIS, Leupold Mark 4 3.5-10x40mm LR/T M3 Illum. Reticle scope, and Harris bipod - 5.56x45mm]] | ||
+ | [[File:Pd2 mk12.jpg|thumb|none|600px|The CAR-4 with the "Longbore" Exclusive Set and a toast charm.]] | ||
==Heckler & Koch G36KV== | ==Heckler & Koch G36KV== | ||
− | The [[Heckler & Koch G36KV]] makes an appearance as the "JP36", unlocked as early as level 16. | + | The [[Heckler & Koch G36KV]] makes an appearance as the "JP36", unlocked as early as level 16. |
+ | |||
+ | A boringly reliable, boringly effective, decently accurate, very stable, quick firing, deep ammo pool having, sausage stuffing, kraut eating, easy joke making rifle. Do you need much else? It's a G36. | ||
[[file:HKG36KR.jpg|thumb|500px|none|Heckler & Koch G36KV - 5.56x45mm]] | [[file:HKG36KR.jpg|thumb|500px|none|Heckler & Koch G36KV - 5.56x45mm]] | ||
[[File:Payday2 G36K preview.jpg|thumb|none|600px|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 a [[G36C]], hinting that it might've been modeled from an airsoft cousin or "stretching" a G36C model.]] | [[File:Payday2 G36K preview.jpg|thumb|none|600px|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 a [[G36C]], hinting that it might've been modeled from an airsoft cousin or "stretching" a G36C model.]] | ||
Line 1,344: | Line 1,641: | ||
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. | 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=== | ===Olympic Arms K23B=== | ||
− | The basic look of the gun is closest to the [[Olympic Arms K23B]] 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 [[ | + | The basic look of the gun is closest to the [[Olympic Arms K23B]] 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 [[M231 Firing Port Weapon]] and the original aluminium foregrip has been extended over the gas block to make it a dead ringer with a round-front type [[M16 rifle series#LaFrance Specialties M16K|La France M16K]]. 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. |
[[file:Full-k23b.jpg|thumb|none|450px|Olympic Arms K23B - 5.56x45mm]] | [[file:Full-k23b.jpg|thumb|none|450px|Olympic Arms K23B - 5.56x45mm]] | ||
[[file:K23B Tactical.jpg|thumb|none|450px|Olympic Arms K23B Tactical - 5.56x45mm. The Para gets different rails and no vertical foregrip.]] | [[file:K23B Tactical.jpg|thumb|none|450px|Olympic Arms K23B Tactical - 5.56x45mm. The Para gets different rails and no vertical foregrip.]] | ||
Line 1,362: | Line 1,659: | ||
[[File:Payday2 K23B reload.jpg|thumb|none|600px|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.]] | [[File:Payday2 K23B reload.jpg|thumb|none|600px|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.]] | ||
[[File:Payday2 K23B sights.jpg|thumb|none|600px|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.]] | [[File:Payday2 K23B sights.jpg|thumb|none|600px|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.]] | ||
+ | ===Akimbo=== | ||
+ | [[File:Pd2 x olympic (1).jpg|thumb|none|600px|Like almost all weapons classified as SMGs in-game, it is dual-wieldable.]] | ||
+ | [[File:Pd2 x olympic (2).jpg|thumb|none|600px|Holding a pair of customized "Paras".]] | ||
+ | [[File:Pd2 x olympic (3).jpg|thumb|none|600px|Inspecting. The railed handguard is based on the one seen on the LR300, and is even named in the game files after it.]] | ||
==AKMSU== | ==AKMSU== | ||
− | A variant on the [[AKMSU]] is unlocked at reputation level 29 and is named the "Krinkov," the nickname of the [[AK-74#AKS-U|AKS-74U]]. It holds 30 rounds and is a categorized as an SMG, rather than an assault rifle like the other three Kalashnikov rifles. In the same way its big brother the AKMS is preferred for its high damage, the Krinkov gets 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 through its low mag count in a few seconds if you aren't careful. | + | A variant on the [[AKMSU]] is unlocked at reputation level 29 and is named the "Krinkov," the nickname of the [[AK-74#AKS-U|AKS-74U]]. It holds 30 rounds and is a categorized as an SMG, rather than an assault rifle like the other three Kalashnikov rifles. |
+ | |||
+ | In the same way its big brother the AKMS is preferred for its high damage, the Krinkov gets 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 through its low mag count in a few seconds if you aren't careful. | ||
[[file:AK-Krinkov.jpg|thumb|none|450px|AKMSU - 7.62x39mm]] | [[file:AK-Krinkov.jpg|thumb|none|450px|AKMSU - 7.62x39mm]] | ||
[[File:PD2 AKMSU left.jpg|thumb|none|600px|]] | [[File:PD2 AKMSU left.jpg|thumb|none|600px|]] | ||
Line 1,383: | Line 1,686: | ||
The [[SIG SG 552-2]] appears as the "Commando 553" (referring to the SG553 instead) and is available to purchase by anyone who owns the Armored Transport DLC. 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 [[SIG SG 552-2]] appears as the "Commando 553" (referring to the SG553 instead) and is available to purchase by anyone who owns the Armored Transport DLC. 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 | + | 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 its 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. |
[[File:SIG SG 552-2.jpg|thumb|450px|none|SIG SG 552-2, version with permanent scope rail and ACOG scope - 5.56x45mm. The in-game rifle has a factory handguard, although the pictured handguard can be put on the weapon.]] | [[File:SIG SG 552-2.jpg|thumb|450px|none|SIG SG 552-2, version with permanent scope rail and ACOG scope - 5.56x45mm. The in-game rifle has a factory handguard, although the pictured handguard can be put on the weapon.]] | ||
[[File:SIG 552-2 PD2 left.jpg|thumb|none|600px|Note that the magazine has actual bullets modeled in it.]] | [[File:SIG 552-2 PD2 left.jpg|thumb|none|600px|Note that the magazine has actual bullets modeled in it.]] | ||
Line 1,409: | Line 1,712: | ||
==Heckler & Koch HK416C(**)== | ==Heckler & Koch HK416C(**)== | ||
− | The [[Heckler & Koch HK416C]] was added with the release of the ''Sydney Character Pack''. It was marketed in-universe as the "Schäfer & Gewehr 416C", but this copy of the weapon was renamed by Sydney to "Bootleg" after apparently buying from a blackmarket arms trader behind a gas station in Australia. 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 [[Heckler & Koch HK416C]] was added with the release of the ''Sydney Character Pack''. It was marketed in-universe as the "Schäfer & Gewehr 416C", but this copy of the weapon was renamed by Sydney to "Bootleg" after apparently buying from a blackmarket arms trader behind a gas station in Australia. 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. Which to be fair, it does very well. | ||
[[Image:HK416C.jpg|thumb|none|450px|Heckler & Koch HK416C carbine with 9" barrel - 5.56x45mm NATO]] | [[Image:HK416C.jpg|thumb|none|450px|Heckler & Koch HK416C carbine with 9" barrel - 5.56x45mm NATO]] | ||
[[File:PD2 416C left.jpg|thumb|600px|none|The Beta C-Mag is attached by default and can't be switched to anything else. It correctly holds 100 rounds.]] | [[File:PD2 416C left.jpg|thumb|600px|none|The Beta C-Mag is attached by default and can't be switched to anything else. It correctly holds 100 rounds.]] | ||
Line 1,420: | Line 1,725: | ||
==Taran Tactical Innovations TR-1 Ultralight(**)== | ==Taran Tactical Innovations TR-1 Ultralight(**)== | ||
− | The [[ | + | The [[Taran Tactical Innovations TR-1 Ultralight]] was added with the release of the "John Wick Heists" pack as the "Contractor .308", ostensibly modeled after the rifle prominently used by Wick in ''[[John Wick: Chapter 2]]''. While the rifle used in the movie is an AR-15 variant, the in-game weapon uses a .308 receiver, which makes it an AR-10. The in-game rifle utilizes a Cobra Tactical angled foregrip and Lancer Systems L7AWM .308 Winchester magazines. |
− | + | 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 M14), while 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 .308" is vastly more concealable than any other weapon in its class (barring the later SVD), rivaling some of the middle-ground assault rifles and capable of respectable values once modified. | |
[[File:Taran-Tactical-TR-U1-Ultralight.jpg|thumb|none|500px|Taran Tactical Innovations TR-1 Ultralight AR-15 with Trijicon AccuPoint - 5.56x45mm]] | [[File:Taran-Tactical-TR-U1-Ultralight.jpg|thumb|none|500px|Taran Tactical Innovations TR-1 Ultralight AR-15 with Trijicon AccuPoint - 5.56x45mm]] | ||
[[File:PD2 TTI TR1 left.jpg|thumb|600px|none|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 .308 AR-10 receiver.]] | [[File:PD2 TTI TR1 left.jpg|thumb|600px|none|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 .308 AR-10 receiver.]] | ||
Line 1,436: | Line 1,741: | ||
==IWI X95== | ==IWI X95== | ||
− | The [[ | + | The [[IWI X95]] 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 stability and is reasonably compact to boot, however it is plagued by a slightly lengthy reload and having practically ''zero'' unique mods to its name. | ||
[[Image:IWI X95.jpg|thumb|none|500px|IWI Tavor X95 - 5.56x45mm]] | [[Image:IWI X95.jpg|thumb|none|500px|IWI Tavor X95 - 5.56x45mm]] | ||
[[File:PD2 X95 left.jpg|thumb|600px|none|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.]] | [[File:PD2 X95 left.jpg|thumb|600px|none|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.]] | ||
Line 1,452: | Line 1,759: | ||
All shotgun-type weapons are listed here except for the Taurus 4510PLYFS, which is indexed under "Revolvers" instead. | All shotgun-type weapons are listed here except for the Taurus 4510PLYFS, which is indexed under "Revolvers" instead. | ||
==Remington Model 870 Field Gun== | ==Remington Model 870 Field Gun== | ||
− | A [[Remington Model 870 Field Gun]], called 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 | + | A [[Remington Model 870 Field Gun]], called 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. |
− | [[file: | + | |
− | [[File:PD2 M870 left.jpg|thumb|none|600px|The Reinfeld in all | + | 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 doesn't have a good pickup rate and sure there are better options but it's reliable and that's more important in the thick of it. |
− | [[File:PD2 M870 right.jpg|thumb|none|600px|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 | + | [[file:Remington 870 field gun shortened.jpg|thumb|none|450px|Remington 870 Express Field Gun with raised barrel ribbing and shortened barrel - 12 gauge]] |
+ | [[File:PD2 M870 left.jpg|thumb|none|600px|The Reinfeld in all its early 2010's modeled glory.]] | ||
+ | [[File:PD2 M870 right.jpg|thumb|none|600px|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 its weird M16A2 pistol grip.]] | ||
[[file:PD2 M870 holding.jpg|thumb|none|600px|Past Dallas enjoys the small open area behind the Past Safehouse with his Past Shotgun]] | [[file:PD2 M870 holding.jpg|thumb|none|600px|Past Dallas enjoys the small open area behind the Past Safehouse with his Past Shotgun]] | ||
[[file:PD2 M870 iron sights.jpg|thumb|none|600px|Iron sights.]] | [[file:PD2 M870 iron sights.jpg|thumb|none|600px|Iron sights.]] | ||
Line 1,464: | Line 1,773: | ||
==Remington Model 870 Short-Barreled== | ==Remington Model 870 Short-Barreled== | ||
− | A stubby variant of the [[Remington Model 870 Field Gun]] 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. | + | A stubby variant of the [[Remington Model 870 Field Gun]] 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. | ||
[[Image:Shorty870.jpg|thumb|none|450px|Short barreled Remington 870 with raised vented sight rib, Hogue Tamer pistol grip, and Pachmayr Vindicator foregrip - 12 gauge]] | [[Image:Shorty870.jpg|thumb|none|450px|Short barreled Remington 870 with raised vented sight rib, Hogue Tamer pistol grip, and Pachmayr Vindicator foregrip - 12 gauge]] | ||
[[File:PD2 M870SB left.jpg|thumb|none|600px|A far cry from the weird Serbu/Remington hybrid of Payday: The Heist.]] | [[File:PD2 M870SB left.jpg|thumb|none|600px|A far cry from the weird Serbu/Remington hybrid of Payday: The Heist.]] | ||
[[File:PD2 M870SB right.jpg|thumb|none|600px|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.]] | [[File:PD2 M870SB right.jpg|thumb|none|600px|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.]] | ||
− | [[file:PD2 M870SB holding.jpg|thumb|none|600px|Dallas's adventure into the past continues with a look at an unmodified Locomotive in all | + | [[file:PD2 M870SB holding.jpg|thumb|none|600px|Dallas's adventure into the past continues with a look at an unmodified Locomotive in all its glory.]] |
[[file:PD2 M870SB iron sights.jpg|thumb|none|600px|Iron sights.]] | [[file:PD2 M870SB iron sights.jpg|thumb|none|600px|Iron sights.]] | ||
[[file:PD2 M870SB reloading1.jpg|thumb|none|600px|Reloading. Loading some shells...]] | [[file:PD2 M870SB reloading1.jpg|thumb|none|600px|Reloading. Loading some shells...]] | ||
Line 1,477: | Line 1,788: | ||
==Saiga 12K== | ==Saiga 12K== | ||
− | The [[Saiga 12K]] (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 magazine and is unlocked at level 26. The | + | The [[Saiga 12K]] (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 magazine and is unlocked at level 26. The model is not an actual Saiga 12K, but is rather a hybrid taking several components from the [[AKMS]]. 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 | + | The Izhma's always been a weird shotgun to make work right. Low damage makes it less effective as far as a shotgun goes, and not helped by even mods that barely get this thing to scrape the high 70's. That being said it is also easy to keep topped up and fires fast enough to keep you on your toes and able to sweep enemies well with headshots. Good for lower ranks, pushing this thing to OVERKILL isn't ideal. |
[[file:Saiga 12k-1.jpg|thumb|none|500px|Saiga 12K - 12 gauge]] | [[file:Saiga 12k-1.jpg|thumb|none|500px|Saiga 12K - 12 gauge]] | ||
[[File:PD2 Saiga left.jpg|thumb|none|600px|AKMS underfolders already suck so rigging a Saiga to one is just brutal.]] | [[File:PD2 Saiga left.jpg|thumb|none|600px|AKMS underfolders already suck so rigging a Saiga to one is just brutal.]] | ||
Line 1,488: | Line 1,799: | ||
[[file:PD2 Saiga reload.jpg|thumb|none|600px|It is now charged underhand, with regard to keeping the optic stable.]] | [[file:PD2 Saiga reload.jpg|thumb|none|600px|It is now charged underhand, with regard to keeping the optic stable.]] | ||
[[File:PD2 Saiga dozer.jpg|thumb|600px|none|The black Dozers step up their shotgun game with a Saiga 12K.]] | [[File:PD2 Saiga dozer.jpg|thumb|600px|none|The black Dozers step up their shotgun game with a Saiga 12K.]] | ||
− | |||
===CBRPS Spike X1S AK Chassis=== | ===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 | + | 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. |
+ | That is not a joke, it's an Izhma on steroids. Sure it has less damage than a Chimano, and yes it fires slower than the Izhma but that doesn't matter because it has a spread like a sawn off, has the same deep reserves of ammo and picks it back up so fast that you can dump the mags, reload and be back to blast again before you can say "wait, what?". | ||
[[File:spike x1s.JPG|thumb|none|450px|CBRPS Spike X1S chassis, here with an AK-74 in it and no magazine.]] | [[File:spike x1s.JPG|thumb|none|450px|CBRPS Spike X1S chassis, here with an AK-74 in it and no magazine.]] | ||
[[File:Grimmleft.jpg|thumb|600px|none|Left side of the Saiga - Spike X1S.]] | [[File:Grimmleft.jpg|thumb|600px|none|Left side of the Saiga - Spike X1S.]] | ||
Line 1,507: | Line 1,818: | ||
==Double Barreled Shotgun== | ==Double Barreled Shotgun== | ||
− | A [[12 Gauge Double Barreled Shotgun|Double Barreled Shotgun]] appears as the "Mosconi 12G" and is unlocked at level 39. While | + | A [[12 Gauge Double Barreled Shotgun|Double Barreled Shotgun]] appears as the "Mosconi 12G" and is unlocked at level 39. |
+ | |||
+ | While it's only a two shot gun, the Mosconi is delightfully entertaining in how it works. 155 damage out the pipe with two to use, decently accurate and with a list of downsides that you'd expect since it's a double barreled shotgun and this isn't Tombstone, Arizona. That being said, the shotgun is delightfully entertaining, both stock, with big whoop 00 or the forever delightful combo of a sawn off Mosconi with frag shells. | ||
[[file:IGA-Coach-Gun.jpg|thumb|none|500px|Stoeger/IGA Coach imported side by side shotgun - 12 gauge]] | [[file:IGA-Coach-Gun.jpg|thumb|none|500px|Stoeger/IGA Coach imported side by side shotgun - 12 gauge]] | ||
[[File:PD2 Double left.jpg|thumb|600px|none|Something something "Boomstick" joke.]] | [[File:PD2 Double left.jpg|thumb|600px|none|Something something "Boomstick" joke.]] | ||
Line 1,520: | Line 1,833: | ||
==Franchi SPAS-12(*)== | ==Franchi SPAS-12(*)== | ||
− | The [[Franchi SPAS-12]] was added during CrimeFest 2014 and is called the "Predator 12G". 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. | + | The [[Franchi SPAS-12]] was added during CrimeFest 2014 and is called the "Predator 12G". 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. The in-game SPAS-12 has a first-generation lever-type safety, suggesting a pre-1989 model imported by F.I.E., as the ones sold by American Arms post-1990 have button safeties instead. 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". |
− | + | Cheap, functional and efficient, this is the M1014 for the person who doesn't have the shotgun DLC and wishes for all of the fun with a dash of 80's zest. Which also means this is a middlingly effective heavy shotgun that fires fast, reloads fast, doesn't burn out your early bank account and will last about as long in your lineup as a cheap pair of Wal-Mart sneakers. | |
[[Image:SPAS12.jpg|thumb|500px|none|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]] | [[Image:SPAS12.jpg|thumb|500px|none|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]] | ||
[[Image:Payday2 SPAS12.jpg|thumb|600px|none|Note the slid back pump, which would indicate a SPAS-12 in pump-action mode. A semi-automatic SPAS-12 would have its foregrip locked forward protruding past the heatshield. Despite this, the SPAS-12 exclusively fires in semi-automatic during gameplay.]] | [[Image:Payday2 SPAS12.jpg|thumb|600px|none|Note the slid back pump, which would indicate a SPAS-12 in pump-action mode. A semi-automatic SPAS-12 would have its foregrip locked forward protruding past the heatshield. Despite this, the SPAS-12 exclusively fires in semi-automatic during gameplay.]] | ||
Line 1,539: | Line 1,852: | ||
==Beretta DT11/CZ Redhead Deluxe Hybrid(*)== | ==Beretta DT11/CZ Redhead Deluxe Hybrid(*)== | ||
− | This [[ | + | This [[Over and Under Shotgun]] was introduced along with the Bonnie Character update as the "Joceline O/U 12G". It appears to be a hybrid of the Beretta DT11 and CZ Redhead Deluxe O/U, while the game files claim it's modeled after a [[Beretta 682]] Gold E. |
+ | |||
+ | 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. | ||
[[File:DT-11.jpg|thumb|none|500px|Beretta DT11 - 12 gauge]] | [[File:DT-11.jpg|thumb|none|500px|Beretta DT11 - 12 gauge]] | ||
[[File:CZ Redhead.jpg|thumb|none|500px|CZ Redhead Deluxe O/U - 12 gauge]] | [[File:CZ Redhead.jpg|thumb|none|500px|CZ Redhead Deluxe O/U - 12 gauge]] | ||
Line 1,551: | Line 1,866: | ||
==Benelli M4 Super 90(**)== | ==Benelli M4 Super 90(**)== | ||
− | The [[Benelli M4 Super 90]] appears as the "M1014" in-game, the US Military designation of the shotgun. 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. | + | The [[Benelli M4 Super 90]] appears as the "M1014" in-game, the US Military designation of the shotgun. 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. |
+ | |||
+ | Initially you look at this thing, middling damage, decent but mediocre accuracy and a good enough for a shotgun concealability and think it's not worth your time. And you are almost right until you get this thing into a battle, panic click and find out this Benelli sends out shots fast as snot. All of the Izhma fun without a fun switch! | ||
[[File:M4Super90.jpg|thumb|none|500px|Benelli M4 Super 90 - 12 gauge]] | [[File:M4Super90.jpg|thumb|none|500px|Benelli M4 Super 90 - 12 gauge]] | ||
[[File:PD2 M4 Super 90 left.jpg|thumb|600px|none|Note that the default barrel length of the gun is slightly shorter (or longer) than any configuration of the shotgun sold by Benelli. Fitting the "Long Barrel" mod to the gun will give it the proper length.]] | [[File:PD2 M4 Super 90 left.jpg|thumb|600px|none|Note that the default barrel length of the gun is slightly shorter (or longer) than any configuration of the shotgun sold by Benelli. Fitting the "Long Barrel" mod to the gun will give it the proper length.]] | ||
Line 1,566: | Line 1,883: | ||
[[File:PD2 M4 Super 90 misc2.jpg|thumb|600px|none|With both the "Short Barrel" and "Solid Stock" installed, one can use the Benelli M4 NFA Tactical.]] | [[File:PD2 M4 Super 90 misc2.jpg|thumb|600px|none|With both the "Short Barrel" and "Solid Stock" installed, one can use the Benelli M4 NFA Tactical.]] | ||
− | ==Kel- | + | ==Kel-Tec KSG(**)== |
− | The [[Kel-Tec KSG]], called the "Raven" in-game | + | The [[Kel-Tec KSG]], called the "Raven" in-game was added with the Gage Shotgun DLC and depicted, typically for a game, with a continuous tube rather than two separate ones. |
− | [[File:Kel-Tec KSG | + | |
+ | If you want a silenced shotgun to compliment the Judge with a oil cleaner you have shoved into a holster, this is your go-to. Perfectly compact enough to be a powerful mainline stealth arm and with enough damage, rate of fire and some accuracy to be a good gun when shit goes south. | ||
+ | [[File:Kel-Tec KSG EOTech.jpg|thumb|none|450px|Kel-Tec KSG Gen 2 with EOTech 512 sight and Magpul AFG (angled foregrip) - 12 gauge]] | ||
[[File:Payday2Kel-tecKSGright.jpg|thumb|none|600px|]] | [[File:Payday2Kel-tecKSGright.jpg|thumb|none|600px|]] | ||
[[File:Payday2Kel-tecKSGLeft.jpg|thumb|none|600px|]] | [[File:Payday2Kel-tecKSGLeft.jpg|thumb|none|600px|]] | ||
Line 1,589: | Line 1,908: | ||
==AA-12(**)== | ==AA-12(**)== | ||
− | The [[AA-12]] was added with "The Butcher's BBQ Pack" as the "Steakout 12G", possibly a pun on the [[Ithaca 37 "Stakeout"]] model (ironically, a standard Ithaca 37 was added later with the "Goat Simulator" DLC) | + | The [[AA-12]] was added with "The Butcher's BBQ Pack" as the "Steakout 12G", possibly a pun on the [[Ithaca 37 "Stakeout"]] model (ironically, a standard Ithaca 37 was added later with the "Goat Simulator" DLC). It's possible to flick between semi and automatic fire in-game, something not possible on real AA-12s as they are just full auto. |
− | + | 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. | |
[[File:AA-12 CQB.jpg|thumb|none|500px|An MPS AA-12 CQB without its magazine - 12 gauge]] | [[File:AA-12 CQB.jpg|thumb|none|500px|An MPS AA-12 CQB without its magazine - 12 gauge]] | ||
[[File:PD2 AA12 left.jpg|thumb|600px|none|"O-24" is scribbled on the magazine.]] | [[File:PD2 AA12 left.jpg|thumb|600px|none|"O-24" is scribbled on the magazine.]] | ||
Line 1,606: | Line 1,925: | ||
==Ithaca 37(**)== | ==Ithaca 37(**)== | ||
− | Along with the "Goat Simulator" DLC (where do they get these ideas?) a full-size [[Ithaca 37|Ithaca 37 Riot]] was added, oddly as a secondary weapon. 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. There's stupid and then there's the GSPS which does the same damage as the Mosconi/Joceline except it's pump action with 7 rounds in the secondary slot. 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. | + | Along with the "Goat Simulator" DLC (where do they get these ideas?) a full-size [[Ithaca 37|Ithaca 37 Riot]] was added, oddly as a secondary weapon. 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. |
+ | |||
+ | There's stupid and then there's the GSPS which does the same damage as the Mosconi/Joceline except it's pump action with 7 rounds in the secondary slot. 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. | ||
[[File:IthacaModel37.jpg|thumb|none|500px|Ithaca Model 37 Riot - 12 gauge]] | [[File:IthacaModel37.jpg|thumb|none|500px|Ithaca Model 37 Riot - 12 gauge]] | ||
[[File:PD2 Ithaca37 left.jpg|thumb|600px|none|]] | [[File:PD2 Ithaca37 left.jpg|thumb|600px|none|]] | ||
Line 1,632: | Line 1,953: | ||
[[File:PD2 1887 reloading3.jpg|thumb|600px|none|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.]] | [[File:PD2 1887 reloading3.jpg|thumb|600px|none|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.]] | ||
[[File:PD2 1887 misc3.jpg|thumb|600px|none|The Model 1887 cut down to a short barrel...]] | [[File:PD2 1887 misc3.jpg|thumb|600px|none|The Model 1887 cut down to a short barrel...]] | ||
+ | [[Image:PaulNewmanShotgunActual.jpg|thumb|none|450px|Winchester 1887 - 12 gauge]] | ||
[[File:PD2 1887 misc4.jpg|thumb|600px|none|...and an 1887 with a long barrel, treated receiver (adding a case-hardened finish, which somehow increases accuracy and stability) and a full stock. 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.]] | [[File:PD2 1887 misc4.jpg|thumb|600px|none|...and an 1887 with a long barrel, treated receiver (adding a case-hardened finish, which somehow increases accuracy and stability) and a full stock. 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.]] | ||
Line 1,637: | Line 1,959: | ||
The [[Crye Precision SIX12]] 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. | The [[Crye Precision SIX12]] 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 | + | 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. |
[[file:Crye Precision SIX12 2015.jpg|thumb|450px|none|Crye Precision SIX12 (2nd prototype) - 12 gauge]] | [[file:Crye Precision SIX12 2015.jpg|thumb|450px|none|Crye Precision SIX12 (2nd prototype) - 12 gauge]] | ||
[[File:PD2 Six12 left.jpg|thumb|600px|none|Note the Magpul MVG foregrip.]] | [[File:PD2 Six12 left.jpg|thumb|600px|none|Note the Magpul MVG foregrip.]] | ||
Line 1,645: | Line 1,967: | ||
[[File:PD2 Six12 reloading1.jpg|thumb|600px|none|Reloading. Pulling out the empty cylinder.]] | [[File:PD2 Six12 reloading1.jpg|thumb|600px|none|Reloading. Pulling out the empty cylinder.]] | ||
[[File:PD2 Six12 reloading2.jpg|thumb|600px|none|About to insert a new one.]] | [[File:PD2 Six12 reloading2.jpg|thumb|600px|none|About to insert a new one.]] | ||
+ | ===Akimbo=== | ||
+ | [[File:Pd2 x rota (1).jpg|thumb|600px|none|The "Goliath" is one of the three secondary shotgun to have a primary akimbo version, the other two being the "Grimm" and the "Judge".]] | ||
+ | [[File:Pd2 x rota (2).jpg|thumb|600px|none|Dual wielding SIX12s fitted with muzzle attachments.]] | ||
+ | [[File:Pd2 x rota (3).jpg|thumb|600px|none|Both weapons still have the vertical foregrips mounted.]] | ||
==Remington Exposed Hammer SxS== | ==Remington Exposed Hammer SxS== | ||
Line 1,655: | Line 1,981: | ||
[[File:PD2 SxS holding.jpg|thumb|600px|none|Hoxton introduces the shooting range dummy to his boomstick.]] | [[File:PD2 SxS holding.jpg|thumb|600px|none|Hoxton introduces the shooting range dummy to his boomstick.]] | ||
[[File:PD2 SxS irons.jpg|thumb|600px|none|Iron sights. The tiny bead sight will take some getting used to.]] | [[File:PD2 SxS irons.jpg|thumb|600px|none|Iron sights. The tiny bead sight will take some getting used to.]] | ||
− | [[File:PD2 SxS view left.jpg|thumb|600px|none|Admiring the finer details of the SxS's left side. It's a twelve gauge double barreled Remington, alright]] | + | [[File:PD2 SxS view left.jpg|thumb|600px|none|Admiring the finer details of the SxS's left side. It's a twelve gauge double barreled Remington, alright.]] |
[[File:PD2 SxS view right.jpg|thumb|600px|none|''[[Army of Darkness|"Retails for about $109.95. It's got a walnut stock, cobalt blue steel and a hair trigger. That's right. Shop Smart. Shop S-Mart. YA GOT THAT!?"]]'']] | [[File:PD2 SxS view right.jpg|thumb|600px|none|''[[Army of Darkness|"Retails for about $109.95. It's got a walnut stock, cobalt blue steel and a hair trigger. That's right. Shop Smart. Shop S-Mart. YA GOT THAT!?"]]'']] | ||
[[File:PD2 SxS reloading1.jpg|thumb|600px|none|Reloading. The spent shells pop out just a frame too late.]] | [[File:PD2 SxS reloading1.jpg|thumb|600px|none|Reloading. The spent shells pop out just a frame too late.]] | ||
Line 1,661: | Line 1,987: | ||
==Winchester Model 1897 (**)== | ==Winchester Model 1897 (**)== | ||
− | The [[Winchester Model 1897]] was added to the game by the "Gunslinger Weapon Pack", confusingly named "Reinfeld 88". | + | The [[Winchester Model 1897]] was added to the game by the "Gunslinger Weapon Pack", confusingly named the "Reinfeld 88". |
− | [[ | + | |
− | [[ | + | As the name sort of implies, this is a Reinfeld abridged shotgun. Same basic mechanics of a pump shotgun but with more damage, a higher rate of fire akin to the Loco in the primary slot and the ability to make this thing very compact for a high damage dodge/crit build, if you can look yourself in the soul and say "Am I willing to saw down a 100 year old shotgun for better stats?" |
− | [[ | + | [[File:WinchesterM1897.jpg|thumb|none|450px|Winchester Model 1897 Riot Gun - 12 gauge]] |
− | [[File:Pd2 m1897 1.jpg|thumb|none|600px|Preview of the Model 1897. Its default configuration has the bayonet lug but no heat shield.]] | + | [[File:Winchester1897TrenchTakedown.jpg|thumb|none|450px|Winchester Model 1897 in "Trench" configuration - 12 gauge]] |
+ | [[File:Winchester97field.jpg|thumb|none|550px|Winchester Model 1897 Field shotgun - 12 gauge]] | ||
+ | [[File:Pd2 m1897 1.jpg|thumb|none|600px|Preview of the Model 1897. Its default configuration has the bayonet lug but no heat shield, along with a rather oddly-shaped stock.]] | ||
[[File:Pd2 m1897 2.jpg|thumb|none|600px|Ditto, right side.]] | [[File:Pd2 m1897 2.jpg|thumb|none|600px|Ditto, right side.]] | ||
[[File:Pd2 m1897 3.jpg|thumb|none|600px|Houston holding his shotgun modified with a long barrel.]] | [[File:Pd2 m1897 3.jpg|thumb|none|600px|Houston holding his shotgun modified with a long barrel.]] | ||
Line 1,672: | Line 2,000: | ||
[[File:Pd2 m1897 6.jpg|thumb|none|600px|Checking out the other side, while Clover is doing a female version of teabagging.]] | [[File:Pd2 m1897 6.jpg|thumb|none|600px|Checking out the other side, while Clover is doing a female version of teabagging.]] | ||
[[File:Pd2 m1897 7.jpg|thumb|none|600px|One of the barrel modifications turns it into a Field Gun.]] | [[File:Pd2 m1897 7.jpg|thumb|none|600px|One of the barrel modifications turns it into a Field Gun.]] | ||
+ | |||
+ | [[File:Winchester 1897 sawed off.jpg|thumb|none|400px|Winchester Model 1897 Riot Gun with sawed off stock and barrel - 12 gauge]] | ||
[[File:Pd2 m1897 8.jpg|thumb|none|600px|The other removes the bayonet lug but adds a heatshield, so you cannot have that familiar "trench gun" look. The stock can be shortened as well.]] | [[File:Pd2 m1897 8.jpg|thumb|none|600px|The other removes the bayonet lug but adds a heatshield, so you cannot have that familiar "trench gun" look. The stock can be shortened as well.]] | ||
==Mossberg 590 Compact Cruiser (**)== | ==Mossberg 590 Compact Cruiser (**)== | ||
− | The [[Mossberg 590 Compact Cruiser]] with buffer tube adapter was added to the game in the "Jiu Feng Smuggler Pack" as "Mosconi 12G Tactical". | + | The [[Mossberg 590 Compact Cruiser]] with buffer tube adapter was added to the game in the "Jiu Feng Smuggler Pack" as "Mosconi 12G Tactical". |
+ | |||
+ | Read what I said about the 88, copy it down to here with the bonus of a few mods and we have basically the same thing. You wanted some fancy words? No. | ||
[[Image:MossbergCompactCruiser.jpg|thumb|none|400px|Mossberg 590 "Compact Cruiser" - 12 gauge]] | [[Image:MossbergCompactCruiser.jpg|thumb|none|400px|Mossberg 590 "Compact Cruiser" - 12 gauge]] | ||
[[Image:MossbergMarGrip.jpg|thumb|none|450px|Mossberg 500 Mariner Cruiser - 12 gauge. Image demonstrating the Marine finish.]] | [[Image:MossbergMarGrip.jpg|thumb|none|450px|Mossberg 500 Mariner Cruiser - 12 gauge. Image demonstrating the Marine finish.]] | ||
Line 1,689: | Line 2,021: | ||
==Baikal MP-155 Ultima(**)== | ==Baikal MP-155 Ultima(**)== | ||
The [[Baikal MP-155 Ultima]] was added to the game in the "Jiu Feng Smuggler Pack 4" as "Argos III". | The [[Baikal MP-155 Ultima]] was added to the game in the "Jiu Feng Smuggler Pack 4" as "Argos III". | ||
+ | |||
+ | Take our good friend Mr. Loco, make him semi automatic, give it a fast reload since we've now learned how to load TWO shells at once and then also give it an ammo pool wide enough that you can keep this thing as a primary while you're busy doing the busy work for the team with the saw. It's a boringly functional set up for a gamer gun. | ||
[[Image:MP-155 Ultima.jpg|thumb|none|450px|MP-155 Ultima, first model - 12 gauge]] | [[Image:MP-155 Ultima.jpg|thumb|none|450px|MP-155 Ultima, first model - 12 gauge]] | ||
+ | [[Image:Pd2 ultima (1).jpg|thumb|none|600px|Preview of the "Argos III".]] | ||
+ | [[Image:Pd2 ultima (2).jpg|thumb|none|600px|Ditto, right side.]] | ||
+ | [[Image:Pd2 ultima (3).jpg|thumb|none|600px|Argos' Exclusive Set, stock, and muzzle brake. The shell holder is incompatible with the exclusive set as it would clip into the wires.]] | ||
+ | [[Image:Pd2 ultima (4).jpg|thumb|none|600px|Idling with the Ultima.]] | ||
+ | [[Image:Pd2 ultima (5).jpg|thumb|none|600px|Inspecting the weapon reportedly designed for zoomers and hipsters.]] | ||
+ | [[Image:Pd2 ultima (6).jpg|thumb|none|600px|Looking over to the right side.]] | ||
+ | [[Image:Pd2 ultima (7).jpg|thumb|none|600px|A zoomer zooming in with the shotgun that has no sights by default. Looks like this hipster will have to fire this weapon from the hip.]] | ||
+ | [[Image:Pd2 ultima (8).jpg|thumb|none|600px|The Ultima is currently the only shotgun to begin its empty reload with chamberloading.]] | ||
+ | [[Image:Pd2 ultima (9).jpg|thumb|none|600px|The bolt is punched into battery instead of pressing a bolt release.]] | ||
+ | [[Image:Pd2 ultima (10).jpg|thumb|none|600px|Quickly topping off the tube magazine by holding several shells together.]] | ||
+ | [[Image:Pd2 ultima (11).jpg|thumb|none|600px|Tactical reloading is instead done with the left hand.]] | ||
+ | [[Image:Pd2 ultima (12).jpg|thumb|none|600px|This, however, shows off the tendency of these new DLC weapons to have static shadows baked into their textures.]] | ||
+ | [[Image:Pd2 ultima (13).jpg|thumb|none|600px|The reloading animations aren't limited to double-loading either; here a single shell is seen loaded.]] | ||
+ | |||
+ | ==Standard Manufacturing SKO-12(**)== | ||
+ | The [[Standard Manufacturing SKO-12]] was added to the game in the "McShay Weapon Pack 2", under the name "VD-12". Two variants are available, a standard SKO-12 with a 25-round drum magazine (that incorrectly holds 28 rounds), and an SKO-12 Shorty with a 9-round magazine (that holds an also-incorrect 10); the latter version is only available in dual-wielded form, making it the first dual-wielded version of a primary weapon. | ||
+ | |||
+ | Because the Steakout didn't have enough power or ammo for you, you may now have a Turkish shotgun. Slow rate of fire to maximize the accuracy of your shot, a drum so deep you'd struggle to run out of ammo even with that withering 65 damage of and a pickup that's almost Steakout levels of good but not quite there. It's trying, though. | ||
+ | [[File:Standard Manufacturing SKO-12.jpg|thumb|none|450px|Standard Manufacturing SKO-12 - 12 gauge]] | ||
+ | [[File:SKO Shorty.jpg|thumb|none|450px|Standard Manufacturing SKO-12 Shorty - 12 gauge]] | ||
+ | [[File:Pd2 sko12 (1).jpg|thumb|none|600px|Preview of the SKO-12. The unmodified gun comes equipped with the M4 grip and stock.]] | ||
+ | [[File:Pd2 sko12 (2).jpg|thumb|none|600px|Ditto, right side. Note that it also has a muzzle device which can be replaced.]] | ||
+ | [[File:Pd2 sko12 (4).jpg|thumb|none|600px|Clover holding the shotgun. It is fired in slow full-auto, and can be switched to semi.]] | ||
+ | [[File:Pd2 sko12 (5).jpg|thumb|none|600px|Inspecting the SKO-12. The factory grip and stock have been installed as modifications.]] | ||
+ | [[File:Pd2 sko12 (3).jpg|thumb|none|600px|The default iron sights are the same as a couple of pistols use as a modification, and some larger guns use by default, despite the game being chock full of less cursed BUIS options.]] | ||
+ | [[File:Pd2 sko12 (6).jpg|thumb|none|600px|The empty reloading begins with dropping the empty magazine with the heister's off hand still on the handguard.]] | ||
+ | [[File:Pd2 sko12 (7).jpg|thumb|none|600px|It is then fed with a drum loaded with shell models unique to this gun.]] | ||
+ | [[File:Pd2 sko12 (8).jpg|thumb|none|600px|Finishing by slapping the bolt release, which probably isn't gonna work with a drum magazine anyway.]] | ||
+ | [[File:Pd2 sko12 (9).jpg|thumb|none|600px|The tactical reload begins with removing the old drum by hand.]] | ||
+ | [[File:Pd2 sko12 (10).jpg|thumb|none|600px|Despite that, the still-loaded drum immediately gets thrown away in a dramatic fashion.]] | ||
+ | [[File:Pd2 sko12 (11).jpg|thumb|none|600px|Just as dramatic, a new drum gets thrown in the air to be catched and slapped into the gun. Note the two black-colored shells, reminiscent of the Beta C-Mag's dummy cartridges. However, just like the Bootleg's dual drum, this must mean the bolt hold open can't be activated as there's no normal follower in the magazine.]] | ||
+ | ===Akimbo=== | ||
+ | [[File:Pd2 x sko12 (1).jpg|thumb|none|600px|Preview of the Shorties. They retain the top rails even though they don't mount anything, to the point that the iron sights are also gone.]] | ||
+ | [[File:Pd2 x sko12 (2).jpg|thumb|none|600px|Akimbo "VD-12" modified with short barrels allow it to impersonate the SKO-12 Mini albeit without its extended buffer tube.]] | ||
+ | [[File:Pd2 x sko12 (3).jpg|thumb|none|600px|With the short barrel, a portion of the top rail is removed. Here the shotguns have been modified with extra rails on the handguard and laser sights.]] | ||
+ | [[File:Pd2 x sko12 (4).jpg|thumb|none|600px|Empty reloading starts with the bolts magically locking open as there is no "last shot" animation.]] | ||
+ | [[File:Pd2 x sko12 (5).jpg|thumb|none|600px|"Aiming" the emptied shotguns. Note the bolt(s) locked forward.]] | ||
+ | |||
+ | ==Benelli Supernova== | ||
+ | The [[Benelli Supernova]] was added in the "McShay Weapon Pack 4" DLC as "Deimos". Its gimmick is the ability to switch between a powerful pump action mode and a weaker semi-automatic mode, which the real Supernova absolutely cannot do. It is more of a feature of the [[Benelli M3]] or the SPAS-12 that is already in the game. | ||
+ | [[File:Benelli Supernova Tactical.jpg|thumb|none|450px|Benelli Supernova Tactical with telescopic stock - 12 gauge]] | ||
+ | [[File:Pd2 supernova (1).jpg|thumb|none|600px|Preview of the unmodified Deimos.]] | ||
+ | [[File:Pd2 supernova (8).jpg|thumb|none|600px|Its unique modifications are a magazine extension, longer or shorter barrel (the shorter option disallowing suppressors likely to avoid clipping with the aforementioned extended mag tube), a shell holder, ATI pistol grip and stock, stockless pistol grip, or an AR-15 stock adapter. Its exclusive set turns it into a futuristic shotgun complete with ammo counter on its side, giving the MP-155 Ultima with its broken gadget interface a run for its money.]] | ||
+ | [[File:Pd2 supernova (5).jpg|thumb|none|600px|Looting the FBI evidence locker with a modified Supernova.]] | ||
+ | [[File:Pd2 supernova (6).jpg|thumb|none|600px|Inspecting the shotgun. Note the magazine tube protruding past the short barrel option. The stock is also collapsed on this one.]] | ||
+ | [[File:Pd2 supernova (7).jpg|thumb|none|600px|Ditto, right side.]] | ||
+ | [[File:Pd2 supernova (2).jpg|thumb|none|600px|It has a cool new reload animation full of magic tricks.]] | ||
+ | [[File:Pd2 supernova (3).jpg|thumb|none|600px|It ends with a badass one-handed pump when reloading from empty. Don't try this at home.]] | ||
+ | [[File:Pd2 supernova (4).jpg|thumb|none|600px|The iron sights are currently misaligned, with no barrel option safe from that.]] | ||
=Machine Guns= | =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 (M240B)". 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 in certain environment and fire somehow more accurately (still cannot use the sights) and with almost no recoil. Player cannot move with the bipod when it is deployed, however. | ||
− | + | While they are all categorized as LMGs in game, the HK21E, MG 42 and M240B are actually GPMGs (General Purpose Machine Guns). | |
− | |||
− | While they are all categorized as LMGs in game, the HK21E, | ||
==RPK(**)== | ==RPK(**)== | ||
− | The [[ | + | The [[RPK]] presented in-game with its real-world name and is immediately unlocked at the start, on reputation level 0. It incorrectly holds 100 rounds in a 75-round drum magazine, which may be for balance reasons, as even after making such changes, its ammunition capacity is still lower than other Western belt-fed MGs in the game, while its damage is the same with several 7.62x51mm GPMGs. 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. |
At 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. | At 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. | ||
Line 1,711: | Line 2,093: | ||
==M249 Para(**)== | ==M249 Para(**)== | ||
− | The [[ | + | The [[M249|M249 Para]] appears as the "KSP" (the abbreviated form of the Swedish word for machine guns, ''kulspruta'') and is unlocked at reputation level 45. It has a 200-round detachable ammo drum. It is also the weapon of choice for the Skulldozer special enemy and the Commissar, the target of the Hotline Miami DLC heist. |
+ | |||
+ | For the person who doesn't care about anything in front of him, the KSP is the border between "somewhat controllable" rate of fire and "I CANT SEE ANYTHING OH DEAR GOD HELP" rate of fire provided by the miniguns and the MG42. It has the largest drum size, combo'd with a decent rate of fire and good damage making it an easy weapon for an assault. | ||
[[Image:M249ParaWAmmo.jpg|thumb|none|450px|M249 SAW Paratrooper version with 200-round ammo box - 5.56x45mm]] | [[Image:M249ParaWAmmo.jpg|thumb|none|450px|M249 SAW Paratrooper version with 200-round ammo box - 5.56x45mm]] | ||
[[File:SAWleftside.jpg|thumb|none|600px|Note the SAW's folded bipod fitting nicely into its handguard. As part of the gun's model, these remain attached to the weapon even with the Lion Bipod mod present, resulting in the M249 having two sets of bipods.]] | [[File:SAWleftside.jpg|thumb|none|600px|Note the SAW's folded bipod fitting nicely into its handguard. As part of the gun's model, these remain attached to the weapon even with the Lion Bipod mod present, resulting in the M249 having two sets of bipods.]] | ||
Line 1,726: | Line 2,110: | ||
[[File:Mk 46 Mod 0.jpg|thumb|450px|none|FN Mk 46 Mod 0 - 5.56x45mm]] | [[File:Mk 46 Mod 0.jpg|thumb|450px|none|FN Mk 46 Mod 0 - 5.56x45mm]] | ||
[[File:PD2 M249 misc2.1.jpg|thumb|600px|none|Fitting the Railed Foregrip and Soild Stock to the M249 makes it resembles the [[Mk 46 Mod 0]]; it still has the STANAG magwell, however.]] | [[File:PD2 M249 misc2.1.jpg|thumb|600px|none|Fitting the Railed Foregrip and Soild Stock to the M249 makes it resembles the [[Mk 46 Mod 0]]; it still has the STANAG magwell, however.]] | ||
− | [[File:PD2 ZealTeamDozer.jpg|thumb| | + | [[File:PD2 ZealTeamDozer.jpg|thumb|400px|none|The "Zeal Team" Dozer with his Mk 46 Mod 0.]] |
==Heckler & Koch HK21E(**)== | ==Heckler & Koch HK21E(**)== | ||
− | Returning from the previous installment, the [[ | + | Returning from the previous installment, the [[Heckler & Koch HK21E]] appears as the "Brenner 21" and is unlocked at reputation level 75. It has a 150-round detachable belt box magazine. It has a MP5-style diopter drum rear-sight rather than the Export variant's own. It has a canted front grip in order to make it easier to hold. |
+ | |||
+ | The Brenner is a heavyset gun meant to bring the pain with big magazines and nothing more. The accuracy makes running and gunning with it useless, just plop it down on the bipod and sit there until everyone who comes near you is filled with holes. | ||
[[file:HK21E.jpg|thumb|500px|none|Heckler & Koch HK21E - 7.62x51mm NATO]] | [[file:HK21E.jpg|thumb|500px|none|Heckler & Koch HK21E - 7.62x51mm NATO]] | ||
[[File:Payday2 Heckler & Koch HK 21E -hd1- menu 1.jpg|thumb|none|600px|]] | [[File:Payday2 Heckler & Koch HK 21E -hd1- menu 1.jpg|thumb|none|600px|]] | ||
Line 1,738: | Line 2,124: | ||
==MG 42(**)== | ==MG 42(**)== | ||
− | The [[MG42 | + | The [[MG42]] appears as the "Buzzsaw 42" and is unlocked for purchase by buying the "Gage Historical Pack" DLC. It incorrectly holds 150 rounds in a 50-round drum magazine and is tied with the Micro Uzi and Vector for the highest rate of fire in the game (although losing slightly to a Glock 18 with pistol skills) The MG42 (once Update 168 buffed the damage) offers the highest damage per second in the entire game. |
− | [[ | + | |
− | [[File:PD2 MG42 left.jpg|thumb|none|600px|]] | + | While with lower ammo than both the KSP and the Minigun, the MG42's high rate of fire makes it violently entertaining in close quarters combat. Most enemies die in all of a "BRRAP" and you can easily mag dump into Bulldozers and drop them relatively quickly which compensates for this gun's mediocre ability with a bipod. |
− | [[File:PD2 MG42 right.jpg|thumb|600px|none|]] | + | [[File:mg42drummag.jpg|thumb|none|450px|MG42 with ''Gurttrommel 34'' belt drum - 7.92x57mm Mauser]] |
− | [[file:Payday2 MG42 -hd1- holding.jpg|thumb|none|600px|]] | + | [[File:PD2 MG42 left.jpg|thumb|none|600px|The MG42 in the model viewer.]] |
+ | [[File:PD2 MG42 right.jpg|thumb|600px|none|The other side, showing off the later variant's familiar vertical charging handle.]] | ||
+ | [[file:Payday2 MG42 -hd1- holding.jpg|thumb|none|600px|Contemplating the idea of giving a parked car a few extra speed holes.]] | ||
[[file:Payday2 MG42 -hd1- reloading 1.jpg|thumb|none|600px|Reloading. Seating a new drum.]] | [[file:Payday2 MG42 -hd1- reloading 1.jpg|thumb|none|600px|Reloading. Seating a new drum.]] | ||
− | [[file:Payday2 MG42 -hd1- reloading 2.jpg|thumb|none|600px|After seating the belt and closing the top cover, the charging handle is pulled.]] | + | [[file:Payday2 MG42 -hd1- reloading 2.jpg|thumb|none|600px|After seating the belt and closing the top cover, the charging handle is pulled; this is incorrect, as the MG42's top cover cannot be closed with the bolt forward - the weapon should be cocked before closing the cover.]] |
− | [[ | + | [[File:Mg-34man-portable.jpg|thumb|none|500px|MG 34 - 7.92x57mm Mauser. With Gurttrommel 34 - 50 round belt drum magazine.]] |
− | [[file:PD2 MG42 misc1.jpg|thumb|none|600px|Modified version of the MG 42. The "Light Barrel" modification gives it the barrel of its predecessor, the [[ | + | [[file:PD2 MG42 misc1.jpg|thumb|none|600px|Modified version of the MG 42. The "Light Barrel" modification gives it the barrel of its predecessor, the [[MG 34]].]] |
[[file:PD2 MG42 misc2.jpg|thumb|none|600px|MG 42 modified with the "Heatsinked Suppressed Barrel", based on the DLT-19 Heavy Blaster Rifle from ''[[Star Wars]]'' (which was actually made from an MG 34).]] | [[file:PD2 MG42 misc2.jpg|thumb|none|600px|MG 42 modified with the "Heatsinked Suppressed Barrel", based on the DLT-19 Heavy Blaster Rifle from ''[[Star Wars]]'' (which was actually made from an MG 34).]] | ||
[[File:Payday2 MG42 -hd1- menu 2.jpg|thumb|none|600px|The old MG42 model, before it had its bipod removed.]] | [[File:Payday2 MG42 -hd1- menu 2.jpg|thumb|none|600px|The old MG42 model, before it had its bipod removed.]] | ||
==M240B== | ==M240B== | ||
− | Although called " | + | Although called "KSP 58" in-game, after the Swedish version of the [[FN MAG 58]] and even has the distinctive Swedish green lacquer finish, it is actually modeled after the [[M240B]], denoted by the short flash-hider, carry handle design, sights, the railed feed tray cover of the B model, and the stock design (both the default wood stock and the plastic stock use the same model). It was added on day 5 of "CrimeFest 2015" and along with it the ability to use a bipod with Machine Guns. |
+ | |||
+ | Similarly to the SPAS and most of the Community weapons, the KSP 58 is a mediocre LMG with no real defining traits for the people who never actually bought the DLC in the first place (this weapon is the only available LMG in the game that does not require DLC). Even after the rework, it's simply a meh LMG for using with Wolf for some slightly misplaced patriotic Swedish flair. | ||
[[Image:M240-1.jpg|thumb|none|500px|M240B - 7.62x51mm NATO]] | [[Image:M240-1.jpg|thumb|none|500px|M240B - 7.62x51mm NATO]] | ||
[[File:Ksp 58 B.jpg|thumb|none|500px|An actual Carl Gustaf Ksp 58 B, for comparison - 7.62x51mm NATO]] | [[File:Ksp 58 B.jpg|thumb|none|500px|An actual Carl Gustaf Ksp 58 B, for comparison - 7.62x51mm NATO]] | ||
Line 1,761: | Line 2,151: | ||
[[File:PD2 M240 reloading2.jpg|thumb|600px|none|Attaching a new ammo box. The 200-round ammo box is fictional, and is attached to the side of the weapon by "plugging in" from the bottom. It is designed in such a way that the bottom ejection port isn't blocked though, and the first-person view correctly shows only the belt links being ejected to the right side.]] | [[File:PD2 M240 reloading2.jpg|thumb|600px|none|Attaching a new ammo box. The 200-round ammo box is fictional, and is attached to the side of the weapon by "plugging in" from the bottom. It is designed in such a way that the bottom ejection port isn't blocked though, and the first-person view correctly shows only the belt links being ejected to the right side.]] | ||
[[File:PD2 M240 misc1.jpg|thumb|600px|none|The M240 fitted with the "Lion's bipod" and "Plastic stock", the latter being more in line with a proper M240 stock.]] | [[File:PD2 M240 misc1.jpg|thumb|600px|none|The M240 fitted with the "Lion's bipod" and "Plastic stock", the latter being more in line with a proper M240 stock.]] | ||
+ | |||
==M60(**)== | ==M60(**)== | ||
− | The [[M60 machine gun]] was added to the game with the release of the "Fugitive Weapon Pack". Unlike most weapons in the game, it is identified by its real-world name. | + | The [[M60 machine gun]] was added to the game with the release of the "Fugitive Weapon Pack". Unlike most weapons in the game, it is identified by its real-world name. |
+ | |||
+ | Ironically given it's an M60, the gun most people expect to go Rambo with and fire wildly, this thing boasts one of the best accuracy stats in the entire LMG tree alongside good ammo pickup, damage and the deep, deep wells that are 200 round 7.62 NATO drums. The only thing bad I can say about it is that it, shocker, fires slow. Oh no, it lets you maximize damage, what ever will we do. | ||
[[Image:M60GPMG.jpg|thumb|none|500px|M60 machine gun with bipod folded - 7.62x51mm NATO]] | [[Image:M60GPMG.jpg|thumb|none|500px|M60 machine gun with bipod folded - 7.62x51mm NATO]] | ||
[[File:PD2 M60 left.jpg|thumb|600px|none|Inventory preview of the "M60". Note the lack of the barrel-mounted bipod.]] | [[File:PD2 M60 left.jpg|thumb|600px|none|Inventory preview of the "M60". Note the lack of the barrel-mounted bipod.]] | ||
Line 1,773: | Line 2,166: | ||
[[File:PD2 M60 reloading1.jpg|thumb|600px|none|Reloading. Hoxton replaces the belt box. Although he seems to be forgetting one very important step: locking the bolt back first!]] | [[File:PD2 M60 reloading1.jpg|thumb|600px|none|Reloading. Hoxton replaces the belt box. Although he seems to be forgetting one very important step: locking the bolt back first!]] | ||
[[File:PD2 M60 reloading2.jpg|thumb|600px|none|Then slamming the lid shut and giving the charging handle a tug.]] | [[File:PD2 M60 reloading2.jpg|thumb|600px|none|Then slamming the lid shut and giving the charging handle a tug.]] | ||
+ | |||
+ | ==Vollmer HK51-B(**)== | ||
+ | The [[Vollmer HK51-B]] was added to the game as part of the "McShay Weapon Pack" as "SG Versteckt 51D". This is the first machine gun to use sights. | ||
+ | |||
+ | Now you see the fact that this gun DOES allow you to use sights and you know that OVERKILL is Faustian in how it gives you such nice things. You're 100% right, this thing's got more problems than a Craigslist beater. Low stability, low accuracy, lowest total ammo in the entire LMG category, good concealability which you probably don't care for as an LMG and no bipods. Have fun! | ||
+ | [[file:Hk51ba.jpg|thumb|none|400px|Vollmer HK51-B with ammo belt - 7.62x51mm NATO]] | ||
+ | [[File:Pd2 hk51d (1).jpg|thumb|600px|none|John Wick holding the belt-fed HK.]] | ||
+ | [[File:Pd2 hk51b (4).jpg|thumb|600px|none|Inspecting. The belt is "jiggleboned" and is affected by gravity and also visibly depletes. The stock is collapsed by default with the extension of the stock costing $9000.]] | ||
+ | [[File:Pd2 hk51b (2).jpg|thumb|600px|none|Inspecting the right side.]] | ||
+ | [[File:Pd2 hk51b (3).jpg|thumb|600px|none|Using a machine gun's iron sights for the first time in ''Payday 2''.]] | ||
+ | [[File:Pd2 hk51b (5).jpg|thumb|600px|none|Reloading from empty. Starting with locking the bolt back.]] | ||
+ | [[File:Pd2 hk51b (6).jpg|thumb|600px|none|Pushing the new belt in.]] | ||
+ | [[File:Pd2 hk51b (7).jpg|thumb|600px|none|Finishing with slapping the charging handle as God intended.]] | ||
+ | [[File:Pd2 hk51b (8).jpg|thumb|600px|none|Tactical reloading. Beginning with pressing a release latch, similarly to the HK21.]] | ||
+ | [[File:Pd2 hk51b (9).jpg|thumb|600px|none|Pushing the new belt in but in a different manner.]] | ||
+ | [[File:Pd2 hk51b 10.jpg|thumb|600px|none|Ending with locking the bolt handle back and slapping it into battery.]] | ||
==M1918A2 BAR== | ==M1918A2 BAR== | ||
− | The WW2-themed exhibit in the heist "The Diamond"'s fictional McKendrick Museum has several unusable [[M1918A2 Browning Automatic Rifle]]s (sans carrying handles, bipods, and magazine guides) in display cases on its walls. | + | The WW2-themed exhibit in the heist "The Diamond"'s fictional McKendrick Museum has several unusable [[M1918A2 Browning Automatic Rifle]]s (sans carrying handles, bipods, and magazine guides) in display cases on its walls. This model originates from ''[[Raid: World War II]]'', but it actually uses different textures in ''Raid''. |
[[File:BAR.jpg|thumb|none|500px|M1918A2 BAR (w/o carrying handle) - .30-06 Springfield]] | [[File:BAR.jpg|thumb|none|500px|M1918A2 BAR (w/o carrying handle) - .30-06 Springfield]] | ||
[[File:Payday2 bars.jpg|thumb|600px|none|The BARs on display.]] | [[File:Payday2 bars.jpg|thumb|600px|none|The BARs on display.]] | ||
− | == | + | ==MG 34== |
− | The aforementioned exhibit also prominently features several [[ | + | The aforementioned exhibit also prominently features several [[MG 34]]s on their distinctive Lafette tripods, fitted with anti-aircraft sights. |
− | [[File:MG34 Lafette.jpg|thumb|none|500px| | + | [[File:MG34 Lafette.jpg|thumb|none|500px|MG 34 - 7.92x57mm Mauser. On a Lafette 34 tripod.]] |
− | [[File:Payday2 mg34.jpg|thumb|600px|none|One of the | + | [[File:Payday2 mg34.jpg|thumb|600px|none|One of the MG 34s. Note that the tripod's legs seem to be clipping into the base of the pedestal, though they could conceivably be stuck through holes in it.]] |
+ | |||
+ | ==Ohio Ordnance HCAR(**)== | ||
+ | A fully-automatic [[Ohio Ordnance HCAR]] was added to the game as part of the "McShay Weapon Pack 3", dubbed "Akron HC". Following the HK51-B, it is the second weapon classified in-game as a light machine gun that allows proper aiming with a plethora of optical attachments. | ||
+ | [[File:HCAR.jpg|thumb|none|450px|Ohio Ordnance HCAR - .30-06 Springfield]] | ||
+ | [[File:Pd2 hcar (1).jpg|thumb|600px|none|Preview of the HCAR. It is properly depicted as closed-bolt (unlike the M1918 BAR it is based upon).]] | ||
+ | [[File:Pd2 hcar (2).jpg|thumb|600px|none|Akron's exclusive set turns the HCAR into what was usually reserved for legendary-grade skins. The drum magazine has a long "neck" to facilitate the use of the same reload animations for all magazine models.]] | ||
+ | [[File:Pd2 hcar (3).jpg|thumb|600px|none|Clover and her slightly modified Akron HC.]] | ||
+ | [[File:Pd2 hcar (4).jpg|thumb|600px|none|Aiming down the stock iron sights.]] | ||
+ | [[File:Pd2 hcar (5).jpg|thumb|600px|none|Inspecting the HCAR's 30-round magazine that holds 40 in-game while Dragan shows off his take on modernizing the ol' Browning.]] | ||
+ | [[File:Pd2 hcar (6).jpg|thumb|600px|none|Inspecting the right side shows the closed bolt.]] | ||
+ | [[File:Pd2 hcar (7).jpg|thumb|600px|none|The empty reloading sequence shows that the bolt does not lock open; this is actually correct, as the HCAR's hold-open system (unusually enough) only locks the gun open when there ''isn't'' a magazine inserted.]] | ||
+ | [[File:Pd2 hcar (9).jpg|thumb|600px|none|It begins with a tacticool flick of the magazine...]] | ||
+ | [[File:Pd2 hcar (10).jpg|thumb|600px|none|...and ends with a pull of the charging handle which returns forward with the bolt closing.]] | ||
+ | [[File:Pd2 hcar (8).jpg|thumb|600px|none|The non-empty reload is much less dramatic.]] | ||
+ | |||
+ | ==KAC ChainSAW== | ||
+ | The [[KAC ChainSAW]] was added in the "McShay Weapon Pack 4" DLC as "Campbell 74", probably to sound less funny (and copyrighted) than "Stoner 96". After two LMGs with usable sights in a row, we're back to hip firing. | ||
+ | [[File:KAC ChainSAW.jpg|thumb|none|400px|KAC ChainSAW with 200 round ammo box - 5.56x45mm NATO]] | ||
+ | [[File:Pd2 kacchainsaw (1).jpg|thumb|none|600px|Preview of the unmodified Campbell 74. It has an unusual longer barrel by default.]] | ||
+ | [[File:Pd2 kacchainsaw (2).jpg|thumb|none|600px|Having decided to forsake all boring underbarrel flare launchers, Overkill brought us an underbarrel flamethrower. In addition to the barrel and belt box modifications, one of its unique mods is a sling that gives massive boosts to accuracy and stability while slightly reducing concealment (on a huge machine gun with little to no concealment to begin with) and there is absolutely no reason not to use it. Its exclusive set is a futuristic shell that drastically reduces damage but gives more ammo.]] | ||
+ | [[File:Pd2 kacchainsaw (5).jpg|thumb|none|600px|Holding a roaming frothing madness of a ChainSAW.]] | ||
+ | [[File:Pd2 kacchainsaw (3).jpg|thumb|none|600px|Opening the feed tray with the dominant hand at the start of reloading.]] | ||
+ | [[File:Pd2 kacchainsaw (4).jpg|thumb|none|600px|The rest of the reload is done with the left hand. The charging handle is then pulled off-screen if the gun was emptied.]] | ||
+ | [[File:Pd2 kacchainsaw (6).jpg|thumb|none|600px|Reloading the underbarrel flamethrower attachment. Note the worn "Stoner LMG" markings on the receiver.]] | ||
+ | [[File:Pd2 kacchainsaw (7).jpg|thumb|none|600px|Struggling to keep it level on inspect animation.]] | ||
=Sniper Rifles= | =Sniper Rifles= | ||
Line 1,789: | Line 2,223: | ||
Every in-game sniper rifle is listed here with the exception of the TTI TR-1 Ultra-light, which is under "Carbines" instead. | Every in-game sniper rifle is listed here with the exception of the TTI TR-1 Ultra-light, which is under "Carbines" instead. | ||
==Remington MSR (**)== | ==Remington MSR (**)== | ||
− | The [[Remington MSR]] appears as the "Rattlesnake" and is unlocked at level 15. It holds 10 rounds in the magazine. A lighter flavor of sniper, the Rattlesnake boasts a high ammo pool and decent rate of fire that still make it useful even after semi auto snipers like the Contractor and the Lebensauger have occupied the same overall damage slot. | + | The [[Remington MSR]] appears as the "Rattlesnake" and is unlocked at level 15. It holds 10 rounds in the magazine. |
+ | |||
+ | A lighter flavor of sniper, the Rattlesnake boasts a high ammo pool and decent rate of fire that still make it useful even after semi auto snipers like the Contractor and the Lebensauger have occupied the same overall damage slot. | ||
[[Image:MSR alt.jpg|thumb|none|450px|Remington MSR with Harris bipod and Leupold Mark 4 scope - .338 Lapua Magnum]] | [[Image:MSR alt.jpg|thumb|none|450px|Remington MSR with Harris bipod and Leupold Mark 4 scope - .338 Lapua Magnum]] | ||
[[File:PD2 MSR left.jpg|thumb|none|600px|Note that this wooden body is entirely fictional.]] | [[File:PD2 MSR left.jpg|thumb|none|600px|Note that this wooden body is entirely fictional.]] | ||
Line 1,802: | Line 2,238: | ||
==Blaser R93 Tactical 2 (**)== | ==Blaser R93 Tactical 2 (**)== | ||
− | The [[Blaser R93|Blaser R93 Tactical 2]] was added with the Gage Sniper Pack and appears as the "R93". Unlocked at level 35, it serves as the middle ground between the Remington MSR and Barrett M95 offered in the same pack. While visually resembling the LRS2 PSR variant, its claimed chambering of .338 Lapua Magnum identifies it as the Tactical 2 model. The R93 holds 6 rounds in a 5-round magazine. The R93 is the balancing act between the fast and low damage Rattlesnake and the big whopping power that is the "Thanatos" and it does so with aplomb. Decent rate of fire, high damage that can easily deal with most special enemies in a solid headshot, it can easily become a powerful close quarters armor puncher. | + | The [[Blaser R93|Blaser R93 Tactical 2]] was added with the Gage Sniper Pack and appears as the "R93". Unlocked at level 35, it serves as the middle ground between the Remington MSR and Barrett M95 offered in the same pack. While visually resembling the LRS2 PSR variant, its claimed chambering of .338 Lapua Magnum identifies it as the Tactical 2 model. The R93 holds 6 rounds in a 5-round magazine. |
+ | |||
+ | The R93 is the balancing act between the fast and low damage Rattlesnake and the big whopping power that is the "Thanatos" and it does so with aplomb. Decent rate of fire, high damage that can easily deal with most special enemies in a solid headshot, it can easily become a powerful close quarters armor puncher. | ||
[[Image:Blaser93SniperRifleA.jpg|thumb|none|500px|Blaser R93 Tactical 2 - .338 Lapua Magnum]] | [[Image:Blaser93SniperRifleA.jpg|thumb|none|500px|Blaser R93 Tactical 2 - .338 Lapua Magnum]] | ||
[[File:PD2 R93 left.jpg|thumb|600px|none|]] | [[File:PD2 R93 left.jpg|thumb|600px|none|]] | ||
Line 1,815: | Line 2,253: | ||
==Barrett M95 (**)== | ==Barrett M95 (**)== | ||
− | The [[Barrett M95]] appears as the "Thanatos" and is unlocked at level 65. It uses a 5 round magazine. Notably, it was the strongest weapon in the entire game upon its release, and the third most powerful one so far, having an astounding damage stat of '''3675''', loosing only to the RPG-7 included with the OVERKILL Pack, which deals a solid '''12,500''' damage per shot and the M202 from the Scarface Heist pack with '''6200''' damage. If you want to kill a building, or at least a bulldozer easily, you grab a Thanatos. While yes it has literally no ammo and no pickup rate, you have a Barrett .50 cal, you CAN kill pretty much anything in the game with one shot with absolute perfect accuracy. | + | The [[Barrett M95]] appears as the "Thanatos" and is unlocked at level 65. It uses a 5 round magazine. Notably, it was the strongest weapon in the entire game upon its release, and the third most powerful one so far, having an astounding damage stat of '''3675''', loosing only to the RPG-7 included with the OVERKILL Pack, which deals a solid '''12,500''' damage per shot and the M202 from the Scarface Heist pack with '''6200''' damage. |
+ | |||
+ | If you want to kill a building, or at least a bulldozer easily which counts as a building in DC, you grab a Thanatos. While yes it has literally no ammo and no pickup rate, you have a Barrett .50 cal, you CAN kill pretty much anything in the game with one shot with absolute perfect accuracy. | ||
[[File:Barrett m90.jpg|thumb|none|500px|Barrett M95 - .50 BMG]] | [[File:Barrett m90.jpg|thumb|none|500px|Barrett M95 - .50 BMG]] | ||
[[File:PD2 M95 left.jpg|thumb|none|600px|The bipod is unfortunately just for show.]] | [[File:PD2 M95 left.jpg|thumb|none|600px|The bipod is unfortunately just for show.]] | ||
Line 1,825: | Line 2,265: | ||
[[File:PD2 M95 reloading2.jpg|thumb|600px|none|...and inserting a new one.]] | [[File:PD2 M95 reloading2.jpg|thumb|600px|none|...and inserting a new one.]] | ||
− | ==Mosin Nagant | + | ==Mosin Nagant M91/30 (**)== |
− | The [[Mosin Nagant | + | The [[Mosin Nagant M91/30]] was introduced to the game alongside the MG 42, Sterling L2A3 and Mauser C96 as part of the Gage Historical Pack DLC. Known in-game as the "Nagant", it has a highly unusual name considering how the weapon was clearly modeled after a Mosin rifle, and the Léon Nagant-patented design was shelved before it ever entered mass production. Unlike the first three sniper rifles of the game, it can use ironsights, a trait shared with the Winchester 1873 and Model 70. The Nagant is weird, it's always kinda been the oddball sniper rifle given it sits at the same damage level as the R93 but has worse stability and a slower reload. Its niche ability to use iron sights has been rendered moot by the Platypus, Repeater and the Grom so it just kinda exists in weird mediocre stasis. |
+ | |||
+ | By default it is fitted with a fictional barrel the length of which appears to be in between an actual M91/30 rifle and a M38 carbine. | ||
As an amusing aside, the in-game selling price of the Mosin Nagant is astronomically-inflated compared to the real thing owing to it being a mid-to-high level weapon, coming off the shelf for an astounding $921,000 alongside the Barrett M95 and SVD. An ''expensive'' Mosin Nagant would sell for somewhere around $600 in reality, a good ''1,535'' times cheaper than its in-game price, which is perfectly understandable due to Russia's overwhelming surplus of these rifles. | As an amusing aside, the in-game selling price of the Mosin Nagant is astronomically-inflated compared to the real thing owing to it being a mid-to-high level weapon, coming off the shelf for an astounding $921,000 alongside the Barrett M95 and SVD. An ''expensive'' Mosin Nagant would sell for somewhere around $600 in reality, a good ''1,535'' times cheaper than its in-game price, which is perfectly understandable due to Russia's overwhelming surplus of these rifles. | ||
− | [[file: | + | [[file:M9130.jpg|thumb|500px|none|Full-length, Soviet Mosin Nagant M91/30 - 7.62x54mmR]] |
[[File:PD2 Nagant left.jpg|thumb|none|600px|]] | [[File:PD2 Nagant left.jpg|thumb|none|600px|]] | ||
[[File:PD2 Nagant right.jpg|thumb|none|600px|]] | [[File:PD2 Nagant right.jpg|thumb|none|600px|]] | ||
[[file:PD2 Nagant holding.jpg|thumb|none|600px|]] | [[file:PD2 Nagant holding.jpg|thumb|none|600px|]] | ||
[[file:PD2 Nagant iron sights.jpg|thumb|none|600px|Iron sights. These aren't used by default, but rather has to be bought in order to be used, despite already being on the weapon! Also of note is the lack of a firing pin adjustment knob.]] | [[file:PD2 Nagant iron sights.jpg|thumb|none|600px|Iron sights. These aren't used by default, but rather has to be bought in order to be used, despite already being on the weapon! Also of note is the lack of a firing pin adjustment knob.]] | ||
− | [[file:PD2 Nagant bolt cycle.jpg|thumb|none|600px|Dallas cycles the bolt on his Mosin Nagant | + | [[file:PD2 Nagant bolt cycle.jpg|thumb|none|600px|Dallas cycles the bolt on his Mosin Nagant as he tries his hand on some hip-shooting.]] |
[[file:PD2 Nagant reloading1.jpg|thumb|none|600px|Reloading. Pressing in a clip with some 7.62x54R...]] | [[file:PD2 Nagant reloading1.jpg|thumb|none|600px|Reloading. Pressing in a clip with some 7.62x54R...]] | ||
− | [[file:PD2 Nagant reloading2.jpg|thumb|none|600px|...and then chambering a round.]] | + | [[file:PD2 Nagant reloading2.jpg|thumb|none|600px|...and then chambering a round. Note the clip seems to be modelled after a Mauser clip and doesn't get removed before chambering which should block the bolt from moving forward, thankfully it instead just disappears.]] |
[[file:PD2 Nagant misc3.jpg|thumb|none|600px|The Mosin Nagant is the first and so far the only weapon that can be used with a bayonet.]] | [[file:PD2 Nagant misc3.jpg|thumb|none|600px|The Mosin Nagant is the first and so far the only weapon that can be used with a bayonet.]] | ||
+ | [[File:PD2 Nagant misc2.jpg|thumb|600px|none|A proper barrel length can be restored with the installation of "Long Barrel" attachment...]] | ||
[[file:M38Carbine.jpg|thumb|500px|none|Mosin Nagant M38 Carbine - 7.62x54mmR]] | [[file:M38Carbine.jpg|thumb|500px|none|Mosin Nagant M38 Carbine - 7.62x54mmR]] | ||
− | [[File:PD2 Nagant misc1.jpg|thumb|600px|none| | + | [[File:PD2 Nagant misc1.jpg|thumb|600px|none|...or you can choose to shorten the barrel even further by installing the "Short Barrel" attachment, which makes it look like a M38 carbine, since the resulting rifle still misses a proper carbine rear sight block.]] |
− | |||
− | |||
==Winchester Model 1873 (**)== | ==Winchester Model 1873 (**)== | ||
− | The [[Winchester Model 1873]] appears in the game as the "Repeater 1874" and is part of the "Butchers Western Pack" DLC. Oddly enough, despite being chambered entirely for pistol-grade ammunition types, it is classified as a sniper rifle, and thus can penetrate thin walls and shields. Like the Mosin-Nagant, the iron sights are usable, unlike the Nagant however, the irons are the basic sights with the scope being a modification. With the second highest rate of fire in the sniper rifle | + | The [[Winchester Model 1873]] appears in the game as the "Repeater 1874" and is part of the "Butchers Western Pack" DLC. Oddly enough, despite being chambered entirely for pistol-grade ammunition types, it is classified as a sniper rifle, and thus can penetrate thin walls and shields. Like the Mosin-Nagant, the iron sights are usable, unlike the Nagant however, the irons are the basic sights with the scope being a modification. |
+ | |||
+ | With the second highest rate of fire in the sniper rifle category behind the semi-autos, the Repeater is gimped primarily by low total ammo and a really bad selection of mods including two whole barrel options and a pretty mediocre scope. Still, it does allow you a lot more fluid combat with the interruptable reload but the usability of this thing now is kinda debatable. | ||
[[File:Winchester1873short.jpg|thumb|500px|none|Winchester Model 1873 with octagon barrel - .44-40 caliber]] | [[File:Winchester1873short.jpg|thumb|500px|none|Winchester Model 1873 with octagon barrel - .44-40 caliber]] | ||
[[File:PD2 M1873 left.jpg|thumb|600px|none|]] | [[File:PD2 M1873 left.jpg|thumb|600px|none|]] | ||
Line 1,857: | Line 2,300: | ||
==Walther WA 2000 (**)== | ==Walther WA 2000 (**)== | ||
− | The [[Walther WA 2000|Walther WA 2000 Generation 1]] was added with the "Gage Ninja Pack" DLC. It's called "Lebensauger .308" in game, which can roughly be translated from German to "life-sucker" or more figuratively, "vampire". While the .308 in the name would suggest the weapon is chambered in .308 Winchester, it is more likely to be based on a .300 Win Mag Gen 1 rifle. The magazine in game holds 10 rounds even though it's modeled after the standard 6-round magazine. If you wondered why no one uses the Repeater anymore, it's because this thing exists. Same basic stats except it's a mag fed semi auto which means it can become ungodly good in close quarters combat as the damage is still high enough to one shot Shields. | + | The [[Walther WA 2000|Walther WA 2000 Generation 1]] was added with the "Gage Ninja Pack" DLC. It's called "Lebensauger .308" in game, which can roughly be translated from German to "life-sucker" or more figuratively, "vampire". While the .308 in the name would suggest the weapon is chambered in .308 Winchester, it is more likely to be based on a .300 Win Mag Gen 1 rifle. The magazine in game holds 10 rounds even though it's modeled after the standard 6-round magazine. |
+ | |||
+ | If you wondered why no one uses the Repeater anymore, it's because this thing exists. Same basic stats except it's a mag fed semi auto which means it can become ungodly good in close quarters combat as the damage is still high enough to one shot Shields. | ||
[[File:Walther-WA2000.jpg|thumb|500px|none|Walther WA 2000 Gen 1 - .300 Win Mag]] | [[File:Walther-WA2000.jpg|thumb|500px|none|Walther WA 2000 Gen 1 - .300 Win Mag]] | ||
[[File:PD2 WA2000 left.jpg|thumb|600px|none|Inventory preview of the WA 2000. Note the can-shaped flash hider which denotes a first generation model.]] | [[File:PD2 WA2000 left.jpg|thumb|600px|none|Inventory preview of the WA 2000. Note the can-shaped flash hider which denotes a first generation model.]] | ||
Line 1,870: | Line 2,315: | ||
==Winchester Model 70== | ==Winchester Model 70== | ||
− | The [[Winchester Model 70]], called "Platypus 70", was added along for free with the character Bodhi from the [[Point Break (2015)|Point Break remake]]. The rifle uses FN's [http://www.midwayusa.com/product/932445/fnh-tbm-trigger-guard-and-detachable-box-magazine-fn-spr-pbr-tsr-winchester-model-70-short-action-with-5-round-and-10-round-magazine Tactical Box Magazine adapter]. And if you were wondering why no one uses the Mosin, it's primarily because the Platypus is the exact same thing stat wise with more ammo and without any DLC requirements. | + | The [[Winchester Model 70]], called "Platypus 70", was added along for free with the character Bodhi from the [[Point Break (2015)|Point Break remake]]. The rifle uses FN's [http://www.midwayusa.com/product/932445/fnh-tbm-trigger-guard-and-detachable-box-magazine-fn-spr-pbr-tsr-winchester-model-70-short-action-with-5-round-and-10-round-magazine Tactical Box Magazine adapter]. |
+ | |||
+ | And if you were wondering why no one uses the Mosin, it's primarily because the Platypus is the exact same thing stat wise with more ammo and without any DLC requirements. In fact, this weapon is the only two sniper rifles in the game that do not require DLC to be used, while the other one is the North Star (SAINT Victor .308 AR-10 Rifle) that takes a long time to unlock. | ||
[[File:Win70-2.jpg|thumb|500px|none|Modern update of classic Winchester Model 70 with open sights - .30-06]] | [[File:Win70-2.jpg|thumb|500px|none|Modern update of classic Winchester Model 70 with open sights - .30-06]] | ||
[[File:PD2 M70 left.jpg|thumb|600px|none|]] | [[File:PD2 M70 left.jpg|thumb|600px|none|]] | ||
Line 1,882: | Line 2,329: | ||
==DTA Stealth Recon Scout(**)== | ==DTA Stealth Recon Scout(**)== | ||
− | The [[Desert Tactical Arms Stealth Recon Scout|Desert Tactical Arms Stealth Recon Scout A1 Covert]] was added with the release of the "John Wick Weapon Pack". Along with the aforementioned Heckler & Koch P30L/Contractor, the SRS-A1 was ostensibly modeled to ape the rifle used by Wick in his movie, though the final weapon cannot be modified to resemble the source material. Named the "Desertfox Sniper Rifle", it has a black and tan two-tone finish. The Desertfox is good for one thing, being an R93 that can become really concealable and that's basically it for this weapon. Sure it has a dippy mag size of 5 and the 3rd worst stock accuracy for sniper rifles but it's decent enough at being small and concealable that you might bother with it if you're running a concealment build. | + | The [[Desert Tactical Arms Stealth Recon Scout|Desert Tactical Arms Stealth Recon Scout A1 Covert]] was added with the release of the "John Wick Weapon Pack". Along with the aforementioned Heckler & Koch P30L/Contractor, the SRS-A1 was ostensibly modeled to ape the rifle used by Wick in his movie, though the final weapon cannot be modified to resemble the source material. Named the "Desertfox Sniper Rifle", it has a black and tan two-tone finish. |
+ | |||
+ | The Desertfox is good for one thing, being an R93 that can become really concealable and that's basically it for this weapon. Sure it has a dippy mag size of 5 and the 3rd worst stock accuracy for sniper rifles but it's decent enough at being small and concealable that you might bother with it if you're running a concealment build. | ||
[[File:COVERT-RIGHT-PROFILE-BLK-FDE.jpg|thumb|500px|none|Desert Tactical Arms Stealth Recon Scout A1 Covert - .338 Lapua Magnum]] | [[File:COVERT-RIGHT-PROFILE-BLK-FDE.jpg|thumb|500px|none|Desert Tactical Arms Stealth Recon Scout A1 Covert - .338 Lapua Magnum]] | ||
[[File:PD2 SRS left.jpg|thumb|600px|none|Note the 16<nowiki>''</nowiki> barrel, which is not offered in .338 Lapua Magnum, but in .308 Winchester instead. The minimum barrel length offered in .338LM is 18<nowiki>''</nowiki>.]] | [[File:PD2 SRS left.jpg|thumb|600px|none|Note the 16<nowiki>''</nowiki> barrel, which is not offered in .338 Lapua Magnum, but in .308 Winchester instead. The minimum barrel length offered in .338LM is 18<nowiki>''</nowiki>.]] | ||
Line 1,896: | Line 2,345: | ||
==SVD Dragunov(**)== | ==SVD Dragunov(**)== | ||
− | The [[SVD Dragunov]] is available for people who own the "Gage Russian Weapon Pack" DLC. Out of all the weapons in the pack, the SVD is the only one to come with unique mods. It goes by the name "Grom" in-game, which translates into "thunder" in Russian. The middle man between the Lebensauger's accuracy and the Contractor's sustainable fire potential, the Grom is | + | The [[SVD Dragunov]] is available for people who own the "Gage Russian Weapon Pack" DLC. Out of all the weapons in the pack, the SVD is the only one to come with unique mods. It goes by the name "Grom" in-game, which translates into "thunder" in Russian. |
+ | |||
+ | The middle man between the Lebensauger's accuracy and the Contractor's sustainable fire potential, the Grom plays a lot of weird hands. High concealability, which is hilarious given a SVD is the length of several small children, good ammo pickup and a nice and fast reload, all of the fun of sniper chaos with the chance for cosmoline in the joints. | ||
[[Image:SVD Rifle.jpg|thumb|none|500px|SVD Dragunov sniper rifle - 7.62x54mm R]] | [[Image:SVD Rifle.jpg|thumb|none|500px|SVD Dragunov sniper rifle - 7.62x54mm R]] | ||
[[File:PD2 SVD left.jpg|thumb|600px|none|Like with the Winchester M70 and Mosin Nagant in-game, the rifle doesn't use the iron sights by default. They have to be bought as a separate modification in order to be used.]] | [[File:PD2 SVD left.jpg|thumb|600px|none|Like with the Winchester M70 and Mosin Nagant in-game, the rifle doesn't use the iron sights by default. They have to be bought as a separate modification in order to be used.]] | ||
Line 1,908: | Line 2,359: | ||
==Remington Model 700P(**)== | ==Remington Model 700P(**)== | ||
− | The [[ | + | The [[Remington Model 700P]] is available for people who own the "Fugitive Weapon Pack" DLC, as the "R700". Rare for a media appearance, the 700P is chambered in .223 Remington instead of the more common .308 Winchester. |
+ | |||
+ | The fact it's a 700P, the predecessor to the more modern MSR and take the same logic to the stats here. Same shit, different toilet. | ||
[[Image:Remington700SPS 308.jpg|thumb|none|500px|Remington 700 SPS - 7.62x51mm NATO. This is the current sporting variant of the original 700PSS/700P Design.]] | [[Image:Remington700SPS 308.jpg|thumb|none|500px|Remington 700 SPS - 7.62x51mm NATO. This is the current sporting variant of the original 700PSS/700P Design.]] | ||
[[File:PD2 R700 left.jpg|thumb|600px|none|Inventory preview of the "R700". The stock doesn't quite resemble the real deal though.]] | [[File:PD2 R700 left.jpg|thumb|600px|none|Inventory preview of the "R700". The stock doesn't quite resemble the real deal though.]] | ||
Line 1,926: | Line 2,379: | ||
==Norinco QBU-88(**)== | ==Norinco QBU-88(**)== | ||
The [[Norinco QBU-88]] was added to the game in the "Jiu Feng Smuggler Pack 2". | The [[Norinco QBU-88]] was added to the game in the "Jiu Feng Smuggler Pack 2". | ||
+ | |||
+ | The Kang, and yes that is its real name, is a Contractor tier fast shot sniper rifle aiming to be the way to solve the constant problem of shield hoards. Fast rate of fire, mag change and the key thing, high stability stats makes this Beijing brawler not a bad choice if you're willing to forgive its middling returns on the damage investment. | ||
[[File:Qbu-88-1.jpg|thumb|none|500px|Norinco QBU-88 with scope and bipod removed - 5.8x42mm]] | [[File:Qbu-88-1.jpg|thumb|none|500px|Norinco QBU-88 with scope and bipod removed - 5.8x42mm]] | ||
[[File:Pd2 qbu88 1.jpg|thumb|none|600px|Preview of the Norinco QBU-88.]] | [[File:Pd2 qbu88 1.jpg|thumb|none|600px|Preview of the Norinco QBU-88.]] | ||
Line 1,939: | Line 2,394: | ||
==Marlin Model 1895(**)== | ==Marlin Model 1895(**)== | ||
The [[Marlin Model 1895]] was added to the game by the "Gunslinger Weapon Pack". | The [[Marlin Model 1895]] was added to the game by the "Gunslinger Weapon Pack". | ||
− | [[ | + | |
+ | A Repeater that lets you put red dots on it, a rifle with weirdly specific damage, a high rate of fire, dogshit accuracy and a scope so bad you will never use it. Sounds about right for a modernized .45-70 Government lever action that has the magical power to punch through riot shields. | ||
+ | [[File:Marlin Model 1895SBL.jpg|thumb|none|500px|Marlin Model 1895SBL - .45-70]] | ||
[[File:Pd2 sbl 1.jpg|thumb|none|600px|Preview of the SBL.]] | [[File:Pd2 sbl 1.jpg|thumb|none|600px|Preview of the SBL.]] | ||
[[File:Pd2 sbl 2.jpg|thumb|none|600px|Ditto, right side. Note the 45 degree rail used for gadgets.]] | [[File:Pd2 sbl 2.jpg|thumb|none|600px|Ditto, right side. Note the 45 degree rail used for gadgets.]] | ||
Line 1,948: | Line 2,405: | ||
[[File:Pd2 sbl 7.jpg|thumb|none|600px|Reloading with rather large rounds, all of which are seemingly held in the hand together.]] | [[File:Pd2 sbl 7.jpg|thumb|none|600px|Reloading with rather large rounds, all of which are seemingly held in the hand together.]] | ||
[[File:Pd2 sbl 8.jpg|thumb|none|600px|The SBL was previewed in the teaser materials without the default Short Dot scope, but the iron sights were not usable. After the complaints, the iron sights option has been added (never mind the laser sight peeking out).]] | [[File:Pd2 sbl 8.jpg|thumb|none|600px|The SBL was previewed in the teaser materials without the default Short Dot scope, but the iron sights were not usable. After the complaints, the iron sights option has been added (never mind the laser sight peeking out).]] | ||
+ | |||
+ | ==Steyr Scout(**)== | ||
+ | The [[Steyr Scout]] was added to the game in the McShay Weapon Pack under the name of "Pronghorn Sniper Rifle". It is the first sniper rifle in the secondary weapon slot. | ||
+ | |||
+ | Beyond asking the question of how we stuff an entire Steyr Scout into the secondary slot, the Pronghorn works. It has decent damage, the ability to use iron sights, good mods, good concealability, a good all rounder in a slot that you would not expect to put a rifle like the Steyr Scout in. | ||
+ | [[File:Scout Gray.jpg|thumb|none|500px|Steyr Scout (early model) with gray stock and long-eye-relief scope - 7.62x51mm NATO]] | ||
+ | [[File:Pd2 scout (1).jpg|thumb|none|600px|Preview of the Scout.]] | ||
+ | [[File:Pd2 scout (2).jpg|thumb|none|600px|Ditto, right side.]] | ||
+ | [[File:Pd2 scout (3).jpg|thumb|none|600px|Iron sights are an option.]] | ||
+ | [[File:Pd2 scout (4).jpg|thumb|none|600px|Idling with a Scout.]] | ||
+ | [[File:Pd2 scout (6).jpg|thumb|none|600px|Ogling the left side of the new gun.]] | ||
+ | [[File:Pd2 scout (5).jpg|thumb|none|600px|Inspecting the obfuscated markings on the bolt.]] | ||
+ | [[File:Pd2 scout (8).jpg|thumb|none|600px|Locking the bolt open at the start of empty reload.]] | ||
+ | [[File:Pd2 scout (9).jpg|thumb|none|600px|Removing the empty magazine.]] | ||
+ | [[File:Pd2 scout (10).jpg|thumb|none|600px|Tapping the fresh magazine on the receiver before inserting.]] | ||
+ | [[File:Pd2 scout (7).jpg|thumb|none|600px|Palming the bolt forward.]] | ||
+ | [[File:Pd2 scout (11).jpg|thumb|none|600px|Tactical reloading is done with the left hand instead.]] | ||
+ | [[File:Pd2 scout (12).jpg|thumb|none|600px|The magazine tries to fall out of the magwell despite the real Scout having two levels of magazine catches, requiring a juicy smack to lock in place.]] | ||
+ | |||
+ | ==SAINT Victor .308 AR-10 Rifle (**)== | ||
+ | The SAINT Victor .308 was added to the game in "A Criminal Carol" 2022 holiday event under the name of "North Star Sniper Rifle". Following the Steyr Scout, this is the second secondary slot sniper rifle. | ||
+ | |||
+ | The Rifle of the North Star (yo wa shock) operates in a similar vein to the Pronghorn. The Pronghorn is a standard bolt action sniper rifle shrunk to fit in your pocket by the magical bag of holding, and this is the same thing for a whole mess of semi snipers. 160 damage, fast rate of fire, good concealment, no ammo and not much in reserves. | ||
+ | [[File:Pd2 victor (1).jpg|thumb|none|600px|Preview of the Victor.]] | ||
+ | [[File:Pd2 victor (2).jpg|thumb|none|600px|Ditto, right side.]] | ||
+ | [[File:Pd2 victor (3).jpg|thumb|none|600px|It can be modified with the BCMGUNFIGHTER grip and stock to complete the look and its iron sights can be unfolded. The only muzzle device it accepts is its unique suppressor.]] | ||
+ | [[File:Pd2 victor (4).jpg|thumb|none|600px|Clover with her freshly unlocked rifle.]] | ||
+ | [[File:Pd2 victor (5).jpg|thumb|none|600px|The empty reload is done with the magazine retention technique. The magazines are correctly empty and full respectively.]] | ||
+ | [[File:Pd2 victor (6).jpg|thumb|none|600px|Turning the rifle over to see the bolt fly forward on release.]] | ||
+ | [[File:Pd2 victor (7).jpg|thumb|none|600px|Inspecting the unmodified Victor. By default, it uses the standard M4 grip and stock, like several other compatible weapons.]] | ||
+ | [[File:Pd2 victor (8).jpg|thumb|none|600px|Ditto, right side.]] | ||
+ | [[File:Pd2 victor (15).jpg|thumb|none|600px|Not long after their introduction into the game, the Victor rifle and the Leupold HAMR/Deltapoint combo is no longer exclusive to the Marshal enemies. Here a heister is comparing their rifle to the one propped against the dumpster. Granted, the Hera Arms front grip is a new one.]] | ||
+ | ===Hera Arms conversion=== | ||
+ | Its "exclusive set" basically converts the entire thing into a Hera Arms short-barreled AR-10 rifle. | ||
+ | [[File:Pd2 victor (9).jpg|thumb|none|600px|The conversion replaces every part except the magazine and the front grip. The Hera Arms CQR Gen.2 stock is currently unavailable for AR-10/15 platform weapons in-game and is unique to this rifle.]] | ||
+ | [[File:Pd2 victor (10).jpg|thumb|none|600px|A festive heister with their suppressed SBR. The CQR Gen.2 front grip now feels like home.]] | ||
+ | [[File:Pd2 victor (11).jpg|thumb|none|600px|The suppressor also changes its model with this exclusive set installed.]] | ||
+ | [[File:Pd2 victor (12).jpg|thumb|none|600px|This particular receiver lacks a forward assist. This is optional on Hera Arms uppers.]] | ||
+ | [[File:Pd2 victor (13).jpg|thumb|none|600px|Getting a bead on a clueless guard.]] | ||
+ | [[File:Pd2 victor (14).jpg|thumb|none|600px|Curiously, during a portion of the reload animation (which is different from the mag retention empty reload), the suppressor disappears. This does not happen on the empty reload, and it is hard to tell if it's also the case for the unsuppressed version since the muzzle brake is obstructed by the rail covers on the handguard.]] | ||
+ | |||
+ | ==Thompson Center G2 Contender (**)== | ||
+ | The [[Thompson Center G2 Contender]] was added to the game in "McShay Weapon Pack 3" DLC under the name of "Aran G2" as the third secondary slot sniper rifle. | ||
+ | [[File:ThompsonCenterG2Contender.jpg|thumb|none|400px|Thompson Center G2 Contender 14" Target Pistol - .223 Remington]] | ||
+ | [[File:Pd2 contender (1).jpg|thumb|none|600px|Preview of the Contender.]] | ||
+ | [[File:Pd2 contender (2).jpg|thumb|none|600px|It can be modified with a longer or shorter barrel, a longer handguard, and a Choate G2 stock adapter. The stock itself is currently unique to this weapon, despite sharing the pool of AR stocks otherwise.]] | ||
+ | [[File:Pd2 contender (3).jpg|thumb|none|600px|Holding the "Aran G2" in the rain.]] | ||
+ | [[File:Pd2 contender (4).jpg|thumb|none|600px|Inspecting it is done with one hand.]] | ||
+ | [[File:Pd2 contender (5).jpg|thumb|none|600px|Ditto, right side. The NorthTac 1-4x28 combo scope comes with this DLC and is available on all sniper rifles.]] | ||
+ | [[File:Pd2 contender (6).jpg|thumb|none|600px|Aiming down the backup reflex sight while a fellow heister shows off his modified G2.]] | ||
+ | [[File:Pd2 contender (8).jpg|thumb|none|600px|Reloading begins with ejecting a spent casing. An unfired cartridge is used in this animation, however.]] | ||
+ | [[File:Pd2 contender (9).jpg|thumb|none|600px|In what seems to be yet another animation blending error in a PD2 DLC weapon, the cartridge flies into the heister's hand...]] | ||
+ | [[File:Pd2 contender (10).jpg|thumb|none|600px|...before it's time to be put back into the chamber. This animation error could've been avoided if they didn't use the same cartridge for the whole sequence.]] | ||
+ | [[File:Pd2 contender (7).jpg|thumb|none|600px|Finishing the reload by thumbing the hammer. It is quick, but due to the single-shot nature of the weapon and the lack of automatic reloading by default, you will be seeing this a lot.]] | ||
+ | |||
+ | ==Accuracy International AW-F== | ||
+ | The [[Accuracy International AW-F]] fitted with AT308-style stock was added in the "McShay Weapon Pack 4" DLC as the "Amaroq 900". After being conspicuously absent for so long, Payday 2 finally gets an Accuracy International sniper rifle, even referred as "AWP" in the game files. Its damage output suggests a caliber higher than .308, however. | ||
+ | [[File:Arctic Warfare Folding Stock.jpg|thumb|none|400px|Accuracy International AW-F - 7.62x51mm NATO]] | ||
+ | [[File:AI AT-308.jpg|thumb|none|400px|Accuracy International AT308 - 7.62x51mm NATO.]] | ||
+ | [[File:Pd2 awp (1).jpg|thumb|none|600px|Preview of the unmodified Amaroq 900. Note the lack of the barrel release screw which distinguishes the in-game weapon from the later produced AT308. The bipod is purely aesthetic and cannot be deployed, not that it would be necessary in gameplay terms.]] | ||
+ | [[File:Pd2 awp (2).jpg|thumb|none|600px|One of the exclusive sets is a massive shout-out to ''[[Counter-Strike: Global Offensive]]'' "Dragon Lore" legendary grade skin of said game's own "AWP", complete with the firing sound; the weapon skins have now went full circle. The other is a Borderlands-styled skin that reduces damage but increases ammo, while the Dragon Lore set does more or less the opposite.]] | ||
+ | [[File:Pd2 awp (3).jpg|thumb|none|600px|Other unique modifications include barrels, a set of iron sights, and an option to replace the default thumbhole stock with a pistol gripped version, which also unlocks a variety of rubber panels, but seemingly without memes unlike the earlier Hailstorm.]] | ||
+ | [[File:Pd2 awp (4).jpg|thumb|none|600px|Holding the Amaroq modified with a Schmidt & Bender scope, which is available for all sniper rifles for the owners of the DLC. Like in ''Counter-Strike'' games it has a variable zoom.]] | ||
+ | [[File:Pd2 awp (5).jpg|thumb|none|600px|Inspecting the sniper rifle.]] | ||
+ | [[File:Pd2 awp (6).jpg|thumb|none|600px|Ditto, right side.]] | ||
+ | [[File:Pd2 awp (7).jpg|thumb|none|600px|Cycling the bolt after firing a round through smoke.]] | ||
+ | [[File:Pd2 awp (8).jpg|thumb|none|600px|Reloading from empty is done with the right hand, after which the bolt is cycled.]] | ||
+ | [[File:Pd2 awp (9).jpg|thumb|none|600px|Tactical reload is done with the left hand instead.]] | ||
+ | |||
+ | ==Brown Bess Flintlock Musket== | ||
+ | The [[Brown Bess Flintlock Musket]] has been added during the 10th anniversary event as the "Freddy Flintlock". Dealing a whopping 10000 base damage, this ridiculous firepower comes at the obvious price of taking ages to reload, and you'll have to restart the whole process if you interact with something before you finish reloading. | ||
+ | [[File:Short land pattern brown bess.jpg|thumb|none|500px|Original "Short Land Pattern" Brown Bess musket made 1768-1805 - .75 caliber]] | ||
+ | [[File:Pd2 bessy (9).jpg|thumb|none|600px|Preview of the musket. Its only modification besides weapon skins, boosts, and charms is the bayonet. Without melee specialization, it's not particularly outstanding, and doesn't even seem to have the range you'd expect from the musket's length.]] | ||
+ | [[File:Pd2 bessy (10).jpg|thumb|none|600px|Its internal name is "Bessy", which hints that it is modeled after the Brown Bess. It does have a sling loop in front of the trigger guard and overall looks similar.]] | ||
+ | [[File:Pd2 bessy (1).jpg|thumb|none|600px|Duke brandishing a firearm only slightly more ancient than he is.]] | ||
+ | [[File:Pd2 bessy (2).jpg|thumb|none|600px|Inspecting the musket. Note the sling loop in front of the trigger guard.]] | ||
+ | [[File:Pd2 bessy (3).jpg|thumb|none|600px|Eyeballing the more interesting side. Note the attached bayonet.]] | ||
+ | [[File:Pd2 bessy (4).jpg|thumb|none|600px|Pouring some gunpowder...]] | ||
+ | [[File:Pd2 bessy (5).jpg|thumb|none|600px|...before turning the cartridge around...]] | ||
+ | [[File:Pd2 bessy (6).jpg|thumb|none|600px|...ramming it with the rod...]] | ||
+ | [[File:Pd2 bessy (7).jpg|thumb|none|600px|...cocking the hammer...]] | ||
+ | [[File:Pd2 bessy (8).jpg|thumb|none|600px|...and pouring some more powder into the breech before closing it. Ready for round two.]] | ||
=Launchers= | =Launchers= | ||
==M79 Grenade Launcher (**)== | ==M79 Grenade Launcher (**)== | ||
− | The [[M79]] was added in the Gage Assault pack DLC. It's called the GL40 in-game, same as the first Payday. It is possible to hurt or kill one's own team members with it, so it pays to be careful when using it. Additionally, the grenades have no arming distance. This can be dangerous to the player as the grenade can be shot and detonated the split-second it's fired, leading to the user getting hurt. The M79 is a gun that hasn't aged as well as many of the other explodey weapons simply due to how every other explosive weapon has just out-done it in pure crazy. While it lacks the same raw firepower as the other grenade launchers on offer, the GL40 does have some advantages. It's far more controllable and accurate plus can be made into a pirate gun if you just hate accuracy. | + | The [[M79]] was added in the Gage Assault pack DLC. It's called the GL40 in-game, same as the first Payday. It is possible to hurt or kill one's own team members with it, so it pays to be careful when using it. Additionally, the grenades have no arming distance. This can be dangerous to the player as the grenade can be shot and detonated the split-second it's fired, leading to the user getting hurt. |
+ | |||
+ | The M79 is a gun that hasn't aged as well as many of the other explodey weapons simply due to how every other explosive weapon has just out-done it in pure crazy. While it lacks the same raw firepower as the other grenade launchers on offer, the GL40 does have some advantages. It's far more controllable and accurate plus can be made into a pirate gun if you just hate accuracy. | ||
[[Image:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 grenade launcher - 40x46mm]] | [[Image:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 grenade launcher - 40x46mm]] | ||
[[file:pd2-m79-grenade-launcher.jpg|thumb|none|600px|]] | [[file:pd2-m79-grenade-launcher.jpg|thumb|none|600px|]] | ||
Line 1,963: | Line 2,504: | ||
==Milkor MGL Mk 1L (**)== | ==Milkor MGL Mk 1L (**)== | ||
− | The Butcher's BBQ Pack added a [[ | + | The Butcher's BBQ Pack added a [[Milkor MGL Mk 1L]] to the game, called Piglet in-game. Unlike the other grenade launchers, the Mk 1 can be modified with sights, gadgets and more then one different stock. At face value, the Piglet seems like the prime gun for replacing the GL40 given it's a GL40 with more rounds. |
+ | |||
+ | Problem is that it's a GL40 with six chambers you have to swap one at a time before closing up, plus lower accuracy overall and no leaf sight with magical servos for lifting that improve your grenade arc and thus you see why no one uses this anymore. Have fun trying to reload this as a bulldozer barrels at you like a freight train. | ||
[[Image:MGL Mk 1 L.jpg|thumb|none|450px|Milkor MGL Mk 1L in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]] | [[Image:MGL Mk 1 L.jpg|thumb|none|450px|Milkor MGL Mk 1L in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]] | ||
[[Image:PD2 MGL left.jpg|thumb|none|600px|]] | [[Image:PD2 MGL left.jpg|thumb|none|600px|]] | ||
Line 1,975: | Line 2,518: | ||
==RPG-7 (**)== | ==RPG-7 (**)== | ||
− | The [[RPG-7]] was added in the Overkill Pack. It has the highest damage of any weapon in the game at an astounding 12,500, but the player can only carry 4 rockets in total and ammo pickups are disabled, meaning more rockets can only be obtained from ammo bags. The weapon can easily incapacitate the user and their whole team if fired recklessly and rockets can be detonated mid-flight if it is hit by enemy fire, something that happens a lot on more intense heists. The only modifications the RPG can accept are sights. The backblast is also non-existent in this game. It's big, it will one shot dozers and help you remove annoying turrets from existence and is more satisfying than ANYTHING else in the game to shoot, what's not to like? | + | The [[RPG-7]] was added in the Overkill Pack. It has the highest damage of any weapon in the game at an astounding 12,500, but the player can only carry 4 rockets in total and ammo pickups are disabled, meaning more rockets can only be obtained from ammo bags. The weapon can easily incapacitate the user and their whole team if fired recklessly and rockets can be detonated mid-flight if it is hit by enemy fire, something that happens a lot on more intense heists. The only modifications the RPG can accept are sights. The backblast is also non-existent in this game. |
+ | |||
+ | It's big, it will one shot dozers and help you remove annoying turrets from existence and is more satisfying than ANYTHING else in the game to shoot, what's not to like? | ||
[[file:Rpg-7-1-.jpg|thumb|none|500px|RPG-7 - 40mm]] | [[file:Rpg-7-1-.jpg|thumb|none|500px|RPG-7 - 40mm]] | ||
[[File:Payday2 -hd1- rpg-7 menu 1.jpg|thumb|none|600px|]] | [[File:Payday2 -hd1- rpg-7 menu 1.jpg|thumb|none|600px|]] | ||
Line 1,985: | Line 2,530: | ||
==China Lake Launcher (**)== | ==China Lake Launcher (**)== | ||
− | The [[China Lake Launcher]], known as the "China Puff" in game, was added in the Wolf Pack (the pack is free for anyone who bought the DLC back in the first Payday). Like the RPG, it's a secondary weapon. This is the actual GL40 replacer, given it's the same basic stats but with 3 spare rounds on tap plus a fairly speedy reload in comparison to other grenade launchers and with the bonus of being a secondary weapon. | + | The [[China Lake Launcher]], known as the "China Puff" in game, was added in the Wolf Pack (the pack is free for anyone who bought the DLC back in the first Payday). |
+ | |||
+ | Like the RPG, it's a secondary weapon. This is the actual GL40 replacer, given it's the same basic stats but with 3 spare rounds on tap plus a fairly speedy reload in comparison to other grenade launchers and with the bonus of being a secondary weapon. So you can whip out this fun surprise at any time! | ||
[[File:China Lake.jpg|thumb|none|500px|China Lake Launcher - 40x46mm]] | [[File:China Lake.jpg|thumb|none|500px|China Lake Launcher - 40x46mm]] | ||
[[File:PD2 China Lake holding.jpg|thumb|600px|none|]] | [[File:PD2 China Lake holding.jpg|thumb|600px|none|]] | ||
Line 1,996: | Line 2,543: | ||
==ATK XM25(**)== | ==ATK XM25(**)== | ||
− | The latest model of the [[XM25]] grenade launcher was added with the "Gage Spec Ops Pack" DLC. It has a very different unlocking method where the player has to find two keys and a box in four heists in order to unlock it. Known as the "Arbiter Grenade Launcher" in-game, it holds 5 rounds and does not come with its distinctive scope, thus restricting it to dumbfiring like any other launcher in the game, albeit the 25mm grenades travel faster and with less of an arc than the other 40mm grenade launchers. That's really this thing's sales pitch, the 40mm fun without the massive amounts of drop or time delay, with a slight nerf to damage fitting the caliber difference. | + | The latest model of the [[XM25]] grenade launcher was added with the "Gage Spec Ops Pack" DLC. It has a very different unlocking method where the player has to find two keys and a box in four heists in order to unlock it. Known as the "Arbiter Grenade Launcher" in-game, it holds 5 rounds and does not come with its distinctive scope, thus restricting it to dumbfiring like any other launcher in the game, albeit the 25mm grenades travel faster and with less of an arc than the other 40mm grenade launchers. |
+ | |||
+ | That's really this thing's sales pitch, the 40mm fun without the massive amounts of drop or time delay, with a slight nerf to damage fitting the caliber difference. It does require some ASININE requirements to get it though, so most players opt for other methods of shock and awe. | ||
[[Image:XM25-2015.jpg|thumb|none|450px|2015 ATK XM25 with new fire control system - 25x40mm]] | [[Image:XM25-2015.jpg|thumb|none|450px|2015 ATK XM25 with new fire control system - 25x40mm]] | ||
[[File:PD2 XM25 left.jpg|thumb|600px|none|]] | [[File:PD2 XM25 left.jpg|thumb|600px|none|]] | ||
Line 2,007: | Line 2,556: | ||
==M202 FLASH(**)== | ==M202 FLASH(**)== | ||
− | The [[ | + | The [[M202A1 FLASH]] was added to the game with the release of the Scarface Heist DLC (not to be confused with the similarly-named Scarface '''Character''' DLC, which adds a HK417 instead (see above)). |
+ | |||
+ | Extremely powerful damage-wise, the M202A1 is second only to the RPG-7 in terms of punch, while boasting a quadrupled magazine size and doubled the reserve capacity, though it has no compatible mods aside from boosts. | ||
[[Image:M202A2 FLASH.JPG|thumb|400px|none|M202A1 FLASH - 66mm]] | [[Image:M202A2 FLASH.JPG|thumb|400px|none|M202A1 FLASH - 66mm]] | ||
[[File:PD2 M202 left remastered.jpg|thumb|600px|none|]] | [[File:PD2 M202 left remastered.jpg|thumb|600px|none|]] | ||
Line 2,019: | Line 2,570: | ||
==Heckler & Koch M320== | ==Heckler & Koch M320== | ||
− | The [[Heckler & Koch M320]] was added to PAYDAY 2 in Update #169.2 as the Compact 40mm. It serves as a secondary equivalent to the M79 and really has no sales pitch outside of "it's an M79 for people who never bought the Assault Pack" with the same amounts of high damage, low ammo reserves and even lower ammo pickup rate. | + | The [[Heckler & Koch M320]] was added to PAYDAY 2 in Update #169.2 as the Compact 40mm. |
+ | |||
+ | It serves as a secondary equivalent to the M79 and really has no sales pitch outside of "it's an M79 for people who never bought the Assault Pack" with the same amounts of high damage, low ammo reserves and even lower ammo pickup rate. | ||
[[Image:XM320 stock extended.jpg|thumb|400px|none|Heckler & Koch M320 with optional telescoping stock - 40x46mm]] | [[Image:XM320 stock extended.jpg|thumb|400px|none|Heckler & Koch M320 with optional telescoping stock - 40x46mm]] | ||
[[File:PD2 M320 left.jpg|thumb|600px|none|]] | [[File:PD2 M320 left.jpg|thumb|600px|none|]] | ||
Line 2,032: | Line 2,585: | ||
[[File:PD2 M320 reloading3.jpg|thumb|600px|none|...slotting a new round in...]] | [[File:PD2 M320 reloading3.jpg|thumb|600px|none|...slotting a new round in...]] | ||
[[File:PD2 M320 reloading4.jpg|thumb|600px|none|...then making damn sure it stays in place with an open palm smack.]] | [[File:PD2 M320 reloading4.jpg|thumb|600px|none|...then making damn sure it stays in place with an open palm smack.]] | ||
+ | |||
+ | ==Metal Storm 3GL(**)== | ||
+ | The [[Metal Storm 3GL]] under the alias of "Basilisk 3V Grenade Launcher" was added the the game as part of McShay Weapon Pack, which also introduces poison gas grenade modifications to all grenade launchers. This secondary weapon only fires in a slow full-auto, but its reloading can be cancelled partway for conserving ammo and doing less collateral damage. | ||
+ | |||
+ | The burst fire of the Metal Storm system makes it interesting, although it is some low damage for a secondary slot grenade launcher. That being said having one that can dump the contents of itself in a few seconds is an advantage, especially as it's dumping out poisonous gas that is more than likely a violation of the Geneva Conventions. But the cops failed to stop you from breaking into the White House to steal a pardon signed by Abraham Lincoln so I doubt the concerns of international law really matter anymore. | ||
+ | [[Image:MS 3GL.jpg|thumb|none|400px|Metal Storm 3GL 3-shot grenade launcher in standalone configuration - 40mm.]] | ||
+ | [[Image:Pd2 3gl (1).jpg|thumb|none|600px|Preview of the "Basilisk 3V Grenade Launcher".]] | ||
+ | [[Image:Pd2 3gl (3).jpg|thumb|none|600px|Holding a fully automatic grenade launcher. Stealth was never an option with this one.]] | ||
+ | [[Image:Pd2 3gl (4).jpg|thumb|none|600px|Aiming down the standard sights. The distance indicator on the side of the gun is visible.]] | ||
+ | [[Image:Pd2 3gl (5).jpg|thumb|none|600px|Reloading the 3GL. It can be interrupted so that it doesn't fire all three grenades with a single trigger press.]] | ||
+ | [[Image:Pd2 3gl (6).jpg|thumb|none|600px|Inspecting the Metal Storm invention.]] | ||
+ | [[Image:Pd2 3gl (2).jpg|thumb|none|600px|Modifications include a longer barrel, receiver with a digital paintjob, and an alternative stock. Here it is also equipped with a Trijicon ACOG 6x48.]] | ||
=Explosives= | =Explosives= | ||
==C4== | ==C4== | ||
− | C4 could originally only be used with the right Technician skills. As of Update 100 however, any player can use C4 by equipping Laser Tripmines, which come with a separate set of C4 charges. Laser Tripmines are powerful explosives that detonate when an enemy crosses the laser beam, or they can be toggled to merely act as a sensor device and mark special enemies or security guards that pass by, along with an audio cue. C4 charges are kept separate from Tripmines (in contrast to pre-Update 100, where a single charge used up a Tripmine) and are used to open doors and safes quickly. Some heists (such as The Bomb heists, Hotline Miami, and more) have a bag of C4 charges in the map to use for scripted objectives | + | C4 could originally only be used with the right Technician skills. As of Update 100 however, any player can use C4 by equipping Laser Tripmines, which come with a separate set of C4 charges. Laser Tripmines are powerful explosives that detonate when an enemy crosses the laser beam, or they can be toggled to merely act as a sensor device and mark special enemies or security guards that pass by, along with an audio cue. C4 charges are kept separate from Tripmines (in contrast to pre-Update 100, where a single charge used up a Tripmine) and are used to open doors and safes quickly. Some heists (such as The Bomb heists, Hotline Miami, and more) have a bag of C4 charges in the map to use for scripted objectives; these are treated as mission items rather that deployable equipment. |
+ | [[File:M112.jpg|thumb|none|350px|M112 C4 Demolition Charge]] | ||
[[File:PD2 C4 misc1.jpg|thumb|none|600px|Two pieces of C4 in Wolf's workshop.]] | [[File:PD2 C4 misc1.jpg|thumb|none|600px|Two pieces of C4 in Wolf's workshop.]] | ||
[[File:PD2 C4 misc2.jpg|thumb|none|600px|Two C4 charges on a wall. The blue laser is the sensor variant while the red one is of the explosive kind.]] | [[File:PD2 C4 misc2.jpg|thumb|none|600px|Two C4 charges on a wall. The blue laser is the sensor variant while the red one is of the explosive kind.]] | ||
− | [[File:PD2 C4 misc3.jpg|thumb|600px|none|3 sticks of C4 stuck to a safe.]] | + | [[File:PD2 C4 misc3.jpg|thumb|600px|none|3 sticks of C4 stuck to a safe. While the other versions are more or less fictional, these appear to be actual US-issue M112 C4 charges. Each one is fitted with a small metal spike (presumably a blasting cap and its trigger system); they're also secured with duct tape, rather than the common tendency of games to depict them as being self-adhesive (which, while theoretically somewhat doable thanks to C4's clay-like properties, isn't something to be relied on).]] |
==M18 Smoke Grenade== | ==M18 Smoke Grenade== | ||
Line 2,052: | Line 2,618: | ||
The [[M67 hand grenade]] was added in the first "Gage Weapon Pack" DLC. Players who own the DLC will start a heist with three grenades and they can also buy a briefcase that holds three grenades that all players can pick up and use. One should be careful when throwing one however, as police gunfire can detonate the grenade if it's hit. | The [[M67 hand grenade]] was added in the first "Gage Weapon Pack" DLC. Players who own the DLC will start a heist with three grenades and they can also buy a briefcase that holds three grenades that all players can pick up and use. One should be careful when throwing one however, as police gunfire can detonate the grenade if it's hit. | ||
− | Update 100 added another version of the grenade called the "HEF Grenade" that can be used by any player following the Steam group for Payday 2. They work exactly the same as the | + | Update 100 added another version of the grenade called the "HEF Grenade" that can be used by any player following the Steam group for Payday 2. They work exactly the same as the aforementioned ones, and were seemingly added purely so that such a fundamental game mechanic wasn't locked behind a DLC. |
− | [[ | + | [[File:Baseball.jpg|thumb|none|150px|M67 hand grenade.]] |
− | [[ | + | [[File:PD2 M67 misc1.jpg|thumb|none|600px|The M67 grenade that was added with the "Gage Weapon Pack". Note that the model originally used much lower-resolution textures.]] |
− | [[ | + | [[File:PD2 M67 misc2.jpg|thumb|none|600px|The "HEF Grenade". Note the Overkill bomb attached to the pin.]] |
− | [[ | + | [[File:PD2 M67 misc3.jpg|thumb|none|600px|A thrown grenade on the ground.]] |
==Model 24 Stielhandgranate (**)== | ==Model 24 Stielhandgranate (**)== | ||
The [[Model 24 Stielhandgranate]] was added as a melee weapon in the "Gage Historical Pack". It's referred to as the "Potato Masher" in-game. | The [[Model 24 Stielhandgranate]] was added as a melee weapon in the "Gage Historical Pack". It's referred to as the "Potato Masher" in-game. | ||
[[Image:M24handgrenade.JPG|thumb|none|400px|Model 24 Stielhandgranate "Potato Masher" high-explosive fragmentation hand grenade]] | [[Image:M24handgrenade.JPG|thumb|none|400px|Model 24 Stielhandgranate "Potato Masher" high-explosive fragmentation hand grenade]] | ||
− | [[file:PD2 Model 24 misc1.jpg|thumb|none|600px|]] | + | [[file:PD2 Model 24 misc1.jpg|thumb|none|600px|Previewing the Stielhandgranate. The text on the warhead reads "FÜR KARTOFFELMUß" and "VORSICHT TÖDLICH", meaning "FOR MASHED POTATOES" and "CAUTION DEADLY"; these are (rather obviously) not accurate to the real grenade.]] |
[[file:PD2 Model 24 misc2.jpg|thumb|none|600px|Dragan swatting SWAT away from his backyard.]] | [[file:PD2 Model 24 misc2.jpg|thumb|none|600px|Dragan swatting SWAT away from his backyard.]] | ||
Line 2,069: | Line 2,635: | ||
After an update, the law enforcers' own version of the flashbang has been updated to use this model. | After an update, the law enforcers' own version of the flashbang has been updated to use this model. | ||
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]] | [[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]] | ||
− | [[File:PD2 M84 misc1.jpg|thumb|600px|none|]] | + | [[File:PD2 M84 misc1.jpg|thumb|600px|none|Previewing the M84; note how it only has one pin, rather than the real grenade's two. While this could be excused by saying that the upper pin has simply been removed, there doesn't even appear to be a hole for it in the fuze assembly.]] |
[[File:PD2 M84 misc2.jpg|thumb|600px|none|An M84 grenade on the floor. Note that the grenade's spoon actually flies off and is seen laying on the ground.]] | [[File:PD2 M84 misc2.jpg|thumb|600px|none|An M84 grenade on the floor. Note that the grenade's spoon actually flies off and is seen laying on the ground.]] | ||
− | ==AN | + | ==AN/M14 Incendiary Grenade== |
− | Another addition the game's arsenal of grenades is the [[AN | + | Another addition the game's arsenal of grenades is the [[AN/M14 Incendiary Grenade]] as part of "The Search for Kento" community event. As with the Molotov Cocktails, it sets enemies on fire, but does not create a fiery area-of-denial despite being essentially a handheld thermite charge; rather, it explodes more like a regular hand grenade. |
− | [[File:AN-M14 Incendiary Grenade.jpg|thumb|none|150px|AN | + | [[File:AN-M14 Incendiary Grenade.jpg|thumb|none|150px|AN/M14 Incendiary Grenade]] |
[[File:PD2 ANM14 1.jpg|thumb|none|600px|Throwing an incendiary grenade (which looks massive due to perspective) into a tire pyre.]] | [[File:PD2 ANM14 1.jpg|thumb|none|600px|Throwing an incendiary grenade (which looks massive due to perspective) into a tire pyre.]] | ||
+ | |||
+ | ==VOG-25P Khattabka Grenade (**)== | ||
+ | The "Jiu Feng Smuggler Pack 2" DLC added, among other things, the "X1-ZAPper" grenade, a VOG-25P-based [[Khattabka grenade]]; unlike its real-world counterpart (a makeshift frag grenade made from a 40mm grenade launcher round with a hand grenade's fuze assembly), the X1 functions as an electric grenade, shocking any enemy caught in its blast radius. | ||
+ | [[File:VOG-25P Khattabka.jpg|thumb|none|350px|VOG-25P-based Khattabka grenades with UZRGM fuzes]] | ||
=Other= | =Other= | ||
==Hand Held M134 Minigun== | ==Hand Held M134 Minigun== | ||
− | A [[Hand Held M134 Minigun]] was added in the Overkill Pack DLC, and has the highest fire rate of any weapon. It holds a total of 750 rounds, and has to be refilled via ammo bag deployables. Like LMGs, there is no actual iron sighting and the usually-nominal zoom is even less reliable. As usual in video games and films, the weapon appears to have no power source, though unlike most depictions of it in pop culture the in-game M134 does not need to be spooled up prior to firing, nor is the activity even possible during gameplay. It has no accuracy, a manic pickup rate and a rate of fire that just hazes out your entire world while you fire it. Sure, there are better options but they aren't as fun as this. | + | A [[Hand Held M134 Minigun]] was added in the Overkill Pack DLC, and has the highest fire rate of any weapon. It holds a total of 750 rounds, and has to be refilled via ammo bag deployables. Like LMGs, there is no actual iron sighting and the usually-nominal zoom is even less reliable. As usual in video games and films, the weapon appears to have no power source, though unlike most depictions of it in pop culture the in-game M134 does not need to be spooled up prior to firing, nor is the activity even possible during gameplay. |
+ | |||
+ | It has no accuracy, a manic pickup rate and a rate of fire that just hazes out your entire world while you fire it. Sure, there are better options but they aren't as fun as this. | ||
[[file:Minigun 2.JPG|thumb|none|400px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in ''[[Terminator 2: Judgment Day]]''. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from ''Predator''; the real T2 minigun did not have this - (fake) 7.62x51mm NATO]] | [[file:Minigun 2.JPG|thumb|none|400px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in ''[[Terminator 2: Judgment Day]]''. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from ''Predator''; the real T2 minigun did not have this - (fake) 7.62x51mm NATO]] | ||
[[File:Payday2 -hd1- minigun menu 1.jpg|thumb|none|600px|This is apparently a re-fitted Dillion Aero M134D, as it appears to have a motor clutch that stops the feeding as soon as the trigger is released.]] | [[File:Payday2 -hd1- minigun menu 1.jpg|thumb|none|600px|This is apparently a re-fitted Dillion Aero M134D, as it appears to have a motor clutch that stops the feeding as soon as the trigger is released.]] | ||
Line 2,088: | Line 2,660: | ||
[[file:PD2 M134 reloading2.jpg|thumb|none|600px|...then in with a new one. The feed chute is then clicked back into place and the gun is ready to spit lead again, neverminding the fact that the barrel cluster itself needs to be rotated a bit counter-clockwise to catch the ammo belt before it can fire anything.]] | [[file:PD2 M134 reloading2.jpg|thumb|none|600px|...then in with a new one. The feed chute is then clicked back into place and the gun is ready to spit lead again, neverminding the fact that the barrel cluster itself needs to be rotated a bit counter-clockwise to catch the ammo belt before it can fire anything.]] | ||
[[file:PD2 M134 misc1.jpg|thumb|none|600px|The M134 with "The stump barrel" and "I'll take half that kit" (the latter coloring parts of the weapon red, persumably making the weapon lighter, but also cutting down the total amount of ammo that one can carry). As stated above, Crimefest 2015 removed the speed penalty with LMGs and the Minigun. However, they neglected to remove the speed buffs for cut down minigun parts at the same time, leading to the ability to run nearly twice as fast with a MINIGUN then any other weapon in the game. This was thankfully later patched. ]] | [[file:PD2 M134 misc1.jpg|thumb|none|600px|The M134 with "The stump barrel" and "I'll take half that kit" (the latter coloring parts of the weapon red, persumably making the weapon lighter, but also cutting down the total amount of ammo that one can carry). As stated above, Crimefest 2015 removed the speed penalty with LMGs and the Minigun. However, they neglected to remove the speed buffs for cut down minigun parts at the same time, leading to the ability to run nearly twice as fast with a MINIGUN then any other weapon in the game. This was thankfully later patched. ]] | ||
+ | |||
==Empty Shell LLC XM556 Microgun== | ==Empty Shell LLC XM556 Microgun== | ||
A new weapon added to the game on Day 5 of the Spring Break 2018 event is an upscaled [[XM556 Microgun]] by Empty Shell LLC. Known in-game as the XL 5.56 Microgun, the weapon basically consists of the real weapon's upsized main body rotated 90 degrees counter-clockwise and mounted onto a fictional chassis, with the trigger group presumably being modified to allow the use of a vertical pistol grip instead of the standard chainsaw-grip configuration; this configuration seems to have been inspired by the "Shoulder-Mounted Machine Gun" from ''[[Fallout: New Vegas]]'''s ''Lonesome Road'' DLC. Modifications include a short barrel cluster and "Heatsinked" versions of both configurations, which are just the barrels with a tactical sleeve fitted on. | A new weapon added to the game on Day 5 of the Spring Break 2018 event is an upscaled [[XM556 Microgun]] by Empty Shell LLC. Known in-game as the XL 5.56 Microgun, the weapon basically consists of the real weapon's upsized main body rotated 90 degrees counter-clockwise and mounted onto a fictional chassis, with the trigger group presumably being modified to allow the use of a vertical pistol grip instead of the standard chainsaw-grip configuration; this configuration seems to have been inspired by the "Shoulder-Mounted Machine Gun" from ''[[Fallout: New Vegas]]'''s ''Lonesome Road'' DLC. Modifications include a short barrel cluster and "Heatsinked" versions of both configurations, which are just the barrels with a tactical sleeve fitted on. | ||
− | + | It's a Minigun for those who didn't get the Overkill pack, which would be a complaint if it wasn't hilariously funny to trot into a combat encounter with either weapon. Mildly more ammo, mildly less damage, all the same blinding bee firepower. | |
[[File:XM556.jpg|thumb|none|400px|XM556 Microgun prototype - 5.56x45mm NATO. Since the manufacturer's website lists barrel and system life as "to be determined", this is probably a non-firing mockup.]] | [[File:XM556.jpg|thumb|none|400px|XM556 Microgun prototype - 5.56x45mm NATO. Since the manufacturer's website lists barrel and system life as "to be determined", this is probably a non-firing mockup.]] | ||
[[File:PD2 XM556 left.jpg|thumb|none|600px|Left side view of the Microgun. Unlike the M134D, this weapon has an actual and visible power source in the form of an aircraft battery hooked up to this unusual contraption the main unit rides on.]] | [[File:PD2 XM556 left.jpg|thumb|none|600px|Left side view of the Microgun. Unlike the M134D, this weapon has an actual and visible power source in the form of an aircraft battery hooked up to this unusual contraption the main unit rides on.]] | ||
Line 2,101: | Line 2,674: | ||
[[File:PD2 XM556 aim.jpg|thumb|none|600px|Having no sights, the most one can do is to slightly squint at the thing's left side to aim. Not a particularly wise decision considering how the carry handle is within spitting distance of the shooter's face.]] | [[File:PD2 XM556 aim.jpg|thumb|none|600px|Having no sights, the most one can do is to slightly squint at the thing's left side to aim. Not a particularly wise decision considering how the carry handle is within spitting distance of the shooter's face.]] | ||
[[File:PD2 XM556 reload1.jpg|thumb|none|600px|Reloading the Microgun. The animation is pretty much identical to the M134D's, in that it doesn't explicitly show a new ammo can being fitted onto the weapon, the player character simply detaching the feed chute then clipping it back on shortly after, with various clanking noises in the background.]] | [[File:PD2 XM556 reload1.jpg|thumb|none|600px|Reloading the Microgun. The animation is pretty much identical to the M134D's, in that it doesn't explicitly show a new ammo can being fitted onto the weapon, the player character simply detaching the feed chute then clipping it back on shortly after, with various clanking noises in the background.]] | ||
+ | |||
+ | =="Hailstorm Mk 5"== | ||
+ | Added in the "McShay Weapon Pack 2" DLC, the "Hailstorm Mk 5" is a fictional weapon loosely based on the [[Magpul PDR]] visually, and the [[Metal Storm]] "Bertha" technology demonstrator rig conceptually. It holds 120 rounds in a 5x3 set of partly-removable barrels (with the forward section of the barrels remaining in place, and the rear section being detached as a single large block in a manner similar to the conceptually-analogous "Typhoon" from ''[[Crysis 3]]''), and features an integral laser sight, flashlight, and optic (complete with an electronic round counter). Its only available modifications are textured grip pads and alternate barrels (or rather, barrel extensions, since they seemingly all attach to the end of the existing ones) - an extended set, an integrally-suppressed set, and an extended, integrally-suppressed set - alongside a unique "Prototype" exclusive set that gives it a boxier upper receiver and a somewhat battered, unfinished look; this set's name would make a fair bit more sense if the basic version wasn't already marked "PROTOTYPE R-033". | ||
+ | |||
+ | Gameplay-wise, the Hailstorm is effectively two guns in one, with its two firemodes functioning completely differently - it can either fire in full-auto at a downright ludicrous 2,000 RPM (on par with the XM556 above; for trivia's sake, however, it's still a fair bit shy of the "Bertha" rig upon which it was based, whose 36 9mm barrels together managed ''1,000,000'' RPM), or in a "volley-shot" mode that fires every barrel at once, essentially turning it into a semi-automatic shotgun that can pierce ballistic shields; presumably for balance-related reasons, the latter mode has a short charge-up period before each shot, and consumes 30 rounds per volley despite only firing 15 "projectiles" gameplay-wise. | ||
+ | [[File:MagpulPDR.jpg|thumb|none|450px|Magpul PDR-C - 5.56x45mm NATO]] | ||
+ | [[File:Bertha.jpg|thumb|none|450px|Metal Storm "Bertha" rig - 9mm preloaded barrel]] | ||
+ | [[File:Pd2 hailstorm (1).jpg|thumb|none|600px|Preview of the "Hailstorm".]] | ||
+ | [[File:Pd2 hailstorm (10).jpg|thumb|none|600px|The Hailstorm has a couple of barrel options, an exclusive set, and a whole bunch of grip texturing with barely any visual differences. One of them employs the proven ergonomics of the "Loss" meme grip texturing.]] | ||
+ | [[File:Pd2 hailstorm (9).jpg|thumb|none|600px|The exclusive prototype prototype set. Comes with a prototype optic as well.]] | ||
+ | [[File:Pd2 hailstorm (4).jpg|thumb|none|600px|Clover holding the prototype while Dragan orders pizza.]] | ||
+ | [[File:Pd2 hailstorm (5).jpg|thumb|none|600px|Aiming down its propriertary "Claymore" sight with functional ammo counter.]] | ||
+ | [[File:Pd2 hailstorm (6).jpg|thumb|none|600px|Reloading the translucent magazine. Note the cartridges.]] | ||
+ | [[File:Pd2 hailstorm (7).jpg|thumb|none|600px|Empty reload starts with ejecting the empty cartridge block.]] | ||
+ | [[File:Pd2 hailstorm (8).jpg|thumb|none|600px|Slapping the fresh one in like a glorified P90.]] | ||
==Sentry Gun== | ==Sentry Gun== | ||
Line 2,115: | Line 2,703: | ||
[[File:PD2 SVT.jpg|thumb|none|600px|The SWAT Van Turret as it appears when it deploys from the roof of the SWAT van.]] | [[File:PD2 SVT.jpg|thumb|none|600px|The SWAT Van Turret as it appears when it deploys from the roof of the SWAT van.]] | ||
[[File:SWAT van turret PD2.jpg|thumb|none|600px|A destroyed SWAT van turret lays on the ground, showing it is indeed a Browning M2HB. Note the tiny drum magazine that couldn't possibly hold more than 30 rounds of .50 BMG.]] | [[File:SWAT van turret PD2.jpg|thumb|none|600px|A destroyed SWAT van turret lays on the ground, showing it is indeed a Browning M2HB. Note the tiny drum magazine that couldn't possibly hold more than 30 rounds of .50 BMG.]] | ||
+ | The Midland Ranch heist introduces a usable turret version which can be repositioned and has limited ammunition. | ||
+ | [[File:Pd2 m2hb turret.jpg|thumb|none|600px|An M2HB mounted on a pickup truck. It doesn't get more Texan than this.]] | ||
+ | [[File:Pd2 m2hb use.jpg|thumb|none|600px|The turret can be removed from the technical and has a 200-round ammo box.]] | ||
==Heckler & Koch HK416D== | ==Heckler & Koch HK416D== | ||
− | In the opening live-action title sequence, Chains wields an airsoft [[ | + | In the opening live-action title sequence, Chains wields an airsoft [[Heckler & Koch HK416D]] rifle. |
[[Image:HK416 current.jpg|thumb|none|500px|Heckler & Koch HK416D - 5.56x45mm NATO]] | [[Image:HK416 current.jpg|thumb|none|500px|Heckler & Koch HK416D - 5.56x45mm NATO]] | ||
[[Image:Payday2HK416.jpg|thumb|none|600px|The airsoft HK416D from the game's introductory video.]] | [[Image:Payday2HK416.jpg|thumb|none|600px|The airsoft HK416D from the game's introductory video.]] | ||
Line 2,126: | Line 2,717: | ||
[[File:PD2 Claymore.jpg|thumb|none|600px|As it turns out, Chains brought the right kind of VHS to this inn.]] | [[File:PD2 Claymore.jpg|thumb|none|600px|As it turns out, Chains brought the right kind of VHS to this inn.]] | ||
− | + | {{Payday}} | |
− | |||
− | |||
− | |||
− | |||
[[Category:Video Game]] | [[Category:Video Game]] | ||
[[Category:First-Person Shooter]] | [[Category:First-Person Shooter]] | ||
[[Category:Crime]] | [[Category:Crime]] |
Latest revision as of 21:27, 24 May 2024
Work In Progress This article is still under construction. It may contain factual errors. See Talk:Payday 2 for current discussions. Content is subject to change. |
|
Payday 2 (stylized as PAYDAY 2) is the sequel to Payday: The Heist. 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.
Entries marked with (*) are weapons obtained for free (although they still need to be bought with in-game money) by joining the official Payday 2 Steam group. Entries marked with (**) are DLC (downloadable content) weapons. In June 2017, nearly all DLC was removed from individual sale and bundled into a single collection called the Ultimate Edition. This proved to be a temporary state: in late 2019 financial issues forced the renaming of the Ultimate Edition to the Legacy Collection, the reenabling of the purchase of individual DLC, and the release of brand new DLC. The sequel, Payday 3, was released on September 21, 2023.
The following weapons appear in the video game Payday 2:
Overview
Weapons
Players have two weapon slots; a primary and a secondary slot (unlike the first game, there is no sidearm slot, with sidearms now being secondary weapons). 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 SMGs), and again a few "special" weapons covering much the same ground as the primary special weapons. Ammo can be resupplied from fallen enemies regardless of the weapon chosen by the player (though the amount refilled varies depending on the weapon), the MPD apparently supplying its members with a healthy amount of every caliber known to man (the model for enemy-dropped ammunition consisting of boxes of buckshot, "9mm lager", and 5.56). 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 and Jericho 941), with 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 weapons with translucent magazines (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.
While first person weapon animations are smooth and detailed, third-person animations are notoriously low-detail.
Modifications
Each weapon can be modified, though the degree of variety of modifications varies from barely any to turning it into a completely different gun. Some modifications, like barrel extensions and sights, are available to all compatible weapons (for instance, only sniper rifles can mount long-range scopes), while 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 few), although 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 Glock 17 appears as the "Chimano 88" (presumably a reference to the "Pistol 88" designation the Swedish army gives the Glock 17). It is the first sidearm available, given to all players for free when they start the game. Boring, reliable, decent damage with little to write home about beyond a good concealment stat for early game stealth runs.
It is slightly less accurate and damaging than most other 9mm pistols, 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.
Akimbo
Springfield Armory 1911 Lightweight Operator
The Springfield Armory 1911 Lightweight Operator 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." modification, based on the extended Kimber 10-round magazine, will actually give it a 16-round capacity.
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.
Akimbo
Beretta 92FS Centurion
The Beretta 92FS Centurion 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.
Akimbo
Glock 18C
The Glock 18C 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 holds 20 rounds in a 19 round 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.
Slightly lower damage of the Chimano but with a full auto switch and mods that help make this a perfect gun to panic pull out and spray at a hallway of SWAT officers.
Akimbo
Desert Eagle Mark XIX
The Desert Eagle Mark XIX goes by its everlasting nickname of the "Deagle" in-game. It holds an incorrect 10 rounds in its 7-round magazine; while it's possible to squeeze ten rounds into the .357 Magnum version of a Desert Eagle (nine in the mag and a round in the chamber) the Desert Eagle in-game is clearly the .50 AE version since it has a non-fluted barrel. It also has shorter slide serrations akin to the Mark VII or I.
The Deagle is one of the most powerful pistols in the game, and that's saying something after so many updates that have added similar high power, slow ROF handcannons. The flexible mod list and allowing this thing to take magnified optics has kept the Deagle as a strong secondary option.
Akimbo
Heckler & Koch USP45 Tactical(*)
The Heckler & Koch USP45 Tactical appears as the "Interceptor .45", automatically unlocked for purchase by joining the official Payday Steam Group. It has a 13-round magazine (one more than the .45 ACP version holds in real life).
The Interceptor's a decent alternative to the Crosskill with a slightly larger magazine and a similar mod pool, and with the advantage of the other Payday Steam Group guns of being unlocked at Level 0.
Akimbo
Glock 22C(*)
The Glock 22C was added in the Election Day update as the "Chimano Custom", available to all members of the official Payday 2 Steam group. It bears an OD frame and comes with a flared magazine well, while most of its non-unique mods are shared with the Glock 18C.
The Glock 22's a weird gun at first, with similar statistics to the other non-9mm PAYDAY offerings and middling accuracy. However, it has a deep pool of ammo to play with, alongside the Chimano standard high concealment making it both a good backup option with large reserves and a useful stealth option with higher power than the Gruber.
Modifying the "Chimano Custom" with the Long Slide produces a Glock 35.
Akimbo
Glock 26(*)
On the seventh day of the Crimefest event (October 22nd 2014), John Wick himself jumped aboard as a playable heister and brought his trusted Glock 26 along for the ride. 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.
Akimbo
Walther PPK/S(**)
The Walther PPK/S pistol appears as the "Gruber Kurz", perhaps a reference to the PPK's intended usage by the villain Hans Gruber in the 1988 film Die Hard, though it was swapped out for a P7M13 in the final cut. The "Kurz" also seems to imply that the developers have made the immensely common mistake of taking the "K" in its name to stand for "Kurz", as it does with most German firearms, such as the Karabiner 98k, G36K, or MP5K. In reality, the K stands for "Kriminal", as it was the variant of the Walther PP that was designed for criminal investigators. It was added as part of the Armored Transport DLC, and 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.
Sure it has low damage, sure it isn't exactly accurate, but the Gruber puts its cards in concealment and having enough ammo to pick off every single camera on a stealth map. Don't knock it till you try it.
Akimbo
SIG-Sauer P226R(**)
The SIG-Sauer P226R in .40 S&W appears as the "Signature .40" added by the Gage Weapon Pack #01 DLC.
This is the Crosskill except better in most to all departments, same damage and overall ammo pool but with better concealment, accuracy and available from the get-go at Level 0.
Akimbo
Mauser C96 "Broomhandle"(**)
The Mauser C96 appears as the "Broomstick", added with the Gage Historical Pack DLC and unlocked at level 23.
The Broomstick is an oddball, arguably a gun that's been reworked to death to find a niche. Initially a fun alternative to the standard non-9mm sidearms limited by mods, it's now more so a pocket DMR with the extended magazine, stock, barrel and scope giving it a role as a silly M-308 in your pocket.
Akimbo
Springfield Armory XDM(**)
The Springfield Armory XDM appears as the "LEO Pistol", added as part of the Bomb Heists DLC. Fittingly for the DLC's Croatian theme, the XDM was originally a Croatian design (as the HS2000). It 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 .40 S&W, but the ejection port markings show that is chambered for .45 ACP. It has an olive drab frame.
The LEO is a bizarre gun stat wise, with similar high damage to the Professional .40 and Crosskill mixed with a large 19 round magazine. However the lack of any mods that help spice the gun up plus only having a whopping 3 mags in reserve temper its usefulness a bit.
Akimbo
Jericho 941 PL(**)
The Jericho 941 RPL was added in the Point Break Heists DLC as the "Baby Deagle" (referencing Magnum Research's marketing of the Jericho as a "Baby Eagle"), though its markings claim it to be a "Sparrow 941 RPL".
As with the Springfield Armory XDM, the in-game Jericho's caliber is rather difficult to nail down due to the model featured being a mashup of several different variants. The ejection port is marked for the 9x19 Parabellum model, however it has a magazine capacity of 12 rounds, indicating a .40 S&W variant. Additionally, the Jericho has the chrome-plated guide rod of the 941's chambered in .41 AE. To confuse caliber identification more, the pistol deals around a whopping 150 damage per shot unmodified, about on par with the game's resident .50 AE Desert Eagle. A frighteningly powerful pistol for the money, limited by low ammo and high recoil.
Akimbo
Kalashnikov Concern PL-14 Lebedev
The Russian PL-14 Lebedev prototype pistol was added with the free Hardcore Henry Packs DLC as the "White Streak". It is incorrectly depicted with a 12-round magazine capacity instead of the real life 15-round capacity, with its "Extended Magazine" mod only bringing 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 available for the PL-14), as its unmodded stats are identical to the Baby Deagle's.
Akimbo
Heckler & Koch P30L(**)
The Heckler & Koch P30L was added in the John Wick Weapon Pack DLC as the "Contractor". The markings on its model proclaim it to be an "SG Master". It is the only weapon to have its akimbo version be DLC-exclusive, as even the other DLC sidearms have their akimbo versions be part of the base game.
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 one headshot. With high concealment plus very good hip-fire aim, the only problems the gun has is low total ammo and a limited selection of attachments.
Akimbo
FN Five-seveN(*)
The FN Five-seveN FDE with an EFK Fire Dragon threaded barrel was added on Day 6 of the Search for Kento event as the "5/7 AP" for Steam Community members. As the name would suggest, the Five-seveN, uniquely for pistols, is capable of universal armor penetration (despite the real steel only being capable of piercing light kevlar), enabling it to shoot through walls, the breastplates of Maximum Force Responders, and the Shield unit's shield, though damage is reduced for the latter. It also features astounding stopping power for a sidearm, being nearly as damaging as 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-round 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.
Luger P08
The Luger P08 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 Peacemaker .45, and is about as accurate, though it also has quite some recoil to it, probably because of its one-handed grip. Unlike most non-revolver pistols in the game, the Luger can't equip 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 which, rarely for PD2 weapon mods, do not affect stats.
Unlocking the P08 requires the player to get ten kills with the free melee weapon included in the update.
Akimbo
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 M1911A1s. This model is the same as in Raid: World War II, and different from the "Crosskill Chunky Compact" model.
Colt Defender
The Colt Defender 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 (the "Ergonomic Grip") is the Hogue Officer's Model rubber grip shown in the image of the real thing below.
Akimbo
Heckler & Koch P7M13
The Heckler & Koch P7M13 was added to the game on Day 2 of the Breaking News event as the "M13 9mm". Featuring middling stats across most of the board, the P7M13 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 if running a stealth or dodge build.
Unique modifications include an extended and externally-threaded barrel for muzzle attachments, and wooden grip panels.
Akimbo
Stechkin APS(**)
The Stechkin APS was added to the game by the "Federales Weapon Pack", in the first new batch of weapons since the storyline ended with The White House in 2018. It is known in-universe as the "Igor Automatik", as a reference to Igor Stechkin, the designer of the APS.
Of the Federales machine pistol trio, the Igor aims for maximum damage over anything else with Chimano Custom levels of power and a fun switch for good measure. This means it also has the thinnest pool of reserve ammo of any of the trio, with a low pickup rate and bad recoil to keep you from having too much fun.
Akimbo
CZ 75(**)
The "Czech 92" automatic pistol is a hybrid of the full-auto-capable CZ 75, and the newer CZ AccuShadow 2, which was made for the sporting market and as such never supported automatic operation. It was added as part of the "Federales Weapon Pack".
Boring and placid with normal damage, the Czech is the moderate option of the Funky Bunch. Good reserve ammo amounts and the only issue being recoil like its brothers, this leaves the gun as the perfect sidearm to do risky main armaments with. Because nothing says fun like the saw.
Akimbo
Beretta 93R(**)
The Beretta 93R is the third and last weapon added with the "Federales Weapon Pack". Known in-game as the "Bernetti Auto", it erroneously fires in full-auto instead of three-round bursts. As to why it was scripted like this is unknown, since the Diesel engine is in fact capable of emulating 3-round bursts, Overkill Software just decided not to.
You'd think the lower damage of the Bernetti Auto would be a good thing and it would if it wasn't low enough to keep headbutting its own ammo pool. Low ammo capacity, worse replacement mags and its biggest parlor trick letting you play RoboCop don't really save this thing from getting sidelined by everything, even the STRYK.
Akimbo
Auto 9
The Weller Barrel and Grip modifications gives it the look of the Auto 9 from the 1987 film RoboCop.
Hudson H9(**)
The Hudson H9 was added to the game on June 30 2020 with the release of the "Fugitive Weapon Pack". It is known in-game as the "HOLT 9mm". Rather strangely, it has relatively high recoil, despite the H9 being specifically designed to address that issue.
Someone has stolen the Contractor's stats and applied it to this gun, which is fairly ironic given the H9 was to appear in one of the John Wick movies. Take those same pros and cons, add on the ability to actually swap grips on this thing and you'd have the HOLT dead to rights.
Akimbo
Colt M1911/M1911A1 Hybrid(**)
The Colt M1911 and Colt M1911A1 hybrid was added to the game in the "Jiu Feng Smuggler Pack" with akimbo option as "Crosskill Chunky Compact".
Neither really chunky or compact, the Compact Chunky is a White Streak mixed with the ol' normal Crosskill. High damage, high rate of fire and higher than its rivals, it's not a terrible sidearm albeit capped off by a very limited mod pool to work with.
Akimbo
Tokarev TT-33(**)
The Tokarev TT-33 was added to the game in the "Jiu Feng Smuggler Pack 3" with akimbo option as "Káng Arms Model 54". Its name refers to the Chinese copy of the pistol, the Norinco Type 54, however, the in-game pistol is based on the Russian version. Both single and dual wielded variants can mount an underbarrel shotgun attachment similar to the one in Kingsman: The Secret Service.
Initially, this looks like another Crosskill. Same 85 damage stat, same relative accuracy, same amount of pros and cons until we get to that shotgun attachment. The ability to throw a blast of 850 damage shotshell into a target with decent concealment is a very fun trick to have on call.
Akimbo
SilencerCo Maxim 9(**)
The SilencerCo Maxim 9 was added to the game in the "Jiu Feng Smuggler Pack 4" as "Gecko M2". It is integrally suppressed as you'd expect.
The Gecko exists so we can retire the meta of the silenced Judge. Yes, it's suppressed, and it has low ammo but this is powerful, accurate and allows you to push corpses out of the way so you don't immediately get caught just after you finally solved that guard's pager.
Akimbo
Revolvers
Revolvers are not a separate category in-game, being a part of the Pistols category.
Taurus Raging Bull
The Taurus Raging Bull returns from the first Payday, once again as the "Bronco .44", but now featuring its full-length barrel by default. It holds six rounds and is unlocked at level 6. An early patch added a chance for street cops to carry it. It is also used by the female FBI Agent enemies in Day 2 of the Hoxton Breakout heist and some mobsters in the Hotline Miami heist.
The Bronco is a solid sidearm for pretty much anything. Need to deal with Snipers when you have a shotgun? Equip the Bronco. Tired of Cloakers? One headshot with the Bronco will deal with them easily. The only issues of the Bronco are its obvious low capacity, low total ammo, and a low pool of unique and useful mods.
Akimbo
Taurus 4510PLYFS(*)
The Taurus 4510PLYFS was added to the game as "The Judge" as a Crimefest community milestone reward for having 1 million members in the Payday 2 Steam group. Chambered in .410 Bore and holding 5 shells, it is classed by the game as a shotgun, so handgun skills have no effect on it. It is depicted as being ridiculously powerful, even more so than most of the 12 gauge shotguns, despite its .410 chambering, much like the similar Taurus Judge in the Max Payne movie. 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.
It is without question one of the most hilarious guns in the game. Beyond the fact that the Judge is tiny, thus making it plus a Silent Killer suppressor the defacto stealth build meta, this gun has the damage of the game's double barreled shotguns combined with a ungodly fast rate of fire and a quick reload. Whenever you see a Judge come into a player's inventory, prepare for hijinks.
Akimbo
Ruger New Vaquero(**)
A Ruger New Vaquero with wooden grips appears as the "Peacemaker .45", added as part of the Butcher's Western Pack DLC. It can be identified as a Vaquero by the lack of a fixed firing pin and its 2-pin receiver.
The Vaquero is a rather odd gun, with one of the highest damages of any pistol sidearm, plus solid starting accuracy. However, everything else is poor, including reload time, stability, and a hidden accuracy nerf that makes it more effective at range than close up.
Mateba 2006M(**)
The Mateba 2006M was added with the Alesso Heist DLC as the "Matever .357", a reference to the butchering of the manufacturer's name in the English dub of Ghost in the Shell.
The Mateba's a weird gun in the game, for a while it was the only revolver that could accept gadgets like laser sights, and boasting higher accuracy over the Bronco, but cannot equip barrel attachments. It's a weird 50/50 split, with the Mateba being better for open gunfights, but suffering heavily when modded for concealment.
Akimbo
Smith & Wesson Model 29
The Smith & Wesson Model 29 was added to the game on May 4th, 2017 as part of the free Sangres Character Pack update. Known as the "Castigo .44" (Spanish for "punishment"), it notably was the first revolver in the game to support dual-wielding. Stat-wise, it is almost identical to the Bronco .44, but with slightly higher base damage and concealment at the cost of worse stability and a higher purchase price. 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 Kokusai Devil heavy barrel, engraved grip panels, and a special black grip festooned with a black cloth wrapping, a cross, and spikes on the bottom.
Akimbo
Smith & Wesson No. 3 Russian Model(**)
The Smith & Wesson No. 3 Russian Model was added to the game in the "Gunslinger Weapon Pack" with akimbo option as "Frenchman Model 87".
Decent accuracy, damage and a high ammo pool, the Frenchman is like a lot of the other historical firearms in PAYDAY, a fun sidegrade for a match or two. And that's about it, don't use this thing past the sell-by date.
Akimbo
RSh-12(**)
The RSh-12 was added to the game in the "Jiu Feng Smuggler Pack 3" as "RUS-12 Angry Tiger". Like the Five-seveN and sniper rifles, it has the ability to puncture armor, shields, and walls. And just like the Five-seveN, it has no akimbo option, likely for balancing reasons.
Stupidly high damage, stupidly low capacity and reserve ammo, stupidly fast fire rate for a 12.7mm handcannon and having the utter lunacy to have little to no drop off in damage so you can 100% whip this thing out of your pocket and turn the head of a sniper 200 yards away into strawberry danish filling. Nuttier than a bag of hammers.
Korth NXA
Added in the "McShay Weapon Pack 2" DLC, the "Kahn .357" is a Korth NXS with a red-anodized barrel shroud and red/black laminate grip known as Korth NXA; this makes PD2 the weapon's first known appearance.
As gamer as it looks, the Kahn's stats are bonkers. Deagle damage, good accuracy and the ability to swap the cylinders and make it do EVEN more damage on top of adding attachments like lights and any flavor of red dot that goes on a rifle? Yeah, you've got a winner even if it looks like an eyesore with every modification.
Akimbo
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 in 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 Ingram MAC-11 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, with the Extended Magazine attachment giving it a 32-round magazine that increases the capacity to 48.
As far as SMGs 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 its inherent lack of accuracy. The large magazines plus a deep magazine pool make the Mark 10 a good sidearm to any sniper rifle.
Akimbo
Heckler & Koch MP5A2
The Heckler & Koch MP5 returns from the first Payday, again known as the "Compact-5". It is unlocked at level 13 and can be modified into many different MP5 models as listed below.
Like the real steel, the Compact 5 is a boringly effective 9mm gun that can be spun in many ways that still keep it nice, boring and functional. Compact ones make perfect stealth SMGs, the deep ammo pool keeps it a popular albeit anemic sidearm, it just works.
Heckler & Koch MP5A3
Heckler & Koch MP5SD2
Heckler & Koch MP5SD3
Heckler & Koch MP5SD6
Heckler & Koch MP5K
Heckler & Koch MP5K with PDW stock
Heckler & Koch MP5/10
The MP5/10 with its tell-tale straight box magazine is used exclusively by the Cloaker unit at launch, before the conversion kit was released to players in The Butcher's Mod Pack 2.
Akimbo
Brügger & Thomet MP9
The Brügger & Thomet MP9 appears as the "CMP" (a reference to the TMP's name in Perfect Dark), unlocked at reputation level 19. While its damage is poor and its concealment not high enough for practical stealth or dodge builds, its low recoil, fast reload, large magzines, and decent hipfire mean it remains a viable sidearm. It is also used by FBI Shield enemies.
Akimbo
FN P90 TR
The FN P90 TR appears as the "Kobus 90" and is unlocked at reputation level 36. It has one of the highest magazine sizes of any secondary, but only comes with two reserve magazines. When the Long Barrel mod is attached it resembles 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. While in a real P90 the ammo points towards the left, in game the rounds point towards the right; interestingly this seems to be an artistic decision (or just a goof) instead of related to using airsoft guns as references, as most airsoft P90s do have their dummy rounds pointing the right way.
The Kobus is a interesting gun, being useful both for stealth and loud. With high concealment and a few mods that benefit damage, the Kobus can be even more of a multi-tool SMG than the Compact-5, but suffers from low total ammo and reload speed.
Akimbo
Thompson M1928(*)
The Thompson M1928 with a 50-round "L" drum magazine was added in the December 3, 2014 patch and is unlocked at level 14 for members of the Payday 2 Steam group. 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 cannot equip fire mode-locking mods.
The Thompson is a strange gun in-game, being cheap with 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. Combine this with a slow reload and most players just opt for the other options.
Akimbo
Thompson M1A1
An unusable Thompson M1A1 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". This model is the same as in Raid: World War II, and shares nothing with the "Chicago Typewriter" available to heisters.
Carl Gustav M/45B(**)
The Carl Gustav M/45B is available to owners of the "Armored Transport" DLC. 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 by default. It is incorrectly depicted as a closed-bolt weapon.
Another cheap Level 0 weapon, the M/45 is almost fun with its high damage, decent accuracy and good concealment with the folded stock. That being said it is a king of low reserve ammo (only starting with one mag) that knee caps its potential a tad.
Modifying the Swedish K with the "Swedish Barrel", "Swedish Body" and "Ergo Grip" completes the look of a general-production M/45B.
Akimbo
Heckler & Koch MP7A1(**)
The Heckler & Koch MP7A1 appears as the "SpecOps", added as part of the "Gage Weapon Pack #01" DLC. 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 a small magazine size without upgrades.
Akimbo
Sa vz. 61 Skorpion(**)
The Sa vz. 61 Skorpion appears as the "Cobra", as part of the "Hotline Miami" DLC.
Out of all the Hotline Miami DLC weapons, the Skorpion is the most 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 .32 ACP submachine gun. 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 or triple tap your enemies.
Akimbo
Intratec TEC-9(**)
An Intratec TEC-9 modified to allow for fully-automatic firing appears as the "Blaster 9mm" and is unlocked for purchase by buying the "Hotline Miami" DLC. It holds 20 rounds by default and its 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 the Interdynamic MP9, the parent design of the TEC-9.
However, Payday 2 depicts several open-bolt firearms (the MAC-10, Uzi, AA-12, M/45) as firing from a closed bolt, so the TEC-9 having a closed-bolt in-game could (and probably is) simply a mistake made by whoever modeled the weapon. 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.
Akimbo
IMI Uzi(**)
The IMI Uzi appears as the "Uzi" (one of the few guns to be called by its actual name in-game) and is unlocked for purchase by buying the "Hotline Miami" DLC. 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. Its charging handle is erroneously depicted as reciprocating when the gun is fired. 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.
Akimbo
Sterling L2A3(**)
The Sterling L2A3 appears as the "Patchett L2A1" and is unlocked for purchase by buying the "Gage Historical Pack" DLC. 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.
Akimbo
Cobray M11/9(**)
The Cobray M11/9 appears as "Jacket's Piece" and is unlocked for purchase by buying the "Jacket Character Pack" DLC. It correctly holds 32 rounds.
The M11/9 is a weird alternative to a standard SMG high rate of fire SMG like the Mark 10 or the MP7, with a similar fast fire rate, good ammo pickup and decent damage. That being said there's little to be done with those classic Cobray sights, like the Thompson any replacement is mounted far out on the front sight, and the reload is dreadfully slow.
Akimbo
KRISS Vector(**)
The KRISS Vector was added with the "Gage Ninja Pack" DLC. 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 its 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.
Akimbo
IMI Micro Uzi(**)
The IMI Micro Uzi appears as the "Micro Uzi" and is unlocked for purchase by buying the "Yakuza Character Pack".
This occupies a similar slot to the other bullet hose SMGs, albeit with the fastest ROF in the SMG category and almost the fastest in the game bar the MG42 and Miniguns. It reloads nice and fast, is relatively stable and all around a decent option, should you get over the lack of sight mods and come to terms with lovely 90s irons.
Akimbo
SR-2M Veresk
The SR-2M Veresk was added along with the Jimmy character from the free Hardcore Henry Packs DLC, with his voice and likeness given by Sharlto Copley from the movie Hardcore Henry. 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 Cobray M11/9 (Jacket's Piece). Same basic points, but now it's Das Vidanya.
Akimbo
Heckler & Koch UMP45(**)
The Heckler & Koch UMP45 was originally an NPC-exclusive weapon, being used by enemy factions such as the GenSec Elite SWAT and the Murkywater PMC enemies. It was eventually added as a player-usable weapon with the "John Wick Weapon Pack" alongside the P30L and Desert Tech SRS-A1. Named the "Jackal SMG", it is otherwise known in-universe as the "Schäfer & Gewehr AMP", made by the same company that created the Bootleg, Gewehr 3, and Contractor pistol.
Despite being ostensibly based on the .45 ACP model, the weapon's statistics and performance in the game are more akin to the UMP-40 variant, most notably the fire rate and 30-rounder magazine. It's chunky, fires faster than you think and works well enough as a medium damage/ROF side piece to more larger primaries.
Akimbo
PP-19 Bizon-2(**)
The PP-19 Bizon-2 was added with the "Gage Russian Weapon Pack" DLC. Named the "Tatonka" (Lakota for "bison") submachine gun in-game, it's cursed with Russian Weapon Pack disorder of having little mods to its name beyond the basics.
That being said, the Tatonka's very good. Sure it lacks total ammo and does frankly silly amounts of damage for a 9x18 SMG from the Yeltsin years but it's accurate, shelf stable and compact. Plus you have full Bizon mags. Only two to three of them but a full 64 round mag stock is lovely.
Akimbo
MP40(**)
The MP40 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.
Akimbo
SIG-Sauer MPX(**)
The SIG-Sauer MPX 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.
Fires relatively fast but not so fast you lose track of ammo, has a decent bit of mods to its name and was the first dual wield SMG so one could walk into a battle with three different MPX's on them should they desire. The Signature's as you'd expect for a tie-in promo gun.
SIG-Sauer MPX-K
Modifying the Signature with the Short Foregrip produces a rough approximation of the MPX-K, albeit having a much more truncated front that lacks the subcompact model's finger guard.
Akimbo
PP-19-01 Vityaz(**)
The PP-19-01 Vityaz was added to the game in the "Jiu Feng Smuggler Pack" with akimbo option as "AK Gen 21 Tactical".
A slightly less powerful but much more versatile Tatonka, which is very on the nose given the Vityaz is a de-helical mag'd Bizon with mild improvements. More ammo, similar-ish damage, good ammo pool, the only thing this doesn't have going for it is not being able to take all of PD2's AK mods which is a stretch of a demerit.
Akimbo
Minebea M-9(**)
The Minebea M-9 with its front grip removed was added to the game in the "Jiu Feng Smuggler Pack 2" with akimbo option as "Miyaka 10 Special".
Filled with angry bees, the Miyaka is a Micro Uzi/Mark 10 fusion. For one, high rate of fire, decent damage and good enough concealment to keep it as a good gun even if you did accidently alert the authorities. On the other hand it fires so fast it eats the magazines up in seconds and it lacks any accuracy whatsoever. So y'know, what you'd expect from a M-9.
Akimbo
Magpul FDC-9(**)
The new semi-auto carbine version of the Magpul FMG-9, the FDC-9, was added to the game in the "Jiu Feng Smuggler Pack 4" as "Wasp-DS". Unlike the real FDC-9 (and like the FMG-9 it descended from), the Wasp-DS is fully-automatic; firing at 1333 rounds a minute, it takes the crown of the the highest unmodded rate of fire in the game, being beaten only by the CZ-75 and Beretta 93R with the 50% ROF boost from the Aced "Gun Nut" skill. The weapon's blazing rate of fire is tempered by the complete lack of ability to use optics and a painfully long draw/holster animation that discourages the user from switching to a primary.
Assault Rifles / Battle Rifles
This section includes most of the weapons categorized as "assault rifles" by the game; the rest can be found in the carbine section.
AKS-74
The AKS-74 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.
The in-game model is depicted with a smooth top cover rather than a ribbed one. Additionally, while the weapon does have the folding stock's button at the rear of the receiver, it has some characteristics of a fixed-stock AK-74, namely the lack of a latch on the receiver's left side (for keeping the stock folded), and the presence of only two rivets at the rear as opposed to three.
Steyr AUG A2
The Steyr AUG A2 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 rifle 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 is mounted.
The UAR works. That's the gimmick. For basegame players, this gun is a boringly reliable full auto rifle with more damage output than the CAR or AK with good stability and accuracy hindered by being so middling. You can't really complain since it works well enough but once you get access to funner stuff, the UAR fades out in favor of silly primaries.
Thales F90
As of Update 61, the Raptor Polymer Body was added as a mod for the weapon, giving it the appearance of the Thales F90 and a slight overall stat boost that still keep it a mediocre rifle in comparison to others.
AKMS
The AKMS appears as the AK.762 and is unlocked at reputation level 16. 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. It can become a AKM if the "Classic Stock" from The Butcher's AK/CAR Mod Pack is equipped.
What was once the high damage assault rifle option that made you keep in mind you only were able to stuff three spare mags on your heister is now a boring albeit effective weapon for someone latched to Fully Loaded. Powerful, accurate, relatively stable especially when modded and most importantly, allowing you to roll out like Jean Baptise with the gold version if you want.
M14 Designated Marksman Rifle
An M14 Designated Marksman Rifle 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 and 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 Mk 14 Mod 0 EBR.
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, and that the full auto switch does work.
Ruger Mini-14 F
Attaching the "B-Team Stock" that came with the "Fugitive Weapon Pack" transforms the M14 into an approximation of the Ruger Mini-14 F, albeit with a chopped barrel and a front sight block built directly into the front of the stock. It also retains the M14's 7.62x51mm chambering and magazines, as well as its selective-fire operation, which Ruger don't offer on their Mini-14s.
The attachment's name is a reference to The A-Team, whose protagonists made frequent use of folding-stocked Mini-14s.
Bofors Ak 5
The whole Bofors Ak 5 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.
Ak 5C
The modernized Ak 5C comes together by replacing almost everything that comes off the receiver.
FN FNC
The "Belgian Heat" handguard is cribbed straight off the FN FNC in a direct reference to Lt. Vincent Hanna (Al Pacino) from the movie Heat.
M16A4
An M16A4 with a shorter 18" barrel appears as the "AMR-16" and is unlocked at reputation level 39. It is shown with a safe/semi/auto selective fire capability, meaning it was based on the export International Model R0901, and incorrectly holds 30 rounds in a 20-round magazine. It can be equipped with an M16A1 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 keep on top of to use right. Not that it's bad, far from it, similar damage output to the AKMS but with a higher rate of fire, more stability and more interesting mods like the DMR kit that allow this to go full sniper rifle if you want to. But it still hits its own low ammo pool constantly, and you need to keep track of ammo so you're not stuck with one mag every 10 minutes.
FN SCAR-H(**)
The FN SCAR-H appears as the "Eagle Heavy Rifle" and is available to purchase for owners of the Gage Weapon Pack #1 DLC. The weapon was referred as "MK17 MOD 0" through model inscription. It holds 20 rounds and is a powerful weapon. A version with a FN SSR 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 its decent accuracy and mediocre stability, the Eagle Heavy can be very effective in full auto as a rifle for dropping any manner of big enemy so long as you keep stocked up on ammo.
Modified Version
DSA SA58 FAL(**)
A DSA SA58 FAL fitted with a DSA bolt-on railed scope mount and a paratrooper rear sight appears as the "Falcon Rifle" and is available to purchase for owners of the Big Bank DLC. It holds 20 rounds and is a very flexible weapon.
In comparison to the other two major battle rifles, the Falcon just kind of 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.
FAMAS F1(**)
The FAMAS F1 appears as the "Clarion Rifle" (a probable reference to the weapon's name in Counter-Strike) and is unlocked for purchase by buying the "Gage Assault Pack" DLC. 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 .223 civilian rifle.
The Clarion's a deceiving gun - at first, you think it's a normal assault rifle that operates like any other; once you actually use it, however, you'll quickly discover that it's a fast-firing bullet hose with tiny mags and good concealment, making it ideal for stealth and meh at everything else.
IMI Galil ARM 7.62(**)
The 7.62mm variants of the IMI Galil ARM appears as the "Gecko 7.62" rifle and is available to purchase for owners of the "Gage Assault Pack" DLC. It incorrectly holds 35 rounds in the 25-round magazine (Update 210 increase this from 30 to 35, possibly due to confusing the 5.56 and 7.62 version) and has a much higher RoF than actual ARMs.
The fact that this thing has been reworked about 5 to 6 times tells you what you need to know. The Gecko's an oddball. Weirdly specific mods that don't really compliment a build beyond shooting it wildly, decent damage, unbridled effective hipfire accuracy and enough ammo pickups that keep you alive longer than you'd think. That doesn't really solve how weird this thing is but it is trying.
Heckler & Koch G3A3(**)
The Heckler & Koch G3A3 with a Heckler & Koch HK21 machine gun's stock appears as the "Gewehr 3 Rifle" (a rather redundant name, as "Gewehr" means "rifle", making this the "Rifle 3 Rifle"), and is available to purchase for owners of the "Gage Assault Pack" DLC. It holds 20 rounds in the magazine.
While in standard form the Gewehr is a decent battle rifle with high-ish damage, a good ROF and comparable to its stable mates of the Eagle Heavy or Falcon. The mods spin this into some interesting departments. The Assault barrel makes this into a slightly less powerful but more interesting close range bruiser, with a deep ammo pool to work with. The DMR kit makes it a very effective helmet popper that can hit the 100 Accuracy statistic without much of a sweat. Pick your flavor.
Enfield L85A2(**)
The Enfield L85A2 was released in the Clover Character Pack as the first paid DLC signature weapon. 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.
HS Produkt VHS-D2(**)
The HS Produkt VHS-D2 was released as part of the "Dragan Character Pack" DLC, much like the L85A2 was part of Clover's DLC. 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.
AS Val(**)
The AS Val was added with the Sokol Character Pack. 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.
CZ 805 BREN A1(**)
The CZ 805 BREN A1 was added with the Biker Heist Packs and called the "CR 805B" in-game. 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. but it's in a slot that you shouldn't arguably have it in.
Akimbo
Heckler & Koch HK417(**)
The Heckler & Koch HK417 was added to the game as part the "Scarface Character Pack" DLC. Known in-universe as the "Little Friend 7.62 Assault Rifle" or "Schäfer & Gewehr SG-417D", it strangely sports an AR-15-esque solid stock instead of the proper one for the HK417, and a usable underslung M203 grenade launcher. 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.
AK-12(**)
The 2016 iteration of the AK-12 was added with the "Gage Russian Weapon Pack" DLC, under the name "AK17", although the model kept the inscription "6П70 (6P70) 5.45x39", which is the GRAU index for AK-12. 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 AK-15 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.
M1 Garand
The M1 Garand was added to the game in the free WWII Weapon Pack update alongside the Luger P08 and MP40. 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 Fulton Armory Super Scout railed top that increases stability for some reason, and pouches on the stock to hold more ammo.
Unlocking the Garand requires the player getting 100 kills with the MP40.
FN F2000 Tactical
The FN F2000 Tactical 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 5.56", modifications include the F2000's proper short barrel and a weighted, tan-colored chassis for improved recoil control.
Like a union, it's boring, effective enough for what it is and does a job so well enough that you can't really notice it. It's a reliable bullethose that has no mods to really spice it up beyond the two listed above, decent ammo pickup and stability and not much else.
OTs-14-4A Groza(**)
The OTs-14-4A Groza assault rifle/grenade launcher complex was added to the game in the "Jiu Feng Smuggler Pack 2". as the "KETCHNOV Byk-1". It introduces the "electric grenades" which it uses by default, but can be switched for the more generic explosive ones.
This is the gun you make your friend use after he grenades a group of cops and fragged a few civvies. The electro grenades of the Byk allow you to fry some pork without cooking anything else in the meal, and the high fire rate, good damage and speed-pull mags make this an effective brawler. But like the Little Friend, it lacks a lot of ammo and requires you to have some modicum of patience. Because the rifle is a Groza and has a fire rate on par with a MAC-10.
ShAK-12 (**)
The ShAK-12 also known as ASh-12 was added to the game in the "Jiu Feng Smuggler Pack 3" as "KS12 Urban". The weapon was referred as "АШ 12" (ASh 12) through model inscription, referring to the previous designation.
It's a ShAK, you expect high power, low rate of fire and a beast of a gun that lets you pop as many heads as possible and what you see is what you get for the most part. It's powerful, loud, effective, has low total ammo and an abysmal accuracy reflecting the issues of 12.7x55mm better than most games do.
TKB-059 (**)
The TKB-059, better known by its "Pribor 3B" ("device 3B") prototype name, was added to the game in the "McShay Weapon Pack 3" as "Rodion 3B" in what might be the first depiction of the weapon in popular media. This triple barreled bullpup rifle has a burst fire function similar to the earlier "Hailstorm", which penetrates shields but not walls and heavy armor.
Carbines
Most of the weapons in this section are categorized as "assault rifles" by the game.
Colt Model 733
The Colt Model 733, fitted with an A2-style receiver and a 6-position stock attached with a LAW Tactical folding buffer tube adapter, 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 G36K (JP36), which has a bit lower than average damage for an assault rifle in the game. Given the influence of Heat on the production, the highly specific choice of model probably isn't a coincidence.
M4A1 Carbine
The M4A1 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 .50 Beowulf or .458 SOCOM) before being replaced by the G3A3 in PSG-1 mockup.
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.
Mk. 12 Mod 0 SPR
A brand-new system of Exclusive Sets allows one to turn their M4A1 into a suppressed Mk 12 Special Purpose Rifle except it still doesn't get the sniper scopes.
Heckler & Koch G36KV
The Heckler & Koch G36KV makes an appearance as the "JP36", unlocked as early as level 16.
A boringly reliable, boringly effective, decently accurate, very stable, quick firing, deep ammo pool having, sausage stuffing, kraut eating, easy joke making rifle. Do you need much else? It's a G36.
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 Olympic Arms K23B 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 M231 Firing Port Weapon and the original aluminium foregrip has been extended over the gas block to make it a dead ringer with a round-front type La France M16K. 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.
Attaching a Milspec Magazine and a Standard Stock bring the Olympic Arms K23B closest to its retail shape.
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.
M4 CQBR / Mk 18 Mod 0
Attaching a Medium Barrel for extra accuracy and replacing the basic handguard with something else makes the Para finally look like an actual assault rifle. However, the barrel's rather specific ~10" length (falls just short of the 11.5" AMCAR) makes the most American option the Mk 18 Mod 0, ignoring the lack of a gas block/front sight and the too short foregrip.
Akimbo
AKMSU
A variant on the AKMSU is unlocked at reputation level 29 and is named the "Krinkov," the nickname of the AKS-74U. It holds 30 rounds and is a categorized as an SMG, rather than an assault rifle like the other three Kalashnikov rifles.
In the same way its big brother the AKMS is preferred for its high damage, the Krinkov gets 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 through its low mag count in a few seconds if you aren't careful.
Akimbo
SIG SG 552-2(**)
The SIG SG 552-2 appears as the "Commando 553" (referring to the SG553 instead) and is available to purchase by anyone who owns the Armored Transport DLC. 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 its 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.
Kel-Tec SUB-2000(**)
Introduced in the Golden Grin update as a farewell gift from the Dentist, the Kel-Tec SUB-2000 appears as the "Cavity 9mm". 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.
Heckler & Koch HK416C(**)
The Heckler & Koch HK416C was added with the release of the Sydney Character Pack. It was marketed in-universe as the "Schäfer & Gewehr 416C", but this copy of the weapon was renamed by Sydney to "Bootleg" after apparently buying from a blackmarket arms trader behind a gas station in Australia. 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. Which to be fair, it does very well.
Taran Tactical Innovations TR-1 Ultralight(**)
The Taran Tactical Innovations TR-1 Ultralight was added with the release of the "John Wick Heists" pack as the "Contractor .308", ostensibly modeled after the rifle prominently used by Wick in John Wick: Chapter 2. While the rifle used in the movie is an AR-15 variant, the in-game weapon uses a .308 receiver, which makes it an AR-10. The in-game rifle utilizes a Cobra Tactical angled foregrip and Lancer Systems L7AWM .308 Winchester magazines.
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 M14), while 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 .308" is vastly more concealable than any other weapon in its class (barring the later SVD), rivaling some of the middle-ground assault rifles and capable of respectable values once modified.
IWI X95
The IWI X95 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 stability and is reasonably compact to boot, however it is plagued by a slightly lengthy reload and having practically zero unique mods to its name.
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 slugs), while The Butcher's BBQ Pack adds the Dragon's Breath rounds to the equation.
All shotgun-type weapons are listed here except for the Taurus 4510PLYFS, which is indexed under "Revolvers" instead.
Remington Model 870 Field Gun
A Remington Model 870 Field Gun, called 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 doesn't have a good pickup rate and sure there are better options but it's reliable and that's more important in the thick of it.
Remington Model 870 Short-Barreled
A stubby variant of the Remington Model 870 Field Gun 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.
Saiga 12K
The Saiga 12K (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 magazine and is unlocked at level 26. The model is not an actual Saiga 12K, but is rather a hybrid taking several components from the AKMS. 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 Izhma's always been a weird shotgun to make work right. Low damage makes it less effective as far as a shotgun goes, and not helped by even mods that barely get this thing to scrape the high 70's. That being said it is also easy to keep topped up and fires fast enough to keep you on your toes and able to sweep enemies well with headshots. Good for lower ranks, pushing this thing to OVERKILL isn't ideal.
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.
That is not a joke, it's an Izhma on steroids. Sure it has less damage than a Chimano, and yes it fires slower than the Izhma but that doesn't matter because it has a spread like a sawn off, has the same deep reserves of ammo and picks it back up so fast that you can dump the mags, reload and be back to blast again before you can say "wait, what?".
Akimbo
Double Barreled Shotgun
A Double Barreled Shotgun appears as the "Mosconi 12G" and is unlocked at level 39.
While it's only a two shot gun, the Mosconi is delightfully entertaining in how it works. 155 damage out the pipe with two to use, decently accurate and with a list of downsides that you'd expect since it's a double barreled shotgun and this isn't Tombstone, Arizona. That being said, the shotgun is delightfully entertaining, both stock, with big whoop 00 or the forever delightful combo of a sawn off Mosconi with frag shells.
Franchi SPAS-12(*)
The Franchi SPAS-12 was added during CrimeFest 2014 and is called the "Predator 12G". 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. The in-game SPAS-12 has a first-generation lever-type safety, suggesting a pre-1989 model imported by F.I.E., as the ones sold by American Arms post-1990 have button safeties instead. 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".
Cheap, functional and efficient, this is the M1014 for the person who doesn't have the shotgun DLC and wishes for all of the fun with a dash of 80's zest. Which also means this is a middlingly effective heavy shotgun that fires fast, reloads fast, doesn't burn out your early bank account and will last about as long in your lineup as a cheap pair of Wal-Mart sneakers.
Beretta DT11/CZ Redhead Deluxe Hybrid(*)
This Over and Under Shotgun was introduced along with the Bonnie Character update as the "Joceline O/U 12G". It appears to be a hybrid of the Beretta DT11 and CZ Redhead Deluxe O/U, while the game files claim it's modeled after a Beretta 682 Gold E.
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.
Benelli M4 Super 90(**)
The Benelli M4 Super 90 appears as the "M1014" in-game, the US Military designation of the shotgun. 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.
Initially you look at this thing, middling damage, decent but mediocre accuracy and a good enough for a shotgun concealability and think it's not worth your time. And you are almost right until you get this thing into a battle, panic click and find out this Benelli sends out shots fast as snot. All of the Izhma fun without a fun switch!
Kel-Tec KSG(**)
The Kel-Tec KSG, called the "Raven" in-game was added with the Gage Shotgun DLC and depicted, typically for a game, with a continuous tube rather than two separate ones.
If you want a silenced shotgun to compliment the Judge with a oil cleaner you have shoved into a holster, this is your go-to. Perfectly compact enough to be a powerful mainline stealth arm and with enough damage, rate of fire and some accuracy to be a good gun when shit goes south.
Penn Arms Striker-12(**)
The Striker-12 appears by the family's most prestigious name; the Street Sweeper. 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.
AA-12(**)
The AA-12 was added with "The Butcher's BBQ Pack" as the "Steakout 12G", possibly a pun on the Ithaca 37 "Stakeout" model (ironically, a standard Ithaca 37 was added later with the "Goat Simulator" DLC). It's possible to flick between semi and automatic fire in-game, something not possible on real AA-12s as they are just full auto.
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.
Ithaca 37(**)
Along with the "Goat Simulator" DLC (where do they get these ideas?) a full-size Ithaca 37 Riot was added, oddly as a secondary weapon. 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.
There's stupid and then there's the GSPS which does the same damage as the Mosconi/Joceline except it's pump action with 7 rounds in the secondary slot. 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.
Winchester Model 1887(**)
The Winchester Model 1887 was added with the Biker Character Packs and is called the "Breaker 12G" in-game. 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.
The Breaker, not in reference to what happens to ones fingers if you try to flipcock a standard lever 1887 is a potent shotgun in the primary slot doing the same 155 damage as the Moscone/Joceline with backup ammo to spare. 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?
Crye Precision SIX12
The Crye Precision SIX12 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.
Akimbo
Remington Exposed Hammer SxS
What looks to be a Remington Exposed Hammer SxS was 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.
Winchester Model 1897 (**)
The Winchester Model 1897 was added to the game by the "Gunslinger Weapon Pack", confusingly named the "Reinfeld 88".
As the name sort of implies, this is a Reinfeld abridged shotgun. Same basic mechanics of a pump shotgun but with more damage, a higher rate of fire akin to the Loco in the primary slot and the ability to make this thing very compact for a high damage dodge/crit build, if you can look yourself in the soul and say "Am I willing to saw down a 100 year old shotgun for better stats?"
Mossberg 590 Compact Cruiser (**)
The Mossberg 590 Compact Cruiser with buffer tube adapter was added to the game in the "Jiu Feng Smuggler Pack" as "Mosconi 12G Tactical".
Read what I said about the 88, copy it down to here with the bonus of a few mods and we have basically the same thing. You wanted some fancy words? No.
Baikal MP-155 Ultima(**)
The Baikal MP-155 Ultima was added to the game in the "Jiu Feng Smuggler Pack 4" as "Argos III".
Take our good friend Mr. Loco, make him semi automatic, give it a fast reload since we've now learned how to load TWO shells at once and then also give it an ammo pool wide enough that you can keep this thing as a primary while you're busy doing the busy work for the team with the saw. It's a boringly functional set up for a gamer gun.
Standard Manufacturing SKO-12(**)
The Standard Manufacturing SKO-12 was added to the game in the "McShay Weapon Pack 2", under the name "VD-12". Two variants are available, a standard SKO-12 with a 25-round drum magazine (that incorrectly holds 28 rounds), and an SKO-12 Shorty with a 9-round magazine (that holds an also-incorrect 10); the latter version is only available in dual-wielded form, making it the first dual-wielded version of a primary weapon.
Because the Steakout didn't have enough power or ammo for you, you may now have a Turkish shotgun. Slow rate of fire to maximize the accuracy of your shot, a drum so deep you'd struggle to run out of ammo even with that withering 65 damage of and a pickup that's almost Steakout levels of good but not quite there. It's trying, though.
Akimbo
Benelli Supernova
The Benelli Supernova was added in the "McShay Weapon Pack 4" DLC as "Deimos". Its gimmick is the ability to switch between a powerful pump action mode and a weaker semi-automatic mode, which the real Supernova absolutely cannot do. It is more of a feature of the Benelli M3 or the SPAS-12 that is already in the game.
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 (M240B)". 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 in certain environment and fire somehow more accurately (still cannot use the sights) and with almost no recoil. Player cannot move with the bipod when it is deployed, however.
While they are all categorized as LMGs in game, the HK21E, MG 42 and M240B are actually GPMGs (General Purpose Machine Guns).
RPK(**)
The RPK presented in-game with its real-world name and is immediately unlocked at the start, on reputation level 0. It incorrectly holds 100 rounds in a 75-round drum magazine, which may be for balance reasons, as even after making such changes, its ammunition capacity is still lower than other Western belt-fed MGs in the game, while its damage is the same with several 7.62x51mm GPMGs. 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.
At 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.
M249 Para(**)
The M249 Para appears as the "KSP" (the abbreviated form of the Swedish word for machine guns, kulspruta) and is unlocked at reputation level 45. It has a 200-round detachable ammo drum. It is also the weapon of choice for the Skulldozer special enemy and the Commissar, the target of the Hotline Miami DLC heist.
For the person who doesn't care about anything in front of him, the KSP is the border between "somewhat controllable" rate of fire and "I CANT SEE ANYTHING OH DEAR GOD HELP" rate of fire provided by the miniguns and the MG42. It has the largest drum size, combo'd with a decent rate of fire and good damage making it an easy weapon for an assault.
Heckler & Koch HK21E(**)
Returning from the previous installment, the Heckler & Koch HK21E appears as the "Brenner 21" and is unlocked at reputation level 75. It has a 150-round detachable belt box magazine. It has a MP5-style diopter drum rear-sight rather than the Export variant's own. It has a canted front grip in order to make it easier to hold.
The Brenner is a heavyset gun meant to bring the pain with big magazines and nothing more. The accuracy makes running and gunning with it useless, just plop it down on the bipod and sit there until everyone who comes near you is filled with holes.
MG 42(**)
The MG42 appears as the "Buzzsaw 42" and is unlocked for purchase by buying the "Gage Historical Pack" DLC. It incorrectly holds 150 rounds in a 50-round drum magazine and is tied with the Micro Uzi and Vector for the highest rate of fire in the game (although losing slightly to a Glock 18 with pistol skills) The MG42 (once Update 168 buffed the damage) offers the highest damage per second in the entire game.
While with lower ammo than both the KSP and the Minigun, the MG42's high rate of fire makes it violently entertaining in close quarters combat. Most enemies die in all of a "BRRAP" and you can easily mag dump into Bulldozers and drop them relatively quickly which compensates for this gun's mediocre ability with a bipod.
M240B
Although called "KSP 58" in-game, after the Swedish version of the FN MAG 58 and even has the distinctive Swedish green lacquer finish, it is actually modeled after the M240B, denoted by the short flash-hider, carry handle design, sights, the railed feed tray cover of the B model, and the stock design (both the default wood stock and the plastic stock use the same model). It was added on day 5 of "CrimeFest 2015" and along with it the ability to use a bipod with Machine Guns.
Similarly to the SPAS and most of the Community weapons, the KSP 58 is a mediocre LMG with no real defining traits for the people who never actually bought the DLC in the first place (this weapon is the only available LMG in the game that does not require DLC). Even after the rework, it's simply a meh LMG for using with Wolf for some slightly misplaced patriotic Swedish flair.
M60(**)
The M60 machine gun was added to the game with the release of the "Fugitive Weapon Pack". Unlike most weapons in the game, it is identified by its real-world name.
Ironically given it's an M60, the gun most people expect to go Rambo with and fire wildly, this thing boasts one of the best accuracy stats in the entire LMG tree alongside good ammo pickup, damage and the deep, deep wells that are 200 round 7.62 NATO drums. The only thing bad I can say about it is that it, shocker, fires slow. Oh no, it lets you maximize damage, what ever will we do.
Vollmer HK51-B(**)
The Vollmer HK51-B was added to the game as part of the "McShay Weapon Pack" as "SG Versteckt 51D". This is the first machine gun to use sights.
Now you see the fact that this gun DOES allow you to use sights and you know that OVERKILL is Faustian in how it gives you such nice things. You're 100% right, this thing's got more problems than a Craigslist beater. Low stability, low accuracy, lowest total ammo in the entire LMG category, good concealability which you probably don't care for as an LMG and no bipods. Have fun!
M1918A2 BAR
The WW2-themed exhibit in the heist "The Diamond"'s fictional McKendrick Museum has several unusable M1918A2 Browning Automatic Rifles (sans carrying handles, bipods, and magazine guides) in display cases on its walls. This model originates from Raid: World War II, but it actually uses different textures in Raid.
MG 34
The aforementioned exhibit also prominently features several MG 34s on their distinctive Lafette tripods, fitted with anti-aircraft sights.
Ohio Ordnance HCAR(**)
A fully-automatic Ohio Ordnance HCAR was added to the game as part of the "McShay Weapon Pack 3", dubbed "Akron HC". Following the HK51-B, it is the second weapon classified in-game as a light machine gun that allows proper aiming with a plethora of optical attachments.
KAC ChainSAW
The KAC ChainSAW was added in the "McShay Weapon Pack 4" DLC as "Campbell 74", probably to sound less funny (and copyrighted) than "Stoner 96". After two LMGs with usable sights in a row, we're back to hip firing.
Sniper Rifles
The 'Gage Sniper Pack' downloadable content introduced 3 new weapons to the players' arsenal. All 3 weapons (the Remington MSR, Blaser R93 LRS2, and Barrett M95) are slow-firing but powerful bolt action sniper rifles, featuring 2 unique scopes and a 45-degree offset iron sight attachment. All 3 are capable of firing through certain objects, such as thin walls or police riot shields. This also applies to the Mosin-Nagant and Winchester Model 1873, which were released later. Along with the Point Break heists update, the character Bodhi and a Winchester Model 70 was added for free to anyone who downloaded the update.
Every in-game sniper rifle is listed here with the exception of the TTI TR-1 Ultra-light, which is under "Carbines" instead.
Remington MSR (**)
The Remington MSR appears as the "Rattlesnake" and is unlocked at level 15. It holds 10 rounds in the magazine.
A lighter flavor of sniper, the Rattlesnake boasts a high ammo pool and decent rate of fire that still make it useful even after semi auto snipers like the Contractor and the Lebensauger have occupied the same overall damage slot.
Blaser R93 Tactical 2 (**)
The Blaser R93 Tactical 2 was added with the Gage Sniper Pack and appears as the "R93". Unlocked at level 35, it serves as the middle ground between the Remington MSR and Barrett M95 offered in the same pack. While visually resembling the LRS2 PSR variant, its claimed chambering of .338 Lapua Magnum identifies it as the Tactical 2 model. The R93 holds 6 rounds in a 5-round magazine.
The R93 is the balancing act between the fast and low damage Rattlesnake and the big whopping power that is the "Thanatos" and it does so with aplomb. Decent rate of fire, high damage that can easily deal with most special enemies in a solid headshot, it can easily become a powerful close quarters armor puncher.
Barrett M95 (**)
The Barrett M95 appears as the "Thanatos" and is unlocked at level 65. It uses a 5 round magazine. Notably, it was the strongest weapon in the entire game upon its release, and the third most powerful one so far, having an astounding damage stat of 3675, loosing only to the RPG-7 included with the OVERKILL Pack, which deals a solid 12,500 damage per shot and the M202 from the Scarface Heist pack with 6200 damage.
If you want to kill a building, or at least a bulldozer easily which counts as a building in DC, you grab a Thanatos. While yes it has literally no ammo and no pickup rate, you have a Barrett .50 cal, you CAN kill pretty much anything in the game with one shot with absolute perfect accuracy.
Mosin Nagant M91/30 (**)
The Mosin Nagant M91/30 was introduced to the game alongside the MG 42, Sterling L2A3 and Mauser C96 as part of the Gage Historical Pack DLC. Known in-game as the "Nagant", it has a highly unusual name considering how the weapon was clearly modeled after a Mosin rifle, and the Léon Nagant-patented design was shelved before it ever entered mass production. Unlike the first three sniper rifles of the game, it can use ironsights, a trait shared with the Winchester 1873 and Model 70. The Nagant is weird, it's always kinda been the oddball sniper rifle given it sits at the same damage level as the R93 but has worse stability and a slower reload. Its niche ability to use iron sights has been rendered moot by the Platypus, Repeater and the Grom so it just kinda exists in weird mediocre stasis.
By default it is fitted with a fictional barrel the length of which appears to be in between an actual M91/30 rifle and a M38 carbine.
As an amusing aside, the in-game selling price of the Mosin Nagant is astronomically-inflated compared to the real thing owing to it being a mid-to-high level weapon, coming off the shelf for an astounding $921,000 alongside the Barrett M95 and SVD. An expensive Mosin Nagant would sell for somewhere around $600 in reality, a good 1,535 times cheaper than its in-game price, which is perfectly understandable due to Russia's overwhelming surplus of these rifles.
Winchester Model 1873 (**)
The Winchester Model 1873 appears in the game as the "Repeater 1874" and is part of the "Butchers Western Pack" DLC. Oddly enough, despite being chambered entirely for pistol-grade ammunition types, it is classified as a sniper rifle, and thus can penetrate thin walls and shields. Like the Mosin-Nagant, the iron sights are usable, unlike the Nagant however, the irons are the basic sights with the scope being a modification.
With the second highest rate of fire in the sniper rifle category behind the semi-autos, the Repeater is gimped primarily by low total ammo and a really bad selection of mods including two whole barrel options and a pretty mediocre scope. Still, it does allow you a lot more fluid combat with the interruptable reload but the usability of this thing now is kinda debatable.
Walther WA 2000 (**)
The Walther WA 2000 Generation 1 was added with the "Gage Ninja Pack" DLC. It's called "Lebensauger .308" in game, which can roughly be translated from German to "life-sucker" or more figuratively, "vampire". While the .308 in the name would suggest the weapon is chambered in .308 Winchester, it is more likely to be based on a .300 Win Mag Gen 1 rifle. The magazine in game holds 10 rounds even though it's modeled after the standard 6-round magazine.
If you wondered why no one uses the Repeater anymore, it's because this thing exists. Same basic stats except it's a mag fed semi auto which means it can become ungodly good in close quarters combat as the damage is still high enough to one shot Shields.
Winchester Model 70
The Winchester Model 70, called "Platypus 70", was added along for free with the character Bodhi from the Point Break remake. The rifle uses FN's Tactical Box Magazine adapter.
And if you were wondering why no one uses the Mosin, it's primarily because the Platypus is the exact same thing stat wise with more ammo and without any DLC requirements. In fact, this weapon is the only two sniper rifles in the game that do not require DLC to be used, while the other one is the North Star (SAINT Victor .308 AR-10 Rifle) that takes a long time to unlock.
DTA Stealth Recon Scout(**)
The Desert Tactical Arms Stealth Recon Scout A1 Covert was added with the release of the "John Wick Weapon Pack". Along with the aforementioned Heckler & Koch P30L/Contractor, the SRS-A1 was ostensibly modeled to ape the rifle used by Wick in his movie, though the final weapon cannot be modified to resemble the source material. Named the "Desertfox Sniper Rifle", it has a black and tan two-tone finish.
The Desertfox is good for one thing, being an R93 that can become really concealable and that's basically it for this weapon. Sure it has a dippy mag size of 5 and the 3rd worst stock accuracy for sniper rifles but it's decent enough at being small and concealable that you might bother with it if you're running a concealment build.
SVD Dragunov(**)
The SVD Dragunov is available for people who own the "Gage Russian Weapon Pack" DLC. Out of all the weapons in the pack, the SVD is the only one to come with unique mods. It goes by the name "Grom" in-game, which translates into "thunder" in Russian.
The middle man between the Lebensauger's accuracy and the Contractor's sustainable fire potential, the Grom plays a lot of weird hands. High concealability, which is hilarious given a SVD is the length of several small children, good ammo pickup and a nice and fast reload, all of the fun of sniper chaos with the chance for cosmoline in the joints.
Remington Model 700P(**)
The Remington Model 700P is available for people who own the "Fugitive Weapon Pack" DLC, as the "R700". Rare for a media appearance, the 700P is chambered in .223 Remington instead of the more common .308 Winchester.
The fact it's a 700P, the predecessor to the more modern MSR and take the same logic to the stats here. Same shit, different toilet.
Remington 700 Magpul Hunter 700L
The "Military Stock" for the Model 700 is a Magpul 700L chassis.
Norinco QBU-88(**)
The Norinco QBU-88 was added to the game in the "Jiu Feng Smuggler Pack 2".
The Kang, and yes that is its real name, is a Contractor tier fast shot sniper rifle aiming to be the way to solve the constant problem of shield hoards. Fast rate of fire, mag change and the key thing, high stability stats makes this Beijing brawler not a bad choice if you're willing to forgive its middling returns on the damage investment.
Marlin Model 1895(**)
The Marlin Model 1895 was added to the game by the "Gunslinger Weapon Pack".
A Repeater that lets you put red dots on it, a rifle with weirdly specific damage, a high rate of fire, dogshit accuracy and a scope so bad you will never use it. Sounds about right for a modernized .45-70 Government lever action that has the magical power to punch through riot shields.
Steyr Scout(**)
The Steyr Scout was added to the game in the McShay Weapon Pack under the name of "Pronghorn Sniper Rifle". It is the first sniper rifle in the secondary weapon slot.
Beyond asking the question of how we stuff an entire Steyr Scout into the secondary slot, the Pronghorn works. It has decent damage, the ability to use iron sights, good mods, good concealability, a good all rounder in a slot that you would not expect to put a rifle like the Steyr Scout in.
SAINT Victor .308 AR-10 Rifle (**)
The SAINT Victor .308 was added to the game in "A Criminal Carol" 2022 holiday event under the name of "North Star Sniper Rifle". Following the Steyr Scout, this is the second secondary slot sniper rifle.
The Rifle of the North Star (yo wa shock) operates in a similar vein to the Pronghorn. The Pronghorn is a standard bolt action sniper rifle shrunk to fit in your pocket by the magical bag of holding, and this is the same thing for a whole mess of semi snipers. 160 damage, fast rate of fire, good concealment, no ammo and not much in reserves.
Hera Arms conversion
Its "exclusive set" basically converts the entire thing into a Hera Arms short-barreled AR-10 rifle.
Thompson Center G2 Contender (**)
The Thompson Center G2 Contender was added to the game in "McShay Weapon Pack 3" DLC under the name of "Aran G2" as the third secondary slot sniper rifle.
Accuracy International AW-F
The Accuracy International AW-F fitted with AT308-style stock was added in the "McShay Weapon Pack 4" DLC as the "Amaroq 900". After being conspicuously absent for so long, Payday 2 finally gets an Accuracy International sniper rifle, even referred as "AWP" in the game files. Its damage output suggests a caliber higher than .308, however.
Brown Bess Flintlock Musket
The Brown Bess Flintlock Musket has been added during the 10th anniversary event as the "Freddy Flintlock". Dealing a whopping 10000 base damage, this ridiculous firepower comes at the obvious price of taking ages to reload, and you'll have to restart the whole process if you interact with something before you finish reloading.
Launchers
M79 Grenade Launcher (**)
The M79 was added in the Gage Assault pack DLC. It's called the GL40 in-game, same as the first Payday. It is possible to hurt or kill one's own team members with it, so it pays to be careful when using it. Additionally, the grenades have no arming distance. This can be dangerous to the player as the grenade can be shot and detonated the split-second it's fired, leading to the user getting hurt.
The M79 is a gun that hasn't aged as well as many of the other explodey weapons simply due to how every other explosive weapon has just out-done it in pure crazy. While it lacks the same raw firepower as the other grenade launchers on offer, the GL40 does have some advantages. It's far more controllable and accurate plus can be made into a pirate gun if you just hate accuracy.
Milkor MGL Mk 1L (**)
The Butcher's BBQ Pack added a Milkor MGL Mk 1L to the game, called Piglet in-game. Unlike the other grenade launchers, the Mk 1 can be modified with sights, gadgets and more then one different stock. At face value, the Piglet seems like the prime gun for replacing the GL40 given it's a GL40 with more rounds.
Problem is that it's a GL40 with six chambers you have to swap one at a time before closing up, plus lower accuracy overall and no leaf sight with magical servos for lifting that improve your grenade arc and thus you see why no one uses this anymore. Have fun trying to reload this as a bulldozer barrels at you like a freight train.
RPG-7 (**)
The RPG-7 was added in the Overkill Pack. It has the highest damage of any weapon in the game at an astounding 12,500, but the player can only carry 4 rockets in total and ammo pickups are disabled, meaning more rockets can only be obtained from ammo bags. The weapon can easily incapacitate the user and their whole team if fired recklessly and rockets can be detonated mid-flight if it is hit by enemy fire, something that happens a lot on more intense heists. The only modifications the RPG can accept are sights. The backblast is also non-existent in this game.
It's big, it will one shot dozers and help you remove annoying turrets from existence and is more satisfying than ANYTHING else in the game to shoot, what's not to like?
China Lake Launcher (**)
The China Lake Launcher, known as the "China Puff" in game, was added in the Wolf Pack (the pack is free for anyone who bought the DLC back in the first Payday).
Like the RPG, it's a secondary weapon. This is the actual GL40 replacer, given it's the same basic stats but with 3 spare rounds on tap plus a fairly speedy reload in comparison to other grenade launchers and with the bonus of being a secondary weapon. So you can whip out this fun surprise at any time!
ATK XM25(**)
The latest model of the XM25 grenade launcher was added with the "Gage Spec Ops Pack" DLC. It has a very different unlocking method where the player has to find two keys and a box in four heists in order to unlock it. Known as the "Arbiter Grenade Launcher" in-game, it holds 5 rounds and does not come with its distinctive scope, thus restricting it to dumbfiring like any other launcher in the game, albeit the 25mm grenades travel faster and with less of an arc than the other 40mm grenade launchers.
That's really this thing's sales pitch, the 40mm fun without the massive amounts of drop or time delay, with a slight nerf to damage fitting the caliber difference. It does require some ASININE requirements to get it though, so most players opt for other methods of shock and awe.
M202 FLASH(**)
The M202A1 FLASH was added to the game with the release of the Scarface Heist DLC (not to be confused with the similarly-named Scarface Character DLC, which adds a HK417 instead (see above)).
Extremely powerful damage-wise, the M202A1 is second only to the RPG-7 in terms of punch, while boasting a quadrupled magazine size and doubled the reserve capacity, though it has no compatible mods aside from boosts.
Heckler & Koch M320
The Heckler & Koch M320 was added to PAYDAY 2 in Update #169.2 as the Compact 40mm.
It serves as a secondary equivalent to the M79 and really has no sales pitch outside of "it's an M79 for people who never bought the Assault Pack" with the same amounts of high damage, low ammo reserves and even lower ammo pickup rate.
Metal Storm 3GL(**)
The Metal Storm 3GL under the alias of "Basilisk 3V Grenade Launcher" was added the the game as part of McShay Weapon Pack, which also introduces poison gas grenade modifications to all grenade launchers. This secondary weapon only fires in a slow full-auto, but its reloading can be cancelled partway for conserving ammo and doing less collateral damage.
The burst fire of the Metal Storm system makes it interesting, although it is some low damage for a secondary slot grenade launcher. That being said having one that can dump the contents of itself in a few seconds is an advantage, especially as it's dumping out poisonous gas that is more than likely a violation of the Geneva Conventions. But the cops failed to stop you from breaking into the White House to steal a pardon signed by Abraham Lincoln so I doubt the concerns of international law really matter anymore.
Explosives
C4
C4 could originally only be used with the right Technician skills. As of Update 100 however, any player can use C4 by equipping Laser Tripmines, which come with a separate set of C4 charges. Laser Tripmines are powerful explosives that detonate when an enemy crosses the laser beam, or they can be toggled to merely act as a sensor device and mark special enemies or security guards that pass by, along with an audio cue. C4 charges are kept separate from Tripmines (in contrast to pre-Update 100, where a single charge used up a Tripmine) and are used to open doors and safes quickly. Some heists (such as The Bomb heists, Hotline Miami, and more) have a bag of C4 charges in the map to use for scripted objectives; these are treated as mission items rather that deployable equipment.
M18 Smoke Grenade
The M18 smoke grenade is used by law enforcers from time to time. Initially the smoke grenade model was reused for the flash bangs used by the police, but the flash finally got its own model in an update.
A player-usable version was added as part of the Sangres Character Update and requires the appropriate perk unlocked to enable its use. Players are given infinite uses of their smoke grenades, though are entitled to only one at a time and with a short cooldown between each one. Unlike the police smoke grenade, the player-usable variant does more than just obstruct vision by decreasing nearby law enforcers' accuracy, while allowing those inside the smoke to dodge much of the incoming fire.
M67 Hand Grenade (**)
The M67 hand grenade was added in the first "Gage Weapon Pack" DLC. Players who own the DLC will start a heist with three grenades and they can also buy a briefcase that holds three grenades that all players can pick up and use. One should be careful when throwing one however, as police gunfire can detonate the grenade if it's hit.
Update 100 added another version of the grenade called the "HEF Grenade" that can be used by any player following the Steam group for Payday 2. They work exactly the same as the aforementioned ones, and were seemingly added purely so that such a fundamental game mechanic wasn't locked behind a DLC.
Model 24 Stielhandgranate (**)
The Model 24 Stielhandgranate was added as a melee weapon in the "Gage Historical Pack". It's referred to as the "Potato Masher" in-game.
M84 Stun Grenade
The M84 Stun Grenade was added in the "Hoxton's Housewarming Party" update under the misnomer of "Concussion Grenade". Unlike the normally non-lethal flashbang, concussion grenades are offensive explosives that emit powerful shockwaves when detonated, which can be lethal up close.
After an update, the law enforcers' own version of the flashbang has been updated to use this model.
AN/M14 Incendiary Grenade
Another addition the game's arsenal of grenades is the AN/M14 Incendiary Grenade as part of "The Search for Kento" community event. As with the Molotov Cocktails, it sets enemies on fire, but does not create a fiery area-of-denial despite being essentially a handheld thermite charge; rather, it explodes more like a regular hand grenade.
VOG-25P Khattabka Grenade (**)
The "Jiu Feng Smuggler Pack 2" DLC added, among other things, the "X1-ZAPper" grenade, a VOG-25P-based Khattabka grenade; unlike its real-world counterpart (a makeshift frag grenade made from a 40mm grenade launcher round with a hand grenade's fuze assembly), the X1 functions as an electric grenade, shocking any enemy caught in its blast radius.
Other
Hand Held M134 Minigun
A Hand Held M134 Minigun was added in the Overkill Pack DLC, and has the highest fire rate of any weapon. It holds a total of 750 rounds, and has to be refilled via ammo bag deployables. Like LMGs, there is no actual iron sighting and the usually-nominal zoom is even less reliable. As usual in video games and films, the weapon appears to have no power source, though unlike most depictions of it in pop culture the in-game M134 does not need to be spooled up prior to firing, nor is the activity even possible during gameplay.
It has no accuracy, a manic pickup rate and a rate of fire that just hazes out your entire world while you fire it. Sure, there are better options but they aren't as fun as this.
Empty Shell LLC XM556 Microgun
A new weapon added to the game on Day 5 of the Spring Break 2018 event is an upscaled XM556 Microgun by Empty Shell LLC. Known in-game as the XL 5.56 Microgun, the weapon basically consists of the real weapon's upsized main body rotated 90 degrees counter-clockwise and mounted onto a fictional chassis, with the trigger group presumably being modified to allow the use of a vertical pistol grip instead of the standard chainsaw-grip configuration; this configuration seems to have been inspired by the "Shoulder-Mounted Machine Gun" from Fallout: New Vegas's Lonesome Road DLC. Modifications include a short barrel cluster and "Heatsinked" versions of both configurations, which are just the barrels with a tactical sleeve fitted on.
It's a Minigun for those who didn't get the Overkill pack, which would be a complaint if it wasn't hilariously funny to trot into a combat encounter with either weapon. Mildly more ammo, mildly less damage, all the same blinding bee firepower.
"Hailstorm Mk 5"
Added in the "McShay Weapon Pack 2" DLC, the "Hailstorm Mk 5" is a fictional weapon loosely based on the Magpul PDR visually, and the Metal Storm "Bertha" technology demonstrator rig conceptually. It holds 120 rounds in a 5x3 set of partly-removable barrels (with the forward section of the barrels remaining in place, and the rear section being detached as a single large block in a manner similar to the conceptually-analogous "Typhoon" from Crysis 3), and features an integral laser sight, flashlight, and optic (complete with an electronic round counter). Its only available modifications are textured grip pads and alternate barrels (or rather, barrel extensions, since they seemingly all attach to the end of the existing ones) - an extended set, an integrally-suppressed set, and an extended, integrally-suppressed set - alongside a unique "Prototype" exclusive set that gives it a boxier upper receiver and a somewhat battered, unfinished look; this set's name would make a fair bit more sense if the basic version wasn't already marked "PROTOTYPE R-033".
Gameplay-wise, the Hailstorm is effectively two guns in one, with its two firemodes functioning completely differently - it can either fire in full-auto at a downright ludicrous 2,000 RPM (on par with the XM556 above; for trivia's sake, however, it's still a fair bit shy of the "Bertha" rig upon which it was based, whose 36 9mm barrels together managed 1,000,000 RPM), or in a "volley-shot" mode that fires every barrel at once, essentially turning it into a semi-automatic shotgun that can pierce ballistic shields; presumably for balance-related reasons, the latter mode has a short charge-up period before each shot, and consumes 30 rounds per volley despite only firing 15 "projectiles" gameplay-wise.
Sentry Gun
The Heckler & Koch MP5K appears as part of the Technician's Sentry Gun deployable, seen inside a case. As in the first game, the Sentry Gun can be destroyed by enemies and will shut down when its ammunition supply is exhausted. Aside from the Sentry, the MP5K can be used by modifying the MP5, as seen above. In Update 100, this model was replaced with a new Sentry Gun using a FN P90 as its base.
Browning M2HB
A Browning M2HB machine gun is the main armament of the SWAT van turret weapons system. It is incorrectly depicted firing at almost twice its actual rate of fire at exactly 1000rpm, 600rpm is the max fire rate of a real Browning M2, and (thankfully for gameplay purposes) it does pitifully low damage for a .50 cal machine gun. It does however shred armor very quickly on higher difficulties. Though the rate of fire is befitting of the Browning M3 Aircraft, it is obviously modeled after an M2 and not the M3. The SWAT Van Turret itself appears to be a modified version of a C.R.O.W.S II RWS. The Browning M2HB is a very commonly used weapon for this kind of weapon system.
The Midland Ranch heist introduces a usable turret version which can be repositioned and has limited ammunition.
Heckler & Koch HK416D
In the opening live-action title sequence, Chains wields an airsoft Heckler & Koch HK416D rifle.
M18A1 Claymore
The motel overrun by Russian mobsters in the "Hotline Miami" job has M18A1 Claymore booby traps randomly placed on some of the door frames to the rooms. These Claymores are depicted as laser tripmines instead of command-detonated using a manual trigger. The laser tripwires sometimes disappear if the door is opened via brute force, though the Claymores will stay and are still very explosive if shot at.