PAYDAY 2

PAYDAY 2

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Deathwish Skillz and weapons guide. !Pro Tip!
By Mojave Caravan
Pro Tips!
   
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Max Accuracy is 18
but snipers can go higher. It affects the likelyhood of your bullet hitting where you targeted.
Body shots will sometimes change into headshots.

Stability
Prioritize stability over accuracy with automatic or assault weapons. It also helps when you need to aim really far and need to fire more quickly. The degree to which stabilty is affected by the stability stat increases as the stat increases. This means that stability is significantly better the more points you put into it.

Rate of fire - The higher the rate of fire, the more burst DPS, and the greater need for stability.


Pro tips!
Level Faster
Speed Stealth Diamond store for +5% stealth bonus to experience; then, play PRO 3 day missions (Rats or firestarter) or the big bank heist to capitalize on the bonus experience, and get the fast Leaner Perk.
Assets
Just buy all of them! Money is useless later on. It is worth it to increase success and the time you waste failing is lost income.
Med bags
Med bags heal you to full and reset the number of times you have been downed
After you go down 3 times, you will see in black and white. The next time you go down you will be jailed; therefore, you should save your Med bag for use at this time to reset the number of times you have been downed. You waste your med bag charges if you are healing health, instead of reseting downs.
Bulldozers
Save grenades for bulldozers. Grenades deal great damage and stun the bulldozer so you can get extra headshots in before he snipes you with his shotgun.

Weapon VS situation

Sniper rifles (Mastermind/Tech)
My favorite
Very Special, Special killer
-Best weapon for Killing special units, especially Shields, but suffers from a low rate of fire. Used to kill most weak units with 1 body shots and specials with 1-2 headshots, except for bulldozers.
Piercing-Sniper rifles shoot through some walls and can kill multiple enemies if they are lined up, such as in hallways. Mark specials, then take cover behind piercable walls. You take no damage while you destroy them.
Lead your Shots by aiming ahead of he target, then firing when they walk into your reticle. It is easier to time your shots then follow targets with your mouse.

Wait for the Sniper rifles to stabalize after your first shot or the second will likely miss. Take your time, aim, and go for head shots vs stronger units. When used properly you will get the most kills, waste the least ammo.

Assualt Rifles (Mastermind/tech)
Versatile, can be moded for any situation.

Shotguns (Enforcer only)
Effective in closed quarters with multiple units because of splash damage that does not diminish the more targets it hits. As long as 1 bullet hits a target, full damage is dealt with respect to range. Shotguns suffer from significant falloff, therefore you should logically only use at close range, do not even try to kill a sniper with it.

Light Machineguns
Note: You move 20% slower while holding light machineguns.
Close to medium range weapon. Use in bursts to mitigate the stability spasms. Only use on maps where you plan to spend a lto of time in enclosed areas since this weapon is useless long range.

Pistol(Mastermind/Ghost)
Generally most ammo efficient secondary and my personal prefferance over smgs and the shotgun.

SMGs
High burst damage, but less ammo efficient than pistols. Great for bursting bulldozers faces.

Locomotive(Enforcer)

Useful close range in close quarters, useless at long range. Overall i would only recommend this to enforcers with shotgun spec or players that like to sit in the corners...

Cover, my Brotha
As soon as your shield takes any damage you should seek cover. Ideally you do not want to take any hits to your health when shields can regen for free.

Reviving, Suicide is wrong
When reviving your allies, crouch and position yourself behind cover for maximum safety just incase an enemy approaches.

U have fallen and can not get up...
If no your allies are unable to revive you, you should use up all your ammo. When you revive you replenish your ammo to full.
If you are desperate, have a safe hostage, you are nto currently in an assualt wave, the assualt wave will end soon, and your allies are well bunkered , you may choose to die deliberatly to revive with ammo.
On 0-1 skull missions you are released eventually, without need for a hostage.

Place your equipment once you find a good spot since your equipment is useless if you are in custody. Also, during a heavy assualt wave is not an opertune time to stop and look at the floor for a while.

Sniper no Sniping
-
Kill the Snipers first if you plan on walking out in the open, they will kill you quickly. On Deathwish they need to die ASAP.
Always bring 1 weapon that can deal with snipers or pick off targets at a range, to thin the opposition or soften up bulldozers.
This weapon must have sufficient accuracy and stability to consistenly hit the target at long range.

Anti tazer weapon
If you are tazed and do you have the skills to resist, a single shot weapon with high Stability will allow you to spaz your way to freedom.

Maximize ammo pick ups
Switch between weapons to avoid ammo cap.
Loose ammo is wasted when one weapon is full and the other has space. When picking up ammo the main and secondary weapons are each filled with the same amount regardless if one weapon is full and the other has space. Therefore, filling one weapon while the other weapon has maximum capacity does not give your first weapon additional ammo.

Sentry guns
Placement
Place sentry guns in corners, opposite of you so that it can shoot a shield on one side while you shoot the sield from the other. Shields waste sentry ammo if not placed properly.
Try to place the sentry where its line of sight is not hindered by places inwhich enemy units can seek cover.
Sentry Ammo
- Sentry's ammo can not be replenished so you should assist your sentry with enemies hiding behind cover as well as thining the enemy herd.
Do not place a sentry out in the open where it will waste ammo on weak units. Save sentries ammo for when you are overrun during an assualt.

Cloakers
- Place sentry guns near or under air vents where cloakers spawn so thesentry can take care of the cloacker before he does any damage to your team.
Lonely
- Stay near your sentry so it can cover you.

Escape
- Save 1 sentry for the escape, when you are often out in the open and carrying heavy loot.

Loot bags count if you are holding them and escape is available when you walk onto Escape area. So do not throw bags into Heli, miss, then have to run to pcik it up again. You will save time walking instead of throw bag into van on deathwish, unless you have good aim. On watchdogs, take the last 4 coke and get the Heli out of there, you do not have to wait for the last boat.

Melee - walk around target, once in range to decrease the damage you recieve.

Wooden doors - Shoot the door knob instead of picking the lock, if mission has gone loud.
Deathwish Loud Main Weapons
R93 - One Shot one kill, mostly. Efficient, precise, slow rate of fire. (Recommended)
250 dmg
6/30 mag/ammo
22/27 Acc/ Stab
  • No barrel
  • Military Laser sight
  • Theia Magnified Scope (Automatically marks targets!)
  • Wooden Body

Ksp Light Machine Gun
40 dmg
200/400 mag/ammo
4/22 Acc/ Stab
  • Long Barrel
  • Funnel of fun
  • Railed foregrip
  • Military laser sight
  • Solid Stock

AK.762 Rifle (Or GOLD AK)
65 dmg
60/90 mag/ammo
8/27 Acc/ Stab
  • Ak slavic Dragon Barrel
  • Funnel of Fun
  • Autofire
  • Lightweight Rail
  • Military Laser sight
  • Ak Plastic Grip
  • Ak Quad stacked Mag
  • Specular Sight
  • War-Torn Stick

Thanatos .50 cal - Destroys bulldozers, 1 shot everything else, but poor ammo efficiency. It takes 4 ammo boxes to replenish one .50 cal bullet.
2400 dmg
5/15 mag/ammo
34/20 Acc/ Stab
  • Suppressed Barrel
  • Military Laser Sight
  • Rubber or Pro Grip
  • Theia Magnified Scope

IZHMA 12G Shotgun (Enforcer)
40 dmg
7/70 mag/ammo
6/38 Acc/Stab
  • Shark teeth Nozzle
  • Autofire
  • The Tactical Russian Rail
  • Military laser
  • Ak wood grip
  • Specular sight
  • Wide stock

Falcon Rifle (The Big Bank DLC) Incredibly stable for tight groupings.
60 dmg
40/80 mag/ammo
6/41 Acc/Stab
  • Marksman Foregrip
  • Tactical Compensator
  • Military Laser
  • Tactical Grip
  • Extended mag
  • Specular sight
  • Wooden stock

Deathwish LOUD secondary weapons
Chimano Custom- High ammo efficiency, great damage for close and mid range targets. Not very good at taking out snipers but can be done if you waste ammo to take them out.
30 dmg
28/128 mag/ammo
8/34 Acc/ Stab
  • Flash Hider
  • Pocket laser
  • ergo grip
  • Extended mag
  • Pistol red dot sight
  • Long slide

Bronco .44 Revolver - Killer damage but poor stabilty requires you to wait after each shot. 6 Bullet mag and lack of laser makes this pistol slow to aim with the scope. That being said it does crazy damage.
75 dmg (113 With mastermind perk)
6/30 mag/ammo
16/27 Acc/ Stab
  • Flash Hider
  • Bronco Scope Mount
  • Ergo Wooden Grip
  • Specular Sight
  • Agressor barrel
  • Slimline Body

Deagle- Great damage, accuracy, Silent.
50 dmg
16/30 mag/ammo
16/16 Acc/ Stab
  • Asepsis Suppressor
  • Deagle Scope mount
  • Pocket Laser
  • Bling Grip
  • Extended Mag
  • Pistol Red Dot Sight
  • Long Barrel

Kobus 90 Submachine Gun - High dmg upclose, medium ammo efficiency, great accuracy.
30 dmg
50/100 mag/ammo
18/38 Acc/ Stab
  • Long Barrel
  • Tactical Compensator
  • Military Laser Sight
  • Specular Sight

Locomotive-New shotgun update and piercing ammo makes this weapon significantly more useful.
90 dmg
10/21 mag/ammo
7/33 Acc/Stab
  • 000 Buckshot
  • Shark teeth Nozzle
  • Military Laser
  • Pro Grip
  • Extended mag
  • Specular sight
  • Police Shorty stock
  • Shell rack



Deathwish Stealth secondary weapons
Chimano Custom- Stealthy and great incase it goes loud. Very Versitile, can keep this equiped for everythign if you lazy.
25dmg
28/128 mag/ammo
8/43 Acc/ Stab
  • Asepsis Suppressor
  • Pocket Laser
  • Ergo Grip
  • Extended Mag
  • Pistol Red Dot Sight
  • Long Slide
signature .40 Super stealthy.
18 dmg
20/84 mag/ammo
16/35 Acc/ Stab
  • Size doesn't matter Suppressor
  • Pocket Laser
  • Extended mag
  • two tone slide
Skedish K- Maximum conceal, silent, burst fire can break glass and mess up stealth if you are not careful.
16 dmg
40/80 mag/ammo
8/27 Acc/ Stab
Grease Barrel
Low Profile suppressor
Compact Laser
Ergo Grip
Specular Sight

Deagle- High damage, and all around useful, but can run through ammo quickly.
dmg
mag/ammo
Acc/ Stab
Deathwish Stealth Primary
Car-4 Rifle
33 dmg
22/150 mag/ammo
19/16 Acc/ Stab
Ideal Team Skillz
Mastermind
  • Cable Guy - everyone that stealths should get this unless you want to kill civs or can intimidate the extra civs for the duration of the mission.
  • Inspire ACE Revive allies quickly from a distance, what is not to love!

Enforcer
  • Portable Saw Useful for 1 player to bring on most missions.
  • Ammunition specialist(A must have if you using saw since the saw uses a lot of ammo)Ammo is generally better than the damage potentials of the other equipment, but without then you miss out on the utilities.
  • Transporter -Move with and throw bags faster and farther. When used correctly, this skill will save you a great deal of time moving bags and throwing them over fences or to the second floor.

Technician
  • Trip mines - These are most useful on bulldozers, but can be easily wasted on weak units if you place them too early. You can also place them high up near cloacker spawn vents. Combat Engineer will allow you to save placed mines for when you really need them. Deativate mines and shoot them manually as if you grenading that area. Overall ammo bags are more useful for combat.
  • Shaped charges - Expediates loud missions in which you wish to hit it and quit it. Blowing doors and safes up is often neccessary for deathwish so yo can complete missions quickly before you become overrun.
    Transport mission: It takes 4 C4 to blast a transport truck. 2 players with 12 C4 can open 3 trucks. Also bring a saw and you will finish transport missions really fast.
  • These are also handy if your stealth mission goes wrong and you want to bug out.
  • Drill Skills- 1 player should have theses maxed. You are wasting points if you half invest in drill skills; A drilling expert will come along and upgrade your wasted effort and skill points...

Ghost
  • Unlocking the Ghost - If you plan on doing any stealthing at all, you really should have an ECM.
  • ECM Overdirve
    - Allows you to use ECM to open some doors. Hardcore shinobi need this to get stealth missions done quickly and give less time to scew up and fail.
  • ECM feedback- Not for use as a core combat ability, but better than nothing if your stealth fails. Update, Ace now recharges ecms feedback ability in 4 mins, for each ecm
  • Lockpicking expert - Picking locks on safes for 40 secs is significantly faster than drilling and faster picking will help you get some missions done faster.
Master/Tech (Sniper/ C4) update 45
  • Snipers or Rifles with amazing Pistol skills.
  • Anchor your crew by defending key areas
  • Ranged revive, even through some walls and floors.
  • Dominate enemy and use as hostage in emergency
  • High headshot damage
  • C4 and Max drills for quick deathwish missions
Mastermind


Cable guy ACE (If you do Stealth missions ever, you need this)
Combat Medic - Works exceding well with inspire. ACE
Pain killers ACE
Leadership ACE
Spotter - DLC sniper scope marks targets you scroll over, automatically!
Dominator ACE -Also allows your crew to intimidate enemies into hostages.
Joker ACE - equip a weapon that does not 1 shot your target so you can weaken but not kill, to effectively intimidate. If you are losing health, you are doing it wrong.
Kilmer
Pistol Messiah ACE - Ace this if you got infamy in mastermind.
Inspire ACE - Range resurrect allies, even through some walls.

Technician

Riflemen ACE
Demolition man ACE
Sharpshooter ACE
Combat engineer
Hardware expert ACE
sentry
Drill Sergent ACE
Silent drilling ACE - Switch to Jack of all trades ACE if you do not stealth.
Jack of all tradesACE - Update: You can now use sentries and trip mines one after the other during a single mission!!!!!
Shaped Charge ACE
Sentry tower defense ACE
Master/Enforcer Update 45
  • Snipers or Rifles with amazing Pistol skills.
  • Anchor your crew by defending key areas
  • Ranged revive, even through some walls and floors.
  • Dominate enemy and use as hostage in emergency
  • High headshot damage
  • Best armor + Max AMMO refills
Mastermind


Cable guy ACE (If you do Stealth missions ever, you need this)
Combat Medic - Works exceding well with inspire. ACE
Pain killers ACE
Leadership ACE
Spotter - DLC sniper scope marks targets you scroll over, automatically!
Dominator ACE -Also allows your crew to intimidate enemies into hostages.
Joker ACE - equip a weapon that does not 1 shot your target so you can weaken but not kill, to effectively intimidate. If you are losing health, you are doing it wrong.
Kilmer
Pistol Messiah ACE - Ace this if you got infamy in mastermind.
Inspire ACE - Range resurrect allies, even through some walls.
Enforcer/Tech (Shotgun!)
Shotgun, Sniper, or assault rifles. Shotgun secondary.
Heavy damage and defensive capability.
C4, Saw, and drills

Enforcer Tier bonuses
+50% HP
+5% dmg

  • Bullet Storm (Ace)
  • Transporter (Ace)
  • Underdog (Ace)
  • Shotgun Impact(Ace) +35% shotgun dmg!
  • Stun Resistance (Ace) Less flashbang
  • Shotgun CBQ
  • Berserker (Ace) +100% damage when hp is 25% or lowercover.
    Deliberatly lower your hp to use this skill with saw and open safe deposit boxes with ease.
  • Portable Saw - Utility
  • Overkill
  • Iron Man
Technician tier bonuses
10% stability
+25% Headshot damage (Mathematical!)
+10% Armor/recovery time

  • Rifleman (Ace)
  • Demolition Man
  • Nerves of steel
  • Sharpshooter (Ace)
  • Combat engineer
  • Hardware Expert (Ace)
  • Drill Segeant (Ace)
  • Blast Radius (Ace)
  • Shaped charge (Ace) - Utility
  • Bulletproof

Mastermind

  • Cable Guy (Ace)
  • Fast Learner (Ace)

If you are reseting with infamy you can put your last few points in anything.
I recommend saw skills, ammunition specialist, or shockproof.


Stealth
Lowest Detection risk is 3.
Running through line of sight is better than slowly watching your detection go up, but don'trun blindly into guard or cams.
Maps specific tips
Park escape - Van spawns where there are no swat vans.
Watchdogs day 1 - Wait until all the coke bags are in place before throwing them into truck, so that you will have time to run for the escape vehecile when it arrives.
Watchdogs day 2 - One player should wait by the boat signal box to immediately activate when the first coke bag is picked up. You can take the last 4 bags with you on the Heli, youdo not have to wait for boat.

Rats Day 1 (Cook) - Gather meth cooking supplies then stay upstairs until you are done cooking and the assault wave is over, board up windows if you can.
Rats Day 2 (Full Cook) - Bring meth to the truck. Running or aiming will alert them, there is also a chance they will double cross you anyways. If they double cross you and the job is not PRO, then you can restart. Walk to the intel, pick it up, then walk towards the van. Your allies should steal back the meth and escape.
Rats Day 1 (Blow up) - Note this can not be done on Deathwish. Gather ingredients, put the wrong one in, then hide in basement until the van arrives.
Rats Day 2 (Not enough meth) - Split up and hit all the safes for the intel. C4 or lockpicking speeds this up.
Rats Day 3 - One person should loot bus while others defend, unless you are confident you will not accidently miss defusing a C4. Sniper rifles are amazing on this map.
The Big Bank Job
Preplanning
Choose Bus stop escape for loud, elevator for stealth.

Pig
Before you mask up, drill the roof shack and be rdy to get the pig to drop (when you go loud).

Inside the shack, is where you rewire the timelock.
Set up the zip line to the crane, climb the crane and access the controls at the very top.

Find the right computer
Access the security room with the computer in it.
Interact with the computer repeatedly. This causes the correct computer t play a sound and flash a pop up on its screen.
Look for these indicators in order to select the correct computer and save time.


Snipers
Pay extra attention to the snipers on the roof and in the building to the right of the bank.


Backing bobblehead bob Achievement Take this guy to the bank vault door.

Big Oil
Big Oil Day 1 - Sneak as long as you can in order to loot the 3 extra intel on tables. Then drill for the mission intel.

Big Oil Day 2 - (Get the right engine or Uninstall your game, LOL)
There are 3 factors in determining the correct engine. Color of the small air tank, number of tubes attached to the large air tank, and the number of bars on the air pressure indicator.
This is a color coated air tank.

This has 2 hoses coming out of it.
This is a pressure indicator.

Look for 2 Clip boards total, in the house and in the lab.
On this clip board Nitrogen is the word of note.
Nitrogen means the air can on the correct engine is yellow. Instead of nitrogen the clip baord could have said deterium or helium.


3 x H means that the Large blue conister will have 3 tubes attached to it. 2 x H means 2 tubes...

Look around the lab for this computer screen. It says > or = 5783 Psi. That means that the correct engine will indicate a pressure of > or = 400.

You no longer need to know this, but this is the reference guide on how to calculate 5783 PSI.

Rats
Rats Day 1 (Cook) - Gather meth cooking supplies then stay upstairs until you are done cooking and the assault wave is over, board up windows if you can.
Rats Day 2 (Full Cook) - Bring meth to the truck. Running or aiming will alert them, there is also a chance they will double cross you anyways. If they double cross you and the job is not PRO, then you can restart. Walk to the intel, pick it up, then walk towards the van. Your allies should steal back the meth and escape.
Rats Day 1 (Blow up) - Note this can not be done on Deathwish. Gather ingredients, put the wrong one in, then hide in basement until the van arrives.
Rats Day 2 (Not enough meth) - Split up and hit all the safes for the intel. C4 or lockpicking speeds this up.
Rats Day 3 - One person should loot bus while others defend, unless you are confident you will not accidently miss defusing a C4. Sniper rifles are amazing on this map.
Pro Tips Stealth edition
Cams
  • Use Mouse to look
  • W/S to Zoom In/Out

Hostages
  • Instead of moving hostages, kill them and bag if they may be seen by other NPCs
10 Comments
saucey 26 Jun, 2016 @ 11:14pm 
is that a fucking hamburger turtle
Red 17 Nov, 2015 @ 12:54am 
Thank for the guide :)
Red 17 Nov, 2015 @ 12:53am 
Nice :D
you know? i don't like stealth
time for plan b guy!
and the Thermal Drill! go get it
Mojave Caravan  [author] 25 Dec, 2014 @ 8:14pm 
ill look into it, im playing a lto fo tf2 atm....
K-173 25 Dec, 2014 @ 7:31pm 
nice guide,but i dont like you didnt add gruber kurz.great secundary for stealth(roctec or size doesent matter suppressor's,and laser grip) and loud(flash hider or facepunch compensator.and laser grip again)mag:14.total:154.acc:18stability:25-28.concealment:29-30.
[NT*] Swampy 23 Nov, 2014 @ 6:02am 
awesome guide bro :)
Mojave Caravan  [author] 3 Nov, 2014 @ 4:31pm 
On Overkill you blow it, on Deathwish you must cook
Skavid 26 Aug, 2014 @ 7:23am 
But this a DW guide, so why do you even say: "Gather ingredients, put the wrong one in, then hide in basement until the van arrives.". That is only for a Overkill or below. So it is a bit weird to say that in a DW guide.
Skavid 25 Aug, 2014 @ 11:29am 
What is up with the "Rats Day 1 (Blow up) - Note this can not be done on Deathwish. Gather ingredients, put the wrong one in, then hide in basement until the van arrives." part. How can you hide in the basement when the whole map is on fire? And the van never arrives when it blows. Good Guide still.
Austin 25 Jul, 2014 @ 10:28pm 
The guide picture really doesn't represent the quality of this guide dude, thanks man, very helpful.