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STEAM GROUP
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Reservoir Dogs heist info
Heist info contribute by Finale.

Day 1(Mortuary)

Storage location:
Blonde's line will mention the location of the storage lockup with the diamonds.
Equal chance of:
  • Across the street to the left, past a locked fence
  • Immediately across the parking lot
  • Far across the parking lot, past a locked fence,
This storage location selection at the start also determines a few other details, like blocking off escape locations and

Escape:
Equal chance of:
  • Parking lot immediately to right of mortuary (disables 1 nearby enemy spawn),
  • Left of the mortuary at the street (disables 1 nearby enemy spawn), or
  • The far end of the storage unit beyond the mortuary parking lot.
The escape will always spawn in a different location from the storage unit with the diamonds.
Twitch will tell you where he is arriving.

Mr Pink's crash locations. Chances and details are a mess to understand for now:
  • Crash into left storage
  • Parking lot
  • Palm tree (just outside parking lot/warehouse?)
  • Left main (Left side of main street?)

Scripted Spawns:
At the start of the heist, 3 police cars will arrive carrying 2 LAPD each on OD. On lower difficulties, 2 of the 3 will arrive.

A cloaker will spawn in the back storage unit area when it is entered to either escape or find the diamonds, but it is set to run to a hiding place elsewhere in the map and will not immediately engage players.

Snipers, and a collection of stationary police harassers on rooftops, will begin to spawn at the end of the first assault wave.
Maximum 2 Snipers on [N-VH], 3 on [OVK-OD]

3/4 planks will spawn, out of 16 locations.

Exp
4000 upon defending warehouse complete
4000 upon escorting Mr Pink
1500 for each storage room opened (up to 4 times)
1000 upon bag secure (either at Mr Blonde or escape), repeatable.
Heist end exp?

Diff info
22 seconds after player spawns: 0.5
26 seconds after player spawns: 0.25
After 1st assault: 0.75
After 2nd assault: 1

For day 1, that scripting portion has weird consequences in the 1st assault. Max spawns will be 0.5 diff, but sustain is calculated after setting to 0.25. So in essence, fight more cops but shorter assault wave.

Day 2(Garnet)

50% chance of gensec truck carrying cash.

Scripted spawns:

10 LAPD arrive in cars at start of loud.

One SWAT Van also spawns a bulldozer, shield and 2 swat on difficulties above Hard, else 3 swat and shield. The same spawns occur from the van that appears along the escape.

Turret chance: Randomly chosen from two vans at street.
40% on VH.
80% on OVK.
100% chance on MH, DW.
Both turrets spawn on OD.

Either elevator or window ambush at start of heist.
Elevator spawns:
N, H: 2 shields, 2 swat
VH, OVK: 2 shields, 2 swat, 1 cloaker, 1 bulldozer
MH, DW: 2 shields, 2 swat, 2 bulldozer, 1 taser, 1 cloaker
OD: 1 shield, 2 swat, 1 cloaker, 1 bulldozer

Window spawns:
N, H: 2 shields, 6 swat
VH, OVK: 1 shield, 2 bulldozers, 1 taser, 1 cloaker, 3 swat
MH, DW: 2 shields, 1 bulldozer, 1 taser, 1 cloaker, 3 swat
OD: 2 shields, 2 bulldozers, 1 taser, 1 cloaker, 2 swat

Snipers start to spawn with the second assault wave.
Maximum 3 Snipers on [N-VH], 2 on [OVK-OD]

25% chance of ambush in vault, gas attack, electrified vault, or nothing.

Gas takes 45-55 seconds to dissipate.

Vault ambush:
N, H: 2 shields and 6 swat
VH, OVK: 2 shields, 2 green dozers and 4 swat
MH-OD: 2 shields, 2 swat, 2 dozers, 1 cloaker, 1 taser
Smoke grenades will spawn in the vault as an advance warning while the door is opening.

One cloaker hiding along escape path.

One Bulldozer always spawns from a door to the left along the final escape path.

Exp
6000 on accessing vault hack the 1st time.
2000 on vault when both drills complete.
4000 on vault freezing complete.
2000 on vault door blown..
500 on any bag secured, repeatable.
6000 on escape.

Diff info
After Mr Brown is shot, or elevator ambush starts due to player walking into elevator area, whichever is first: 0.5
After 1st assault: 0.75
After 2nd assault: 1
Endless assault when "Delay" objective (after securing 6 bags of diamond) is started.
Last edited by Unknown Knight; Dec 21, 2017 @ 9:32pm
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Showing 1-15 of 21 comments
Finale Dec 19, 2017 @ 6:59am 
Small tack-on, but I believe the assault is endless on day 2(garnet) after the final diamond bag is secured.
Unknown Knight Dec 19, 2017 @ 7:04am 
Originally posted by Finale:
Small tack-on, but I believe the assault is endless on day 2(garnet) after the final diamond bag is secured.

Oh yes, I forgot about that. I think it's actually when you start the delay objective (run to the point behind the SWAT turret, that fountain area), I'll add that.
Finale Dec 19, 2017 @ 7:06am 
I see frank's glanced at the script for vault events, but I'll go ahead and post some of the other basic odds ratio materials here.

Thankfully several objectives are set all together at the start of the mortuary day.
Last edited by Finale; Dec 19, 2017 @ 7:08am
Unknown Knight Dec 19, 2017 @ 7:07am 
Originally posted by Finale:
I see frank's glanced at the script for vault events, but I'll go ahead and post some of the other basic odds ratio materials here.

Up to you, you can start a new thread or I'll compile your postings when I can.
Finale Dec 19, 2017 @ 7:08am 
Might as well keep them all in one place, thanks. I'll add things to this post and tell you when I'm done so you're not stuck repeatedly cleaning up after me.

Day 1(Mortuary)

Storage location:
Blonde's line will mention the location of the storage lockup with the diamonds.
Equal chance of:
Across the street to the left, past a locked fence
Immediately across the parking lot
Far across the parking lot, past a locked fence,


Escape:
Equal chance of:
Parking lot immediately to right of mortuary,
Left of the mortuary at the street, or
The far end of the storage unit beyond the mortuary parking lot.
The escape will always spawn in a different location from the storage unit with the diamonds.
Twitch will tell you where he is arriving.

Scripted Spawns:
At the start of the heist, 3 police cars will arrive carrying 2 LAPD each on OD. On lower difficulties, 2 of the 3 will arrive.

A cloaker will spawn in the back storage unit area when it is entered to either escape or find the diamonds, but it is set to run to a hiding place elsewhere in the map and will not immediately engage players.

Snipers, and a collection of stationary police harassers on rooftops, will begin to spawn at the end of the first assault wave.
Maximum 2 Snipers on [N-VH], 3 on [OVK-OD]
Last edited by Finale; Dec 19, 2017 @ 7:33am
Finale Dec 19, 2017 @ 7:35am 
OK, that's what I have for the Mortuary day. Something hinky is going on with opening a gate and pink's crash location. It looks like opening the gate to the parking lot (which has a 10% chance to be open on its own) will enable him crashing there. Not positive I have that correct. There are two sets of car crashes in the script, and it's hard to tell them apart. I'm afraid someone else will need to look at that.
Last edited by Finale; Dec 19, 2017 @ 7:38am
Finale Dec 19, 2017 @ 8:14am 
Day 2(Garnet)

50% chance of gensec truck carrying cash.

Scripted spawns:

10 LAPD arrive in cars at start of loud.

One SWAT Van also spawns a bulldozer, shield and 2 swat on difficulties above Hard, else 3 swat and shield. The same spawns occur from the van that appears along the escape.

Turret chance: Randomly chosen from two vans at street.
40% on VH.
80% on OVK.
100% chance on MH, DW.
Both turrets spawn on OD.

Either elevator or window ambush at start of heist.
Elevator spawns:
N, H: 2 shields, 2 swat
VH, OVK: 2 shields, 2 swat, 1 cloaker, 1 bulldozer
MH, DW: 2 shields, 2 swat, 2 bulldozer, 1 taser, 1 cloaker
OD: 1 shield, 2 swat, 1 cloaker, 1 bulldozer

Window spawns:
N, H: 2 shields, 6 swat
VH, OVK: 1 shield, 2 bulldozers, 1 taser, 1 cloaker, 3 swat
MH, DW: 2 shields, 1 bulldozer, 1 taser, 1 cloaker, 3 swat
OD: 2 shields, 2 bulldozers, 1 taser, 1 cloaker, 2 swat

Snipers start to spawn with the second assault wave.
Maximum 3 Snipers on [N-VH], 2 on [OVK-OD]

25% chance of ambush in vault, gas attack, electrified vault, or nothing.

Gas takes 45-55 seconds to dissipate.

Vault ambush:
N, H: 2 shields and 6 swat
VH, OVK: 2 shields, 2 green dozers and 4 swat
MH-OD: 2 shields, 2 swat, 2 dozers, 1 cloaker, 1 taser
Smoke grenades will spawn in the vault as an advance warning while the door is opening.

One cloaker hiding along escape path.

One Bulldozer always spawns from a door to the left along the final escape path.
Unknown Knight Dec 21, 2017 @ 7:07am 
Thanks Finale, updated. I might take a look at the heist info and add/edit if any.
Finale Dec 21, 2017 @ 7:10am 
The pink crash odds and locations seem like they would be good to know, but I'm not skilled enough to parse the script, sorry.
Unknown Knight Dec 21, 2017 @ 7:59am 
Well I'll check it out tomorrow and see what I can make of it, if possible.
Unknown Knight Dec 21, 2017 @ 9:21pm 
Mr Pink's crash chances are a mess to make out of. Here's what I understand so far, I might/most likely have understood wrong.

All 4 locations are first calculated to be enabled/disabled.
Choosing of location is done last, with equal chance (I assume only enabled locations).

Parking lot crash
Prerequisite is to have parking lot gate spawn.
SInce 50% chance for gate to spawn, chance is same for location to be enabled.

Left storage crash part 1
Disabled if left storage chosen. 66.67% base chance to be enabled.

The next if-else event gets called twice, once at the start and later, after a 22 + 97 second delay.
If-else
10% chance to enable left storage crash (unsure if affected by part 1).
Else 90% chance to enable both left main/palm tree crash.

So final calculations:
Parking lot, 50% chance to enable due to gate spawn.
Left main/Palm tree, 90% chance after first if-else. If fail, get another 90% chance of 10%. So 99%.
Left storage: 66.67% chance to get mid/back storage, then 6.67% (10% of 66.67%) chance. And an additional 6% after second if-else (66.67% - 6.67%, then get 10% of it), so 12.67%.

Code related bookmarks:
Line 397: Choose storage
Line 401 - 406: 1st if-else
Line 1896 - 1901: 2nd if-else
Line 1902: Choosing location

Unverified question: Can the left storage if-else be selected even though left diamond storage is selected? Since ´open_gate´ is never disabled, I assume the if-else to still execute even though ´car_crash_left_storage´ can be disabled.

Conclusion, if my unverified question holds true (left storage crash can be selected due to ´open_gate´ not disabled), then there is a rare actual chance for NO crash locations to be selected at all, thereby softlocking the heist? E.g. Left Storage Diamonds + 12.67% chance of Left Storage Crash + other locations not enabled.
Last edited by Unknown Knight; Dec 21, 2017 @ 9:38pm
Unknown Knight Dec 21, 2017 @ 9:34pm 
For day 2, there are 2 possible escape locations, but the starting script hardcodes it to only 1 location.
Finale Dec 21, 2017 @ 9:38pm 
can you tell where the other one would have been? I'm curious about the signs of late-stage geometry reworking on that heist.
Unknown Knight Dec 21, 2017 @ 9:40pm 
Originally posted by Finale:
can you tell where the other one would have been? I'm curious about the signs of late-stage geometry reworking on that heist.

Hardcoded area is ´area_escape002´, with van at (-2049.51, -5384.0, 186.054).
Other van not appearing is ´area_escape001´, with van at (-5925.0, -5400.0, 278.0).

I have no idea where that is in-game though, unless I have a mod that shows player coords and I walk there.
Finale Dec 21, 2017 @ 9:50pm 
That's already very helpful...woah, that's almost three times as far away from the origin, weird. I'll ask some folks with the right tools to look into it, thanks!
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