PAYDAY 2

PAYDAY 2

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Every Weapon and How to Build Around Them (Secondaries)
By Pinatoun
In this guide we do an analysis of all PAYDAY 2 weapons and create a few builds around each "category" in order to use them appropriately. The idea is to maximize their utility and to give players more variety on their loadouts. All builds are focused on Solo play, but Coop modifications are also mentioned. Second half of the guide.
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Primaries
Changelog
Full Changelog
https://steamcommunity.com/sharedfiles/filedetails/?id=2529936353
Latest Changelog
25/05/2023: Added Update 235.
27/05/2023: Added Jiu Feng Smuggler Pack 4.
01/10/2023: Added Update 240.
Glossary of terms
Domain Vocabulary
ADS = Aiming Down Sight
AR = Assault Rifle
Crits = Critical Hits
DB Shotgun = Double Barrel Shotgun
DPS = Damage per second
DS = Death Sentence difficulty
DW = Death Wish difficulty
ICTV = Improved Combined Tactical Vest
LMG = Light Machine Gun
OD = One Down difficulty
SF = Single Fire
Shotty = Shotgun
SMG = Submachine Gun
SP - Special Weapon
SR = Sniper Rifle

Technical Vocabulary
3/4 = 3 or 4 Detection Risk. Minimum Detection Risk needed to gain maximum Critical Hits/Dodge with Low Blow basic/Sneaky Bastard basic.
Ak. = Short for Akimbo
ammo economy = The ability to not run out of ammo during a heist.
Armor/Health gating = Crit Anarchist setup OR Crit Leech setup
Berserker Skills = Martial Arts basic + Bloodthirst basic + Berserker basic + Berserker aced
Dodge Skills = All invested points in the Artful Dodger skilltree except Parkout basic and Duck and Cover basic
getthefukup = Quick Fix aced + Inspire basic + Inspire aced
Hackerman = Hacker perk deck
Meme weapon = Coop + One Down difficulty + Goat Heist only
perfect stats = 100 Accuracy + 100 Stability
reverse build = Build in which the player uses mainly the Secondary Weapon. The Primary Weapon is used only for certain things, such as dealing with Shields and/or Snipers, the opposite of a normal build.
General Information
Content
This is the content currently included in the guide, which corresponds to the content I actually own:

  • Legacy Collection
  • Silk Road Collection
  • City of Gold Collection
  • Hotline Miami 2 Deluxe Edition

Content NOT included in the guide:

  • Normal DLC not listed above
  • H3H3 Character DLC

Mods
  • The WolfHUD mod will be used. This should only affect the screenshots displayed in this guide.
  • The Better Bots mod is mentioned.
  • The Optional Skin Attachments mod has been used to compare stats between normal weapons and Legendary Skins that have unique attachments.
  • The More Weapon Stats mod will be used to figure out Ammo Pickup Rates and Tactical/Empty Reload Speeds on the new DLC weapons.

What is an Effective Build?
An effective build must have a loadout that allows it to do the following:

  1. Deal with Light/Heavy/Cloakers/Tasers/Medics easily throughout all the heist.
  2. Deal with Snipers easily.
  3. Deal with Shields easily.
  4. Remove Bulldozer's armor plates easily.
  5. Deal with Bulldozers easily.
  6. Deal with Minigun Bulldozers.
  7. Remove Swat Turret's armor plate.

  8. Deal with Captain Winters (Coop only).

Notes:
  • If you are playing with friends, you can coordinate with them so that you do not need to meet all the criteria listed here.
  • A consistent Primary weapon alongside an explosive Secondary weapon is one of the best ways to meet all these criteria.
  • Bots with the AI's Piercing Crew Ability (specially if you are using the Better Bots mod) deal with shields pretty well on their own.
  • The best way to deal with Captain Winters is carrying a Molotov throwable OR an explosive Secondary weapon along with the Swang Song aced skill.

Breakpoints
We will be referring to breakpoints throughout the guide. All information related to this topic has been taken from Frankelstner's Breakpoint guide.

https://steamcommunity.com/sharedfiles/filedetails/?id=796195988
Death Sentence no Body Expertise tables are the ones we are interested in.

Damage Range Multiplier
Damage Range Multiplier is a new system introduced in Update 204. This new stat increases/reduces the damage of you weapons based on the enemy's range. The damage buff/nerf depends on the weapon class and tier. All information related to this topic has been taken from dxdydzd's Damage Range Multiplier Guide.

https://steamcommunity.com/sharedfiles/filedetails/?id=2416390489
The TLDR is this:
  1. Assault Rifles and Special Weapons are not affected by this system.
  2. Sniper Rifles get a damage bonus at long ranges. Akimbo SMGs get it at really close ranges.
  3. Everything else has now a damage nerf that resembles damage falloff.

With the current implementation, the way we play the game has not changed drastically. You might want to use ARs and SRs more in heists filled with open areas (Heat Street, Goat Simulator, etc.). Because this system is so unpredictable, we will generally not take it into account in this guide. There are some cases, however, that are worth considering.

Crit Chance
The Crit chance tuple in all the Stats tables ALWAYS refers to the Low Blow basic version. Example: A Crit chance shown as 21% is actually 30% if the build includes Low Blow aced. Here is a general summary of all possible Crit Chances with Low Blow basic and Low Blow aced:

Detection Risk
Low Blow basic Crit Chance
Low Blow aced Crit Chance
35
0%
0%
32
3%
9%
29
6%
18%
26
9%
27%
22 / 23
12%
30%
19 / 20
15%
30%
16 / 17
18%
30%
12 / 13 / 14
21%
30%
9 / 10
24%
30%
6 / 7
27%
30%
3 / 4
30%
30%

Other Things You Should Know
  1. You can press Ctrl+F to look for a specific weapon.
  2. A generic part listed means any option that meets those requirements is valid (e.g. Sights: +4 Stability -1 Concealment means any sight with those stats can be used).
  3. Notes include additional information. Options include optional changes presented that you can make without breaking anything.
  4. Options of other sections (e.g. the build section) will be underlined to help distinguish between options inside the section and options ouside of it.
  5. Variants include skill changes for equivalent perk decks builds. For example, a Dodge setup might include a Armor/Health gating variant (Suggested by the Community).
  6. No builds below Infamy V will be considered.
  7. Turn on the Motion Dot for better aiming on Single Fire weapons. Options > Accessibility > Motion Dot.
  8. Stability is, generally speaking, cheap. Accuracy, on the other hand, is harder to obtain.
  9. If screenshots are not loading on your device and you can not see the skillpoint distribution of a build, you can use the PD2 Builder link instead (Suggested by the Community).
  10. If you know what you are doing, feel free to change each build to fit your playstyle and level of experience. Builds in this guide provide a generic framework for each weapon that is geared to the general playerbase. Veteran players may want to change things up and skip on some otherwise critical skills (Suggested by the Community).
Perk Decks
Description
Anarchists/Leech: Suit builds that give you seconds of invencibility and endurance through armor/health gating. Build-wise, they require the lowest minimum skilltree points for surviving of all builds. Anarchists is the best offensive perk deck, versatile and suitable for most setups. Works well with weapons that invest in Berserker Skills. Avoid using it in maps with little cover. Leech can work with both the suit and an ICTV (3 hits in DS/OD). The healing given to you and your teammates shifts gameplay to a more defensive playstyle (Hostage Taker instead of Berserker), but it has remarkable synergy with the Stoick perk deck.

Armorer/Stoic: ICTV builds that allow some punishment on higher dificulties. Best defensive perk decks, more suitable for maps with little cover and maps that require moving a lot of bags that leave you open for attacks. Movement speed is terrible with the ICTV, but you can mitigate that problem by using the AI's Crew Invigorator boost (+50 player stamina, -50% armor speed penalty). Armorer gives you 2 seconds of invencibility and extra body armor. Stoic slows down the damage you receive and gives you two ways to recover from it (not receiving damage for 4 seconds or using your Hip Flask). Stoic is definetly the superior choice, but Armorer is easier to play and it's a better starting point for this playstyle. Having Molotovs versus Captain Winters in coop might also make Armorer more relevant for you.

Rogue/Hackerman/Sicario: Dodge builds that try to max dodge and let Jesus take the wheel. RNG perk decks that make the game's difficulty similar across all levels. Best perk decks for maps where running and high movement is available/required. When playing Solo, using the bot's AI's Crew Distractor boost (+5% Dodge) is a must have. Rogue gives you flat dodge and can reach up to 65% dodge (75% while running). Hackerman gives you a Pocket ECM with two charges that, when killing an enemy while the ECM is active, can give you up to 70% dodge (80% while running). Sicario is a tier-2 Dodge perk deck that works surprisingly well in Coop, as your teammates will be able to gain some benefits while standing on the smoke (+10% Dodge). It also gives the player a mixture of dodge and armor gating in order to survive the assault. Hackerman is better than Rogue if you know what you are doing, but Rogue is easier to play and it's a better starting point for this playstyle. Having Concussion Grenades or Molotovs Cocktails for Captain Winters in coop might make Rogue more desirable in some cases. The health regeneration you get with Hackerman might also be an important factor, as it screws with your Berserker damage bonus. Sicario may be useful to your teammates if you are all running Dodge builds.

Notes:
  • Not all benefits have been listed, only the most relevant ones. Check them in-game if you need more information about the perks.
  • ALWAYS replace Berserker Skills with Hostage Taker basic and Hostage Taker aced if you are using the Leech perk deck in an Armor/Health gating setup (Anarchist/Leech). This is valid for all builds.
  • The new Copycat perk deck allows you to mix and match bonuses from other perks to generate endless combinations. Truthfully, winning strategies are similar to the ones described above. Because of this, we will only cover this perk deck in Stealth, as it combines key benefits from all the older ones.

Loadouts
These parts of the loadout are consistent between Perk Decks builds. You can find find the rest of the build information in each "The Build" section below.

Anarchist/Leech (Suit):
Armor: Two-piece Suit
Equipment: Doctor Bag
Throwable: Leech Ampule / Concussion Grenades / Molotovs Cocktails (Coop)
Melee: Buzzer / Electrical Brass Knuckles
Crew Management Abilities:
  1. Quick
  2. Sharpeyed
  3. Piercing
Crew Management Boosts:
  1. Accelerator
  2. Distractor / Reinforcer
  3. Healer (Hostage Taker) / Stockpiler

Armorer/Stoic/Leech (ICTV):
Armor: ICTV
Equipment: Doctor Bag / Medic Kits (Stoic perk deck)
Throwable: Hip Flask / Leech Ampule / Concussion Grenades / Molotovs Cocktails (Coop)
Melee: Buzzer / Electrical Brass Knuckles
Crew Management Abilities:
  1. Quick
  2. Sharpeyed
  3. Piercing
Crew Management Boosts:
  1. Accelerator
  2. Invigorator
  3. Healer (Hostage Taker) / Reinforcer

Rogue/Hackerman/Sicario:
Armor: Two-piece Suit
Equipment: Doctor Bag
Throwable: Pocket ECM / Smoke Bomb / Concussion Grenades / Molotovs Cocktails (Coop)
Melee: Buzzer / Electrical Brass Knuckles
Crew Management Abilities:
  1. Quick
  2. Sharpeyed
  3. Piercing
Crew Management Boosts:
  1. Accelerator
  2. Distractor
  3. Concealer / Stockpiler / Reinforcer
Pistols - Introduction
Pistols, unlike their Akimbo counterpart, have a high skill ceiling that makes them quite powerful in the hands of a cautious player. They can easily reach perfect stats and high Concealment levels, but they are lacking in the Damage department.

Pistols stats are quite balanced, but their variety allows us to chose more extreme options (such as Revolvers). Just remember to heavily invest in Gunslinger, keep your Crits high and aim for the head. A player with a Pistol build should become a master in the art of peeking behind cover to confront enemies one by one, as the Pistol Damage output is low. Pistols are also a top tier choice for Stealth. Take them out with style.

Notes:
  • Pistols with 76 base Accuracy can raise it to 100 with all stacks of Desesperado basic.
  • Some Pistols can reach the highest Concealment in the game: 34 Concealment.
  • Pistols without an investment in the Gunslinger tree are a piece of jank. Berserker, on the other hand, is not needed.
  • Single Fire Pistols have four different tiers available: 55+ damage, 80+ damage, 120+ damage and 175+ damage.
  • Full Auto Pistols have three different tiers available: 25+ damage, 35+ damage and 65+ damage.
Pistol - 3/4 Pistol - Build & Overview
Overview
Most Pistols have enough Concealment to be playable in a 3/4 Detection Risk setup, especially if we use the AI's Crew Concealer boost to maximize our Accuracy and Stability (if needed). Their modifications are also pretty straight forward.

Notes:
  • Only Detection Risks below 5 are good enough for this build (unless we are using the AI's Crew Concealer boost).

The Build

PD2 Builder:
https://pd2builder.netlify.app/?s=583c1010o10-4100100w7N6xc0h00&p=k&a=0&t=d&d=3

Options:
  1. If you need getthefukup, take out Stable Shot basic, Underdog basic, Hardware Expert basic, Steady Grip aced, Unseen Strike basic, The Proffessional aced and The Proffessional basic.
  2. You can replace Desesperado aced and Desesperado basic with One Handed Talent basic and One Handed Talent aced. This option is better if the Pistol has 100 base Accuracy, you do not feel the extra Reload Speed is needed and the 15 extra Damage allows you to reach new breakpoints.
  3. In addition to Option 2., you can replace Underdog basic and Hardware Expert basic for Fire Control basic. This option helps Pistols with no Stability excess that can not reach 100 Accuracy.
  4. Option 3. can be pushed even further by replacing Stable Shot basic, Underdog basic and Hardware Expert basic for Desesperado basic instead. This option is more suitable for Pistols with a small excess of Stability and between 76 and 88 Accuracy.

Variant: Armor/Health gating
Replace:
Dodge Skills (except Inner Pockets) + Shock And Awe basic.

With:
  1. (Solo) = Drill Sawgeant basic + Drill Sawgeant aced + (Berserker Skills OR Hostage Taker basic + Hostage Taker aced).

  2. (Coop) = getthefukup + Drill Sawgeant basic

Primary: Ak. Judge Shotguns
Weapon Parts:
Ammunition: HE Round
Barrel Ext: The Silent Killer Suppressor
Boost: Concealment
Gadget: Compact Laser Module

Stats:
Stat
No skilltree
With skilltree
Magazine
10
10
Total Ammo
36
36
Rate of Fire
500
500
Damage
323,4 (x2)
323,4 (x2)
Accuracy
40
60
Stability
0
28
Concealment
28
31
Threat
6
6
Reload Time (Tactical/Empty)
3 s / 3,5 s
3 s / 3,5 s
Critical Chance (Base/With Unseen Strike)
Same as 3/4 Pistol
Same as 3/4 Pistol
Ammo Pickup Rate
0,54
0,54
Pistol - 3/4 Pistol - M13 9mm Pistol

While we assessed the Akimbo M13 9mm Pistols as one of the worst pair of pistols in the game, the single Pistol variant is more in line with the other ones. It can reach perfect stats (with Desesperado basic), has above average Rate of Fire and the best Ammo Pickup Rate of any Pistol. On the other hand, no Extended Magazine or +3 Concealment Boost. The base Magazine size is also subpar. All in all, the M13 9mm Pistol passes our minimum stats requirements, but it still missing some key elements such as Magazine size.

Weapon Parts:
Barrel: none
Barrel Ext: Jungle Ninja Suppressor
Boost: Accuracy
Gadget: Combined Module
Grip: Wooden Grip
Sight: Pistol Red Dot Sight

Stats:
Stat
No skilltree
With skilltree
Magazine
13
18
Total Ammo
156
156
Rate of Fire
545
818
Damage
55,7
55,7
Accuracy (Base/Desesperado)
56 / 56
76 / 100
Stability
68
100
Concealment
22
25
Threat
0
0
Reload Time (Tactical/Empty)
1,5 s / 2,15 s
1 s / 1,433 s
Critical Chance (Base/With Unseen Strike)
0% / 0%
30% / 65%
Ammo Pickup Rate
6,32
6,32
Pistol - 3/4 Pistol - Gruber Kurz Pistol

The Single Pistol version of the Gruber Kurz Pistol does not have the issues that we found on the Akimbos, as it can easily reach 100 Stability without skipping on the extra Accuracy given by its modifications. The result is a 55+ Damage tier Pistol with high base Accuracy that is still missing a decent Magazine Extender.

The Gruber Kurz Pistol is also one of the few Secondaries in the game that can reach maximum Concealment (34 Concealment). You can apply a +3 Stealth Concealment Boost to the gun, making it a top choice for any Stealth heist.

Weapon Parts:
Barrel Ext: Jungle Ninja Suppressor
Boost: Accuracy
Gadget: Micro Laser
Grip: Laser Grip
Sight: Pistol Red Dot Sight
Slide: Long Slide

Stats:
Stat
No skilltree
With skilltree
Magazine
14
19
Total Ammo
154
154
Rate of Fire
545
818
Damage
56,7
56,7
Accuracy (Base/Desesperado)
72 / 72
92 / 100
Stability
68
100
Concealment
22
25
Threat
0
0
Reload Time (Tactical/Empty)
1,55 s / 2,12 s
1,033 s / 1,413 s
Critical Chance (Base/With Unseen Strike)
0% / 0%
30% / 65%
Ammo Pickup Rate
6,24
6,24

Options:
  1. In order to reach 34 Concealment, take out the Long Slide AND replace the Jungle Ninja Suppressor with a Standard Issue Suppressor, the Accuracy Boost with the Concealment Boost (+3) and the Pistol Red Dot Sight with the SKOLD Reflex Micro Sight.
Pistol - 3/4 Pistol - Chimano 88 Pistol

Once again, the Chimano 88 Pistol is the first 55+ Damage tier Pistol to feature an Extended Magazine. The 34 Magazine size is its most prominent feature, as the other stats are slightly lower than the Guber Kurz Pistol (Ammo Pickup Rate, Total Ammo, Damage and base Accuracy). Use this Pistol if you find yourself running out of ammo too oftenly with other ones in the same tier.

Weapon Parts:
Barrel Ext: Jungle Ninja Suppressor
Boost: Accuracy
Gadget: Medved R4 Laser Sight
Grip: Platypus Grip
Magazine: Extended Magazine
Sight: Pistol Red Dot Sight

Stats:
Stat
No skilltree
With skilltree
Magazine
29
34
Total Ammo
153
153
Rate of Fire
545
818
Damage
55,7
55,7
Accuracy (Base/Desesperado)
68 / 68
88 / 100
Stability
68
100
Concealment
21
24
Threat
0
0
Reload Time (Tactical/Empty)
1,47 s / 2,12 s
0,98 s / 1,413 s
Critical Chance (Base/With Unseen Strike)
0% / 0%
30% / 65%
Ammo Pickup Rate
6,195
6,195
Pistol - 3/4 Pistol - Chimano Compact Pistol

Update 208 gave the Chimano Compact Pistol better Concealment options on its parts and the ability to use the +3 Concealment Boost. Thanks to this, they are now more Coop friendly AND can be used for Stealth builds (34 Concealment).

With Concealment issues out of the way, you can now use the Striking Body Kit and the Striking Slide for a base Damage of 56,7 (versus 55,7 on the Chimano 88 Pistol). Not enough difference to justify the switch, as no breakpoint is reached with this Damage. Keep the better ammo economy of the Chimano 88 Pistol.

Weapon Parts:
Barrel Ext: Jungle Ninja Suppressor
Boost: Concealment (+3)
Gadget: Medved R4 Laser Sight
Grip: Platypus Grip
Lower Receiver: Striking Body Kit
Magazine: Extended Magazine
Sight: Pistol Red Dot Sight
Slide: Striking Slide

Stats:
Stat
No skilltree
With skilltree
Magazine
22
27
Total Ammo
150
150
Rate of Fire
545
818
Damage
56,7
56,7
Accuracy (Base/Desesperado)
68 / 68
88 / 100
Stability
68
100
Concealment
24
27
Threat
0
0
Reload Time (Tactical/Empty)
1,47 s / 2,12 s
0,98 s / 1,413 s
Critical Chance (Base/With Unseen Strike)
0% / 0%
30% / 65%
Ammo Pickup Rate
6,075
6,075

Notes:
  • For the Stealth build, just pick everything that gives you Concealment and replace the Jungle Ninja Suppressor with a Standard Issue Suppressor. Also, do not install the Striking Slide. You should be able to get 34 Concealment with the Concealment Boost and the proper skilltrees. Check the Stealth - The Build section for more information regarding the skills.
Pistol - 3/4 Pistol - Bernetti 9 Pistol

The Bernetti 9 Pistol returns as an excellent choice on the 55+ Damage tier for both Loud and Stealth. With a straight upgrade over the Chimano Compact Pistol (without the AI's Crew Concealment boost) and an upgrade over the Chimano 88 Pistol (lower Magazine size, but higher Ammo Pickup Rate and Total Ammo), the Bernetti 9 Pistol is only missing some extra Damage in order to top the Damage tier the weapon is in.

The Bernetti 9 Pistol is also one of the few Secondaries in the game that can reach maximum Concealment (34 Concealment). You can apply a +3 Stealth Concealment Boost to the gun, making it a top choice for any Stealth heist.

Weapon Parts:
Barrel Ext: Jungle Ninja Suppressor
Boost: Accuracy
Gadget: Medved R4 Laser Sight
Grip: +4 Stability
Magazine: Extended Magazine
Sight: Marksman Sight
Upper Receiver: The Elite Slide

Stats:
Stat
No skilltree
With skilltree
Magazine
26
31
Total Ammo
154
154
Rate of Fire
545
818
Damage
55,7
55,7
Accuracy (Base/Desesperado)
72 / 72
92 / 100
Stability
80
100
Concealment
23
26
Threat
0
0
Reload Time (Tactical/Empty)
1,47 s / 2,12 s
0,98 s / 1,413 s
Critical Chance (Base/With Unseen Strike)
0% / 0%
30% / 65%
Ammo Pickup Rate
6,24
6,24

Notes:
  • In order to reach 34 Concealment for the Stealth build, replace the Jungle Ninja Suppressor with a Standard Issue Suppressor, the Accuracy Boost with a Concealment Boost (+3) AND remove the Extended Magazine.
Pistol - 3/4 Pistol - Gecko M2 Pistol

The Gecko M2 Pistol is another weapon stuck between Damage tiers. We are going to consider it part of the 80+ Damage tier due to not being able to reach both the 127,51 and 127,76 breakpoints.

Because its Ammo Pickup Rate takes into account the higher Damage and we are not reaching any new key breakpoints, the Gecko M2 Pistol ends up lower than its contemporaries with perfect stats. As previously discussed in its Akimbo counterpart, this weapon has some characteristics that makes it suitable for Stealth: suppressed by default, the Shotgun push functionality and weapon components that do not lower our Concealment too much. Great in Stealth, playable in Loud.

Weapon Parts:
Barrel: UpShot Barrel
Barrel Ext: Flash Hider
Boost: Accuracy
Gadget: Polymer Flashlight
Magazine: Stack S3 Magazine
Sight: Pistol Red Dot Sight

Stats:
Stat
No skilltree
With skilltree
Magazine
21
25
Total Ammo
68
68
Rate of Fire
480
720
Damage
107,1
122,1
Accuracy
80
100
Stability
68
100
Concealment
23
26
Threat
0
0
Reload Time (Tactical/Empty)
1,5 s / 2,15 s
1,5 s / 2,15 s
Critical Chance (Base/With Unseen Strike)
0% / 0%
30% / 65%
Ammo Pickup Rate
2,755
2,755

Notes:
  • Use the build option 2. if you are playing Solo (AI's Crew Accelerator boost) OR you can stand the base Reload Speed of this weapon.

Options:
  1. If you want to use this weapon for Stealth, simply remove and replace all weapon parts that lower Concealment. You should be able to get 31 Concealment with the Concealment Boost and the proper skilltrees. Check the Stealth - The Build section for more information regarding the skills.
Pistol - 3/4 Pistol - Crosskill Guard Pistol

The Akimbo Crosskill Guard Pistols are the best Pistols in the 55+ Damage tier due to them being the only pair that can reach perfect stats (with Desesperado basic). Without the Akimbo Stability penalties, the Single Crosskill Guard Pistol is still at the top, but the gap between it and the Bernetti 9 Pistol is significantly smaller. The Crosskill Guard Pistol has perfect Accuracy, but the Bernetti 9 Pistol has a higher Magazine size, Total Ammo (one more bullet) and Ammo Pickup Rate (6,24 vs 6,195). Because of this, the Crosskill Guard Pistol feels more like a sidegrade in the Single Pistol category. Also, it can not reach 34 Concealment.

Weapon Parts:
Barrel Ext: Jungle Ninja Suppressor
Boost: Accuracy
Gadget: Medved R4 Laser Sight
Grip: +8 Stability
Magazine: Extended Mag
Sight: Pistol Red Dot Sight
Slide: Milled Slide

Stats:
Stat
No skilltree
With skilltree
Magazine
21
26
Total Ammo
153
153
Rate of Fire
545
818
Damage
55,7
55,7
Accuracy (Base/Desesperado)
80 / 80
100 / 100
Stability
76
100
Concealment
22
25
Threat
0
0
Reload Time (Tactical/Empty)
1,47 s / 2,12 s
0,98 s / 1,413 s
Critical Chance (Base/With Unseen Strike)
0% / 0%
30% / 65%
Ammo Pickup Rate
6,195
6,195
Pistol - 3/4 Pistol - Signature .40 Pistol

The 80+ Damage tier Pistols have no problems reaching perfect stats WITHOUT Desesperado basic. This results in players wasting three skillpoints on Desesperado basic in order to get the extra Reload Speed OR using the build option 2. and forgetting about the Reload Speed. Solo testing has shown that the build option 2. performs better, but mileage may vary between players.

With perfect stats, the next big factor to consider when measuring these Pistols is Ammo Pickup Rate. The Signature .40 Pistol is therefore the first 80+ Damage Pistol, with an Ammo Pickup Rate of 3,405. This trade-off comes with extra Damage, above the other Pistols on the tier, which unfortunately does not let you reach new breakpoints.

Weapon Parts:
Barrel Ext: Jungle Ninja Suppressor
Boost: Accuracy
Gadget: Micro Laser
Grip: Ergo Grip
Magazine: Extended Magazine
Sight: Pistol Red Dot Sight
Slide: Two Tone Slide

Stats:
Stat
No skilltree
With skilltree
Magazine
20
25
Total Ammo
84
84
Rate of Fire
480
720
Damage
86,1
101,1
Accuracy
80
100
Stability
68
100
Concealment
22
25
Threat
0
0
Reload Time (Tactical/Empty)
1,47 s / 2,12 s
1,47 s / 2,12 s
Critical Chance (Base/With Unseen Strike)
0% / 0%
30% / 65%
Ammo Pickup Rate
3,405
3,405

Notes:
  • Use the build option 2. if you are playing Solo (AI's Crew Accelerator boost) OR you can stand the base Reload Speed of this weapon.
Pistol - 3/4 Pistol - Contractor Pistol

The Contractor Pistol has the most common Ammo Pickup Rate on this tier, 3,645. The extra Magazine size, Total Ammo and Ammo Pickup Rate helps, but the 1,52 s / 2,32 s Reload Speed sets the Contractor Pistol back. The other stats fall pretty much in line with the other Pistols on the tier.

Weapon Parts:
Barrel Ext: Jungle Ninja Suppressor
Boost: Accuracy
Gadget: Micro Laser
Magazine: Extended Magazine
Sight: Tritium Sights

Stats:
Stat
No skilltree
With skilltree
Magazine
25
30
Total Ammo
90
90
Rate of Fire
480
720
Damage
84
99
Accuracy
80
100
Stability
68
100
Concealment
23
26
Threat
0
0
Reload Time (Tactical/Empty)
1,52 s / 2,32 s
1,52 s / 2,32 s
Critical Chance (Base/With Unseen Strike)
0% / 0%
30% / 65%
Ammo Pickup Rate
3,645
3,645

Notes:
  • Use the build option 2. if you are playing Solo (AI's Crew Accelerator boost) OR you can stand the base Reload Speed of this weapon.
Pistol - 3/4 Pistol - HOLT 9mm Pistol

The HOLT 9mm Pistol is a Contractor Pistol with a slightly better Empty Reload Speed (1,50s vs 1,52s) and Tactical Reload Speed (2,15s vs 2,32s). Weapon parts erase any other meaninful difference between both guns.

Weapon Parts:
Barrel Ext: Jungle Ninja Suppressor
Boost: Team Boost
Gadget: Medved R4 Laser Sight
Grip: Ergonomic Grip
Magazine: Extended Magazine
Sight: Pistol Red Dot Sight

Stats:
Stat
No skilltree
With skilltree
Magazine
25
30
Total Ammo
90
90
Rate of Fire
480
720
Damage
84
99
Accuracy
80
100
Stability
72
100
Concealment
21
24
Threat
0
0
Reload Time (Tactical/Empty)
1,50 s / 2,15 s
1,50 s / 2,15 s
Critical Chance (Base/With Unseen Strike)
0% / 0%
30% / 65%
Ammo Pickup Rate
3,645
3,645

Notes:
  • Use the build option 2. if you are playing Solo (AI's Crew Accelerator boost) OR you can stand the base Reload Speed of this weapon.
  • After Update 218, this Pistol has enough room for a Team Boost.
Pistol - 3/4 Pistol - Crosskill Pistol

The Crosskill Pistol gets dethroned in the Single Pistol variant due to its 3,645 Ammo Pickup Rate. As a Secondary, the Crosskill Pistol is a sidegrade to the Contractor Pistol with a smaller Magazine size (27 instead of 30), but with the usual (and lower) Reload Speed. This puts it slightly above the Contractor Pistol, as utilizing the Tactical Reload Speed on these Pistols is an essencial skill on any veteran player.

Weapon Parts:
Barrel Ext: Jungle Ninja Suppressor
Boost: Team Boost
Gadget: Medved R4 Laser Sight
Grip: Bling Grip
Magazine: Magazine with Ameritude!
Sight: Marksman Sight
Slide: Vented Slide

Stats:
Stat
No skilltree
With skilltree
Magazine
22
27
Total Ammo
90
90
Rate of Fire
480
740
Damage
85
100
Accuracy
80
100
Stability
72
100
Concealment
22
25
Threat
0
0
Reload Time (Tactical/Empty)
1,47 s / 2,12 s
1,47 s / 2,12 s
Critical Chance (Base/With Unseen Strike)
0% / 0%
30% / 65%
Ammo Pickup Rate
3,645
3,645

Notes:
  • Use the build option 2. if you are playing Solo (AI's Crew Accelerator boost) OR you can stand the base Reload Speed of this weapon.
  • After Update 218, this Pistol has enough room for a Team Boost.
Pistol - 3/4 Pistol - Interceptor 45 Pistol

The Interceptor 45 Pistols steps up the game with a mighty 3,685 Ammo Pickup Rate instead of the measly 3,645 we saw on Pistols such as the Contractor Pistol and the Crosskill Pistol. It has similar Magazine size / Total Ammo to the fomer, but its Empty Reload Speed is slightly weaker to the latter (the Tactical Reload is the same, 1,47 seconds). Jokes aside, it is the better Pistol, but you will honestly not feel the difference.

Weapon Parts:
Barrel Ext: Jungle Ninja Suppressor
Boost: Team Boost
Gadget: Medved R4 Laser Sight
Magazine: I want more Magazine!
Sight: SKOLD Reflex Micro Sight
Slide: Match Slide

Stats:
Stat
No skilltree
With skilltree
Magazine
25
30
Total Ammo
91
91
Rate of Fire
480
720
Damage
84
99
Accuracy
80
100
Stability
68
100
Concealment
21
24
Threat
0
0
Reload Time (Tactical/Empty)
1,47 s / 2,2 s
1,47 s / 2,2 s
Critical Chance (Base/With Unseen Strike)
0% / 0%
30% / 65%
Ammo Pickup Rate
3,685
3,685

Notes:
  • Use the build option 2. if you are playing Solo (AI's Crew Accelerator boost) OR you can stand the base Reload Speed of this weapon.
  • After Update 218, this Pistol has enough room for a Team Boost.
Pistol - 3/4 Pistol - LEO Pistol

Thanks to the extra Stability of the Combined Module, the LEO Pistol can use a part combination that results in a straight upgrade over the Interceptor 45 Pistol. More Magazine size, Total Ammo, Damage and Ammo Pickup Rate (3,85 vs 3,685). Also, the Reload Speed falls back into the standard values. With this, the LEO Pistol has the same Damage as the Signature .40 Pistol and becomes a contender of the best Pistol on the 80+ Damage tier title.

Weapon Parts:
Barrel Ext: Jungle Ninja Suppressor
Boost: Accuracy
Gadget: Combined Module
Magazine: Extended Magazine
Sight: Pistol Red Dot Sight
Slide: Custom Slide

Stats:
Stat
No skilltree
With skilltree
Magazine
27
32
Total Ammo
95
95
Rate of Fire
480
720
Damage
86,1
101,1
Accuracy
80
100
Stability
68
100
Concealment
21
24
Threat
0
0
Reload Time (Tactical/Empty)
1,47 s / 2,12 s
1,47 s / 2,12 s
Critical Chance (Base/With Unseen Strike)
0% / 0%
30% / 65%
Ammo Pickup Rate
3,85
3,85

Notes:
  • Use the build option 2. if you are playing Solo (AI's Crew Accelerator boost) OR you can stand the base Reload Speed of this weapon.
Pistol - 3/4 Pistol - Chimano Custom Pistol

The Chimano Custom Pistol has 3,89 Ammo Pickup Rate, the highest one on the tier. More Ammo Pickup Rate, Magazine size and Total Ammo than the LEO Pistol, but a worse Empty Reload Speed (same as the Interceptor 45 Pistol). Fortunately, the Empty Reload Speed downgrade is not that big of a deal, as players tend to use the Tactical Reload Speed more oftenly. This fact secures the Chimano Custom Pistol and its place at the top of the tier.

Weapon Parts:
Barrel Ext: Jungle Ninja Suppressor
Boost: Accuracy
Gadget: Medved R4 Laser Sight
Grip: Ergo Grip
Magazine: Extended Magazine
Sight: Pistol Red Dot Sight
Slide: Long Slide

Stats:
Stat
No skilltree
With skilltree
Magazine
28
33
Total Ammo
96
96
Rate of Fire
480
720
Damage
85
100
Accuracy
80
100
Stability
68
100
Concealment
21
24
Threat
0
0
Reload Time (Tactical/Empty)
1,47 s / 2,2 s
1,47 s / 2,2 s
Critical Chance (Base/With Unseen Strike)
0% / 0%
30% / 65%
Ammo Pickup Rate
3,89
3,89

Notes:
  • Use the build option 2. if you are playing Solo (AI's Crew Accelerator boost) OR you can stand the base Reload Speed of this weapon.
Pistol - 3/4 Pistol - Káng Arms Model 54 Pistol

The Káng Arms Model 54 Pistol is the first Pistol to receive a Shotgun attachment. It becomes an Effective Build without a Primary weapon when you pair it with AP Slug rounds, just like Sniper Rifles with ammo piercing rounds. This fact alone makes it stand out in its category and worth using.

This weapon does not have enough Accuracy AND Stability to be considered powerful enough without an Underbarrel, so the Shotgun attachment is a must. Players can not reach 100 Accuracy without the AI's Crew Concealer boost, so the build option 2. is off-limits for Coop play. Stats underperform in general when compared to Pistols on the same Damage tier (unlike in the Akimbo counterpart, where there is a decent balance). The biggest issue is probably the lack of a unique weapon part not found on the Akimbo counterpart, as the only extra features in the single Káng Arms Model 54 Pistol are the generic Pistol sights.

Weapon Parts:
Barrel: KA54 Barrel Extender
Barrel Ext: Medved R4 Suppressor
Boost: Concealment
Gadget: none
Magazine: none
Sight: Riktpunkt Holosight
Underbarrel: AP Slug

Stats:
Stat
No skilltree
With skilltree
Magazine (Pistol / Shotgun)
10 / 1
15 / 1
Total Ammo (Pistol / Shotgun)
60 / 3
60 / 3
Rate of Fire
480
720
Damage (Pistol / Shotgun)
87,2 / 850
87,2 / 850
Accuracy(Base/Desesperado)
72 / 72
92 / 100
Stability
52
84
Concealment
21
24
Threat
0
0
Reload Time (Pistol Tactical / Pistol Empty / Shotgun Tactical / Shotgun Empty)
1,5 s / 2,15 s / 1,78 s / 1,78 s
1 s / 1,43 s / 1,78 s / 1,78 s
Critical Chance
0%
30%
Ammo Pickup Rate (Pistol / Shotgun)
2,435 / 0,685
2,435 / 0,685

Notes:
  • You can not install a Gadget alongside an Underbarrel.
  • Press 4 to switch mode.

Options:
  1. If you have access to the AI's Crew Concealer boost, you can switch to the build option 2. AND replace the Concealment Boost with an Accuracy Boost and the Riktpunkt Holosight with a Pistol Red Dot Sight AND install the KA54 Extended Magazine. -2 Concealment, but 100 Accuracy, 80 Stability and +4 Magazine size.
Pistol - 3/4 Pistol - White Streak Pistol

The 120+ Damage tier Pistols have a core issue that must always be resolved when building around them. Using a suppressor reduces their Damage enough to miss both the 127,76 and 127,51 breakpoints on all weapons (Light Units with one headshot and Heavy Units with two).

The White Streak Pistol is our first 120+ Damage tier Pistol, as its Stability is marginally lower than the rest. Its Reload Speed, however, is normal and on par with other Pistols such as the Signature .40 Pistol and/or the Chimano 88 Pistol. Because of this, we can skip the Reload Speed and use the build option 2 to fix the breakpoint problem. Even with just 76 Stability, the White Streak Pistol can easily keep up and should not be underappreciated.

Weapon Parts:
Barrel: Prototype Barrel
Barrel Ext: Medved R4 Suppressor
Boost: Stability
Gadget: Combined Module
Magazine: Extended Magazine
Sight: Pistol Red Dot Sight

Stats:
Stat
No skilltree
With skilltree
Magazine
14
19
Total Ammo
60
60
Rate of Fire
400
600
Damage
123,9
138,9
Accuracy
80
100
Stability
44
76
Concealment
22
25
Threat
0
0
Reload Time (Tactical/Empty)
1,47 s / 2,12 s
1,47 s / 2,12 s
Critical Chance (Base/With Unseen Strike)
0% / 0%
30% / 65%
Ammo Pickup Rate
2,435
2,435

Notes:
  • Use the build option 2. to avoid the core issue of the 120+ Damage tier Pistols.
  • Any future component that gives this weapon +2 Damage will boost its performance significantly.
Pistol - 3/4 Pistol - Crosskill Chunky Compact Pistol

Currently, the Crosskill Chunky Compact Pistol is nothing more than a copy of the White Streak Pistol with some extra Rate of Fire (720 vs 600). The latter also has 10 more base Damage, but this does not affect any breakpoint.

If the +120 Damage tier Pistols ever get another Damage buff things might change.... until then, the Crosskill Chunky Compact Pistol is a straight upgrade over the White Streak Pistol.

Weapon Parts:
Barrel Ext: Medved R4 Suppressor
Boost: Accuracy
Gadget: Polymer Flashlight
Magazine: Crosskill Long Mag
Sight: Riktpunkt Holosight
Slide: Chunky Hunter Barrel

Stats:
Stat
No skilltree
With skilltree
Magazine
14
19
Total Ammo
60
60
Rate of Fire
480
720
Damage
113,4
128,4
Accuracy
80
100
Stability
44
76
Concealment
21
24
Threat
0
0
Reload Time (Tactical/Empty)
1,47 s / 2,12 s
1,47 s / 2,12 s
Critical Chance (Base/With Unseen Strike)
0% / 0%
30% / 65%
Ammo Pickup Rate
2,435
2,435

Notes:
  • Use the build option 2. to avoid the core issue of the 120+ Damage tier Pistols.

Options:
  1. If you have access to the AI's Crew Concealer boost, you can replace the Medved R4 Suppressor with a Jungle Ninja Suppressor. +4 Stability and -3 Concealment.
Pistol - 3/4 Pistol - Baby Deagle Pistol

The Baby Deagle Pistol stays in line with the White Streak Pistol with 4 more Stability, but lower Magazine size. Ammo Pickup Rate and Reload Speed are the same. Once again, we can fix the 127,51 and 127,76 breakpoint issue with the build option 2.

Weapon Parts:
Barrel: Ported Barrel
Barrel Ext: Medved R4 Suppressor
Boost: Stability
Gadget: Combined Module
Grip: Spike Grip
Lower Receiver: Spike Kit
Sight: Riktpunkt Holosight

Stats:
Stat
No skilltree
With skilltree
Magazine
12
17
Total Ammo
60
60
Rate of Fire
400
600
Damage
123,9
138,9
Accuracy(Base/Desesperado)
80 / 80
84 / 100
Stability
48
80
Concealment
23
26
Threat
0
0
Reload Time (Tactical/Empty)
1,47 s / 2,12 s
1,47 s / 2,12 s
Critical Chance (Base/With Unseen Strike)
0% / 0%
30% / 65%
Ammo Pickup Rate
2,435
2,435

Notes:
  • Use the build option 2. to avoid the core issue of the 120+ Damage tier Pistols.
  • Any future component that gives this weapon +2 Damage will boost its performance significantly.
Pistol - 3/4 Pistol - Deagle Pistol

Now that the Deagle Pistol has the same Ammo Pickup Rate and Total Ammo than the Baby Deagle Pistol it is only restrained by the slower Reload Speed. Compared to its little brother, the Deagle Pistol has 12 more Stability and a higher Magazine size (21 vs 17). Given the importance of a good Reload Speed, Solo players with the AI's Crew Accelerator boost should prefer this one over the Baby Deagle Pistol, while the opposite is true for Coop players.

Weapon Parts:
Barrel Ext: Monolith Suppressor
Boost: Stability (+8)
Gadget: Combined Module
Grip: Bling Grip
Magazine: Extended Magazine
Secondary Sight: none
Sight: Marksman Sight
Slide: none

Stats:
Stat
No skilltree
With skilltree
Magazine
16
21
Total Ammo
60
60
Rate of Fire
400
600
Damage
125
139,9
Accuracy
80
100
Stability
60
92
Concealment
22
25
Threat
2
2
Reload Time (Tactical/Empty)
1,85 s / 3,1 s
1,85 s / 3,1 s
Critical Chance (Base/With Unseen Strike)
0% / 0%
30% / 65%
Ammo Pickup Rate
2,435
2,435

Notes:
  • Use the build option 2. to avoid the core issue of the 120+ Damage tier Pistols.
  • Since we are using the Marksman Sight, the Deagle Scope Mount is optional.
  • Any future component that gives this weapon +2 Damage will boost its Coop performance significantly.

Options:
  1. If you have access to the AI's Crew Concealer boost, you can use the default build AND install the Long Barrel Slide AND replace the Monolith Suppressor with the Jungle Ninja Suppressor and the Combined Module with the Polymer Flashlight. +50% Reload Speed at the cost of -3 Concealment.
Pistol - 3/4 Pistol - Parabellum Pistol

The Parabellum Pistol has barely changed since we last saw it in the Akimbo Pistols category. The only real change is the fact that the Single Pistol can carry a sight. Below is the text written on the Akimbo Parabellum Pistol section, slightly modified and copied so you do not have to look for it:

"The Parabellum Pistol does have some amazing base stats... the thing is that it does not have anything else. Great Concealment, but no suppressor to back it up. Actually, it lacks any meaningful modifications besides the ability to reach 100 base Accuracy.

You could practice and become a Parabellum god by making good use of its stats, but it is not like other Pistols do not allow you to do that (and with no entry barrier).

On the other hand, the Parabellum Pistol still has stats that other Pistols in the same tier can not reach. Additionally, if you want medium-big Magazines, your 175+ damage tier options are limited."


Weapon Parts:
Barrel: Reinforced Barrel
Boost: Accuracy
Grip: Engraved Grip
Sight: Pistol Red Dot Sight

Stats:
Stat
No skilltree
With skilltree
Magazine
8
13
Total Ammo
56
56
Rate of Fire
400
600
Damage
189
189
Accuracy
92
100
Stability
24
48
Concealment
28
28
Threat
9
9
Reload Time (Tactical/Empty)
1,33 s / 2,1 s
0,887 s / 1,4 s
Critical Chance (Base/With Unseen Strike)
0% / 0%
30% / 30%
Ammo Pickup Rate
2,27
2,27

Notes:
  • Optical Illusions aced, The Professional aced and The Professional basic do nothing for the build. You can replace them for something else. There are several choices available. Check the options below.

Options:
  1. You can replace Underdog basic, Hardware Expert basic, Unseen Strike basic, Optical Illusions aced, The Professional aced and The Professional basic for getthefukup.
  2. Instead of option 1., you can use those points to boost your damage output even further. 14 points gets you Berserker + Drill Sawgeant basic. You can also take out Underdog basic and Hardware Expert basic for one good 4 points skill (Bloodthirst aced, Joker aced).
  3. Instead of option 1. or 2., the lack of Berserker on the Pistols build allows you to invest in Hostage Taker basic and Hostage Taker aced for a more defensive playstyle.
Pistol - 3/4 Pistol - Broomstick Pistol

The Precision Barrel modification allows us to switch between a 80+ and a 175+ Damage tier Pistol on the Broomstick Pistol. Because of this, the best thing to do is to review both versions separately.

The 80+ Damage Broomstick Pistol has perfect stats and the most common Ammo Pickup Rate on the tier. Unfortunately, the Reload Speed kills the viability of the weapon. Also, compared to the Contractor Pistol, it is a strict downgrade in Magazine Size, Concealment and the aforementioned Reload Speed.

The 175+ Damage Broomstick Pistol also has perfect stats. The Ammo Pickup Rate is the worst on the tier (1,915), but it still has a big Magazine size, something Revolvers lack. Update 218 gave a huge buff to this Pistol and streamlined its build, but the sluggish Reload Speed remains.

Weapon Parts:
Barrel Ext: Medved R4 Suppressor
Boost: Team Boost
Gadget: Combined Module
Magazine: High Capacity Magazine
Sight: Riktpunk Holosight
Slide: none
Stock: none

Stats:
Stat
No skilltree
With skilltree
Magazine
20
25
Total Ammo
90
90
Rate of Fire
480
720
Damage
81,9
81,9
Accuracy
84
100
Stability
72
100
Concealment
21
24
Threat
0
0
Reload Time (Tactical/Empty)
4 s / 4,17 s
2,667 s / 2,78 s
Critical Chance (Base/With Unseen Strike)
0% / 0%
30% / 65%
Ammo Pickup Rate
3,645
3,645

Notes:
  • The Single Broomstick Pistol has worse Reload Speed than its Akimbo counterpart.
  • Do not switch to the build option 2. when using this weapon (either setup). You need the extra Reload Speed to make it work.

Options:
  1. This is the 175+ damage tier version:

    Weapon Parts:
    Barrel Ext: Medved R4 Suppressor
    Boost: Concealment
    Gadget: Medved R4 Laser Sight
    Magazine: High Capacity Magazine
    Sight: Riktpunk Holosight
    Slide: Precision Barrel
    Stock: none

    Stats:
    Stat
    No skilltree
    With skilltree
    Magazine
    20
    25
    Total Ammo
    45
    45
    Rate of Fire
    480
    720
    Damage
    197,4
    197,4
    Accuracy
    80
    100
    Stability
    72
    100
    Concealment
    21
    24
    Threat
    0
    0
    Reload Time (Tactical/Empty)
    4 s / 4,17 s
    2,667 s / 2,78 s
    Critical Chance (Base/With Unseen Strike)
    0% / 0%
    30% / 65%
    Ammo Pickup Rate
    1,915
    1,915
Pistol - 3/4 Pistol - Bernetti Auto Pistol

The Bernetti Auto Pistol has once again the capability of reaching perfect stats (with Desesperado basic). The fact that the STRYK 18c Pistol can now do the same means the Bernetti Auto Pistol is not as distinctive as it used to be (in the Akimbo counterpart). Now you only get more Rate of Fire, Total Ammo and Ammo Pickup Rate. The Magazine is still considerably smaller (26 vs 37), flagrant during gameplay. It is not so clear if this Pistol Damage tier is the best Full Auto Pistol available, but the Bernetti Auto Pistol is very playable nonetheless.

Weapon Parts:
Barrel: none
Barrel Ext: Medved R4 Suppressor
Boost: Accuracy
Gadget: Medved R4 Laser Sight
Grip: Cartel Grip
Magazine: Extended Magazine
Sight: Riktpunkt Holosight
Stock: Federales Stock

Stats:
Stat
No skilltree
With skilltree
Magazine
21
26
Total Ammo
195
195
Rate of Fire
1101
1651
Damage
24,2
39,2
Accuracy(Base/Deseperado)
56 / 56
76 / 100
Stability
76
100
Concealment
21
24
Threat
0
0
Reload Time (Tactical/Empty)
1,47 s / 2,12 s
1,47 s / 2,12 s
Critical Chance (Base/With Unseen Strike)
0% / 0%
30% / 65%
Ammo Pickup Rate
5,92
5,92

Notes:
  • Use the build option 4. for perfect stats with Desesperado basic AND the highest base Damage possible.
Pistol - 3/4 Pistol - STRYK 18c Pistol

The STRYK 18c Pistol's ammo economy is surprisingly good for a Full Auto Pistol with an Ammo Pickup Rate of 4,86. It is all possible thanks to the damage boosts found on the Gunslinger skilltree and the Crits, which improve the STRYK 18c Pistol's performance considerably. You can think of it as a SMG with poor Ammo Pickup Rate, but high Concealment.

All Full Auto Pistols, including the STRYK 18c Pistol, are focused around Stability. Update 218 streamlined the STRYK 18c build, so it is now able to reach perfect stats (while hipfiring) on both Solo and Coop.

Weapon Parts:
Barrel Ext: Medved R4 Suppressor
Boost: Accuracy
Gadget: Medved R4 Laser Sight
Grip: Ergo Grip
Magazine: Extended Magazine
Sight: Pistol Red Dot Sight
Stock: Stock

Stats:
Stat
No skilltree
With skilltree
Magazine
32
37
Total Ammo
160
160
Rate of Fire
909
1364
Damage
34,6
49,6
Accuracy(Base/Hipfiring)
68 / 68
88 / 100
Stability
72
100
Concealment
22
25
Threat
0
0
Reload Time (Tactical/Empty)
1,47 s / 2,12 s
1,47 s / 2,12 s
Critical Chance (Base/With Unseen Strike)
0% / 0%
30% / 65%
Ammo Pickup Rate
4,86
4,86

Notes:
  • Use the build option 3. for perfect stats while hipfiring AND the highest base Damage possible.
Pistol - 3/4 Pistol - Czech 92 Pistol

This goes more in line with what we expected from the Czech 92 Pistol. Without the strange caveats found on the Akimbo counterpart, this Full Auto Pistol offers a simple trade with the STRYK 18c Pistol of ammo-related stats (Ammo Pickup Rate, Magazine size, Total Ammo) for Damage, Rate of Fire and base Accuracy. Marginally better for Solo players, but Coop ones might also appreciate its simplicity.

Weapon Parts:
Barrel: Sicario Barrel
Barrel Ext: Medved R4 Suppressor
Boost: Stability
Gadget: Micro Laser
Grip: Cartel Grip
Magazine: Extended Magazine
Sight: Pistol Red Dot Sight
Stock: none

Stats:
Stat
No skilltree
With skilltree
Magazine
25
30
Total Ammo
150
150
Rate of Fire
1000
1500
Damage
37,8
52,8
Accuracy(Base/Hipfiring)
72 / 72
92 / 100
Stability
68
100
Concealment
21
24
Threat
0
0
Reload Time (Tactical/Empty)
1,47 s / 2,12 s
1,47 s / 2,12 s
Critical Chance (Base/With Unseen Strike)
0% / 0%
30% / 65%
Ammo Pickup Rate
4,56
4,56

Notes:
  • Use the build option 3. for perfect stats while hipfiring AND the highest base Damage possible.
Pistol - 3/4 Pistol - Igor Automatik Pistol

Carrying on with the philosophy laid down on the first half of the guide for the Akimbo Igor Automatik Pistols, we want to sacrifice as much Damage as possible in order to maximize our Stability. This means keeping Desesperado basic and Desesperado aced AND following a more traditional Pistol approach. Using the default build, players will be able to achieve 76 Stability, or 88 if they can use the AI's Crew Concealer boost. While it is true that the Igor Automatik Pistol still feels underwhelming compared to other Full Auto Pistols, it plays better than the Akimbo counterpart. Keep your ammo count in check.

Weapon Parts:
Barrel: none
Barrel Ext: Medved R4 Suppressor
Boost: Stability
Gadget: Micro Laser
Grip: Federales Grip
Magazine: Extended Magazine
Sight: Riktpunkt Holosight
Stock: none

Stats:
Stat
No skilltree
With skilltree
Magazine
34
39
Total Ammo
80
80
Rate of Fire
750
1125
Damage
67,2
67,2
Accuracy(Base/Desesperado)
60 / 60
80 / 100
Stability
44
76
Concealment
21
24
Threat
0
0
Reload Time (Tactical/Empty)
2 s / 2,7 s
1,333 s / 1,8 s
Critical Chance (Base/With Unseen Strike)
0% / 0%
30% / 65%
Ammo Pickup Rate
2,43
2,43

Options:
  1. If you have access to the AI's Crew Concealer boost, you can install the Federales Stock. +12 Stability and -3 Concealment.
Pistol - 3/4 Revolver - Build & Overview
Overview
Revolvers are a subtype of Pistols that make most of the 175+ damage tier selection. Revolvers are not affected by Gun Nut basic and do not have suppressors, therefore, their build is slightly different. Aside from that, most of the principles seen on the 3/4 Pistol builds also apply here.

Notes:
  • Only Detection Risks below 5 are good enough for this build (unless we are using the AI's Crew Concealer boost).

The Build

PD2 Builder:
https://pd2builder.netlify.app/?s=583c1000o10-7100w7h4M90h58&p=3&a=0&t=4&d=3

Notes:
  • When paired with the usual +80% Berserker Damage boost, One Handed Talent aced does not reach any new breakpoints.

Options:
  1. If you need getthefukup, take out Stable Shot basic, Steady Grip aced and Berserker Skills.

Variant: Armor/Health gating
Replace:
Dodge Skills (except Inner Pockets) + Shock And Awe basic.

With:
  1. (Solo) = Hardware Expert basic + Drill Sawgeant basic + Drill Sawgeant aced + Second Wind basic + High Value Target basic + Unseen Strike basic + (Underdog basic OR Scanvenger basic)

  2. (Coop) = getthefukup + Underdog basic + Hardware Expert basic

Notes:
  • The Solo variant invests in some drill skills and Unseen Strike basic. Nothing here is particularly important, therefore, you can replace them with any other skills you might be more fond of.

Primary: Ak. Judge Shotguns
Weapon Parts:
Ammunition: HE Round
Barrel Ext: The Silent Killer Suppressor
Boost: Concealment
Gadget: Compact Laser Module

Stats:
Stat
No skilltree
With skilltree
Magazine
10
10
Total Ammo
36
36
Rate of Fire
500
500
Damage
323,4 (x2)
323,4 (x2)
Accuracy
40
48
Stability
0
20
Concealment
28
31
Threat
6
6
Reload Time (Tactical/Empty)
3 s / 3,5 s
3 s / 3,5 s
Critical Chance
Same as 3/4 Revolver
Same as 3/4 Revolver
Ammo Pickup Rate
0,54
0,54
Pistol - 3/4 Revolver - Frenchman Model 87 Revolver

The Frenchman Model 87 Revolver makes more sense as a Single Revolver. Compared to the Bronco .44 Revolver it misses the 159,38 breakpoint before any damage buff. Moreover, both Reload Speeds are slightly worse (1,65s vs 1,5s). The upside is a better ammo economy (Total Ammo and Ammo Pickup Rate). When you think about it, this is the common trade between Damage tiers, so the Frenchman Model 87 Revolver must be considered an adequate sidegrade.

Weapon Parts:
Barrel: Opera Long Barrel
Boost: Stability
Grip: Mule Bone Grip

Stats:
Stat
No skilltree
With skilltree
Magazine
6
6
Total Ammo
66
66
Rate of Fire
400
400
Damage
136,5
141,5
Accuracy
84
100
Stability
44
68
Concealment
24
24
Threat
22
22
Reload Time (Tactical/Empty)
2,5 s / 2,5 s
1,65 s / 1,65 s
Critical Chance
0%
30%
Ammo Pickup Rate
2,675
2,675
Pistol - 3/4 Revolver - Matever .357 Revolver

Even without the Stability penalty on the Akimbo weapons, the Stability on the Matever .357 Revolver leaves something to be desired. It is the Revolver with the lowest Stability in the game, although the gap between the Matever .357 Revolver and the Castigo .44 Revolver is rather small. Reload Speed is also subpar (3,6 seconds).

Weapon Parts:
Barrel: Medio Barrel
Boost: Accuracy
Gadget: Micro Laser
Grip: Noir Grip

Stats:
Stat
No skilltree
With skilltree
Magazine
6
6
Total Ammo
54
54
Rate of Fire
400
400
Damage
194
194
Accuracy
84
100
Stability
12
36
Concealment
24
24
Threat
24
24
Reload Time (Tactical/Empty)
3,6 s / 3,6 s
2,4 s / 2,4 s
Critical Chance
0%
30%
Ammo Pickup Rate
2,185
2,185
Pistol - 3/4 Revolver - Castigo .44 Revolver

The Castigo .44 Revolver offers better stats (Stability and Reload Speed) than the Matever .357 Revolver at the cost of the laser sight. Having laser sights was extremely helpful before, specially if you had just started using Revolvers... but now all weapons can use the Motion Dot. Because of this, there is no real reason not to switch to the Castigo .44 Revolver.

Weapon Parts:
Barrel: Diablo Barrel
Boost: Stability
Grip: +8 Stability

Stats:
Stat
No skilltree
With skilltree
Magazine
6
6
Total Ammo
54
54
Rate of Fire
400
400
Damage
194
194
Accuracy
84
100
Stability
16
40
Concealment
28
28
Threat
24
24
Reload Time (Tactical/Empty)
2,97 s / 2,97 s
1,98 s / 1,98 s
Critical Chance
0%
30%
Ammo Pickup Rate
2,185
2,185

Notes:
  • Amigo
Pistol - 3/4 Revolver - Peacemaker .45 Revolver

The Peacemaker .45 Revolver is one of the few Pistols that has no Akimbo counterpart, as it reloads one bullet at a time. The Reload Speed is therefore much better than the stats table suggests. It also has 8 more Stability than the Castigo .44 Revolver. Despite all this, it plays substantially different from the other Revolvers, so do not worry too much about their comparisons. Just like the Breaker 12G Shotgun before, the Peacemaker .45 Revolver is in a league of its own.

Weapon Parts:
Boost: Accuracy
Grip: Grand Grip
Slide: Shootout Barrel
Stock: Ol' Ben's Stock

Stats:
Stat
No skilltree
With skilltree
Magazine
6
6
Total Ammo
36
36
Rate of Fire
400
400
Damage
246,5
246,5
Accuracy
84
100
Stability
24
48
Concealment
25
25
Threat
28
28
Reload Time (Tactical/Empty)
1,84 s / 0,67 s
1,23 s / 0,44 s
Critical Chance
0%
30%
Ammo Pickup Rate
2,185
2,185

Options:
  1. If you have access to the AI's Crew Concealer boost, you can replace the Accuracy Boost with a Stability Boost AND the Shootout Barrel with the Precision Barrel. +4 Stability and -4 Concealment.
Pistol - 3/4 Revolver - Bronco .44 Revolver

The Bronco .44 Revolver achieves the highest Stability of all Revolvers thanks to its diverse parts selection. The +3 Concealment Boost allows us to use the Overcompensating Barrel and its sweet +12 Stability. The Bronco .44 Revolver can also use a Flash Hider, upgrading its Stability once more. You can even place a magnifier on it. Crazy stuff.

Damage is slightly lower, but this only affects one bodyshot breakpoint, so it is not an issue. The end result is a Revolver with 68 Stability and an above-average Reload Speed.

Weapon Parts:
Barrel Ext: Flash Hider
Boost: Concealment (+3)
Extra: Bronco Scope Mount
Gadget: +4 Stability
Grip: Ergo Wooden Grip
Sight: +4 Stability -1 Concealment
Slide: Overcompensating Barrel
Upper Receiver: Slimline Body

Stats:
Stat
No skilltree
With skilltree
Magazine
6
6
Total Ammo
54
54
Rate of Fire
400
400
Damage
190,8
190,8
Accuracy
84
100
Stability
44
68
Concealment
26
26
Threat
24
24
Reload Time (Tactical/Empty)
2,25 s / 2,25 s
1,5 s / 1,5 s
Critical Chance
0%
30%
Ammo Pickup Rate
2,185
2,185

Options:
  1. If you have access to the AI's Crew Concealer boost, you can replace the Concealment (+3) Boost with a Stability Boost. +4 Stability and -3 Concealment.
Pistol - Utility - 5/7 AP Pistol

The 5/7 AP Pistol is the first Pistol introduced into the game with armor piercing rounds. It also has no Akimbo counterpart. It was designed to give players a different way of dealing with Shields and other armored enemies, but nothing else beyond that. That is why it only has an Ammo Pickup Rate of 0,605 and 45 Total Ammo. For comparison, weapons on that tier usually have three times more Ammo Pickup Rate.

The humiliating ammo economy breaks any attempt at making a decent build with the 5/7 AP Pistol. Reverse builds with this Pistol tend to become normal builds halfway through the heist. Because of this, we have categorized it as an utility weapon. Components used for this purpose consist of a setup that allows maximum Concealment possible (31 Concealment). Key parts are the Standard Issue Suppressor and the SKOLD Reflex Micro Sight (in case you want a sight).

The stats table below contains the stats of the reverse build (using the usual 120+ Damage tier build for the skilltree):

Weapon Parts:
Barrel: TiN Treated Barrel
Barrel Ext: Jungle Ninja Suppressor
Boost: Stability
Gadget: Combined Module
Magazine: Extended Magazine
Sight: Riktpunkt Holosight

Stats:
Stat
No skilltree
With skilltree
Magazine
19
24
Total Ammo
45
45
Rate of Fire
600
900
Damage
126
126
Accuracy(Base/Desesperado)
56 / 56
76 / 100
Stability
60
92
Concealment
21
24
Threat
0
0
Reload Time (Tactical/Empty)
1,5 s / 2,15 s
1 s / 1,433 s
Critical Chance (Base/With Unseen Strike)
0% / 0%
30% / 65%
Ammo Pickup Rate
0,605
0,605

Notes:
  • The 5/7 AP Pistol is a fundamental Secondary weapon on any Akimbo Pistols loadout.
  • A more serious reverse build should use the Anarchist perk deck and reinvest the spared skillpoints from Shock and Awe basic and Dodge Skills on Jack of All trades and an extra ammo bag.
Pistol - Utility - RUS-12 Angry Tiger Revolver

Just like the 5/7 AP Pistol before, the RUS-12 Angry Tiger Revolver uses ammo piercing rounds. It is also in that spot where it has been clearly designed as an utility tool for dealing with Shields and other armored enemies, but nothing else beyond that. No Akimbo counterpart nor realistic Ammo Pickup Rate proof this.

The problem is Revolvers can never reach the highest levels of Concealment due to the lack of suppressors, and the RUS-12 Angry Tiger Revolver is not different in this regard (28 vs 31 Concealment). This fact alone makes it an inferior choice to the 5/7 AP Pistol. Until this changes, we can not really recommend it... not even in Revolver setups.

The stats table below contains the stats of the reverse build (using the usual Revolver build for the skilltree):

Weapon Parts:
Barrel: none
Barrel Ext: Flash Hider
Boost: Stability
Gadget: Micro Laser
Grip: RUS Custom Wood Grip
Sight: +4 Stability -1 Concealment

Stats:
Stat
No skilltree
With skilltree
Magazine
5
5
Total Ammo
40
40
Rate of Fire
400
400
Damage
224,7
229,7
Accuracy
48
64
Stability
44
68
Concealment
24
24
Threat
28
28
Reload Time (Tactical/Empty)
2,3 s / 2,3 s
1,5 s / 1,5 s
Critical Chance
0%
30%
Ammo Pickup Rate
0,54
0,54

Notes:
  • A more serious reverse build should use the Anarchist perk deck and reinvest the spared skillpoints from Shock and Awe basic and Dodge Skills on Jack of All trades and an extra ammo bag.
SMG - Introduction
SMGs tend to be compared to ARs, but they have considerably more variety than them. Some SMGs act as Assault Rifles and can sustain themselves throughout the whole heist, while others deal higher DPS on bursts despite having a worse ammo economy. Luckily for us, ammo is no longer as big an issue as it once was on their Akimbo counterparts, so we can return to measure their worth based on their Dodge capabilites. Having said that, the 100+ Damage tier will still require Single Fire builds to minimize their poor ammo sustainability.

Notes:
  • SMGs have three different tiers available: 40+ damage, 60+ damage and 100+ damage.
  • Update 235 heavily nerfed the Speed Pull Magazine. Since no other Magazine part is particularly interesting, we will try to keep it in all build except in cases where we can not afford it.
SMG - 3/4 SMG - Build & Overview
Overview
Another way SMGs differentiate themselves from Assault Rifles is by having more 3/4 Concealment options throughout their lineup. This benefits us, since these builds can free up some skillpoints for extra Accuracy and Reload Speed. SMGs that can afford it should therefore try to use a low Concealment build for the extra stats and utility.

Notes:
  • Only Detection Risks below 5 are good enough for this build (unless we are using the AI's Crew Concealer boost).

The Build

PD2 Builder:
https://pd2builder.netlify.app/?s=583c8110o10-4102100w7N6000h58&p=3&a=0&t=4&d=3

Notes:
  • 3/4 SMG build options are a little bit messy. They depend on how much Stability excess the SMG has. This results in several combinations that allow you to get away with different benefits. We will specify the ammount of Stability excess needed for each relevant option in order to make it more understandable for everyone.

Options:
  1. If you need getthefukup, take out Aggressive Reload basic, Stable Shot aced, Underdog basic, Hardware Expert basic, Unseen Strike basic and The Proffessional aced.
  2. You can replace Aggressive Reload basic, Underdog basic, Hardware Expert and Unseen Strike basic for Lock N' Load basic and Lock N' Load aced. This option puts more emphasis on Reload Speed in exchange for Crits (less Damage, more ammo used). Only recommended for the Chicago Typewriter SMG (0 Stability excess needed).
  3. You can replace Steady Grip aced for Surefire basic. This option works really well on SMGs that have an excess of Stability but want to keep Stable Shot aced for the Accuracy (16 Stability excess needed).
  4. You can replace all Sharpshooter skillspoints, Underdog basic, Hardware Expert basic and Steady Grip aced with Lock N' Load basic, Lock N' Load aced and Surefire basic. This accomplishes both option 2. and 3. and keeps the Crits, but requires a heavy excess of Stability AND high base Accuracy (24 Stability excess needed).
  5. Alternatively, one variant to option 4. is to replace all Sharpshooter skillpoints, Underdog basic, Hardware Expert basic with Lock N' Load basic and Lock N' Load aced. More Reload Speed, but no extra Magazine size in favor of Stability. Also no Stable Shot aced (8 Stability excess needed).
  6. Another option is to replace Stable Shot aced, Underdog basic and Hardware Expert basic with Rifleman basic and Surefire basic. This option is similar to option 2., only now you do not need Stable Shot aced. Thus, you can afford more Magazine size instead. Works in SMGs with a decent Reload Speed AND Accuracy (0 Stability excess needed).

Variant: Armor/Health gating
Replace:
Dodge Skills (except Inner Pockets) + Shock And Awe basic.

With:
  1. (Solo) = Drill Sawgeant basic + Drill Sawgeant aced + Surefire basic + Lock N' Load basic + Lock N' Load aced.

  2. (Coop) = getthefukup + Drill Sawgeant basic

Primary: Ak. Judge Shotguns
Weapon Parts:
Ammunition: HE Round
Barrel Ext: The Silent Killer Suppressor
Boost: Concealment
Gadget: Compact Laser Module

Stats:
Stat
No skilltree
With skilltree
Magazine
10
10
Total Ammo
36
36
Rate of Fire
500
500
Damage
323,4 (x2)
323,4 (x2)
Accuracy
40
60
Stability
0
28
Concealment
28
31
Threat
6
6
Reload Time (Tactical/Empty)
3 s / 3,5 s
3 s / 3,5 s
Critical Chance
Same as 3/4 SMG
Same as 3/4 SMG
Ammo Pickup Rate
0,54
0,54
SMG - 3/4 SMG - Wasp-DS SMG

The Wasp-DS SMG has lower Damage than usual, but extra Rate of Fire. Stability is particularly important here, as it kicks like a mule when firing longer than small bursts. Here lies its first flaw: it can only reach 96 Stability. It also barely has any non-unique weapon parts.

The second flaw is more of a trade-off: animations are kinda clunky in this SMG. Switching weapons takes twice as long as usual (a stat we do not generally look in this guide), however the Tactical Reload is strangely fast. You can almost start shooting again before the magazine is inserted. On paper, this more positive than negative, but could make dealing with Shields more infurating.

Weapon Parts:
Barrel Ext: none
Boost: Stability
Exclusive Set: Whisper 9 Silencer
Extra: Rake Ultra Grip
Gadget: none
Magazine: Celerity X9 Magazine
Stock: Bounce Slate RX Stock

Stats:
Stat
No skilltree
With skilltree
Magazine
30
45
Total Ammo
240
240
Rate of Fire
1333
1333
Damage
44,1
44,1
Accuracy (Base/Hipfiring)
76 / 76
96 / 100
Stability
64
96
Concealment
23
26
Threat
22
22
Reload Time (Tactical/Empty)
1,08 s / 1,77 s
0,94 s / 1,54 s
Critical Chance (Base/With Unseen Strike)
0% / 0%
30% / 65%
Ammo Pickup Rate
13,77
13,77

Notes:
  • The Wasp-DS SMG does not need Stable Shot aced. Use the build option 6.
  • The Exclusive Set is the only way to build this weapon, as it provides extra Damage and Stability.
SMG - 3/4 SMG - Blaster 9mm SMG

We want 40+ Damage tier SMGs to achieve two goals: get as much Accuracy as possible and reach the 85,01 breakpoint (obtained by SMGs with 47,3 Damage when they are paired with the usual +80% Berserker Damage boost). The Blaster 9mm SMG sorta misses the first goal with 64 Accuracy, although it does achieves the second one. The lack of additional Accuracy and Magazine size options leaves the weapon in a rough spot, but players using the AI's Crew Concealer boost will be able to afford some extra buffs to this SMG.

Weapon Parts:
Barrel: Ghetto Blaster
Barrel Ext: The Bigger The Better Suppressor
Boost: Accuracy
Custom: none
Gadget: Compact Laser Module
Magazine: none
Secondary Sight: +4 Stability -0 Concealment
Sight: Compact Profile Sight
Stock: none

Stats:
Stat
No skilltree
With skilltree
Magazine
20
20
Total Ammo
220
220
Rate of Fire
896
896
Damage
49,4
49,4
Accuracy (Base/Hipfiring/Standing still/All)
44 / 44 / 44 / 44
64 / 76 / 80 / 92
Stability
88
100
Concealment
21
24
Threat
0
0
Reload Time (Tactical/Empty)
2,315 s / 3,28 s
2,013 s / 2,852 s
Critical Chance (Base/With Unseen Strike)
0% / 0%
30% / 65%
Ammo Pickup Rate
12,625
12,625

Options
  1. If you have access to the AI's Crew Concealer boost, you can install the Extended Magazine. -2 Concealment, but +12 Magazine size.
SMG - 3/4 SMG - CMP SMG

The new streamlined CMP SMG build looks like a better sidegrade to the Blaster 9mm SMG. It has a higher Magazine size (both Coop and Solo), Rate of Fire and Reload Speed. On the other hand, it has less base Accuracy, Ammo Pickup Rate and Total Ammo. The benefits are too good to pass up if you have access to the AI's Concealer Crew boost, but Coop players might want to reconsider.

Weapon Parts:
Barrel Ext: The Bigger The Better Suppressor
Boost: Accuracy
Custom: none
Gadget: Compact Laser Module
Magazine: Extended Magazine
Secondary Sight: +4 Stability -0 Concealment
Sight: Compact Profile Sight
Stock: none

Stats:
Stat
No skilltree
With skilltree
Magazine
42
42
Total Ammo
210
210
Rate of Fire
952
952
Damage
45,1
45,1
Accuracy (Base/Hipfiring/Standing still/All)
40 / 40 / 40 / 40
60 / 72 / 76 / 88
Stability
80
100
Concealment
21
24
Threat
0
0
Reload Time (Tactical/Empty)
1,51 s / 2,48 s
1,313 s / 2,157 s
Critical Chance (Base/With Unseen Strike)
0% / 0%
30% / 65%
Ammo Pickup Rate
12,05
12,05

Options:
  1. If you have access to the AI's Crew Concealer boost, you can install the Skeletal Stock. -3 Concealment, but +4 Accuracy.
SMG - 3/4 SMG - Cobra SMG

The Cobra SMG is the second SMG to break the 60 base Accuracy ceiling in both Solo and Coop. You are also looking at more Total Ammo, Rate of Fire and Ammo Pickup Rate than the CMP SMG. Reload Speed and Magazine size are, on the other hand, worse. A decent trade-off for the Cobra SMG.

Aside from that, the Cobra SMG also has a unique suppressor that allows it to switch to a 85,01 breakpoint setup. The unique suppressor is worse, but the end result is the same, stats-wise.

Weapon Parts:
Barrel Ext: The Bigger The Better Suppressor
Boost: Accuracy
Custom: none
Gadget: Micro Laser
Grip: Wooden Grip
Magazine: Extended Magazine
Secondary Sight: +4 Stability -0 Concealment
Sight: Compact Profile Sight
Stock: No Stock

Stats:
Stat
No skilltree
With skilltree
Magazine
40
40
Total Ammo
220
220
Rate of Fire
1000
1000
Damage
45,1
45,1
Accuracy (Base/Hipfiring/Standing still/All)
44 / 44 / 44 / 44
64 / 76 / 80 / 92
Stability
80
100
Concealment
22
25
Threat
0
0
Reload Time (Tactical/Empty)
2 s / 2,75 s
1,739 s / 2,391 s
Critical Chance (Base/With Unseen Strike)
0% / 0%
30% / 65%
Ammo Pickup Rate
12,625
12,625

Notes:
  • This SMG has a unique suppressor that allows it to reach the 85,01 breakpoint when paired with the usual +80% Berserker Damage boost. Check option 1. for more information on this matter.

Options:
  1. This is the 85,01 breakpoint build:

    Weapon Parts:
    Barrel Ext: Suppressor
    Boost: Accuracy
    Custom: Auto Fire
    Gadget: Micro Laser
    Grip: Wooden Grip
    Magazine: Extended Magazine
    Secondary Sight: +4 Stability -0 Concealment
    Sight: Compact Profile Sight
    Stock: No Stock

    Stats:
    Stat
    No skilltree
    With skilltree
    Magazine
    40
    40
    Total Ammo
    220
    220
    Rate of Fire
    1000
    1000
    Damage
    47,3
    47,3
    Accuracy (Base/Hipfiring/Standing still/All)
    28 / 28 / 28 / 28
    48 / 60 / 64 / 76
    Stability
    88
    100
    Concealment
    23
    26
    Threat
    0
    0
    Reload Time (Tactical/Empty)
    2 s / 2,75 s
    1,739 s / 2,391 s
    Critical Chance (Base/With Unseen Strike)
    0% / 0%
    30% / 65%
    Ammo Pickup Rate
    12,625
    12,625

    Notes:
    • This setup has an excess of Stability. Use the build option 3. to counter this and gain extra Magazine size.
SMG - 3/4 SMG - Micro Uzi SMG

Last time we placed the Cobra SMG above the Micro Uzi SMG due to the improvements on the Solo setup (on the Akimbo counterparts). This distiction disappears on the Single counterparts, making the Micro Uzi SMG a slightly better choice with better Total Ammo, Ammo Pickup Rate, Rate of Fire and Reload Speed. Magazine size is worse (32 vs 40).

The Micro Uzi SMG also has access to a unique suppressor that allows it to switch to a 85,01 breakpoint setup. The Futomaki Suppressor is one of the best unique suppressors in the SMG weapon class (+0 Accuracy, +20 Stability and -4 Concealment). It could give the Micro Uzi SMG a huge buff if more modifications that boost Accuracy are released in the future. On the meantime, this setup has 4 more Accuracy than the Cobra SMG one.

Weapon Parts:
Barrel: Custom Barrel
Barrel Ext: The Bigger The Better Suppressor
Boost: Accuracy
Custom: none
Gadget: Medved R4 Laser Sight
Stock: No Stock

Stats:
Stat
No skilltree
With skilltree
Magazine
32
32
Total Ammo
224
224
Rate of Fire
1200
1200
Damage
45,1
45,1
Accuracy (Base/Hipfiring/Standing still/All)
48 / 48 / 48 / 48
68 / 80 / 84 / 96
Stability
68
100
Concealment
26
29
Threat
0
0
Reload Time (Tactical/Empty)
1,85 s / 2,6 s
1,609 s / 2,261 s
Critical Chance (Base/With Unseen Strike)
0% / 0%
30% / 65%
Ammo Pickup Rate
12,85
12,85

Notes:
  • This SMG has a unique suppressor that allows it to reach the 85,01 breakpoint when paired with the usual +80% Berserker Damage boost. Check option 1. for more information on this matter.

Options:
  1. This is the 85,01 breakpoint build:

    Weapon Parts:
    Barrel: Custom Barrel
    Barrel Ext: Futomaki Suppressor
    Boost: Accuracy
    Custom: Auto Fire
    Gadget: Medved R4 Laser Sight
    Stock: No Stock

    Stats:
    Stat
    No skilltree
    With skilltree
    Magazine
    32
    47
    Total Ammo
    224
    224
    Rate of Fire
    1200
    1200
    Damage
    47,3
    47,3
    Accuracy (Base/Hipfiring/Standing still/All)
    36 / 36 / 36 / 36
    56 / 68 / 72 / 84
    Stability
    92
    100
    Concealment
    26
    29
    Threat
    0
    0
    Reload Time (Tactical/Empty)
    1,85 s / 2,6 s
    1,609 s / 2,261 s
    Critical Chance (Base/With Unseen Strike)
    0% / 0%
    30% / 65%
    Ammo Pickup Rate
    12,85
    12,85

    Notes:
    • This setup has an excess of Stability. Use the build option 3. to counter this and gain extra Magazine size.
SMG - 3/4 SMG - Miyaka 10 Special SMG

The single Miyaka 10 Special SMG works similarly to its Akimbo counterpart: a 60+ Damage SMG with high Rate of Fire, Reload Speed and Ammo Pickup Rate, but low Accuracy and Magazine size.

Its biggest drawback is that, unlike with the Akimbo, the Mark 10 SMG catches up with it. Reload Speed is comparatively slower and the extra Rate of Fire and Ammo Pickup Rate are not impactful enough. The lack of Stability excess for build options does not help, either.

Weapon Parts:
Barrel: MS10 Short Barrel
Barrel Ext: The Bigger The Better Suppressor
Boost: Accuracy
Custom: none
Gadget: Medved R4 Laser Sight
Grip: MS10 Comfort Wood Grip
Magazine: MS10 Speedmag
Sight: +4 Stability -1 Concealment
Stock: MS10 Tactical Stock

Stats:
Stat
No skilltree
With skilltree
Magazine
25
25
Total Ammo
175
175
Rate of Fire
1100
1100
Damage
62
62
Accuracy (Base/Hipfiring/Standing still/All)
40 / 40 / 40 / 40
60 / 72 / 76 / 88
Stability
68
100
Concealment
21
24
Threat
0
0
Reload Time (Tactical/Empty)
1,16 s / 1,63 s
1,01 s / 1,41 s
Critical Chance (Base/With Unseen Strike)
0% / 0%
30% / 65%
Ammo Pickup Rate
10,04
10,04

Options:
  1. If you have access to the AI's Crew Concealer boost, you can remove the MS10 Short Barrel. +4 Accuracy and 8 Stability excess, but -2 Concealment.
SMG - 3/4 SMG - Kobus 90 SMG

Just like the Chicago Typewriter SMG, the Kobus 90 SMG is another 3/4 SMG that barely makes it to this category. 72 base Accuracy, with a Reload Speed under 2 seconds in both cases AND generally solid stats (Magazine size, Ammo Pickup Rate, etc). A well rounded SMG that could use some extra Concealment and/or Accuracy. The Stability excess pushes the Reload Speed even further with Lock N' Load basic + Lock N' Load aced (the build option 5.)

Weapon Parts:
Barrel: Long Barrel
Barrel Ext: Medved R4 Suppressor
Boost: Concealment (+2)
Custom: Auto Fire
Gadget: Compact Laser Module
Magazine: Speed Pull Magazine
Sight: +4 Stability -1 Concealment

Stats:
Stat
No skilltree
With skilltree
Magazine
50
50
Total Ammo
150
150
Rate of Fire
909
909
Damage
59,9
59,9
Accuracy (Base/Hipfiring)
52 / 52
72 / 84
Stability
80
100
Concealment
21
24
Threat
0
0
Reload Time (Tactical/Empty)
1,275 s / 1,7 s
1,109 s / 1,478 s
Critical Chance (Base/With Unseen Strike)
0% / 0%
30% / 65%
Ammo Pickup Rate
8,61
8,61

Notes:
  • Use the build option 5. for more Reload Speed in exchange for a Stability excess (wasted otherwise).

Options:
  1. If you have access to the AI's Crew Concealer boost, you can replace the Medved R4 Suppressor with The Bigger The Better Suppressor and the Concealment (+2) Boost with an Accuracy Boost. -3 Concealment, but +8 Accuracy.
SMG - 3/4 SMG - Chicago Typewriter SMG

Unsurprisingly, the order of the 60+ Damage tier SMGs has changed considerably from their Akimbo counterparts now that we are prioritizing Accuracy over Ammo Pickup Rate. What is surprising, however, is the fact that the Chicago Typewriter SMG can be played in a 3/4 Detection Risk setup.

With 18 base Concealment and one of the worst Reload Speeds in the weapon class, the Chicago Typewriter SMG barely makes it to the 3/4 SMG category. The build option 2. allows players to mitigate the Reload Speed issue AND keep Stable Shot aced in order to reach perfect stats while hipfiring and standing still.

Weapon Parts:
Barrel: Stubby Barrel
Barrel Ext: The Bigger The Better Suppressor
Boost: Accuracy
Foregrip: none
Gadget: Compact Laser Module
Grip: none
Secondary Sight: +4 Stability -0 Concealment
Sight: +4 Stability -1 Concealment
Stock: QD Sling Stock

Stats:
Stat
No skilltree
With skilltree
Magazine
50
50
Total Ammo
150
150
Rate of Fire
723
723
Damage
59,9
59,9
Accuracy (Base/Hipfiring/Standing still/All)
68 / 68 / 68 / 68
76 / 88 / 92 / 100
Stability
72
100
Concealment
21
24
Threat
0
0
Reload Time (Tactical/Empty)
3,5 s / 4,5 s
3,5 s / 4,5 s
Critical Chance (Base/With Unseen Strike)
0% / 0%
30% / 30%
Ammo Pickup Rate
8,61
8,61

Notes:
  • The build option 2. conceals the Chicago Typewriter SMG's downsides. Use it if you can.

Options:
  1. If you have access to the AI's Crew Concealer boost, you can replace the +4 Stability -0 Concealment Gadget with a LED Combo. -2 Concealment, but a laser sight and a flashlight.
SMG - 3/4 SMG - Mark 10 SMG

The Mark 10 SMG is characterized by its beefy base stats that makes it perform well as a self-reliable SMG. Update 235 nerfed the Speed Pull Magazine, so its Accuracy took a hit. Regardless, the Mark 10 SMG still sports an impressive Magazine size, Rate of Fire and Reload Speed. It also brings in some uncoventional upgrades for those players that can access the AI's Crew Concealer boost. The star of the show is the Speed Pull Magazine, that comes with a higher Magazine size as a bonus. All in all, a solid 3/4 SMG always worth considering.

Weapon Parts:
Barrel Ext: The Bigger The Better Suppressor
Boost: Concealment
Custom: none
Extra: none
Gadget: Compact Laser Module
Magazine: Speed Pull Magazine
Secondary Sight: +4 Stability -0 Concealment
Sight: +4 Stability -1 Concealment
Stock: Skeletal Stock

Stats:
Stat
No skilltree
With skilltree
Magazine
48
48
Total Ammo
160
160
Rate of Fire
1000
1000
Damage
59,9
59,9
Accuracy (Base/Hipfiring)
56 / 56
76 / 88
Stability
80
100
Concealment
21
24
Threat
0
0
Reload Time (Tactical/Empty)
1 s / 1,35 s
1 s / 1,35 s
Critical Chance (Base/With Unseen Strike)
0% / 0%
30% / 65%
Ammo Pickup Rate
9,18
9,18

Notes:
  • Use the build option 5. for more Reload Speed in exchange for a Stability excess (wasted otherwise).
  • The Speed Pull Magazine has been nerfed in the Single Mark 10 SMG, but not in its Akimbo counterpart.

Options:
  1. Having access to the AI's Crew Concealer boost allows you to use the build option 4. with the Mark 10 SMG. In order to do that, install the Railed Handguard AND replace the Compact Laser Module with a LED Combo AND the +4 Stability -1 Concealment Sight with a Compact Profile Sight.
SMG - 3/4 SMG - Jacket's Piece

Jacket's Piece is almost a straight upgrade to the Chicago Typewriter SMG, as it only gets beaten by it on Magazine size. Total Ammo, Ammo Pickup Rate, Rate of Fire, Accuracy, Reload Speed... almost every other stat has received an improvement.

The fact that weapons on this tier miss the 106,26 breakpoint under 59,9 base Damage is no longer relevant, as most SMGs have been buffed. Despite this, the Jacket's Piece still needs the 80s Calling to cover this vulnerability. This small problem has now been deprecated, but it is worth pointing out. It also gives Jacket's Piece enough Stability to use the build option 4. when heisting. The highest Stability excess option (Reload Speed AND Magazine size)

Weapon Parts:
Barrel Ext: The Bigger The Better Suppressor
Boost: Concealment
Custom: none
Gadget: Compact Laser Module
Sight: Compact Profile Sight
Stock: Wide Stock
Upper Receiver: 80's Calling

Stats:
Stat
No skilltree
With skilltree
Magazine
32
47
Total Ammo
160
160
Rate of Fire
1200
1200
Damage
59,9
59,9
Accuracy (Base/Hipfiring)
60 / 60
80 / 92
Stability
92
100
Concealment
21
24
Threat
0
0
Reload Time (Tactical/Empty)
1,78 s / 2,61 s
1,78 s / 2,61 s
Critical Chance (Base/With Unseen Strike)
0% / 0%
30% / 65%
Ammo Pickup Rate
9,18
9,18

Notes:
  • Use the build option 4. for more Reload Speed and Magazine size in exchange for some extra Stability Jacket's Piece does not need.

Options:
  1. If you have access to the AI's Crew Concealer boost, you can replace the Concealment Boost with an Accuracy Boost AND the Compact Laser Module with a LED Combo. -3 Concealment, but +4 Accuracy and a flashlight for Big Oil Day 2.
SMG - 3/4 SMG - Heather SMG

Compared to the Jacket's Piece, the Heather SMG has worse Magazine size (47 vs 32) and Rate of Fire, but more Reload Speed and Ammo Pickup Rate. It is a pretty clear case of a sidegrade. Another point of contention is the fact that the Heather SMG can not reach perfect stats (while hipfiring) using the AI's Crew Concealer boost, as currently there is no way to get more Accuracy. Because of this, Solo players might still prefer the Jacket's Piece.

Weapon Parts:
Barrel Ext: The Bigger The Better Suppressor
Boost: Accuracy
Custom: none
Gadget: LED Combo
Magazine: Speed Pull Magazine
Sight: +4 Stability -1 Concealment
Stock: Unfolded Stock

Stats:
Stat
No skilltree
With skilltree
Magazine
32
32
Total Ammo
160
160
Rate of Fire
750
750
Damage
59,9
59,9
Accuracy (Base/Hipfiring)
60 / 60
80 / 92
Stability
84
100
Concealment
21
24
Threat
0
0
Reload Time (Tactical/Empty)
1,035 s / 2 s
1,035 s / 2 s
Critical Chance (Base/With Unseen Strike)
0% / 0%
30% / 65%
Ammo Pickup Rate
9,18
9,18

Notes:
  • Use the build option 5. for more Reload Speed in exchange for a Stability excess (wasted otherwise).
SMG - 3/4 SMG - Para SMG

After Update 220, the Para SMG is now easier to manage and build around. Besides the new optional 84 base Accuracy (option 1. below), it can now reach both the 127,51 and 127,76 breakpoints using the Exotique Receiver (taking out Light/Heavy units in 1/2 headshots).

Honestly, not much to say besides the fact that it is one of the most well-rounded SMGs and has high base Damage for the tier, but low Magazine size. Solo players with the AI's Crew Concealer boost can make good use of the range of modifications at its disposal (but it is not really needed).

Weapon Parts:
Barrel: Medium Barrel
Barrel Ext: The Bigger The Better Suppressor
Boost: Accuracy
Custom: Auto Fire
Foregrip: Railed Handguard
Gadget: Compact Laser Module
Grip: Titanium Skeleton Grip
Lower Receiver: THRUST Lower Receiver
Magazine: Speed Pull Magazine
Secondary Sight: +4 Stability -0 Concealment
Sight: +4 Stability -1 Concealment
Stock: Wide Stock
Upper Receiver: Exotique Receiver

Stats:
Stat
No skilltree
With skilltree
Magazine
25
25
Total Ammo
150
150
Rate of Fire
682
682
Damage
71,4
71,4
Accuracy (Base/Hipfiring)
60 / 60
80 / 100
Stability
80
100
Concealment
21
24
Threat
0
0
Reload Time (Tactical/Empty)
1,08 s / 1,615 s
1,08 s / 1,615 s
Critical Chance (Base/With Unseen Strike)
0% / 0%
30% / 65%
Ammo Pickup Rate
8,61
8,61

Notes:
  • Use the build option 5. for more Reload Speed in exchange for a Stability excess (wasted otherwise).

Options:
  1. If you do not care as much about the 127,51 and 127,76 breakpoints, you can replace the Exotique Receiver with the LW Upper Receiver. +4 Accuracy at the cost of those two breakpoints.
SMG - 3/4 SMG - Compact-5 SMG

The Compact-5 SMG may not look like much for Coop players, as the low Concealment only allows for 80 base Accuracy, but Solo players can easily reach perfect stats (while hipfiring). The real gem is the Ammo Pickup Rate. Update 220 moved this SMG to the next Damage tier, but the Ammo Pickup Rate stayed mostly the same. Reload Speed and Magazine size are still one of the weaker parts of this SMG. Thankfully, every other stat is in good shape.

If you consider ammo economy the most important factor AND you are a Solo player, there is really no competition right now on the 60+ SMG Damage tier.

Weapon Parts:
Barrel Ext: The Bigger The Better Suppressor
Boost: Concealment
Custom: none
Foregrip: Enlighted Foregrip
Gadget: Compact Laser Module
Magazine: Straight Magazine
Secondary Sight: +4 Stability -0 Concealment
Sight: Compact Profile Sight
Stock: Adjustable Stock

Stats:
Stat
No skilltree
With skilltree
Magazine
30
30
Total Ammo
210
210
Rate of Fire
750
750
Damage
60,9
60,9
Accuracy (Base/Hipfiring)
60 / 60
80 / 92
Stability
96
100
Concealment
21
24
Threat
0
0
Reload Time (Tactical/Empty)
2,4 s / 3,6 s
2,09 s / 3,13 s
Critical Chance (Base/With Unseen Strike)
0% / 0%
30% / 65%
Ammo Pickup Rate
12,05
12,05

Options:
  1. If you have access to the AI's Crew Concealer Boost, you can replace the Concealment Boost with an Accuracy Boost, the Enlighted Foregrip with the Polizei Tactical Barrel AND the Compact Profile Sight with a +4 Stability -1 Concealment Sight. -3 Concealment, but perfect stats while hipfiring.
SMG - 3/4 SMG - Signature SMG

The Signature SMG was considered one of the worst Akimbo SMGs due to its inability to reach 100 Stability. A few buffs later not only it retains the Ammo Pickup Rate of the previous lower Damage tier, but it also now reaches 92 base Accuracy. Only issue is that there is no Stability excess AND the Reload Speed is the weakest part of the Signature SMG, so we need to give up on Lock N' Load basic and Lock N' Load aced. Regardless, Aggressive Reload basic helps and we can also use the build option 6. for the extra Magazine size.

Weapon Parts:
Barrel Ext: The Bigger The Better Suppressor
Boost: Accuracy
Custom: Auto Fire
Foregrip: none
Gadget: Compact Laser Module
Magazine: Extended Magazine
Secondary Sight: +4 Stability -0 Concealment
Sight: +4 Stability -1 Concealment
Stock: Wide Stock

Stats:
Stat
No skilltree
With skilltree
Magazine
50
50
Total Ammo
200
200
Rate of Fire
750
750
Damage
60,9
60,9
Accuracy (Base/Hipfiring)
72 / 72
92 / 100
Stability
68
100
Concealment
21
24
Threat
0
0
Reload Time (Tactical/Empty)
2,11 s / 2,85 s
1,835 s / 2,478 s
Critical Chance (Base/With Unseen Strike)
0% / 0%
30% / 65%
Ammo Pickup Rate
11,475
11,475

Options:
  1. If you have access to the AI's Crew Concealer boost, you can replace the Wide Stock with a 2 Piece Stock. +4 Accuracy, but -3 Concealment.
SMG - 3/4 SMG - SpecOps SMG

The SpecOps SMG is once again at the top of the 60+ Damage tier, being capable of reaching 92 Accuracy in Coop AND both the 127,51 and 127,76 breakpoints. We have already mentioned how good the Suppressed Barrel is, as it helps the SpecOps SMG more than The Bigger The Better Suppressor does.

There is, however, a cost. The Ammo Pickup Rate is the worst in the tier, something that might affect its performance on the field. It does not excel at anything else, either. For example, the Mark 10 SMG has a bigger Magazine size, Rate of Fire and a much better Reload Speed. So one has to wonder if having perfect stats while hipfiring is worth these downgrades. Finally, without the AI's Crew Concealer boost, the Extended Magazine is out of reach.

Weapon Parts:
Barrel Ext: Suppressed Barrel
Boost: Accuracy
Custom: none
Gadget: Compact Laser Module
Magazine: none
Secondary Sight: +4 Stability -0 Concealment
Sight: Compact Profile Sight
Stock: none

Stats:
Stat
No skilltree
With skilltree
Magazine
20
20
Total Ammo
140
140
Rate of Fire
952
952
Damage
72,5
72,5
Accuracy (Base/Hipfiring)
72 / 72
92 / 100
Stability
80
100
Concealment
21
24
Threat
0
0
Reload Time (Tactical/Empty)
1,96 s / 2,45 s
1,96 s / 2,45 s
Critical Chance (Base/With Unseen Strike)
0% / 0%
30% / 65%
Ammo Pickup Rate
8,035
8,035

Notes:
  • Great weapon selection if you are at level 0 after an Infamy reset.
  • Use the build option 5. for more Reload Speed in exchange for a Stability excess (wasted otherwise).
  • If you have access to the AI's Crew Concealer boost, investing in a Stability excess AND using the build option 4. is better than simply installing the Extended Magazine part. +15 Magazine size versus +12 with the modification (at the same Concealment cost).

Options:
  1. If you have access to the AI's Crew Concealer boost, you can replace the Compact Profile Sight with a +4 Stability -1 Concealment Sight AND install the Unfolded Stock. This will give you enough Stability to use the build option 4. (Surefire basic). -3 Concealment and +15 Magazine size.
SMG - 3/4 SMG - AK Gen 21 Tactical SMG

The AK Gen 21 Tactical SMG is a 60+ Damage tier SMG that can easily reach perfect stats and high Concealment levels. In fact, it barely requires weapon parts to do so. This gives some leeway with the player's choice of pushing for more Concealment or Stability excess. The extra Damage is also appreciated, as it can reach key breakpoints (127,51 and 127,76) alongside the usual +80% Berserker Damage buff. Ammo Pickup Rate is standard and Reload Speed could be better.

Weapon Parts:
Barrel: MG8 Precision Barrel
Barrel Ext: The Bigger The Better Suppressor
Boost: Accuracy
Custom: none
Gadget: Compact Laser Module
Grip: AK Rubber Grip
Sight: Compact Profile Sight
Stock: Bull Stock

Stats:
Stat
No skilltree
With skilltree
Magazine
30
45
Total Ammo
150
150
Rate of Fire
750
750
Damage
74,5
74,5
Accuracy
80
100
Stability
72
100
Concealment
22
25
Threat
0
0
Reload Time (Tactical/Empty)
2,05 s / 3,08 s
1,78 s / 2,68 s
Critical Chance (Base/With Unseen Strike)
0% / 0%
30% / 65%
Ammo Pickup Rate
8,61
8,61

Notes:
  • You do not need Fire Control basic. You can replace it with a good 2 points skill (ex. Drill Sawgeant basic) OR Surefire basic (remove Hardware Expert basic or Underdog basic).

Options:
  1. You can replace the Compact Profile Sight with a +4 Stability -1 Concealment Sight. You lose 1 Concealment, but you gain enough Stability excess for the build option 5. in case you want to invest in Lock N' basic and Lock N' Load aced.
SMG - 3/4 SMG - CR 805B SMG

The CR 805B SMG is the big brother of the Krinkov SMG. It is a sidegrade with slightly slower Rate of Fire, but marginally better Reload Speed. Not much of a change, but it can keep its Speed Pull Magazine at the cost of some Accuracy. It also falls in the same category as the Krinkov SMG (good Reload Speed, bad ammo economy). Solo players also get 12 more base Accuracy using the AI's Crew Concealer boost.

Weapon Parts:
Barrel: Short Barrel
Barrel Ext: Medved R4 Suppressor
Boost: Concealment
Custom: Auto Fire
Gadget: Compact Laser Module
Magazine: Speed Pull Magazine
Secondary Sight: +4 Stability -0 Concealment
Sight: Compact Profile Sight

Stats:
Stat
No skilltree
With skilltree
Magazine
30
30
Total Ammo
90
90
Rate of Fire
750
750
Damage
102,9
102,9
Accuracy (Base/Hipfiring)
56 / 56
76 / 100
Stability
72
100
Concealment
21
24
Threat
0
0
Reload Time (Tactical/Empty)
0,87 s / 1,52 s
0,87 s / 1,52 s
Critical Chance (Base/With Unseen Strike)
0% / 0%
30% / 65%
Ammo Pickup Rate
2,735
2,735

Options:
  1. If you have access to the AI's Crew Concealer boost, you can replace the Medved R4 Suppressor with The Bigger The Better Suppressor, the Concealment Boost with an Accuracy Boost and the Compact Profile Sight with a +4 Stability -1 Concealment Sight AND remove the Auto Fire Custom. Perfect stats (while hipfiring), but -3 Concealment.
SMG - 3/4 SMG - Patchett L2A1 SMG

The Patchett L2A1 SMG resembles its Akimbo counterpart: capable of reaching 3/4 Detection Risk, but it makes some sacrifices in the process. They are the same ones: small Magazine size, low Accuracy and weak Ammo Pickup Rate. The Reload Speed is also underwhelming, but it can be improved with the build option 5. Solo players using the AI's Crew Accelerator boost can also conceal some of these downsides.

Weapon Parts:
Barrel: none
Barrel Ext: The Bigger The Better Suppressor
Boost: Concealment
Custom: none
Gadget: Compact Laser Module
Magazine: Short Mag
Sight: +4 Stability -1 Concealment
Stock: Folded Stock

Stats:
Stat
No skilltree
With skilltree
Magazine
20
20
Total Ammo
96
96
Rate of Fire
545
545
Damage
102,9
102,9
Accuracy(Base/Hipfiring)
60 / 60
80 / 92
Stability
76
100
Concealment
21
24
Threat
0
0
Reload Time (Tactical/Empty)
2,3 s / 3,3 s
2,3 s / 3,3 s
Critical Chance (Base/With Unseen Strike)
0% / 0%
30% / 65%
Ammo Pickup Rate
5,51
5,51

Notes:
  • Use the build option 5. for more Reload Speed in exchange for a Stability excess (wasted otherwise).
  • Surefire basic gives you more Magazine size than any weapon part upgrade. If you want more Magazine size instead of Reload Speed, use the build option 6. instead.

Options:
  1. If you have access to the AI's Crew Concealer boost, you can install the Short Barrel AND replace the Concealment Boost with an Accuracy Boost and the Folded Stock with a Solid Stock. +4 Accuracy and enough Stability excess for either the build option 5. OR the build option 6. at the cost of -3 Concealment.
SMG - 3/4 SMG - Krinkov SMG

There is a great variety of 100+ Damage SMGs with 88 Accuracy. The Krinkov SMG is the type to have insane Reload Speeds (with the Speed Pull Magazine), but downright lackluster Ammo Pickup Rate. The ammo economy is generally poor, as its Magazine size and Total Ammo is also feeble. The Krinkov SMG can use all the modifications from the AK family, making the only limiting factor its Concealment.

Weapon Parts:
Barrel Ext: The Bigger The Better Suppressor
Boost: Accuracy
Custom: Auto Fire
Extra: none
Foregrip: Aluminium Foregrip
Gadget: Compact Laser Module
Grip: AK Rubber Grip
Magazine: Low Drag Magazine
Sight: +4 Stability -1 Concealment
Stock: Wide Stock

Stats:
Stat
No skilltree
With skilltree
Magazine
34
34
Total Ammo
90
90
Rate of Fire
822
822
Damage
104
104
Accuracy (Base/Hipfiring)
60 / 60
88 / 100
Stability
76
100
Concealment
21
24
Threat
0
0
Reload Time (Tactical/Empty)
2,15 s / 3,9 s
2,15 s / 3,9 s
Critical Chance (Base/With Unseen Strike)
0% / 0%
30% / 65%
Ammo Pickup Rate
2,735
2,735

Notes:
  • Use the build option 5. for more Reload Speed in exchange for a Stability excess (wasted otherwise).

Options:
  1. If you have access to the AI's Crew Concealer boost, you can replace the Accuracy Boost with a Stability Boost and the Low Drag Magazine with a Speed Pull Magazine AND install the Scope Mount. Twice as much Reload Speed at the cost of -8 Accuracy and -3 Concealment.
SMG - 3/4 SMG - Tatonka SMG

There is a great variety of 100+ Damage SMGs with 88 Accuracy. The Tatonka SMG is the type to have strong ammo economy, but flawed Reload Speed. The Rate of Fire is also slower than usual. Beside that. one key difference is that you do not need Surefire basic. You can keep the skill OR invest in something else such as Hardware Expert basic and Drill Sawgeant basic.

Weapon Parts:
Barrel Ext: The Bigger The Better Suppressor
Boost: Accuracy
Custom: none
Gadget: Compact Laser Module
Grip: Aluminium Grip
Secondary Sight: +4 Stability -0 Concealment
Sight: +4 Stability -1 Concealment

Stats:
Stat
No skilltree
With skilltree
Magazine
64
79
Total Ammo
128
128
Rate of Fire
652
652
Damage
102,9
102,9
Accuracy (Base/Hipfiring)
68 / 68
88 / 100
Stability
76
100
Concealment
21
24
Threat
0
0
Reload Time (Tactical/Empty)
2,5 s / 3,27 s
2,17 s / 2,84 s
Critical Chance(Base/With Unseen Strike)
0% / 0%
30% / 65%
Ammo Pickup Rate
3,89
3,89

Options
  1. If you have access to the AI's Crew Concealer boost, you can replace the +4 Stability -0 Concealment Gadget with a LED Combo AND the Aluminum Grip with a AK Plastic Grip. +4 base Accuracy at the cost of -3 Concealment.
SMG - 3/4 SMG - Uzi SMG

The new Uzi SMG pushes the Tatonka SMG even further. Trading some Magazine size and Total Ammo, the Uzi SMG has kept the Ammo Pickup Rate of the low Damage tier, so running out of ammo will be hard. Damage is also lower, but the SMG does not miss any crucial breakpoints because of this, surprisingly. Easily the most consistent weapon in the Damage tier and with its simplest build setup yet. Use it unless you prefer a quicker Reload Speed.

Weapon Parts:
Barrel Ext: The Bigger The Better Suppressor
Boost: Accuracy
Custom: none
Foregrip: Tactical Foregrip
Gadget: Compact Laser Module
Secondary Sight: +4 Stability -0 Concealment
Sight: +4 Stability -1 Concealment
Stock: Folded Stock

Stats:
Stat
No skilltree
With skilltree
Magazine
40
55
Total Ammo
120
120
Rate of Fire
698
698
Damage
93,5
93,5
Accuracy (Base/Hipfiring)
68 / 68
88 / 100
Stability
72
100
Concealment
22
25
Threat
0
0
Reload Time (Tactical/Empty)
2,45 s / 3,52 s
2,13 s / 3,06 s
Critical Chance(Base/With Unseen Strike)
0% / 0%
30% / 65%
Ammo Pickup Rate
6,885
6,885

Options:
  1. If you have access to the AI's Crew Concealer boost, you can replace the Accuracy Boost with a Concealment Boost, the +4 Stability -1 Concealment Sight with a Compact Profile Sight AND the Folded Stock with a Ergonomic Stock. This will give you +4 base Accuracy, but -3 Concealment.
SMG - 3/4 SMG - Jackal SMG

The Jackal SMG can be played in a 88 Accuracy setup that does not require the Short Magazine. The problem is that version offers no real improvements over any of the other 88 Accuracy SMGs on the Damage tier, as the Jackal SMG stats are more geared towards a Single Fire setup. Because of this, we are using the 92 Accuracy setup with lower Magazine size, making it slightly unique. No remarkable ammo economy OR Reload Speed (no Speed Pull Magazine either), so use at your own discretion.

Weapon Parts:
Barrel: none
Barrel Ext: The Bigger The Better Suppressor
Boost: Accuracy
Custom: none
Gadget: Compact Laser Module
Magazine: Short Magazine
Secondary Sight: +4 Stability -0 Concealment
Sight: +4 Stability -1 Concealment
Stock: Civilian Stock
Vertical Grip: Twinkle Grip

Stats:
Stat
No skilltree
With skilltree
Magazine
20
35
Total Ammo
90
90
Rate of Fire
652
652
Damage
102,9
102,9
Accuracy (Base/Hipfiring)
72 / 72
88 / 100
Stability
72
100
Concealment
22
25
Threat
0
0
Reload Time (Tactical/Empty)
2,36 s / 3,62 s
2,05 s / 3,15 s
Critical Chance(Base/With Unseen Strike)
0% / 0%
30% / 65%
Ammo Pickup Rate
2,735
2,735

Options:
  1. If you have access to the AI's Crew Concealer boost, you can replace the Short Magazine with the Extended Magazine AND the Accuracy Boost with a Concealment Boost. +30 Magazine size at the cost of -4 Concealment. This is option creates a slightly worse version of the Tatonka SMG.
  2. A second option is to simply install the Civilian Barrel. +4 base Accuracy at the cost of -3 Concealment.
SMG - 3/4 SMG - Swedish K SMG

The Swedish K SMG has gotten some real improvements by switching to a Full Auto setup, but the only real gem is the perfect stats that require no hipfiring. Everything else is a downgrade to the previous SMGs in the Damage tier. It is still a remarkable feature that puts it in a better spot than it previously was. Magazine size is also above average. Ammo Pickup Rate is the lowest available, though.

Regarding the Stealth build, the Swedish K SMG is a top tier choice that can reach 32 Concealment, the highest Concealment possible on all SMGs. Just make sure you equip a Shotgun as your Primary (the Raven Shotgun being the best choice for that).

Weapon Parts:
Barrel: Swedish Barrel
Barrel Ext: Medved R4 Suppressor
Boost: Concealment
Gadget: Compact Laser Module
Grip: Ergo Grip
Magazine: Extended Magazine
Sight: +4 Stability -1 Concealment
Stock: Folded Stock
Upper Receiver: Swedish Body

Stats:
Stat
No skilltree
With skilltree
Magazine
52
67
Total Ammo
80
80
Rate of Fire
600
600
Damage
101,9
101,9
Accuracy (Base/Hipfiring)
80 / 80
100 / 100
Stability
68
100
Concealment
21
24
Threat
0
0
Reload Time (Tactical/Empty)
2,85 s / 3,9 s
2,48 s / 3,39 s
Critical Chance(Base/With Unseen Strike)
0% / 0%
30% / 65%
Ammo Pickup Rate
2,43
2,43

Notes:
  • You do not need Fire Control basic. You can replace it with a good 2 points skill (ex. Drill Sawgeant basic) OR Surefire basic (remove Hardware Expert basic or Underdog basic).
SMG - Crit SMG - Build & Overview
Overview
The Armor/Health gating build helps these SMGs free up enough skillpoints for Low Blow aced and other skills needed to compete with the 3/4 SMGs builds. The lack of RNG might also allure some players more than the dodge counterpart. Note that SMGs on the 3/4 SMGs category also have their Armor/Health gating variant.

Notes:
  • Any Detection Risk below 25 is good enough.

The Build

PD2 Builder:
https://pd2builder.netlify.app/?s=583c8110810-430ah0050xm000h58&p=e&a=0&t=4&d=3

Options:
  1. If you need getthefukup, take out Underdog basic, Drill Sawgeant basic, Hardware Expert basic, Lock N' Load aced, Lock N' Load basic and Surefire basic.
  2. You can replace Underdog basic, Drill Sawgeant basic and Hardware Expert basic for any good 4 points skill (Bloodthirst aced or even Joker aced).
  3. You can replace all Sharpshooter skillpoints with Drill Sawgeant aced and High Value Target basic. This option works on 60+ Damage SMGs with high Accuracy that do not need Stable Shot aced.

Primary: Ak. Judge Shotguns
Weapon Parts:
Ammunition: HE Round
Barrel Ext: The Silent Killer Suppressor
Boost: Concealment
Gadget: Compact Laser Module

Stats:
Stat
No skilltree
With skilltree
Magazine
10
10
Total Ammo
36
36
Rate of Fire
500
500
Damage
323,4 (x2)
323,4 (x2)
Accuracy
40
60
Stability
0
28
Concealment
28
31
Threat
6
6
Reload Time (Tactical/Empty)
3 s / 3,5 s
3 s / 3,5 s
Critical Chance
Same as Crit SMG
Same as Crit SMG
Ammo Pickup Rate
0,54
0,54
SMG - Crit SMG - Kross Vertex SMG

The Kross Vertex SMG is the only 60+ Damage SMG that can not reach 3/4 Detection Risk without the AI's Crew Concealer boost. That is one of the weapon's weaknesses. The other one is the lack of a Speed Pull Magazine. When analyzing the 3/4 setup, we can see that the Kross Vertex SMG is a worse Kobus 90 SMG: it trades Magazine size with Rate of Fire, but the lower Concealment and the lack of a Speed Pull Magazine ruin its chances. With all that being said, the Kross Vertex SMG is still a well-rounded weapon choice for anyone looking for a self-reliable SMG.

Weapon Parts:
Barrel Ext: The Bigger The Better Suppressor
Boost: Accuracy
Custom: none
Gadget: Compact Laser Module
Secondary Sight: +4 Stability -0 Concealment
Sight: +4 Stability -1 Concealment
Stock: War-Torn Stock

Stats:
Stat
No skilltree
With skilltree
Magazine
30
45
Total Ammo
150
150
Rate of Fire
1200
1200
Damage
59,9
59,9
Accuracy (Base/Hipfiring/Standing still/All)
72 / 72 / 72 / 72
92 / 100 / 100 / 100
Stability
84
100
Concealment
13
16
Threat
0
0
Reload Time (Tactical/Empty)
2 s / 2,5 s
1,739 s / 2,174 s
Critical Chance (Base/With Unseen Strike)
0% / 0%
30% / 65%
Ammo Pickup Rate
8,61
8,61

Options:
  1. You can use the build option 3. and trade Reload Speed for drill skills and some breakpoints. This option will not waste skillpoints (Stable Shot aced), but some players might still prefer the Reload Speed.
  2. This is the 3/4 build (AI's Crew Concealer boost required. Use the 3/4 SMG build):

    Weapon Parts:
    Barrel Ext: The Bigger The Better Suppressor
    Boost: Accuracy
    Custom: none
    Gadget: Compact Laser Module
    Secondary Sight: +4 Stability -0 Concealment
    Sight: Compact Profile Sight
    Stock: Wide Stock

    Stats:
    Stat
    No skilltree
    With skilltree
    Magazine
    30
    30
    Total Ammo
    150
    150
    Rate of Fire
    1200
    1200
    Damage
    59,9
    59,9
    Accuracy (Base/Hipfiring)
    64 / 64
    84 / 96
    Stability
    84
    100
    Concealment
    18
    21
    Threat
    0
    0
    Reload Time (Tactical/Empty)
    2 s / 2,5 s
    2 s / 2,5 s
    Critical Chance (Base/With Unseen Strike)
    0% / 0%
    30% / 65%
    Ammo Pickup Rate
    8,61
    8,61

    Notes:
    • Use the 3/4 SMG build option 5. for more Reload Speed in exchange for a Stability excess (wasted otherwise).
SMG - Meme SMG - Build & Overview
Overview
This category is reserved for those SMGs in the +100 Damage tier that are supposed to be played in a Single Fire build but can not. Why? Because they only have a Auto Fire mode by default AND a Single Fire Custom is not part of their modifications selection. Even though their Akimbo counterparts do have it. Imagine that.

Notes:
  • Only Detection Risks below 5 are good enough for this build (unless we are using the AI's Crew Concealer boost).

The Build

PD2 Builder:
https://pd2builder.netlify.app/?s=583c1000o10-4100h00w7N6000h58&p=3&a=0&t=4&d=3

Options:
  1. If you need getthefukup, take out Lock N' Load aced, Lock N' Load basic and Berserker Skills. Also, put the 5 remaining skillpoints into Rifleman basic and Aggressive Reload basic.

Variant: Armor/Health gating
Replace:
Dodge Skills (except Inner Pockets) + Shock And Awe basic.

With:
  1. (Solo) = Underdog basic + Drill Sawgeant basic + Drill Sawgeant aced + Surefire basic + Unseen Strike aced.

  2. (Coop) = getthefukup + Drill Sawgeant basic

Primary: Ak. Judge Shotguns
Weapon Parts:
Ammunition: HE Round
Barrel Ext: The Silent Killer Suppressor
Boost: Concealment
Gadget: Compact Laser Module

Stats:
Stat
No skilltree
With skilltree
Magazine
10
10
Total Ammo
36
36
Rate of Fire
500
500
Damage
323,4 (x2)
323,4 (x2)
Accuracy
40
60
Stability
0
28
Concealment
28
31
Threat
6
6
Reload Time (Tactical/Empty)
3 s / 3,5 s
3 s / 3,5 s
Critical Chance
Same as SF SMG
Same as SF SMG
Ammo Pickup Rate
0,54
0,54
SMG - Meme SMG - MP40 SMG

A lot of the old issues found on the Akimbo MP40 SMG are still present here (no default Single Fire mode, bad Ammo Pickup Rate, low Total Ammo), but the MP40 does have access to a unique modification (Folded Stock) that gives it a decent Concealment boost. With this, it can reach 84 Stability. It can also be used in a subpar Stealth build thanks to its ability to reach 29 Concealment. Basically, if it had a Single Fire Custom, it would actually be playable.

Weapon Parts:
Barrel Ext: The Bigger The Better Suppressor
Boost: Accuracy
Gadget: LED Combo
Sight: +4 Stability -1 Concealment
Stock: Folded Stock

Stats:
Stat
No skilltree
With skilltree
Magazine
40
40
Total Ammo
80
80
Rate of Fire
600
600
Damage
102,9
102,9
Accuracy
80
100
Stability
52
84
Concealment
21
24
Threat
0
0
Reload Time (Tactical/Empty)
1,9 s / 3,05 s
1,9 s / 3,05 s
Critical Chance (Base/With Unseen Strike)
0% / 0%
30% / 65%
Ammo Pickup Rate
2,43
2,43

Options:
  1. If you have access to the AI's Crew Concealer boost, you can remove the Folded Stock. -3 Concealment, but +8 Stability.
Special Weapons - Introduction
Special Weapons are a mix of Secondaries that do not have a specific class. Some of them, like the Bows and the Grenade Launchers, are utility weapons that are not made to make builds around them. Others, such as the Flamethrowers, are capable of holding on their own with the proper setup.

Notes:
  • Weapons in the Utility category have no build attached to them. We will take into account all the standard Accuracy + Stability boosts available in the skilltrees for their stats tables. These are: Stable Shot basic, Stable Shot aced, Steady Grip basic, Steady Grip aced and Fire Control basic.
SP - Utility - Pistol Crossbow

The Pistol Crossbow deals 350 Damage, not enough to take out Tasers and Medics with one headshot. This is a key downside, as the ability to remove units one by one was one of the main reasons to wield Crossbows on higher difficulties. This distinction separates the Pistol Crossbow from both the Light Crossbow and the Heavy Crossbow and may be enough to turn down any potential use for this weapon. Honestly, there is no excuse for this, as its only feature is a higher Reload Speed. It also has less Total Ammo.

With a maximum Concealment of 29, the Pistol Crossbow could have been used as an alternative explosive Secondary weapon choice to The Judge Shotgun, but alas, it also has no Ammo Pickup Rate.

Weapon Parts:
Ammunition: none OR Poisoned Bolt
Barrel: +1 Concealment
Boost: Concealment
Grip: Camo Grip
Sight: SKOLD Reflex Micro Sight

Stats:
Stat
No skilltree
With skilltree
Magazine
1
1
Total Ammo(Base/Poisoned)
25 / 18
25 / 18
Rate of Fire
50
50
Damage(Base/Poisoned)
350 / 100
350 / 100
Accuracy
96
100
Stability
92
100
Concealment
29
29
Threat
10
10
Charge Speed
1,2 s
1,2 s
Ammo Pickup Rate
0
0

Notes:
  • Both bolt types (normal and poisoned) have their advantages and disadvantages. If you are good at scoring headshots, normal bolts will prove more effective. If you are scoring a lot of bodyshots, poisoned bolts are a decent alternative that ensures you get the kill. Try both and choose your favourite.
  • Since the Total Ammo Boost only gives you 1 extra arrow, there is no reason to select it.
SP - Utility - Compact 40mm Grenade Launcher

Grenade Launchers allow players to clean a room full of enemies with one well placed shot and deal tremendous ammounts of damage to enemy armor (Shields, SWAT Turrets, armor plates, etc). They can not be used as a normal weapon, as they have low Total Ammo, Magazine size and Rate of Fire. Their Ammo Pickup Rate is also terrible, but unlike Shotguns with HE Round ammo, their low Rate of Fire and Magazine size helps them conceal this disadvantage pretty well.

If you want Concealment in your Secondary but you are not feeling like using The Judge Shotgun OR the 5/7 AP Pistol, your next best bet is to switch to a Grenade Launcher. None of the Secondary GLs can reach the Concealment levels of the GL40 Grenade Launcher, but the Compact 40mm Grenade Launcher is not so far off. It trades 3 Concealment in order to achieve a higher Reload Speed and the ability to use a sight. With 23 Concealment, the best case for this weapon is a 23 Detection Risk build and a Primary with 19 Concealment or more (AI's Crew Concealer boost not taken into account, 21 Concealment if no Inner Pockets basic).

Weapon Parts:
Ammunition: none
Boost: Concealment
Gadget: Compact Laser Module
Sight: Compact Profile Sight

Stats:
Stat
No skilltree
With skilltree
Magazine
1
1
Total Ammo
6
6
Rate of Fire
30
30
Damage
1300
1300
Accuracy (Base/Hipfiring/Standing still/All)
84 / 84 / 84 / 84
92 / 100 / 100 / 100
Stability
80
100
Concealment
23
23
Threat
37
37
Reload Time (Tactical/Empty)
2,5 s / 2,5 s
2,5 s / 2,5 s
Ammo Pickup Rate
0,235
0,235

Notes:
  • Install the X1-a Tactical ZAPper if you find its crowd control more valuable than the room cleaning potential of the Frag Round.
SP - Utility - China Puff 40mm Grenade Launcher

Since the China Puff 40mm Grenade Launcher can reach the same Concealment as the Compact 40mm Grenade Launcher (23 Concealment), choosing between these two GLs is very simple. If you do not mind the awful Reload Speed of the China Puff 40mm GL, use it and enjoy the extra Magazine size and base Accuracy. Otherwise, stick to the Compact 40mm GL. For players that use the AI's Crew Accelerator boost, the China Puff 40mm should be the better option between the two.

Weapon Parts:
Ammunition: none
Boost: Concealment
Stock: Riot Stock

Stats:
Stat
No skilltree
With skilltree
Magazine
3
3
Total Ammo
6
6
Rate of Fire
50
50
Damage
960
960
Accuracy
96
100
Stability
92
100
Concealment
26
26
Threat
37
37
Reload Time (Tactical/Empty)
5,3 s / 5,3 s
5,3 s / 5,3 s
Ammo Pickup Rate
0,235
0,235

Notes:
  • Install the X1-a Tactical ZAPper if you find its crowd control more valuable than the room cleaning potential of the Frag Round.
SP - Utility - Arbiter Grenade Launcher

When you DON'T care about Concealment and you need a explosive Secondary to complete your ICTV build, the Arbiter Grenade Launcher is your best friend. With a clip-based magazine and enough Total Ammo to compensate for the lower Damage, the Arbiter GL is clearly the best Grenade Launcher available. Do not forget to give it a Recoinnaissance Sight in order to manage enemies at any distance. The Team Boost is also appreciated.

Weapon Parts:
Ammunition: none
Barrel: Long Barrel
Boost: Team Boost
Gadget: LED Combo
Secondary Sight: none
Sight: Reconnaissance Sight

Stats:
Stat
No skilltree
With skilltree
Magazine
5
5
Total Ammo
15
15
Rate of Fire
80
80
Damage
480
480
Accuracy
100
100
Stability
100
100
Concealment
11
11
Threat
37
37
Reload Time (Tactical/Empty)
3,34 s / 4,5 s
3,34 s / 4,5 s
Ammo Pickup Rate
0,235
0,235

Notes:
  • The Reconnaissance Sight tells you the distance of the enemy you are aiming at. With some practice, you can use this information to kill Snipers using the Arbiter Grenade Launcher.
  • Install the X1-a Tactical ZAPper if you find its crowd control more valuable than the room cleaning potential of the Frag Round.
SP - Utility - HRL-7 Rocket Launcher

Delete this.

Weapon Parts:
Boost: Team Boost
Secondary Sight: +4 Stability
Sight: +4 Stability

Stats:
Stat
No skilltree
With skilltree
Magazine
1
1
Total Ammo
4
4
Rate of Fire
30
30
Damage
12500
12500
Accuracy
96
100
Stability
100
100
Concealment
3
3
Threat
37
37
Reload Time (Tactical/Empty)
4,7 s / 4,7 s
4,7 s / 4,7 s
Ammo Pickup Rate
0
0

Notes:
  • The HRL-7 Rocket Launcher does not have an Ammo Pickup Rate. Do not use it if no one is bringing an Ammo Bag.
SP - Utility - Commando 101 Rocket Launcher

Delete these.

Weapon Parts:
Boost: Team Boost

Stats:
Stat
No skilltree
With skilltree
Magazine
4
4
Total Ammo
8
8
Rate of Fire
60
60
Damage
6200
6200
Accuracy
96
100
Stability
96
100
Concealment
5
5
Threat
37
37
Reload Time (Tactical/Empty)
6 s / 5,57 s
6 s / 5,57 s
Ammo Pickup Rate
0
0

Notes:
  • The Commando 101 Rocket Launcher does not have an Ammo Pickup Rate. Do not use it if no one is bringing an Ammo Bag.
SP - Utility - OVE900 Saw

The OVE900 Saw is a meme weapon (and do not let Saw Massacre basic and Saw Massacre aced make you think otherwise). But as you probably know already, it can also be used as a literal tool in some maps, in order to open certain safes/doors/deposit boxes. This is the main purpose of the OVE900 Saw, whether we are talking about Loud or Stealth heists.

There are a few interesting points to the OVE900 Saw. Firstly, one of its components (Silent Motor) reduces the range of noise produced (2 m if not using the blade, otherwise 8,5 m) by the OVE900 Saw (making it essential for some Stealth maps such as Transport: Train Heist). Secondly, the OVE900 Saw can only reach up to 17 Concealment. With a 34 Concealment Pistol and the AI's Crew Concealer boost, the minimum Detection Risk becomes 6.

Thirdly, the OVE900 Saw can be played on the Primary weapon slot or on the Secondary weapon slot (Portable Saw basic required). While playing Stealth, you want the OVE900 Saw as your primary, as Secondaries can achieve higher Concealment levels. In Loud heists, both setups are fine (standard build or reverse build). Finally, Berserker allows you to open deposit boxes with one click, provided you have the usual +80% damage boost. This can also be achieved in Stealth using Molotov Cocktails, but the only Stealth map where speed may be required is the infamous GO Bank. Otherwise, this trick is not really needed in Stealth.

Weapon Parts:
Boost: Total Ammo
Lower Receiver: Fast Motor
Magazine: Sharp Blade

Stats:
Stat
No skilltree
With skilltree
Magazine
150
150
Total Ammo
315
473
Rate of Fire
400
400
Damage
30,5
30,5
Accuracy
8
16
Stability
24
48
Concealment
16
16
Threat
24
24
Reload Time (Tactical/Empty)
3,75 s / 3,75 s
3,75 s / 3,75 s
Ammo Pickup Rate
0
0

Notes:
  • Portable Saw basic and Portable Saw aced have been taken into consideration for all stats tables on this weapon.
  • Check the Stealth category for more information regarding the Stealth build.

Options:
  1. This is the Stealth, non-Berserker counterpart:

    Weapon Parts:
    Boost: Concealment
    Lower Receiver: Silent Motor
    Magazine: Durable Blade

    Stats:
    Stat
    No skilltree
    With skilltree
    Magazine
    200
    200
    Total Ammo
    450
    675
    Rate of Fire
    400
    400
    Damage
    24,2
    24,2
    Accuracy
    8
    16
    Stability
    24
    48
    Concealment
    17
    17
    Threat
    8
    8
    Reload Time (Tactical/Empty)
    3,75 s / 3,75 s
    3,75 s / 3,75 s
    Ammo Pickup Rate
    0
    0
SP - Special Case - MA-17 Flamethrower
Flamethrowers require as many generic sources of damage as possible in order to work properly. That means a good MA-17 Flamethrower build will have Berserker Skills and Crits. Luckily for us, the MA-17 Flamethrower has better Concealment options than the Flamethrower MK.1.

With a maximum Concealment of 21, the Flamethrower allows players with the AI's Crew Concealer boost to use a 3/4 Detection Risk setup. This not recommended, however, as we would need to get rid of the extra Ammo Bag AND we would not gain skillpoints from Low Blow aced (due to the fact that we still need Unseen Strike basic). Because of this, a Crit Anarchist build is our best bet. The MA-17 Flamethrower has plenty more Concealment than the Flamethrower MK.1, but this comes at the cost of Magazine size, Total Ammo and Ammo Pickup Rate. This does not help our ammo economy, yet it still a necessary trade in order to make a more consistent build.

The Build

PD2 Builder:
https://pd2builder.netlify.app/?s=583c1010811458100h0050xk000h58&p=e&a=0&t=4&d=30

Notes:
  • Some of the extra skillpoints have been used on Jack of All Trades aced and Bulletstorm aced, helping the ammo economy of the Flamethrower.

Options:
  1. If you need getthefukup, take out all Engineer skills and Bulletstorm aced. You can then replace Bulletstorm basic with Drill Sawgeant basic.

MA-17 Flamethrower

Weapon Parts:
Barrel: Merlin Nozzle
Boost: Concealment
Gadget: Compact Laser Module
Magazine: High Temperature Mixture

Stats:
Stat
No skilltree
With skilltree
Magazine
700
700
Total Ammo
700
700
Rate of Fire
2000
2000
Damage
14,7
14,7
Concealment
21
21
Threat
37
37
Reload Time (Tactical/Empty)
8,5 s / 8,5 s
8,5 s / 8,5 s
Critical Chance (Base/With Unseen Strike)
0% / 0%
21% / 56%
Ammo Pickup Rate
9,455
9,455

Notes:
  • Flamethrowers do not care about Accuracy and/or Stability.

Akimbo Judge Shotguns
Weapon Parts:
Ammunition: HE Round
Barrel Ext: The Silent Killer Suppressor
Boost: Concealment
Gadget: Compact Laser Module

Stats:
Stat
No skilltree
With skilltree
Magazine
10
10
Total Ammo
36
36
Rate of Fire
500
500
Damage
323,4 (x2)
323,4 (x2)
Accuracy
40
48
Stability
0
20
Concealment
28
31
Threat
6
6
Reload Time (Tactical/Empty)
3 s / 3,5 s
3 s / 3,5 s
Critical Chance
Same as MA-17 Flamethrower
Same as MA-17 Flamethrower
Ammo Pickup Rate
0,54
0,54
Shotty - Introduction
Secondary Shotguns are exactly the same as Primary Shotties: Same Damage tiers (plus a new one), same Ammo Pickup Rate. If there is a difference between both classes, it is that Secondary Shotguns have more Concealment and Stealth options. Still, they are as varied as ever, only now our selection is smaller. Since it does not make sense to introduce Shotties again, we will leave the excerpt from the Shotguns introduction in the first half of the guide, slightly modified and copied so you do not have to look for it:

"If there is an attribute that we can use to describe Shotguns, it is short ranged. Shotguns want to get close and personal for maximum damage, something that aligns with the gameplay style of Payday 2. This makes them a popular choice between players and a smart pick on non-open maps.

Shotties have other benefits. While they generally lack Concealment, DPS and Reload Speed, they have one of the best skilltree support in the game alongside Pistols. This includes their own personal Berserker-style +75% damage buff. Both Reload Speed and Stability buffs are also here. Not only that, but if you decide to use the Akimbo Judge Shotguns as your primaries, they also get the boosts from the Shotgunner skilltree. Everything you could possibly want is here...the question lies on what we can realistically afford investing in.

Shotguns also have a selection of ammo types to choose from. 000 Buckshot is free Damage. HE Round is great for armor (Shields, armor plates) and Snipers (Highest maximum range of all ammo types). Dragon's Breath Round can see some success on Anarchists builds thanks to its lingering damage and the 100% chance to burn enemies, but leaves the build weak against Bulldozers. AP Slug is useful for stealthing Rats Day 2, but is useless otherwise due to HE Round doing the same thing, but better. Flechette boosts Accuracy, therefore it is bad.

Overall, Shotguns are easy to use, fun and diverse. No reason not to send cops to outer space."


Notes:
  • Remember that Shotguns want as little Accuracy as possible (000 Buckshot and Dragon's Breath Round only). This is due to the way they have been programmed, which benefits higher spreads.
  • Killing an enemy from a close range will send him flying. This is really useful on Stealth, as it can save you from using a Body Bag.
  • Secondary Shotguns have five damage tiers available: 35+ damage, 55+ damage, 70+ damage, 105+ damage and 170+ damage.
  • If you are planning on using Dragon's Breath Round on your Shotty, consider using Javelins in order to deal with Bulldozers more efficiently.
Shotty - Crit Shotty - Build & Overview
Overview
All Secondary Shotguns are able to reach at least 23 Detection Risk. Because of this, we can skip Stable Shotties and go straight into this category. This is what we wrote for these weapons in the first half of the guide:

"Some Shotguns are able to reach decent Stability levels without sacrificing Concealment. On these Shotties, we can resolve the Stability problem by using all the modifications accesible to us. This only leaves the skill investment issue.

While some sacrifices can be made, an Armor/Health gating variant still makes the most out of Crit Shotties. Crit Shotguns are able to reach Detection Risk levels below 25 while also investing the extra points (freed up by Anarchist/Leech) on all possible damage boosters (Berserker Skills, Overkill basic, Underdog basic, Crits). The end result is one of the most offensive builds out there."


Notes:
  • Any Detection Risk below 25 is good enough.
  • The Donald's Horizontal Leveller flattens the Shotgun's spread. This makes it a better Barrel Ext than the Shark Teeth Nozzle, which has better stats. It also does not require RNG drops to get it.

The Build

PD2 Builder:
https://pd2builder.netlify.app/?s=583c10xe81100030010050xk000h58&p=e&a=0&t=4&d=3

Options:
  1. If you need getthefukup, take out Shotgun Impact aced and Berserker Skills.
  2. You can replace Drill Sawgeant basic with Inner Pockets basic. This option helps Shotguns that require extra Concealment to reach 23 Detection Risk or lower.
  3. You can also replace drill skills and Scavenger basic with a good 4 point skill (Bloodthirst aced, or even Joker aced).

Variant: Sneaky Shotty
Replace:
Shotgun Impact aced + Scavenger basic + Drill Sawgeant basic + Hardware Expert basic + Steady Grip aced + Steady Grip basic + Unseen Strike basic + Berserker Skills.

With:
  1. (Solo) = Shock And Awe basic + Duck And Cover aced + Parkour aced + Inner Pockets basic + Inner Pockets aced + Sneaky Bastard basic + Sneaky Bastard aced.

Notes:
  • Some Crit Shotties have 3/4 variants. Check individual Crit Shotty sections for more information on these possible builds.
  • If you need getthefukup, stick with the Crit Shotgun build as we can not afford reinvesting the 16 skillpoints needed for the skill (in this variant) OR look for a 3/4 variant that can be played Coop.

Variant: 3/4 Shotty
Replace:
Shotgun Impact aced + Scanvenger basic + Drill Sawgeant basic + Hardware Expert basic + Unseen Strike basic + Low Blow aced + Berserker Skills.

With:
  1. (Solo) = Shock And Awe basic + Duck And Cover aced + Parkour aced + Inner Pockets basic + Inner Pockets aced + Sneaky Bastard basic + The Professional basic + The Professional aced + Unseen Strike basic.

  2. (Coop) = getthefukup + Shock And Awe basic + Duck And Cover aced + Parkour aced + Inner Pockets basic + Inner Pockets aced + Sneaky Bastard basic. Also, take out Shotgun Impact basic, Steady Grip aced, Steady Grip basic.

Primary: Ak. Judge Shotguns
Weapon Parts:
Ammunition: HE Round
Barrel Ext: The Silent Killer Suppressor
Boost: Concealment
Gadget: Compact Laser Module

Stats:
Stat
No skilltree
With skilltree
Magazine
10
10
Total Ammo
36
36
Rate of Fire
500
500
Damage
323,4 (x2)
369,6 (x2)
Accuracy
40
48
Stability
0
28
Concealment
28
31
Threat
6
6
Reload Time (Tactical/Empty)
3 s / 3,5 s
2 s / 2,333 s
Critical Chance
Same as Crit Shotty
Same as Crit Shotty
Ammo Pickup Rate
0,54
0,54
Shotty - Crit Shotty - Grimm 12G Shotgun

The Grimm 12G Shotgun is the only Shotty in the 40+ Damage tier. We considered it the best Akimbo Shotgun available, but the Single counterpart is not slacker either. With 43,2 Damage, Overkill basic and Berserker allows us to reach both the 127,51 and the 127,76 breakpoints, taking out Light/Heavy enemies in 1/2 hits. All in full Auto Fire glory.

The Grimm 12G Shotgun is so consistent that the only stat that could use some improvements is its Reload Speed, which is not particularly terrible either. This Shotgun is a great example of what reverse builds are capable of with the right build.

Weapon Parts:
Ammunition: 000 Buckshot
Barrel Ext: Donald's Horizontal Leveller
Boost: Accuracy (-4)
Custom: Auto Fire
Foregrip: none
Gadget: LED Combo
Magazine: Big Brother Magazine
Secondary Sight: +4 Stability -0 Concealment
Sight: +4 Stability -1 Concealment

Stats:
Stat
No skilltree
With skilltree
Magazine
12
27
Total Ammo
104
104
Rate of Fire
300
300
Damage
37,8
43,2
Accuracy
4
12
Stability
80
100
Concealment
14
14
Threat
28
28
Reload Time (Tactical/Empty)
2,16 s / 2,9 s
1,44 s / 1,933 s
Critical Chance (Base/With Unseen Strike)
0% / 0%
12% / 47%
Ammo Pickup Rate
8,775
8,775

Options:
  1. This is the 3/4 Shotty build (Use the AI's Crew Concealer boost AND the 3/4 Shotty variant in the build section):

    Weapon Parts:
    Ammunition: 000 Buckshot
    Barrel Ext: The Silent Killer Suppressor
    Boost: Concealment
    Custom: Auto Fire
    Foregrip: Little Brother Foregrip
    Gadget: LED Combo
    Magazine: Big Brother Magazine
    Secondary Sight: +4 Stability -0 Concealment
    Sight: +4 Stability -1 Concealment

    Stats:
    Stat
    No skilltree
    With skilltree
    Magazine
    12
    27
    Total Ammo
    104
    104
    Rate of Fire
    300
    300
    Damage
    31,5
    33
    Accuracy
    8
    28
    Stability
    64
    100
    Concealment
    18
    21
    Threat
    6
    6
    Reload Time (Tactical/Empty)
    2,16 s / 2,9 s
    1,44 s / 1,933 s
    Critical Chance (Base/With Unseen Strike)
    0% / 0%
    30% / 65%
    Ammo Pickup Rate
    8,775
    8,775

    Options:
    1. You can use this build without the AI's Crew Concealer boost by taking out the Big Brother Magazine AND replacing the Concealment Boost with a Stability Boost and the LED Combo with a +4 Stability -0 Concealment Gadget.
Shotty - Crit Shotty - Street Sweeper Shotgun

The Street Sweeper Shotgun is one of the 55+ Damage tier Shotguns. It reloads shells one a time, a feature that tends to make Shotguns worse, specially in this case as lower tiers are inhabited by clip-based Shotties. But that does not mean the Street Sweeper Shotgun underperforms. With an above average Ammo Pickup Rate and decent Concealment options, this weapon will serve you in any difficulty. Just try to invest in as many Reload Speed bonuses as you can.

Weapon Parts:
Ammunition: 000 Buckshot
Barrel: Long Barrel
Barrel Ext: Donald's Horizontal Leveller
Boost: Accuracy (-4)
Gadget: LED Combo
Secondary Sight: +4 Stability -0 Concealment
Sight: +4 Stability -1 Concealment

Stats:
Stat
No skilltree
With skilltree
Magazine
12
12
Total Ammo
72
72
Rate of Fire
429
429
Damage
62
70,8
Accuracy
32
40
Stability
72
100
Concealment
14
14
Threat
28
28
Reload Time (Tactical/Empty)
1,4 s / 0,6 s
0,933 s / 0,4 s
Critical Chance (Base/With Unseen Strike)
0% / 0%
12% / 47%
Ammo Pickup Rate
6,075
6,075

Notes:
  • Consider using the build option 3. (investing in Bloodthirst aced) when wielding the Street Sweeper Shotgun.

Options:
  1. This is the 3/4 Shotty build (Use the AI's Crew Concealer boost AND the 3/4 Shotty variant in the build section):

    Weapon Parts:
    Ammunition: 000 Buckshot
    Barrel: none
    Barrel Ext: The Silent Killer Suppressor
    Boost: Stability
    Gadget: Compact Laser Module
    Secondary Sight: +4 Stability -0 Concealment
    Sight: +4 Stability -1 Concealment

    Stats:
    Stat
    No skilltree
    With skilltree
    Magazine
    12
    12
    Total Ammo
    72
    72
    Rate of Fire
    429
    429
    Damage
    55,7
    58,3
    Accuracy
    28
    48
    Stability
    60
    100
    Concealment
    18
    21
    Threat
    6
    6
    Reload Time (Tactical/Empty)
    1,4 s / 0,6 s
    0,933 s / 0,4 s
    Critical Chance (Base/With Unseen Strike)
    0% / 0%
    30% / 65%
    Ammo Pickup Rate
    6,075
    6,075
Shotty - Crit Shotty - Goliath 12G Shotgun

On paper, the 55+ Damage Goliath 12G Shotgun could theoretically surpass the Grimm 12G Shotgun. The 55+ Damage tier Shotguns do not have new breakpoints against Light and Heavy enemies (alongside Overkill and the usual +80 Berserker Damage boost), but they do have them against Taser, Medics and Cloakers (159,38 breakpoint). The Goliath 12G Shotgun also has less Magazine size and Ammo Pickup Rate, but it is compensated with a better Reload Speed and Rate of Fire.

The problem lies on the fact that the Goliath 12G Shotgun is semi-automatic instead of full automatic. This tends not to be an issue, but it is noticeable when dealing with Bulldozers. It also has low Concealment and high Accuracy, something you do not want to see in a Crit Shotty. In conclusion, the Goliath 12G Shotgun still a strong Secondary Shotgun, but it is definitely not the best one.

Weapon Parts:
Ammunition: 000 Buckshot
Barrel: Short Barrel
Barrel Ext: Donald's Horizontal Leveller
Boost: Stability
Gadget: LED Combo
Secondary Sight: +4 Stability -0 Concealment
Sight: +4 Stability -1 Concealment

Stats:
Stat
No skilltree
With skilltree
Magazine
6
21
Total Ammo
54
54
Rate of Fire
333
333
Damage
62
70,8
Accuracy
48
56
Stability
72
100
Concealment
11
11
Threat
28
28
Reload Time (Tactical/Empty)
2,55 s / 2,55 s
1,7 s / 1,7 s
Critical Chance (Base/With Unseen Strike)
0% / 0%
12% / 47%
Ammo Pickup Rate
4,56
4,56

Notes:
  • The build option 2. will allow the Goliath 12 Shotgun to reach 23 Detection Risk.
Shotty - Crit Shotty - Locomotive 12G Shotgun

The Locomotive 12G Shotgun is our first 105+ Damage tier Secondary Shotgun. As we discussed in the first half of the guide, this tier sacrifices pretty much everything in order to bump the Damage to the next tier. This Damage hits some decent breakpoints: 128,4 Damage is enough to kill Light enemies with one headshot. On the other hand, the Locomotive 12G Shotty does not need the extra damage on Shotgun Impact aced to be able to kill Light units, Heavy units and Clokers in one hit while buffed by both Berserker and Overkill (+215%). We considered these breakpoints not worth the downsides and the lack of a magazine in the gun.

Moving on to the Stealth department, the Locomotive 12G Shotgun is able to reach 30 Concealment, 1 less than The Judge Shotgun in a Stealth setup. Because of this, the Locomotive 12G Shotgun is pretty much a top tier choice for any Stealth build out there. Using it allows players to carry any Primary with high Concealment they want, helping them mix things up.

Weapon Parts:
Ammunition: 000 Buckshot
Barrel Ext: Donald's Horizontal Leveller
Boost: Accuracy (-4)
Gadget: LED Combo
Grip: +0 Accuracy +4 Stability
Magazine: Extended Magazine
Secondary Sight: +4 Stability -0 Concealment
Sight: +4 Stability -1 Concealment
Stock: Police Shorty Stock
Upper Receiver: Shell Rack

Stats:
Stat
No skilltree
With skilltree
Magazine
8
8
Total Ammo
48
48
Rate of Fire
160
160
Damage
112,4
128,4
Accuracy
44
52
Stability
72
100
Concealment
13
13
Threat
28
28
Reload Time (Tactical/Empty)
0,84 s / 0,57 s
0,56 s / 0,38 s
Critical Chance (Base/With Unseen Strike)
0% / 0%
12% / 47%
Ammo Pickup Rate
1,275
1,275

Options:
  1. If you want to use this weapon in Stealth, replace the Donald's Horizontal Leveller with the Silent Killer Suppressor, the Accuracy (-4) Boost with a Concealment Boost, the LED Combo with a +4 Stability -0 Concealment Gadget, the Contractor Grip with a Titanium Skeleton Grip, the +4 Stability -1 Concealment Sight with a Compact Profile Sight, and the Police Shorty Stock with a Tactical Shorty Stock. Also, remove the Shell Rack. This should give you 30 Concealment. Use the build in the Stealth section.
  2. This is the 3/4 Shotty build (Use the 3/4 Shotty variant in the build section):

    Weapon Parts:
    Ammunition: 000 Buckshot
    Barrel Ext: The Silent Killer Suppressor
    Boost: Stability
    Gadget: LED Combo
    Grip: Straight Grip
    Magazine: Extended Magazine
    Secondary Sight: +4 Stability -0 Concealment
    Sight: +4 Stability -1 Concealment
    Stock: Wide Stock
    Upper Receiver: none

    Stats:
    Stat
    No skilltree
    With skilltree
    Magazine
    8
    8
    Total Ammo
    42
    42
    Rate of Fire
    160
    160
    Damage
    106,1
    111,1
    Accuracy
    48
    68
    Stability
    64
    100
    Concealment
    21
    24
    Threat
    6
    6
    Reload Time (Tactical/Empty)
    0,84 s / 0,57 s
    0,56 s / 0,38 s
    Critical Chance (Base/With Unseen Strike)
    0% / 0%
    30% / 65%
    Ammo Pickup Rate
    1,275
    1,275

    Options:
    1. If you have access to the AI's Crew Concealer boost, you can install the Shell Rack. +6 Total Ammo, but -2 Concealment.
Shotty - Crit Shotty - Argos III Shotgun

The Argos III Shotgun feels like a direct upgrade to the Locomotive 12G Shotgun that focuses on Loud and forbids the possibility of a Stealth setup. It brings more Damage, Rate of Fire and Ammo Pickup Rate. Welcomed changes, given the fact this Damage tier is stuck in a weird middle ground damage-wise. To counter this, the Argos III Shotgun is capable of reloading two shells at once instead of one. Interesting concept, but the Empty Reload Speed is faster than the Tactical one and the small Magazine size is not enough to compete with clip-based Shotguns.

The Exclusive Set reduces Accuracy by 4, but is not compatible with the weapon part that increases Total Ammo by 5. The Shotgun will perform better without the Exclusive Set, but if you like the look of the triple laser sights, feel free to use it.

Weapon Parts:
Ammunition: 000 Buckshot
Barrel Ext: Try-Core Compensator
Boost: Accuracy (-4)
Exclusive Set: none
Extra: ShellSwitch M8 Ammo Cache
Gadget: LED Combo
Sight: +4 Stability -1 Concealment
Stock: Flak Frame Null Stock

Stats:
Stat
No skilltree
With skilltree
Magazine
7
7
Total Ammo
40
40
Rate of Fire
270
270
Damage
135,5
154,8
Accuracy
44
52
Stability
72
100
Concealment
15
15
Threat
28
28
Reload Time (Tactical/Empty)
1 s / 0,57 s
0,74 s / 0,38 s
Critical Chance (Base/With Unseen Strike)
0% / 0%
12% / 47%
Ammo Pickup Rate
1,415
1,415
Shotty - Crit Shotty - GSPS 12G Shotgun

If we were already able to take out most enemies with one headshot with the Locomotive 12G Shotgun: What improvements can we expect in the 155+ Damage tier? The ability to kill "all" (except Bulldozers) units with one headshot, obviously.

The GSPS 12G Shotgun has generally better stats than the Primary Braker 12G Shotgun (including Ammo Pickup Rate), but suffers from a worse Reload Speed. This is big news on a Shotgun that reloads shells one at a time. At the same time, the extra Ammo Pickup Rate will not keep you from relying on the Akimbo Judge Shotguns when it runs out of ammo. Basically, the ammo upgrade is lesser than it might seem. What is more noticeable, however, is the Concealment upgrade, as it allows players with the AI's Crew Concealer boost to reach 3/4 Detection Risk.

Weapon Parts:
Ammunition: 000 Buckshot
Barrel: Riot Barrel
Barrel Ext: Donald's Horizontal Leveller
Boost: Accuracy (-4)
Gadget: LED Combo
Lower Receiver: Treated Body
Stock: none

Stats:
Stat
No skilltree
With skilltree
Magazine
7
7
Total Ammo
28
28
Rate of Fire
104
104
Damage
180,6
206,4
Accuracy
32
40
Stability
68
100
Concealment
20
20
Threat
28
28
Reload Time (Tactical/Empty)
1,45 s / 0,65 s
0,967 s / 0,433 s
Critical Chance(Base/With Unseen Strike)
0% / 0%
21% / 56%
Ammo Pickup Rate
0,85
0,85

Notes:
  • Shotgun Impact aced does nothing for this weapon. Replace it for Bloodthirst aced OR Scavenger basic and Scavenger aced. Both options are beneficial for the GSPS 12G Shotgun.

Options:
  1. This is the 3/4 Shotty build (Use the 3/4 Shotty variant in the build section):

    Weapon Parts:
    Ammunition: 000 Buckshot
    Barrel: Riot Barrel
    Barrel Ext: The Silent Killer Suppressor
    Boost: Concealment
    Gadget: LED Combo
    Lower Receiver: Treated Body
    Stock: none

    Stats:
    Stat
    No skilltree
    With skilltree
    Magazine
    7
    7
    Total Ammo
    28
    28
    Rate of Fire
    104
    104
    Damage
    174,3
    182,6
    Accuracy
    36
    56
    Stability
    64
    100
    Concealment
    21
    24
    Threat
    6
    6
    Reload Time (Tactical/Empty)
    1,45 s / 0,65 s
    0,967 s / 0,433 s
    Critical Chance(Base/With Unseen Strike)
    0% / 0%
    30% / 65%
    Ammo Pickup Rate
    0,85
    0,85
Shotty - Crit Shotty - The Judge Shotgun

This is basically the same setup we discussed in the Akimbo Judges Shotguns sections, only now The Judge Shotgun is the one with the 000 Buckshot ammo type (...making the setup even worse). We will copy some of the relevant parts we explained there, slightly modified to fit The Judge Shotgun's narrative:

"One great use this weapon has is Stealth, as it is the only Secondary Shotgun that can reach 31 Concealment with ease. If you are not planning on bringing a Primary Shotguny, use The Judge Shotguns for Stealth. Otherwise, stick to the Locomotive 12G Shotgun.

If you really really want to make a The Judge Shotguns build (that does not simply feel like a normal build with extra steps), you are going to have to deal with the underwhelming Ammo Pickup Rate on both weapons. It's not going to be pretty, but you may be able to handle it if you have already practised with DMR Kit ARs, 500+ damage tier SRs and/or DB Shotguns. Try to only kill the enemies closer to you and actively seek ammo pickups. Ammo bags, from players or assets, are also highly recommended. You can also try the 3/4 Detection Risk variant for extra RNG survivability.
"

Weapon Parts:
Ammunition: 000 Buckshot
Barrel Ext: The Silent Killer Suppressor
Boost: Stability
Gadget: LED Combo
Secondary Sight: +4 Stability -0 Concealment
Sight: +4 Stability -1 Concealment

Stats:
Stat
No skilltree
With skilltree
Magazine
5
5
Total Ammo
35
35
Rate of Fire
500
500
Damage
174,3
182,6
Accuracy
52
60
Stability
52
92
Concealment
24
27
Threat
6
6
Reload Time (Tactical/Empty)
2,25 s / 2,25 s
1,5 s / 1,5 s
Critical Chance(Base/With Unseen Strike)
0% / 0%
30% / 65%
Ammo Pickup Rate
0,475
0,475

Notes:
  • Shotgun Impact aced does nothing for this weapon. Replace it with Inner Pockets basic and The Proffessional basic. This will give you 3/4 Detection Risk and some extra Stability.

Options:
  1. If you want to use this weapon with 31 Concealment, replace the Stability Boost with a Concealment Boost, the LED Combo with a Compact Laser Module (or a +4 Stability -0 Concealment Gadget) and the +4 Stability -1 Concealment Sight with a Compact Profile Sight. Also, for Loud heists, replace the 000 Buckshot with the HE Round ammo type.
  2. This is the 3/4 Shotty build (Use the 3/4 Shotty variant in the build section):

    Weapon Parts:
    Ammunition: 000 Buckshot
    Barrel Ext: The Silent Killer Suppressor
    Boost: Stability
    Gadget: LED Combo
    Secondary Sight: +4 Stability -0 Concealment
    Sight: +4 Stability -1 Concealment

    Stats:
    Stat
    No skilltree
    With skilltree
    Magazine
    5
    5
    Total Ammo
    35
    35
    Rate of Fire
    500
    500
    Damage
    174,3
    182,6
    Accuracy
    52
    72
    Stability
    52
    88
    Concealment
    24
    27
    Threat
    6
    6
    Reload Time (Tactical/Empty)
    2,25 s / 2,25 s
    1,5 s / 1,5 s
    Critical Chance(Base/With Unseen Strike)
    0% / 0%
    30% / 65%
    Ammo Pickup Rate
    0,475
    0,475
Shotty - Special Case - Claire 12G Shotgun
The Claire 12G Shotgun does not really require a special build. It just so happens that it is the only Secondary Double Barrel Shotgun in the game. The build used is an exact copy to the one found in the DB Shotty section. The summary is that everything said in the DB Shotty section is still true here (ignore Stability and Accuracy; their high damage, taking-units-out-one-by-one style benefits higher difficulties over lower ones and not using them outside of Death Sentence is not an outrageous idea).

Compared to the Mosconi 12G Shotgun, its 0,595 Ammo Pickup Rate is not looking so good, and it can not justify the other stats bonuses (more Total Ammo, Concealment and Reload Speed). Still, the Claire 12G Shotgun is the only DB Shotty in the game, therefore it is a decent choice for any player looking precisely for this niche.

The Build

PD2 Builder:
https://pd2builder.netlify.app/?s=583c00xko110-9w7h4000h1c&p=3&a=0&t=4&d=3

Options:
  1. Far Away aced and Far Away basic are not mandatory for the build. Consider replacing them for any other 9 skillpoint combination on the Shotgunner skilltree.
  2. You can replace Bloodthrist aced for Hardware Expert AND Scavenger aced. This option is optimal if you are finding yourself frequently out of ammo.
  3. If you need getthefukup, this build can not really miss out on 16 skillpoints. Consider switching to a Crit Shotty version to invest in getthefukup.
  4. If the Crit Shotty is not working for you due to low survivability and/or you rather use an ICTV build, move to a Stable Shotty build. Check the first half of the guide for more information regarding Stable Shotty builds.

Variant: Armor/Health gating
Replace:
Dodge Skills (except Inner Pockets basic) + Shock And Awe basic + Scavenger basic.

With:
  1. (Solo) = Scavenger basic + Hardware Expert basic + High Value Target basic + High Value Target aced + Unseen Strike basic + Unseen Strike aced. Also take out Bloodthirst aced.

  2. (Coop) = getthefukup + Hardware Expert basic + Drill Sawgeant basic

Claire 12G Shotgun

Weapon Parts:
Ammunition: 000 Buckshot
Barrel: Sawed-Off Barrel
Boost: Accuracy (-4)
Stock: DeadMan's Stock

Stats:
Stat
No skilltree
With skilltree
Magazine
2
2
Total Ammo
44
44
Rate of Fire
500
500
Damage
178.5
178.5
Accuracy
24
24
Stability
12
12
Concealment
31
31
Threat
28
28
Reload Time (Tactical/Empty)
2,2 s / 2,2 s
1,467 s / 1,467 s
Critical Chance
0%
30%
Ammo Pickup Rate
0,595
0,595

Options:
  1. If you have access to the AI's Crew Concealer boost, you can remove one of the unique components (Sawed-Off Barrel OR Deadman Stock) and replace the Accuracy (-4) Boost with a Concealment Boost. The result is 40 Accuracy, 28 Stability and 21 Concealment.

Akimbo Judge Shotgun
Weapon Parts:
Ammunition: HE Round
Barrel Ext: The Silent Killer Suppressor
Boost: Concealment
Gadget: Compact Laser Module

Stats:
Stat
No skilltree
With skilltree
Magazine
10
10
Total Ammo
36
36
Rate of Fire
500
500
Damage
323,4 (x2)
323,4 (x2)
Accuracy
40
40
Stability
0
0
Concealment
28
31
Threat
6
6
Reload Time (Tactical/Empty)
3 s / 3,5 s
2 s / 2,333 s
Critical Chance
Same as Claire 12G Shotgun
Same as Claire 12G Shotgun
Ammo Pickup Rate
0,54
0,54
Sniper Rifles - Introduction
We finally have Secondary Sniper Rifles! These weapons function quite similarly to their Primary counterparts. The key difference is in their higher Concealment options. This bonus does not come free of cost, however, as Secondary SRs have half Total Ammo as their main downside. Having half the ammo on a category known for its poor ammo economy is pretty unnerving, but the Ammo Pickup Rates buffs have come a long way. As long as you keep grabbing ammo pickups while headshotting everything, your sustain should hold.

Here is an excerpt from the Sniper Rifle introduction in the first half of the guide, slightly modified and copied so you do not have to look for it:

"Sniper Rifles are kinda clunky to use. The reliance on cover, the huge waves of enemies that come rushing at you and the fact that ammo pickups drop where enemies die creates a gameplay combination in which most fights occur on short-medium distances. Not only that, but Sniper's slow ADS speed and Rate of Fire do not work very well on higher difficulties, as every enemy can kill you in two hits on those. Also, their Ammo Pickup Rate is okay at best, awful at worst.

On the other hand, there is a great variety of Sniper Rifles available. Sniper Rifles also have armor penetration by default, very useful for Shields. Finally, skilltrees have several upgrades that greatly benefit Sniper Rifles, giving them better skilltree support than Assault Rifles and Light Machine Guns (although not as good as Shotguns or Pistols).

Basically, Sniper Rifles can be used effectively by advanced/veteran players with good builds. Practice with them on lower difficulties and master them before trying your luck in DW/DS/OD."


Notes:
  • Mastering getting headshots while hipfiring is the most important ability a player can get with a Sniper Rifle. Focus on getting use to this while you are training. Use the Motion Dot (Options > Accessibility > Motion Dot) to help you aim quicker.
  • Skilltrees help Sniper Rifles obtain high ADS speed and better ammo recovery. These will be essential on most SR builds.
  • Since Sniper Rifles cover most requirements for an Effective Build by themselves, selecting a self-reliable SMG for a Dodgeless Sniper Rifle build is an excellent choice to cover their weaknesses.
  • Secondary SRs have three damage tiers available: 160+ damage, 250+ damage and 500+ damage.
SR - Sneaky SR - Build & Overview
Overview
These Secondary Sniper Rifles can keep excellent Concealment levels. Dodge can help you compensate the slow Rate of Fire of these Sniper Rifles with some extra survivability. The 160+ damage tier also greatly benefits from Crits. We need to spend some extra points in the Artful Dodger skilltree, but Sniper Rifles can afford it.

Notes:
  • Any Detection Risk below 25 is good enough.

The Build

PD2 Builder:
https://pd2builder.netlify.app/?s=583c3800o10-41001000D1m000h00&p=k&a=0&t=d&d=3

Notes:
  • All SRs in this category have high Ammo Pickup Rate, making both the Ammo Efficiency skills optional for the Sneaky SR build.

Options:
  1. If you need getthefukup, change to an Armor/Health gating build as this one can not really miss 16 skill points.
  2. You can replace Aggressive Reload aced and Aggressive Reload basic for Ammo Efficiency basic and Ammo Efficiency aced.

Variant: Armor/Health gating
Replace:
Dodge Skills + Shock And Awe basic + Hardware Expert basic.

With:
  1. (Solo, Ammo Efficiency needed) = Rifleman basic + Ammo Efficiency basic + Ammo Efficiency aced + Inner Pockets basic + Unseen Strike basic + (Berserker Skills OR Hostage Taker basic + Hostage Taker aced).
  2. (Solo, Ammo Efficiency not needed) = Rifleman basic + Hardware Expert basic + Inner Pockets basic + Unseen Strike basic + Unseen Strike aced + (Berserker Skills OR Hostage Taker basic + Hostage Taker aced).

  3. (Coop, Ammo Efficiency needed) = getthefukup + Ammo Efficiency basic + Ammo Efficiency aced + Unseen Strike basic.
  4. (Coop, Ammo Efficiency not needed) = getthefukup + Hardware Expert basic + (Berserker Skills OR Hostage Taker basic + Hostage Taker aced).

Notes:
  • Taking out Inner Pockets basic might leave you above the 23 Detection Risk level in some cases. If this happens, you can replace Unseen Strike basic with Inner Pockets basic and Rifleman basic in variant 3. (if you prefer less, but consistent Crits). Replace Steady Grip aced and Hardware Expert basic with Rifleman basic + Inner Pockets basic in variant 4.
  • On variant 1. you might prefer investing in Graze basic and Graze aced instead of all the Berserker Skills on the 500+ damage tier.

Primary: Ak. Judge Shotguns
Weapon Parts:
Ammunition: HE Round
Barrel Ext: The Silent Killer Suppressor
Boost: Concealment
Gadget: Compact Laser Module

Stats:
Stat
No skilltree
With skilltree
Magazine
10
10
Total Ammo
36
36
Rate of Fire
500
500
Damage
323,4 (x2)
323,4 (x2)
Accuracy
40
60
Stability
0
28
Concealment
28
31
Threat
6
6
Reload Time (Tactical/Empty)
3 s / 3,5 s
3 s / 3,5 s
Critical Chance (Base/With Unseen Strike)
Same as Sneaky SR
Same as Sneaky SR
Ammo Pickup Rate
0,54
0,54

Options:
  1. The extra Concealment of Secondary Sniper Rifles makes it very easy for us to switch to a self-reliable Primary to cover for their weaknesses, like high Concealment ARs or Akimbo SMGs.
SR - Sneaky SR - North Star SR

The North Star SR is the little brother of the Contractor .308 Sniper Rifle, with similar stats except for the general changes mentioned in the introduction of Secondary Snipers (more Concealment, less Total Ammo). The idea is pretty simple: you get a slightly worse Contractor .308 Sniper Rifle, but you have more options when choosing your Primary thanks to the extra +5 Concealment.

The North Star SR is also a strong option for Stealth. It can reach a maximum of 26 Concealment. While it does not break any new records, SRs can take out guards through objects while you are hidden. A very handy feature if you know how to use it. Pair it with a Primary Shotty like the Raven Shotgun.

Weapon Parts:
Barrel Ext: Tiwaz Silencer
Boost: Accuracy
Exclusive Set: Celestial Assault Kit
Gadget: LED Combo
Grip: none
Secondary Sight: +4 Stability -0 Concealment
Sight: +4 Stability -1 Concealment
Stock: none

Stats:
Stat
No skilltree
With skilltree
Magazine
10
10
Total Ammo
20
20
Rate of Fire
150
150
Damage
163,8
163,8
Accuracy
72
100
Stability
28
60
Concealment
14
17
Threat
4
4
Reload Time (Tactical/Empty)
2,5 s / 3 s
2,17 s / 2,61 s
Critical Chance (Base/With Unseen Strike)
0% / 0%
21% / 56%
Ammo Pickup Rate
1,69
1,69

Options:
  1. For the Stealth build, take out the Celestial Assault Kit and pick everything that gives you Concealment (replace the LED Combo with a Compact Laser Module). You should be able to get 26 Concealment with the Concealment Boost and the proper skilltrees. Check the Stealth - The Build section for more information regarding the skills.
Stealth - The Build

PD2 Builder:
https://pd2builder.netlify.app/?s=00l010003012581i214X701e0-6&p=5&a=0&t=3&d=48

Notes:
  • Stockholm Syndrome basic for GO Bank Solo Stealth.
  • More Firepower aced for more Trip Mines that allows us to mark the enemies.
  • No drill skills that automatically restart the drill because you always need to stay alongside it anyways (if there is a possibility a guard might see the drill).
  • No Cleaner aced because the only map with a corpse problem is Scarface Mansion, and it can be completed just fine Solo with 8 bodybags (5 inventory + 3 asset).
  • Inner Pockets basic just in case (and there is nothing better to spend the last 2 points on).
  • High Value Target aced so that you know where is every guard at every moment with a good Trip Mine placement.
  • Stability/Accuracy boosts in order to help the player avoid accidentally hitting a window.

Options:
  1. You can replace The Proffessional aced and The Proffessional basic with Martial Arts basic, Bloodthirst basic and Berserker basic. This option is helpful for GO Bank Solo Stealth, as you can buff the OVE9000 Saw's damage using Molotov Cocktails. This allows you to open safes with one click.

Loadout
Armor: Two-piece Suit
Equipment (Primary): ECM Jammer / Trip Mines
Equipment (Secondary): ECM Jammer / Trip Mines / Body Bags
Primary Weapon: Stealth Weapon AND/OR Stealth Shotgun Weapon
Secondary Weapon: Stealth Weapon AND/OR Stealth Shotgun Weapon
Throwable: Pocket ECM Device
Melee: Kunai Knife
Perk Deck: Copycat with Code Glitch (21/22)
Crew Management Abilities:
  1. Quick
  2. Sharpeyed
  3. Doesn't matter
Crew Management Boosts:
  1. Accelerator
  2. Invigorator
  3. Concealer
Legendary Skins

Some legendary skins have unique attachments, unattainable by any other means. These skins are "locked", meaning that you can not switch its components around to look for a better configuration. In this section, we will do a summary of all Legendary Skins with unique stats and check if they are Pay2Win or not (Suggested by the Community):

Midas Touch (Deagle Pistol) = 1 unique attachment. The Midas Touch Barrel eliminates any chances of using a 3/4 Detection Risk setup. It is, therefore, not worth the extra Stability. Conclusion: do not use it.

Alamo Dallas (Kobus 90 Submachine Gun) = 1 unique attachment. The Alamo Dallas Barrel does not give the Kobus 90 SMG any stat bonuses. Also, the other modifications in the skin are not optimal (for example, the Legendary skin setup does not use a suppressor). Conclusion: strictly worse than our setup.

Green Grin (HRL-7 Rocket Launcher) = 1 unique attachment. Cosmetic only. Conclusion: looks pretty cool.

Demon (Locomotive 12G Shotgun) = 3 unique attachments. The Demon Barrel gives -4 Accuracy and +20 Stability for free, and the Demon Foregrip is basically a second 000 Buckshot ammo type, Damage-wise. No new breakpoint is reached with this extra Damage, unless you are also using High Value Target basic, in which case you can take out anything below Bulldozers with one hit. The result is a build that is almost playable in a 3/4 Detection Risk setup, but still gets some extra bonuses in terms of Accuracy and Damage. Conclusion: Pay2Win both Coop and Solo.

Anarcho (The Judge Shotgun) = 2 unique attachments. The Anarco skin has 4 more Total Ammo and is able to maintain both high Damage and Stability with no Concealment cost whatsoever. The extra Damage does not achieve any new breakpoints, and our build has 4 more Stability than the Legendary skin one, but no build can do both things at the same time. Finally, the Anarcho skin is 2 Concealment off the maximum available for The Judge Shotgun. Conclusion: worse in any setup that requires The Judge Shotgun to have 31 Concealment, Pay2Win on dedicated The Judge Shotgun builds.

Suggestions
Suggestions are appreciated and feedback is needed. Thank you very much.

Suggestion 1.
Originally posted by _galaxy:
I just wish maybe you would make "low concealment" builds instead of just dodge, as for instance I saw before 14 concealment smg build that worked pretty well. And I use anarchy with a suit so I can afford crits :P

Great suggestion. Some players simply prefer Anarchist. Added to the guide.

Suggestion 2.
Originally posted by MrVavlo:
Will you consider weapon parts from legendary skins for those who use mods like Optional Skin Attachments? ... Legendary skins have unique attachments as default, but at the price you can't configure them at all. Just for example: M308 legendary skin have unique +3 damage stock and +20 acc +8 stb barrel (not barrel ext.)

I actually did not know these unique attachments existed. Added to the guide.

Suggestion 3.
Originally posted by qazx1427:
Some images are missing, though. They cut off halfway through SF Critless AR. Is it a formatting error on my end, or are they images you've yet to add? I saw someone else had the same issue, so maybe it'd work to throw in a PD2Builder link for each one if it persists.

I don't know why this happens, but no images means players such as qazx1427 can't see the skill distribution. Unlike weapons, the skills only appear on the screenshots. Added to the guide.

Suggestion 4.
Originally posted by Mally:
This steam guide of sicario basically summarize dodge, and gives my explanation on how SB, is simply, not worth it, especially when you're using hacker, which heavily relies on pECM to make aggressive pushes, heal for your teammates, have a stun period for 6 seconds to do objectives (dont rely on it either), and free dodge, enough free dodge that doesnt warrant SB

Mally's feedback made me realize that builds change a lot when they are geared to veterans vs the general public. Years ago, I included more options throughout this guide, with several branching paths and combinations. The result was an illegible mess. So, I rather keep the guide generally friendly and let veterans decide what to change and/or cut. At the same time, I should include a disclaimer for them so that they are aware of this. Added to the guide.
Bibliography
  1. dxdydzd. Damage Range Multiplier Guide. Steam Guides. Steam. Created: 07/03/2021. Accessed: 09/04/2021. Available online. Link: https://steamcommunity.com/sharedfiles/filedetails/?id=2416390489
  2. DocCobra et al. pd2builder. r-paydaybuilds. GitHub. Created: 03/04/2019. Accessed: 23/10/2021. Available online. Link: https://github.com/r-paydaybuilds/pd2builder
  3. fragtrane. Optional Skin Attachments. BLT. ModWorkshop. Created: 04/08/2019. Accessed: 03/07/2020. Available online. Link: https://modworkshop.net/mod/25474
  4. Frankelstner. Breakpoints. Steam Guides. Steam. Created: 09/11/2016. Accessed: 03/01/2020. Available online. Link: https://steamcommunity.com/sharedfiles/filedetails/?id=796195988
  5. Frankelstner, RandomKenny. The Long Guide. Steam Guides. Steam. Created: 14/07/2014. Accessed: 03/01/2020. Available online. Link: https://steamcommunity.com/sharedfiles/filedetails/?id=267214370
  6. Kamikaze94. WolfHUD. Github. Created: 17/02/2016. Accessed: 02/03/2020. Available online. Link: https://github.com/Kamikaze94/WolfHUD
  7. Schmuddel. Make Bots Great Again. Better Bots. BLT. ModWorkshop. Created: 03/07/2015. Accessed: 02/03/2020. Available online. Link: https://modworkshop.net/mod/12736
  8. TdlQ., More Weapon Stats. Pd2mods. Accessed: 21/01/2021. Available online. Link: https://pd2mods.z77.fr/more_weapon_stats.html [/url
17 Comments
Master Zer0 Aug 27, 2024 @ 5:50pm 
no offense but full offense that stealth build is NOT it.
GheeseEmpty Apr 19, 2023 @ 6:55pm 
This guide is incredible.
Pinatoun  [author] Jun 17, 2022 @ 9:50am 
@bara_no_soldier Just as you said, there was an oversight with the weapon parts listed in Option 1. This is from recently, when I reworked most SMGs. I also added the extra magazine size from Surefire basic to the stats table. Thank you for pointing it out!

And yes, I plan to add all newer weapons to the guide. What I do not know is when I will buy the most recent DLCs, so I can't really give you a date on that (I need the DLCs for testing purposes).
bara_no_soldier Jun 17, 2022 @ 2:59am 
First of all, thank you for the amazing dedication of mapping out all the builds and options.

I may have found an oversight: 3/4 Micro Uzi, you talk about its special suppressor and refer to option 1, but option one only lists the same suppressor (the bigger the better) from the main built?

Also, as a kind of completionist I would of course love to see the guns from the smuggler packs and the mc shae one also handled, do you plan on getting these packs as well?
Pinatoun  [author] Nov 25, 2021 @ 6:22am 
@Captain Cannonhead Worth it :lunar2019coolpig:
moonrunner Nov 25, 2021 @ 6:16am 
I blame the author of this for making me spit my dink on my laptop reading over the HRL-7 and Commando 101 descriptions.
Pinatoun  [author] Jun 28, 2021 @ 1:56am 
@Gobl1n Yeah, the Uzi section is messy. I can see how you got confused. The 85 breakpoint Uzi build uses the default 3/4 SMG setup. That is why it wasn't mentioned.
Based on your feedback I've also reworded the Uzi SMG section to make it clearer. Thank you very much!
Mr. Serious Jun 27, 2021 @ 8:18pm 
i have a question about the uzi build, surrounding the 85 breakpoint. What build option used in conjunction with that setup? the wording in the notes section has weird periods and such which makes it kinda confusing, overall love the builds, 5/5 stars.
Vlad Mar 3, 2021 @ 3:26am 
nice guide
Pinatoun  [author] Jan 10, 2021 @ 3:41am 
@Vahnbels You can find Assault Rifles in the first half of the guide (check the link in the Primaries section at the top). Here: https://steamcommunity.com/sharedfiles/filedetails/?id=1958308819