PAYDAY 2

PAYDAY 2

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Gun Stats & Modding Potential
By Milkshaker
This guide provides an overview and detailed listings of vanilla and modded weapon stats to show what is possible, especially max possible concealment.
   
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Introduction
What this Guide is, and what it's not
Note, this guide is very text-heavy. It's a listing of stats, to compare them easily, and also compare possibilities of modding potential.
This is NOT a walkthrough on builds or "how to git gud". If you need that, check the links at the end.

*** UPDATES ***
2018-10-28 split real gun names & background info into separate guide
2017-09-03 added new WW2 weapons (and completed recent DLC weapons)
2017-04-08 added 5/8 (and most of the recent DLC weapons)
About the status of this guide: Currently, LMG stats don't include the recent buff. Also, the Silent Killer skill got removed from the game, massively putting many popular builds out of order. OVK exhausted my patience with the countless changes to mechanics *years after* release. I might update this (and other changes) at some point, but I've sunken hours into Payday guides, and it's a never-ending work, and quite honestly, there are other games, and OVK is exploiting our good-will to support and assist with their shortcomings. I'm sick and tired of updating guides because OVK can't decide how to balance their game.

What's The Point of This?
PD2's stats and mechanics are pretty detail-rich and complicated. That said, it's not neccessary to know them all to enjoy or win the game. It's just that at some point, devoted players will become interested in details, and what's possible. (That's what happened to me.)
I always loved modding the guns in-game, so I tried what's possible and took notes, and decided to share them here, so you guys don't have to spend boring hours in the inventory to find out.
Stats: Things to Know
The Most Powerful Mod: Skills!
Note that with just a few skill points in Stable Shot and Steady Grip, you can increase all weapons' stability +24 and accuracy +8 (as well as +16 accuracy when standing still) – without any mods or skins! Marksman, Fire Control and The Professional offer even more bonuses.
High Value Target and Specialized Killing cost more skill points, but offer powerful damage boosts.
The Ghost tree offers multiple concealment boosts, as well as the Low Blow skill, which grants extra damage from low detection risk. Many powerful builds are based on this combination.

Extreme Concealment
With the special +3 concealement boost to the Bernetti 9, Bronco or Gruber Kurz, you can lower detection by as much as 4 - 6! This means, you can have 12 detection with an AMR-16, 13 detection with a concealed Lebensauger sniper, or 20 detection with a concealed M308.

NOTE: In the Overview sections, detection is based on a 30-conceal pistol, because those are immediately available. (It might take a long time to get a +3 boost in the lootcard drop.) The Details sections also give detection for a 33-conceal pistol, to show what is theoretically possible. I think that's the most helpful, practical choice for both new and veteran players, also because it's still easy to see which guns allow high concealment in the Overview tables.

Ughhh, Math
Don't get confused by all the numbers. It's less complicated than it looks. The examples are just there to make you understand the actual results of all those skill descriptions and inventory stats.

Understanding Damage
Mod boosts (like barrel extensions, DMR etc) are added *before* calculating effects from perks & skills (Fast and Furious, Specialized Killing etc):
(base damage + damage from mod parts) * percent modifiers from skills and perks
The blue skill damage modifier shown in the inventory includes 4 constant damage bonuses:
  • One Handed Talent – for pistols (in Fugitive)
  • Shotgun Impact – for shotguns (in Enforcer)
  • Specialized Killing – for silencers (in Ghost)
  • 5% bonus from Fast and Furious perk
Any other situational bonus (25% headshot perk) or skill bonus (Underdog, Berserker etc) is applied afterwards, based on the total damage shown in the inventory.

Example: Clarion – 35 base dmg, +5 from mods, +2 from skills (5% from FaF perk).
So the gun itself has 40 dmg, plus perk bonus: 40 * 1.05 = 42. Inventory shows 42 total dmg.
During a headshot, it will deal 42 * 1.25 = 52.5 dmg. (Not 40 * 1.30 !)

Relevance of Damage: Enemy HP and Headshot Bonus
Now, each enemy type hase base HP and a headshot multiplier. Example: green FBIs have 130 HP and a 3.25x headshot multi. This means, it takes 130 dmg to body, or 130 / 3.25 = 40 dmg to the head to kill them. (Due to rounding, a 38 dmg + 5% = 39.9 dmg gun will usually do 40 dmg.)

This is why the community widely uses 38 as damage breakpoint: 1-headshot greens, 2-headshot tans (on Overkill: 2 * 40 dmg = 80; 80 * 1.25 headhot perk = 100 dmg = 100 HP).

Note that sniper/slug ammo, after penetrating a shield (=slowdown), only does 25% of its damage. Also note there is a special damage modifier during Stealth: unaware guards/gangsters can be one-shot, but when they are alerted, they take more hits.

For the details, see:
Frankelstner's Long Guide, section "Weapon Stats - Basic Concepts"
Payday Wiki: PD2 enemies[payday.wikia.com] / special enemies[payday.wikia.com]
http://steamcommunity.com/sharedfiles/filedetails/?id=625870810 http://steamcommunity.com/sharedfiles/filedetails/?id=796195988
Stats: HP Breakdown
aka: how many hits to kill an enemy?
NOTE: I keep this section to let you understand the concept, but the values for Death Wish are wrong, and I won't update them until Overkill finished tweaking Mayhem. Refer to Frankelstner's Breakpoint tables for exact numbers.

The following table gives body HP, and the resulting dmg required for a headshot, based on the [headshot multiplier], and including the 25% bonus from the Helmet Popping perk. The calculation is: BodyHP / HeadMulti / 1.25, e.g. Sniper on OVK: 40 / 2 = 20 (head HP); 20 / 1.25 = 16 (with perk).
  • Note that enemies take less damage when Captain Winters is around!
  • Note that MFR tans have chest armor that absorbs bullets. Yes, 0 damage (default chance to penetrate is 0%). It can be increased by the Technician's Surefire skill (100%), Rogue perk (+25%) or Grinder perk (+30%). Or by using a sniper rifle, or AP slug or flechette rounds (100%).
  • Note that you have to break a dozer's faceplate + visor, to be able to do damage to his head.
Enemy
on Overkill
on Death Wish
DW with Spotter skill
SWAT/FBI Sniper
40 HP / 16 head [2x]
68 HP / 37 head [1.5x]
--
FBI HRU (green)
130 HP / 32 head [3.25x]
same as on Overkill
--
FBI MFR (tans)
200 HP / 80 head [2x]
340 HP / 181.33 head [1.5x]
--
GenSec Elite (gray)
130 HP / 32 head [3.25x]
240 HP / 118.15 head [1.625x]
--
Shield
100 HP / 48 head [1.667x]
170 HP / 108.8 head [1.25x]
148 / 97.14
Tazer
360 HP / 160 head [1.8x]
612 HP / 362.67 head [1.35x]
532 / 323.81
Cloaker
600 HP / 112 head [4.286x]
1020 HP / 253.89 head [3.214x]
887 / 226.68
Dozer
5500 HP / 320 head [13.75x]
9350 HP / 725.3 head [10.313x]
+150 HP faceplate
+160 HP visor
About Overview
Since I assume that any reasonable player uses a full perk deck, I will always include the 5% dmg bonus in the total damage below, for easier comparison with the Enemy HP chart above.
  • Reload = seconds for tactical reload (i.e. at least 1 bullet left in gun)
  • Unmodded / Modded given in DPS (dmg per second) & damage (per shot) - accuracy - stability.
    (Modded = best mix of accuracy, stability and damage, avoiding parts with high penalties)
  • Low Blow = highest possible concealment build, and resulting detection
    (with 30-conceal secondary and melee, suit, Blending In perk and Inner Pockets skill).
  • Parts: C = card drops (normal); D = available with DLC; A = with DLC + achievement unlock
For Modded, I usually used the same barrel extensions and boosts, to ensure comparability. For rifles, I used the Competitor's comp., except for guns with near-max stability where the Tactical comp. makes more sense. For pistols, I always used Flash Hider. For boosts, I used accuracy for full-auto, and stability for snipers/shotguns/pistols/akimbo. Low Blow always uses conceal boost, and Stubby comp. or Flash Hider. I didn't use custom fire mode (single-fire/ auto-fire) as they have penalties, but they can be useful to improve accuracy (DMR) or stability (CQB/SMG).
The "Can easily be modded" remark means it requires few, easy to get parts to achieve max stats.
Overview: Full-Auto Rifles
Assault Rifles (primary only)
In-game name
Reload
Ammo
ROF
Unmodded
Modded
Low Blow
Parts
M308
2.65s
10 / 70
706
1976 168-84-36
1988 169-96-68
26D 11c @ 169-84-56
drop
Galant **
2.56s
8 / 72
600
1680 168-84-36
1700 170-88-68
4D 25c @ 169-84-32
drop
Little Friend
2.55s
20 / 40
612
1713 168-72-44
1734 170-80-68
32D 9c @ 169-72-56
--
Falcon
2.2s
20 / 100
698
1197 103-68-44
1221 105-88-80
6D 24c @ 105-64-60
achv
Eagle Heavy
2.2s
20 / 100
612
1050 103-72-44
1071 105-92-84
20D 14c @ 105-68-56
drop
AK17
2.3s
35 / 105
652
1130 104-60-60
1153 106-76-92
10D 21c @ 105-60-88
--
Gewehr 3
2.6s
20 / 100
652
1130 104-68-48
1153 106-84-84
10D 21c @ 63-48-88 *
achv
AMR-16
2.75s
30 / 90
857
1409 98-56-32
1500 105-80-84
7D 23c @ 102-60-64
C/A
AK.762
2.8s
30 / 90
561
952 102-60-44
992 106-84-96
7D 23c @ 105-68-64
C/D/A
Gecko
3.0s
30 / 150
845
619 44-48-68
647 46-80-72
7D 23c @ 47-48-72
achv
Lion's Roar
3.2s
30 / 150
857
600 42-60-64
628 44-76-88
10D 21c @ 43-56-80
drop
Queen's Wrath
3.5s
30 / 150
723
506 42-64-60
530 44-76-96
9D 22c @ 43-64-80
drop
UAR
2.5s
30 / 150
750
500 40-64-40
575 46-80-84
7D 23c @ 41-60-60
drop
AK5
2.05s
30 / 150
706
470 40-60-60
529 45-76-96
4D 25c @ 42-64-64
drop
AK
2.8s
30 / 150
652
456 42-48-60
500 46-80-88
3D 26c @ 45-56-80
C/D/A
CAR-4
2.67s
30 / 150
600
400 40-44-60
470 47-80-84
3D 30c @ 44-56-64
C/D/A
Clarion
2.72s
30 / 240
1000
616 37-36-68
667 40-56-92
3D 29c @ 41-32-76
avail
Commando 553
1.65s
30 / 240
714
440 37-36-56
476 40-60-84
3D 28c @ 39-32-72
drop
JP36
2.85s
30 / 240
706
435 37-40-64
470 40-56-100
6D 24c @ 39-40-72
drop
AMCAR
2.25s
20 / 220
545
336 37-36-76
363 40-52-100
7D 23c @ 38-36-96
drop
Grouped by ammo capacity, and sorted by a mix of DPS and usability; *) with Assault kit (double ammo); **) NOTE: The Galant is locked to single fire, will reload faster from an empty mag, and has a mod to increase ammo pool
  • The Falcon can be modded to 100 accuracy, Gecko to 96.
  • The AMCAR, JP36 and Ak5 can easily be modded to 100 stability (AK, 553, Gecko with DLC).
  • The Gecko, Gewehr 3 and Falcon have the most unique mod parts of primaries.
Overview: Full-Auto SMG / LMG
Submachine Guns (SMG, secondary only)
In-game name
Reload
Ammo
ROF
Unmodded
Modded
Low Blow
Parts
Krinkov
2.15s
30 / 90
822
1150 84-60-44
1164 85-80-92
3D 27c @ 85-60-68
C/D/A
CR 805B
2.25s
30 / 90
750
1050 84-72-68
1075 86-80-96
4D 25c @ 85-60-80
drop
Jackal
2.36s
30 / 90
652
912 84-60-52
934 86-72-84
3D 29c @ 85-60-60
avail
Tatonka
3.25
64 / 128
652
912 84-52-52
934 86-60-88
3D 27c @ 85-52-72
--
Swedish K
2.85s
40 / 80
600
840 84-68-44
860 86-84-76
3D 31c @ 85-64-52
drop
MP40
1.9s
40 / 80
600
840 84-68-44
860 86-76-68
3D 28c @ 85-68-48
drop
Kross Vertex
2.0s
30 / 150
1200
880 44-52-76
920 46-68-96
9D 22c @ 45-52-92
avail
Kobus 90
2.55s
50 / 150
909
606 40-52-60
666 44-64-96
3D 27c @ 41-52-72
drop
Chicago Typewr.
3.5s
50 / 150
723
506 42-48-68
530 44-60-92
3D 28c @ 43-44-60
drop
Uzi
2.45s
30 / 150
698
488 42-52-68
512 44-72-100 *
3D 29c @ 43-52-68
avail
Para
2.16s
25 / 150
682
454 40-44-64
488 43-80-92
3D 29c @ 43-48-92
C/D/A
Mark 10
2.0s
40 / 160
1000
700 42-48-64
716 43-68-96
3D 28c @ 43-48-76
drop
SpecOps
1.96s
20 / 160
952
666 42-64-68
698 44-72-100
6D 24c @ 43-64-80
drop
Heather
2.45s
32 / 160
750
525 42-52-44
550 44-60-76
3D 26c @ 43-52-64
drop
CMP
1.51s
30 / 210
952
600 37-28-76
634 40-40-100
3D 27c @ 38-28-88
drop
Compact-5
2.4s
30 / 210
750
472 37-28-76
550 44-36-80
3D 31c @ 38-28-64
drop
Cobra
2.0s
20 / 220
1000
630 37-28-68
666 40-40-100
3D 31c @ 38-28-88
avail
Blaster 9mm
2.56s
20 / 220
896
564 37-28-76
597 40-40-100 **
3D 31c @ 38-24-92
avail
Patchett L2A1
2.3s
20 / 220
545
343 37-28-76
372 41-44-100 ***
3D 28c @ 41-20-84
avail
Micro Uzi
1.85s
32 / 224
1200
756 37-28-76
800 40-40-100
3D 31c @ 38-28-80
drop
alternatives *) 43-80-84 **) 38-48-96 ***) 40-52-88
  • The Krinkov can be modded to 96 accuracy, the Swedish K to 92, the 805B to 88.
  • The Mark 10, CMP, Kross Vertex, SpecOps, Uzi and Cobra can easily be modded to 100 stability.
  • The Cobra and Micro Uzi use pistol gadgets.
  • The Micro Uzi is the only SMG that doesn't support a sight.
Light Machine Guns (LMG, primary only)
In-game name
Reload
Ammo
ROF
Unmodded
Modded
Low Blow
Parts
Buzzsaw 42
6.5s
150 / 450
1200
756 37-28-36
777 38-44-64
52D 3c @ 37-36-56
avail
KSP
5.62s
200 / 400
909
572 37-28-36
620 41-40-60
49D 4c @ 38-28-52
drop
Ksp 58
6.92s
200 / 400
909
588 38-32-36
620 41-40-60
46D 5c @ 40-32-48
drop
Brenner 21
4.15s
150 / 300
723
506 42-36-36
518 43-48-64
45D 6c @ 44-32-48
drop
RPK
3.4s
100 / 300
750
525 42-28-36
550 44-44-68
29D 10c @ 44-28-40
C/A
Overview: Semi-Auto Guns
Sniper Rifles (primary only)
In-game name
Reload
Ammo
ROF
Unmodded
Modded
Low Blow
Parts
Thanatos
3.96s
5 / 15
40
3045-92-4
3045-100-24
45D 6c @ 3045-80-4
achv
Nagant
3.85s
5 / 25
60
315-92-12
315-92-36
19D 15c @ 315-88-4
achv
Platypus 70
3.35s
5 / 30
60
315-92-12
315-92-28
32D 9c @ 315-92-8
drop
Desertfox
4.64s
5 / 30
60
315-76-12
315-88-28
12D 20c @ 315-76-12
avail
R93
2.82s
6 / 30
50
315-92-12
315-92-36
32D 9c @ 315-84-20
achv
Grom
2.3s
10 / 30
60
315-72-4
315-80-28
6D 24c @ 315-80-0
drop
Repeater 1874
8.73 / 0.8s
15 / 45
86
168-92-20
168-96-28
22D 13c @ 168-92-20
drop
Rattlesnake
2.6s
10 / 40
60
168-88-28
168-92-44
26D 11c @ 168-88-20
achv
Lebensauger
4.64s
10 / 40
120
168-92-20
168-96-40
13D 19c @ 168-92-16
drop
Contractor .308
2.30s
20 / 40
150
168-76-4
168-84-28
9D 22c @ 168-76-0
drop
  • The Thanatos can easily be modded to 100 accuracy.
  • The Repeater is the only sniper rifle that can't take gadgets or common scopes.
Shotguns (primary or secondary)
Since shotguns work different, these stats specify mag size & dmg-acc-stb. Modded for buckshot spread, additional HE build focuses on both stb and acc. Low Blow with buckshot for comparability.
In-game
name
Reload
Ammo
ROF
Unmodded
Modded
HE build
Low Blow
Parts
Mosconi
--s
2 / 32
500
162-60-36
2/178-44-24
2/178-68-40 *
3D 28c @ 2/178-28-4
drop
Joceline
--s
2 / 28**
500
162-60-28
2/178-44-20
2/178-68-32 *
9D 22c @ 2/178-28-4
drop
Breaker
--s
7 / 21
80
162-48-28
7/180-36-52
7/179-76-56 *
6D 24c @ 7/178-44-24
drop
Raven
--s
14 / 42
104
94-44-44
18/112-44-72
18/98-52-64
3D 29c @ 111-36-36
achv
Reinfeld
--s
6 / 42
104
94-40-32
10/112-32-72
10/98-44-64
16D 17c @ 6/110-40-24
drop
M1014
--s
8 / 64
429
57-28-44
10/75-32-80
10/62-40-72
4D 25c @ 6/75-20-24
achv
Predator
--s
6 / 66
300
57-28-44
10/75-24-76
10/62-32-68
13D 19c @ 6/73-28-32
drop
IZHMA
--s
7 / 70
333
44-28-44
7/62-24-100
7/48-40-76
17D 16c @ 7/59-28-52
C/D/A
Steakout
--s
8 / 72
300
44-28-44
20/62-20-68
20/48-36-68
29D 10c @ 59-28-44
drop
°Judge
--s
5 / 25
500
162-52-28
5/180-44-52
5/167-52-44
3D 30c @ 5/178-52-28
--
°Locomotive
--s
6 / 42
160
94-48-36
10/112-40-72
10/98-52-64
3D 29c @ 8/110-48-20
drop
°Street Sw.
--s
12 / 72
429
44-28-44
12/62-20-68
12/48-36-64
9D 22c @ 12/59-28-44
achv
°Goliath
--s
6 / 54
333
44-56-44
6/62-36-64
6/48-60-56
16D 17c @ 6/59-48-44
drop
° = secondary; *) AP instead of HE; **) Joceline modded: +8 total ammo
  • Using AP or Flechette instead of HE will give +20 accuracy.
  • The IZHMA and Steakout can use custom fire mode mods.
  • The Reinfeld and Loco can use the 2 piece stock for slightly better accuracy.
  • The Breaker is the only shotgun to not support a sight.
  • The Judge does not have unique mod parts.
Assault Rifles (primary only)
In-game name
Reload
Ammo
ROF
Unmodded
Modded
Low Blow
Parts
Cavity
2.3s
33 / 99
706
68-80-32
70-88-64
3D 29c @ 69-80-28
avail
  • The Cavity can be modded to 96 accuracy.
Overview: Pistols & Akimbo
Pistols (secondary only)
Modded with stability boost and flash hider (for repeated shots), modded stat includes mag size.
In-game name
Reload
Ammo
ROF
Unmodded
Modded
Low Blow
Parts
Matever
3.6s
6 / 54
361
189-84-12
189-88-20
3D 27c @ 189-76-12
drop
Bronco
2.25s
6 / 54
361
183-76-4
185-84-44
3D 33c @ 185-64-12
drop
Peacemaker
7.43s
6 / 54
240
189-84-12
189-88-28
3D 29c @ 189-80-12
drop
Parabellum
1.33s
8 / 56
361
189-76-24
189-84-28
3D 32c @ 189-68-24
drop
Castigo .44
2.97s
6 / 54
361
189-76-4
189-84-16
3D 29c @ 189-84-12
drop
5/7 AP
1.5s
15 / 30
600
126-64-44
19 / 128-68-68
3D 30c @ 128-64-60 ***
drop
Deagle
1.85s
10 / 50
240
126-76-28
16 / 130-84-60 *
3D 30c @ 128-76-52
drop
White Streak
1.47s
12 / 60
240
126-68-32
14 / 128-72-52
3D 30c @ 128-64-44
drop
Baby Deagle
1.47s
12 / 60
240
126-68-32
12 / 128-76-60
3D 31c @ 128-68-40
drop
Contractor
1.52s
15 / 90
361
69-68-60
25 / 71-68-80
3D 30c @ 71-68-72
avail
Signature .40
1.47s
12 / 84
361
68-68-52
20 / 71-76-80 **
3D 30c @ 72-64-68 ***
drop
Crosskill
1.47s
10 / 90
361
68-68-52
16 / 71-76-88
3D 30c @ 71-64-80
drop
Interceptor .45
1.47s
13 / 91
361
68-68-52
21 / 70-72-80 **
3D 30c @ 70-64-64
drop
LEO
1.47s
19 / 95
361
68-68-52
27 / 71-76-76
3D 30c @ 72-64-68 ***
achv
Chimano Custom
1.47s
16 / 96
361
68-68-52
28 / 71-64-84
3D 30c @ 71-60-76
drop
Chimano Compact
1.47s
10 / 150
480
38-52-60
10 / 42-52-100
3D 31c @ 41-48-72
drop
Chimano 88
1.47s
17 / 153
480
36-52-60
17 / 38-52-88
3D 31c @ 38-48-72
drop
Bernetti 9
1.47s
14 / 154
480
38-56-60
26 / 41-56-96
3D 33c @ 41-56-88
drop
Gruber Kurz
1.55s
14 / 154
480
38-44-60
14 / 42-60-80
3D 33c @ 41-48-72
drop
Broomstick
4.0s
10 / 150
480
38-44-60
20 / 41-44-96
3D 29c @ 41-40-72
achv
STRYK 18c
1.47s
20 / 160
909
36-52-60
32 / 38-52-96
3D 30c @ 38-48-80
drop
*) alternative w/ Jungle Ninja sil. 128-92-56; **) can use Velocity ext. for +12acc; ***) with ext. mag
  • The Bronco can't take gadgets, but rifle scopes.
  • The Matever and Peacemaker can be modded to 92 accuracy, but take no sight.
  • The Deagle, Crosskill and Int'45 can be modded to 100 accuracy,
    Sig'40 and LEO to 96, White Streak to 92.
  • The Chimano Compact, Stryk and Broomstick can be modded to 100 stability.
  • The LEO is the only pistol whose mods must both drop AND be unlocked by achievements.
Modding options for loud:
  • Flash Hider: +2dmg -4acc +12stb 0con
  • Jungle Ninja Sup.: 0dmg +4acc +8stb -5con
  • Aggressor Comp.: +2dmg 0acc +8stb -1con (Crosskill), or Facepunch Comp. w/ -acc for all
  • IPSC Comp.: 0dmg +12acc -4stb -1con
  • Velocity Comp.: +1dmg 0acc +16stb -1con (Chim.Cust., Stryk)
Akimbo Pistols (primary only)
In-game name
Reload
Ammo
ROF
Unmodded
Modded
Low Blow
Parts
Deagle
3.17s
20 / 60
240
126-76-4
32 / 130-80-32
3D 28c @ 128-72-24
drop
Contractor
3.17s
30 / 90
361
69-68-36
50 / 71-68-56
3D 28c @ 71-68-48
avail
Chimano Custom
3.17s
32 / 96
361
68-68-28
56 / 71-60-60 *
3D 30c @ 71-60-52
drop
Crosskill
3.17s
20 / 100
361
68-68-28
32 / 71-72-60
3D 28c @ 71-60-52
drop
Interceptor 45
3.17s
26 / 104
361
68-68-28
42 / 70-68-56 **
3D 30c @ 70-64-40
drop
Chimano Compact
3.17s
20 / 160
667
38-52-36
20 / 42-48-76
3D 31c @ 41-48-48
drop
Bernetti 9
3.17s
28 / 168
667
38-52-36
52 / 41-48-68
3D 29c @ 41-48-60
drop
Chimano 88
3.17s
34 / 170
480
38-52-36
34 / 41-48-64
3D 31c @ 41-48-48
drop
*) Velocity comp for +stb; **) Velocity comp for +acc
  • The Akimbo ACED skill provides +16stb +50% ammo (Hitman perk: +8stb +25% ammo).
Akimbo SMGs (primary only)
Akimbo stats are per gun = per bullet, as in the game. Only DPS is shown effectively for both guns.
In-game name
Reload
Ammo
ROF
Unmodded
Modded
Low Blow
Parts
Krinkov
3.0s
60 / 120
822
2300 84-60-20
2356 86-64-68 *
4D 25c @ 85-60-48 *
C/D/A
Heather
2.0s
64 / 192
750
1050 42-52-20
1100 44-56-52
3D 26c @ 43-52-40
drop
Compact-5
2.5s
60 / 240
750
925 37-28-52
1100 44-32-56
3D 27c @ 38-28-52
drop
*) with ext. mag
  • The Akimbo ACED skill provides +16stb +50% ammo (Hitman perk: +8stb +25% ammo).
  • The Compact-5 can be modded to max stability. (Note the stat display bug explained below.)
Note: The skill-influenced penalty on Akimbo is applied *after* weapon customization. This means, without skills, stability caps at 76. Selecting mods that exceed this limit, will show the "maxed-out" purple 100 stability stat, even when effective stability is below 100 due to the penalty.
Overview: Special Weapons
Special Weapons (primary or secondary)
Weapon
Ammo
Reload
Pickup?
Ammo*
Use
Parts
Saw
150/300
3.75s
No
C
Deposit boxes, ATMs, doors, barriers, cages...
drop
GL40
1/6
3.1s
Yes
HE, F
Nades for Dodger
achv
Piglet GL
6/12
14s
Yes
HE, F
Nades for Tank (w/ gadget)
drop
China Puff GL
3/6
1s
Yes
HE, F
Nades for Akimbo / any build
drop
Arbiter
5/15
5.9s
Yes
HE, F
More nades (mag), less damage
avail
Flamethrower
300/600
8.5s
Yes
F
Close support (suppression)
drop
XL 5.56
750/750
7.8s
Yes
Bullets
Close support (suppression)
drop
Vulcan
750/750
7.8s
Yes
Bullets
Close support (suppression)
drop
Commando 101
4/8
5.8s
No
HE
Anti-dozer, anti-turret, large groups
--
HRL-7
1/5
4.7s
No
HE
Anti-dozer, anti-turret, large groups
--
Bows, Crossbows
35-50
1 - 2s
No
C, HE, P
Ballistic sniping (or, a more challenging game)
drop
*) Ammo types: C = cutting/piercing, HE = explosive, F = fire, P = poison
  • Note that ammo types are generally avail by DLC.
  • Only the pistol X-bow has mod parts besides ammo type and stat boosts.
  • Note that the Arbiter must be unlocked with special side jobs, by finding objects during heists.
About Details
Weapons are listed in the order of the overview tables. The titles link to the Payday wiki.
  • Max. damage = results with max. damage build, as dmg per shot / dmg per second (scales with ROF) / dmg per magazine (and dmg with extended mag, if available)
  • Min. detection = resulting detection with max. concealment build plus 33-conceal secondary
    (and 30-conceal melee, suit, Blending In perk and Inner Pockets skill).
About ROF & max damage with single-fire weapons: I tested this with the Cavity. The game stats give it a theoretical rate of fire of 706. But the fastest time that I could empty the 33-bullet mag was 4.7 seconds, which equals about 420 shots per minute. That's what you get when using the weapon in-game, so for practical damage, I use 420 as ROF.
In Detail: Assault Rifles
M308[payday.wikia.com]
ROF: 706; Max. damage: 173.2 / 2038 DPS / 1732 Mag
3 unique parts; Min. detection: 20

Galant[payday.wikia.com]
ROF: 600; Max. damage: 172.2 / 1722 DPS / 1377 Mag
3 unique parts; Min. detection: 3

Little Friend 7.62[payday.wikia.com]
ROF: 612; Max. damage: 173.3 / 1767 DPS / 3466 Mag
0 unique parts; Min. detection: 23

Falcon[payday.wikia.com]
ROF: 698; Max. damage: 109.2 / 1270 DPS / 2184 Mag (4368 ext)
9 unique parts; Min. detection: 3

Eagle Heavy[payday.wikia.com]
ROF: 612; Max. damage: 109.2 / 1113 DPS / 2184 Mag
4 unique parts; Min. detection: 16

AK17[payday.wikia.com]
ROF: 652; Max. damage: 109.2 / 1186 DPS / 3822 Mag (6552 ext)
0 unique parts; Min. detection: 6

Gewehr 3[payday.wikia.com]
ROF: 652; Max. damage: 109.2 / 1186 DPS / 2184 Mag
DMR Kit - Max. damage: 173.3 / 1883 DPS / 1733 Mag
Assault Kit - Max. damage: 67.2 / 730 DPS / 1344 Mag
10 unique parts; Min. detection: 12 (DMR 14, Assault 6)

AMR-16[payday.wikia.com]
ROF: 857; Max. damage: 110.3 / 1575 DPS / 3309 Mag (6618 ext)
DMR Kit - Max. damage: 177.4 / 2533 DPS / 5322 Mag (10644 ext)
5 unique parts; Min. detection: 3 (DMR 9)

AK.762[payday.wikia.com]
ROF: 561; Max. damage: 109.2 / 1021 DPS / 3276 Mag (6552 ext)
DMR Kit - Max. damage: 173.3 / 1620 DPS / 5199 Mag (10398 ext)
1 unique part; Min. detection: 3 (DMR 10)
In Detail: Assault Rifles (cont.)
Gecko[payday.wikia.com]
ROF: 845; Max. damage: 51.4 / 723 DPS / 1542 Mag
11 unique parts

Lion's Roar[payday.wikia.com]
ROF: 857; Max. damage: 47.2 / 674 DPS / 1416 Mag
3 unique parts

Queen's Wrath[payday.wikia.com]
ROF: 723; Max. damage: 47.2 / 568 DPS / 1416 Mag
4 unique parts

UAR[payday.wikia.com]
ROF: 750; Max. damage: 49.3 / 616 DPS / 1479 Mag
4 unique parts

AK5[payday.wikia.com]
ROF: 706; Max. damage: 48.3 / 568 DPS / 1449 Mag
5 unique parts

AK[payday.wikia.com]
ROF: 652; Max. damage: 49.3 / 535 DPS / 1479 Mag
DMR Kit - Max. damage: 173.2 / 1882 DPS / 5196 Mag
1 unique part

CAR-4[payday.wikia.com]
ROF: 600; Max. damage: 53.5 / 535 DPS / 1605 Mag
DMR Kit - Max. damage: 177.4 / 1774 DPS / 5322 Mag
5 unique parts

Clarion[payday.wikia.com]
ROF: 1000; Max. damage: 47.2 / 786 DPS / 1416 Mag
5 unique parts + 2 boosts

Commando 553[payday.wikia.com]
ROF: 714; Max. damage: 44.1 / 524 DPS / 1323 Mag
6 unique parts

Bootleg[payday.wikia.com]
ROF: 667; Max. damage: 45.1 / 501 DPS / 4510 Mag
2 unique parts

JP36[payday.wikia.com]
ROF: 706; Max. damage: 43.0 / 506 DPS / 1290 Mag
4 unique parts

AMCAR[payday.wikia.com]
ROF: 545; Max. damage: 43.0 / 390 DPS / 860 Mag
Cartridge: 5.56x45mm NATO
0 unique parts

Valkyria[payday.wikia.com]
ROF: 896; Max. damage: 38.8 / 579 DPS / 776 Mag
2 unique parts

Cavity[payday.wikia.com]
ROF: (706) practical: 420; Max. damage: 72.4 / 506 DPS / 2389 Mag
3 unique parts
In Detail: SMGs
Krinkov[payday.wikia.com]
Base - Ammo 30/90 / ROF 822 / 84-60-44 @21c - 1150 DPS / 2520 Mag (5040 ext) / tr 2.15s
SK Build - Ammo 34/113 / ROF 986 / 109-68-100 @ 8c - 1791 DPS / 3706 Mag (6540 ext) / tr 1.59s
Akimbo:[payday.wikia.com]
Reload: tactical 3.0s, full 3.5s (skilled: tactical 2.75s, full 3.4s)
2 unique parts

CR 805B[payday.wikia.com]
2 unique parts

Jackal[payday.wikia.com]
7 unique parts

Tatonka[payday.wikia.com]
0 unique parts

Swedish K[payday.wikia.com]
7 unique parts

MP40[payday.wikia.com]
1 unique part

Kross Vertex[payday.wikia.com]
Base - Ammo 30/150 / ROF 1200 / 44-52-76 @20c - 880 DPS / 1320 Mag / tr 2.0s
SK Build - Ammo 30/188 / ROF 1440 / 56.7-60-100 @18c - 1360 DPS / 1700 Mag / tr 1.48s
2 unique parts

Kobus 90[payday.wikia.com]
3 unique parts

Chicago Typewriter[payday.wikia.com]
6 unique parts

Uzi[payday.wikia.com]
5 unique parts

Para[payday.wikia.com]
4 unique parts

Mark 10[payday.wikia.com]
5 unique parts

SpecOps[payday.wikia.com]
Base - Ammo 20/160 / ROF 952 / 42-64-68 @23c - 667 DPS / 840 Mag (1344 ext) / tr 1.96s
SK Build - Ammo 20/200 / ROF 1143 / 54-68-96 @ 21c - 1028 DPS / 1080 Mag (1728 ext) / tr 1.45s
3 unique parts

Heather[payday.wikia.com]
Akimbo:[payday.wikia.com]
Reload: tactical 2.0s, full 2.5s
2 unique parts

CMP[payday.wikia.com]
Base - Ammo 30/210 / ROF 952 / 37.8-28-76 @26c - 600 DPS / 1134 Mag (1587 ext) / tr 1.51s
SK Build - Ammo 30/263 / ROF 1143 / 50-32-100 @ 22c - 952 DPS / 1500 Mag (2100 ext) / tr 1.12s
3 unique parts

Compact-5[payday.wikia.com]
Akimbo:[payday.wikia.com]
Reload: tactical 2.5s, full 3.0s (skilled: tactical 1.95s, full 2.6s)
6 unique parts

Cobra[payday.wikia.com]
6 unique parts + pistol gadgets

Blaster 9mm[payday.wikia.com]
4 unique parts

Patchett L2A1[payday.wikia.com]
9 unique parts

Micro Uzi[payday.wikia.com]
Base - Ammo 32/224 / ROF 1200 / 37.8-28-76 @29c - 756 DPS / 1209 Mag / tr 1.85s
SK Build - Ammo 32/280 / ROF 1440 / 50-32-100 @ 23c - 1200 DPS / 1600 Mag / tr 1.37s
6 unique parts + pistol gadgets
In Detail: LMGs
KSPs are good (and fun) LMGs, giving the "classic" rambo look and feel.
The Brenner excels at effective CQB defense, and hipfire accuracy, and feels like a mean beast.
The RPK is the only LMG that is *somewhat* concealable, if you go for Low Blow / Sneaky B.
The Buzzsaw is the most extreme – high DPS, but hard to control. More of a fun weapon to go WW2.

Buzzsaw 42[payday.wikia.com]
2 unique parts

KSP[payday.wikia.com]
3 unique parts

Ksp 58[payday.wikia.com]
2 unique parts

Brenner 21[payday.wikia.com]
3 unique parts

RPK[payday.wikia.com]
2 unique parts
In Detail: Sniper Rifles
Thanatos[payday.wikia.com]
3 unique parts

Nagant[payday.wikia.com]
6 unique parts

Platypus 70[payday.wikia.com]
2 unique parts

Desertfox[payday.wikia.com]
2 unique parts

R93[payday.wikia.com]
3 unique parts

Grom[payday.wikia.com]
5 unique parts

Repeater 1874[payday.wikia.com]
3 unique parts

Rattlesnake[payday.wikia.com]
3 unique parts

Lebensauger[payday.wikia.com]
5 unique parts

Contractor .308[payday.wikia.com]
1 unique part
In Detail: Shotguns
Mosconi 12G[payday.wikia.com]
2 unique parts

Joceline O/U 12G[payday.wikia.com]
3 unique parts

Breaker 12G[payday.wikia.com]
4 unique parts

Raven[payday.wikia.com]
3 unique parts

Reinfeld 880[payday.wikia.com]
3 unique parts

M1014[payday.wikia.com]
4 unique parts

Predator 12G[payday.wikia.com]
4 unique parts

IZHMA 12G[payday.wikia.com]
1 unique part

Steakout 12G[payday.wikia.com]
3 unique parts

The Judge[payday.wikia.com]
0 unique parts

Locomotive 12G[payday.wikia.com]
4 unique parts

Street Sweeper[payday.wikia.com]
2 unique parts

Goliath 12G[six12.com]
2 unique parts
In Detail: Pistols
Matever .357[payday.wikia.com]
4 unique parts

Bronco .44[payday.wikia.com]
7 unique parts

Peacemaker .45[payday.wikia.com]
4 unique parts

Parabellum[payday.wikia.com]
3 unique parts

Castigo .44[payday.wikia.com]
3 unique parts

5/7 AP[payday.wikia.com]
2 unique parts

Deagle[payday.wikia.com]
Akimbo:[payday.wikia.com]
7 unique parts

White Streak[payday.wikia.com]
2 unique parts

Baby Deagle[payday.wikia.com]
4 unique parts

Contractor[payday.wikia.com]
Akimbo:[payday.wikia.com]
3 unique parts

Signature .40[payday.wikia.com]
6 unique parts

Crosskill[payday.wikia.com]
Akimbo:[payday.wikia.com]
8 unique parts

Interceptor .45[payday.wikia.com]
Akimbo:[payday.wikia.com]
5 unique parts

LEO[payday.wikia.com]
3 unique parts

Chimano Custom[payday.wikia.com]
Akimbo:[payday.wikia.com]
1 unique part

Chimano Compact[payday.wikia.com]
Akimbo:[payday.wikia.com]
3 unique parts

Chimano 88[payday.wikia.com]
Akimbo:[payday.wikia.com]
0 unique parts

Bernetti 9[payday.wikia.com]
Akimbo:[payday.wikia.com]
6 unique parts

Gruber Kurz[payday.wikia.com]
2 unique parts

Broomstick[payday.wikia.com]
5 unique parts

STRYK 18c[payday.wikia.com]
1 unique part
In Detail: Special Weapons
GL40[payday.wikia.com]
2 unique parts

Piglet GL[payday.wikia.com]
2 unique parts

China Puff 40mm[payday.wikia.com]
1 unique part

Arbiter GL[payday.wikia.com]
2 unique parts

XL 5.56 Microgun[payday.wikia.com]
3 unique parts

Vulcan Minigun[payday.wikia.com]
3 unique parts

Commando 101[payday.wikia.com]
0 unique parts

HRL-7[payday.wikia.com]
0 unique parts

Others:
Appendix – Best Pistols for Crit Builds
Concealed Akimbo
The following weapon builds are optimized for concealment boost; stats without any skills
  • 2x Contractor + Standard Issue sup = 67dmg 72acc 28stb 26con
  • 2x Signature .40 + Champion's sup = 69dmg 72acc 12stb 28con
  • 2x LEO pistol + Champion's sup = 69dmg 72acc 12stb 28con
These perform all very similar, the Sig' and LEO benefit from mod parts that don't hurt concealment, especially the ext. mags! I'd pick the LEO over the others for higher ammo pool and pickup. Without any skills, 28con, with a 30con secondary + 30 con melee, results in 3 detection.

Optical Illusions ACED + Silencers
reduces concealment penalty of silencers by 2, which means a silencer with -2 con is the sweet spot. While playing on Death Wish, I found the biggest issue to be hitting snipers, which made me want to boost accuracy rather than stability, since you don't auto-fire spray pistols in the same way as SMGs.

This made my first choice the Champion's Suppressor, since it embodies the best compromise and trade-offs. The Standard Issue works fine too (beats Roctec in this scenario), if you prefer stability over accuracy. If 1 less concealment point doesnt hurt your crit thresholds, I recommend the Monolith. The other silencers hurt either damage, accuracy or concealment too much.

Concealed Secondary
The Compact-5 can be modded to 31con with just 2 regular mod parts (foregrip+stock), which can easily be acquired via daily jobs or purchased with coins.
The Bernetti 9, Gruber Kurz and Bronco .44 feature a +3con boost, and can be modded to 33con. With a silencer and the Optical Illusions skill, you can even bring the Bernetti and Gruber to 34con.
The Chimano 88, Chimano Compact, Bernetti 9, M13, Crosskill Guard and Gruber Kurz pistols offer 30con right out of the box.

Concealed Nade Launcher
If you have a secondary that does the job for you, the GL40 is the obvious choice. 27con is unrivaled. The Piglet GL is very powerful, but I wouldn't choose it for a crit build for 2 reasons. First, it's very hard to conceal (17con), which severly limits your choice of secondaries, if you still want to benefit from low detection. Second, the long reload times are a problem, especially when you face mobs in higher difficulties. Yes, you can blast them away, but new ones will be on you before you're done reloading.

However, if you prefer another primary, e.g. Akimbo, I'd go with the China Puff GL. You can get it to 23con, where it ties with the Compact 40mm, but I found the Compact a bit clunky to use, plus the China holds 3 nades, giving you more flexibility and choice when to reload, but the reload is still way faster than the Piglet (and not slower than the Compact). The Arbiter can only get 21con, and while it holds more nades, they do only half the damage, so I wouldn't recommend it on higher difficulties.

Without any skills, 30con primary (e.g. Akimbo LEO without silencer) with 23con GL and 30con melee results in 10 detection. You can lower it to 6 with skills and silencers.
Appendix – Best Gun for ...
Under Construction / WIP

Roles:
Best CQB AR?
Best high-acc high-dmg?
Best concealed high-acc (high-dmg)?

LowBlow Rifles
I tested these with a simple dodge build with LowBlow and no other damage boosting skills.

Detection given for a 30con secondary (e.g. Judge) and 32con melee (Inner Pockets).
* = option for speed pull mag; common items: stubby comp, WS = wide stock.
Compact laser module is always optional, but recommended.


Clarion: 30 43dmg 40acc 88stb 26c 3D - compet., short barrel, ++con, autofire, G2 grip
C553: 30 38.8dmg 32acc 96stb 25c 4D - stubby, +con, railed FG, combat sight, WS, treated body
JP36: 30* 39.9dmg 40acc 84stb 23c 7D - stubby, +acc, autofire, con. foregrip+stock, JP36 sight
AMCAR: 20* 38.8dmg 36acc 92stb 23c 7D - stubby, +con, WS

The AMCAR is underrated and works very effective. The low rate of fire makes it very controllable on burst fire, paired with an HE Judge you're even ready to engage dozers and Winters.
The JP36 has more recoil, and feels less effective despite the bigger mag, though the sight is nice.
The Commando is so concealable that you can afford a sight. Handles well, very big ammo pool.
Sights on the Clarion are awkward, it's best used for close-range hipfire (+dmg allows 44-36-88 4D).

CAR-4: 34* 44dmg 56acc 76stb 27c 3D - stubby, short barrel, +con, comp. foregr., rubber grip, THRUST LR, L5 mag, See More sight, folding stock, LW RU

The CAR-4 is a mixed bag. With Vintage mag you can get even more concealment for more choices at secondary, but the CAR recoils (despite low fire rate), so 22 shots are gone fast once you deal with groups, plus the low DPS doesn't help against dozers - reloading proved to be a bottleneck. With a 34 rnd. mag, it does an okay job (on Very Hard), but the other rifles just pack a meaner punch (and take less mod parts to get there). The best benefit of the high concealment is to slap on the 60 rnd. mag.

AK: 34* 45dmg 60acc 80stb 25c 4D - stubby, modern barrel, +acc, crabs rail, rubber grip, folding stock

The little AK does a much better job of a basic LB rifle. It has less felt recoil than the CAR-4, and allows for the 60 rnd. mag just as well.
Appendix – Tips for Gun Modding
Note: While it costs cash to attach most parts, you won't get money back if you remove them.

Stealth Guns
Generally, in stealth, damage doesn't matter, guards have no helmets and glass breaks easily. Your detection level however is an issue, so mount items that increase (or don't hurt) concealement. (The exception are armored Murky guards in Shadow Raid and Murky Station. Fire multiple shots fast.)

In the "30 concealment" club, the Bernetti 9 is the best non-DLC pistol. It has many parts that don't hurt detection, supports the +3 concealment boost, and you can easily afford the slight penalty of the extended mag if you want to shoot lots of glass.
A Size Doesn't Matter Suppressor is mandatory for silenced shots, optionally mount the Ergo Grip, Marksman Sight and Elite Slide for better handling, and a Micro Laser if you like to point at stuff.
Alternatively, the Chimano 88 also has 30 con, available at 0 rep (the Bernetti requires rep 6).

As "30 concealment" primary, simply take the Akimbo Chimano 88 (or Chimano Compact). If you feel like you need an assault rifle, you can get the CAR-4 to 27 concealment by equipping a Short Barrel, Low Profile Suppressor, Aftermarket Special Handguard, Vintage Mag and Folding Stock. Keep the default ironsight. (An extra Exotique Receiver does not hurt, but put those on your loud guns first.)
If you don't enough of these mod parts, just go with the AMCAR.

Loud Guns: Accuracy vs. Stability
Accuracy and stability cap at 100, so try to get the best out of both. But which is more important? Well, it depends on the type and role of weapon. Examples:
  • High-damage rifle: has less ammo, but high dmg means 1-2 hits are enough, so you want reliable medium/long range hits (=accuracy). With only 1-2 shots, stability is not an issue.
  • SMG: big ammo pool, medium damage, but high rate of fire - whichs means you'll fire longer bursts, which makes stability very important. SMGs are usually used for short-range, which makes accuracy less important.
Sights, Lasers & TacLights
Sights are essential in loud, because you will use them a lot to aim. Some guns (like the UAR) have terrible hipfire accuracy. Sights differ by zoom level and looks, and somewhat up to personal taste. Personally, I use sights that I think match the gun's appearance and role. For FOV differences, see:
Playah's Detailed Guide on Scopes and Sights
Cheesesteak's Yet Another Weapon Sight Comparison
Don't forget that you can customize the reticles.

Same goes for gadgets, which I don't mention because non-DLC gadgets don't change gun performance, but I highly recommend using them. Lasers show where your teammates are aiming, so you can pick different targets. They're good for long-range rifles and hipfire weapons, and essential for guns that can't use ironsights (Akimbo pistols, LMGs). Lights are a great help in night levels. I put them on "hold-out rifles" with lots of ammo (like the JP36) that are likely used in long night heists like Rats or Watchdogs, and on pistols, because it's so quick, easy and effective to right-click aim with them. (Lights are also good on BBQ DLC weapons. Nade launchers and flamethrowers don't need laser aim.) If your primary has a laser, it's a good idea to bring a secondary with a light (or vice versa) for night jobs like Firestarter or Nightclub, where you'll want to check dark corners.

Plan B Backup Guns?
One might think it's a good idea to bring some "backup" in case stealth fails. Well, on regular stealth jobs, people will usually restart if the alarm sounds, so there's no need to bring loud guns, armor or medics/ammo. However, more complicated heists might be a different thing, if you get caught near the end, and might prefer to fight your way out instead of repeating half and hour of sneaking. The Threat stat might become interesting here.

The other use for a high-damage/high-concealment setup is when you use a Dodger build, and concealment unter 35 helps your Low Blow and dodging skills, but in such a setup, most weapons have a hard time competing with your skill-buffed pistols.

So basically, people don't do this much, it's very situational and rarely needed. DLCs offer concealable mod parts, nade launchers or melee weapons, if you find the base equipment insufficient. Explosive arrows or shotgun HE ammo reload fast and are effective at crowd control.
1 Comments
Joschi7567[W29] Nov 2, 2018 @ 7:16am 
very good guide. Thanks.