Payday 2 (stylized as PAYDAY 2) is a co-operative crime-themed first-person shooter developed by Overkill and released by 505 for the Xbox 360, PlayStation 3, and PC (via Steam) on August 13, 2013.
The sequel to Payday: The Heist, players team up as one of four masked criminals (smooth mobster Dallas, hardened mercenary Chains, happy-go-lucky Wolf, and the new Hoxton: Dallas's younger, more serious brother) as they descend on Washington, D.C. for an epic crime spree. Along with their handler (the mysterious Bain), the crew now take advantage of CRIMENET, an underground criminal network where they contract with local criminal contacts (such as deranged up-and-coming Vlad the Ukrainian, shady American politician "The Elephant", and Mexican drug trafficker Hector).
Using the CRIMENET interface, players can progress through various sizes of heists (from small-time convenience stores to major bank vaults), upgrade their criminal's special skills (through four special Skill Trees), purchase various unlocked weapons (and weapon modifications), and customize their unlocked masks (with randomly-earned materials, patterns, and pattern colors). Along with an expanded metagame, the game now takes advantage of heists that are dynamic (with random geometry and events), multi-part (splitting the heist into separate levels), and open-ended (including branching paths that lead to completely different levels).
A beta for the PC version was given out in late July 2013 for Steam users who either pre-purchased the special "Career Criminal Edition" of the game or previously purchased the Steam version of Payday: The Heist.
The PC version of the game later received numerous updates and downloadable content, both free and paid, that include additional weapons, masks, heists (including cross-promotions with Valve's Counter-Strike: Global Offensive and Dennaton's Hotline Miami), and changes to gameplay mechanics. Much of these changes will be rolled into an upcoming "Crimewave Edition" for the Xbox One and PlayStation 4.
With each successful heist accomplished you will receive two different types of payments. Your offshore account is money that is presented to you at the beginning of a heist, it is a set amount given if you accomplish all parts of a heist successfully. The offshore funds can be used in several different ways.
The main purpose of the offshore funds is used for purchasing contracts from the brokers if you are hosting a game. The offshore funds can also be used in a hand of gambling through the offshore payday icon on the main map or to achieve infamous level if you are at level 100 and have the correct amount of cash.
This is the money that comes from loot bags and loose cash and jewelry successfully stolen during a heist. The cash funds is tallied at the end of a heist and is determined by the total amount divided by the number of players playing at the end of the mission. These funds are used for upgrading your skills, purchasing extra slots for your inventory, weapons, masks, and modifiers for the weapons and guns.
Payday 2 includes a wide variety of enemies ready to take down the Payday crew.
All enemies are stronger in the Death Wish difficulty, having more HP (almost double) and headshot resistance.
Normal enemies are the most common type of enemies encountered and usually carry no special traits. They can be intimidated with the Dominator skill and forced to fight on your side with the Joker skill.
Weak security guards (30 HP) who patrol a given area, causing difficulty to players who want to stealth the mission.
In addition to bypassing them, they can be taken down in one hit (when not alerted) and can be dominated easily. Either way, a player must answer a pager located on the dead/cuffed enemy in order for the alarm not to be raised. If the player answers more than four pagers, cancels interaction with the pager, or fails to respond to the pager after a short amount of time, the alarm is immediately raised.
If the guard detects suspicious behavior (such as loud gunfire, broken cameras, and loot bags), he will raise an alarm and call his operator using his earpiece. If the player fails to eliminate him while he's calling his operator (and there is no ECM Jammer in place), the alarm is immediately raised. Guards also draw their weapons and can fire at a nearby player (causing all other guards to be alarmed).
It is possible for the guard, when he's nearby a player and detects him, to place the player in handcuffs. Players who are cuffed can be uncuffed by another player or can lockpick their handcuffs after one minute.
In some occasions, players can find red-shirted GenSec security guards. They are slightly tougher (with 50 HP).
In the Shadow Raid heist, the guards are heavily-armored (with 130 HP) and carry sub-machine guns and assault rifles. Despite their increased durability, they can still be taken out in one hit when they are not alerted.
Only found in the beginning of some heists, these enemies are weak (40 HP) and use pistols or sub-machine guns.
In some occasions, players can use stealth to bypass a loud fight with them. While they do not utilize pagers, alerting one of them can quickly alert the entire gang/mob. Also, in some occasions, these enemies initially appear friendly towards the players (but quickly turn when things go sour).
They cannot be intimidated by the Dominator skill.
Weak police officers (30 HP) that arrive at the heist location shortly after an alarm is raised. They carry pistols, revolvers, sub-machine guns, or shotguns. They do not usually appear on Overkill and Death Wish difficulties.
Eliminating a lot of them before the first assault wave quickens the arrival of that wave.
Hostage Rescue Units
Special FBI agents that are sent in to rescue hostages in the area (usually between assault waves). Agents with no armor (known by their blue jackets or white shirts) have 50 HP and utilize pistols or assault rifles. Agents with light armor (known by their balaclavas) have 80 HP and utilize sub-machine guns.
The most common enemies found in the game are the many variants of SWAT squads:
- Commonly found in the Normal difficulty are lightly-armored SWAT squads (with a blue uniform, light helmets, 80 HP, and the use of either sub-machine guns or pump-action shotguns).
- Commonly found in the Hard difficulty are heavier SWAT squads (with heavier helmets that resist headshot bonuses, 100 HP, and the use of assault rifles).
- Commonly found in the Very Hard and Overkill difficulties are FBI SWAT squads (with a green uniform, light helmets, 130 HP, and the use of either assault rifles or pump-action shotguns).
- Only found in the Death Wish difficulty are Elite SWAT squads (with an urban camo uniform, heavy helmets, 200 HP (after DW bonus), and the use of custom assault rifles, sub-machine guns, and semi-automatic shotguns).
Heavy SWAT Teams
Heavily-armored Special Ops squads (with 200 HP) known for their heavy helmets (with high headshot damage resistance) and tan/brown body armor (protecting them from most small-arms fire). They will not appear on Normal and Hard difficulties.
Special enemies are unique enemies that carry special traits. Their ability to take down players quickly forces players to adjust their strategy.
All special enemies can be marked by players, alerting other players of their location. These markings disappear after a short time. Learning the Spotter skill causes your markings to add a 15% damage bonus against them.
They cannot be intimidated by the Dominator skill.
Standard (100 HP) SWAT officers (with a pistol) or FBI SWAT officers (with a submachine gun) who carry riot shields to protect them (and any units behind them).
While most weaponry cannot penetrate the riot shields (the only exclusions being sniper rifles and shotguns with AP slug ammo), they can be flanked from the sides (and from behind). Dropped riot shields can still block covering fire, to the benefit or detriment of the player.
Acing the Iron Man skill allows the player to melee Shields, knocking them back while exposing their front).
Special SWAT units with heavy armor (360 HP with helmet) and tasers (in addition to his rifle) that can paralyze players where they stand.
When they are close enough to a player (and have line-of-sight), they will charge their tasers (as noted by a high-pitched buzzing noise) before firing. The player who is hit will convulse (not allowing them to move or interact with any object) and randomly fire their weapons until the Taser is knocked away (or dead) or until ten seconds elapses (in which the player will immediately become incapacitated).
Learning the Shockproof skill allows the player to easily survive being tased by automatically knocking back the Taser after a few seconds. Acing the skill allows the player to turn the tables on the Taser by shocking them back (dealing major damage).
Weak sniping enemies (40 HP) who, far away on windows and rooftops, can take out a large chunk of health and armor with their long-ranged rifles.
Bain will usually announce their arrival, and sometimes they come by helicopter. After finding their perch, they will scan for players with a bright red laser.
Powerful stealth units (600 HP) who are quick and nimble, allowing them to bull-rush forward and incapacitate players with one well-placed kick. Fortunately, their lightly-armored helmets make their heads very weak targets.
They will normally appear from unexpected locations, such as manhole covers and ventilation ducts (sometimes in close proximity to a player) and will always emit a low-pitched humming noise. Often times, they either hide in various locations (such as behind doors and under vehicles) or fire against the player (with their sub-machine guns) while evading player fire.
When a Cloaker is ready to ambush a player, he will emit a higher-pitched shrill and rush towards the player (even following it around corners) before delivering a special kick (roundhouse, drop-kick, or somersault). If the player is close enough and behind an object, the Cloaker will instead perform a jump-kick over the object (rarely missing the player). Once the player is down, he will relentlessly beat the player with a baton while taunting (often breaking the fourth wall). If he is spotted by other players, he will throw down a smoke grenade and back away.
The Cloaker was originally removed from the game since the beta version, and was later added to the PC version when the Gage Weapons Pack #2 DLC was released.
The strongest enemy in the game (with a whopping 5,500 HP), Bulldozers wear huge bomb disposal suits and carry powerful weapons (causing massive damage if the player is in line-of-sight). Despite their massive strength, they have slow movement speed and lightly-armored visors (which must be weakened by constant shots to the headpiece).
There are three types of Bulldozers found in the game:
- Green Bulldozers that wield pump-action shotguns. Powerful damage per shot, but low rate-of-fire and shorter range efficiency.
- Black Bulldozers that wield semi-automatic shotguns. Less damage per shot, but high rate-of-fire and longer range efficiency.
- GenSec Elite Bulldozers (known as Skulldozers due to wearing a skull decal on their faceplates) that wield light machine guns. Only found in the Death Wish difficulty. Powerful damage and high rate-of-fire, despite a longer reload time.
An additional type of Bulldozer, the Headless Bulldozer, was found in the Safehouse Nightmare heist during the Halloween 2013 update. Similar to Black Bulldozers, they have no additional bonus to headshots due to having no heads.
Replacing the Upgrades system of Payday: The Heist is the Skills system, in which players can upgrade each of four unique skill trees, granting them unique and beneficial bonuses (which can be further upgraded for even new bonuses).
Unlike the Upgrades system, weapons and specific weapon upgrades are not tied to skill trees, players can not upgrade their skill tree in the middle of a heist, and players must map out their skill tree in a certain way with a limited amount of Skill Points (rather than unlock each upgrade level consecutively).
Each of the four Skill trees has 17 Skills, grouped into six tiers of three Skills each (and one Skill to unlock the tree). Depending on their tier, they require either 1 SP or 4 SP to unlock. Each Skill can be "Aced" to significantly buff the effect (or give another effect entirely) for either 3 SP or 8 SP (depending on tier). Players must spend earned cash to unlock (or Ace) a Skill, and can only access the next tier by putting a certain amount of SP into Skills below that tier. Unlocking tiers used to give passive bonuses for the player, which are instead put into Perk Decks.
The Mastermind tree is beneficial for players who want to control tense situations, giving them abilities to assist the rest of the crew (mostly medical assistance) while allowing them to easily control the crowd (and even control enemies).
The deployable unlocked by the Mastermind tree is the Doctor Bag, which can be placed to allow players to fully heal and reset the number of bleedouts before being immediately incapacitated. Each Doctor Bag has two "uses" before being removed from the game. Optional Skills in the tree allow players to deploy two bags in one level, and to double the amount of "uses" per bag.
The Enforcer tree is beneficial for players who prefer aggression, increasing their survivability while allowing them to carry heavier gear (including a portable saw and heavy armor).
The deployable unlocked by the Enforcer tree is the Ammo Bag, which can be placed to allow players to fully restock their weapons. Each Ammo Bag has a limited amount of uses (depending on the amount of ammo restocked) before being removed from the game. Optional Skills in the tree allow players to deploy two bags in one level, to double the amount of ammo per bag, and to fire their weapon without using any ammo for a limited amount of time after deploying the bag.
The Technician tree is beneficial for players who work with a variety of devices (including drills, multi-functional explosives, and automated sentry guns).
The first deployable unlocked by the Technician is the Trip Mine, which can be placed (up to two per level) to explode when an enemy passes through its laser sensor. Optional Skills in the tree grant additional Trip Mines for the level, reduces the arming time, change it to a non-exploding motion sensor (which also spots special enemies), increase the blast radius, and allow players to use them as "shaped charges" (allowing them to breach through certain safes and doors).
The second deployable unlocked by the Technician (late in the tree) is the Sentry Gun, which can be deployed to automatically fire upon enemies for a short amount of time (until it runs out of ammo or until it is destroyed by enemies). Optional Skills in the tree increase the amount of health and ammunition, give it a shield for protection, increase the amount of damage it can deal, allow players to replenish its ammunition with their own, and allow the player to deploy two Sentry Guns per level.
The Ghost tree is beneficial for players who prefer stealth, giving them abilities to prevent detection while increasing their agility.
The deployable unlocked by the Ghost tree is the ECM Jammer, which can be placed to temporarily disable electronic devices (such as surveillance cameras). Optional Skills in the tree grant an additional ECM Jammer for the level, increase the time that it is active, disrupt enemy pagers, hack open doors that require keycards, and allow players to interact with it (causing a "feedback loop", which have a chance to stun nearby enemies for a limited time and can be reset every four minutes).
There are five contract brokers that players can earn (or purchase) jobs from. Some heists also have an alternate "Pro Job", which earn players more experience points and cash (but must be earned or purchased again when failed). Bank Heist, Bank Heist: Gold, Big Oil, and Ukrainian Job can only be completed as Pro Jobs.
Some heists are sold as downloadable content, in which players can only receive those jobs if they own the corresponding DLC packs. Players without the DLC can still join games of other players who do and can still earn job-specific achievements.
- Art Gallery
- Bank Heist (Pro)
- Bank Heist: Cash
- Bank Heist: Deposit
- Bank Heist: Gold (Pro)
- Diamond Store
- GO Bank
- Jewelry Store
- Shadow Raid
- Transport: Crossroads (DLC)
- Transport: Downtown (DLC)
- Transport: Harbor (DLC)
- Transport: Park (DLC)
- Transport: Underpass (DLC)
- Four Stores
- Ukrainian Job (Pro)
- Big Oil (Pro)
- Election Day
- Election Day (Pro)
- Framing Frame
- Framing Frame (Pro)
- Firestarter (Pro)
- Rats (Pro)
- Watchdogs (Pro)
- Hotline Miami (DLC)
- Hotline Miami (Pro, DLC)
- The Big Bank (DLC)
- OS: Windows XP SP3
- Processor: 2 GHz Intel Dual Core Processor
- Memory: 2 GB RAM
- Graphics: NVIDIA GeForce 8800/ATI Radeon HD 2600 (256MB minimum)
- DirectX®: 9.0c
- Hard Drive: 10 GB HD space
- Sound: DirectX 9.0c compatible
- OS: Windows XP SP3/Vista/Windows 7
- Processor: 2.3 GHz Intel Quad Core Processor
- Memory: 3 GB RAM
- Graphics: NVIDIA GeForce GTX460/ATI Radeon HD 5850 (512MB minimum)
- DirectX®: 9.0c
- Hard Drive: 10 GB HD space
- Sound: DirectX 9.0c compatible