Video Game: PAYDAY 2

"It's Payday, fellas!"

Following the success of PAYDAY: The Heist, Starbreeze (makers of the Riddick games) decided to buy the previous developer and fund a sequel. The game was released worldwide in 2013, on August 13th for Steam and August 16th for the Xbox 360 and Playstation 3. A playable beta was released on July 24th on the same year for players that pre ordered the Steam version of the game.

The game follows the same crew of hardened criminals - Dallas, Chains, Wolf, and Hoxton - who have moved on to bigger and better heists in Washington, DC and the surrounding area. This wasn't the case initially, due to a complicated situation involving the original voice actors being replaced. After fan outcry, the voice actors returned, save for Chains (who remained the same character in-story) and Hoxton (who was replaced in-story by Dallas's brother). Eventually, the original Hoxton was brought back to the fold through a prison break, and his replacement was renamed "Houston" to avoid confusion.

Like its predecessor, PAYDAY 2 involves hitting a target for huge cash bonuses, and carries a lot of similarities: guys in clown masks, tropes and ideas borrowed from heist movies, and core mechanics that mirror the Left 4 Dead series. Rather than having swappable classes, the game uses a more refined character class system; you spend skill points to level up different class trees that contain different abilities, allowing you to mix-and-match abilities. Supplementing class skills are perk decks that grant passive abilities (such has having more health or doing more damage with head shots) that are applied to player and sometimes the rest of the crew. The game also contains weapon mods that allow players to tweak and customize weapons as they wish for optimal performance, as well as customizable masks that have different materials, patterns, and colors.

In addition to the game, Overkill Software created a promotional mini-series, simply called PAYDAY: The Web Series, which consists of six episodes (averaging at about 10 minutes each) based on the game. The series showcases the main characters in action while also showing minor characters that play a role in the overall story arc, or what kind of people they are. The series was produced and directed by Demian Lichtenstein, who also directed 3000 Miles to Graceland, and was co-produced by Overkill Software. The series can be found for free on Youtube as well as several other websites.

The game had five DLCs planned, until Overkill's publisher 505 Games gave several million dollars in funding to ensure content and support for the game for the next 20 months. The successful beta test from the community had the developers release the first DLC, Armored Transport Heist, for free towards anyone who pre-ordered the game. The game is also receiving continued updates every few weeks, which includes free content, bug fixes, and the occasional paid DLC. Currently, the game is going through a Story Arc involving a contractor known as "The Dentist" (trailer). The heists in question are:

  • The Big Bank, released June 17th, 2014 (trailer).
  • Hotline Miami Crossover, released September 30th, 2014 (trailer).
  • Hoxton Breakout, released October 27th, 2014 (trailer).
  • The Diamond, released December 16th, 2014 (trailer).
  • Golden Grin Casino, released June 25th, 2015 (trailer).

Especially of note is that, as a thank you to the community, free bonuses were released for the series' third anniversary: dubbed CrimeFest, the content is available to everyone official Steam group, with each reward given for passing member milestones before the anniversary. As reward for getting over 1.5 million members five days early, several major upgrades were released (some still ongoing). Furthermore, on October 25, it was announced that Overkill would be partnering up with their friends at Lion Game Lion, an independent studio that branched off from their company, to produce another series of new heists.

Also, like its predecessor, the soundtrack is acclaimed enough that Steam have released downloadable albums of the game OST and the GO Bank Christmas singles. Almost all of the music can be heard via the in-game jukebox for free (provided you own the core game), and several can be heard for free on the PAYDAY Bandcamp page and composer Simon Viklund's site.

The Crimewave Edition has been announced to be released in June 2015 for the Playstation 4 and Xbox One, and according to official sources, will ship with all of the DLC released on PC up to the Dragan Character Pack and The Bomb Heists.


PAYDAY 2 provides examples of:

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    A-F 
  • Absurdly High Level Cap:
    • Firstly, players can attain a maximum level of 100, and levelling slows to such a crawl that even DEATHWISH heists will provide only a fraction of later levels. Taken even further with the "Infamous" prestige levels, which require players to grind to Lv 100 for the pleasure of paying M in saved offshore cash to lose all normal cash and upgrades; in other words, players wipe the slate totally cleannote  for a spade logo in front of their name, increased XP rewards, special 'infamous' items, and a better chance of rare drops. Infamy can be done up to twenty-five times. The grind has been somewhat alleviated in a major update that rebalanced XP rewards for everything; XP significantly loses speed around level 70, but early players now earn equipment easier and infamy players can find their feet much faster.
    • Due to Infamy being raised to 25, this means that you can effectively go through 2600 levels if you reach the max infamy level.note 
  • Acceptable Breaks from Reality: The police would absolutely not send wave after wave of cops to take down four crooks, especially if they were being cut down like blades of grass - ESPECIALLY if they had civilian hostages. On the other hand, normal people can't take several hundred bullets and still keep going, so the breaks come on both sides. Banks also do not have several hundred thousand dollars in cash on hand, specifically because of the possibility of getting robbed.
    • Bain will often explain why the banks in question have as much as they do and it's always an unusual circumstance, except for Big Bank which simply hasn't been robbed in 200 years.
    • You can complete Hoxton Breakout with 3 members of your crew in custody (and thus, in jail) with no penalty beyond the norm, despite the whole mission being to break one member of the crew out of custody. If they were to make it realistic, this would mean that not a single person can be downed and in custody during the entire firefight, which would be a daunting prospect indeed (considering the heist can only be done in Loud). More amusingly, one of the members in custody can be Hoxton himself due to the game still permitting you to play as Hoxton while rescuing Hoxton.
  • Adam Smith Hates Your Guts: So much so he'd dance on your grave; EVERYTHING costs an extortionate amount of cash. Whilst it's understandable a rare weapon might cost upwards of a few hundred thousand (plus because of balancing), upgrades are on par with weapon costs. Attaching purely cosmetic wooden-handle to your shotgun? Several thousand without discount upgrades. Removed it and decided you want it back on again? You better have another several thousand handy.
    • Done to absurd extremes on Crime.net — if you want to play a specific level with specific settings without waiting,you're expected to have a few million to spare (though it thankfully comes from your offshore account instead of your actual spending cash). Patches nerfed the costs of buying contracts where most of them cost a few hundred thousand dollars and a few will reach a million bucks.
    • Somewhat averted with the Gage Mod Packages DLC. The weapon mods in it are given to players for free after collecting enough in-game packages during heists, and do not cost anything to attach them to your weapons.
    • Taken to hilarious levels with the Spec Ops SMG's stock, where it costs 60k to mod it. The mod in question? Unfolding the stock. If you want to refold it again, be prepared to pay another 60k.
  • A Day in the Limelight: Frequent, as some missions allow certain classes to thrive whilst others are reduced to support. The typical pairings are: Mastermind & Enforcer, who focus on theatrical, powerful approaches; and Technician & Ghost, who focus on indirect, defensive approaches.
    • Partially due to post-release patches, "Techforcer" is now a popular direct-combat option because it combines the technician's "Bulletproof" skill with the Enforcer's heaviest body armor, while Mastermind is more useful for stealth because stealth is more often than not a matter of managing civilians and guards (Mastermind's ability) rather than staying out of sight and moving quickly (Ghost's ability).
    • Dodge builds, often using the Fugitive's skill tree, also happen to be popular in open combat, so long as the player keeps moving about.
  • A.I. Breaker: Averted unlike the first game. SWAT units are more synchronized in their attacks and will flank players from every possible angle when given the chance. There's almost nothing that breaks the enemy AI - bar having a computer that can't handle all of the simulation work. It's very possible, on lower-end machines, for the cops to stand around staring, not shoot for several seconds after acquiring a target, and other stranger behaviours.
    • However, a programming quirk regarding setting the storage room on fire in the Nightclub heist causes the team AI that are near the room to suddenly stand still and not follow the player until the fire goes out. This is likely due to team AI sharing similar path finding with the enemy AI and enemies caught behind the fire are programmed to stand still to avoid walking into the fire mindlessly.
  • A.K.A.-47: Thrown around. You got weapons that are accurately named like the Uzi and the Ak 5, you see nicknames for certain famous weapons like the Chicago Typewriter (one of the nicknames for the Thompson M1928), you have changed names that double as Bilingual Bonus like the UAR ("Universal Army Rifle", English for "Armee Universal Gewehr" or AUG), ShoutOuts like the Predator (SPAS-12, referring to the Jurassic Park films), dev references such as the Lion's Roar (a Croatian VHS2 rifle, the name referring to Lion Game Lion), and then there're some names like the JP36 (rumoured to be the SKU number for an Airsoft G36), the Steakout 12G (not the Ithaca Model 37, but rather an AA-12), and the Kobus 90 (P90, the 'Kobus' moniker was simply made-up).
  • Alas, Poor Villain: Hector in Hoxton Revenge. He was among one of the more popular contractors in the game, and it turns out he was the traitor.
  • All or Nothing: The sequel ramps up the trope with having a lot of cash and valuables being optional. You can try to get more of them for a bigger payout, but if you are not careful, your team can get wiped out and you'll lose everything. There's also Pro jobs, which are the ultimate all-or-nothing; if you fail any day of the job, you are kicked back to the lobby and the job is terminated. Do not fuck up right at the end of a 3-day job.
  • All Your Base Are Belong to Us: A rare player-initiated variant. The second day of the Hoxton Breakout heist has the Payday Gang invade and occupy the FBI'S headquarters long enough to steal some top secret information about Hoxton and the man who sold him out.
  • An Axe to Grind: The Survival Tomahawk, one of the new melee weapons added in the Gage Shotgun Pack DLC. It deals the highest uncharged attack damage, making it the best for spamming uncharged melee attacks.
    • The Hotline Miami pack also brought a fire axe, the single strongest melee weapon, period, with a monstrous 90 base damage. With the right skill, it can oneshot anything less than the heaviest non-special law enforcer, and make quick work of special enforcers as well.
  • And Your Reward Is Masks: Completing heists allows each player to draw one of three cards, and possible cosmetic prizes include different mask "ingredients"; designs, fabric/material, and color schemes.
  • Animesque/Moe: Parodied with the Kawaii mask, which turns your murderous criminal into a murderous pink-haired moeblob. Uguu.
  • Anti-Frustration Feature: PAYDAY 2 has any bags of coke tossed into the water during day 2 of Watchdogs respawn at the truck where they first appeared in. All mission critical loot bags cannot be completely stolen by the cops, but they can be moved elsewhere.
    • Averted in the final parts of "Rats". Players need to wait for a second loot helicopter that hovers beside the bridge and, should they miss when throwing a bag, it falls off the bridge and is Lost Forever. note 
    • Advancing to the next tier of infamy resets all your skill points, but as compensation, the points needed to unlock the next tier in a class tree is cheaper. Experience points needed to level up is also reduced.
    • Lower-level players are normally barred from starting up Overkill or Deathwish maps until they have reached a certain level, so that they can take the time to do low-level maps or have someone around to help them out. After you've accrued enough infamy levels, upon a reset you can instantly jump into Deathwish; this is because a lot of stealth-based Deathwish maps are doable with absolutely no skills to your name, but you have to be sufficiently skilled to do so. The trade off is this allows a player who just infamied to get back dozens of levels, allowing him to jump start his next infamy level much faster.
    • Getting shocked by a Taser will have your current weapon instantly reloaded so that you can have a fighting chance to break free.
      • Bolt action rifles will also chamber themselves for you, even though visually both your arms are outstretched and waving about like limp noodles.
    • Many of the skills are designed to be this. Without any skills, you usually have to wait anywhere from a minute to 7 minutes for a single drill to finish doing it's job. It's either that or trying to lockpick the object in question (and sometimes the lockpicking isn't even an option). Then there's moving the bags around, which can be downright hell if you're alone and have no skills to buff it. With the correct skills, drills finish in a blink of an eye, locks are instantly picked, bags can be quickly manouvered around the map, and at times you can break open shortcuts that you would otherwise not get access to (especially with C4s and the Saw). However, by the time you've acquired these skills, you'll have moved on to higher difficulties, where waiting around is no longer an option.
    • The one saving grace from being kicked down by a Cloaker is that it doesn't count towards one's downs before getting into custody immediately. Depending on the skills of whoever revives you, you could get around half your health back, and so it's a common tactic to bait Cloakers into kicking you when you're low on health and have a friend handy to kill the Cloaker and revive you afterwards.
    • All Infamous Levels come with an exp bonus, although some come with a bigger one than others. This is to help with the level grinding back to 100 for those that went infamous, as it can be a chore otherwise. By Infamous 20 or so, your Infamy EXP bonus alone is usually the same, if not higher, than the total amount of exp you would have gotten from the heist itself (even after all other bonuses have been applied). Overkill also gave a month of extra EXP to players during the Infamy 2.0 update, to jumpstart people's levelling.
  • An Offer You Can't Refuse: Dallas' dentist in The Dentist trailer knows exactly who he is and uses that information to strong arm him into doing a few jobs. He's smart enough to sweeten the deal by promising to break Hoxton out of jail, though, which erases Dallas's doubts.
  • Anti-Grinding: PAYDAY 2 discourages players who try to grind for EXP and cash by having heists you completed show up less frequently, forcing you to play other heists instead of playing the same one over and over. The game also had an level limit penalty by reducing EXP gained on heists that are above your level, but it was changed to have the EXP gained be scaled to your level.
    • The game also has some single day heists include an escape sequence if you finish them loud instead of quiet (some levels can be done quickly with the right skills if you rush it), forcing you to secure your loot and to not farm a level over and over. The chance of an escape generally seems to be linked to the number of civilian casualties and the total completion time. If you take more than a certain amount of time, then you probably won't get an escape sequence even if you do the job loud.
    • The booster system also discourages grinding the same levels by reducing your EXP gains while boosting gains for playing levels you haven't been playing. It was possible to have a 100% penalty, but that was only if you did nothing BUT play one specific job over and over. Patch 35 tweaked the boosting system by limiting it to 15% max while making penalties capping out to only 30% so that players aren't punished too heavily if they want to play specific heists multiple times.
    • With the new experience system, players will gain more experience for retrieving more loot bags from a job rather than just more money, meaning that to get the maximum rewards, players will need to play the job as well as possible rather than finishing their objectives as quickly as possible and sprinting to the exit with one or no bags. Alternatively this means that players can do the Cook Off and White Xmas jobs for hours if they're well prepared, as it's possible to receive well over a thousand loot bags for these jobs, which in turn means it's possible to level up far more than intended.
  • Artificial Stupidity: The sequel mixes this up. This time around, civilians are less likely to run around if a fire fight is happening near them. However, shouts and other intimidation sources now vary in strength meaning that shouting people down may take more or less time; a low level mastermind upgrade can even terrify people by sounds other than shouts.
    • Sometimes occurs with friendly AI. Since starting a heist is only character specific (i.e. Player 1 can mask up and break in the back while Player 2 keeps watch without drawing a weapon) it's entirely possible to start a heist only to have an AI stand about outside unarmed; this can even extend to being downed in a firefight only to have an AI stroll up all incognito, revive you, and wander off again.
    • Friendly AI can sometimes (for no discernible reason) either: 1. Charge into a swarm of enemies without regard for survival; or 2. Hide in cover when you really need help, such as staying hidden in Rats when SWAT start scaling the building.
    • It often happens to the enemy AI as well - setting the gym on the top floor of the Mallcrasher mall on fire can occasionally lead to the cops trying to take cover inside the burning room. They don't survive very long. This is extremely useful on Death Wish, as the cops won't last very long even with their increased max health.
    • Shields, in particular, have a hole in their logic. Shield AI is programmed to always face the front of a player to block attacks. However, if you turn around and walk backwards towards the Shield, you can easily get behind them since the Shield won't know where to face.
    • Headless Titan Bulldozer AI is intentionally crippled. If you look away from them, they don't fire at you. While this leaves you more vulnerable to cloakers that may approach, it allows players to easily complete Safehouse Nightmare by oneself, simply looking down and waiting at the drill (as cloakers don't tend to actively hunt the player unless provoked). Oddly, it's easier for one player to complete the Safehouse Nightmare achievement on Death Wish difficulty than it is on Overkill, as the "easier" difficulty requires collecting floating masks that may instantly incapacitate you.
    • The SWAT van turrets do a number on the friendly AI. They have over 25K health, deal lots of damage, and only have to reload for a short time. The AI will stand there shooting at it, repeatedly going down over and over.
    • Molotovs brings out a whole new form of stupidity. Cops will gladly walk through any fires you created with a molotov and they either die or take a lot of damage. Panicked civilians will also run through molotov created fires, getting themselves killed and netting you a penalty for a civilian kill.
  • Armed Blag: Armoured Transport lets you pull these on GenSec convoys, albeit with more violence than the original trope. Each convoy has between one and four trucks, with each truck having several lockboxes you'll need to crack open to get the goods. You need at least two bags of loot (gold, jewels, or plain old cash) to complete the heist - each van has at least two, though the exact quantity per van depends on difficulty and van count, plus the risk of some being destroyed if you use C4 to blow the doors off.
  • Artistic License – Chemistry: Enforced in the Mission "Rats" and "Cook Off" because you are using caustic soda (Sodium Hydroxyde), hydrogen chloride and muriatic acid (Hydrogen Chloride in liquid form) to make Crystal Meth when in reality you'd just be making salt water which might kill you if you drank it. For legal reasons they wouldn't have been allowed to show you how to make real crystal meth in this mission.
  • Ascended Meme:
    • When you first start the game, you'll start a "heist" (actually just a tutorial) where you enter your safehouse. Bain will tell you to go inside, and the first command he'll give is for you to answer the phone on the table. You can't actually answer it, just like in Counterfeit - fortunately, Bain talks to you anyway, and says "See? I'm one step ahead of you, as always! You didn't even have to answer the phone!"
    • GO Bank and The Benevolent Bank also include phone-answering objectives as part of their stealth sequence. Failing to answer the phone can cause the mission to go loud.
    • When Hoxton was confirmed to return, people started calling Dallas's brother (who had taken up the codename) "Houston" to differentiate. That's precisely the name he's given from the Hoxton Breakout onward.
    • During the Hotline Miami heist, players can cook meth in The Commissar's lab or destroy it as they wish, with Bain noting the crew has probably burned a lot of labs in their time.exp. 
    • Almir, the lead producer of the game, is known by the fan base to have a magnificent beard. The Xmas 2014 heist takes said beard to another level by making it an actual in-game difficulty "mask" to wear.
    • For a while until they were mysteriously removed, players who broke open deposit boxes and safes would sometimes find a grilled cheese toast sandwich inside. The sandwich became a meme within the community over how ridiculous it was to see such a thing inside a safe. Fast forward to the White Xmas heist and one of the random pieces of loot is a giant piece of toast and carrying it is as heavy as a fusion engine. Securing said toast can net players over a million dollars on Overkill difficulty.
  • Ascended Glitch: Patch 11 introduced a bug where street cops had triple the amount of power than they normally have, which meant a cop using a pistol could easily shred your armor and health, even if you had obtained armor and health upgrades. Many people liked the bug for the challenge it presented, so the developers decided to create a variant of the street cop armed with the Bronco .44 a few patches later, which is a freakishly powerful revolver.
  • Asshole Victim: It would probably be easier to list the people who DON'T deserve it, actually. The people guarding the voting machines and operating the related facilities in Election Day, the employees working for the jewelry stores robbed in Diamond Store, Jewelry Store and Ukrainian job, guards, and the innocent civilians are probably the only people who don't have it coming on some level. Every other job involves the crew running up against someone who is, at the very least, involved with something very shady indeed. YMMV on whether banks count as asshole victims, but the Crew certainly thinks they do. Lampshaded on Shadow Raid, where Bain will comment that while the crew deals in drugs, counterfeit and smuggling, at least they're doing it the American way and not funding terrorists (which the Murkywater guards are implied to do).
  • Awesome but Impractical:
    • The mini gun and rocket launcher. The mini gun has an insane rate of fire and can quickly clear out a crowded space, but it has an even worse movement speed penalty than a light machine gun and its ammo can only be refilled with ammo bags. The rocket launcher is the most powerful weapon in the game (with a damage rating of 10,000) and can do a One-Hit Kill on nearly anyone, but it can only hold 4 rockets total and friendly fire damage from the rockets will instantly down players unless they're wearing the heaviest armors. Like the mini gun, the rocket launcher can only regain ammo through ammo bags.
    • The Alpha Mauler as well. While it looks quite cool, it's effectively just a weaker version of the Ding Dong Breaching Tool, charging slightly faster, but trading this off for seriously reduced damage and knockdown. It doesn't help that the Concealment on it is quite low, and that the almost straight upgrade of it is available without having an extremely limited key.
    • The Light Machine Guns are this too. While they can output insane amount of damage (and that oh-so-satisfying dakka sound) they will chew through ammo like a beaver through a pile of twigs. Compounded by the fact that they all have extremely low ammo pickup rate (5%, as opposed to the 15-20% of most other guns) means that you will be dependent on ammo bags a lot. They also cannot use Iron Sights and have extremely poor accuracy, even when upgraded, so unless you're fighting indoors, you will have a hard time hitting anything without spraying a good chunk of your ammo count.
  • The Bad Guy Wins: Any heist your crew of murderous robbers successfully pulls off counts as this, and especially if you shoot civilians, and still have money to spare.
  • Badass Boast: The Bulldozer is particularly fond of these, and their distinctive voice yelling something is often the first warning of their arrival on the field. They have a large set of lines for several events such as starting an attack ("There's only four of them?!" or "You are up against the wall... AND I AM THE FUCKING WALL!"), having their visor shattered ("I'm still gonna kick your ass, VISOR OR NO VISOR!") and incapacitating one of the players. Cloakers also deliver them after incapacitating a player.
  • Bare-Fisted Monk: You can choose to go with your fists instead of using a Pistol Whip when it comes to close quarter combat. While your fists obviously lack power compared to the knives, you can throw punches a bit faster than a melee weapon swing and you can build up a charge for a harder hitting punch faster than charging up a melee weapon attack. Your fists also have a decent amount of knockback against enemies.
  • BFG:
    • The light machine guns are this by having an extremely large ammo pool, magazine size, high rate of fire, high suppression, and being huge. The trade off is you move slower while you have the gun out and you can't use iron sights, forcing you to hip fire.
    • The Thanatos .50cal sniper rifle is a weapon meant to take out armored vehicles. It ignores armor, shields, and singular walls while making short work of everything, with the only thing requiring more than one hit being a Bulldozer. Unfortunately, the ammunition is so heavy and so massive that you only get five rounds to each magazine, with fifteen rounds total.
    • Introduced in the very aptly named Overkill Pack is the Minigun, which boasts a massive amount of ammunition and rate of fire for even stiffer penalties than the light machine guns; your movement is slowed twice as much, you flat out can't pick up ammo, can only hip fire, and your accuracy is abysmal, with no way of mitigating it.
  • Bilingual Bonus: The Big Bank trailer has a pair of vocalists singing in Italian, which also appears in-game as the map's Plan-B theme. Provided you can speak Italian and have a good ear for opera, you'll find the song (rather appropriately) talks about greed, power, and wealth; in essence, the male singer is filled with avarice, the female singer warns him of it, and he discards her advice only to die and lose it all.
  • Bladder of Steel:
    • While usually expected of online games (i.e. a pause function is seldom available), this is invoked through the inclusion of escape sequences. Needed the toilet for most of that thirty minute heist? I hope you can hold it another ten, because leaving means forfeiting the entire mission's cash and XP.
    • Averted in general for small emergencies, as each individual Day is fairly short (if done properly) and there are breaks in between that pauses the progress at the end of each Day. However, if you need to leave, you will have to forfeit your progress, as you do not receive your reward until the completion of the final day (even if it's an escape mission). Taken up to 11 with Achievements and Stealth bonuses, as they span across multiple days and requires you to have started the game at the beginning of the entire mission; even disconnecting in the middle and rejoining the same lobby can wipe your progress on them (which is frustrating on full-lobby achievements, as one person leaving screws everyone over). Lobby leaders also gets it pretty hard, as Payday does not allow you to pass the host to someone else; if the lobby leader leaves, everyone is booted back to the main menu.
  • Blatant Lies: Bain says there shouldn't be many civilians in the Car Shop Heist. He's wrong; there are around a dozen in the map.note 
    • He also mentions that you can customize your safehouse when you enter it for the first time, which you will since it serves as the game's tutorial. This feature never made it in.
  • Bloodless Carnage: Averted in the sequel; enemies unfortunate enough to be in the way of your bullets will introduce their insides to the walls behind them, leaving for a rather gruesome wallpaper.
  • Blown Across the Room: The Bronco Revolver, Deagle, and any shotgun is capable of sending a mook ragdolling through the air. Special mention to the Mosconi Shotgun which, by being a long range shotgun, can even blow an enemy across the room from across the room. The GL40 can also send several cops flying across the room at the same time with one well place grenade shot.
    • This is often a viable tactic for hiding bodies in stealth, specifically with the silenced Loco.
  • Bond One-Liner: Alongside all their other verbal sparring, Bulldozers will deliver one of these every time they down a player.
    Bulldozer: "Got you, shitbag!"
    Bulldozer: "What? You're dead already?"
  • Bonus Level: An odd example for the genre. During any Armored Transport Heist, there's a random chance that a military blueprint can spawn in one of the deposit boxes. If you find it, you get to play an extra level afterwards called the Train Heist, which cannot be played through Crime.net at all. The Train Heist has the biggest payout in the entire game if you can steal all 40 bags of military ammo and steal the main objective item, which is a military turret. On Overkill, the payout in spending cash alone is over million! A patch made the trope obsolete by allowing the heist to be played at any time.
  • Boring but Practical: Sometimes even the simplest things can pull you and the crew through a rough spot:
    • Technician's drill upgrades. It's uninteresting and passive, but upgrading all of his drill perks earn you much faster, much quieter drills that can even self repair every other time they jam, cutting chunks off heist times.
    • The Mastermind's Cable Guy skill, which lets you tie civilians faster and acing the skill lets you carry more cable ties. Cable Guy may not be anything fancy, but tying up people quickly and having more ties to work with means better crowd control that can help your crew out whether the heist is in stealth or goes loud.
      • The Mastermind also has the Endurance skill, which effectively doubles the player's stamina, allowing him to sprint for a longer period of time before tiring out. Acing the skill adds another 50% to the player's stamina and also gives that 50% boost to the rest of the crew. Sprinting is the most basic action anyone can do, but it can also be the difference between someone reaching the escape zone in time or being shot down due to their limited stamina.
    • Transporter, in the Enforcer tree, is considered a mandatory skill for almost every build since it lets you move faster when carrying bags and acing the skill lets you throw bags farther. Fast Hands, in Ghost, is also highly recommended due to the skill increasing your pick up speed for bagged loot. Both help out greatly with the ubiquitous bag-moving that is required.
    • Similar to Endurance, Ghosts get Sprinter, which allows them to rebuild their stamina 25% faster and acing the skill grants a 25% boost to the player's sprinting speed. Being able to run sooner and run faster can be a lifesaver when one has to move from cover to cover.
      • Endurance and Sprinter are basically mandatory for any armour-heavy build, as they're essential for keeping up with the rest of the team and repositioning to respond to threats. Being a bullet sponge with a BFG is no good if you can't be where you're actually needed.
    • Run and Gun for Fugitive is also another speed-boosting skill. Cheap and practical, handy for light players to move around even more, absolutely essential for heavier ones.
    • The Loco Shotgun. Given a massive buff from the Joke Weapon incarnation from the previous game, this shotgun packs a punch, has a decent ammo pickup rate, and has all-round decent stats. But the main attraction is its knockback; this is used all the time to hide bodies in stealth mode.
    • The two piece suit. Sure, wearing a fancy suit makes you a Glass Cannon, but it's pretty much the only "armor" that gives the most concealment for stealth. The suit also has the most speed and stamina, which lets you zip around the map at hyper speed (and even more so if you are using speed enhancing perks and/or get "inspired" from another player) for a long time before tiring out.
    • From a practical standpoint, the latex gloves the whole crew (save for Jacket who wears bandages instead) wears. Not only do the gloves conceal fingerprints, they also act like a second skin so that the crew isn't hindered when holding onto something.
  • Bottomless Magazines: In two forms; the Enforcer's Bullet Storm skill grants temporary Bottomless Magazines for a few seconds after deploying an ammo bag, and the Technician's Mag Plus skill increases ammo capacity for all but the Bronco and the Mosconi. It's entirely possible, with extended magazine upgrades, for some pistols to hold more ammo than the default maximum pool - and for shotguns to hold upwards of 20 rounds!
    • Some weapons are modeled with certain magazines that cannot realistically hold the amount of ammunition the game supplies for them, even before Mag Plus.
  • Breaking the Fourth Wall: Several of the Cloaker's lines, now that they're back.
    Cloaker: "I know, I know, I'm late!"
    Cloaker: "I've got your DLC right here!"
    Cloaker: "Now go to the forums and cry like the little bitch you are!"
    Cloaker: "I bet you let yourself get beat up just to hear what I have to say!"
  • Bribing Your Way to Victory: The Gage weapons pack DLCs vary between releases with some content either being Difficult but Awesome or useful only in the right hands:
    • Subverted with the weapons themeselves, as each weapon pack has nifty weapons that have great (situational) advantages, but have some major drawbacks. Unless you're willing to spend a fortune on specific mods and perks, the guns don't overpower the vanilla guns: LMGs have massive ammo and high rate of fire, but have awful accuracy and lengthy reloads; and Sniper Rifles can one-shot multiple units and even ignore Shield SWAT armor, but the ammo capacity is low and the reload times are lengthy.
    • Played straight with frag grenades. While grenades are well balanced weapons,note  owners of the right DLC start maps with three of them, whilst those without the DLC only have access by playing with a DLC owner and then buying the grenade crate asset.
    • Also played straight with melee weapons, which come in several varieties provided you're buying the packs. While powerful alternatives require a wind up to maximize their power, non-DLC players are stuck with the default fists, joke money bundle, weak knuckle dusters (if they join the steam group), and the fast-stabbing but otherwise unspectacular psycho knife (ditto).
    • Played straight again with the mod pack as, while it requires level grinding to find enough hidden packs, the outcome lands players with free weapon mods, which can lead to some seriously powerful combos normally unavailable to others (save for some alternatives which require specific card unlocks and tons of cash). Players who don't own the mod pack DLC can still earn extra experience points from the packages they find, though the amount depends on how many the team finds and it's still a paltry amount of points.
    • Also played straight with some DLC assets: the sniper pack, for example, grants the unlockable bonuses like two-way zip lines and vantage points which, like grenades, can be a huge advantage but require at least one player to have paid for the DLC. The assets also have their own downsides: vantage points can put you far away from the rest of the team, which means if cops swarm your location or take enough potshots at you, you're screwed. Zip lines, while cool to use, won't allow you to use iron sight aiming while using the line and you're also open to attack by enemies.
      • Speaking of which the sniper pack itself is a straight example, most notably the Thanatos.
  • Brick Joke: In the Hoxton Breakout heist, Bain complains (after using the parking ticket to open the exit) that $7 for parking is highway robbery. In the Alesso Heist, a similar parking ticket machine shows up in the garage and you can blow up with C4, earning you an achievement for getting your $7 back.
  • Brutal Bonus Level: The "Train Heist." Only unlocked if you can find the randomly-spawning intel in an "Armored Transport" Heist, the mission is notoriously hard, with frequent sniper spawns, minimal cover, a ton of loot, and random spawns of multiple vaults. Broke into a traincar, drilled the vault and found ammo bags? That's bonus loot, so you'd best start again on another car and hope for the sentry!
    • Especially so considering it doesn't have the stealth icon on the loadout screen, meaning if you want to do it with zero alerts, it's going to be a Luck-Based Mission. Even if enemy spawns work out great, guards don't randomly swap train sides and see you, and civs don't accidentally glimpse you when looking under the train, the pilot still kicks the vault drill out of a moving helicoper, meaning it will probably land on top of the train or the wrong side and be spotted by everyone.
      • With the advent of 2015's Spring Break Hype Train, Overkill have revised the train heist - it's now not only possible, but preferable to complete the mission in stealth. Vaults can now be opened silently using a hard drive provided by Bain, with the thermal drill only being delivered after the alarm sounds. On the other hand, the sheer number of FBI guards present in the mission, coupled with their huge sight ranges compared to other missions, maintains the challenge of getting out in one piece no matter how you approach it.
  • Bullet Dodges You: The Dodge mechanic, which is more like Immune to Bullets in practice due to gameplay limitations; it's a chance for shots that actually hit you (complete with impact sound) to be completely negated and do no actual damage. Heavy armour reduces your Dodge rating, but certain skills increase it. The Ghost tree specializes in this, able to achieve a very high Dodge score when sprinting.
  • Boss in Mook Clothing: The Commissar looks similar to his fellow Russian mobsters and can't be marked, but has way more health, wears a bulletproof vest, and wields the KSP, a light machine gun that is used by the Bulldozers on Death Wish difficulty. The Commissar isn't immune to being knocked down though.
  • Bullet Time: PAYDAY 2 has the action slow down for a moment whenever you get incapacitated in order to get some clean shots off your attackers before the action resumes. Bullet time also kicks in when you put on your mask near a guard and have a few slow seconds to dispatch him before he attacks you.
    • However, it doesn't slow down for everyone else in an online heist, so don't be surprised if everyone in the county is calling the police for what seems like no reason at all.
  • Camera Spoofing: The Camera Loop ability allows the player to render cameras harmless without breaking it this way for a number of seconds.
  • Chase Scene: Done off screen in PAYDAY 2 where in between days, your group may get ambushed by the cops as your driver fruitlessly tries to outmaneuver them and crashes. You take control of your character after the crash.
  • Cheat Code: Multiplayer version again. This time, cheating has become worse than it was in the first game since players have been spotted using every single skill at once, having infinite supplies, infinite health, converting special enemies to fight for the player (which is currently impossible to do; you cannot even intimidate special enemies with normal skills), spawning enemy units at will, and having enemies drop loot bags or explode like grenades when killed.
  • Cherry Tapping: You can beat enemies to death with a Pistol Whip, your fists, a baton, or even a wad of cash, though doing so will take many hits just to kill an enemy and is very risky as well.
  • Class and Level System: Mixed up from the first game, as you can't choose a specific class at mission start. A Level Up grants you one skill point (three for every 10th level), which can be placed into one of four classes; each class has certain bonuses and/or exclusive specials, but upgrades can be mixed and matched onto your one character. Each class has skills useful to the other classes as well - such as Enforcer's Oppressor making your gun more threatening; very useful for a crowd-controlling, cop-intimidating Mastermind.
    • The Mastermind (Dallas) has the most team bonuses, and focuses on situation control and manipulation. Also doubles as team medic, and abilities can expand to team buffs, exclusive mission purchases, personal discounts, and enemy/hostage manipulation. The Mastermind's Weapon of Choice is pistols, especially the Bronco .44.
    • The Enforcer (Chains/Dragan) specializes on strong armor, high damage, and has exlusive use of the best armor and a circular saw that can cut locks. Is also the only class that can instantly open safety deposit boxes (with the saw). The Enforcer's Weapon of Choice is the shotgun or the saw. Or maybe just everything.
      • Dragan in particular focuses on close combat, with Life Drain capabilities for melee.
    • The Technician (Wolf) is objective based, and has the most gadgets: it comes with better drill abilities, can deploy sentries, multipurpose mines (works as tripwire mine or motion sensor), and C4 (can blast open some doors and secure locks). The Technician's Weapon of Choice - rifles, automatic or single-shot.
    • The Ghost (Houston) focuses on stealth, and comes with a jammer to block alarms and electronics, and can pick locks much faster. Also comes with dexterity upgrades, luck bonuses (such as higher unlock chances and a random self-revive ability) and can crack safes. The Ghost's Weapon of Choice is SMGs, especially suppressed ones.
    • The Fugitive (Hoxton/John Wick) is a new class that Old Hoxton brought with him from prison. Fast and on the fly, they have increased agility, a better chance at dodging bullets, and even critical hit chance. The fugitive's first aid kits are mini-doctor bags that are easy to deploy, easy to use, and compact for storage space (but they can't recharge your revives like the doctor bags). The fugitive's weapon of choice is Arms Akimbo, taking two pistols / submachine guns and running through a wave of enemies that die under the assault.
    • The Burglar (Clover) also focuses on stealth. However, whereas Houston is defined by technical finesse and trickery, Clover is more tactical finesse and clever use of existing resources. All her abilities work when standing still or crouching.
  • Cold Sniper: Certain missions allow you to purchase a Sniper asset for a reasonable sum of money. They generally aren't in the best position and will occasionally miss, but their supporting fire can help quite a bit. You also don't need to worry about the cops taking them out for some reason. The icing on the cake, though, is the voiceovers, as the sniper will count off his kills.
    Ilija: "...one down. It has begun."
  • Colon Cancer: Every mission briefing is usually displayed as [Contract name]:[Mission name]. For Bain with the bank heists conducted by him, you can get stuff like "Bain: Bank Heist: Gold".
  • The Computer Is a Cheating Bastard:
    • Just like in the previous game, cops can shoot through civilians to hit you while you can't do the same thing. On the flip side, the lack of friendly fire shooting through allies (even if you're clipping into them) is fine. Civilians being immune to gunfire is also a god send since the Stockholm Syndrome skill has a civilian revive a player and they may do so when the cops are shooting at the player that is downed.
      • No longer true; a patch which made cops fight gangsters also made them able to hit and kill civilians.
    • Physics has no real concept (surprise!) and SWAT will routinely do things like stand in mid air on the outside of a window to shoot at you.
    • Players need to bypass secure doors by drilling, sawing, detonating, etc., whilst the AI can open secure doors immediately by turning the handle. There are a few exceptions to this (some keycard doors can be instantly opened from the opposite side should you bypass them) but these are, well, the exception.
    • Whilst the friendly AI can only shoot, move, and revive players, enemy AI are capable of carrying loot bags and interacting with hostages, among other things. The friendly AI can also make some movement types that players cannot, such as rappelling down from high ledges (trying to jump down would just make you take incapacitating levels of fall damage).
    • Also, enemies are unaffected by item weight when stealing loot bags, so they can move at a brisk pace while lugging around that bag of gold or fusion engine that slows you to a crawl. Though the converse side of this is that they don't move faster when carrying light items, like jewelry or cocaine.
    • Flashbangs aren't an actual a projectile that gets thrown by enemies. Instead, the game just periodically spawns one at your feet when you're not looking.
    • SWAT snipers can sometimes shoot at you way before they have readied themselves as their sniping spot. Snipers may also shoot you while facing a completely different direction or through the walls and floors around them.
    • The guards on Shadow Raid can see your pinkie toe in the courtyard despite standing on the roof of a three-story warehouse. And alarm everyone in the compound. Good luck trying to silence him, as you still have to answer his pager (which is, again, way at the top of a roof).
  • Concealing Canvas: There's a safe hidden behind a painting in the manager's office of Big Bank. There may be a keycard inside, but there's usually just a partially-eaten cheese toast sandwich.
  • Concussion Frags: The Gage Weapons Pack #1 DLC adds frag grenades to the game, which damages enemies and stuns them at the same time. It can easily kill most weaker police forces such as streetcops and basic SWAT units; if it doesn't, it can still (sometimes) knock the helmets off them and tougher enforcers, leaving them open for quick headshots.
  • Conspicuous Gloves: The four playable characters always wear blue latex surgical gloves with their two-piece suits regardless of the mission. They're obviously to prevent leaving fingerprints, but it can be somewhat disconcerting when you notice you always wear them, even while covertly casing a robbery target. This coupled with the aversion of Informed Equipment can lead to players who, although geared for stealth, always seem to A) be wearing surgical gloves and B) carrying gear like first aid kits slung over their shoulder. It can start to seem like an Unusually Uninteresting Sight when four men resembling extremely fashion-conscious paramedics in varying degrees of military-grade body armor walk through a bank mumbling about guards and cameras.
  • Continuity Nod: The safehouse in PAYDAY 2 has a front as a dry cleaning store called Bohdi's Dry Cleaning, which is a subtle nod towards the front the crew used in the Counterfeit heist from the first game named Bohdi's Pool Repair. Boxes labeled with the names of previous heists also appear scattered around.
    • If you have Alex drop off ammo bags for you in day 2 of Big Oil, he may sometimes drop them within inaccessible locations, like at the bottom of the cliff or on top of the trees. Bain may say "This is like Panic Room all over again!", referencing to the time Alex dropped the bag of C4 in an undesirable location in the first game.
    • The Bank GO heist has you air lifting the loot via a plane with a hook. Bain references the event to Green Bridge, another heist from the first game which also had a similar event.
    • In the Hotline Miami heist, when you find the meth lab, Bain will reminisce about all the other meth labs you've blown up, which is both a reference to the Rats heist as well as a mild Take That to players who always opted to blow up the lab in Rats rather than cook the meth.
    • The Art Gallery heist will have Bain mention how they robbed the gallery for the Elephant last year (2013 was the year the game launched and 2014 is when the Art Gallery heist was released) and this time, they are robbing the place again for themselves. Likewise, the Cook Off heist, which is Rats day 1 as a standalone heist, has Bain telling the crew that the meth lab they used for Hector's job is still intact and they can use it to cook meth again, but this time it's for pure profits for themselves.
    • There's a unique blue-shirted female FBI agent encountered in Operations during Hoxton Breakout Day 2. She's the same agent who was in charge of investigating the Payday gang and was last seen interrogating Dallas in the web series. Her corrupt partner is nearby. Both are almost inevitably killed.
    • The plan for getting the vault car open in "The Bomb: Forest" is the same as the safe in Counterfeit: fill it with water, then blast it open with C4.
    • The evidence boards in Hoxton Revenge are loaded with photos and sticky notes of the jobs that came before it, including Election Day, Hoxton Breakout, and Big Bank.
    • During the Alesso Heist, one can blow up the ticket booth with a spare charge of the C4. If you do so, Bain will comment on getting your seven bucks from Hoxton Breakout back.
  • Cool Car: The Car Shop Heist has you stealing these and you get to drive them to boot.
  • Cool Mask: There are tons of masks as the base and letting players customize their masks with various patterns and colors. The Infamy and Alpha masks, in particular, are noted to be awesome in their descriptions.
  • Cool Shades: Unlocking your first tier of infamy gives you a pair of shades that you can wear during a heist instead of a mask and it is badass.
    • Two more pairs of shades were released alongside John Wick during Crimefest, based on the iconic sunglasses from Terminator and Reservoir Dogs.
  • Corrupt Politician: The Elephant falls squarely into the trope; he wants a lot of shady and high risk criminal activity done under the radar in order to make him look good, benefit his agenda, or ruin the image of his political opponents while paying you handsomely for your work.
    • One of the Elephant's jobs has you double crossing a crooked Democrat by stealing paintings for the Democrat and exchanging them for money, then proceeding to infiltrate his apartment to steal his illegal cache of gold (he got them from an arms deal) while planting cocaine. You really get to see how corrupt the Democrat is during plan B (heist goes loud) where Bain digs up dirt on him and sees that the Democrat not only exchanged arms for gold, but was also involved with drugs and other illegal activities, sometimes even sampling the 'product' as part of the deal.
  • Counterattack: The Shockproof skill in the Technician tree gives you a small chance of staggering a Taser that is stunning you while the aced version of the skill lets you do massive damage in retaliation against him.
    • There's also the Counter Strike skill in the Fugitive skill tree that lets you counter attack a melee attack while charging your own melee, which rather humorously blows them across the room. The aced version even works with Cloakers!
  • Cowboy Cop: Essentially, the entire DCPD. Every single cop that responds to one of your heists will shoot first and never bother with questions, violating every single police procedure for hostage situations and armed robberies. This goes double for the special units, the Dozer and Cloaker in particular, who are at times just as violent and bloodthirsty as the Payday Crew themselves. There is a small subversion in the live-action Hoxton Breakout: at one point, two DCPD officers take down one of the crew and begin to read him his rights. And though it's difficult to notice, if players have a lot of hostages and/or don't fire any shots (even the first uniformed officers on the scene), the initial assault will take longer to occur and the uniformed officers won't shoot back as they're assessing the situation.
  • Creator Cameo: Simon Viklund, creator of the acclaimed soundtrack, returns as Bain.
    • Almir voices the drunk pilot in White Xmas.
  • Crossover: The GO Bank heist is based on a bank level from Counter-Strike Global Offensive.
    • The Hotline Miami heist is inspired by Hotline Miami, including four animal masks (plus four more for owners of Hotline Miami), and a Hotline Miami-inspired layout and boss battle.
    • As of Update 41, John Wick is a playable character.
    • The Alesso Heist takes places during one of the Swedish DJ's own concerts, whom himself composed a song just for this heist that can be heard throughout the duration of it.
  • Curse: The Diamond, according to the narration given by Clover, is supposedly cursed due to every owner meeting their end in some brutal way (suicide, beheading, etc) and the trailer shows Dallas possibly being shot in the back of the head by an unknown assailant. It's possible that The Diamond brings misfortune to those who claim it for their greedy ends.
  • Cut His Heart Out with a Spoon: The Commissar keeps giving you these threats in Day 1 of Hotline Miami.
  • Death by Irony: With the Golden Grin Casino DLC adding a taser melee weapon, it is possible to give one to a taser enemy by constantly jabbing him with your own taser.
  • Department of Redundancy Department: Since some masks have the definite article in their names, the achievements that unlock them can read like "Unlocks the "The Gas Mask" mask."
  • The Dev Team Thinks of Everything: Try burning a female civilian. They come with their own voice lines for being lit on fire.
  • The Dreaded: Bulldozers and Cloakers.
    • The Payday gang themselves seem to have this reputation with the police judging by the level of response they earn from the law enforcement.
  • Difficulty Spike: Some heists are unlocked after you reached a certain rep level. Around level 30, you unlock jobs given by the Elephant, which are very difficult for first timers due to the heists encouraging stealth and having SWAT swarm in from many spots if the stealth fails; other heists have levels that are more straightforward with cops coming in from predictable locations.
    • Heists released after the game launched tend to be harder than 'stock' ones despite having equal or lower official difficulty ratings, almost always due to absence of good cover. Additionally, all but two cannot be stealthed and one of those two can only be stealthed if you're lucky with random events.
    • Following the tradition of Overkill 145+ in the original Payday, the Death Wish difficulty was added in Update 24. Contracts at this difficulty will start to appear for you when you reach level 90. Not only do the police hit harder, but there are special GenSec Elite who spawn in mobs, specials begin appearing everywhere, all safes become drill-required Titan safes, and most cameras become unbreakable Titan cameras. That's saying nothing of the new "Skulldozer," an elite bulldozer wielding a machine gun.
  • Difficult but Awesome: Explosive weapons in a nutshell:
    • Grenades from Gage Weapon Pack #1 apply, as while players can easily clear chokepoints and knockback shields, a single misfire can kill numerous hostages, and, since damage causes them to detonate prematurely, can cause serious friendly damage if timed incorrectly.
    • The HE rounds/explosive rounds from the Gage Shotgun Pack DLC are difficult to use due to inflicting friendly fire damage, and having a significantly reduced shotgun ammo pool due to balancing. Mastery of the HE rounds in the right hands can allow the player to easily stun lock a cluster of SWAT units and can also stun the Bulldozer, buying the team enough time to run to safety or to pump the Bulldozer full of lead.
    • The GL-40 Grenade Launcher from the Gage Assault Pack applies too, as while players can one-shot most enemiesnote  over pretty long distances, it has a rather small blast radius and a tiny ammo total. If anything, it's like a long range OVE 9000 Saw; fantastic in the right hands, but is very situational and means depending on secondary weapons. If you land a direct hit to a Bulldozer's faceplates with the GL-40, it'll blow them right off (along with about a third of the bulldozer's health!), but it's a small target to hit with a slow-moving, ballistically-arcing projectile...
  • Dissonant Serenity: The BBQ DLC trailer features the aftermath of Wolf and Hoxton's flamethrowers to the quite joyous sound of The Flames of Love
  • Double Unlock: To get new guns, armour, and melee weapons, you have to unlock them through leveling up and then purchase them with your money. The end-of-heist Payday gives you a choice of three random rewards: they can be weapon mods, masks, their decorations, money, or experience. Once unlocked, mods and masks have to be bought for an open inventory slot.
    • Unlocking skills requires you to spend enough points to climb the class tree; unlocking said skills requires spending money and assigning skill points.
  • Drop the Hammer: The Gage Assault Pack DLC contains a hammer that can be used as a melee weapon. The hammer has one of the highest knockback stats out of all the melee weapons and it can cause quite a bit of damage as well. The hammer's only downside is its lengthy wind up charge.
  • Dummied Out: An early version of the ECM feedback would have civilians and enemies vomiting, but the effect was replaced with having people hold their head in pain instead. The old vomiting animation is still within the game's code and was restored for the Big Bank heist: buying the Poisoned Cake asset will result in one guard hunched over throwing up for the entire mission.
  • Dynamic Entry: Cloakers, with their nasty habit of looking just like blue SWAT units, do so love to wait until the group is occupied with a huge ass shootout, then launch themselves at an unaware crew much like a rocket-propelled law-breaker-breaker missile... thing.
    • One of their favourite tricks is also to drop down from ceiling vents, often right behind an unsuspecting heister. If you don't hear the telltale sound of the vent hitting the floor in time, you may find yourself joining it and enjoying a nice view of a retractable baton.
  • Early Game Hell: New players will be having a rough time trying to acquire anything, do any serious damage, or survive long enough to not go down in their first few hours of the game. Players only start off with a weak assault rifle, pistol, and no body armor, though they quickly can unlock a new gun and better armor within the first few level ups. Buying weapons and new skills are extremely expensive, which is something the developers pushed for so that "every choice you make matters" (which runs into problems when, in the early game, you rarely get any choices to begin with, and the general lack of detailed information to make informed decisions doesn't help either). Once you start racking up money effortlessly, the expenses become trivial.
  • Earn Your Fun: Similar to the first game, PAYDAY 2 pulls no punches and will force new players to learn through trial and error. While there is a tutorial of sorts in the safe house, it only teaches the mechanics to heists such as lockpicking and opening safes; combat skills have to be learned on the fly. The game also has a Random Drop feature for weapon mods, so you may not be able to have a fully pimped out gun if your luck isn't in your favor.
  • Easter Egg: Music from the first game playing on the radio in the safe house.
    • The first game song "I Will Give You My All" can be heard in the biker house on Big Oil Day 1.
    • The GO Bank mission features a stereo playing music from the Merry Payday Christmas soundtrack.
  • Elite Mook: The special SWAT units from the previous game return and behave the same way. New to the game are tan FBI SWAT units that wear full body armor and can't be hurt unless you hit them in the back or headshot them. The Death Wish update also added GenSec armored SWAT units, which are more accurate than the tan FBI SWAT and react faster too.
  • Enemy Chatter: There's actually quite a lot, although it can be difficult to notice over the music, gunfire, and shouting from your teammates. However, you're going to be getting very familiar with the Cloaker's quotes as he taunts you whilst beating the shit out of you.
  • Escort Mission: Entirely optional, but if you want an achievement, then you'll have to escort a civilian nicknamed Bobblehead Bob to the vault in Big Bank and make sure you don't accidentally kill him.
    • Another optional achievement has you bringing the DJ from the Nightclub mission over to the escape van. This one sometimes makes its way into the daily jobs, as apparently, Vlad's niece wants him to play at her sweet sixteen and he needs convincing.
    • Hoxton Breakout involves escorting a truck through a police infested city block. Thankfully, the truck is armored and impervious to attack, but you have to stay near it in order to remove obstacles that will impede its path.
    • The seasonal White Christmas heist is a remake of Heat Street, and requires the players to rescue a drunken pilot (Vlad's brother in law) and escort him to waiting helicopter. He can't be killed, but he will regularly fall down in a drunken stupor, requiring players to constantly babysit him.
  • Even Evil Has Standards: Bain will NOT be happy if you start killing civilians. Although it may seem like he's only angry because of the increased police response, longer custody time and cleaner costs, several of his lines make it clear that this trope is definitely coming into play. At least for Bain.
    • In the Meltdown Heist, Bain will chastise Vlad for making the gang steal nuclear warheads without telling them. The only reason the heist actually continues is more than likely because it'd be impossible to send an escape vehicle with the amount of heat the gang has, so Bain reluctantly tells you to continue on with the heist while being VERY gentle with the warheads.
  • Everyone Calls Him Barkeep: The Elephantnote  and The Dentist.
    • Only Known by Their Nickname: Bain, Houston, and Wolf. Possibly averted for Dallas and Chains - the second episode of the web series names Dallas as Mr. Nathan Steele, and the John Wick crossover trailer identifies Chains as "Nicholas." Averted for Hoxton, who is identified by the Federal Prison system as "Jim Hoxworth."
  • Evil Cripple: Gage is the gang's weapon dealer, and is paralyzed from the waist down because of a war wound which has left him bitter and jaded. He's in a wheelchair, but that doesn't keep him from shooting out of it.
  • Evil Laugh: The Taser will sometimes gloat in an evil tone if he electrocutes you. Bulldozers may also laugh in an evil voice when they wreck you.
    • Clover sometimes laughs or giggles when killing specials.
  • Expy: Like the first game, PAYDAY 2 is a Spiritual Successor to the Left 4 Dead series, and holds similar special enemies. Specifically: a suicide rush-er instant downer (Cloaker/Charger, Hunter & Witch); a stunner (Taser/Smoker & Jockey); a distant glass cannon (Sniper/Spitter); and a devastating giant (Bulldozer/Tank). The Shield has a sort-of counterpart in the 'uncommon' infected Riot Police, who are only vulnerable from the back.
  • Executive Suite Fight: The end portion of day 2 of the Hotline Miami heist has you storming what appears to be a rundown and crumbling apartment building, but the top floor is way more furnished with better wallpaper, carpet, expensive art, a security room, and a vault. The penthouse is always the room where the final showdown with the Commissar will be.
  • Evil Counterpart: The Commissar and his mooks compared to the PAYDAY gang. The mooks wear suits just like the crew and they use a variety of weapons (revolver, shotgun, assault rifle, etc). Said mooks on day 1 can also barricade windows in the motel for cover and rig doorways with trip mines just like the players. The Commissar himself not only wears a suit, he also wears a bulletproof vest and uses a light machine gun, gear that is commonly used by players. The only difference between the Russian gangsters and the PAYDAY crew is the Russians are willing to get into some business that the PAYDAY gang refuse to get near, such as torturing hostages.
    • The Commissar is also an Evil Counterpart (or, more evil) to Bain; they both use a camera feed and overwatch their minions via a computer HUB.
    • Hector in the Hoxton Revenge heist, when going loud, wears the Improved Combined Tactical Vest, just like the Payday gang can. You can also unlock the riot mask he wears with it.
  • Eye Scream: In the Hoxton Breakout trailer, Wolf drills DIRECTLY INTO A BULLDOZER'S EYE!
  • Faceless Goons: Especially so compared to the first, as the main characters went through several stages of actor change and character appearances; only the masks remained the same.
    • Averted with Taser units, as killing them with a headshot makes their entire helmet fly off, revealing a stubbled, brunette man.
  • Fake Difficulty: There are a number of random variations on factors and events in every heist. Sometimes a room will be located in a really bad spot, or a vault door you need to defend has no cover near it whatsoever. Sometimes, the loot vehicle will just keep missing its mark over and over again, or the escape vehicle will arbitrarily decide to set its landing zone across the map from your perfectly viable and already secured area. Also, the fact that the police will send hundreds of SWAT units at a mere four bank robbers in endless waves, even if it gets dozens of civilians killed in the process, doesn't help matters (after all, when hostage takers clearly care far more about keeping hostages alive and out of harm's way than the police, something is terribly wrong).
    • GO Bank's stealth runs can qualify as Harder Than Hard if the security call goes badly as, on activating the vault's time lock, Hilary from GenSec asks for Barney to confirm the time-lock check-in. Thus, one of the following two can happen:
      • She's fine with Barney not speaking, and disables the lasers when the vault opens. Players will only deal with the police chief if they take too long (presumably as Barney didn't call back).
      • She demands Barney call her back, meaning she sends GenSec officers (with pagers) over; players have to carefully avoid the vault lasers when it finally opens to reach the deposit boxes; the local police chief calls due to the GenSec tip-off and sends cops to investigate; when the cops don't report back, players are finally given an ultimatum of four (or less) minutes before he sends every available cop over, forcing players to then drop everything and run or go loud.
    • The Death Wish difficulty can be seen as this, as the only way it makes cops harder to fight is to significantly increase their health and damage and increase the spawn rates of specials.
  • Fake Longevity: To discourage charging through multi-day heists for the extra cash, being aggressive and loud often adds an additional mission where the vehicle crashes, forcing the players to guard their loot and/or evade the police. The whole trope is avoided if a player who has access to additional assets buys the Expert Driver asset, which guarantees that the crew can escape without a police chase.
    • Notable in Framing Frame: failing the stealth part on Day 1 means the hand-off on Day 2 is much more likelynote  to be ambushed by the police, forcing you to fight your way to the escape vehicle instead.
  • Fast Roping: The cops will insert elite units this way. True to life, they are very vulnerable while doing this, and can be shot off before hitting the ground.
  • Five-Bad Band: Being a crew of criminals, this is no surprise.
    • The Big Bad: Dallas, The Mastermindnote 
    • The Dragon: Houston, The Ghostnote , and Hoxton, The Fugitivenote 
    • The Evil Genius: Wolf, The Techniciannote 
    • The Brute: Chains, The Enforcernote  Jacket, The Sociopath note 
    • The Dark Chick: Clover, The Burglarnote  Bonnie, The Gambler note 
    • Sixth Ranger: John Wick, The Hitmannote 
      • Dragan is also a Sixth Ranger; he's been hired by The Butcher from Europe to assist the Payday Gang. Focuses on close combat.
  • Flipping the Bird: In the Xmas Heist trailer, the crew robs a bank while a nearby civilian records it all on his cell phone. As the crew escapes, the last one to exit approaches the civilian, aims his gun at him, then lowers it as he flips the guy off.
  • Forced Level Grinding: The PRO and harder heists require a great deal of preparation beforehand, and level grinding is the direct line to cash and skills. This also applies to online too as, while you can join games well above your skill, expect to be kicked from sessions if you're level doesn't show you've been grinding enough.
  • Fragile Speedster:
    • Cloakers move insanely fast and can instantly take you down with a single kick, but they can't take much punishment. Similarly to the Left 4 Dead 2 Charger, they're easy enough to kill if you catch them off guard, but they thrive against divided or bad teams.
    • Dodge builds are this for the player, as you only really have a tiny amount of armor and your basic health. To up your dodge stat to usable levels, you generally have to sneak around or be running at top speed. If you stop and stand for any reason (usually because you got tased) you're very likely to go down fast.

    G-L 
  • Game-Breaking Bug: The Cloaker in the pre beta version of PAYDAY 2 caused a player's game to crash if he kicked that player. Due to the bug, the Cloaker was removed for the remainder of the beta and was not included in the final game until Patch 23, which reintroduced the Cloaker along with some achievements involving them.
    • PAYDAY 2 on launch day had an extremely nasty bug that caused everyone's games to crash at the end of the heist or when an achievement was unlocked. Luckily, Overkill fixed the problem in less than an hour.
    • Patch 11 caused a terrible bug with body armor where all armor types had the same defensive value as a two-piece suit, meaning no defense. The bug alone made the Enforcer class nearly crippled because the exclusive full suit body armor now had no protection and the burden of slower movement speed. The bug also caused players to switch to the two-piece suit since they had no protection at either rate, they might as well go with extra movement speed. The same patch also caused blue SWAT and gangsters to have triple the amount of firepower.
    • For a while, picking up the top secret blueprints in an armored heist mission would trigger a bug that caused the game to crash when it attempted to load the secret military train mission. Not only did players have to restart the mission, but they'd lose any money and experience they had accumulated in the previous heist.
    • It's possible in Diamond Store for a bug to result in the 'Escape Available' objective never activating if too many bags are thrown into the van at once, forcing a restart or termination.
    • A milder example than most, but in stealth-only mission Shadow Raid, there are certain spots where guards can detect players through walls, resulting in the sixty second to failure countdown.
      • Sometimes happens on other maps.
    • Hotline Miami has an issue where one of the objectives requires placing fuel cans on four cars and igniting them. However, if you place more than 4 fuel containers and begin igniting them, it causes the mission logic to glitch and the next objective never triggers.
  • Gameplay and Story Integration: The side-jobs feature added during the spring-break event typically adds a small flavor blurb to the daily and weekly achievement, serving as an in-universe justification for various odd, difficult, or inane achievements the crew can accomplish? Why bother collecting that rare hockey poster? The Elephant is an avid sports enthusiast. Why go through a mission never touching the ground? The Dentist wants to test your abilities before he's sure you're ready for his next scheme.
  • Gameplay and Story Segregation: It's possible to play the Old Hoxton breakout heist... as Old Hoxton.
  • Getaway Driver: Twitch is the crew's go to driver when it's time to bail and they escape by using a van. Sometimes the crew will also summon Bile for a helicopter escape or an unnamed boat driver if they have to escape by water.
  • Glass Cannon: You can become this if you carry powerful guns and wear a two-piece suit, which offers no additional defense (bar Dodge) compared to the various types of body armor. Gangster enemies can easily be killed with at least two shots to the torso, but their machine guns can quickly tear you apart.
    • This goes doubly so for gangsters after certain patches that left Mac-10 armed Gangsters capable of tearing through the players heaviest armor faster than a Bulldozer at close range, but still just as unarmored.
      • Regular uniformed police officers now count. Though totally unarmored, some of the regular uniformed cops now come equipped with the Bronco .44 and can drop a fully armored player's regenerating health down in one shot, and on Overkill, can rapid fire. Though technically a low level unit, they now occasionally warrant showing up on higher difficulty waves due to their devastating firepower.
      • Standard and Heavy SWAT officers, the 'common' enemies from Normal and Hard, also fill this role on Very Hard and above; they get boosted up to about double their base firepower but with no increase in health. Shotgun-equipped enemies also tend to fall into this category.
    • Snipers are also deadly to the point where being shot by one causes all damage that exceeds your remaining armor to bleed over to your health (they're the only enemy that can do this), making you a One-Hit-Point Wonder if you are wearing light armor or none at all. Snipers also have poor defense and can easily be killed with a single shot with most decently powerful guns.
    • Cloakers can take their targets down in one hit and are reasonably resistant to body hits, but take much more damage from headshots than other specials; most guns require two or three headshots to drop them at most. They are also very reliant on cover and ambushing to take down targets effectively; catch them out in the open (which can happen easily on certain maps) and they don't stand a chance.
    • The Hostage Rescue Team are the guys in balaclavas that come in between assault waves. They have minimal health but the guys armed with CAR-4s have the highest DPS of any law enforcer short of a Skulldozer; getting surprised by one at close range can result in near-instant incapacitation.
    • Similar to the HR Ts, the elite FBI agents in white shirts with suspenders are physically fragile but pack extreme firepower. They appear as a fixed spawn on some maps (e.g. Watchdogs Day 2, Firestarter Day 2) and can be a rare spawn that sometimes pops up between waves in a similar role to the HRT, alongside regular FBI agents (who wear blue caps and jackets with 'FBI' across the back, but only carry semiautomatic pistols).
  • Glowing Eyes of Doom:
    • The default masks from The Completely Overkill Pack DLC have glowing eyes that further accentuate the creepy factor of the masks.
    • Cloakers only flare their goggle's lights when they're charging someone, so if you see their eyes glow, you're pretty doomed.
  • Government Conspiracy: It's implied that one was behind Hoxton's imprisonment, as during the Hoxton Breakout you need the clearance of the FBI Director to gather information, causing Hoxton to note that his case goes up to the top, higher than you would expect a mere heister's case to go. Somewhat accurate, in that Hector was picked up by the FBI and ratted out the gang in exchange for a shorter sentence or something.
  • Gratuitous Japanese: In GO Bank, the pilot may refer to Bain as "sensei."
  • Guide Dang It: The Train Heist from the Armored Transport DLC requires players steal a military turret, and bag its ammunition should they want a larger prize. Do note, however, that the game fails to emphasize how incredibly volatile the ammo is, as by shooting or simply throwing said bags a little too far causes a strong explosion that can ruin an entire game: as bags are typically moved from pile to pile, and ammo bag explosions can cause chain reactions, one player's error can accidentally cause a huge detonation, either killing the entire team or costing a significant amount of pay.
    • Doors are given little explanation beyond "pick the locks until you level enough." Granted, it's not to difficult to figure out after thoroughly examining the upgrades pages, but it's unsurprising that most players don't realize you can shoot locks out with enough force.note 
    • While it doesn't tell you directly, the safe house has a section that lets you practice your skills on opening doors. Every door whose lock can be shot out are marked with a gun icon. Of course, it's not an obvious tell at first and players who don't bother exploring the safe house fully may not even know about the ability to shoot out locks.
    • Actual upgrade figures, in several cases. Since upgrades are often measured in non-specific figures (e.g. 50% armor regeneration is pretty unhelpful unless you know fast it is normally. Thankfully countered by the OVERKILL endorsed fan-made calculator, which gives more definite figures.
    • Day 1 of Firestarter has you either stealing the weapons for cash or destroying them so the contract's rival gang can't use them. Stealing the weapons for money is easy and obvious, but there's nothing in the level that clearly tells you how you can destroy the guns. note 
    • Day 2 of Big Oil is all about sneaking into a scientist's mansion and stealing the working fusion engine prototype from his lab. However, he has a dozen prototypes and Bain will only accept one. Players are supposed to use clues from around his lab (a computer, clipboard, and a few whiteboards) to determine the correct engine. The first two hints are simple, as they refer to the color of the engine's fuel tanknote , and how many nozzles feed into the machinenote . The hint that qualifies as a guide dang it moment is the pressure gauge of the engine; you have to find the computer that tells if the pressure per square inch (P.S.I.) is less than or more than a certain figure, and convert it to BAR measurement. Unlike other mission critical set pieces, the computer that contains the P.S.I. info can be destroyed by gunfire and grenades, which makes the guesswork much harder. Even if it isn't blown up, the monitor may be UNREADABLE if the texture quality isn't set above a certain threshold. Good luck trying to complete the mission if none of the team can read the monitor, and there happen to be two or more machines that have both the same coloured gas tank and the same number of nozzles.
    • More generally, figuring out what some skills actually do. Their interactions with the game aren't always clear and some bonuses don't actually do anything - Hard Boiled, for instance, boosts shotgun accuracy, which actually makes shotguns worse by limiting their spread without increasing their damage against targets they do hit.
    • How to defeat a SWAT Van Turret: Most people shoot at the turret and realize they aren't doing direct damage to the turret. The key is to shoot off the Turret's barriers, which will eventually pop off upon taking too much damage and expose the glowing, bronze battery underneath the gun. That's where one needs to shoot to destroy the Turret effectively.
  • Gun Accessories: Firearms can be customized using various grips, barrel mods, sight mods, and so on; this even extends to purely cosmetic mods. Most, however, have at least some mechanical function.
  • Guns Akimbo: The Hitman perk deck allows you to dual wield pistols (even the high caliber Deagle!), though you'll suffer a massive loss to stability.
  • Handy Cuffs: Once again, security guards can cuff you if you approach them too closely.
  • Hard Mode Perks: The sequel makes the trope almost a necessity if you want to get a lot of money in one session. Later missions require this, as level-up requirements increase significantly around level 40.
  • Hand Cannon: The Judge looks like a slightly oversized revolver. It fires .410 shotgun shells; at close range, it's more damaging than the Mosconi. It's also too light to compensate for its own recoil and carries less ammunition than any other secondary weapon.
  • Harder Than Hard: Pro heists. Simply put, a higher payout comes with even steeper difficulty; not only is the game even harder, but failing kicks the players from the map, meaning multi-day heists require a full replay and even single day heists become hard to find again.
    • Death Wish difficulty. Similar to Overkill 145+ in the previous game, damage taken skyrockets, every enemy type receives a health boost, assault waves last longer, and you will have extremely low health when you are revived. Bulldozers with a light machine gun and a new durable and harder hitting SWAT team appear on Death Wish, along with Titan cameras that can't be broken. In addition, Titan safes and additional difficulty factors (such as skylights on Bank Heist variants) have a much higher chance of occurring.
    • The Big Bank heist. Advertised as making the original game's bank heist "look like a candy store," players must either go to extreme lengths to avoid an alarm (i.e. navigate a huge, very busy bank and jump through several hoops to simply reach the vault's inside) or hold off massive, swarming waves of cops and move an enormous drill through two huge areas a mere half minute after the alarm, before fleeing through one of four very dangerous (yet theatrical) means.
  • Heart Is an Awesome Power: While the Ghost seems somewhat redundant on louder heists, they still have their merits. Fulfilling all speed upgrades, for example, mean you can run/sneak/walk 50% faster, stamina and armor regenerate 50% faster, and you have a 45% dodge chance when running, making the Ghost also cover the Fragile Speedster category.
    • Combined with a couple of Enforcer abilities, the Ghost skills can also make for an amazingly good bag-mover (especially for bags you can sprint with, like meth), able to move several bags to a safer location much faster than otherwise possible. This can save a crew a lot of time and effort, either with moving or potentially retrieving bags.
    • If the Ghost obtains the right upgrades, he can become useful even on loud heists. One example is upgrading the ECM. It can be used as a substitute keycard so you don't have to waste 150+ seconds drilling one door. It can even save your entire crew from an untimely end by emitting at a frequency that paralyzes any hostiles near it with painful headaches, including every Special but cloakers, even Bulldozers. His ability to pick locks at a fast rate and crack safes by hand in forty seconds is also invaluable, especially on missions where the objective is in a safe (Ukrainian Job, Jewelry Store, Night Club) or where many deposit boxes need to be opened quickly and there's no saw on hand (GO Bank, Bank Heist, Big Bank, others.)
  • Hell Is That Noise: Cloakers emit a dull hiss/electronic tone (encoded signal?) that observant players can hear. The electronic 'scream' they make when charging definitely qualifies.
  • Hero Antagonist: The police are just doing their jobs and trying to protect the civilians from the robbers. To a lesser extent, security guards also qualify, although arguably not on the Shadow Raid heist, since they're knowingly working for an extremely shady corporation like Murkywater.
  • Heroic Mime: Jacket could be considered this, albeit without the hero part, as he doesn't have any actual voice lines, and speaks with pre-recorded lines on a tape.
  • Highly Visible Ninja: Cloakers avert this: most of them will hide around corners or even under cars, waiting to ambush any player foolish enough to run through the area blindly. Their uniforms are also similar to a normal SWAT unit, which makes them blend in with regular SWAT teams. Cloakers will also use smoke grenades aggressively in order to hide in the smoke. Cloakers will also deploy smoke grenades to blend in with after he downs a player so that everyone else has a harder time finding him.
    • Potentially played straight by Ghost players, depending on how heavy you gear up. For instance, it won't matter if you're only wearing a two-piece suit when you have a fifty-calibre sniper rifle slung over your shoulder.
  • Hitbox Dissonance: Due to the wonky Diesel engine, nearly all enemies lack hitboxes on their legs, which makes shooting the legs do nothing but waste your ammo. Factor in lag and the use of (optional, for performance reasons on weaker PC's) low-quality animations, and this issue can get very frustrating. The standard feature of a hit-marker, however, helps to alleviate the matter somewhat.
    • The Bulldozer's weak point is his faceplate, but the faceplate itself is really small and thus it's harder to land constant shots on it.
  • Holiday Mode: From October 31st to November 4th (for 2013 anyway), PC players got treated to an extra heist called "The Safehouse Nightmare", which takes place in the crew's safehouse. The mission description has massive repeats of "All work and no play makes Wolf a dull boy." The level has near zero lighting, save for some candles and scary music from the radio is playing. You use the thermal drill on the vault and suddenly, swarms of headless Bulldozers with triple health start coming after you (no other enemy ever spawns) and the inside of the vault is on fire. You have to secure whatever cash is safe and then your last objective is to "Wake Up." During the entire heist, many random events can happen, such as smoke filling the whole basement, fires starting in random spots, getting electrocuted if you jump, getting downed if you walk through the metal detector, etc. There's also random masks floating upstairs; one of them is real and you can keep it to wear later on while the others are fake, including one that changes into a Witch and instantly downs you.
    • Don't think the special Bulldozers only appear in the Halloween heist; they can appear anywhere alongside normal Bulldozers during the event.
    • For the month of December (2013), the main menu got a Christmas tree in the background and instead of burning money, there's falling snow.
    • For Halloween 2014, the Safe House Nightmare returned - and got even harder. Instead of having semi-automatic shotguns, the Bulldozer now carry light machine guns and are immune from damage to the back, are support by Cloaker and there are now two random effects at once.
    • For December 2014, Overkill added the White Christmas heist, which involves the players rescuing a downed pilot. However, there is an optional objective to search for dropped Christmas presents the plane was carrying, since some of the presents are actually hiding smuggled cocaine. Also, the map will endlessly spawn presents, so players could theoretically steal an infinite amount of loot as long as they can keep fighting off the cops. The current record is 53 bags of cocaine secured on Overkill difficulty, set by the Overkill staff themselves.
  • Hollywood Silencer: Averted, as silenced weapons act more like their real life counterparts; silenced guns are less noisy than an unsilenced gun, but people will still hear it if you fire too close to them. Then later played straight when Overkill updated all silencers to be completely silent, and balanced around damage reduction and concealment instead of noise value. The change was due to the noise from silenced guns being heard by people from a great vertical distance, regardless on what was obstructing between the shooter and the NPC that heard the shot.
    • You can now also silence thermal lances which are about as loud as jackhammers.
    • Played Straight with a Technician drill upgrade; by using a modified drill tip (effectively an industrial silencer) allows you to stealth drill, despite the fact a drill cutting a wall-mounted safe is easily as loud as a gunshot.
  • Hostage Situation: Extended in the sequel, as assault waves are delayed if you have a lot of hostages tied up.
    • A Mastermind with the Stockholm Syndrome skill can even convince loose hostages to revive him if he is downed.
    • Made into an actual skill now, name and all, where high-level Masterminds and players using the Crew Chief perk deck can gain significant benefits from having hostages - and grant benefits to their team as well.
  • Hollywood Tactics: Zig-zagged all over the place. On one hand, expect plenty of flanking maneuvers, moving from cover to cover, deploying snipers at vantage points, and only attacking in waves or groups. On the other hand, SWAT's general strategy is "let's try to kill them by burying them in the bodies of our dead. After the last three waves were completely annihilated, I'm sure the next wave will do the trick." We Have Reserves really doesn't cut it.
  • Hyperspace Arsenal: Averted, as not only can you only carry one primary and one secondary weapon, but your total ammo is almost jarringly limited for most weapons (such as a mere 80 bullets for an SMG that uses a 40-round magazine). Even then, your loadout has a meter to mark how conspicuous you look, as different types of guns and body armor affect how quickly people notice you; smaller guns are easier to hide, while wearing better body armor or carrying bigger weapons make you more bulky and make you stand out like a sore thumb.
  • Imperial Stormtrooper Marksmanship Academy: Both subverted (as the cops are the good guys) and averted. All but the least experienced cops, which won't even spawn on difficulties above Hard, can reliably hit players from dozens of yards away.
  • Incredibly Lame Pun: One of the enemies may occasionally quip that the players "sure ain't clowning around."
  • Infinity+1 Sword: Some abilities are near Game Breaker status save for usage limits:
    • Mastermind's "Pistol Messiah". Once per mission (or thrice if upgraded), getting a pistol kill when downed grants an instant self-revive that's even refilled if you escape custody.
    • The Mastermind's "Inspire" skill lets you revive downed players 50% faster and also lets you shout at other players to make them move faster for 10 seconds. Acing the skill lets you instantly revive downed players from a distance by simply shouting at them and, provided you're close enough, works through walls and floors/ceilings.
    • Technician's "Bulletproof". The basic skill alone gives you 50% more defense in your armor and acing the skill gives you and your friends 25% faster armor regeneration. On top of all that, the tier 7 bonus gives you 10% more armor defense and and speeds up everyone's armor regeneration by 10%. Simply put, you will be very difficult to take down.
    • Enforcer's OVE9000 saw. Capable of cutting straight through locks, it can completely bypass the 3 minutes it takes to drill a lock or the time it takes to pick a deposit box, and even doubles as a melee weapon. Even the downsides are negligible; the saw can't break into safesnote  and the blades break quickly, though upgrades can increase the ammo refills you can carry and strengthen the blades.
    • Ghost's "Lockpicking Expert" lets you pick locks 25% faster; acing the skill increases the bonus to 50% and lets you silently pick the lock on normal black safes in under a minute - about 25 to 15 percent of the time a basic drill would take!
    • The Fugitive's Sneaky Bastard skill increases dodge based on concealment level. What normally would be a Dump Stat in a loud mission becomes relevant and can boost one's dodge levels to insane degrees.
    • The Fugitive's Swan Song skill is also incredibly good when aced, essentially making you have a Bottomless Magazine for your gun and lets you move around for a full 9 seconds before going down. It's allows you enough time to not only take out whoever might have downed you in the first place, but can let you run to get to cover or somewhere that'd make it easier for your allies to revive you. The timer can even be exploited if you get tased, as if you manage to break free of the taser the timer will be reset.
    • The Thanatos sniper rifle. It can kill anything but Dozers in a single hit anywhere in the body, pierces through thick armor, and can kill Dozers themselves in two hits. Most players equip this when facing a Death Wish mission gone loud.
    • The baseball bat, for melee weapons. It's tied for highest damage for a melee weapon, but also has significant knockdown power and the longest range of any melee weapon. It's also free to all community members.
  • Infinity–1 Sword: The C4. Granted, it uses up a tripmine per application and can't really be used offensively, but it can be used to blow open safes, doors, and many other obstacles. The "Ukrainian Job" heist even comes with an achievement for abusing C4 — the heist can even be beat in under a minute by charging to the safe, blowing it, and charging to the escape vehicle. Only catch is that it's insanely expensive in terms of skill points.
    • The Fire Axe. Immensely powerful, but takes a very long time to swing, let alone charge.
    • HE Rounds for shotguns. Capable of stunning enemies, tearing off Bulldozer armor, and killing shields, but still not enough to faze the Cloaker and has a reduced ammo pool.
  • Insecurity Camera: Averted compared to the first, as cameras sound the alarm if you stay in its view for too long or destroy too many of them and if guards see a broken camera they trigger the alarm. On the flip side, certain heists have security centers that let you use the cameras to see what's going on in other areas and killing the guard assigned to the centre means that cameras can be ignored
    • Camera sensitivity depends on the heist and difficulty. In certain jobs, such as Day 1 of Big Oil, shooting a camera will instantly raise the alarm if the security room is still manned, as the people inside are expecting you.
  • Informed Equipment: This happens with some weapons, as weapons need pretty high visibility to make you more noticeable. Body armor is averted, as even the level above the basic suit has a visible armor vest, drawing attention towards you.
  • Interface Screw: Smoke grenades block your vision in the affected area as it has done in the first game. New to the sequel are flashbangs which create a flash and a loud noise to blind you and make you deaf for several seconds. You can lessen the effects of a flashbang by looking away at the right moment and the Enforcer has a skill to weaken flashbang effects as well.
  • Interface Spoiler: In Rats day one, Bain sometimes reads out the wrong ingredient, which can cause you to blow the lab if he suddenly corrects himself after you add the indicated ingredient. This is easily neutralized by turning on the subtitles, which will clearly show him about to correct himself.
  • Inventory Management Puzzle: Invoked for PAYDAY 2 where you have a limit on how many guns and masks you can store. If you want a second copy of a gun that uses different mods or want to make two masks using the same pattern, you better make sure you got room and sell your stuff if you don't.
    • The available storage space has since been quadrupled so now most people can keep all their favorites in their inventories.
  • I Resemble That Remark: When the Cloaker was fixed and returned to the game, Overkill took a friendly jab at its colorful fanbase by giving the Cloaker several lines that insult the player, including one where he tells them to cry on the forums like a little bitch. It went over poorly with some of the fanbase.
  • Ironic Nickname: The crew's getaway driver, Twitch, is solid as a rock (his model has no animations).
  • I Shall Taunt You: The Special SWAT units will taunt you with various lines before attacking you and even have lines that play out if they down you. The Cloaker in particular has a taunt that is Leaning on the Fourth Wall by telling you to "go cry on the fourm like bitch you are" after he downs you.
    • The Commissar also taunts you in the Hotline Miami heist, though his threats and taunts sound more childlike than threatening.
  • Jack-of-All-Trades: Possible, but in a different way to PAYDAY: The Heist. Since it's impossible to master all classes like PAYDAY 1, the closest a player can come to this is to be a mix of all; players cannot even master one class entirely, as acing all abilities requires 145 points against a cap of 120.
  • Joke Weapon: A bundle of cash can be used as a melee weapon. As one would expect, killing an enemy with a wad of cash takes forever, but it comes with a fast wind-up, quick swing, and a funny-yet-satisfying "whap!" noise. The Hoxton Breakout update also adds a toothbrush sharpened into a form of a shiv that barely injures foes, but can be spammed with lightning speed if you don't charge it up. There's also a pair of boxing gloves you can use to punch people to death with and despite their bright colors and large size, they have an extremely high concealment stat.
  • Justified Tutorial: While completely optional, there is a mission at the safe house where upon visiting it for the first time, you're given a message by Bain about arriving at the safe house and he explains how certain things work (grabbing loot bags, taking loose money, putting on your mask, picking locks, CrimeNet, and so on). The trip to the safe house is due to you moving to Washington D.C. and needing a place to lie low after doing a heist. Luckily, you don't have to endure the tutorial when coming back to the safe house.
  • Kill It with Fire: The BBQ Weapons Pack DLC offers flame based weapons to roast your enemies with, such as a flamethrower, molotovs cocktails, incendiary shotgun ammo, and incidental grenade launcher ammo. Certain heists also let you purchase gasoline can assets that you can use to light an area on fire to prevent cops from going to that spot.
  • Knife Nut: If you own the DLC for them, you can become a knife nut. With proper use, it's possible to kill many enemies with a knife and save yourself ammo in the long run. Unfortunately, law enforcement can also use a knife against you and they hurt a lot.
  • Lawman Baton: The Telescopic Baton, another melee weapon added by the Gage Shotgun DLC. Of note is how it's used: it has very low damage but very high knockdown, making it perfect for intimidating law enforcers into submission without seriously harming them, much like how it's used in real life.
    • The basic street cops will also use a regular straight baton against you as their regular melee attack.
    • The Cloaker also employs a nightstick to beat the stuffing out of you once he's kicked you to the floor.
  • Lethal Joke Item: The Freedom Spear is a melee weapon that is in the form of an American flag on a pole. Jabbing the pointy end at enemies looks and sounds ridiculous until you charge up the thrust and unleash it; the spear has the most charge up damage out of all melee weapons (beating out more practical lethal weapons like a fire axe and a hammer), and also has great reach. The weapon's only downside is needing 4 seconds of wind up before you can maximize its damage, and a long delay between thrusting the weapon and actually dealing the damage.
    • Another joke weapon is a wad of money, which deals practically minimal damage but has a ridiculously high knockdown stat. Players can spam attacks with the money wad to permanently stunlock enemies, which can buy you some time on stealth runs if you need to neutralize a guard but don't have any pagers left.
  • Legacy Character: The Hoxton alias that originally belonged to the Mean Brit from the first game. After his arrest, the name went to Dallas' younger brother. The name went back to "old" Hoxton once he's freed from prison and "new" Hoxton is renamed "Houston". However, Houston keeps the design of Hoxton's old mask, while Hoxton himself wears his old mask that was horribly disfigured and warped due to the circumstances of his arrest.
  • Leaning on the Fourth Wall:
    • If you pre-ordered the Criminal Career Edition, you'll start the game with a bundle of cash and then you get a bit more when Bain shows you around your safe house for the first time. He calls the extra cash as a gift towards you for your generous donation to OVERKILL (the developers of the game).
    • The long-awaited Cloakers rest some weight on the wall, as well. Occasionally, after downing one of your crew, he'll say "I know, I know... I'm late."note 
    • At the end of "The Dentist" trailer, the Dentist says "Because I need my payday... too."
  • Leave No Survivors: A common tactic in smaller stealth runs, usually the H&T Banks, the jewelry stores, and especially the Car Shop. Better to pay the cleaner costs than fail stealth and usually the mission outright, after all.
  • Level Grinding: Discouraged through slower leveling from around level 40, which then becomes even slower from level 60 onwards. It possible to acquire a total of 120 upgrade points, but the later XP requirements mean even a flawless multi-day heist on the highest difficulty will never get you more than 3/4 of a level. Thankfully, upgrades now come with a respec option that refunds all your points and around 50-60% of your upgrade expenses.note 
    • Also discouraged further with the boost and penalty systems that rewards players more experience points for playing heists they haven't played in a while and reducing experience points gained for playing the same heists too many times in a short burst.
  • Limited Animation: Both the player characters and the cops and SWAT units share the same animations for moving and melee attacks. Even civilians reviving the player via Stockholm Syndrome skill use the same syringe revive animation that the team AI uses. Word of God says that keeping animations limited helps save on time and development costs since the game doesn't exactly need unique animations for an NPC that will probably get killed as soon as he appears.
  • Limited Loadout: Despite having the ability to hold over 100 guns in your inventory, around half a dozen field equipment (ammo bags, jammers, etc) and 20 or so melee weapons, you can only use 2 guns, 1 melee weapon, and 1 field item in a heist.
  • Linear Soldiers Quadratic Ninjas: Big guns and heavy armor are remarkably effective at lower difficulty levels and are often the easiest way to do a heist, but as a player approaches higher levels and Overkill and Deathwish difficulties stealth becomes easier on most heists because assault waves scale to difficulty while stealth elements rarely do. Even for straight gunfighting, all but the heaviest armor and largest guns tend to phase out in favor of highly-mobile dodge-based builds as the difficulty increases.
  • Lost Forever: The four baby masks were only added to your stash by completion of secret achievements during the Safehouse Nightmare "job" in the PC version. If you sold any of the baby masks, you would never get that mask again because it is only added by the achievement being completed for the first time on your steam account and have a drop rate of 0. Notably, this was the first instance of "unique masks" to ever appear in Payday 2 - even the Loot Bag DLC Skull masks will drop in Paydays - but a patch during the second Safehouse Nightmare fixed that and made the masks returnable.
    • The Humble Bundle team offered two Starcraft-themed masks in one of their packs, but like all of their bundles it was for a limited time only.
    • During Halloween 2014, a second bundle with two other masks was also available for one week.
    • Averted everywhere else; even if you sell your masks and its mods, you can still get them back if the loot drops are kind enough.
    • Averted even moreso with the Infamy-Exclusive items and later-released DLC masks, which are only added to your inventory when you spend an Infamy point on the corresponding skill or unlocked the respective achievement BUT return straight to your inventory if sold instead of disappearing. The downside is that you can only use them on one thing at a time (or, for masks, only have one of them made at a time).
    • Played straight with the "Completely Overkill" DLC masks. If you didn't buy the pack before March 12th, too bad, no cool masks for you! Not to mention the secret cosmetic item scheduled for future release only obtainable by those who purchased said mask pack.
    • The Alpha Mauler, the first weapon to be this. It was only available if you registered on the Alienware Arena website and claimed a key during the first release of the Alienware Alpha and the Payday 2 deal with it. While you didn't have to buy an Alpha to claim a key, it still rubbed quite a lot of the community the wrong way, mostly because it was something that actually mildly affected gameplay as opposed to a cosmetic mask.
  • Luck-Based Mission: Most missions can be approached with stealth, but factors like the AI Director and general luck greatly influence your success. If the stealth fails, you can still beat the level, just with more difficulty.
    • The Rats heist is this in trumps, though most of the random elements are limited to Day 2. Day 1 is rather predictable, except occasionally Bain will tell you the wrong ingredient. note  For Day 2, you have to trade the meth you cooked in Day 1 (and kept through the Escape sequence afterwards, if there was one) with some gangsters and the deal can go sour if you failed to bring the minimum of 3 bags, and WILL go sour if you didn't bring any. However, if you do have meth, there are still several uncontrollable variables, such as if the gangsters decide to screw you over or if the cops just happen to turn up. Day 3 has no variance other than the C4 in the bus, which cannot be disarmed if you failed to take the intel from Day 2.
    • The Harvest and Trustee bank (Pro job version). There's always a chance the vault is empty, meaning you have to break into the safety deposit boxes. Granted, it's easily done with a saw, but lacking one means you have to start picking into each and every one until the team can scrape enough together.
    • The Armored Transport heist has a small chance of spawning military blueprints, which you will need if you wish to play the Train Heist. Another smaller element in these jobs is that, on higher difficulty levels, the game can decide to spawn a massively-armored and highly dangerous Bulldozer enemy in the back of one of the armored trucks, just to keep you on your toes when opening them up. The type of loot you need to secure is also random ranging from easy to move (jewelry) to a pain in the ass to haul (gold).
    • Mallcrashers on Death Wish has an interesting variation. There are two police officers standing out front drinking coffee. Because Death Wish increases sight ranges, it's possible for these two officers to detect you and raise the alarm almost as soon as you load into the map unless you back up immediately. You probably weren't going to stealth it anyway, though, right?
    • GO Bank is so random it's cruel, especially as achievements require a zero alarm run and/or zero civilian casualties. Even if everything is perfect, stealth runs mean you must take a call to confirm the vault unlock, and the said caller can randomly ask to speak with "Barney" to confirm, or can be a police chief demanding to speak with an officer; if Bain can't convince them otherwise, either of the callers will send enemies to check out the bank and then raise the alarm when they don't report back things are fine. In other words, unless you're willing to leave a chunk of loot, you'll being forfeiting stealth acheivements and XP and, since the driver flees at first alarm, you have to do the tedious "Plan B" method.
      • If that isn't bad enough, do note that several random factors can sabotage the mission. Not only do passing civilians frequently spawn into the map, but even cops can sometimes walk past and sound the alarm; even one of the portable toilets out back can randomly open, resulting in a bank guard wandering in from the back without warning. Throw in things like, for example, how a blackmailer can call and demand you throw a cash bag over a fence or he calls the cops, and you've got some unleaded Fake Difficulty. Finally, the vault is almost always secured by motion-sensing lasers, so it only takes one person on the team not knowing about them to rush in and ruin the stealth in the mission's final moments. Plus, the lasers move in a semi-random pattern, taking massive amounts of either luck or pattern-observation to get through the door safely. Repeatedly, since there is no way to disable them even once inside.
      • Not even Plan B is safe from the RNG gods. While you can buy the Ace Pilot asset to have a better chance that the pilot will use the roof as the extraction point for the loot, there will be times where the pilot will refuse to use the roof and opt to either use the street (which is filled with cops) or the parking lot (shootout for snipers) to pick up the loot. When the time comes for the pilot to pick up the loot, he can miss several times in a row if you're unlucky enough and each miss forces you to wait several more minutes until the pilot circles around to try again. If you're REALLY unlucky, the pilot can get shot down and crash, causing the loot bags that you secured to be scattered all over the place and force you to move them yourselves through the sewers while under a time limit. Even if the snag is successful, there's a chance the pilot just flew away with an empty cage because the cops took all the bags out before the pilot got there.
      • Basically the only thing about this heist that can be said to remain consistent is that 2 guards and 6 cameras will always spawn in the beginning...and the level geometry doesn't change. Everything else is completely up in the air, but it can also be to your benefit (Hillary can be fooled, and 1% of the time the vault can be completely open, lasers deactivated and the phone calls will never come).
    • Being a purely stealth-based heist, Shadow Raid can be a lot easier or tougher depending of randomized elements in the map. Chief among them, there is a chopper that has a high chance to spawn minutes into the mission, carrying a varying amount of guards which will start patrolling. Plus, those guards may simply stay still, guarding key access points that you need to pass in order to access the loot. On the other hand, it's possible that the chopper won't bring any guards, but leave a crate containing a valuable but extremely heavy artifact.
      • The assets available for purchase on this mission are incredibly useful, but completely unreliable. A loot-bag drop off point in the form of a zip line behind the warehouse, where plenty of loot is but not close to any other drop off locations? Good! A 50% chance for that zip line to spawn on the roof, away from all loot and lead back to the start of the level, completely eliminating the purpose of it? Bad. Another alternate drop off point, allowing you to throw loot over the main fence to instantly be collected in the courtyard, the location with arguably half the loot in the job? Good! A 25% chance for that to be there, where otherwise the drop off point is in the form of one of three dumpsters, all of which are right next to the starting drop off point anyway? Very bad. Naturally, there's no way to tell where these are going to spawn until after you've already started the heist and spent the money. This however, was mitigated a bit by a later patch which enabled Preplanning.
    • It's rare but possible for five guards to spawn in Ukrainian Job. If you don't know this and try to stealth the mission by getting all the guards down, as is standard procedure, then you'll run out of pagers and the alarm will go off.

    M-R 
  • The Man Is Keeping Us Down: Chains says the trope name to an extent in the web series, claiming the banks and corporations are designed to keep people in debt for life and that they (the PAYDAY gang) are out to steal what's rightfully theirs. In the second episode, Dallas tells the civilians in the bank during the robbery that First World Bank has been robbing them all blind. How much of this they actually believe is debateable, however, as they have zero altruistic motives.
  • Machete Mayhem: The Utility Machete, a weapon added by the Gage Shotgun DLC, deals the most damage out of any melee weapon when charged.
  • Made of Iron: The combination of the top-tier skills Iron Man and Bulletproof (Enforcer and Technician trees respectively) and the best armor in the game can give a player the ability to take dozens of hits before their armour breaks.note 
    • The cops are continually frustrated by the Payday Gang's absurd resistance to gunfire.
    Cop: "Center mass! Center mass, for fuck's sake!"
    Cop: "Double tap! Triple tap! JUST KEEP TAPPING!"
    • The AI players also count, should you choose to have them enabled, as they can have anywhere from 2000 to 2500 HP - half that of a fucking Bulldozer!
  • Marathon Level:
    • The Train Heist. Not only is it pretty lengthy in itself (players must open several train cars, resorting to drilling when abilities and keycards run out, and then use thermal lances to open a few vaults), but unlocking it requires grinding the Armored Transport mission, which can take upwards of ten minutes each time.
    • Cooking a full seven bags of meth on Rats can take upwards of half an hour for one day of the three-day heist. If the RNG Gods are unkind this can result in a five-day marathon due to the potential for both Day 1 and Day 2 to have escapes.
    • White Xmas and Cookoff, both of whom have literally infinite loot, so unless you've agreed upon a set amount with your buddies, expect to be there for a looooong time either chasing down loot or cooking meth (and, in the latter, pray the lab doesn't explode as it could end the mission in failure if you didn't hit the 3-bag increment).
  • Men Are the Expendable Gender: None of the police units are female, not even the beat cops or security guards. Averted in the Hoxton Breakout update, which adds (non-tactical) female FBI agents and a female prison guard.
  • Mighty Glacier: Enforcers (or anyone else using Enforcer skills in general) tend to fall into the trope if they don't invest in extra speed from the Ghost tree. A fully pimped out Enforcer wearing the ICTV armor will be slow as molasses, but can take gunfire like nothing while dealing out a ton of hurt to enemies. Bulldozers also move (somewhat) slow while having lots of health and firepower - though they can still climb up the wall of a house!
  • Missing Secret: After unlocking your last item around level 50, you may occasionally see the game tell you that you unlocked a new item on your next level up, only to see you earned nothing. Some people looked through the game's coding and saw there was something to be unlocked every few levels all the way up to level 100, but there's nothing there.
    • Originally, the players were supposed to unlock only one item at a time, spreading the original weapons over all 100 level, as seen in very early beta footage. At one point, Overkill merged several unlocks together, meaning players unlocked all content at around level 40. note 
    • Semi-averted later in that at those levels you unlock weapons that also need the corresponding DLC pack to be unlocked, except that there are still new weapon DLC packs that have yet to be released, hence unlocking nothing.
  • More Criminals Than Targets: Inverted. The amount of law enforcement thrown at you seems to exceed the city's population.
  • More Dakka: Gage Weapon Pack 02 DLC introduces LMGs to the game, including the return of the Brenner from Payday: The Heist. To balance to ammo capacity and rate of fire, they have 20% movement speed reduction while held, and you can't aim down their sights like you can with most weapons - you can still aim a little better, but a laser sight is practically mandatory.
    • The minigun in the Overkill Pack certainly counts towards this as well.
  • Money for Nothing: Since money works as experience and actual cash to spend, this occurs every PAYDAY. After level caps reduce money for XPnote  an ~80% cut then goes "to an offshore laundering account" — meaning a multi-million heist result could leave you with as little as a few hundred thousand to actually spend. Once you obtained most of your skills and preferred guns, however, money becomes useless unless you're interested in using the respec system.
    • Which costs of your offshore account money and ALL of your spending money. Have fun grinding for a pair of sunglasses! (And permanent bonuses to allow lower requirements for rank seven skills)
    • Mask materials, patterns, and colors follow this the same way. While the masks themselves can be sold from the inventory, materials, patterns, and colors cannot. Even worse is the fact that patterns MUST be selected with Colors in order to be finalized and discarded.
  • Mythology Gag: The Diamond Heist is one big nod to the heist with the same name in PAYDAY: The Heist; both heists have you messing with circuit board wiring to disable the lasers where the main prize is located and if the heist goes loud, you'll have to hack the security systems to proceed. While the glass cutter in the first game was used only to extract the rare red diamond, the tool returns in the sequel to be used to steal optional loot without setting off the alarms. Another nod to the first game comes in the form of a puzzle you need to solve to obtain the diamond by carefully stepping on the correct tiles while stepping on the wrong one releases gas into the room, which is a reference to the secret vault in the First World Bank with a similar puzzle. To drive the point further home, the assault music for the heist is a remixed version of the original Diamond Heist's theme.
  • Nerf: Enemy AI used to come in huge swarms and were extremely aggressive until the community complained about it, causing the developers to scale down the aggression to more reasonable levels. Mask mods were obtained too frequently over other payday bonuses, so the drop rate for mask mods were scaled down and a money bonus card was added to keep things interesting. The Cable Guy skill used to allow the user to have 10 cable ties but it was reduced down to 5 ties after the developers saw players were easily tying up every hostage in the level to do stealth with little trouble.
    • The Mastermind's Dominator skill used to allow the player to intimidate multiple cops at once, making some stealth portions of a heist extremely easy. Now the team can only scare one cop at a time.
    • All the shotguns in patch 11 got nerfed to the point where they can no longer hit an enemy at a long distance for full/high damage. The Mosconi shotgun used to be the only weapon with a maxed out damage rating until it was hit with the nerf.
      • This is quite annoying with the automatic shotgun, which is about as strong as one of the higher end assault rifles.
    • Death Wish (Patch 24) brought along some painful nerfs to stealthers in the form of limiting body bags (2 per player) and disabling the Joker ability (which, among other things, frees up the single "Dominated Guard" slot the team has) while in stealth. While the latter could be expected given the odd situations it causes (such as a jokered guard calling in a busted camera, breaking your stealth attempt), the former was completely out of left field. These changes, understandably, did not go over well with the fanbase.
    • The Spring Break event brought some beneficial changes to the Train Heist. The explosive ammo bags no longer explode from hard impacts and the achievement related to them have been reduced from 40 bags to 20.
  • Necessary Drawback: Class balancing enforces this. On a scale of Fragile Speedster to Mighty Glacier, the order is: Ghost — Mastermind & Fugitive — Technician — Enforcer.
    • Light machine guns: high ammo capacity, high rate of fire, and is great to use to clear out crowds in small areas. Has lengthy reload times and can't have iron sights used so that the weapon isn't completely overpowered.
    • Sniper rifles: high power (including the Thanatos), can pierce multiple enemies, and can hit enemies from behind certain walls. Has a low ammo pool, lengthy reload times, and has a very slow rate of fire.
    • Dual pistols: double the firepower and double the ammo capacity. Requires just as much ammo to collect to stay full, accuracy is bad, and stability is horrendous, which makes it difficult to keep a steady aim when rapid firing. Dual wielding pistols is a primary weapon instead of a secondary.
  • New Game+: The Infamy system. Once you hit level 100, you can choose to reset your character level back to 0 while also losing all your spending cash and from your offshore account. All of your guns and armor are relocked due to level restriction and you'll also lose all of your class skills. Becoming infamous earns you a card to show off to other players displaying your infamy and you'll earn infamy points to spend in a special infamy tree. You can earn up to 25 levels of infamy.
  • Ninja: Repeatedly referenced. There's the Shinobi Ghost Skill, and then the Shadow Raid heist. All the achievements read together sound like a Badass Creed.
  • No Fair Cheating: Effectively what makes Death Wish difficulty so hard; not only is the AI advantage maxed out, but even cutting corners isn't allowed. Try to charge to the "Ukranian Job" safes and and detonate them for the tiara? The safes can only be drilled. Want to blow up the "Rats" meth lab and skip the tedious, difficult part? The whole map sets on fire to incap everyone and the escape van trigger doesn't fire, forcing a restart.
  • Noob Cave: Jewelry Store and Four Store (Normal difficulty) are very straightforward with minimal randomization elements and simple objectives. Jewelry Store is simple enough that even on Death Wish, you can solo it as a level 0 heister (which makes it great for jumping right back into the action after going infamous).
  • No One Gets Left Behind: If a Point of No Return occurs during a day (or escape), all human players have to be in the escape zone OR in custody for the day to successfully complete. If even ONE player is 5 inches away when the timer expires, the entire day is failed. While this behavior has been in Payday 2 since launch, it was exceedingly rare that this situation would come up, as the only non-escape heists that have this are GO Bank (free DLC), Shadow Raid (free DLC) and the technically-an-escape Train Heist (Paid DLC, Bonus contract). Of these, Shadow Raid is the most likely heist where this can happen, due to it being possible to trigger the point of no return before the mission objectives had been completed.
  • No Swastikas: In the trailer for the diamond heist that shows the history of its owners, the part in Nazi Germany has flags that just have featureless circles instead.
  • No Sympathy: It can feel like this when using aced Inspire to revive companions at a distance; they've been shot up and are probably screaming for help, while you holler "Pain is just mental!" and "Get back in the fight!" at them instead of seeing to their wounds.
    • Chains, Hoxton, and Wolf all just shout "Get the fuck up!" instead of the previous lines which are said by Dallas.
  • Obvious Rule Patch: The developers saw players were constantly playing levels like Nightclub, Four Stores, and Ukrainian Job because they were extremely easy to complete in a matter of minutes (or even seconds!), which led to people farming the levels for experience points, cash, and random loot with little effort. The developers then patched the game to include escape sequences in the mostly farmed levels if the players finish them loud instead of quiet in order to discourage them from farming the same level over and over. Additional patches also changed the layout of the Nightclub heist so the safe with the money is in a random location in order to discourage farming.
    • The Death Wish update enhanced this further by introducing EXP reduction if you play the same level over and over while giving you an EXP boost if you play different heists each time. The same update also introduced an anti-level grinding feature for the Death Wish version of Rats on day 1; trying to blow up the lab so you can skip cooking the meth? The lab still explodes, but the explosion and fire covers the entire level. Even if you try get around this, the escape van is programmed to never show up unless you cooked 3 bags of meth.
    • Newer stealth maps are being made resistant to the controversial tactic of ECM rushing. The Bomb Dockyard is impossible to rush since the Moretta takes so long to change berths. You can rush Car Shop, but breaking anything glass will set off the alarm and it's almost impossible to avoid someone (you or a guard) shooting a window during a rush since the whole front of the shop and half the second-floor interior are windows. Additionally, in Hoxton's Revenge your EC Ms mess up the timelock on the panic room and it stops counting down when an ECM is active.
  • Off-the-Shelf FX: The tracer detector in episode 1 of the web series is an Olympus LS-100 field recorder.
  • Oh Crap!: Dallas's reaction to the Dentist knowing his true identity has him dart his eyes back and forth before trying to get up from the chair to escape, only to be restrained by the Dentist and the nurse.
    • In-game, the gang sometimes give one of these when calling out Special Units - usually when spotting a Bulldozer. Wolf is downright terrified of Cloakers, while Clover is terrified of EVERY special unit.
    • Bulldozers sometimes respond with this rather than a Badass Boast when their armoured visor is shattered.
      • Thanks the this allowing attacks on their vulnerable head, they are often Killed Mid-Sentence - not that this stops their corpse delivering the rest of their line from the floor. Particularly funny if they're still ranting about how they're going to kill you.
    • Quite a bit of Enemy Chatter consists of this, especially when they realize who they're fighting. They also have responses for certain player actions, such as deploying medical and ammunition bags, and especially killing enemies with the OVE-900 Saw.
    SWAT Officer: "We aren't prepared for this, that's the Payday Gang!"
    FBI Officer: "He just killed somebody, WITH A SAW!"
    • And before an escape sequence, your getaway driver will likely scream one of these right before he crashes into something and dies.
  • One-Hit Kill:
    • Cloakers return from the previous game, retaining their ability to instantly down you regardless of your health or the type of armor you have on. There's even an appropriately named achievement (HOLY SHI-) for getting caught by surprise from a Cloaker.
    • Snipers get to almost demonic levels on Deathwish due to the damage ramp up; against a fully specced out Tech-Enforcer in ICTV armor, he can kill you in about 3-4 shots. Anyone else (even a normal Enforcer in ICTV armor) can and will be downed the moment a sniper hits you, regardless of your health and your armor.
    • The rocket launcher is powerful enough to kill anyone with a direct hit, even the most durable enemies like the Commissar and the Skulldozer. This also applies to you if you're not careful with your aim and just happen to be wearing light armor.
  • One-Hit-Point Wonder: Again, civilians are fragile as ever as they were in the previous game. Even the weakest gun in the game can kill innocents with a single shot. Accidentally hit one when you meant to shout for them to get down? Yeah, that'll penalize you too. Patch 27 made the civilians a little more resilient to melee strikes, meaning one slap will force them to get down on the ground without killing them. Hitting them a second time will still kill them and shooting them still kills them instantly.
  • Only in It for the Money: Election Day is implied to be this - Bain openly insults McKendrick, the candidate the crew is helping, and makes a point to mention to the crew that it's 'just politics' if he has to falsely implicate Mayor Nancy during Plan B. But The Elephant is offering a lot of money to get McKendrick elected, and even offers to make sure Hoxton gets transferred to a lower-security prison if they succeed...
  • Pacifist Run: Entirely possible with many heists having stealth as an alternate method instead of running in guns blazing, but it takes a lot of coordination and the right tools and skills at times.
    • The Shadow Raid heist offers an achievement for securing six loot items without killing anyone.
  • Palette Swap: The Bulldozer that uses the automatic shotgun wears a black suit of armor compared to the green colored pump-action counterpart. Then there's the Skulldozer introduced in the Death Wish Update, that wears the black suit of armor but with a distinctive skull painted on the faceplate. They carry and Light Machine Gun.
  • Paper-Thin Disguise: Played straight or averted depending on what the player has equipped. If the player uses highly concealable weapons and wears a two piece suit or light armor, guards and cameras won't bat an eye unless the player gets way too close to a guard or a restricted area. Players wearing heavy armor and bringing big guns will be noticed a lot quicker due to sticking out like a sore thumb.
    • Played straight with the bouncer in the Nightclub job before the detection mechanic was altered in a patch. You were able to walk up to him decked out in a full suit of body armor, carry highly visible weapons, and he would still think you're a classy gentleman, letting you inside. A patch changed the bouncer's detection towards the players so only lightly armed players will get by him without incident. note  Also played straight with civilians until you have your weapon drawn.
    • Played straight again with the Glasses "Masks", especially John Wick. These "masks" consist of a pair of glasses...and nothing else. However you still gotta "mask up" to actually start shooting people. Taken to the extreme with items like The Chef hat or Almir's Beard, as they don't even cover your characters eyes and make them more distinctive if anything, especially if you're wearing the beard as say Clover or Bonnie.
  • Parking Garage
    • One of the possible Escape segments begins in one.
    • The second half of both the Hoxton Breakout trailer and Day 1 of the Hoxton Breakout heist takes place in a parking garage. The truck holding Hoxton is forced to make a detour through a parking garage, tailed by SWAT, when its forward progress is halted by security bollards. A firefight ensues as the crew (Dallas and Wolf in the trailer, all members in the heist proper) searches for a security room, to lower the bollards and continue the escape.
  • Perpetual Beta: On release, the game was riddled with bugs that required a few hasty patches. This is an ongoing problem, however, as while the game keeps getting content, and has improved over several updates, they still come with a Game-Breaking Bug or two every now and then.
    • Also applies to playstyles, as updates have been known to nerf entire loadouts. Of course, due to the frequent updates mentioned above, a single update can even leave you nerfed by overpowering another, making you obsolete by comparison.
  • Pistol Whip: You can still whack enemies with the butt of your gun in the second game, but cops will also pistol whip you if you get too close to them, causing you to be forced into crouch mode. Certain Ghost skills make it less likely for you to be knocked down and reduce the damage you take from enemy melee attacks, and certain Enforcer and Ghost skills increase the damage you deal with such attacks.
  • Play Every Day: The Spring Break update in March 2015 added Side Jobs, which gives you daily and weekly tasks to complete for bonus cash, weapon mods, and masks.
  • Point Of No Continues: Pro heists have a higher payout, but are sometimes harder than the standard difficulty, can play out slightly different, and can't be restarted after failure. Failing any day of the mission boots you back to the lobby (meaning restarting repeatedly to force certain director conditions requires a full restart), and failing a mission that spans multiple days requires a full start over if you fail.
  • Poor Communication Kills: In Rats Day 1, Bain sometimes says the wrong ingredient (easily caught if two players heard something different).
    • Bain will repeatedly encourage heisters on Ukrainian Job to check the display cases and remind them that the tiara doesn't have to be in the safes in the back. It's always in the back, and it's always in a safe.
  • The Power of Friendship: The Mastermind's Inspire skill has the user yell various versions of the encouraging "GO GO GO!" at another player to give them a temporary speed boost. Acing the skills also lets the player revive a downed friend by yelling at them with some words of encouragement.
  • Pre Ass Kicking One Liner: Sort of an indirect version, with Bain's random words of encouragement at the beginning of Police Assaults.
  • Pre-Order Bonus: The Steam version of PAYDAY 2 had a ton of bonuses for players that pre ordered the game, such as unique mask patterns, extra in-game money, a weapon mod, and more. The criminal edition gave even more goodies like beta passes and the game's soundtrack.
  • Pretty Little Headshots: Shooting enemies in the head will paint the wall behind them, but that's about it. Even done humorously with armored mooks, as any helmets or hats will fly off vertically and there's still no wound.
  • Private Military Contractors: GenSec displays a lot of this: for one thing, they've been revealed in the additional materials to be the providers of a lot of the SWAT equipment, like the Bulldozer armor, possibly even supplying the manpower. For another thing, the group that's responding in Deathwish mode is strongly implied to be Gensec, under contract to the FBI and DCPD.
    • Played straight with Murkywater that return from the Slaughterhouse Heist from the first game. They're implied to be incredibly shady and even are willing to work with terrorists if Bain is to believed in the Shadow Raid heist. Meltdown also has you raid their warehouse for [1] to which the entire crew will be shocked.
  • Psycho Strings: These play while you have a Psycho Knife melee attack fully charged.
  • Punch-Packing Pistol: The Judge gun is a revolver that fires shotgun shells, like the real life Taurus Judge. The gun's damage output is absurdly high and it has great concealment, which makes the Judge a perfect weapon to use for stealth as a backup plan if stealth fails. The Judge can also be fitted with a suppressor for stealth runs, a laser sight to aid in hip firing, and scopes for better iron sight aiming. Not only that, but because the Judge is a revolver, all the shells are reloaded at the same time rather than the one shell a time that most shotguns go by, AND it benefits from the Enforcer's shotgun buffs. The only downsides to the gun is extremely poor accuracy, can only hold 20 shells base note  total, and it costs almost a million to purchase.
  • Put on a Bus: Hoxton got pinched. He wasn't happy to hear that his old crew had replaced him, but the Dentist and the Elephant helped the payday crew to break him out. He's still rather bitter about it, though, and really has it out for the guy who took his name, never failing to berate the poor bastard.
    • Ditto Hector... at least for a while; he's had no new heists since the game was released, and ultimately turned out to be the rat. So they Dropped a Bridge on Him.
  • Quirky Bard: Sentry Guns. A single unmodified sentry doesn't do much good, but when upgraded sufficiently, they can really help in missions on the go such as Day 1 of Firestarter. Sadly it takes a LOT of points to do so, which people would prefer to invest in C4 instead. They got a new lease on life with the advent of a new Technician skill that allows for carrying C4 and sentries, even if this still costs a lot of points.
  • Random Drops: A card game (the eponymous Payday) occurs after a successful heist. Want a weapon mod? A new mask? Mask materials? You have to get lucky and hope the game gives you something you need! Fortunately there is a formula: the Payday won't drop a weapon mod if you already have two of that item in storage (not equipped).
  • Random Event: Not as prevalent as the first game, but random events do exist, such as specific doors appearing/not appearing and loot locations. There's also a random chance that one or two players in the beginning of an escape sequence will automatically start the level incapacitated due to the van crashing.
    • Taken to ridiculous levels with GO Bank, where stealth runs live and die on random events. These events can include an armored car with additional guards outside, additional guards with pagers spawning to check on the building, police officers that will do the same but cause an alert if they die, to someone demanding a bag of money or he'll call the police. On the plus side, another random event is that the vault starts out open.
  • Rare Random Drop: Rare items are dubbed as "infamous" items. Several masks rarely drop, including Dillinger's Death Mask, which has a one in a million chance of dropping. Other masks include extra copies of the default masks (which allows you to use them on any character) and textureless versions of the default masks so you can customize them any way you want. Many mask materials, patterns, and colors are also rare drops. Spending infamy points will also boost your rare item drop chance.
  • Real Time: It's pretty much been established that the events of the games and their follow up DLC are happening in real time. For example, the game launched in 2013 and the Art Gallery heist, which was released in 2014, takes place one year later.
  • Refuge in Audacity: Before the introduction of HE shotgun shells and sniper rifles, the most effective way of killing a Bulldozer was to charge in point blank and unload a high rate of fire weapon directly into their faceplate, which would break it and score numerous headshots. This is still a viable strategy, particularly for those players who prefer submachine guns over sniper rifles and shotguns.
    • Also, during stealth, detection of players is based solely on whether or not a direct line can be drawn from a guard or civilian's head hitbox to the player's. In certain maps with thick walls, a player can crouch in the corner and look directly down — the character's head will clip through the wall, and the player will go undetected as a guard passes behind him inches away (unless the guard actually bumps into the player.). Most easily done on Shadow Raid, in the warehouse stairwell.
  • Renaissance Man: Encouraged. Since it's impossible to ace every ability of even one class, the overlap of abilities (e.g. Mastermind can carry more zipties, which is useful to a Ghost) means players are better off mixing and matching some skills. There are also plenty of high-level synergies, such as the Techforcer combo for massive amounts of armour. There is a Steam achievement called "I'm a Healer-Tank-Damage-Dealer" earned after spending 10 skill points in each skill tree.
  • Revolvers Are Just Better: The Judge, a revolver that fires shotgun shells, somehow deals more damage than full sized shotguns despite using smaller shells. The Raging Bull also does more base damage than most of the other pistols.
  • Running Gag: Many of the optional safes and deposit boxes would have nothing but a partially eaten cheese toast sandwich. The toast came back in a massive pile in one of the large safes during the Halloween event and the toast was quietly removed from the game. Big Bank brought the toast back for the safe in the manager's office and one of the news feeds in the level shows sales of Cheese Toast Inc. had a rise in stocks.
    • To say nothing of the rare giant toast in the Xmas Heist. It's heavy to carry and its value is on par with a turret part from the Train Heist.
  • Russian Reversal: The Commisar pulls a vulgar one on you once you start trashing his motel.
    The Commissar: You think I'm a fucking ass hole? Well, in Soviet Russia, ass hole fucks YOU!

    S-Z 
  • Safecracking: The Ghost can unlock an upgrade to do this, though any interruptions force a full restart and there are more creative means of opening locks.
  • Scary Shiny Glasses: The man with the glasses in The Diamond trailer, who's there when Marie Antoinette gets beheaded, when Hitler shoots himself, and when Dallas is about to take the diamond.
  • Scavenger Hunt: Patch 26 introduces several specific items that spawn in random locations that you can pick up. You'll get a small experience bonus for collecting them, but if you own the Gage Courier Pack DLC, collecting all items in a particular group gets you weapon mods.
  • Screaming Woman: Female civilians use the exact same screams as they did in PAYDAY: The Heist and a few more, despite the male civilians having a brand new set of panic sounds.
  • Screams Like a Little Girl: Wolf, infamous for whooping and shouting, shrieks "IT'S A MOTHERFUCKIN' BULLDOZER!" when spotting one. Similarly loud for just about every other special enforcer, too.
    • Clover is always shrill when she points out any special enemy.
    • Your getaway driver, in the 12 Days of Payday.
  • Scripted Event: The meth cooks in day 1 of Rats are scripted to die as soon as you reach the second floor no matter how you approach the level.
  • Self-Deprecation: After Steam gave games the ability to be tagged with custom genres, Overkill took the piss at themselves by tagging the game as a "Bag Throwing Simulator," which is a nod to the community that always complained how the game makes you do nothing but throw bags around.
  • Sequel Difficulty Spike: Harder difficulty enemies do a lot of damage compared to damage done in the first game, you can suffer knockback from enemy gunfire, enemies are more durable this time around, and you have fewer chances to stay alive if you go down multiple times. Cops can also steal your loot bag if you are not watching it.
  • Shadow Archetype: The Commissar. While the PAYDAY gang isn't exactly noble, the Commissar is known for tying a bomb to his hostages, torturing said hostages, and is implied to create sex videos for either profit or for his own pleasure while he also produces and distributes coke. The PAYDAY crew only tie up civilians and prefer to not harm them while also avoiding the more nasty illegal activities like slavery and torture. They also help distribute drugs.
  • Shaped Like Itself: Chains's comments veer into this when commenting on your equipment:
    Chains: "How can it be a drill if it ain't drillin'?!"
  • Shock and Awe: During the third day of Firestarter, attempting to use the thermal drill on the vault door gets you electrocuted the same way a Taser unit would shock you. Cutting the power to the door is required to bypass the shock.
    • In addition, the game puts so many chain-link fences in your way that cutting through them tends to be an unconscious action for most players. However, if the game feels particularly capricious, the chain-link fence in the first day of the Big Oil mission can be electrified, shocking you and (due to the ensuing involuntary muscle spasms) discharging your weapon repeatedly. If it was un-suppressed, you just warned the enemy you were coming, and they will proceed to burn several important pieces of intelligence.
    • The Taser special unit, as the name suggests, shocks players with an electrical discharge. The shocked player is prevented from moving, has their view twitch and shake, and randomly fires their weapon (even working the action between shots on bolt and pump-action weapons, presumably for balance reasons) as they spasm uncontrollably. If the Taser is not killed, or at least staggered by sufficient damage, the unlucky player will be incapacitated after a few seconds of sustained shocking - not to mention the effects of any incoming fire from other law enforcers.
  • Shoot Out the Lock: Some doors have locks can be shot out with any weapon in order to bypass picking the lock. However, metal or high security doors cannot have locks shot out, and the lock needs to be drilled, cut through with a saw, or detonated with C4.
  • Shoot the Shaggy Dog: In the Big Bank Heist trailer, a random bystander assists the crew by reviving Dallas when he's shot by the cops. Dallas rewards him by tossing him a wad of cash. However, when the bystander attempts to catch the money, he falls off the roof of the bank. Later material shows he managed to survive, though badly injured.
    • He apparently recovered and runs the official Payday merchandise store now. He even gets to sell his bobble heads!
  • Short-Range Shotgun: Averted once again as every shotgun, even the double barreled Mosconi, can reliably paste enemy cops from several yards away with only one or two shots. Possibly justified in-game by the fact the shells are blue, signifying the shotgun rounds are slugs rather than pellets.
    • Unfortunately, several post-release patches gave the shotgun an arbitrary cutoff past which they won't do any damage, thus playing this trope straight.
    • Averted again with the Gage Shotgun DLC, which not only allows the player to load several different types of shells, from buckshot to slugs to explosive shells, but also makes the the shotgun decently long-ranged again with standard loads. Anything beyond ten to fifteen feet will take reduced damage from buckshot, but will still hit. Effectively, the range was corrected, but the lethality range was kept the same.
    • Shotgun spread itself is played differently from other games; unlike other games the Shotguns in Payday deal full damage if any pellets hit the target, and will cause a headshot in the same way. However, more than one pellet hitting the target will not increase the damage whatsoever, making it actually efficient to use the shotgun in the way it does in real life; to compensate for a lack of accuracy (you can shoot in the general direction and as long as one pellet hit, it's like the whole gun has hit).
  • Shout-Out: Has its own page.
  • Shovel Strike: The K.L.A.S. Shovel, an entrenchment tool added by the Gage Shotgun Pack DLC.
  • Shown Their Work:
    • Gold is extremely heavy and can't be tossed very far due to its weight, which is exactly how real life gold acts. It stands out because when carrying other forms of loot such as jewelry or drugs, the crew can throw them a decent distance, sometimes jump and run. When carrying gold, you can't run and you walk slower. Likewise, you also get to carry engine parts at one point and you move even slower with them on your back than gold does while jumping is restricted to just an inch high.
    • The landscape of Washington D.C. isn't perfect, but it looks close enough to its real life counterpart. The Harvest and Trustee bank also looks very similar to what a typical small branch bank looks like in real life.
    • The developers know exactly how to attack with K.L.A.S. shovel, but they also know how players would want to attack with it and used that instead. The description points this out.
    • In adding John Wick, they mention that he has a background in boxing. In the films, John uses the Center-Axis Relock style of close-quarters shooting... which utilizes a boxing stance.
  • Signature Move: Every class has a few special powers and (eventually) a few "super power"-grade abilities on upgrade tier 5/6; unlike their standard skills, these give a significant edge in very hard heists.
  • Small Girl, Big Gun:
    • The female prison guards and FBI agents throughout the Hoxton Breakout heist are a bit on the short side, but they also wield the Bronco .44.
    • While not exactly small, Clover wielding the Minigun is this. Especially if you add on the long barrel attachment and have her wear the 2 piece suit.
  • Smug Snake: Nearly all the special SWAT units will taunt the player in some way and act like they will dominate the players; you can almost taste their smug overconfidence. Examples: the Bulldozer may say things like "There's no Payday for you!", the Taser may give off an Evil Laugh as he shocks you, and the Cloaker will break the fourth wall and taunt the player directly by telling them to cry on the forums like the little bitch they are.
    • The Commissar in Hotline Miami is this in day 2. When you catch up to him, he loses his shit.
  • Sniper Pistol: With the right mods, the desert eagle can be outfitted as one.
  • Speed Run: Possible with the right tools like faster drills or C4 charges. One heist has an achievement unlocked if you beat it in 30 seconds or less.
  • Spell My Name with an "S": It's Bain, not Bane. And Cloakers are not spelled as Cloackers.
    • Although calling them cloacas is a bit of a stealth(ha!) insult.
  • Status Buff: Buffs can cover yourself or the team once they are unlocked, such as having more stamina for running, faster armor regeneration, or having unlimited bullets for a few seconds after deploying an ammo bag.
  • Stockholm Syndrome: An ability for the Mastermind allows you to turn civilians and hostiles to your side.
  • Stealth Pun: Throwing money away from a bridge or a shipyard gives you a thought what would an "off-shore" account would be. Do you know there is also an achievement for this?
  • Stealth-Based Mission: Expanded upon compared to the first game. Several heists are totally possible to complete without the alarm being raised, allowing you to complete your objectives without the threat of cops. The Ghost class is all about stealthing heists as well. However, some heists cannot be stealthed at all.
    • Taken a step further with the appropriately named Shadow Raid heist. You can't have the alarm raised at all, otherwise you'll have just one minute to secure the rest of the loot and hightail it out of the warehouse before you're left behind.
    • Any mission that can be Stealthed generally comes with a bonus in exp and cash. This combined with the fact that going loud on such missions is very hard (having to resort of Plan B, the Payday crew will have to accomplish additional objectives on Loud versions of these heists, which takes up time and means they have to face more assault waves) encourages people to do these almost exclusively stealthed, unless the mission is a pro job.
    • "The Elephant" Contractor is explicitly stated to favor this type of mission, as given his position and the nature of the jobs, it's understandable that he doesn't want anyone to know. He also provides a substantial cash bonus to every successfully stealthed mission, usually in the form of several stacks of gold that would otherwise be inaccessible to the crew should they go loud (this is on top of the usual stealth bonus).
  • Stock Scream: In the web series, episode 2, the Wilhelm scream can be heard when Dallas and Wolf dispatches a random cop.
  • Stuff Blowing Up: Used the wrong ingredient to cook meth? The lab explodes. The truck took too much damage while you were moving the coke out? Explodes. Throwing cache of guns into a fire to destroy them? Big explosion. Failed to defuse the C4 on a bus? You know what happens.
    • Previews of the game during its alpha stage showcased cars exploding when shot at enough times. Sadly, the feature was removed.
    • The Train Heist has explosive shells you can steal for money, but if the shells are tossed too far, the shock of the impact makes the shells explode.
      • This example is abused repeatedly by hackers, who figured out how to spawn said bags at a high velocity on a ballistic arc. Meaning the bags of artillery shells are actually being used as artillery.
    • The Gage Shotgun Pack DLC added 12-Gauge HE rounds as an option for all shotguns, which exchanges a little over half you ammunition capacity for higher-damage shells which deal area damage and stun all enemies in the blast radius.
    • The Overkill DLC pack adds rocket launchers, which can kill anyone in a single shot with a fairly large blast radius.
  • Take That: PAYDAY 2 has an achievement that pokes fun at Call of Duty: Ghosts and the infamous fish A.I. meme.
    • The addition of Titan safes; they can only be opened with a drill and cannot be blown up with C4. Underneath the "TITAN" logo is a small message reading "Suck It", which is a jab at players who farmed heists for loot drops and other things by using C4 to quickly complete objectives.
    • The trailer for the Xmas Heist content, done in the style of a live newsfeed, shows a message at the bottom saying "Video game company releases free content, internet outraged," which is a jab at the less than kind fans that believed the (then) upcoming Christmas heist level was going to either be paid DLC or just plain suck because it was a copy and paste of a map from Valve's Counter-Strike Global Offensive (Valve worked on the map with Overkill as a collaborative project, similar to the No Mercy crossover heist).
    • The Cloaker has several lines he says that break the fourth wall by insulting the people who kept complaining about the lack of safe house customization and assuming that the Cloaker itself would be DLC. The developers also knew people would complain about the Cloaker being "overpowered", so the Cloaker has a line telling those people to bitch on the forums. note 
    • In Bain's Guidenote , there are a few jabs at the frequent fan complaints. For example, the ammo bag section has the word "clip" crossed out and replaced with "magazine", which is circled in red and noted "Never forget!" — mocking about the vast amounts of nagging Overkill suffered for accidentally confusing the terms.
    • In the description Graham mask, which talks about rabbits, it slips in a not so subtle jab.
    When fleeing, they hop in a zig-zag pattern, much like many Counter-Strike players do.
    • A very subtle jab at the players, and possibly themselves, in Hoxton Breakout. A common complaint about any given heist DLC is that it's too short, and said DLC typically costs $7. Cue Bain:
    Bain: "Seven bucks?! We were hardly here!"
    • Further mocked with the Alesso heist. See 'Continuity Nod' above.
    Bain: "Good work gang, got your seven bucks back. Remember, stretch goals are good."note 
  • Take Up My Sword: Hoxton was arrested after the first game, and his successor took the mask and the codename. However, fan outcry eventually lead to the creation of the Hoxton Breakout heist and his replacement being given a new codename, Houston.
  • Tempting Fate: The Alesso Heist takes place in a large arena that is owned by GencSec and they brag that their vaults are perfectly impenetrable. Bain wants to prove the security company wrong by having his crew steal money from the company while Alesso's concert is used as a cover. They succeed.
  • The Teaser: The Shadow Raid update came with a new intro video, titled "The Dentist", which teased future update heists: "The Big Bank" on June 17th, to be followed with "Hoxton Breakout", "The Diamond", and "Golden Grin Casino".
  • The Guards Must Be Crazy: Guard behavior in the game is incredibly odd, to say the least. As in most stealth games, guards have very poor peripheral senses, and can only really see what's directly in front of them. They mostly won't notice when normally locked doors have been opened, either. However, god forbid if you shoot a window, because a guard WILL notice it and proceed to call in the national guard to purge the entire area. Another baffling thing is just how gullible pager operators are, as they can be fooled by people speaking completely different accents or are a completely different gender from the guard they just killed!
  • There's No Kill Like Overkill: Using the rocket launcher on anything that's not a Bulldozer.
  • Those Two Guys: On Jewelry Store and Mallcrashers, you may notice a pair of off-duty police officers buying food. Many a stealth run has been foiled by these two.
  • Timed Mission: Escape sequences involve your replacement driver or chopper pilot only sticking around for a limited time and will ditch anyone who is not in the safe zone once the time limit is up. The GO Bank heist, should stealth fail, has an escape sequence similar to those used in the first game where you had to go through an escape route and reach the safe zone before the time limit expires.
  • Time for Plan B: Bain, as always, has back up plans in case plan A fails. In levels with stealth, if you go loud, your objective(s) may either change or adapt to the situation. The trope is more apparent in day 1 of Watchdogs where Bain summons Bile to airlift you out of dodge if your escape driver is killed by the police.
    • And should Plan B fail in day 1, or the players mess up Plan A by tagging the wrong truck during Election Day, Bain comes up with a Plan C, which is to distract the cops by doing a bank heist while "accidentally" destroying the ballot machines. Though the only way to get to Plan C is to do day 1 horribly and Bain will chastise you for it. note 
    • Averted with the Shadow Raid heist. You are required to stealth it. If you're detected, you have 60 seconds to complete (get the minimum amount of loot and get to the van) or you lose, which can be Unwinnable by Design and/or Unwinnable by Insanity if you got spotted early, or simply Screw This, Time To Get Out Of Here if the alarm was raised as everyone's already heading back to the van.
    • Also averted in Hoxton Breakout, where the only option is to drive through the streets while being shot at by police from every angle. Bain even lampshades it. The same goes for Day 2 of the heist likely due to it being an improvisation on Hoxton's part.
    • On Watchdogs, Bain will try to get you a chopper if you wait too long and the getaway driver is killed by the police. This is one of the few instances where a Loud-only mission has a Plan B.
    • Most Loud-Only Heists have only Plan "B" as, obviously, you can't stealth them. In addition, some of The Dentist's Stealthable heists have a Plan B for Plan B, usually different escape plans that cost Favours; the more it costs the easier it is (with usually the most easy one costing almost all of the available favours for the given heist).
  • Too Awesome to Use: Rare masks and mask materials with absurd drop rates (one mask has a one in a million chance of showing up). Since you cannot remove materials or colors applied to a mask, you better make damn sure that the colors and patterns you want on a certain mask are the ones you want to stay. Most players will never use their rare materials. Likewise the Thanatos .50 cal rifle and the rocket launcher are usually saved for the bigger nasties since the sniper rifle requires more ammo pickups compare to a standard gun and the rocket launcher can only get ammo from an ammo bag.
  • Took a Level in Badass: The entire police force gotten a significant upgrade since the last game. Not only the cops and SWAT units are more durable, they are also smarter by flanking you, pulling back and taking cover when needed, and bashing you with the butt of their guns if you try to take them on very closely. Cops are also smart enough to steal your loot bags if you leave them unattended. The Gage Weapons Pack #2 update also gave cops the ability to use knives against you.
    • Cloakers have been vastly upgraded from the original game. Their original straight kick has been upgraded to a Bruce Lee-like flying kick with an incredible range of at least 15 feet, and instead of charging players like other police units they now camp behind furniture or around corners in order to ambush players with their instant-down attack. They are also scripted to camp along your escape route at the end of a heist, and the game also tends to spawn them right on top of you via air vents or sewer holes the moment you pass near. They also have a lot more health, having about 6 times as much health as the standard SWAT mooks, though they don't wear helmets and are thus take significantly increased damage from headshots.
    • Some patches introduced to the game made cops and special SWAT units even more badass than they were originally. Street cops can now use the Bronco .44 (a freaking hand cannon), Tasers will bum rush you in unison with Shields, and Bulldozers may sometimes use the Izhma 12G shotgun, which is a semi-automatic shotgun.
    • The crew in shows shades of the trope; while they still rob the usual stuff like banks and stores for cash and jewels, they also raid an FBI branch office to steal intel and they also and steal fusion engine parts that could lead the way to renewable energy. Of course, the crew still get paid quite handsomely for their efforts. The Big Bank also gives you the chance to rob a bank that hasn't been successfully robbed for over 200 years.
    • Some of the weapons from the previous game also get quite a hefty boost in the sequel; the Locomotive shotgun was considered a Joke Weapon in the first game due to its short range and not so great power, but the same gun in the sequel now has a lot of power and decent range.
    • The entire SWAT force got a badass upgrade in the Death Wish update. The new SWAT teams can hit harder, move faster, and have better accuracy than their tan FBI connterparts. The Bulldozer also got a major upgrade by not only having his faceplate painted with a skull on it, but also carries a light machine gun, the same heavy and fast firing weapons that players can use.
    • Vlad, of all people, took a level in Badass in Meltdown when he asks you to steal live (but not armed) nuclear warheads. The Crew itself also took a level in the mission as Bain initially deemed an all-out assault on the Murky Water Compound to be too dangerous, but now has you assaulting the facility in broad daylight.
  • Train Job: As noted above, under Bonus Level. Sometimes you'll find special plans in an Armoured Transport heist that let you play the extremely profitable Train Heist.
    • Up to Eleven in the "The Bomb: Forest" heist. This time, they derail the train by blowing up a bridge and raid the wreckage for a thermobaric bomb.
  • Trial-and-Error Gameplay: Every heist, though moreso for stealth missions. Since spawns can make-or-break missions, and even render some stealth games unwinnable without alert in certain circumstances, expect to restart an entire day on a single factor. There's a reason why HoxHudnote  adds a "restart day" option to pause screen — to save you having to kill yourself for a restart when anything goes wrong.
    • Also the reason that PRO Jobs were added. Players will get a higher cash prize, but cannot restart as failure kicks to the lobby. With no restarts available, the Trial-And-Error aspect becomes even more of a chore, requiring players to keep re-buying a map to guarantee another attempt.
  • True Companions: The crew. All the money and all the gold in the world doesn't convince Dallas to work with the Dentist. But as soon as the Dentist mentions how the crew had to leave Hoxton behind on a heist and that he has Hoxton's transfer schedule on hand, Dallas doesn't even blink an eye before accepting the deal. Also, one of Dallas's potential lines when succeeding at a heist is "Tightest crew ever!" Likewise, in the Hoxton Breakout trailer, Houston actually dives in front of Chains in order to shield him from gunfire (which ends up flooring Houston) - granted, he has a bulletproof vest and so can take the hits, but still, that's a level of loyalty that money can't buy.
  • Undesirable Prize: Completing a heist allows you to earn a bonus item through a Random Drop system, ranging from weapon mods, masks, mask mods, extra cash, and extra experience points. Many players groan in disappointment when they get the cash card after already having several million dollars in spending cash, or get yet another completely useless mask pattern or color.
    • The Train Job mentioned above can be viewed as one by some players; the main reason some choose Armored Transport jobs is because they are quick, clean sources of money and experience. The train job being accepted, meaning "(accidentally) picked up the item drop that triggers it", jeopardizes the gained money and XP by making you do a much more difficult bonus mission which takes time and, if failed, can lose you your previous profit. Throw in that the bonus heist's difficulty matches the unlock stage, and it gets worse: finally completing Armored Transport on OVERKILL or DEATHWISH means you're doing the Train Heist on the same level or getting nothing in the way of rewards.
  • Unexpected Gameplay Change: The Car Shop in more than one way. Similar to Shadow Raid, it is a stealth-only heist. Unlike Shadow Raid, you start in casing mode instead of wearing your mask already, with the exception of a handful of guards there are no enemies and a few civilians where as Shadow Raid at least had the highly trained Murkywaters. And finally, instead of bagging the loot, you get into a car and drive away with them.
  • Up to Eleven: The Shadow Raid heist in general. Not only is stealth so high stakes that getting detected will trigger a mission failure if you don't complete your objectives fast enough, but the kinds of loot you can find are nearly everything the game has to offer; money, gold, weapons, paintings, drugs, computer servers, and even pieces of ancient samurai armor or ancient statues. There's also an achievement for stealing one of each loot type as well.
    • And now Big Bank is even more escalated than that! Words really cant do it justice, but lets just say that it easily makes the FBI offices heist look downright simple, in both awesomeness and in scale no matter how you do it.
    • The Hotline Miami heist takes even further. On the first day, you kill all of the Commissar's henchmen in a motel, set their cars on fire, and blow up their gas station just to get the Commisar's attention. The second day has you confronting the Commissar himself within his penthouse and when you get there, you need to use a thermal drill to pop open the vault he sealed himself into while defending yourself from swarms of cops, snipers, and the Commissar's gunship! If that wasn't enough, the Commissar himself has nearly the same amount of health as a Bulldozer and he also wields a light machine gun to boot. The entire heist is done just to get the crew one step closer into breaking out Hoxton.
  • Unwinnable by Mistake: Day 2 on the Big Oil heist has several objects that act as clues to help you figure out which engine is the correct one to steal. Playing the game on a low graphics setting can make the clues too blurry to read.
    • Similarly in Hotline Miami, one stage in Day 1 requires you to refer to a map on the wall to figure out what type of cargo you need to investigate. If your graphics settings are too low, you won't be able to read the map.
    • As mentioned above in the Time for Plan B examples, Shadow Raid is a mission that requires stealth, and stealth is an inherently fragile state. One wrong move, and you can screw up the entire thing. In particular, lag can prove to be more of a hinderance on this heist than any other, and as this is the only mission where stealth is a must, some players might go into this one expecting to be able to shoot their way through.
      • Averted in the Watchdogs heist, Day 2. Any of the bags that you throw into the water will respawn at the truck where they were at the start. Of course, with waves of FBI likely between you and that truck at this point, it might be as close to unwinnable as possible. Just not completely unwinnable.
    • Hotline Miami has a section where you have to torch 4 cars with gas cans. However, more than 4 gas cans and cars can spawn. If more than 4 cars are torched before the mission objective disappears (which can happen if two players shoot two gas cans at the exact same moment) the mission logic glitches and the next objective never comes.
    • Taken literally on Cook-Off, as it's a deliberate design by the developers, but requires mistakes on the player's part. If you blow the lab at any point before Twitch is signalling to come, the entire mission is doomed at that point as Twitch is only scripted to come once you've reached the 3-bag increment. Unlike other examples, it's very easy to mess up, as Bain will at times give you the wrong ingredient and one of the features of the mission is to cook a near-infinite amount of meth. This applies to the Rats version of the map as well, but only on the Deathwish Difficulty in Rats, to prevent farming of the remaining days.
    • A sometimes rare bug can occur on Day 1 of Hoxton Breakout. If a player other than the host grabs the Parking ticket and disconnects right as they go into custody, it's possible that the game glitches and removes the ticket from the game.note , which results in the entire day being unwinnable as the team no longer has the key item necessary to unlock the escape sequence.
  • The Usual Adversaries: Gensec.
  • Variable Mix: There are a few different tracks that can play during a heist, with varying levels of intensity - this often leads to a Musical Spoiler, as the music will start to build up about ten or fifteen seconds before a police assault wave actually starts.
    • Shadow Raid deserves special mention: Since the heist is stealth-only (having the alarm go off triggers a point-of-no-return timer), the music track ("And now we wait") changes in response to the progression of the heist instead of the status of an assault wave. There are at least three different mixes: the starting mix (which is timid), a slightly more intense mix that starts up when the vault is opened in stealth, and the "alert" mix/buildup.
  • Video Game Cruelty Potential: You can kill innocent civilians for no reason as they try to run away from you or call the police or even tie them up and then kill them. The hostage with a bomb tied to him in the Hotline Miami heist can be blown up with gunfire before or after saving him and killing him has no effect on the game at all. In some stealth runs, it's encouraged - shooting a civilian about to run and call the cops, or see the entire bank taken hostage, and taking the $3000 or so penalty is a drop in the ocean, compared to the $6000000+ payout. Impatient players can also quickly wipe out an entire bank to find the manager and his keycard. It doesn't help that the game still considers a mission "Stealthed" as long as the alarm isn't raised, and the quickest and easiest way to do this is to drop an ECM and murder every living thing on the map.
    • Taken Up to Eleven with the BBQ Pack, where one can incinerate civilians.
  • Video Game Cruelty Punishment: Having an itchy trigger finger around civilians not only instantly saps your spending cash as a penalty, but it ramps it up by spawning enemy snipers and/or more special SWAT units if you kill one too many innocents and having a steep cash penalty per civilian killed. You also have a higher chance of being forced to do an escape sequence after the heist if you rack up too many innocent casualties. Thankfully, this is balanced out by making the Civilian AI much easier to handle: they stay on the ground longer after being yelled at, and can be Bound and Gagged with cable ties for a Non-Lethal K.O..
    • This is mostly negated in stealth missions where SWAT assaults should be a non-issue, as well as with Winston Wolfe aced, a skill that reduces the cleaner costs.
  • Villain Protagonist: The Payday crew started off as ridiculously well-equipped thieves, but added heists have propelled them into international terrorists at best. If nothing else, the sheer number of police they've killed has easily qualified them all for the death penalty hundreds of times over.
  • Violation of Common Sense: In some heists that have civilians in them, some players that plan to do the level in stealth will go the extra mile by killing civilians so that they don't alert the police, even if it means losing cash as a penalty.
    • Taken Up to Eleven by some 'stealth' heisters who realize the fastest way to secure the dance floor in Nightclub or the front lobby in Bank Heist involves grenades.
    • Day 1 of Hotline Miami has you trashing the Russian Commissar's hotel assets. Those assets include a (presumably Russian-owned) full meth lab. You'd think you want to blow the lab, right? Hope you don't mind giving up a guaranteed shot at $2.6 million on the second-easiest difficulty.
    • Jacket answers the pager with an automated message..that states it's an automated message. The other heisters at least try to sound human.
  • Violent Glaswegian: Bonnie. Considering that her signature melee weapon is a whiskey bottle, you could almost consider her a white, female version of The Demoman.
  • We Have Reserves: The police's general strategy for handling the Payday Gang seems to be along the lines of "steadily build up a huge wall of police carcasses until they can't run away." This trope REALLY doesn't even come close to cutting it.
  • Welcome to Corneria: Bain's messages throughout Day 3 of Framing Frame, while in stealth mode.
    • Also his dialogue in Ukrainian Job when stealthed.
    • Bain's instruction while stealthing the Bank Heists. "Guys, the thermal drill, go get it!"
  • Wham Line: In Hoxton's Revenge:
    "The rat was Hector?!"
    • Or if the player searches the tapes:
      "I'm getting impatient Hector, look, I know you are connected to Bain, if you want this little arrangement of ours to continue, you better give me something on the clowns. "
  • What Kind of Lame Power Is Heart, Anyway?: The Ghost "Lucky Charm" boosts, which increased rare item drops. Considering it's and 53 points (at it's cheapest without Infamy bonuses) for the maximum +200% boost, it's an enormous waste when you realize your odds of getting an infamous item with a 0.66% drop rate (after the +10% boost from reaching tier 6) is only increased to 1.86%.
    • The first infamy point doubles your base Infamous drop rate to 1.2%. It still doesn't make Lucky Charms worth it at a final drop rate of 3.72%.
    • Lucky Charm was replaced with the slightly more useful Camera Loop skill in Update 25. It still plays it straight due being slow to use, limited in range and only allowing to be used on a camera at a time - while still being a Tier 6 skill.
    • There's also the Mastermind's "Stockholm Syndrome" skill, which allows civilians to revive downed players and give them ammo. Of course, civilians almost never last very long or stay for very long in a firefight, and the ammo given by them is equivalent to an enemy's ammo drop. That's it. Needless to say, people never invest in this.
    • Other less infamous examples include Black Marketeer, Dead Presidents, and Improved Crafting, which cut costs/increase loose loot value, when money eventually becomes a non-issue, Oppressor, which increases threat levels on weapons (when it may be more practical to shoot to kill or intimidate instead), Shotgun CQB Aced, as Shotguns aren't really used much with iron sights, and Nine Lives, which relies on the player getting downed a lot when it's more practical to purchase skills that let you avoid being downed completely.
      • There's little wonder why most of the above "skills" were replaced in the skill tree revamp.
      • Dead Presidents also got a boost, as an update modified the value of loose items, allowing the Ghost to go from getting $300,000 to $390,000 out of an ATM on Deathwish. Ironically, the same update made the skill even less useful on Normal and Hard, as Very Hard is about where the original loose item values are at. It's still of limited use, but has some value in investing points into Ghost to get to higher level skills.
  • What Measure Is a Mook?: If you wait in the boxes at the beginning of the second day of Hotline Miami, one of the mobsters may mention that he's worried about his daughter skipping school.
  • What the Hell, Player?: Bain will yell at you for killing civilians and will warn you that getting out of custody will be harder while the cops will become more aggressive in response.
  • White Mask of Doom: It's entirely possible to make a mask that is pure white simply by using the base 'white plastic' material with no pattern and no colour; several masks start out this way. Though none are quite as featureless as the trope's page image, Alienware, Mr. Mannequin, and Mrs. Mannequin all come quite close.
  • Why Am I Ticking?: Day 2 of the Hotline Miami heist can have a hostage strapped to a chair with a bomb attached to his body. While you don't have to go out of your way to save him, doing so will net you a few bags of money that would have been blown to bits if the bomb went off.
  • Wild Mass Guessing: In-Universe, during the Hoxton's Revenge heist, if one examines the evidence board, one can discover the FBI seems to be completely and utterly convinced that Vlad is an ordinary baker, and is possibly being used as a front by Bain without his knowledge, and his time in prison was only because Bain framed him.
  • Witch Hunt: Depressingly common for high ranking infamy players online. Due to the rampant cheating from people who used said cheats to boost their levels to the max, legitimate players that reached infamy level 5 are often kicked out of many games because people assume that infamy level 5 is a cheater's calling card. Doubly so for infamy level 5 players who have their Steam profiles set to private since many people assume private profiles means that person has something to hide. The Gage Historical pack update also caused a lot of false positives to occur by branding legitimate players as cheaters for having an invalid weapon (despite the fact that they purchased the DLC), causing many paranoid players to start kicking out people the minute the cheater tag appears.
    • Same goes the other way, where people will kick low leveled players because they believe they'll screw them over.
    • Taken up to eleven with the "Dodge VS Armor" debate, where on loud heists you can get kicked for wearing too much armor, too little armor, or the wrong kind of armor.note 
    • There are several exploits within the game that seasoned veterans like and will exploit, as in some cases they're the only way you can survive on Deathwish. Grab a keycard on Hox Breakout when everyone else was trying to dupe it? Kick. Turn on the sprinklers on Hotline Miami Day 2 after someone just braved the fire to fix the drill? Kick. Take the Thermite before people could dupe it? Kick.
      • Of course, there are people that will do the exact opposite and will kick anyone that even dares to suggest to go for any of these exploits on purpose.
  • Zerg Rush: Cops don't rush in as much as they used to in the first game, preferring to strategically flank you instead. On Death Wish, the cops play the trope straight at all times and they got the health and firepower to back it up.
    • Played straight on Firestarter Day 1 if you get the far right hangar. Cops will never stop swarming over the fence until the assault wave is over or you've moved all the bags away from the hangar.