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Please note that, due to the Nintendo Hard nature of the game, sadistic completion requirements, and plethora of player-perceived bullshit, there is an overflow of That One Achievement and That One Level instances; they can be found in their own folder at the bottom.

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  • Abridged Arena Array: Before patches were made to discourage the trope, Ukrainian Job and Nightclub since both levels are extremely short when done right, thus players can quickly farm cards at the end of a game to get weapon and mask mods quickly. Four Stores is also another popular choice for card farming if someone has a OVE9000 saw since they can cut open ATM machines to quickly get the money and go past the required $15,000 for the objectives. Patches were made to introduce Titan safes in Ukrainian Job (can't be blown up with C4 or have their locks picked) and more rooms were added in Nightclub where two safes can spawn in random locations and they can either hold money (needed to finish the level) or coke (extra loot). Four Stores also had its ATM removed for Death Wishnote  difficulty.
    • Around the time that the patch was released, players began to grind the Rats heist by blowing up the lab in day 1 so they didn't have to cook meth, blow up the safe in day 2 to reach the intel in the safe without having to do the meth trade, and then ignoring the money on the bus in day 3. Rats gave the most experience points and since it was so easy to speedrun it, 99% of Rats games were for grinding EXP and it was somewhat difficult to find lobbies for other heists. The Death Wish update countered the grinding by introducing a new EXP system where playing the same heists over and over again reduces EXP gained while playing different heists can create EXP bonuses. Rats was also changed to have the van not appear at all until you blow up the lab or cook 3 bags of meth and the driver still needs a few minutes to arrive in either scenario. If the lab explodes on the Death Wish difficulty, the entire map is set on fire, which downs everyone instantly. Also, the only way for the van to spawn on this difficulty is to cook 3 bags, so even if someone self-revives themself, blowing up the lab without cooking enough bags causes the mission to be unbeatable.
    • For stealth bonuses, people rushed Diamond Store on Normal as it provided a 30% bonus for just a single day job. And since the door to the camera room outside always spawns, the mission is much easier. When the Gage Assault Pack DLC came out, the update reduced EXP bonuses across the board since the EXP system itself got revamped. However, Diamond Store was accidentally boosted to 50% for stealth bonus, so players would quickly clear the level and then use the bonus on a high EXP paying heist to level up even faster. The bug was quickly fixed and Diamond Store dropped to a 5% bonus.
    • Currently, there's a good chance that a third of the lobbies open at any time will be for Hoxton Breakout. This heist combines great EXP with a high payout and is generally pub-friendly since it's a very straightforward loud heist that isn't paid DLC. It has supplanted Rats as the level-grind heist of choice, not only because of its greater rewards but because it's significantly faster, being a two day job with no possibility for escapes compared to Rats being a three day job with two possibilities for escapes and not having to move so many bags.
    • Shadow Raid is a very popular level-grinding heist due to its substantial EXP payout, large cash reward, and the fact a decently-coordinated crew can ECM-rush the whole heist in three minutes even at low levels. Even with the maximum EXP penalty for repetition it gives more cash and EXP per minute than any other heist when rushed. With Infamy 2.0 having 25 levels to grind up through, this has made Shadow Raid one of the most-run heists in the game...until the EXP system was revamped again where experience gained was based on bags secured, and Shadow Raid was somehow nerfed into oblivion.
    • Most of Vlad's non-Ukrainian Job heists are similarly well-liked because of some combination of being quick, easy, and/or having a high payout and experience reward. Mallcrasher and Four Stores are probably the most popular because of extremely quick gameplay and a good chance for extra loot. Aftershock, added in Crimefest 2015, is also rather popular as, while it's much slower than Vlad's other heists (owing to having to move a minimum of four heavy safes all over the map) it has an insane cash payout on higher difficulties (over two million just in spending cash on Overkill difficulty).
  • Alternate Character Interpretation:
    • Is Bain really the brains of the group, or is he just a hack who manipulates others to do his work for him? His tendency to get the wrong ingredient for meth in Rats doesn't help.
    • Gen-Sec and the FBI. Are they actually as honest and as "against crime" as they claim to be? The fact that the FBI representative told Hector that the Mendoza cartel were on their payroll definitely doesn't help their likeability as far as in-universe reputation goes. For all we know, despite the gang's evil tendencies, the FBI and Gen-Sec could actually be the actual villains of the Payday universe due to the destruction that they will gladly cause just to stop four men in clown masks (see them smashing up Wilson's house in Counterfeit), with the likes of Commissioner Solomon Garrett being the Only Sane Man among the ranks that is actually aware of some of the sociopathic tendencies that creeps up in the ranks, if the FBI files on his own units says anything.
    • Similarly, the Payday Gang themselves. Are they utter monsters of criminals who only care about the possibility of cash lining their pockets, or are they the Anti-Villains with Gen-Sec, the FBI and the government being the Greater Scope Villains due to their decisions that have a chance to affect the public in a negative way? Are they incidentally helping others, or is there an ulterior motive involved?
  • Alas, Poor Scrappy: While Bain may be constantly annoying due to his nagging, after the events of the Reservoir Dogs heist, along with his current condition and subsequent death as a result, one can't help but feel sympathetic towards him. His Famous Last Words really hammers the point home. Good thing that wasn't the true ending.
    Bain: You... did it guys. Y-you pulled it off, the damn White House. I'm proud of you, damn proud. Now you're free, free to- *Groan* Is- is this? Oh my...
  • Annoying Video-Game Helper: Bain will constantly nag you to grab the thermal drill when you play the Harvest & Trustee Bank heist contracted by himnote . He will not shut up until you grab the drill. If you go loud on the 3rd day of Framing Frame, Bain will never shut up about how you can hack the senator's computer to slander his reputation, even if you're in the middle of hacking it. Bain's nagging is cranked up to eleven for day 2 of the Hotline Miami heist where he will be borderline screaming at you to hurry up because you need to kill the Commissar so that the Dentist will keep his word in helping you break out Old Hoxton and to reach the Commissar in time before he can completely trash all of the coke (meaning less profits for younote ). He tends to lapse into this habit in the Alesso Heist and Golden Grin Casino mission as well. Hoxton calls this habit 'yapping like a needy dog' in-universe, showing that yes, Bain really does do that, and yes, it irritates the crew as much as the players.
  • Anti-Climax Boss: You finally get to take down the rat that betrayed Hoxton. Turns out the rat is Hector and he's only armed with the Izhma shotgun. Despite being fully armored if you get to him with the heist in loud, he goes down very fast as if he was just a regular mook.
  • Author's Saving Throw: As of about Spring 2016, the developers seem to have taken notice of some of the fandom's more vocal complaints, and measures are being taken to address matters:
    • The introduction of microtransactions, allowing players with the money to buy drills for the safes (and possibly rewarding them with weapons that had better stats and attachments than what they could get normally), obliterated the fanbase, with the game losing players in droves. After a set of circumstances, the microtransactions are now gone, and Overkill is on the path to mending the relationship with their fanbase.
    • The Completely Overkill pack, priced at $20, was a one-time deal that went on during the Hype-train event, which gave four mega masks of the original gang, and promised a future reward. Said reward was all the DLC released between the Game of the Year edition content, to the content before Crimefest 2015. This left a lot of people displeased, especially those who had already bought the DLC prior to this. Overkill Studios had since responded to their loyal fans by promising something better by making mega versions of existing masks at their requests, and even some exclusive masks to make up for this. Further more, they insist on keeping this a one time deal, allowing only said people who bought the Completely Overkill pack access to these masks.
    • Bain has drawn a lot of ire over the game's long life, due to his repetitive lines, chewing out players for killing civilians repeatedly, and apparently having Took a Level in Jerkass since the first game (where, for one thing, he'd apologize and blame himself if the crew wiped and the heist failed). He also tends to get the meth ingredients wrong and can lead to certain heists failing, actually making it his fault. Some recent patches have toned down his repetitiveness, reduced the frequency with which he'll berate you for killing civilians, and now he's back to taking the blame and apologizing if the heist fails. Some people have seen it as a start to getting the old Bain back.
      • The meth lab instructions got changed, too, so now he'll always catch and correct himself after a few seconds if he says the wrong thing. It's gone from possibly having him ruin the heist due to bad instructions unless players compare what he says across clients, to a lab explosion being the players' fault for not bothering to wait a few extra seconds for him to confirm it.
    • Hoxton got some flak on his return due to being far more hostile and foul-mouthed to the rest of the crew. As time has passed, he's gotten more like his old self, with his lines being more relaxed and occasionally snarky, his lines for helping up teammates being more genuine and caring, and much less rage and swearing. Except towards civilians, Houston, and broken drills, at least.
    • Flashbangs were a long time Scrappy Mechanic for many players, which was not helped by Bo Andersson's hostile defense over said mechanic. Initially, flashbangs would spawn at seemingly random times for supposedly no reason, despite Anderson's insistence that it is suppose to be an anti-camp mechanic. After update 100, flashbangs now give the players a warning in the form of a beeping noise and a red aura, granting players a small window to avoid getting blinded.
    • The downloadable content has been the subject of constant complaints, with many stating that the game has too much DLC. Arguments aside, as of June 8th, 2017, the game now comes in an Ultimate Edition for $45, with owners of the game and some of the DLC getting a permanent, massive discount (equivalent to the usual 75% off during sales) to pick up what they don't own to upgrade to the Ultimate Edition. Plus, all future DLC packs will be free from now on (with exceptions including the Completely Overkill Pack, and two future character packs note ).
  • Awesome Music: The various catchy tracks played during police assaults slowly turn into an Ear Worm in your mind as you spend more time playing. Getting Up to Eleven lately: the The Dentist trailer has an (awesome) original track and the Big Bank trailer introduced an opera soundtrack which plays in the heist itself and with the chorus starting during police assaults' climaxes. With the Big Fat Music Update, one can configure the soundtracks to one's preference, often resulting in Ode to Greed playing everywhere.
  • Base-Breaking Character:
    • Surprisingly, John Wick. He has fans and haters alike. Some of the haters went as far as to use "Kick the Wick" mods back in the day to prevent him from showing up during a game, while there are many fans who play as him on a regular basis.
    • Jiro. Some say his Japanese-only dialogue is a deal breaker while others state that, with proper nouns (such as heister names and enemy names) kept intact, there's no problem and this distinction helps give him uniqueness.
    • Ethan and Hila. To be clear, most hate the characters, not the real life people portraying them. Some fans like the inclusion of them as it means that they can play as their favourite Youtubers, while others didn't like this as the voice acting was terrible. Ethan has the problem of his assault lines not being shoutey enough, making it sound like he's trying to shout, but can't quite do it, whereas Hila sounds genuinely enthusiastic, but stilted in her performance. The promise of the couple having a backstory that would make sense in the canon of Payday 2 was also broken, as their background in-game is basically that they're playing exaggerated versions of themselves (Online Video personalities recruited by Bain specifically to help them fight off a lawsuit.). In fact, the only notable change is Hila's mandatory army draft, which was expanded upon here as Hila actually doing time in the Army. Also, it isn't part of Ultimate Edition, and is a DLC pack, and thus requires a separate purchase note 
  • Best Level Ever:
    • For Loud heists: Big Bank, First World Bank, Hotline Miami, Reservoir Dogs, Scarface Mansion and Hoxton Breakout are widely considered to be the best heists in the game, since they're large scale, offer intense and fast paced action, have a respectable cash and exp yield, and are still simple enough that relatively inexperienced players can complete them.
    • For Stealth: The Yacht Heist is widely considered to be the best stealth map the game has to offer. Unlike other stealth offerings, you don't have to worry about cameras spotting you, and only deal with civilians and guards. You can pocket quite a lot of side-loot, such as vases and artifacts, and the map is symmetrical on both sides, meaning if one way is blocked by a guard, you can hop over to the other side to pass them.
  • Breather Level: In Hoxton Breakout Day 2 one of the possible tasks involve going to the director's office and authorizing clearance for Hoxton. This is by far the easiest task one can get that day as it requires no doors to be breached (thus requiring a keycard, C4, a drill, or lockpicking) and only requires a few button presses. Hoxton lampshades this by saying the director's got an easy job.
    • Also, on Normal difficulty, Boiling Point. The Russians do very little damage to you and you get an abnormally large amount of money for a normal heist if you choose to scan all the bodies.
    • On any difficulty, Ukrainian Job, provided you know how to do stealth on that heist. This is mostly because the camera room is always in the same, easy-to-reach place and the tiara will always be in one of the safes, preventing you from alerting civilians.
  • Broken Base: Too many to list here.
  • Big-Lipped Alligator Moment: A few.
    Bain: This is gonna be a weird one, gang.
  • Casual/Competitive Conflict: Despite the game being purely co-op, there's breakdowns between people over how the game should be:
    • The tactic of players chaining ECM use so that they can kill the guards and complete all the objectives in stealth before the jammers expire has been debated for quite some time. Some people believe ECM chaining is extremely cheap and that it's not "real" stealth while the defenders say that the tactic is fair game.
      • Shaped charges also went through a similar debate before the developers created counters that punished people for relying on shaped charges too much. In certain levels, one or two people with shaped charges can easily bypass drilling or lockpicking safes and can beat the mission faster this way. One side felt the shaped charges were too cheap and the other side saw no problem with the charges.
    • The direction of the game's difficulty is also hotly debated after the developers made several patches that beefed up the difficulty overall. Casual players feel the Cloaker is too powerful due to him being able to knock people down in one hit and they also dislike the changes to stealth that made it harder overall. The more hardcore players say the Cloakers are fine and that the old version of stealth was just too easy and not challenging.
    • The way the game is set up to discourage players from trying to level grind as fast as possible, by giving temporary experience reductions on a heist for playing it repeatedly, is a heavy topic for many. People that defend the game's level grinding discouragement believe it's the way it should be so that people can play something other than Rats over and over again without having to host a game themselves. The other side of the debate believes they're being punished for playing their favorite heists or for trying to level up with the least amount of pain.
    • Which weapons should people use? The ones that everyone uses because of stats, or ones they feel comfortable with? The Chicago Typewriter is a prime example of this.
  • Creator's Pet: Bain. Pretty much everyone hates him in this game to the point where they install mods and codes for muting him so that he can't repeat his lines over and over again, yet Overkill always has him on standby for voice acting (most likely due to Bain's voice actor being the lead composer for the game and can be on standby to record new lines at any time) and pretty much has Plot Armor... until the Reservoir Dogs Heist.
  • Critical Dissonance: Critics praise the game for expanding upon old mechanics from the previous game and introducing new elements that keeps the game feeling fresh on every playthrough. Most fans are far more divisive on many topics.
  • Complacent Gaming Syndrome: Seems to be new ones introduced after some patch goes live:
    • For a long time, people that played the Rats heist always blew up the lab because doing so and then ignoring the money on the bus on the 3rd day made the heist go by very fast. Since Rats gave a ton of experience points, nearly everyone played the heist just to speedrun it and level up very fast and it also resulted in many high-level players who had no clue on what to do when other people actually wanted to cook the meth. Although a few changes were made to discourage speedrunning Rats, many people still attempt to do it anyway.
    • Big Bank has several means of escape you can pick from before starting the heist. Everyone always chooses the bus escape route since it's next to the vault (and with luck, you can get the vault directly across from the bus escape) and provides good cover when moving the loot.
      • For stealth runs, everyone picks the poisoned cake, which incapacitates several guards in one half of the playable area, and places it in the canteen so the guards in the front areas are affected, since stealthing past a full compliment of guards and civilians out in the front is far more difficult than stealthing past just guards just outside the vault.
    • Hotline Miami has only a few preplanning assets compared to Big Bank, so everyone picks the delayed police response on Day 1.
    • Several heists have no preplanning, instead having a list of buyable assets. The Doctor's Bag and Ammo Bag assets are available to all players, cost very little compared to the payout of the heists, and can prove to be a useful backup if low on meds or ammo. This means that just about everyone buys these assets before a heist begins.
    • For a long time, it was pretty difficult to have an effective dodge stat, which meant most people went with heavy armor. When Overkill introduced a perk deck that boosted dodge rates, a new skill that also boosted dodge based on having low concealment, and indirectly nerfing armor by having everything but the suit have zero dodge, people quickly ditched armor in favor of having a super-high dodge stat. This was somewhat distilled by the Crook perk deck, which enabled additional dodge on ballistic vests, alongside a skill that increases the concealment of vests to the same level as a two-piece suit, making a mix of armor and dodge viable.
    • In the early game, just about everyone used the CAR-4 assault rifle and Locomotive 12G shotgun, with the occasional Thanatos and HE Shotgun (or akimbo pistols for dodge builds). The CAR-4 is particularly common for stealth runs, as it has one of the highest potential Concealment stats in the Primary weapons slot while still being an automatic with a decently-sized capacity (anything that can go lower is usually single-shot with a pitiful amount of ammo). With the introduction of the Judge shotgun, which can be suppressed and still get a higher concealment than the Locomotive, it is now just about the only secondary anybody ever uses; failing that, most players playing in loud will gravitate towards the China Puff 40mm from the Wolf Pack due to its great utility against nearly any enemy and the fact, unlike the similarly-useful GL40 from one of Gage's weapon packs, it both carries more than one round per magazine and is a secondary weapon.
    • ECM rushing, which involves everyone playing a heist in stealth throwing down an ECM, do the objectives as quickly as possible, throw down another jammer, rinse and repeat. This method is usually the easiest way to stealth maps, though there's a major divide over whether or not ECM rushing removes all challenge.
    • Dodge builds. Particularly, perk decks and skill trees that focus on boosting the user's dodge stat. With a high dodge rating, you basically manipulate RNG in your favor and avoid taking damage frequently. Players use dodge focused builds frequently because wearing armor slows you down and the extra defense means nothing when a high detection risk from wearing heavy armor means the enemies are able to more accurately hit you from longer distances. On Death Wish and especially on Death Sentence, expect to see people only in suits, as due to the massive damage ramp-up, even the heaviest armor will go down in about 2-3 hits, while dodge builds can conceivably tank a few dozen before taking actual health damage.
    • Players often use the Grinder deck, even after it was nerfed (it allows health regeneration upon attacking enemies as long as the player wears light armor).
    • The Anarchist perk deck seems designed for this. When maxed out it halves your health but gives you twice the lost health as armor, which regenerates. It also changes armor regeneration so it functions in combat, though it's slower, but one kill every second and a half allows you to instantly regenerate a bit. Combined with an ICTV and the right perks (specifically Underdog, Frenzy, and Berserker, all aced) you can have over 400 armor with ~35% damage reduction and 115% more damage output, rendering you virtually immortal on any difficulty below Mayhem and, in skilled hands, hard to bring down even on Mayhem, Death Wish and Death Sentence.
    • In a meta example, the developers themselves seem to absolutely adore the concept of an SMG with 80 damage and only one or two magazines in reserve, as we have several clones of both the base Krinkov (weapons with two extra mags and decent base accuracy and stability, the CR 805B and Jackal) and Armored Transport's Swedish K (weapons with only one extra mag and middling accuracy and stability and typically no fire-mode selector, the Tatonka and MP40).
  • Demonic Spiders: All the special SWAT units:
    • Snipers: Tend to stay far away as usual, but can tear through your armor levels in a single shot, and as the difficulty increases they take a bigger chunk out of your health underneath that as well. On an open rooftop surrounded by them, you won't last long. We're looking at you, Hotline Miami.
    • Cloakers: Blends in with the rest of the SWAT team, save for his glowing green optics at a distance. Average firepower, but can run off the walls to reach you and can also instantly knock you down regardless of how much health and armor you have left. A single Cloaker can wipe out an entire team if they decide to not beat down the first guy they knock over. They're even worse in this game; they don't have their optics on unless they're going for a takedown, making it even harder to pick them out among the rest of the SWAT until they're close enough that they decide to feed you your teeth.
    • Tasers: Bulky armored SWAT units with bright yellow stripes on its shoulder pads. Can paralyze you with its taser which also shakes the screen and forces you to fire your weapon, making you waste ammo and probably hit people you didn't want to hit, especially if you've got it set on full-auto. Tasers will not only stand in one place and tase you until you go down or someone staggers or kills the Taser, but will sometimes do a 'drive-by' tasing that stuns you for a second or two while the taser runs behind cover. They're also somewhat infamous for tasing players through tiny gaps in fences or railings where the player being tased often can't even see them, let alone shoot them back, though a patch eventually did something to combat this.
    • Bulldozers: Heavily armored SWAT unit that has a powerful shotgun which can down you in two hits in close range. Only its face is the weak spot and despite its big size, it can run pretty fast when it needs to. They may also appear in pairs, threes, or even fours on higher difficulty levels.
      • "Saiga 'Dozers", or Bulldozers that have black suits and semi-automatic shotguns. They also can shrug off a C4 charge, which is the only way to reliably one-shot a regular Bulldozer.
      • Overkill, in their time-honored tradition of making things even harder, added another Bulldozer with a skull decal on their facemask in the new Death Wish difficulty, known as the Skulldozer. In addition to being even more heavily armored, they also come packing a light machine gun, making them dangerous at long range as well.
      • And during Halloween events, it gets even more ridiculous with the Headless Dozer. Armed with either two Titan safes on a pole, or the same LMG as a Skulldozer, he doesn't even have a head to shoot, and a riot shield mounted on his back, removing both methods of killing them quickly.
    • Shields: An upper level SWAT unit armed with a riot shield that can withstand everything short of an explosion, fire, sniper rifle shots, or a high level Enforcer's melee attack (assuming they took the skill). They always spawn in groups of three or four on average and tend to stay somewhat together, often letting them block fire from multiple directions, and they're very fond of standing in doorways to block you from escaping. What's particularly annoying is that if they are fixated on you, they will always point their shield towards you, necessitating another player to flank it. If you're playing with only AI, you're in for a pretty bad situation. It doesn't help that the police can shoot through it while you can't shoot back even when you can clearly hit part of their arm. Or the fact that they are the most common special SWAT unit, in particular being one of only two (next to the Taser) that will even spawn below Very Hard difficulty.
    • The tan FBI unitsnote , which operate in a similar manner to the Heavy SWAT from the last game. Unlike the heavies, the tans are completely immune to shots made against the torso and, due to the wonky hitbox system, are also immune to being shot in the legs. The only way to kill a tan FBI unit is through headshots or shooting them in the back, but good luck doing either action if the tan units come in groups or are paired up with special SWAT.
    • Patch 13 introduced street cops wielding the Bronco .44. The Bronco cops can instantly destroy your armor in one shot no matter what type of armor you wear and can instantly down you on the second shot if your armor hasn't regenerated yet. Yes, you have normal cops that can deal as much damage as a Sniper. The only upside is that it was much, much worse right before - this is a toned-down version of a bug where every street cop could do this to you.
      • On par with these cops are SWAT units and cops with shotguns (who can apparently deal large doses of damage from any range), and the Hostage Rescue Team, Glass Cannon cops who wield high-damage SMGs or assault rifles, often travel in groups of three, and spawn in between waves when the regular cops back off.
    • SWAT Turrets, automated and stationary gun turrets that drive up on certain missions when things go loud. They're basically the Engineer's Sentry Guns Made of Iron, with several times more health than a Dozer of the same difficulty, firing 1000 rounds per second, with laser-point accuracy. The only practical ways of destroying them are weapons available through DLC, such as the Thanatos sniper rifle or the RPG, and/or using ECMs to shut them down for a time. You can also slap an ECM anywhere and the turret itself will temporarily fight for you... but only if you're lucky enough for it to spawn within the heist's zone wall. If not, you have to take it down the hard way.
    • Anything in stealth runs, particularly ones with a lot of activity in the map. One single guard or civilian alerted in the wrong place is an instant loss, or close enough to it. The worst of these is the guards on Shadow Raid, which have SWAT-level stats and armor, making them hard to subdue if they're alerted to your presence (which is often, considering they usually make turns around tight corners). Worst still is that they have one of the loudest guns in the game, and there are so many of them that you could waste all four of your pagers and still see the compound swarming with them.note 
    • Taken to the next level with the ZEAL Team on Death Sentence difficulty, in which all of the units are Lightning Bruisers (with the exception of Snipers) and can instantly mow down the entire crew in a few hits if they're not careful enough. Someone admitted that using the ICTV without the Anarchist Perk Deck (and some damage reduction skills such as Underdog aced or Frenzy) will result your entire armor getting depleted in 3 hits.
  • Designated Hero: The web series portrays the Payday crew as a bunch of guys frustrated at how banks can get away with pretty much stealing people's money. They see themselves as modern day Robin Hoods fighting against a corrupt banking system, despite the fact that they're still cold-hearted criminals... and then, during the British Hoxton live-action breakout, they mercilessly cap some FBI guys just doing their job.
  • Do Not Do This Cool Thing: Cooking meth. The recipe used is actually for salt water, because the devs knew players at home would try making it themselves. The chemicals used are still highly corrosive, so Overkill still discourages people from actually trying it.
  • Dork Age: 2015 was a very divisive period for the game, to the point that it'd be shorter to list the updates that didn't result in a Broken Base. Between a massive number of crossovers (before 2015, the Payday series had only had four, with the first game having one with Left 4 Dead and the second getting ones with John Wick, Hotline Miami, and a melee weapon in reference to a The Walking Dead game that Starbreeze had just announced; 2015 had six in that year alone), a pair of highly controversial events with the Hype Train and Crimefest 2015, the addition of microtransactions that could give players an advantage over others, and various other updates that resulted in large-scale uproar (including review bombing that knocked well over 15% off the game's Steam User review score), to the point where the Steam Community moderators for the game made headlines when they went on strike in protest of the game's direction, only relenting when they were given a public interview with the game's Community Manager to voice the fanbase's concerns. After a rocky start to 2016 (which saw a largely unpopular crossover with Goat Simulator and a Perk Deck rebalance which was widely considered to make the game's balance problems worse), however, the game managed to Win Back the Crowd in the Spring, with some well-received updates (including a free crossover with Hardcore Henry that was received nearly as well as the Hotline Miami DLC and a rerelease of the first game's Wolf Pack DLC that was free to players who owned the original), attempts to better listen to community feedback (including lengthy open betas for new balance changes), and, most significantly, "freeing up" the microtransaction system (by removing the drills and letting players just open any safes they get for free) as part of Update #100.
  • Draco in Leather Pants: Everyone gets this treatment in a certain part of the fanart. Also, the PAYDAY Gang is usually portrayed as unlucky robbers who always screw up during their heists. Even the notorious Cloaker and the Bulldozer fall into this as well!
  • Ear Worm: Donacdum... don don donacdum...
  • Ensemble Dark Horse: Old/British Hoxton from the original PAYDAY, who had some popularity in his debut. Once PAYDAY 2 was made and revealed that the new Hoxton character (now Houston) was now a new American character, fans cried foul and immediately created a petition to reinstate the old Hoxton character. Overkill eventually responded by releasing a Christmas soundtrack that had British Hoxton singing the lyrics (while also noting about the petition made for him) and also hinted that he may return if he can break out of prison. The soundtrack won British Hoxton fans over quickly.
    • Of course the Cloaker is one of most hated characters in the series, but he does have some love by a certain part of the fanbase.
    • A trailer showcasing a new contractor for the crew reveals he wants Old Hoxton released (arrested under the alias Jim Hoxworth) as much as the crew does and he has plans for the crew to stage a prison breakout.
    • Bobblehead Bob the Civilian from the Big Bank trailer gained some popularity, due to him reviving Dallas when he got shot by the SWAT units and Dallas giving Bob some money as a token of thanks. There's even an achievement for leading Bob to the vault. Bob's bobblehead Bulldozers make another appearance in the Hotline Miami trailer in marked shipping boxes, showing that he was finally able to start producing his product. He then makes another cameo in the Hoxton Breakout trailer, showing that he survived the fall he took at the Benevolent Bank, though still recovering. Bob made a full recovery and has become so successful that he's in charge of the PAYDAY merchandise products. When the new Safehouse was introduced in 2016, upgrading Jimmy's Bar unlocks him as a barkeeper.
    • Sydney is pretty much like this, as some of the commmunity claim that she looks much more appealing than Clover and Bonnie. The fact she dominates most fan art helps too.
  • Fan Nickname: To avoid confusion between both Hoxtons, a number of players had taken to calling Payday 2's Hoxton "Houston", as not only does it suggest a link between him and his brother Dallas, but it also sounds fairly similar. This was then made into New Hoxton's actual codename, since Bain thought the same thing, while letting Old Hoxton keep his codename.
    Old Hoxton: You call yourself Hoxton, right? More like Houston... because you've got a fucking problem!
  • Fandom Heresy: So much as suggest that either stealth or loud is better in any way and expect trouble. If skeptical, feel free to join a stealth heist lobby in full armor (or vice versa) and count how long it takes for you to be kicked — chances are you'll be assumed as the "wrong" loadout and booted for not changing equipment before the actual equipment selection screen.
    • Saying you don't care about Old Hoxton is a surefire way to get yourself branded as someone who isn't a true fan or someone that only jumped on the game after it got popular.
      • Likewise, preferring New Hoxton before the Old Hoxton Breakout heist was added was practically outlawed.
    • Just discussions about the DLC packs in general or Overkill's practices in the game's development is a surefire way to get people angry with each other. Saying you think the DLC prices are fair, reminding people that all DLC is voluntary yet supports Overkill (i.e. people don't need to buy the $5 weapon packs), or even suggesting Overkill hasn't done anything wrong in any way will get at least a dozen people calling you a white knight or some other variant.
  • "Funny Aneurysm" Moment: At the end of Rats, Hector suggests that the crew visit Colombia sometime. In Hoxton Revenge, Hector is the traitor and is put down. The trip will never be a reality (unless the gang decide to go after Hector's organization as penance for Hector's actions), and considering he was working against the team the entire time, it was never going to be.
    • One of Hector's post-mission messages "Thank you for being forthright." becomes much, much darker when you realize that almost everything he said in the time the crew knew him was a lie.
    • The mission name for Rats and Watchdogs becomes a whole lot darker with the knowledge that the latter was a setup, and that Hector was a rat for the entire game up until his death.
  • Funny Moments: Yeah, they rob banks, kill cops, and cause chaos, but who can say they can't have a few laughs?
  • Gameplay Derailment: The Rats heist where, on the first day, you are supposed to brew meth in order to trade it for intel on day 2 plus extra money if you bring more. If you botch the cooking, the lab explodes. After Overkill tweaked the game to have multi-day heists give more experience points, people botched the meth cooking on purpose in order to speedrun the Rats heist and get a lot of experience points in a short amount of time.
    • Somewhat fixed in the Death Wish update where the van only arrives several minutes after you blow up the lab or cook up 3 bags of meth, though people still opt to blow up the lab anyway. Completely averted for playing Rats on Death Wish, since blowing up the lab engulfs the entire map in flames, making the heist an instant failure. For non-Death Wish difficulties, it's still much faster to simply blow up the lab, but you lose your best defensive position for the ensuing wait.
      • Fixed further with patch 35 that revamped EXP rewards across the board by making most heists give as much EXP as Rats.
      • And even more diluted when it turned out Hoxton Breakout yields even more EXP!
    • Election Day has one for those who want to avoid the warehouse intentionally; simply tag the wrong truck (one of the trucks with duplicate names), cover one's tracks with an ECM rush, and it's a straight road to the bank level.
    • An inversion of Rats occurs in the Hotline Miami DLC, where cooking meth gets you a straight $1.35m per bag on Overkill, with achievements for cooking six bags in one run. It's also easier to tell the order: the order is written on a whiteboard in the same room instead of Bain feeding it to you, sometimes outright lying, averting the Scrappy Mechanic in Rats. Cue people running around for 20 minutes looking for that last bag of caustic soda.
  • Goddamn Bats: Civilians. Most players disregard the custody penalty and cash fee just to prevent them from alerting others or calling the police.
  • Good Bad Bugs:
    • One glitch involving reviving downed players lets you pick up a friend through a wall if they are close enough to you. The developers decided to keep it for the sequel, though they were later forced to patch out after realizing the same code let players grab objective bags through walls.
      • Amusingly, shows up in the Hoxton Breakout trailer when Old Hoxton expects the rescue to happen with slightly different timing.
    • The beta had a pro job (rare heists) sometimes pop up in the contract list, though the game would crash if the player tried to access it. This was due to a glitch, as the pro job wasn't supposed to appear in the beta.
      • The beta also had objective triggers in certain heists appearing when they weren't supposed to, such as a safe appearing inside a wall in Jewelry Store and burning money with cameras in Bank Heist. Wild Mass Guessing ensued and many people speculated that they found secrets in the game, but they were quickly jossed after Word of God stated that the events were supposed to be objective triggers for different heists in the same map and they glitched out.
    • One can spend as much spendable money as possible on spare weapons before upgrading to Infamy status (as well as giving up every skill for even more spendable money), and then after upgrading, sell said weapons. An easy way to not be broke upon becoming infamous.
    • The pointer used to detect a player, dead bodies, or hostages is apparently focused on the head of the model. If the character model's head clips into an object or level geometry, civilians and cops will completely ignore it since they can't see it. Can be quite hilarious to have a dead body lying next to a wall with its head inside the wall as people just walk right by it.
    • The Sniper Pack update added ziplines to Payday, and they came in two forms: A zipline for the heisters to use and a bag zipline, the first of which appeared on Framing Frame day 3. This resulted in players being permitted to secure gold bags if the heist goes loud after opening the vault. However, if the heist goes loud and then a bag of gold is secured, the heist mission logic gets messed up and permits you to constantly begin the hacking sequence even if the power boxes were hit by the cops and haven't been reset (which is normally required). The only downside is that Bain will not shut up.
    • The final Firestarter mission features a glitch that can result in one or more players clipping into the vault, letting them begin to work on burning the cash without any police interference. Combined with the aforementioned wall interaction glitch, the clippers can actually set the drill up to get out from inside, too!
    • Usable items can be duplicated when picked up by players at the same time. Most often done with thermal paste and keycards (particularly on Shadow Raid and Hoxton Breakout), but can be done with crowbars too. Not very game-breaking as having more of these items than intended isn't that much of a bonus (and in some cases, has no benefit whatsoever).
    • There's a bug involving drills that can cause guards to freeze in place. Whenever a non-silent drill is placed, a randomly chosen guard will come to investigate. However, if the guard's pathfinding AI can't reach the drill, the guard will instead permanently freeze in place. This particular bug is often used in the Big Bank and Train Heist in particular, due to the ease of blocking the guards' movements in those maps.
    • Bots will frequently engage a SWAT Van turret if they can see it, but obviously cannot actually do anything since their weapons are inadequate (and that's assuming the turret doesn't stunlock them in their staggering animations). This causes them to stand in place and get shot to death. However, because bots have a lot more health (several times) than a human player, they can reasonably tank the SWAT turret for a while, maybe even cause it to run out of ammo. If you also have Inspire, you can continuously revive the Bot to effectively take the turret out of the picture, since bots can't go into custody due to being downed too many times.
    • The amount of cops that spawn are scaled to the amount of players in the game. Until the Henchmen AI update in 2017, friendly bots did not count as players. Cue Tabula Rasa being completed alone with bots.
    • Crimefest 2015 added the Lion Bipod attachment for machine guns, allowing players to deploy their guns for perfect stability in return for being unable to move and having a limited firing arc. Normally, the player is forced to un-deploy the gun in question when reloading - but for a long while, it was possible to re-deploy the bipod during the actual reloading animation, which would cause the character model's hands to shift back to their normal positions (firing hand on the grip, off hand over the stock) while the top cover and ammo belt moved to complete the animation entirely on their own. Alas, this was eventually removed in an effort to combat a similar glitch that allowed one to deploy the bipod while switching from a machine gun to your other weapon, which would crash the game.
  • Harsher in Hindsight:
    • Part of Wolf's biography involves him previously being a successful business-man, until the economy left him with one client, who had cold feet and refused to pay for his efforts, driving him out of business. Bear in mind that Wolf's character is based off of Ulf Andersson, the CEO of Overkill, this is similar to how its predecessor GRIN eventually closed: Square Enix commissioned GRIN for a Final Fantasy spin-off, only for them to back out and refuse to compensate GRIN for any of their efforts.
    • From a meta standpoint, the Alesso heist became a fair bit less enjoyable following the Manchester Arena bombing in May 2017.
    • In the trailer for the Search for Kento event, Jiro states that he hopes that Kento will be able to forgive him. Then we learn Kento is part of Murkywater. Suffice to say, there was never a chance of forgiveness to begin with. And then Bain kills him.
    • Only a few weeks after Payday 2's story ended, Starbreeze (the company who owns Overkill and published the game) was raided by police as part of an investigation into insider trading on the part of at least one employee. Life Imitates Art, much?
  • Hilarious in Hindsight:
    • People hated the original incarnation of Crime.net where they couldn't choose what level they wanted to play. The system eventually got updated where players could buy levels if they really wanted to play them, which caused people to farm the Rats heist to easily gain experience points and level up quickly. The result of all the farming caused other people to demand that something should be done about the heist to prevent farming. The hilarity comes from the original Crime.net system being created to counter farming in the first place.
    • After fixing a jammed drill, Houston may sometimes say "We need a bigger drill!" The Big Bank heist upped the ante of drilling into vaults by introducing an industrial drill (nicknamed The Beast) so large that you have to carry it in three separate bags. The Golden Grin heist cranked it Up to Eleven by introducing an even larger drill that the developers called the "Mother of the Beast" in previews and the "Big Fucking Drill" once it was released... and even they have a chance to break down!
    • The "Framing Frame" job involves the crew trying to ruin the reputation of a corrupt Democrat. If the crew can't break into his vault, then Plan B is to hack into his server and release details of his corrupt dealings to the public, where it's revealed that one of his crimes was gun trafficking. In 2014, Democrat Senator (and anti-video game activist) Leland Yee was arrested for gun trafficking and was sentenced to 5 years in prison.
    • The "Hoxton's Revenge" job shows that the FBI believe Vlad to be an honest citizen. The next heist released, Meltdown, has the gang steal nuclear warheads for Vlad.
    • One of the lines from the SWAT units is "This is a colossal goat fuck!" Cut ahead to a few years later and the Goat Simulator Heist is released. Colossal goat fuck indeed.
    • Sokol, a professional hockey player turned heister, was introduced (and played an important role) with the Golden Grin Casino, set in Las Vegas. Just over a year after that DLC's release, the National Hockey League announced a new expansion team, playing out of Las Vegas, the first time the league had expanded in sixteen years.
  • Hypocritical Fandom:
    • Fans have complained about how PAYDAY 2 feels too much like a grindfest with all the money and EXP they need to get everything, yet they want the same sorts of challenges that the first game had, which were mostly grinding as well since most of the challenges were "Kill X amount of cops with weapon Y".
    • And then the Gage Assault Weapon Pack DLC introduced weapons with parts unlocked by completing challenges (achievements), and the fans complained again, even though that was, again, essentially how you unlocked attachments for weapons in the first game. After the Big Bank, however, Overkill has for the most part done away with this, presumably because of how difficult some of the achievements to get attachments for its weapon can be.
    • Many fans wanted to be able to play as different characters than the main four, and ideas for such were popular on the forums. So far, though, every character addition except Old Hoxton has led to a new slew of complaints, including a free character (John Wick) and the two most requested ideas, a female heister (Clover, then later Bonnie) and an ex-cop (Dragan). Some fans now complain the crew is getting too big (with 22 heisters in total as of the end of 2018).
    • The idea of having in game advertisements (namely John Wick's character and DJ Alesso having a heist based on his concerts) has people decry Overkill as being "greedy" and ruining the game with advertisements, yet no one has a problem with Overkill including a lot of crossover material and references to Hotline Miami in the form of masks, a heist, and having Jacket as a playable character (though a lot of this reasoning has to do with the Miami heist being labelled as the Best Level Ever).
  • It's Easy, So It Sucks!: Everyone complained about the overall difficulty in PAYDAY 2 being lowered after people originally complained that the game was too difficult. While the game isn't brutally difficult as the first game was, it's nowhere near a cakewalk unless your whole team is very skilled. Likewise, the fact that the levels and other systems in the sequel are significantly different in setup makes a direct comparison hard.
  • It's Popular, Now It Sucks!: PAYDAY 2 was a massive success, which caused many veteran players of the first game to declare the sequel horrible after believing the success brought in clueless newbies who had no idea how the game is supposed to be played.
  • Memetic Badass: In the Big Bank level, almost every time a player climbs up the crane to drop the Beast parts, there will be a regular policeman on the street taking ridiculously-accurate revolver potshots at the player. Many players joke that this one policeman is actually RoboCop.
  • Memetic Loser: The PAYDAY Gang.
    • Taken Up to Eleven with Dallas regarding the "I NEED A MEDIC BAAAG!" meme, though.
  • Memetic Molester/Psychopath: The Cloaker.
  • Memetic Mutation: Tons of them.
  • Most Annoying Sound: Some of Bain's mission control dialogues, as well as the mission complete speeches, are horrendously repetitive. For example, it's impossible to do the standard Bank Heist stealthily without being told "Guys, the thermal drill! Go get it!" every few minutes; since doing it stealthily means leaving the drill until the bank is controlled, expect someone to mask up just to pick up and immediately drop the drill to shut him up. There are even mods and codes specifically designed to mute him.
    • Many fans also have a special hate for the screams of female civilians, to the point some have claimed they will deliberately shoot them (or mod the game) so they don't have to listen to them.
    • Houston and Chains' Inspire lines to revive players only consist of "Get the fuck up!". While Chains' dialogue has been vastly expanded in a patch, Houston's has not. If a player playing as Houston uses Inspire several times before it works, prepared to hear that line a lot. As above under Memetic Mutation, this was eventually lessened as the Aced version of Inspire was changed to have a cooldown after guaranteed successful revives, rather than a chance of revival.
    • Vlad's singing. Depending on your prespective.
    • The Alesso Heist's DJ's Jive Turkey lingo.
    • The Commissar's very childish threats in the Hotline Miami job.
    • Jacket's voice lines. This is the reason why the players are using the "Microsoft Jacket" modification to avoid getting annoyed by the tape recorder.
    • On a similar note, there exists a voiceover mod called "Rust Nukem", which replaces Rust's monotone, dreary and uninspired voice lines with those of Duke Nukem, which are the total opposite of Rust's voice lines.
    • The Cloaker and Bulldozer's voices are considered "Ear Rape" to a certain part of the playerbase, since they're the most cacophonic enemies in the game.
    • As for the modding community, if a custom music mod for certain heist tracks like "Razormind" or "Utter Chaos" doesn't get updated for a while or if you don't reinstall the updated music mods, the entire tracks are turned into extremely loud white noise. Fortunately, this is no longer a problem for the modders since the "BeardLib Music Module" was released for anyone to create standalone custom music mods.
    • Several songs in the game's soundtrack are considered this to some, which is the reason why they're using music mods to begin with.
    • The sound that plays when a sniper hits you with one of his bullets.
    • The sound that plays when your armor breaks. Whether it is because too many enemies focused on you or because your dodge build failed you, it means that you've got to hide behind cover yet again.
  • Most Wonderful Sound: Whenever one of your teammate's characters says something along the lines of "The police are retreating!", signifying that the police assault is about to end, giving you some breather room to complete objectives and/or patch yourself up.
    • The quiet, easy-to-miss whooshing noise that indicates that your armor has regenerated and that you can get back in the fight.
    • The fanfare and cheering that indicates you've unlocked a Trophy / completed a Side Job, though the effect gets lessened somewhat when it triggers for no discernable reason after some random kill or another.
    • The metallic clank that plays when you acquire a safe from a Payday.

    N-Z 
  • Nightmare Fuel: Has its own page.
  • Never Live It Down:
    • Flashbang grenades are a Scrappy Mechanic for many players with the major complaint being they happen too frequently and can appear out of thin air at random. Bo Andersson, the CEO of Starbreeze (who owns Overkill), gave the infamous "Your opinion, my choice" rebuttal against the complaints. Just mentioning flashbangs will have the community bring up the quote as snark towards Bo.
    • Crimefest 2015 was a major PR disaster for Overkill due to them implementing microtransactions for weapon skins that may sometimes have stat boosts on them, even though the devs said they wouldn't add microtransactions. While Overkill did basically fudge up their promise and have tried to make things right since then (primarily by removing the drills [i.e. keys] and making safes added after Update #100 free to open), you'd be led to believe Overkill are nothing but greedy con men looking for more ways to get more money according to what the community says about them. The Crimefest event became so tarnished that, when the annual event came around the following year, they dropped the Crimefest name entirely, instead naming the event around one of the major features of that event (although the Fall 2017 event would later reuse the Crimefest name).
  • Player-Preferred Pattern:
    • For stealth in general: If that portion is botched, players simply restart rather than deal with the mission loud likely because they aren't equipped for it, as stealth-focused weapons more often than not sacrifice power and accuracy for silence and concealability. Overkill has attempted to avert this somewhat with the addition of the Armor Case drop, which allows a single player to go from two-piece suit to any armor they decide to pack along... but it means that the heister won't have any other, much more valuable drops, like a doctor bag or ammo bag, which means it doesn't see much use.
    • In the 3rd day of Framing Frame, nearly everyone insists on stealthing the level so they can grab the gold and escape with little resistance, as getting spotted and having to go to Plan B is long, loud, dangerous, and doesn't pay out nearly as much.
    • Election Day during the warehouse computer hacking job also has a similar problem where people will demand a restart if stealth fails due to hacking taking longer in a loud heist and an extra security hacking job you're forced to do before you can escape, as well as the loss of bonus gold loot if the alarm is raised.
    • In general, expect every stealthable heist on Death Wish to be a stealth run (there are exceptions though). Part of this can be explained in that Death Wish stealth missions are rarely different from their Overkill counterparts, with the exception of cameras and safes being Titans (and thus indestructible and only drillable, respectively), whereas Death Wish loud missions are accompanied by swarms of bullet-sponge GenSec SWAT units, swarms of Demonic Spider level enemies, and require intimate knowledge of the map as well as very specific setups and preparation. There are some stealth missions, such as the Big Bank, that are even worse than that, however.
    • Every class tree has several abilities that everyone nearly goes for:
      • Mastermind: Dominator (essential to have if you want to make hostages when there is no civilians around, so much so that the skill rebalance made it a default part of the game), Combat Doctor (lets you carry 2 doctor bags and acing it lets you use them 4 times each), and Inspire (shout at people to boost their speed and acing the skill lets you yell at downed players to revive them). Less prominent examples are Endurance (increases movement stamina) and Forced Friendship (more cable ties).
      • Enforcer: Transporter (move faster when carrying bags and acing it lets you throw bags farther), Stun Resistance (lowers the effects of Flashbangs, later became an aced version of Resilience), Die Hard (use main weapon while in bleedout; this too was made a default part of the game), Extra Lead (carry 2 ammo bags, with higher capacity when Aced), Portable Saw (lets you use the saw as a secondary, with aced giving you an extra sawblade and less wear when sawing), Iron Man (increases armor value by %30 and acing it unlocks the top tier body armor), and Fully Loaded (increases total ammo capacity). Less prominent examples are Underdog (increases damage output and decreases damage taken against multiple enemies) and Shotgun CQB (faster shotgun reloads).
      • Technician: Hardware Expert (fix the drill faster and acing it gives the drill a chance to restart itself), Drill Sawgeant (drill takes less time to finish and acing it makes it even faster), Silent Drilling (decreases noise from drilling; its effects were later merged with Hardware Expert in Update #100), Shaped Charge (acing it lets you convert your trip mines to C4 to blow up doors and safesnote ), and Bulletproof (greatly increases the durability of your armor, and if aced makes your whole team's armor regenerate faster).
      • Ghost: Fast Hands (lets you pick up bags faster and acing it boosts it further), Chameleon (lets you mark guards and cameras in casing mode and reduces your visibility in casing mode), Sprinter (decreases Stamina recharge time and increases Stamina recharge rate, as well as sprinting movement and dodge rate), Shinobi (increases general movement speed and enables near-silent kills[; again, made a default feature), and Cleaner (gives a damage bonus to special mooks, buy the body bag asset, and acing the skill lets you carry 3 body bagsnote ), and for dedicated Ghosts, ECM Specialist (lets you carry a second ECM, Acing it makes the ECM jam not only cameras and calls, but also delay pager responses from downed guards), ECM Overdrive (increases ECM duration, and Acing it lets you use an ECM to open doors that normally require a keycard), and Lockpick Expert (increases lockpicking speed, and when Aced lets you pick the locks on normal safes, which can save a lot of time, and be done completely silent, unlike C4)note .
      • Fugitive: Thick Skin Aced (increases ballistic vests armor by 20, later moved to the aced version of the Enforcer's Die Hard as of Update #100), Run and Gun (movement speed increased, later became the basic version of the Ghost's Parkour), Sixth Sense (staying still highlights civilians as well as guards, and acing it allows one to pick up items in casing mode), Duck and Cover (increased dodge when crouching), and Swan Song (allows a player to fight back shortly before being downed, with aced granting more time and Bottomless Magazines during its effect). Low Blow (gives a chance to do headshot damage on body shots based on concealment) and Sneaky Bastard (gives dodge based on concealment) are also exceptionally popular and are considered vital for Dodge-oriented builds.
      • Regardless of build or preference, nearly every veteran player will have Transporter Aced (Enforcer) and Fast Hands Ace (Ghost) due to the sheer number of missions that involve moving bags.
  • Porting Disaster: The Xbox 360 and Playstation 3 ports. Besides a few major, free updates, the console versions are seriously trailing behind in a way that parallels the Team Fortress 2 console fiasco.note  Xbox 360 users were told it was an issue of Microsoft's Executive Meddling seen with TF2's frequent-yet-sizeable updates; Playstation 3 users were told they would be up to date come early 2014, which turned into "when it's ready".
    • Made worse following development in mid-2014: PS3 users received the "Armored Transport" DLC six months later than promised, making them up-to-date with the PC port circa November 2013. Of course, the PS3 update comes with the bonuses of absolutely nothing for Xbox 360 users, and the fact that the Xbox One and PS4 "Crime Wave" versions announced not much earlier are expected to ship with all the DLC included.
    • The shit officially hit the fan since Overkill announced that the Gage Weapon packs and Armored Transport will be the end of the DLC for PS3 and Xbox 360 players. While many last gen gamers began to suspect this due to the constant delays and lack of updates, many who were waiting since the beginning have no end of contempt and rage for Overkill at their respective systems getting the shaft. The fact that the DLC heists are widely considered to be some of the best in the series has only rubbed more salt into an already giant wound.
    • Really, the console ports in general have a history of getting shafted. The "Crimewave Edition" released on the PS4 and Xbox One, at one point, went over 400 days without a patch, and when they finally got updated, it was only for the content released up to 2015... which, at the time of release, still put the console versions more than six months behind the PC version.
      • Roughly a week before the Switch port was released in February 2018, it was revealed that the port was wildly out of date, nearly two years behind the PC version at release (the Switch port was made around the time of the "Most Wanted" edition, which contained the updates up to June 2016, and apparently never updated after that). To add insult to injury, this meant that the Switch port was even further behind than the most recent PS4 and Xbox One versions at the time of its release (the "Master Plan Edition"), which was itself several months out of date by that point (containing all of the updates up to May 2017).
      • On top of that, the Switch version is missing a fair amount of content that the PC version had even before Update 100. For one, not only were achievements nixed, but side jobs as well, meaning all weapon modifications must now be obtained through card drops (aside from Mod Courier Pack mods). And if that wasn't bad enough...it runs horribly, with the game constantly dipping below 30fps, especially on more intensive heists like Golden Grin or Alesso. But hey, at least you get Joy....well..temporarily.
    • In a similar theme to that of the console ports, the Linux port constantly gets ignored by Overkill when PC event updates go live, and when the game doesn't work, the updates either A: break the very point and feature of the update, something completely unrelated to the update, or even the game itself in ways that the Windows version rarely has to deal with (and who rarely have to wait more than a day for the devs to fix, unlike on Linux where updates are normally next-day affairs). And while the port itself is generally rather good, supports all the DLC the Windows version has, a lot of the initial features from said version didn't get ported over when the port was released. Mod_overrides support wasn't included natively until it was added to BLT4Linux sometime between June and August of 2017. The reason for this ambiguous date? Overkill updated the Linux port to support Mod_overrides after modders had already added it in unoffically, without telling anyone!''. This isn't even going into Workshop support, which isn't supported on Linux, or the incompatibility of certain mods running BeardLib. Also the games' True Ending can't be unlocked on Linux, raising the question that the devs really thought that noone played the Linux port of the game (when that clearly isn't true).
  • Replacement Scrappy: The entire crew, except for Wolf, were initially intended to be replaced by new characters using the same names and backgrounds as the previous characters in the first game. Fans loathed the replacement characters, though the original Dallas was able to return for his role. Houston, who was named Hoxton at first, got the worst of it all as he is hated by fans for not being British like the previous Hoxton nor having the same wit and charm. Averted for the new Chains, where most fans have come to prefer him over the original Chains.
    • Also invoked by British Hoxton himself in the Christmas soundtrack for PAYDAY 2 where he is upset that another person has replaced him by stealing his name and mask.
  • Rescued from the Scrappy Heap: The Art Gallery was released during Crimefest as a standalone mission from Framing Frame. While the gameplay in Art Gallery was identical to Framing Frame's version (save for a heightened requirement in paintings), the exp and monetary payout was very poor. Since the experience revamp that relied on the number of bags retrieved, the mission's payout has increased significantly.
  • Rewatch Bonus: After the release of Hoxton Revenge, it became apparent how many little hints there were that Hector was working with the police the entire time during his missions. The entirety of Watchdogs was a setup to capture the PAYDAY gang, explaining how the FBI knew where to strike on both days; Hector learned about the FBI having info on the Mendoza cash stash because he was working with them, and while arranging the assassination of the Mendozas during Rats was against the FBI's orders, his intel came directly from the feds.
  • Ron the Death Eater: While there probably haven't been many fanfics of Payday yet, some people suspect the Cloaker of being a child molester/rapist or at least an excessively Rabid Cop due to his playstyle, despite technically working for the police, and (ironically) being as bloodthirsty as the PAYDAY gang. Here's an (thankfully censored but still NSFW) example.
  • The Scrappy: The pager operator. Many stealth runs get ruined because of people not being able to answer him in time, or having to answer him while something else that triggers the alarm goes on, such as another guard right behind the one you were just forced to kill who decides to just shoot the instant he pulls his gun. Not to mention he's an unlikeable character in general, being condescending and nosy (even if he's got a legitimate reason for the latter - it's his job).
  • Scrappy Mechanic: Plenty of them:
    • The revamped EXP points system. Heists that you haven't played in a while will get a boosted amount of EXP you can earn while heists you keep playing over and over have your EXP gains reduced (up to 100% possibly). The boosts are removed without applying if you buy a contract, but the penalties continue to stack and apply. This is also differentiated between normal and pro versions of a heist, meaning it's possible to have a penalty to a heist but a bonus to the pro job variant and vice versa. Patch 35 revised the system so that EXP bonuses (stealth and heat bonuses) only max out to 25% while penalties incurred from playing the same heist too many times also got reduced.
    • The same system also includes a "custody penalty" that kicks in if you finish a heist in custody, where you lose a sizable chunk of the EXP you could have earned. This is extremely punishing on heists that can give a lot of EXP, since these obviously tend to be the harder jobs. Naturally, the mechanic is heavily disliked. This penalty was greatly reduced as of Update 25.1.
    • Stealth bonus EXP, where you get an EXP booster to use on your next job if you complete a day/heist in stealth. Many people tend to restart if stealth is botched just to get the bonus.
    • Equipping weapon mods to your guns costs money which has to be repaid every time the mod is added, even if it was previously attached and removed. This makes it nearly impossible to experiment with different loadouts or to change pieces on a job-by-job basis (except by buying a second copy of the gun and modifying it for a different purpose, which gets even more expensive) until you get a significant amount of spending cash. Somewhat lessened with the Gage Courier Pack DLC, which requires you to collect packages in the levels to get the attachments, but they can be attached without cost once you have them, allowing you to swap one between several different weapons per heist if the need arises.
    • Civilians in a nutshell. If it isn't bad enough that they can get brave and try to call the cops, but bugs can mean they ignore shouts to get down if they've started calling, requiring you to melee or shoot them for a good nagging and a fine. There are even player mods that change the warning text to "Walking Cop Alarm Exterminated - Pay $X for Bain's Therapy".
    • Flashbangs. They make you deaf and blind you for a good several seconds. Flashbangs spawn out of thin air with very little warning and it's possible to get blinded multiple times in a row. Looking away from the flashbang can reduce the duration of the effect, but good luck being able to do it consistently if you can't tell where they spawn. A dev went on to say that flashbangs only occur if SWAT are near you and if players are camping. Some heists force you to camp by nature in order to survive, which means you get to enjoy going blind every few seconds for daring to play the heist how it's supposed to be played. While the Enforcer's Stun Resistance skill could reduce the duration of the flashbang effects by up to 75%, it's a bit far up the skill tree and it also means that you'll have to sacrifice a few useful skills from other trees to get Stun Resistance just so that you don't go blind so often. Thankfully, several updates made dealing with them easier, by putting the stun resistance ability as the aced version of the Resilience skill, and making flashbangs an actual entity with a delay before explosion, including audible beeps and visible flashing light, and making them destructible without setting them off.
    • Clients using player models, more specifically their heads as mentioned in Good Bad Bugs above, for detection rather than the player camera/viewpoint like the host does. This can cause a lot of seemingly unfair scenarios where clients get spotted in places where the host is completely obscured due to their character model poking out of cover for the guard to spot. This is further compunded by the occasional desync the game occasionally suffers from time to time.
    • The car physics in the Car Shop job are a scrappy mechanic for many. Not only is it an Unexpected Gameplay Change, the steering is stiff and the physics are floaty, which makes it very easy to spin out or even flip over. Combine the wonky physics with the extremely strict escape timers on Overkill and Death Wish and you have a recipe for keyboard smashing. It got better in the Meltdown heist, at the very least because there wasn't any time limit (and also technically optional).
    • Escape missions, which can trigger if a heist goes loud and/or if the group didn't buy the Expert Driver asset. Escape missions basically extend the overall main mission since you're forced to guard all the loot you acquired (if any) and wait for the new escape vehicle to arrive and move the loot to that one while enduring a time limit to get out. Originally, the game didn't have the Expert Driver until a later patch, which made escape missions nearly pointless since anyone can buy the asset as long as one player had the Inside Mannote  skill aced. Worse yet, if you get an escape during a Diamond Store job, you’ve pretty much got no way to secure all of the loot. To top it off, nearly every heist that has come out after release doesn't have escape sequences, which seems to be the developers taking in the negative feedback given about escapes.
    • The game normally took 35-50 GB of storage space. However for reason that variously explained as "unpacking archive" or "making backups" almost each time the game update, the game size bloated to 70-73 GB of storage space until the update finished, no matter how small the update is.
  • Special Effects Failure: The AI and other characters can smoke a cigarette before the heist starts. Gangsters in day 2 of "Rats" can be seen smoking cigarettes through their face rags, which is mostly due to all characters sharing the same smoking animation.
    • Like the first game, ever since the initial release in 2013 to the present day, the game lacks lip-sync animations, something that was standard in pretty much any 3D games since around 9 years before PAYDAY 2's initial release.
    • Teammate bots may stand in the exact same position as each other when in casing mode.
    • Clover's hair goes all over the place when she moves around due to the way NVIDIA Phys X works (the technology used to have its hair effects.), which is especially noticeable when you're sitting behind her in the Longfellow car. The Linux Port also has Clover afflicted with the "Crazy Hair" condition too, as it has the opposite problem (it lacks Phys X support, but because there's no checks in place, the hair goes crazy anyway). It's likely for these reasons that the other female heisters have much shorter hair.
    • There is only one third-person reload animation (swapping detachable box magazines), but the character doesn't actually swap the magazine. They still do the same motion even if their weapon doesn't use a box mag. There is also only one animation for holding long guns (right hand on the grip, left hand gripping the barrel) no matter what mods (like foregrips) are on the gun. Melee attacks also only use one animation regardless of whether the weapon is a knife, hammer, axe, or spear.
    • Due to possibly being rushed for release, the female guard/FBI agents in the Hoxton Breakout heist have male voices.
  • Tainted by the Preview: The public beta test caused a lot of people to write off the game as horribly broken, buggy, and lacking in content - never mind that was, well, a public beta test.
  • Take That, Scrappy!: New Hoxton/Houston/Dallas' younger brother wasn't well liked by the fan base due to being a Replacement Scrappy. Overkill took notice and made old Hoxton despise and loathe Houston in many ways during the Hoxton Breakout trailer. Once Hoxton and Houston finally meet, Hoxton demands to have his old mask back, insults Houston, tells Houston that he isn't totally useless in a gun fight, and then busts Houston's chops further by showing that he had a mask prepared anyway, which causes Houston to call Hoxton a twat under his breath.
  • Tier-Induced Scrappy: The Flak Jacket is often considered the worst armor to use in the game, because it neither provides any dodge bonuses (the Ballistic Vests can provide a bit of dodge with the Crook deck, even the heaviest one), provides only some armor (compared to more armor from the Combined Tactical Vests), and with Die Hard aced the Heavy Ballistic Vest protects you just as well as the Flak Jacket but with more movement speed. Anyone who uses the Flak Jacket may get themselves called a noob by peers due to this.
    • The same applies to the Hitman deck, which has the dubious distinction of being the only deck with a significant penalty. Especially now that dual-wielding pistols no longer requires a specific skill, nobody ever uses it anymore.
    • Hardly anyone invested points in the Technician Tree, since it doesn't contribute to supporting supplies (like the Mastermind's Doctor Bag, Enforcer's Ammo Bag, or Fugitive's First Aid Kit), nor does it have many benefits over what the Fugitive and Ghost tree provide in stealth. It doesn't help that the Sentry Gun is another Tier-Induced Scrappy. That said, it was Rescued from the Scrappy Heap with the addition of the "Jack of All Trades" skill, which normally lets you place and interact with deployables twice as fast as normal (which especially stacks well with the Mastermind's boosts to deployment speed for first-aid kits and doctor bags), and when aced allows you to carry a secondary deployable, with half as many instances as you'd get if it were a primary one (e.g. only one body bag case even if you have the skill to carry two).
    • No one uses the Armor Bag. As it uses up the equipment slot usually reserved for supply bags or an ECM jammer, the explanation is obvious. Even with the above "Jack of All Trades" skill, nobody uses it when they can just as well carry around a single extra ammo bag or ECM.
    • And, finally, melee. Out of over a hundred different weapons and counting with every update, only five are even barely useful without significant skill investment; the four status effect weapons, which either tase or poison on hit, and the ice pick, which has top stats in every respect except charge time. Even with skills, some of which are actively detrimental, there are still a few dozen or so knives, five machetes, three hammers, and a variety of gimmick weapons ranging from a chainsaw to a medieval buckler to an improvised american flag spear that all have no special functions or even uniqueness to them beyond cosmetic differences, and were all pretty much a waste of time to use until a couple perk decks got an unexpectedly insane multiplier to melee damage.
  • They Changed It, Now It Sucks!:
    • The web series teaser trailer for Payday 2 also generated complaints of Houston (formerly named Hoxton) not looking or sounding like he does in the actual game. Similar complaints were made for the rest of the crew.
      • More complaining ensued when it was confirmed that most of the characters from the first game will have new voice actors based on the web series, something that the community heavily disliked. One of the developers couldn't go into detail on why they had to use a new set of voice actors other than "it's a long story". It was also confirmed that New Hoxton is a new character (Dallas' younger brother) using the old alias, while Old Hoxton was left behind after a job went bad and was arrested. While the fanbase had warmed up to the new Dallas and Chains a little bit, everyone hated New Hoxtonnote  having an American accent instead of a British accent.
      • Dallas later got his old voice-actor back, though he still has the model of the new version.
    • Nerfing the Cable Guy skill, which gives players 5 cable ties (5 hostages essentially) instead of the original 10 cable ties used during the beta. People then complained that stealthing was pointless without a mass amount of ties to use. Overkill listened and buffed the skill to include 6 ties instead, with a later update allowing you to occasionally get more ties from ammo boxes for a maximum of 9.
    • Patch 11 made the Bulldozer more durable and spawn more often than he should have, broke all armor's defensive values (the Improved Combined Tactical Vest only provided as much protection as the two-piece suit), and made gangsters and blue SWAT deal triple damage, causing massive complaints from people saying the game is too hard.
      • Patch 12 fixed what patch 11 broke. The result was people who liked the broken difficulty complaining that the game is now easy again thanks to the "casuals" complaining. This eventually lead to the addition of the rare beat cop with a Bronco .44 revolver, who was as durable as other cops but dealt much more damage, in remembrance of the damage bug.
      • Similarly, a hotfix for patch 13 dialed back the amount of Shield units that spawned since they were spawning in groups of 6 or more at a time. Players complained about the fix, saying Overkill took away the only challenge the game had.
    • The Death Wish update changed how experience points are gained; instead of all heists giving a flat rate of EXP, you now gain less and less EXP if you play the same heist repeatedly. If you play a new heist after finishing the previous heist, including one with a contract boost, you gain extra EXP for playing a different heist. Naturally, everyone complained that they could no longer grind Rats for quick and easy EXP.
      • The same update also changed stealth mechanics by adding cameras that can't be destroyed and adding extra guards in certain heists, making complete stealth much more difficult. Many people hated the change not just because it changed stealth, but said changes applied to all difficulty levels. Bagging dead bodies was also changed to be capped at 2 bodies per player, making stealth much harder for many. Overkill responded by saying it wasn't necessary to bag every body, but plenty people have objected strongly.
      • Rats on Death Wish also got a big change regarding the cooking; not only do you have to wait for the van to show up before you can move the meth, but if you blow up the lab, the explosion covers the entire map, effectively killing everyone. While the idea was made to stop people from speedrunning Rats for easy EXP grinding, many people hated the change because of it.
      • Patch 25 changed Smooth Talker into Spotter, which, when Aced, allows the user to buy the Spotter asset so they can have an NPC spot guards for them. The Smooth Talker skill itself became a default feature, but dominating a guard during stealth still sets off his pager, which must be answered. While people were glad that Smooth Talker would be free, they were not happy with the gigantic nerf in taking guards hostage in stealth.
    • After stealth bonuses were introduced, Overkill quickly removed the stealth bonus and the body bag asset from day 1 of Firestarter, insisting that the level is not supposed to be stealthed - now alerting the patrolling Mendozas instantly sets everyone else on alert. note  People who were able to stealth the heist in the past were visibly upset by the changes.
    • Previews of the sequel had generated complaints of the HUD looking ugly compared to the one in the first game. When it was announced that the sequel would also completely omit team AI in order to focus on the co-op experience, many people hated the idea of being forced to play with others and that single player mode will become a One-Man Army trope. The complaints quickly died down once Overkill addressed the complaints and changed things to settle the complaining.
    • When the Perk Decks were introduced armor dodge rates were all set to zero, if not negative (save for the suit). It was next to impossible to dodge with anything but the suit at the time. People weren't pleased to know that anything between the light vest and the CTV were now rendered obsolete. This was later averted when the Fugitive tree and Crook decks were introduced, making them viable once more.
    • After Update #103, many players were upset about the new heister models having a different look compared to the old ones. Jacket's face recieved a makeover to resemble how he would look if he was alive after the events of Hotline Miami (assuming Hotline Miami 2: Wrong Number is non-canon), which some considered a massive downgrade. Even Sokol now looks slightly older compared to his previous appearance.
  • Tough Act to Follow:
    • The Big Bank, Hotline Miami, and Hoxton Breakout heists are widely considered the best heists in the game and all three came out back to back to back. The next heist, White Christmas, was released for free so it dodged most of the heat (on top of having a potentially very high payout), but when the next paid DLC, The Diamond, came out it was quickly blasted for not living up to the epic scale of the other three, being derided as 'too easy' and 'not worth the price.'
    • An inverted case with the Car Shop heist. It was released just before the much-anticipated Hoxton Revenge Heist, which would finish the story arc started by Hoxton Breakout. Car Shop itself was hyped up due to the ability to actually drive and steal cars. When it was released however, it was found that the driving mechanic was difficult at best, there was a time limit on the driving portion, and the overall payout was minuscule for the amount of effort (similar to the Art Gallery). This actually dampened some of the expectations for Hoxton Revenge, which while not having as big of a payout as its predecessor, was still considered a decent heist, especially compared to Car Shop.
    • Update #157 tweaked the Car Shop heist to make it somewhat more bearable; the computer hacking only take a minute, a vent was added to the upper office, guards will no longer patrol the offices nor will they move towards the office to investigate a computer in progress of hacking, and the one outside the manager's office on higher difficulties was removed.
  • Trolling Creator: When responding to fanmail and Q&A's, Almir Listo has a habit of responding to certain questions with ";)" simply to rile up the community.
  • Uncanny Valley: Despite the character models being more realistic than in PAYDAY The Heist, some characters, especially the bank tellers, look like reanimated corpses with their blank stares.
  • Win Back the Crowd: Crimefest 2015 left a huge black mark on Overkill due to the introduction of microtransactions after promising they would not put them in the game and then not responding to the initial outrage. Several months later, Overkill apologized for making a huge mistake and not communicating properly with its fans while promising to make up for their mistakes. No one believed them at first, but Overkill had taken action on their word. To date, Overkill had done the following, which has won over many disgruntled fans:
    • Added more developers to the forums to keep an open communication between the dev team and the players.
    • Made all drills and skins after the release of the Bodhi safe completely free (all drills and safes before that still require drills and are still on the Steam market).
    • Released a heist that lets you drive motorcycles and rob a train. Rust was introduced as a new playable character and is voiced by Ron Perlman.
    • Released modding tools allowing players to create custom gun skins and share them online as well as add Steam Workshop for Weapon Skins.
    • Remade the skill trees so that players could get more desirable skills instead of having to take garbage skills to reach the more favorable ones.
    • Rebalanced all the guns.
    • Updated the visuals on all of the player characters to give them a cleaner and sharper look.
    • Added more advanced graphics options in-game for players to use, with some features being things players always asked for, and some features other players wanted to turn off.
    • Added more community weapons that can be used for free instead being gated behind paid DLC.
    • Made the 2016 Crimefest (Hoxton's Housewarming Party) without any challenges or unlocks, opting to just release pure free content for everyone. Said content includes new guns, new masks, the return of the Panic Room heist, the customizeable safehouse they'd been promising for three years at that point, more difficulty levels, a new enemy type, and more. Future Spring and Crimefest events have more or less followed the same model by simply releasing free content without challenges or unlocks.note 
    • Removed the DLC packs in favour of releasing the (much cheaper) Ultimate Edition, which includes every DLC for Payday 2 except for two upcoming character packs, including the Ethan and Hila one.
    • Added a free grenade launcher comparable to the GL40 (a secondary weapon) as a Christmas gift for 2017.

    "That One X" Examples 
That One Achievement: Especially so as several are Luck-Based Mission ones, that depend on what the RNG feels like doing.
  • Short Fuse: Part of Rats, on Day 3, you need to get out with 7 bags without defusing bombs (two or so suitcases of money won't have a bomb). You may get lucky with an extra money and coke bag that spawn near the escape copter.
  • Big Deal: Part of Framing Frame, you need 9 paintings from Day 1 (which randomly gives you 5-9, most of which will probably be in the back and behind lasers just to make stealth almost impossible).
  • Afraid of the Dark: Also from Framing Frame, you need to prevent the cops from disabling the power during Day 3 while hacking a computer. Doing Day 3 loud already qualifies as That One Level, but the fuseboxes have a large number of spawning locations and can spawn very far away from each other, and the cops can kill the power very quickly if given the chance. Made worse by the sheer length of the hacking process and the fact that there is no way to accelerate it.
  • Guessing Game: Part of Firestarter, on Day 2, you need to cut two wires without knowing if they'll set off the alarm or not. Deserves special mention as the number and location of the wire boxes changes each time and the whole day must be completed in stealth, already a difficult task.
  • Cappuccino To Go: Part of the Cafe Escape, you need to get out with all loot bags within 30 seconds of the van arriving, and there are three spots where it'll arrive that are nowhere near each other. The achievement is much easier if you figure out A) exactly when the 30 second timer starts, B) The escape follows the Ukrainian Job and you only stole the Tiara, hence no loot bags and C) where to stand to be able to see two of the three potential van locations, but considering most people wear heavy armour in all escapes (slowing them down), there's still the matter of reaching the van in time.
  • Armored Transport, Payday 2's first substantial DLC, adds a few more to the list:
    • "But Wait - There's More!" is unlocked by being in an Armored Transport heist when someone picks up the address loot that unlocks the bonus Train Heist. This alone has, according to Goldfarb, a 20% chance of occurring per heist (in practice, expect it 1% of the time).
      • It has since been bumped up to a much higher probability of appearing, but as mentioned below, the blueprints can be destroyed if you choose to open the transports with C4.
    • "We're Gonna Need a Bigger Boat" requires you to secure 40 bags of shells (which explode if thrown too far or if it gets damaged) in Train Heist. Yes, the same Train Heist that is unlocked by doing the entirely luck-based achievement "But Wait - There's More!", so you can't even go for it without hitting every transport that comes your way hoping for the address to drop. It also doesn't help that sometimes, the physics glitch out and send one bag in a vertical trajectory upwards, only to land back on the pile of 39 other bags you have. The Spring Break update has made this a lot easier, as the requirement has been lowered to 20 bags and on higher difficulties you need to grab 12 bags, while each train car holds 10. Since you've already blown open the door, might as well bag the remaining 8. The map is also now selectable without going through Armored Transport, so you can actually plan ahead.
    • "If you Liked it you Should Have Put a Ring on It" is obtained by completing any Armored Transport heist with 9 bags of gold secured. Each convoy can have up to 4 trucks, and each convoy also carries only one type of bag loot (jewelry, cash, or gold), meaning it is impossible to tell whether you'll even get the right kind of loot you need for it. Additionally, each heist only carries a minimum amount of bags that will spawn; it is perfectly possible to get a gold convoy that only has 6 bags. Compounding this is that if you use shaped charges, you remove two safety boxes on each truck you use them on, reducing your chances further. Can be mitigated by running on higher difficulties, which increases the minimum number of trucks, and thus bags, that appear.
  • "Doctor Miserable" for Big Oil day 2 is an inversion of "Doctor Fantastic" (complete the day 2 of Big Oil with the first engine being correct), which you are tasked with sending every single wrong engine to Bain, leaving the last one as the correct engine. Not only do you crawl at a snail's pace when moving engine parts, but the cops are brutal on the map and it is possible to run out of ammo trying to last through massive amounts of assault waves while waiting several minutes for each engine to be verified. You also have to do it on at least Overkill difficulty.
  • "Hot Lava 2.0" is quite difficult for the first day in Election Day. You have to reach and use the computer in stealth without ever touching the ground, which means you will have to use boxes and freight containers as platforms to jump to and it is quite easy to angle your jumps wrong and fall down, or to time your jumps wrong and alert most of the shipping yard as you pass overhead.
    • However, many players choose to use the Hot Lava 2.0 route once they learn how to perform it, as it skips directly past common guard and camera locations, and does in fact lead very reliably to two of the computer locations.
    • The "Murphy's Law" achievement in the same heist is just as bad due to it being purely RNG-based. First, you have to tag the wrong truck (easy enough) to get the Breaking Ballot distraction heist for day 2. You then have to break into the vault and hope there is no money inside to steal, which is how the achievement is done.
  • "Sewer Rats" in GO Bank. It takes a very long time to transport all those bags via the sewers (not helped at all by the confusing layout of the tunnels), and the SWAT forces are very capable of swarming the place.
  • "Not Today" requires you to kill a Cloaker with the GL40 Grenade Launcher while he is trying to jump kick at you. Doing the achievement is tough due to the fact that Cloakers may decide to just bum rush you instead of doing a jump kick and the fact that Cloakers have enough health to survive one direct grenade blast, requiring you to weaken him first.
  • "In Town You're the Law, Out Here It's Me" requires you to do the same as "Not Today", only you have to use a shotgun instead. While this takes projectile travel time and self-damage out of the equation, it also means that the Cloaker will need a lot more weakening, lest they end up grinding your face into the ground. And since one shotgun blast isn't terribly damaging on its own, you will need a shotgun that fires fast and does high damage. And of course, you'll have to try and force a Cloaker to jump kick you rather than simply charge at you, the latter of which Cloakers are much more fond of.
  • "We Are All Professionals" requires completing GO Bank with no alarms and zero civilian casualties on the Overkill difficulty and above. This is especially difficult as players will have to control a map up to ~40 civilians with only two dozen cable ties, a feat that is nigh-impossible without the Stockholm Syndrome skill or killing civilians; assuming the crew can tie and move all bank civilians and guard bodies out the back, players will still have to deal with the civilians that constantly spawn into the map, as well as the GenSec and police that will shoot players on sight and alert everyone.
  • "Tabula Rasa" requires players to complete Hoxton Breakout with zero skills and only wearing suits with only the Golden AK and Chicago Typewriter equipped as primary and secondary weapons. Needless to say, your team either needs to very VERY good or very VERY lucky, since Hoxton Breakout can only be done loud, meaning you're constantly being shot at with minimal protection, and both the Golden AK and Chicago Typewriter are not ideal weapons to handle Shields and Bulldozers, and there are no skills either, which means you can't even use basic equipment and lack all of the passive buffs and abilities that would make the heist manageable. It's even worse with the SWAT van turrets active during Day 1, which are conventionally handled by RPGs. The only saving graces you will have are that you still get access to Perk Decksnote , and your AK and Typewriter can be modified however you wish, unlike the similar "Here Comes the Pain Train" achievement for Firestarter.
    • As of Update #100, you can now use any deployable thanks to changes to how the Skill Trees work, but this is at best a marginal boost in survivability as you still have to worry about everything else that can go wrong, including Captain Winters' platoon on Day 2.
  • "Knockout" requires players to kill a Bulldozer by using the Overkill Boxing Gloves. Basically, take the "Are You Kidding Me?" (kill a Bulldozer with knife) achievement, swap out the knife with boxing gloves, and pray that the Bulldozer doesn't down you when you get close to him (requiring the player to weaken them before delivering the final blow). To make matters worse, the achievement was bugged during Update #51 where people connected to the host could not damage the Bulldozer with the gloves.
  • "Breaking Dead" requires the player to find the hidden meth lab on the Moretta in the Bomb: Dockyard heist. The problem is that the lab might be hidden in one of the many containers on the ship, and more likely than not the lab doesn't spawn at all.
    • A patch made the meth lab now guaranteed to spawn, mercifully making this one a non-issue.
  • "Overdose" is yet another RNG achievement. In day 1 of the Hotline Miami heist, cook and secure 6 bags of meth. Sounds easy, right? Only the game will decide whether or not the map will have enough chemicals for 6 bags worth of meth - three or four are guaranteed in various boxes in the basement, but the lab itself might only have a single set.
  • "King of the Hill" from the Park Escape is brutal. Not only does it take place in the Park Escape getaway (which only has a chance of spawning after specific days of specific missions that go loud), which makes even planning for an achievement run annoying, but the actual unlock requirements for the achievement are that no law enforcer can enter the titular park in the center of the map until the secondary escape van arrives (which can take anywhere from 2-4 minutes). The park in question is the size of a city block, cops can enter the park simply by climbing over the walls while players are restricted to 3 gates on random sides of the park, and the cops are plentiful. Even Sentry Gun spam isn't a viable option, as they'll run out of ammo very quickly and most "special" cops have enough health to scale the walls before the sentries can kill them. Ironically enough one of the best tactics is to hope to spawn in the parking lot across the street and camp out there hoping that the police won't try to cut through the park as a shortcut or during a tactical retreat, cementing this technique as a Luck-Based Mission.
  • "Reputation Beyond Reproach" requires you to complete Election Day's Plan C on Death Wish with a full four-man crew without any crew member being downed once. Considering Plan C must be done loud, there is no way to avoid fighting, and on Death Wish, getting downed at least once is almost practically guaranteed.
  • "120 Proof". This requires a four-man crew to kill at least 120 enemies with an overall crew accuracy of at least 120%. This means the entire crew must spam high-explosive weapons like the GL 40, RPG, or shotguns with HE shells in order to complete.
  • "Gone in 240 Seconds" requires Car Shop to be completed in four minutes. While simply going loud and using the Normal difficulty's timer as a guideline may be simple, the RNG elements and the cars' incredibly poor driving physic mean it gets difficult fast. Not only can the Teuer Autos manager be in a spot that is just too far away from his office, but the IT employee's desk is completely randomized; one would have to check every office to find it, and it had better be in that cubicle area on the second floor or the office on the first floor! Even then, the computer will always take 100 seconds, or 1:40 minutes, giving you just over 2 minutes to complete every single objective in the mapnote . Bumping into things during the escape is a sure-fire way of losing this achievement.
  • The "Overkill Salutes You!" achievement requires you to complete every single heist on the Death Wish difficulty. This is a problem threefolds: First off, you have to complete each heist individually from start to finish; so if you disconnect at any point, you're screwed. This is mitigated by being the host for the lobby, as you can never disconnect from yourself, but it also means you have to at least live through the entire heist from start to finish. The second part is that some of the heists are loud-only, which significantly ramps up the difficulty, especially the "staying alive" part mentioned before. Finally, this achievement changes over time; when a new heist is added, it gets added to this achievement too, meaning it was far easier to complete this achievement in 2014 than it is in 2018, as you will keep the achievement if new heists come out, but new players will have to complete the old ones and the new ones.
  • Many of the Gage Sniper Pack achievements can be hairpullingly hard to accomplish. Some of the notable ones:
    • "Didn’t See That Coming Did You?" requires you to kill 10 enemies with a sniper rifle while ziplining. If you were to use rapid fire or scatter-shot weapons to do this, it would be tolerable. Doing it with a bolt-action rifle that requires precision aiming when precision aiming isn't possible is ballbustingly annoying. "Last Action Villain" takes this up a notch, requiring you to get a headshot while performing those shenanigans with the R93 rifle. That part about not being able to aim? Ho boy you will be feeling that one without a laser module attached.
    • The "Triple Kill" achievement requires you to kill three enemies with one shot. Sounds simple until you realize that cops will actively try to dodge your shots. Double Kill ramps this up: while the players are only required to kill 2 enemies in one shot now, you have to do it with the Rattlesnake, the weakest of the DLC's rifles (that might not have enough power to kill both enemies) and you have to do it 25 times. The best way to do this is to simply go loud on a mission that spawns a lot of cops, and blindly fire through an alleyway hoping you get them or camp at a wall that cops climb over to enter the level.
    • Finally, "Dodge This" requires you to kill 10 Cloakers with the Thanatos, the rifle with the lowest total ammo count in the game. To make it even harder, you have to land headshots on them, so simply baiting Cloakers to charge at you won't work. You'll have to do a careful balancing act of moving yourself into position to see their heads, but also not in a way that they decide to just straight up Bruce-Lee you into the ground. Thankfully, there is an easier (but very risky) way of helping with this one; equip the Electrical Brass Knuckles and stun that Cloaker for a free headshot.
  • The Gage Historical Pack adds "Death From Below" for snipers. You have to use the Nagant sniper rifle to kill 25 rappelling cops. The problem is that there aren't that many heists where it is easy to shoot rappelling cops. Either they don't rappel in the heist, or it's so short a distance that you would barely have time to shoot. Complicating matters, the Nagant is a bolt-action rifle with very slow reload and a five-round magazine, so you can easily be caught unable to fire on the cops you need to kill because you need a reload. Not to mention as well that the cops get invincibility frames when rappelling in certain instances (such as the initial jump down from a helicopter, before they actually start their full descent), meaning that if you waste your shot on a guy that can't be killed, he's likely going to be on the ground already by the time you're able to fire again.
  • "City of Sin and Well-Oiled Gears" requires you to complete the Golden Grin Casino in loud while preventing the BFD from breaking even once. Much like Afraid of the Dark, the drilling process takes several minutes, even with if upgrades are purchased. The biggest problem is the number of ways the drill can "break": if cops reach the circuit boxes (two of them by default, though can be reduced to one with an upgrade), if the cops reach the drill's controls, and if the BFD runs out of coolant water, which requires trips to and from the bathrooms carrying a heavy coolant tank and a delay to fill it, requiring either a well co-ordinated team spread out across the hall of the casino or a large number of Sentry Guns. Getting downed once provides enough of a delay that any one of these breaking causes might be triggered, forcing a restart from the very beginning of the level.
  • "The Turtle Always Wins" is necessary if you want to unlock some of the mods that are part of the The Butcher's AK/CAR Mod Pack DLC. It involves completing the Art Gallery Heist in stealth with four players wearing the Improved Combined Tactical Vest, all within 4 minutes. If you're not a stealth-oriented player, it would be difficult enough just to successfully stealth a mission where you're already going to get screwed over by the locations and numbers of the stealable paintings and whether or not the doorways to the back areas where the most paintings are likely to be will have motion sensors across them that only the guards can pass through without setting off. Now add on that you're on an extremely strict time-limit, you're moving as slow as molasses even when sprinting because you're in the heaviest armor, and the guards will be easily alerted should they see or hear you. The closest to an easy way to do this is simply ECM rushing, and even then you need nearly a full team of players with fully-upgraded ECM jammers just to have enough time on them.
  • "Here Comes The Pain Train" is something of an inversion of "Tabula Rasa". You need to complete Firestarter on at least Overkill difficulty with a full 4-person team, using the AK assault rifle and Para submachine gun. There is no restrictions on your armor or skill sets, but you do need to have completely unmodified guns - even having previously put on and then removed the fire-rate-restricting mods doesn't count for it due to an oversight. And unlike Tabula Rasa, where the only restriction was that everyone present worked under the restrictions of the achievement (meaning you could easily do it solo, even with bots at least prior to the Henchmen update), here you need a full four-person team working under the achievement's restrictions. Worse is that unlike Hoxton Breakout, Firestarter is a three-day job; it does make up for this somewhat by Day 3 being rather easy to stealth (in comparison to the massive pain that is stealthing Day 2), but that still gives even more chances for someone to disconnect at an inopportune time and not get the achievement because they didn't technically do the whole thing in one go (anyone who doesn't disconnect gets it so long as there is a full four-person team at the point they complete the heist).
  • "Walk Faster" requires the player to get to the Commissar's apartment in less than 210 seconds on OVERKILL or above. This sounds quite easy, but like "Gone in 240 Seconds"note  it is subject to a good deal of RNG. First off, doing it co-op is out of the question unless you have a very coordinated team, so most of the time this will be attempted solo (which of course requires the DLC itself). Second, the layout of the various scrap walls and holes changes each time; there are very few actual layouts, but they can catch those who don't know them off-guard until they just know where to go. Third, you of course have to open a gate somewhere in the chase, so either you waste time with a drill or sacrifice your primary slot for the OVE9000 saw. Fourth, to be able to run fast and long enough you need to forgo armor almost entirely, which is a problem because OVERKILL-level gang enemies hit like a truck; getting downed at ANY point is basically a restart since there is no way the AI will be able to catch up in time. Fourth, this IS OVERKILL so it is very possible to run into Shields, Medics, Tasers, Bulldozers or (if you're very unlucky) Cloakers. Finally, there is the very real chance of a claymore mine being behind the only door out of a particular area, which will down you if you don't notice it in time - and you won't. Basically, everything needs to align up just right and a single mistake or badly placed obstacle can ruin the entire run.
    • Thankfully, the achievement counts when you reach the door to the apartment, before you put the C4 on, so you don't have to fight the Commissar with a saw and trip mines; just restart as soon as the achievement pops up and gear up for the real battle.
  • Basically ANY achievement which boils down to "Play Heist X with all four players using masks from Set Y", especially if the masks are DLC. You basically need to orchestrate that mask setup yourself - or be VERY lucky.
  • Similar to the above, while not actually very difficult to complete, several older achievements involving "Complete objective X using weapons from set Y" are now all a case of Guide Dang It!, as the achievements refer to these weapons by the DLC packs they originally came in while ingame these are now all referred to as "Ultimate Edition" weapons, making it impossible to tell which ones you're supposed to use without looking it up online.
  • While not strictly achievements, per se, some Safe House trophies are quite maddeningly difficult to get.
    • “Big Daddy” basically requires the player to perform the "Knockout" (kill a Bulldozer with the Overkill Boxing Gloves) achievement fives times. The main issue is that the Boxing Gloves are more designed for knockdown rather than damage, and Bulldozers are immune to stun or knockdown.
    • "Bushido" requires you to get the samurai armor before you secure any other form of loot on Overkill difficulty. While opening the safe is enough of a challenge, now you have to do it first. Opening the vault is usually saved for last, on account of patrolling guards sounding the alarm if they see the door open. But if you have to do it first, then you have to blitz through the rest of the map and hopefully find five more bags of loot that're light enough for you to quickly move to the escape van.
    • “Clueless” requires the player to complete the Big Bank heist on Overkill using no skills.
      • This throws a serious monkey wrench in a stealth, as you can only carry one body bag at a time, and getting more in Pre-Planning requires you to have a skill, or to sacrifice your ECM jammer for a bodybag case, the drills are loud, so you NEED to find the keybox, you can't disable cameras with a feedback loop, and you can't sprint as fast.
      • Doing it on loud is even harder, as you'll need powerful firearms, a good amount of armor, and a hell of a lot of luck.
    • “Failed Assassination”. Basically, you're stuck with completing the Undercover heist on Overkill, with no skills, no armor, and a sniper rifle. Most of the map is cramped with little cover, poorly suited for a sniper rifle, and a single bullet will drop your defense to zero. Add in the fact that most enemies will dodge a high threat weapon, and it's an exercise in insanity.
    • “Long Fellow”. Complete the Meltdown heist on Overkill or above in 7 minutes or less. You pretty much need a full lobby and a perfect run to be able to do this, as in solo, it's just impossible. Find the vault in the first container you open, open the vault with three crowbars in the fans pretty much as soon as you find it, stash 4 of the extremely heavy bags in the trunk of the Longfellow, with the other four on forklifts, and make a mad dash to the drop-off point, praying that the ones driving the forklift can dodge enough of the gunfire to make it.
    • “Robbedacop” is in essence, a grinding achievement, with the goal being to kill cops. Not hard on its own, but how many cops does it require? 658893. This is not an exaggeration, either. You have to literally kill the entire population of Washington.
    • “Snipe It" requires completing the Watchdogs with sniper rifles, and an accuracy of 100% or higher. You cannot miss a single shot, or at least get enough One-Hit Polykills to rebalance the stat. You will also have to do this for both days. Watch that trigger finger!
    • “Staying Alive” requires the player to complete the Nightclub job using only trip mines to kill enemies. Only trip mines, no weapons/melee kills or other deployables. Even having the Jack of All Trades skill will disqualify the challenge.
    • “One More Down, No More To Go” and "Ultimate Heister" requires the player to complete all heists on the Death Sentence difficulty with One Down mode on. Up against the Department of Homeland Surveillance's ZEAL team, who will take you into custody the second time note  you go down? Well... You really do have a death wish.

That One Level: Due to the nature of the game, there are a lot of them. Some heavily favor one approach over another, making them agonizing if you're using the "wrong" build. Others are easy with an experienced crew but a nightmare with a poorly-coordinated, inexperienced group. A few are just sadistic. Here's a run-down:

  • Big Oil:
    • If you refuse to play on single-player, you will need either totally cooperative strangers or friends. Playing with neither of these will screw up the entire heist before it's started. Additionally, the heist depends on getting the right intel and identifying which of the several machines is the only correct one.
    • Day 1 requires you to steal intel from the Overkill MC. Getting caught before gathering it all means the Overkill MC bikers will try to burn it, and since it tends to be in three/four separate rooms, you need to be stealthy or carefully plan an assault. Failure prevents any sort of bonus in Day 2.
    • On Day 2, figuring out the right engine requires remembering intel and checking info on boards around the basement to figure it out. If you're playing with the wrong people, expect someone to assume it is a standard heist and begin urgently bagging up all the machines indiscriminately. In other words, they begin piling them into unmarked bags (i.e. making the machines impossible to tell apart) and try to charge to the chopper; since it can take around five minutes to summon the chopper and have the machines checked one at a time for authenticity, expect to die or run out of ammo before you find the right one.
      • There is one more hiccup you may encounter when getting the info for the right machine. The pressure information is found on various computers on Day 2. If the texture quality is set too low, the monitors are unreadable. They can also accidentally be broken if someone gets too trigger-happy or a gunfight breaks out in the lab somehow.
    • Another thing that discourages most players from playing is that Big Oil was only available as a Pro Job, meaning players don't really get good chances to learn the mechanics of the heist since they can't restart if they screw up. Update #100 for the PC version thankfully removed pro jobs entirely, allowing for trial and error to learn the heist if the need be.
  • Framing Frame:
    • Day 3 requires stealing gold from a senatornote  or (should you fail the stealth) uploading incriminating data from his computer. However, the biggest pain arises from the senator's gold vault; should the team ever be discovered, even if they've already secured one or more bags of gold, the rest must be abandoned and the stealth approach must be dropped. Naturally, these can mean a misstep of one person can leave the team without the achievement/trophy and with only a fraction of what they could have stolen. A recent patch finally addressed this by allowing you to keep zip-lining bags of gold if you make it that far, but then the mission logic glitches...
    • Even worse, it is entirely possible for the heist to suddenly go loud with no apparent reason other than the reported "Someone saw suspicious activity". What ends up happening is a guard ends up pathing to the secret vault in the apartment... and immediately starts phoning in as if there was coke stashed there, even if you're still working on locating the 5 devices (and thus don't even have the coke bags to put there). And the worst part about it is there is no indication that the guard is doing so unless you are close enough to hear him.note 
    • Going loud on Day 3 not only prevents you from getting the gold, but it is also notoriously hard to complete. Plan B requires you to break open a computer room, which can be behind one of many identical looking security doors. Then you have to hack the computer and wait for the absurdly long timer to count down. However, you can't just camp the computer room, as there are 2 fuseboxes on the level that must be protected, since if the cops reach them and cut the power, the hacking process is interrupted. Not to mention, most players will be geared to do the mission in stealth, so they'll get ripped apart by the relentless waves of cops. Even if your team is geared to go loud, waiting for the hack to finish and dashing back and forth between fuseboxes is just tedious.
    • Due to the way the vault and cameras spawn on the map, it is perfectly possible to have a camera spawn looking straight at the vault. And yes, it will instantly aggro the moment you open it. This means you either have to destroy the camera, hope someone has camera loop, or use an ECM every time you want to get inside. Due to the impracticality of all of thisnote  most people would just rather swallow the asset costs if they see this combo and restart the map.
  • Rats is probably the biggest pain of them all:
    • Firstly, the mission comes with escape sub-missions. If you fail to cook three bags of meth on the first day, you will have to go through an escape mission. If the trade on Day 2 goes loud, and it will if you failed on Day 1, there's a chance of a ''second'' escape mission.
    • Day 1 is easily the hardest day of the three as, upon finding the client's crystal meth cooks are dead, the group has to make meth whilst fighting off cops. Did someone use the wrong ingredient or do anything in the wrong order? The meth lab explodes, setting the entire second floor aflame and incapping anyone caught by surprise. It doesn't help that Bain can either be confusing with what to put in by fumbling between ingredients or combining names, or he'll say "Fuck me", which is a telltale sign that he's uncertain. Originally, the best way around this was either to wait for Bain to say the ingredient again (which 9 times out of 10 he would be very specific) or comparing what you heard to what other players heard, as Bains' lines were not uniform amongst all the players. Thankfully this has been fixed for a good while, as Bain now uses his dialogue from the Lab Rats event heist, which is much more certain and uses a more consistent patternnote .
    • Day 2 is not much better. If you have little to no meth, then the gangsters will open fire and try to burn their intel before you can reach it. Even if you do have enough meth, if the gangsters just decide to screw you over, or if the cops get wind of the deal, you'll have to fight your way to the intel anyway.
    • Day 3 requires killing the remaining Mendozas and stealing their loot. However, should you fail to defuse the bombs hidden in the bus or lack the intel to do so, then any bags you failed to save will be destroyed, significantly reducing your PAYDAY prize.
  • Firestarter Day 2 is a pain in the ass to stealth, mainly because the alarm boxes you must disable are almost always located in well patrolled hallways, making them difficult to approach. Not only that, but just the act of opening the alarm box can alert nearby guards since their programming results in them always seeing the open box before they see the player and call it in.
  • Armored Transport. All of the variations of the heist has cops swarming in from every which way and they all spawn close to you, meaning you will be under fire a lot. Downtown, Crossroads, and Harbor are notoriously infested with snipers, Underpass has fog that may hide the likes of Cloakers, and Park hardly has any cover. All the maps for Armored Transport require you to move bags of jewelry, money or gold (jewelry is the lightest while gold is the heaviest) across a good distance, so have fun being shot at while trying to move bags. And because the heist is always loud, the game may trigger an Escape level when you try to leave.
    • Some players would deliberately avoid picking up the secret blueprints that unlock the Train heist, since that essentially adds an extra day to the heist and players won't get their payout and XP until they finish the second day.
  • Train Heist. There is a reason why many players avoid looting the secret blueprints in Armored Transport. This heist requires players to break through two layers of security to reach the loot. First, you have to drill or hack the train car doors, and assuming you opened a car with a vault in it, you need to open it with a thermal drill which Bain will "helpfully" drop somewhere in the canyon below, requiring a player to retrieve it with cops constantly shooting at them from the high ground. Then, once you set up the thermal drill, there's a 1/3 chance the vault will either contain the mission required turret pieces, or optional ammo. The ammo itself, unlike regular loot, will explode if shot at or if dropped too far, which means if you want to get the maximum payday, you must ferry all 40 ammo bags on foot to the drop-off point, all while being shot at by cops and snipers, of course.
    • Following the Spring Break event, the Train Heist has been made into its own heist, and made significantly easier in both loud and stealth runs via adding in new asset options.
  • Election Day is a massive pain in the ass if the job goes loud.
    • On day 1, if you didn't tag a truck before being spotted, you're forced to hack a computer containing the shipping info and you have to do it twice at four and a half minutes both times if you want to have a greater chance of doing day 2 at the warehouse where the ballot machines are stored. The entire map has very little cover and the warehouses themselves are filled with a lot open skylights for the SWAT units to rappel down from. During the hacking process, if the cops shut the power off, you're forced to go outside to restore it via circuit breaker, forcing yourself to be exposed to snipers.
    • Day 2, should you be successful in tagging the right truck from day 1 (or fully hacked the computer), is even worse with cover when the heist goes loud. The entire warehouse is full of windows, skylights, and balconies for cops to hit you from every possible angle and a large number of snipers always spawn near the escape van on the adjacent rooftops, which is several yards away from the main warehouse; good luck hitting the snipers from an extreme distance while the snipers themselves have pinpoint accuracy against you. The final step of the mission also has you hacking a computer to delete the surveillance footage, which can take upwards of five minutes of babysitting while cops are swarming you and snipers punish you the second you crawl out of cover. Stealthing it isn't much better, due to the high number of guards and tight corners, luck-based crates that have the ballot machines you're after, the occasionally horrific locations of said crates (some spawn on a shelf two stories high with minimal cover, meaning that if you miss a jump, you'll likely take heavy damage or be downed instantly, and if you DO make it, you need to protect a machine that might as well be a neon sign), and perhaps worst of all, some of the ballot machines can spawn behind gates that either need a randomly placed keycard or being drilled for upwards of a full minute in plain sight of the guards' patrol route). Regardless of whether you're stealthing or not, if you play the level on Mayhem and above, you're also forced to find a crowbar to pop open the shipping crates and said crowbar is in a random location.
    • And should you fail to tag the right truck in Day 1, Day 2 is a straight shootout through a strip mall. The bank vault you need to drill is in a long, straight hallway that will be camped by snipers on a neighboring balcony and cops have no less than four different routes into the bank, which manages to be both cramped and short on good cover at the same time.
  • Shadow Raid is notoriously hard since stealth is pretty much required and there is zero margin for error. If at any point one of the numerous cameras or guards sees you, the alarm will go off and start a one-minute timer that will automatically end the mission once it finishes. If you haven't collected the minimum required loot by that point, which can be up to 12 bags of loot, the level essentially becomes unwinnable; even if everyone is at the vehicle with time to spare, it won't leave unless you've loaded enough loot.
    • Perhaps the worst part is that you cannot kill, contain, or otherwise neutralize all of the many, many guards and civilians. You still only have four pagers available, and there are easily at least a dozen guards on the map. They also like to patrol a lot, and while they won't notice things like opened crates or cargo containers, they will notice if the secured vault is opened. The loot in the vault is four pieces of the samurai armor, with the same weight as gold (no sprinting, no jumping, slow movement), and if you get spotted or a guard notices the vault is opening (and no, you can't close it), you're boned and have to drop everything and run...assuming you even have enough loot to DO that!
    • It can become frustrating for players for an entirely different reason. Players who really know the level and are strong with stealth abilities find the level very easy and incredibly profitable in cash and XP, second only to Hoxton Breakout. If you get in a group with one of these people expect to run Shadow Raid early and often, with the stealther instructing everyone else to just sit back and do nothing for 15 minutes while they effectively solo the heist.
    • With enough time and practice, the guard paths are stable enough that a skilled player can avoid almost all of them, with options on just killing the ones that will stay stationary in an inconvenient place. With a little luck and caution, a decent player can basically make the warehouse their playroom. Unless the helicopter that arrives around the five-minute mark is carrying more guards instead of an artifact, which means if one of them turns out to be a camper and picks the right spot, you're not getting any loot in his line of sight without blowing the alarm.
    • It is possible to "force" the chopper to bring a container instead of additional guards by standing near the helipad, 5 minutes after Bain says you should check the Murkywater warehouse for better loot.
  • GO Bank is probably the most infamous. For starters, stealthing this mission isn't as simple as "stop all the guards, cameras, and civilians in the map". Also, the cameras' operator is offsite (meaning they need to be directly destroyed), and all the people in the building need to be dealt with. Then when the time comes to open the vault, it requires two keycards (located from a large list of potential spots), and takes many minutes for its lock to disengage. During this time the phone constantly rings, using the RNG to determine whether or not the mission will get even harder, and civilians constantly spawn on the street. And that's just scratching the surface.
    • Practicing the map helps, but even if you know it inside out there are several hazards players need to account for. Assuming the team has no qualms about killing civilians and/or have a very large amount of cable ties, and can co-operate well enough to answer the phone whilst managing GenSec, police, and civilian spawns, there is still the matter of passing the vault lasers (which are almost always on) and then reaching the escape before things get out of your control.
    • The civilians are the worst problem; unlike other maps they will constantly spawn and, if you were sloppy, spot corpses or hostages in the streets before they enter the playing area. This means you have to kill them or use Stockholm Syndrome's effects, but at times you can't do the former because they're still hidden behind a wall, frantically dialing away at a cellphone. If you DID manage to be clean about everything, there's also a random chance that the civilians will enter the now-deserted bank and will not leave. Considering you have to go through the front of it to get to the vault, this effectively means you must subdue the new civilians, even if you're out of cable ties and bodybags.
    • Should Plan A fail, you have to face large amounts of cops with poor cover for yourselves, while assembling a cage and skyhook to collect your loot - which has nothing to stop the police from taking the bags back out of it, should they get to it. When the pilot finally catches the cage (the Ace Pilot is better, but still not guaranteed), the crew must escape to the van at the parking garage through the sewer maze in a limited time with the cops on their tail.
  • The Big Bank. There is a very good reason this place has never been robbed. Both approaches have their own unique challenges, with Loud being a monumental gunfight, but stealth deserves special mention. The Big Bank has generally taken over from GO Bank as being the hardest stealthable mission in Payday 2; it's flooded with civilians, more of which constantly spawn in the street and walk in. Want to use Stockholm Syndrome to get them all down? You can't - The guards inside the vault room will hear you too and call the police from complete safety. The cameras in the lobby are connected to a control room behind the timelock so you can't disable them when you really want to. When you trigger the timelock, you get a call from our good friend Jen at GenSec, who may send over more guards, and another guard may come in from the elevator. Shoot him inside the elevator, though, and you can't answer his pager, so hope he doesn't see something right away. Once you get the timelock open you have to contend with the lasers on the vault room entrance, then perform a stealth section right out of one of the better Thief games just to open it (which may sometimes alert a guard or two). Once you get inside you better have a silent drill or have found the keybox so you can open the 5-6 doors quietly. Then you need to move the loot out past the guards and lasers all over again, though one of the Escape Plans you can elect to utilise is specifically tailored for stealth runs, and involves moving the loot a shorter distance from the vault to secure it. If you can find, or pre-place, extra keycards, you can also get rid of some or all of the lasers. However, if you're going for the "Entrapment" achievement, all that's out the window - you have to get 12 bags to the default escape out front, and you have to leave those lasers up.
  • The Dentist's THE Diamond job has one particular section that makes it challenging. Once you get past the regular security features, your final obstacle to the titular loot is a puzzle involving a series of pressure plates. Players need to hack a security terminal to reveal the safe path. Should the player step on an incorrect plate, the alarm immediately sounds, gas is vented into the room, and the Diamond drops into a safe that must be drilled open. The thing that makes this puzzle frustrating, especially on harder difficulties, is that the puzzle resets after a set period of time, and the terminal must be hacked again to generate a new path. This means that if someone takes too long retrieving the Diamond, there is the risk that the timer resets while they're still negotiating the pressure plates and the alarm goes off. Another frustration with the puzzle is that it still must be done even if the heist goes loud, with some groups preferring to deliberately trigger the plates and just drill the safe.
  • The Bomb: Dockyard, for sneaks. You thought Shadow Raid was bad? Try stealthing this one! You need two keycards to open the docking gate, but on this huge map there will only ever be exactly two keycards which have a large number of potential spawns; these keycards must then be moved to the front of the map. Then you need to find a computer with the Moretta's comm frequencies; these eight computers, in two groups of four, are always in rooms with cameras and the potential for a guard or civilian to spot you while you work. Then you need to make a phone call to the captain from a specific phone, then give him GPS data from a computer, which may be on opposite sides of the map. Wait for the ship to move, which takes a few minutes, and only then can you board and begin looking for the bomb. Making it harder, the map is large and relatively open, with guards on multiple elevations who aren't always easy to spot and can see you from some very unusual angles. Civilians are numerous and strategically placed to ensure there's no easy way to navigate around without killing a few. Also, a surprise to many people, there are two security rooms - This means to take the cameras offline two guards may need to be killednote , and one of them is in a room with a large glass window in a fairly well-patrolled area.
    • Brutal as stealth on Dockyard can be, it is still a stiff breeze compared to the nightmare that is doing it loud. Most of the above tasks are present, though some are modified (you need to wait for C4 to be airdropped in instead of keycards, there's one computer to hack, but the building has a power box on every outer wall that the police will doggedly pursue and force you to repair them and restart the computer). The biggest issue is that the police will send in massive amounts of Snipers who will set up on the buildings on the edges of the massive map, who will effortlessly plug you full of holes from distances that you can't even see them, even through the most powerful scopes available to the player, made worse by the lack of tall enough cover in many places. The helicopter drop and hacking portions takes a very long time, especially if you aren't willing to throw substantial money and favours towards assets that can speed them up slightly. Worst of all, however, is actually moving the bomb parts— not only are they heavy, and not only are you being shot at from almost every angle, but the path to the escape van is LUDICROUSLY long if you don't have enough favours left over for the pricey alternative escape routes. It's well over 100 meters away as the crow flies, but the actual path itself is full of long, exposed corridors that wind and in some cases require a bit of backtracking. Without a full party of four players, you either have to walk this path several times or keep throwing the bags ahead, making progress agonizingly slow, all the while the police simply do not relent, especially at the end where the assault literally never ends.
  • Hoxton Breakout, while an otherwise entertaining and fair level, has some unpleasant portions:
    • In Day 1, the crew must find the control room to lower bollards that are in the way of the armored truck's escape route. There can be many rooms to open, requiring up to 20 seconds of lockpicking, or C4. The bad news is that there is no indication where the control room is, and the rooms are spread out. Pray the control room is in the first door opened...
    • With the introduction of the SWAT Van Turret, Day 1 has become a nightmare during the street portion (especially if attempting Tabula Rasa, which requires using no skills and wearing no armor on Overkill difficulty). A SWAT Van Turret has a chance of spawning at every horizontal turn, especially near the parking lot entrance. You could even get a turret spawn on both sides, essentially sandwiching you between two rapid-fire turrets. While there is enough cover to save yourself from one turret, when they spawn on both sides of the road it becomes near impossible to dodge the damage without running in circles. And that's on top of everyone else after your ass.
    • In Day 2, there are some tasks that require far more dedication than others. The worst of the lot by far is searching for Witness Testimonies; always located at the very bottom of the level (where the main fighting arena is closer to the top), has a door that must be lockpicked, AND one that must be drilled (though both can be blown up with C4). Then the crew must search a large archive for the right file. RNG strikes again; it may take a very long time to find the file, so don't be surprised if the right one is always whichever one you save for last. The worst part is the hostage rescue teams may free hostages while a player is stuck searching below!
    • The second worst is the DNA Scan; again, two doors must be opened (one via lockpicking, the other must use a drill), and files marked "Clown Case" must be put through the DNA scanner. Each scan takes half a minute. The one saving grace of this task is that it is actually close to the operations room, and the two doors can be dealt with simultaneously.
    • There are four possible ways into Operations, but anywhere between two and four of them can appear. The mission is much harder if only the two side entrances are available - This means any time you have to leave Ops you have to run past the two snipers that are nearly always set up across from you and any assignment you have is going to take longer simply because of the added time it takes to get there.
    • On the flipside, if all four ways are opened, it leaves the crew very vulnerable to enemy invasions from all flanks. Provided that some doors won't spawn it becomes easier and less costly to shut down the doors and save the keycards for objectives.
    • The spawn location of the fuse box can also make this heist frustratingly difficult. If the fusebox spawns under ANY balcony, the cops can actually just jump down and instantly turn it off. Each time it's turned off it adds 60 seconds to the hack. If you get this spawn location and don't watch the balconies very carefully, you'll end up staying in that operations room for a VERY long time.
  • The sequel to the above, Hoxton Revenge, also has its fair share of frustrations:
    • You have around 8-10 guards patrolling the interior of a fairly tiny house, with very few hiding spaces. This makes traversing the inside a nerve-wrecking job, since a guard could turn the corner at any minute. It also makes accomplishing the objectives difficult, as they require a lot of scavenger hunting through the house.
    • The objectives themselves range from annoying to downright horrifying. The biggest one is the Retinal Scanner, which requires you to bundle up the only civilian on the map (the FBI Boss) and lead him to the scanner. Civilians are not fast, and sometimes he can be on a completely different floor than the Vault (although always relatively nearby). Combined with the amount of guards inside, it is frustratingly difficult at times to get him to the vault without a single guard seeing. Another notable one is the Telephone Pole, which has you shimmying up a telephone pole outside of the house to patch Bain in. This means going outside of the fence, which is surrounded by Murkywater guards. Worse still, they could path right to the base of the pole, making it impossible for you to get down without being seen.
  • The Car Shop:
    • Like Shadow Raid, this is a stealth-only mission that starts a timer when the alarm is triggered. While the heist overall is fairly straightforward, one sequence that can annoy players is the driving sequence at the end where the players must transport the stolen cars to the docks before a timer runs out. The controls for the car are extremely bad, and it's not uncommon to lose a lot of time just trying to keep the car from repeatedly crashing into walls. Much like the Art Gallery, the exp/cash payout is quite poor. It also briefly enters Guide Dang It! territory, as it is not explained where you need to drive the cars to - all you're told is to plant C4 on the road at one point, the game not bothering to explain that it's to blow a hole through (which you can't see from the car over the dashboard until you're driving into it), which opens up into an abandoned tunnel leading to the docks.
    • On Mayhem and above, this heist not only gives you 90 seconds to get the car from the shop to the crates (meaning you basically have to make a perfect run at it, with minor collisions; getting detected will basically end the run right there because it takes that long just to open the door to the key storage) but it also has a high chance of spawning a guard right in front of the Manager's office, that won't move. You pretty much have to kill him, but he also happens to be in one of the most highly patrolled areas of the map. Additionally, there can be as many as a dozen guards packed inside the relatively tiny dealership, making movement extremely difficult. This isn't even counting all the civilians that spawn inside, too!
    • Almost any difficulty but Normal makes the heist a major pain in the ass to even beat it. Because the dealership is tiny, the paths that guards and civilians take can frequently cross each other, making the odds of being spotted or someone seeing a dead body extremely high. Sometimes it's just safer and faster to kill civilians and bag their bodies rather than tying them up and slowly leading them somewhere while running the risk of the hostage or yourself being spotted. Part of the major difficulty the heist presents comes from the amount of guards and civilians alone.
    • There is absolutely no substantial reward in completing the mission either. The EXP payout is poor, the monetary payout is poor if only a few cars are secured (there aren't many skilled drivers in the Payday 2 community), and there's no stealth bonus despite the majority of the mission being stealth-based.
  • The Alesso Heist, bar the whole deliberate Product Placement theme, is still divisive for its confusing layout and overly long process. For one, an unexperienced players can easily get lost in the corridors or behind the shops, and have a lot of trouble reaching the basement. Stealthing this heist in particular can be a challenge as the layout is still windy, the pathfinding of the guards may change, and the mission requires going from the lowest floor to the highest, then back again, and then again. All the while remaining under the radar! At least the various chutes make bag-moving a lot easier.
  • The Golden Grin Casino, the last of The Dentist's jobs, is no walk in the park. When going loud, the crew must erect the BFDnote , a plasma cutter that normally requires two power sockets and enough coolant tanks to keep it running. These three factors plus the console itself must be defended, requiring all four members to address each position lest the drill restart over and over due to interference. The drill itself, even when upgraded to cut through the fastest, takes a long time. After that, it's an endless assault!
    • Doing it silent is just as difficult. There are many steps in gassing the security room, involving stolen blueprints, finding three briefcases, scanning the guest rooms, and making a guy throw up. Sounds silly, but it's no joke; the guest in question must be fed a specific drink, which can be located in some of the worst spots imaginable. The guest himself may be surrounded by peeping toms or guards too.
      • Inside the vault The Dentist's mystery loot can only be accessed by bypassing a door and a laser. The laser has a random, but predictable pattern, but the noisy drill will almost certainly attract the attention of a guard, bringing him to a now breached security room, which will make him panic. Even the lasers can be a very real problem on the way out with the Dentist's loot, as the loot is considered to be as heavy as the fusion reactor from Big Oil and the artifacts from Shadow Raid, and will slow you down to a crawl. Your timing with getting past the lasers has to be pretty much spot-on if you don't want to set off the alarm.
  • Meltdown is another heist known for its difficulty. The team goes into the Murkywater compound from Shadow Raid, taking on soldiers that are a little better armed and armored than the average cops. Then they have to look through the whole place for one container. If you're lucky, the container will be in the main building, the only area with good cover on the map. The rest of the Murkywater compound has snipers everywhere. Then you have to look for crowbars, having to find three just to complete the heist. If you want any extra look, you have to use those crowbars to open the crates beforehand, because there aren't extras. The loot itself leaves you incredibly slow, and the forklifts around can only carry three at most. They don't move particularly fast, either, nor are they armored, which wouldn't be a big deal except that the route to drop off the loot is a massive shooting gallery full of cops in impossible-to-reach, elevated positions. The Longfellow car can make it easier, if it's found and if players bother to use it.
  • Goat Simulator. As if the crossover itself wasn't contentious enough, the heist itself may well be the hardest in the game.
    • Day 1 sees the crew roaming around the city in search of goats, which have had cocaine smuggled inside their rectums. Sounds simple? It isn't. The city is massive, requiring the Longfellow in order to get anywhere in a reasonable amount of time, and the goats could be anywhere - hidden in buildings, trapped on scaffolding, stuck behind gates or on top of lampposts, requiring the use of a drill or saw respectively, and regardless of difficulty, one is guaranteed to appear at the top of a burning building, which is of course going to be swarming with cops. As for the goats themselves, they are a rather unique type of loot in that they can damage you. The Longfellow is also intended to help carry the goats, but it can only carry a set few at the time, so you will have to fill up the trunk, get to the semi, drop off the goats, repeat, until you have all the goats, which is made even more frustrating in that none of the goats' locations, aside from the last one, are marked out for you. And then there is the big problem: a severe lack of cover. There are several buildings that should be used as functional cover, but they all have very large glass windows, rendering them more likely to get you killed. Clearly, this map was designed around Swan Song.
    • Day 2 is even worse. The day begins with you having a shootout on the farm with the Honduran cartel who got you into this mess, where the map's problems quickly rear their ugly head - in that this map somehow has even less cover than Day 1. The farmhouse is barren, and has several holes that you can be shot through, and that's as good as the cover is going to get here. And once the cartel dies down and the police arrive, you're forced to take the goats out of the barn, and set up a fulton cage for Vlad's brother Bubba to fly in and extract them. And just like on GO Bank, the cage has no protection from the cops stealing the cargo. And if you forget even one of the goats, you'll have to do the whole process over again. Once that's done, you need to unload the Longfellow from the truck, and drive to a nearby bridge. Once you arrive, you'll find that the bridge is out, and you are once again surrounded by cops. You have to get into the security room using a drill, or a saw or C4 if you happened to bring them, and just to rub it in, once you get in, you finally get some cover in the form of some shutters! Until you activate the bridge, at which point the shutters raise up. Once the bridge is in place, you can finally get back in the Longfellow and make a run for it. At least you'll get an above average payday for your efforts.
  • Brooklyn 10-10 is a rather nasty heist. The main objective is to shoot down cops that chase after Charon, a protectee of yours. Surprisingly, this is not the hard part. The hard part is having to deal with the swathes of cops that rush in while you watch out for Charon. And your movement space in the levels is very very limited and the cover is woefully inadequate, so finding a safe spot to lick your wounds is often an exercise in futility. A little while later, you have to drill a pair of gates whilst under all the above-mentioned pressure (and the drills jam very frequently, given how short the ETA to completion is). There is also some extra loot that you can get out, but with all the bullets coming at you, you'd be hard-pressed to resist the urge to make a run for it.
  • Reservoir Dogs Day 1note  is a complete nightmare on higher difficulties, especially if you want to steal all the loot. The mission starts with cops spawning everywhere, and taking all of the loot in the starting section requires you to expose your face to the dozens of cops around you (hope that you don't get tased!) and on those higher difficulties, a SWAT Turret. Once you hack into the vault area, while defending the vault area is easy, upstairs is another thing altogether. The upstairs area will almost always be filled with cops and you have to go up there at least once to get the C4 to open the safe. This doesn't include going up there in order to get all the loot and create a zipline to streamline bag securing, hope you don't get tased! Talking about the bag securing, if you're doing this solo, it's a complete nightmare because you're forced to run across the lobby and main street, both of which are filled with cops and have little to no cover, again, hope you don't get tased! Thankfully, securing the bags is much easier when you're playing with other players, as you can just have one player stay at the car to secure the bags while others send them down on the zipline.
  • Brooklyn Bank is pretty similar to the Harvest & Trustee bank heists from the game's early days, in that you bust open the vault, get what you need and get out of there. And that's where the similarities end...
    • The map is one big killzone, as the interior of the bank is cramped and likely to be flooded with cops, the second floor balcony is open to fire from the streets, and the streets have no cover whatsoever. No matter where you go, you'll be under fire from enemies, and the poor lighting can render faraway enemies, especially the hard-hitting Snipers, nearly invisible.
    • The method of reaching and cracking the vault is randomized every time. To get to it, you have to either saw a shutter open, or cut a circle in the floor of the offices above, and blow it open with explosives. Then to open the vault, you have to either use a thermal drill, or weaken the locks on the door with thermal paste, and use a winch to pull the vault door off the hinges. But it gets worse; if you have to use the winch, there's a chance that the bags to assemble it may not be at the drop point, resulting in the bags being dropped to you via overpass. Then you have to watch out for cops attempting to stop your equipment, and we all know how fun that is.
  • Both of the Heists included in the Spring Break 2018 event are brutal, for different reasons;
    • Stealth-only heists have been a very mixed bag, and Breakin' Feds is unarguably the worst. A multi-level, corridor-centric maze infested with guards and cameras, with more guards spawning in if you kill a few. On higher difficulties, it is entirely possible for three guards to stand in a single corridor, and chances are you'll run from one guard into a room containing two more. The worst part is Commissioner Garrett. If he spots you at any point, you automatically fail the heist and he can't be killed (doing so will fail the heist as well). You need to move him out of his office, a temporary measure, and finding the box in said office is an exercise in frustration. And then, there's a chance that you won't actually find the box there, meaning you have to trudge across the map again to find it in the Evidence room. And finally, there's a chance that Twitch will blow up one of the walls as your escape, thus triggering a one-minute point of no return. It makes sense that the FBI offices would be this secure after Hoxton Breakout, but for anyone not 100% versed in Payday 2's wonky stealth mehanics, it's aggravating bordering on impossible. At least the objectives are simple and the door to the camera-controlling Security Room is a lockpick job.
    • Simply put, Henry's Rock is the epitome of Overkill's general failings in level design for Loud heists; It suffers from little to no cover, enemy spawns everywhere, an overabundance of special spawns, objectives that involve a lot of messing about, heavy loot bags you need to shift through open spaces peppered with guards, and everything in-between. You have to hack your way out of one room (which has no cover), then into the main hall (which also has no cover) before exploring two randomly selected rooms. In terms of the four rooms in question, one is somewhat easy and straightfowardnote , two are frustratingnote  and one is downright infuriatingnote . After that, heave the bags back to the start, hack two turrets on either side of the helipad and then wait for Bile to show up before hoisting the bags into his helicoptor, all with - you guessed it - no cover. Naturally, the heist is often derogatorily referred to as Henry's Cock, because you are going to get fucked by it.

That One Boss: While there aren't many bosses outside the Elite Mooks in the game, they still put up a hell of a fight. Any inexperienced group won't have a pleasant time.

  • The Commissar on higher difficulties, the Final Boss in the Hotline Miami heist, packs a light machine gun, a weapon normally reserved for the Death Wish-exclusive Skulldozers. If he isn't eliminated quickly, he'll more than likely down the crew a few times.
    • Somewhat mitigated in that if you don't aggro him after the vault opens and simply hang back, the police will kill him for you.
  • Hector doesn't pack as much of a punch due only using an IZHMA shotgun like the black Bulldozer, but also has a lot of health on par with a Bulldozer except the massive headshot multiplier.
    • That is, of course, if the crew decides to fight Hector in loud. If they deal with him in stealth, he goes down in a single hit from the weakest weapon.
  • Captain Winters is a more prevalent example. Upon his arrival, the assault turns endless, enemies become stronger, and his team will never budge from their position. While explosives and sniper rifles make engaging him much easier, anyone who lacks any sort of DLC will find him nigh-unstoppable.
    • His shields always rotate against the attacker, making outflanking them difficult.
    • Each one of his Phalanx units boasts 3000 health, comparable to a Bulldozer.
    • Some of the locations his team gets stationed are easily some of the worst imaginable; in Hoxton Breakout Day 2 and Big Bank, he stays at the front entrance, which tends to be choked tightly (making it much harder to outflank him), or out in a lot of sniper fire.
      • Not so much in Hoxton Breakout Day 2, as although outflanking him horizontally is more difficult, outflanking him vertically is much easier, due to the way the room is designed.
  • While not a "boss" in and of itself, there is one enemy that towers amongst all others in terms of sheer annoyance; the Minigun Dozer. These abominations can soak a lot of damage, have as much health as one, are laser accurate out to a surprisingly long range and in certain heists can spawn in places where their sluggish speed is no hinderance to them. Originally resticted to high-level Crime Sprees, Overkill thought it would be just swell to place them into the main difficulty levels, specifically Death Wish (where they spawn rarely) and Death Sentence (where they spawn constantly).


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