PAYDAY 2
2,875 rating
Compilation of Optimal Weapon Loadouts
Oleh KarateF22
***NO LONGER UPDATED*** This guide will provide a comprehensive list of various optimal weapon modification loadouts for you to use. It will also address concepts such as important damage numbers to hit and how skills affect the viability of certain weapon loadouts.
   
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State of the Guide as of 10/15/2015
As I'm sure we're all aware of by now, on October 15th, 2015 Overkill decided to add microtransactions to the game. This alone is a serious breach of trust with its community, considering that prior to the release of the game Almir himself stated "We've made it clear that Payday 2 will have no microtransactions whatsoever (shame on you if you thought otherwise!)".

That said, depending on implementation that alone was not the killing blow to my interest in the game. While I am very much opposed to any sort of microtransactions, especially ones that rely on RNG and are essentially gambling, I would have most likely gotten over it provided that they were merely cosmetic skins for our weapons that make them look "cool" and do nothing else. I definitely don't like the thought of the game turning into Team Fortress 2, but my love of the game would have kept me playing regardless.

Except they weren't.

Overkill, in all their wisdom, decided that adding cosmetic microtransactions wasn't enough. No, they had to make these weapon skins, which are only obtainable through their paid safe and drill system, give an actual objective tangible benefit to the weapon. This is just an absolutely atrocious decision, and one I cannot abide by. While my hope is that they will reverse the Black Market update and remove these microtransactions, or at the very least the pay to win stats, my hope grows dimmer every day and I will refuse to play the game as it stands.

Unfortunately, this loss of will to play poses a problem for this guide. If I'm not going to play the game, I can't justify to myself the hours of time I pour into trying to min-max the best selection of weapons. Even if I could, my moral compass prevents me from mentioning their pay to win microtransaction weapon skins, which would be necessary if I wanted to stay true to the spirit of the guide and list only the objectively best weapon loadouts.

I urge everyone to make their voice known, and not lie down and take this update. Talk to the devs, make constructive posts on the forums or reddit, and review the game on the Steam Store. The amount of time we have to change the course of the game's future is rapidly declining, and soon they will try to handwave all of our remarks with a "too late to change things now" sort of response.

Thanks to everyone who has followed this guide up to now, your feedback, praise, and criticism has been a major driving force in motivating me to keep this guide maintained over the past year and a half. Its a shame Overkill had to squander it all in one fell swoop.
Foreword
This guide will contain a compilation of useful loadouts so that everybody doesn't have to perform excessive trial and error to figure out the optimal weapon modification loadouts for each weapon. I assume that you have all weapon mod DLCs, except in the section dedicated to DLC-less builds. I will be focusing on the most viable weapons, so weapons like the AMCAR will not get mentioned. I try not to list builds for guns that have other guns which do the same thing but better in every way.

The listed stats for weapon builds are before skills are factored in. On Overkill and below the important damage numbers to hit are as follows, with the assumption that the player has Helmet Popping and that damage granularity rounding is applied: for Tan Cops you require 19.85, 26.57, 39.85, and 79.85 to four, three, two and one shot them, respectively; for Green Cops, you require 15.94 and 31.94 to two and one shot them, respectively. Fast and Furious is not assumed, it is shown in parenthesis next to the normal one, combined with any other mandatory skills that increase damage. Accuracy cannot exceed 18 (except on Snipers) and stability cannot exceed 25 before skills are factored in, this is why attempts to raise stability and accuracy stop at that point. Weapons that rely on skills to be viable will be listed after general purpose weapons loadouts. Damage after skill/perk bonuses will be listed after non-boosted damage as mentioned above, and only non-conditional damage will be factored (this excludes Overkill Basic, Underdog Basic, etc).

I will also be listing spread multipliers for weapons in various states. These states are ADS (Aim Down Sights), ADS moving, Hip, and Hip Moving, more detail will be given in the rare cases that stance matters. Note that spread is the *inverse* of accuracy. 18 accuracy is equivalent to a spread of 0.2 (0.2 degrees of deviation from the aim point) while 0 accuracy is equivalent to a spread of 2.0 (2 degrees of deviation from the aim point). Most non-moving ADS multipliers are 1, meaning that while stationary your accuracy properly represents your spread. However, moving, firing from the hip, and stance can penalize this.

If you want to calculate a weapon's spread manually here is the equation:

Spread = (20 - Accuracy) / 10

For a rough approximation of how the spread multiplier affects an 18 accuracy weapon, note that every half above 1.0 is approximately minus one accuracy. For non perfect accuracy weapons I would use the above equations to manually determine it. Note that this equation is only for base+mod accuracy, skill accuracy works completely different than how the game claims it does.

Recoil and Stability sadly don't play nice on the stat screen like Accuracy does. Still, I have listed the raw recoil values of each weapon at a 1x recoil multiplier. The recoil given per shot is randomly selected anywhere within the stated range for both vertical and horizontal recoil after factoring in the recoil multiplier.

If you want to calculate a weapon's recoil multiplier manually here is the equation:

Recoil Multiplier = (30 - Stability) / 10

Note that 25 Stability results in a 0.5x recoil multiplier while 0 Stability results in a 3x recoil multiplier, allowing for some simple precise measurements at these extreme values. Like with Accuracy this is only for base+mod Stability, but unlike Accuracy stance and movement have no effect on recoil.

If you want a more detailed explanation of how Accuracy/Spread and Stability/Recoil work, please read this fantastic guide by Frankelstner and skip to the Weapons section.

Additionally, the Better Weapon Stats GUI mod I have been working on can help you better compare weapons, as well as reveal stats normally hidden from the player. It does not alter gameplay, it is purely cosmetic.
Assault Rifles
AK
ADS: 1.0, ADS Moving: 2.0, Hip: 3.5
Vertical Recoil: 0.6 to 0.8, Horizontal Recoil: -1 to 1


Maximum Loud[pd2skills.com]
40 (42) Damage, 18 Accuracy, 25 Stability, 20 Threat, 60 Magazine
  • Modern Barrel
  • Fire Breather Nozzle
  • Scope Mount
  • Keymod Rail
  • LED Combo
  • AK Plastic Grip
  • AK Quadstacked Mag
  • Classic Stock
The AK is extremely similar to the CAR-4 and arguably slightly superior in Overkill despite the CAR-4's higher damage (which doesn't actually do anything). The AK has a higher RoF but this is somewhat offset by its slightly slower reload speed. All-in-all the CAR-4 and AK are pretty much interchangeable on the Overkill difficulty.

CAR-4
ADS: 1.0, ADS Moving: 2.0, Hip: 3.5
Vertical Recoil: 0.6 to 0.8, Horizontal Recoil: -1 to 1


Maximum Loud[pd2skills.com]
42.5 (44.625) Damage, 18 Accuracy, 25 Stability, 28 Threat, 60 Magazine
  • Long Barrel
  • Fire Breather Nozzle
  • Competition Foregrip
  • Military Laser Module / LED Combo
  • Pro Grip / Rubber Grip
  • THRUST Lower Receiver
  • CAR Quadstacked Mag
  • Any sight of choice
  • 2 Piece Stock
  • LW Upper Receiver
This is arguably the most well balanced loud weapon in the game, it has basically no weaknesses and is good in every scenario. Once you have the headshot damage bonus this is really the only weapon you will ever need on Overkill, though the AK is a strong option too. The extra 2.5 damage it has over the AK may seem like it could be important, but actually has no practical effect.

Commando 553
ADS: 1.0, ADS Moving: 2.0, Hip: 2.8
Vertical Recoil: 0.6 to 0.8, Horizontal Recoil: -1 to 1


Maximum Loud[pd2skills.com]
40 (42) Damage, 18 Accuracy, 25 Stability, 24 Threat
  • Long Barrel
  • Fire Breather Nozzle
  • Auto Fire
  • Enhanced Foregrip
  • Military Laser Module / LED Combo
  • Enhanced Grip
  • Any sight of choice
  • War-Torn Stock
The Commando 553 would have been an amazing weapon, possibly the best, if Overkill had given it the 60 round magazine that the AK and CAR-4 enjoy. Sadly, its stuck with its default 30; nevertheless it has a number of upsides that make it a decent alternative to them even with its smaller magazine. The first is its hip-fire accuracy is noticeably better than the CAR-4 and AK, making shots from the hip hit their mark more often. Second, its rate of fire is higher than either of the two aforementioned weapons. Last, and probably most importantly, it takes almost half as long to reload as either the AK or CAR-4, meaning that in spite of having to reload twice as often due to its 30 round magazine it has almost as much sustained DPS as them. The CAR-4 and AK remain the best all around ARs, but the 553 may appeal to people who like the ability to reload fast and often and thus remains a strong alternative.

Clarion
ADS: 1.0, ADS Moving: 2.0, Hip Standing: 1.75, Hip Crouching: 2.1, Hip Moving: 2.1, Hip Crouch-Moving: 2.45
Vertical Recoil: 0.6 to 0.8, Horizontal Recoil: -1 to 1


Maximum Loud[pd2skills.com]
40 (42) Damage, 16 Accuracy, 23 Stability, 20 Threat
  • Short Barrel
  • Competitor's Compensator
  • Auto Fire
  • LED Combo
  • G2 Grip
  • Any sight of choice
At a glance this seems almost completely inferior to the CAR-4 Maximum Loud build, and for general use this is pretty much true. However, a couple things prevent this weapon from being completely obsoleted. The most obvious is its astounding 1000 RoF; this RoF grants it nearly twice as much burst DPS as the CAR-4, making this an excellent choice for close to mid range skirmishes with small groups. This weapon also has superior hip-fire, almost entirely negating the loss of two accuracy in comparison to the CAR-4. With these two factors, the Clarion is just usable enough to matter... just watch for Tazers.

Gecko 7.62
ADS: 1.0, ADS Moving: 2.0, Hip Standing: 1.75, Hip Crouching: 2.1, Hip Moving: 2.1, Hip Crouch-Moving: 2.45
Vertical Recoil: 0.6 to 0.8, Horizontal Recoil: -1 to 1


Maximum Loud[pd2skills.com]
40 (42) Damage, 18 Accuracy, 25 Stability, 37 Threat
  • Sniper Foregrip
  • Fire Breather Nozzle
  • LED Combo
  • Any sight of choice
  • Wooden Stock
This weapon's advantage falls under how insanely accurate it is while hip-firing. Similarly to the Clarion it has a standing-moving hip-fire multiplier of 2.1, but unlike the Clarion it has perfect Accuracy and Stability as well as the ability to select fire. It does lose a bit of ammo efficiency and a lot of magazine size when put next to the CAR-4, but for those who love to hip-fire at units across the map this can be a solid choice.

Lion's Roar
ADS: 1.0, ADS Moving: 3.5, Hip Standing: 2.8, Hip Crouch: 2.6, Hip Moving: 3.2, Hip Crouch-Moving: 3.1
Vertical Recoil: 0.6 to 0.8, Horizontal Recoil: -1 to 1


Maximum Loud[pd2skills.com]
40 (42) Damage, 18 Accuracy, 22 Stability, 13 Threat
  • Precision Barrel
  • Competitor's Compensator
  • Auto Fire
  • LED Combo
  • Any sight of choice
The Lion's Roar sits in a weird place between the Gecko and 553. Its not particularly the best weapon, but doesn't have any flaws too severe to warrant tossing it out. Its reload time is a bit slow, and its ADS Moving hip-fire spread multiplier is a tad high, but the rest of its stats make it eligible for being a mid-tier Assault Rifle like the Commando 553 and Gecko 7.62. Just make sure to always hip-fire when moving, ADSing is actively harmful if you are moving.
Primary Shotguns
Some important information on shotguns' widely misunderstood mechanics. First off, know that only one pellet must hit the target to do full damage, and only one pellet must hit the head for the entire thing to count as a headshot for that enemy. Furthermore, note that accuracy works a bit different on shotguns... while it does technically make your shots hit closer to the center of your reticule, it does this by tightening the cone of fire rather than making the center of the cone hit closer to the reticule. Thus, unlike most weapons extremely high accuracy is actually not a good thing, you want to have between 6-12 accuracy so that you are nearly guaranteed to have a pellet hit the center of your aim while still giving a decent spread for the potential to hit multiple targets. Lastly, note that shotguns have damage falloff, which I will list below the name of each shotgun as it cannot be altered with mods. Damage fall-off works by having 100% damage up to a specific range, then linear fall-off beyond that range until you eventually do 0% damage no matter what.

Shotgun ammo works as follows: Any non-standard ammo renders Fully Loaded Ace useless. 000 Buckshot has a 30% reduction to ammo supply and for secondaries average ammo pickup amount as well. Flechette rounds increase the difference between the max damage range and zero damage range by 70% and the max damage range is doubled. Slug rounds halve your ammo supply and for secondaries also your average pickup amount; you gain the ability to pierce thin walls and shields, your pellets are replaced with a single bullet, your max damage range is doubled, and the difference between the max damage range and zero damage range is increased by 15%. HE rounds reduce your ammo supply by 50% and your average ammo pickup amount by 60%, they double your maximum damage range, and the difference between your max damage range and zero damage range is multiplied by 2.5 times; unlike other rounds HE rounds never do zero damage but instead fall to a minimum of 10 damage, meaning they will always stun and do minor damage regardless of distance.

M1014
Full damage up to 7 meters, 0% damage at 25 meters.
ADS: 2.8, Hip: 3.5
Vertical Recoil: 1.9 to 2.0, Horizontal Recoil: -0.2 to 0.2, Vertical Recoil (ADS): 1.5 to 1.7


Enforcer Frags[pd2skills.com]
45 (63) Damage, 18 Accuracy, 21 Stability, 43 Threat, 10 Magazine, 36 Ammo
  • HE Round (New falloff model: 14-59)
  • Long Barrel
  • King's Crown Compensator / Shark Teeth Nozzle (+5 Damage, -8 Accuracy, +5 Stability, -12 Threat)
  • LED Combo
  • Any sight of choice
  • Tactical Foregrip
This is probably the only way you can actually use frags offensively. While high accuracy seems a bit odd, you must remember that there is only one pellet when using explosive ammo and thus accuracy becomes important again. Ammo will be a bit tight, but if you stay in the thick of things and frequently make use of your secondary you should be able to keep your supply of ammo decent.

Steakout 12G
Full damage up to 8 meters, 0% damage at 28 meters.
ADS: 2.8, Hip: 3.5
Vertical Recoil: 1.9 to 2.0, Horizontal Recoil: -0.2 to 0.2, Vertical Recoil (ADS): 1.5 to 1.7


Enforcer Loud[pd2skills.com]
45 (63) Damage, 10 Accuracy, 25 Stability, 34 Threat, 20 Magazine
  • Nothing / Flechette (+4 Accuracy, -10 Damage)
  • Long Barrel
  • Shark Teeth Nozzle
  • Auto Fire
  • LED Combo / Military Laser Module
  • Drum Mag
  • Any sight of choice
The Steakout 12G is everything the IZHMA wished it could have been. Higher damage, better Stability, and a built in 20 round Drum Magazine that doesn't require investing 12 skillpoints in the dubiously useful Mag Plus. Shotgun Impact Aced and Overkill Basic are both mandatory to make the greatest use of this, without them you cannot one shot Tan's. Flechette is an option over standard Ammunition for greater range in exchange for the loss of Walk-In Closet or Fully Loaded Ace, but if you are precise with your shots and good at staying Ammo neutral it can be a solid option.
Sniper Rifles
Sniper rifles are a bit of a mixed bag. On the one hand, there is no better way to eliminate special units, but on the other the slow RoF can leave you vulnerable to swarms of mooks. Their slow rate of fire also happens to render stability a useless stat on them, similar to the Loco, because by the time you are ready to fire again your gun has settled long ago. For this reason stability will not be mentioned on any of the rifles. While Snipers do technically have a 10% chance of causing panic in cops every time they apply suppression, their low rate of fire renders this chance effectively superfluous... I would not ever factor it into your decision making when selecting a perk tree.

Thanatos
ADS: 0, ADS Moving: 0.2, Hip: 20.0

Maximum OVERKILL[pd2skills.com]
2880 (3024) Damage, 28 Accuracy, 185 Threat
  • Tank Buster Barrel
  • Angled Sight / Military Laser Module
  • Pro Grip / Rubber Grip / Ergo Grip / Straight Grip
  • Theia Magnified Scope / Any sight of choice
This gun is ridiculous. A complete hyperbole to the most extreme degree. I really wouldn't use this outside of short intense missions, as the Lebensauger does everything this does but far more ammo efficiently. It does lay the claim of two shotting bulldozers, so I guess if those are giving you far more trouble than they should you could see the worth in this.

Lebensauger .308
ADS: 0, ADS Moving: 0.2, Hip: 20.0

Maximum Loud[pd2skills.com]
175 (183.75) Damage, 18 Accuracy, 36 Threat
  • Langer Barrel
  • Angled Sight / Military Laser Module
  • Any grip of choice
  • Theia Magnified Scope / Any sight of choice
The Lebensauger has it all. Sporting more than twice the ammo efficiency and fire rate of the R93 while still retaining the ability to one shot shields with Cleaner Basic, there is basically no reason to use any other sniper unless you need the heavy duty Dozer removal capability of the Thanatos.
Light Machine Guns
The only real notable thing that sets LMGs apart from ARs, other than their different standard stats, is their ability to make use of Disturbing the Peace. That said, what a notable thing it is. Disturbing the peace gives your LMG a 10% chance to cause your target to panic every time you apply suppression to them, disabling them for 2-3 seconds. Due to the fact that suppression is applied whenever you either strike a target or fire a shot within 5-50 degrees of them, favoring the latter when you are up close, you essentially have an 80% chance to cause panic in a specific target for every second of sustained fire in their general direction while using the KSP LMG. I would go as far to say that if you intend to use the KSP there is absolutely no other perk tree you should be using, an area stun effect that is applied 80% of the time every second is essentially a weaker cone projected version of ECM Feedback loop.

KSP Light Machine Gun
ADS: 1.8, ADS Moving: 2.5, Hip Standing: 4.3, Hip Crouch: 4.0, Hip Moving: 4.5, Hip Crouch-Moving: 4.0
Vertical Recoil: -0.2 to 0.8, Horizontal Recoil: -1 to 1.4


Maximum Loud[pd2skills.com]
40 (42) Damage, 10 Accuracy, 17.5 Stability, 43 Threat
  • Fire Breather Nozzle
  • Railed Foregrip
  • LED Combo
  • War-Torn Stock
This works best on maps like Rats Day 1 and Bank Heist where you do not have to engage enemies at long range frequently. That said, used in Close Quarters it is a true monster. It is highly recommended that you use the Muscle perk tree in tandem with this as Disturbing the Peace procs quite often when using this gun.

Buzzsaw 42 Light Machine Gun
ADS: 1.8, ADS Moving: 2.5, Hip Standing: 4.3, Hip Crouch: 4.0, Hip Moving: 4.5, Hip Crouch-Moving: 4.0
Vertical Recoil: -0.2 to 0.8, Horizontal Recoil: -1 to 1.4


Maximum Loud[pd2skills.com]
40 (42) Damage, 2 Accuracy, 19 Stability, 43 Threat
  • Funnel of Fun Nozzle
  • LED Combo
The Buzzsaw lives up to its name, shredding absolutely anything up close while being useless beyond melee range. Unlike the KSP which can be expected to handle mid-range enemies if you use short bursts, trying to hit anything from afar with this is a joke. Limit to close range engagements only.
Special Weapons
Vulcan Minigun
ADS: 7.6, ADS Moving: 7.8, Hip Standing: 8.6, Hip Crouch: 8.0, Hip Moving: 9.0, Hip Crouch-Moving: 8.2
Vertical Recoil: -0.1 to 0.2, Horizontal Recoil: -0.3 to 0.4


Maximum Loud[pd2skills.com]
37.5 (39.375) Damage, 10 Accuracy, 0 Stability, 31 Threat
  • Aerial Assault Barrel
  • Military Laser Module / LED Combo
Essentially an even more inaccurate and faster firing Buzzsaw. Completely obliterates things within a couple meters of you, but beyond that you will pretty much miss most of your shots. Works well on maps like Rats Day 1, but not very practical otherwise. Unlike LMGs which at least pick up some ammo this picks up none at all, so you are completely reliant on ammo bags to restore your ammo. Plan accordingly. This gun works extremely well with Disturbing the Peace due to its 10% chance to proc per shot in tandem with its insane 3000 RoF, so one may wish to seriously consider the Muscle Perk Deck if you are definitely bringing this along.

Piglet
ADS: 2.8, Hip: 3.5

Grenade Launcher[pd2skills.com]
340 Damage, 8 Accuracy
  • Nothing / Incendiary Round (-306 Damage)
  • Military Laser Module / LED Combo
  • Any Sight of Choice
  • War-Torn Stock
The Piglet is a straight upgrade to the GL40, at least where Concealment is not a concern. The choice between standard High Explosive and Incendiary Rounds come down to whether you want six seconds of area denial vs standard cops and Shields, or extra firepower for instant elimination of everything short of Bulldozers. The Incendiary Rounds deal 360 additional Damage over 6 seconds as well as applying a weak Fire DOT that deals another 100 over 10 seconds after they leave, but that 360 Damage only applies to targets standing in the Fire for the entire duration. Still, both rounds are a solid option as long as you are aware of the downsides; the High Explosive is more reliable all around due to it stunning everything, allowing you to retreat if needed, while the Incendiary is better for killing standard units, though they will still be able to fight back.

Flamethrower
ADS: 2.8, Hip: 3.5

Extra Crispy[pd2skills.com]
14 (14.7) Damage, 0 Accuracy
  • Nothing / Rare (-3 Damage, +150 Total Ammo) / Well Done (+3.5 Damage, -150 Total Ammo)
The Flamethrower is not the most practical of weapons. Though it sounds great, in practice it really ends up being a Vulcan Minigun that trades half of its Damage and cannot Headshot or shoot further than 10 meters to pierce enemies and shields. Still, it is not completely without use: against extremely packed in enemies it can be situationally superior to the Minigun due to its piercing ability that allows multi-hits; this multi-hit ability is further enhanced by the fact that the Flamethrower actually acts just like a shotgun in practice, firing 6 "pellets" per shot. Its Fire DOT seems like it could be a game changer, but it cannot tick while you are actively hitting them with the Flamethrower and after you are done deals only a measly 10 Damage per second for 10 seconds. All said and done, while this can be a fun weapon on Overkill, it isn't exactly the best you can bring... and if you do opt to bring it, make sure to play to its strengths.

Plainsrider Bow
ADS: 2.8, Hip: 3.5

Fugitive's Bow and Arrow[pd2skills.com]
260 Damage, 18 Accuracy, 30 Concealment
  • Explosive Arrows / Nothing (-65 Damage, can pickup arrows)
The Plainsrider is a Fugitive weapon through and through, with high spike damage and high Concealment it excels at hit and run attacks. Explosive arrows are by far the better option as generally you will be using a Concealable pistol or Judge to deal with trash, but the standard arrow can be a usable and efficient option too, at least if you're host; off-host the latency will cause the non-hitscan arrows to miss far more than expected. Swan Song works especially well with this weapon, as arrows fired during Swan Song do not come from your ammo pool... allowing you to create ammo. This even works for explosive arrows as long as you ensure that you charge the arrow little enough for it to be a "dud" and fall to the ground.

Light Crossbow
ADS: 1, ADS Moving: 2, Hip: 2.45

Fugitive's Crossbow[pd2skills.com]
315 Damage, 18 Accuracy, 29 Concealment
  • Explosive Bolt / Nothing (-75 Damage, can pickup bolts)
This is basically a Plainsrider Bow that trades 1 Concealment for more accuracy, more damage, and not needing to aim before firing. On the flipside, you cannot create free ammo in Swan Song anymore, though the aforementioned upsides should be well worth it. As above explosive ammo is much more viable, but if you must regular bolts are not terrible either.

HRL-7 Rocket Launcher
ADS: 2.8, Hip: 3.5

Rocket Lawnchair[pd2skills.com]
10000 Damage, 18 Accuracy
  • Nothing / Any sight of Choice
OHKOs anything in the game within 5 meters of its point of impact, this is essentially a nuke. Like the Vulcan Minigun it cannot pick up ammo off the ground, making you reliant on ammo bags to restore your rockets. This weapon can be seen as pretty strong on short heists, but for longer heists the GL40 is far more practical a weapon.
Submachine Guns
SMGs receive the Disturbing the Peace perk's bonus similarly to LMGs, though they only proc it 5% of the time instead of 10% of the time. This makes it much less of a must have with SMGs, especially with their lower magazine size. In all other respects SMGs are essentially weaker assault rifles in the secondary weapon slot.

Compact-5
ADS: 1.0, ADS Moving: 2.0, Hip: 3.5
Vertical Recoil: 0.6 to 0.8, Horizontal Recoil: -1 to 1


Maximum Loud[pd2skills.com]
40 (42) Damage, 6 Accuracy, 21 Stability, 12 Threat
  • Funnel of Fun Nozzle
  • Auto Fire
  • Polizei Tactical Barrel
  • LED Combo
  • Straight Magazine
  • Any sight of choice
  • Nothing / Adjustable Stock
Inaccurate yet efficient, the Compact-5 shares a similar role with Shotguns, though it requires no skillpoints to use at maximum effectiveness. The Compact-5 is very inaccurate beyond close range and probably should not be relied upon to counter Snipers. That said, up close it is monstrous for its Ammo capacity and definitely a worthwhile option. If you want a more accurate SMG of similar lethality the Patchett should definitely be the first option you consider.

Patchett L2A1
ADS: 1.0, ADS Moving: 2.0, Hip: 2.8
Vertical Recoil: 0.6 to 0.8, Horizontal Recoil: -1 to 1


Maximum Loud[pd2skills.com]
42.5 (44.6) Damage, 18 Accuracy, 23 Stability, 13 Threat, 30 Magazine
  • Long Barrel
  • Competitor's Compensator
  • Military Laser Module
  • Extended Mag
  • Any sight of choice
  • Solid Stock
Indisputably one the best SMG in the game alongside the Compact-5. This is partly due to having 40 damage and 18 accuracy and partly due to the fact that despite being an 80 ammo weapon it receives as much ammo from pickups as a 100 ammo weapon due to a manual override by the game developers. If you intend to use your SMG for close range work only you may wish to consider the Compact-5 instead.
Pistols
Chimano Custom (Mastermind Only)
ADS: 1.0, ADS Moving: 2.0, Hip: 2.625
Vertical Recoil: 1.2 to 1.8, Horizontal Recoil: -0.5 to 0.5


Maximum Loud[pd2skills.com]
25 (42) Damage, 18 Accuracy, 24 Stability, 11 Threat, 28 Magazine
  • IPSC Compensator
  • Combined Module
  • Laser Grip
  • Extended Mag
  • Pistol Red Dot Sight
  • Long Slide
The Chimano Custom is bigger and badder than ever with the change to Gunslinger. The flat 15 damage boost means that it can swap out its damage boosting Barrel Ext for one that provides pure accuracy. It is now pretty much indisputably the King of Pistols, at least in Overkill.

Bronco .44 Revolver (Mastermind Only)
ADS: 1.0, ADS Moving: 2.0, Hip: 2.625
Vertical Recoil: 1.2 to 1.8, Horizontal Recoil: -0.5 to 0.5


Pocket Sniper[pd2skills.com]
75 (94.5) Damage, 18 Accuracy, 19 Stability, 24 Threat
  • Bronco Scope Mount
  • Ergo Wooden Grip
  • Any sight of choice
  • Overcompensating Barrel
  • Slimline Body
This is essentially a baby M308 that OHKOs tan cops. This build is very accurate and can be used to snipe. A more close range option with similar firepower would be the Deagle.

STRYK 18c (Mastermind only)
ADS: 1.0, ADS Moving: 2.0, Hip: 2.625
Vertical Recoil: 1.2 to 1.8, Horizontal Recoil: -0.5 to 0.5


Buzzsaw[pd2skills.com]
25 (42) Damage, 8 Accuracy, 24 Stability, 8 Threat, 32 Magazine
  • Flash Hider
  • Combined Module
  • Ergo Grip
  • Extended Mag
  • Pistol Red Dot Sight
  • Stock
The Stryk gets to join the club of pistols that can hit 40 damage due to Gunslinger's change. What it loses in accuracy it gains in the ability to use auto fire, making it particularly ferocious in close range engagements. The Chimano Custom will likely serve you better outside of CQC, however.

Deagle
ADS: 1.0, ADS Moving: 2.0, Hip: 3.5
Vertical Recoil: 1.2 to 1.8, Horizontal Recoil: -0.5 to 0.5


Big Mag "Bronco"[pd2skills.com]
80 (84 - 99.75) Damage, 16 Accuracy, 17.5 Stability, 16 Magazine
  • Flash Hider
  • Deagle Scope Mount (Optional, only for "Sight of Choice")
  • Combined Module
  • Ergo Grip
  • Extended Mag
  • Marksman Sight / Pistol Red Dot (-2 Stability) / Sight of Choice (-2 Accuracy)
  • Long Barrel
This is a somewhat less accurate alternative to the Bronco. The upside is of course the extremely large magazine size and rate of fire, the downside is the imperfect accuracy which makes sniping harder. In other words, this is a "CQC Bronco".

Signature .40 (Mastermind Only)
ADS: 1.0, ADS Moving: 2.0, Hip: 1.05
Vertical Recoil: 1.2 to 1.8, Horizontal Recoil: -0.5 to 0.5


Maximum Loud[pd2skills.com]
27.5 (44.625) Damage, 18 Accuracy, 22 Stability, 11 Threat, 20 Magazine
  • Velocity .40
  • Combined Module
  • Ergo Grip
  • Extended Mag
  • Pistol Red Dot
  • Two Tone Slide
This gun has had a bit of a fall from grace due to the Chimano Custom's newfound ability to hit 40 damage at 18 accuracy. That said, it still has a niche as a laser accurate hip-fire pistol. Its accuracy cannot be matched when fired from the hip.

LEO (Mastermind Only)
ADS: 1.0, ADS Moving: 2.0, Hip: 1.05
Vertical Recoil: 1.2 to 1.8, Horizontal Recoil: -0.5 to 0.5


Maximum Loud[pd2skills.com]
25 (42) Damage, 16 Accuracy, 22 Stability, 9 Threat, 27 Magazine
  • Flash Hider
  • Combined Module
  • Extended Mag
  • Pistol Red Dot
  • Long Slide
The LEO does not disappoint as a newcomer to the pistol category. It is an interesting mix of the Signature .40 and the Chimano Custom; while it does lack the 18 accuracy both achieve, its fantastic 1.05 hip-fire spread multiplier that it shares with the Signature .40 makes the loss of accuracy easily manageable... with it still actually being more accurate fired from the hip than the Chimano Custom. This, combined with the fact that its ammo efficiency is much more in-line with the CC, means that it is a solid contender for "best pistol" in Overkill.
Secondary Shotguns
Please refer to the Primary Shotguns section for information on how shotgun mechanics work.

The Judge
Full damage up to 8 meters, 0% damage at 20 meters.
ADS: 2.8, Hip: 3.5
Vertical Recoil: 2.9 to 3.0, Horizontal Recoil: -0.5 to 0.5


Maximum Loud[pd2skills.com] (For non-Enforcers)
100 (105) Damage, 12 Accuracy, 12.5 Stability, 43 Threat
  • King's Crown Compensator / Shark Teeth Nozzle (+5 Damage, -10 Accuracy, +7 Stability, -9 Threat)
  • LED Combo
  • Any sight of choice
This is the only secondary to reach 100 damage unassisted, giving it a powerful niche for low level players or merely those without good secondary damage increasing skills. Shark Teeth Nozzle vs King's Crown Compensator is just a matter of how tight you want your spread to be, the former will give a nice wide spread but may miss at mid-range while the latter will be much more reliable out to mid-range, but miss out on multi-kill opportunities.

Flechette Loud[pd2skills.com]
90 (94.5) Damage, 6 Accuracy, 17.5 Stability, 34 Threat
  • Flechette (New falloff model: 16-36.4)
  • Shark Teeth Nozzle / King's Crown Compensator (-5 Damage, +10 Accuracy, -7 Stability, +9 Threat)
  • LED Combo
  • Any sight of choice
This is a shotgun that will really reach out and touch Tan cops, even more than the Loco's Flechette build if you're an Enforcer, at the expense of total ammo. That said, the real benefit is that a non-Enforcer can use this. If you prefer more reliability with scoring headshots instead of multi-killing ability the King's Crown Compensator can substitute the Shark Teeth Nozzle to raise your accuracy to 16.

Locomotive 12G
Full damage up to 8 meters, 0% damage at 20 meters.
ADS: 2.8, Hip: 3.5
Vertical Recoil: 1.9 to 2.0, Horizontal Recoil: -0.2 to 0.2


Enforcer Loud[pd2skills.com]
75 (105) Damage, 6 Accuracy, 23 Stability, 34 Threat, 10 Magazine
  • Shark Teeth Nozzle
  • LED Combo
  • Pro Grip / Rubber Grip
  • Extended Mag
  • Any sight of choice
  • Police Shorty Stock / War-Torn Stock (+4 Accuracy, -5 Stability)
  • Shell Rack
The king of shotguns. If you are an Enforcer with the shotgun damage boost this is a top tier weapon. This one shots tans (potentially multiple in one shot!) and synergizes with a crap load of skills. Becomes very ammo efficient because you generally restore the ammo you lose by finding it immediately after firing it. Nearly a must-have if you are an Enforcer.

Enforcer Flechette[pd2skills.com]
60 (84) Damage, 14 Accuracy, 19 Stability, 34 Threat, 10 Magazine
  • Flechette (New falloff model: 16-29.8)
  • Shark Teeth Nozzle
  • LED Combo
  • Pro Grip / Rubber Grip
  • Extended Mag
  • Any sight of choice
  • War-Torn Stock
  • Shell Rack
Enforcers without Fully Loaded Ace will find this to be mostly an upgrade over the standard Loco 12G, as this will OHKO Tans from a significantly further distance than the standard Loco, around 17 meters. If you prefer having a wider spread over more accurate head shots at mid-range you can easily replace the War-Torn Stock with the Police Shorty Stock, but then you may as well be running the standard Maximum Loud build.

Street Sweeper
Full damage up to 7 meters, 0% damage at 25 meters.
ADS: 2.8, Hip: 3.5
Vertical Recoil: 1.9 to 2.0, Horizontal Recoil: -0.2 to 0.2, Vertical Recoil (ADS): 1.5 to 1.7


Frag Cannon[pd2skills.com]
45 (47.25-63) Damage, 14 Accuracy, 19 Stability, 43 Threat, 24 Ammo
  • HE Round (New falloff model: 59-59)
  • Long Barrel
  • King's Crown Compensator
  • LED Combo
  • Any sight of choice
This is a support build, useful not for killing but for its stunning capability. A single frag round will briefly stop even a Bulldozer in its tracks, making it an excellent weapon for supporting your team and allowing them to slaughter those you are stunning. Make sure to pace your shots, you do not need to spam fire as quick as possible to ensure units remain stunned. Again, as stated above, do not use this with the intent of getting kills... its use purely lies in its ability to prevent enemies from moving or retaliating.
Projectiles and Dots
The standard Grenade is extremely straightforward in Payday 2. It deals 300 damage which falls off over a 10 meter radius, stunning every unit it hits for a short duration. This seems nice until you realize that there is a hard limit on the number you can bring and the stunning effect can be replicated with any Grenade Launcher or HE Shotgun. In all honesty, the standard Grenade is simply too limited to be of use, but it is notable in that it has the widest blast radius of any explosive in the game currently.

The Molotov is much stronger than the Grenade damage-wise. It deals 30 damage every 1/2 second, or 60 DPS, to every unit within its 2.25 meter radius. Since it lasts 20 seconds, this means it will deal up to 1200 damage over the course of its life time, far exceeding the Grenades capacity. Dozers are also rooted, though not stunned, over the course of the Molotov's burn time. This means that they will not move once they enter it, but they WILL continue to attack and rotate in place. The Molotov is especially powerful against shields and large clusters of standard Cops.

Interestingly, Incendiary rounds on the Grenade Launcher (but not Shotguns) are the same weapon as the Molotov, just with a 6 instead of 20 second duration. This makes them better for dealing actual damage, but like the Molotov it cannot stun units like standard High Explosive rounds can.

Fire DOTs are different than the damage you take from standing in the Molotov. When struck by Shotgun Incendiary, the Flamethrower, or after leaving the Molotov's Area of Effect, the enemy will be damaged for 10 damage per second for 10 seconds. Its important to note that the Fire DOT does not begin to tick until a second AFTER application. That means if the DOT is repeatedly applied rapidly, like the Molotov or Flamethrower, it will not begin to deal damage until they leave its effect.

Dynamite is functionally identical to the regular Grenade, but is unable to be shot by cops in midair, making it effectively a straight upgrade.

Shurikens are rather interesting, being very different than the rest of the Grenades in that they are renewable if they land in a place the player can reach. They deal 100 damage on impact unless they hit a Tan's Chestplate and stun anything but Dozers and Shields for a couple of seconds. They also inflict a very nasty poison DOT, the details of which are in the next paragraph. Objectively the Shuriken is superior to the Crossbow Pistol using Poison bolts if you do not have much need for grenades and are able to retreive your Shurikens.

Poison DOTs on everything but the Kunai last for 9.5 seconds, dealing 20 Damage every half second for a grand total of 380 Damage. The Shuriken has a 100% chance to cause the enemy to vomit on contact so long as it is not a Bulldozer or Shield, the Bow and Crossbow have a 50% chance while the Kunai has a 70% chance. The Kunai's DOT only ticks once, making it effectively deal an extra 20 Damage after your initial hit.
Concealable Weapon Configurations
This section encompasses all weapon builds where Concealment is an important stat for Loud gameplay. In other words, it can be informally thought of as the Fugitive section.

CAR-4
ADS: 1.0, ADS Moving: 2.0, Hip: 3.5
Vertical Recoil: 0.6 to 0.8, Horizontal Recoil: -1 to 1


Maximum Concealment Loud[pd2skills.com]
40 (42) Damage, 2 Accuracy, 23 Stability, 20 Threat, 22 Magazine, 30 Concealment
  • Short Barrel
  • Stubby Compensator
  • Auto Fire
  • E.M.O. Foregrip
  • Compact Laser Module
  • Straight Grip
  • THRUST Lower Receiver
  • Vintage Mag
  • Folding Stock
  • THRUST Upper Receiver
This build is for those who demand as much Concealment as can possibly be had at 40 Damage and damn the consequences. While it certainly matches the definition with somewhat reasonable Stability to boot, its Accuracy is absolutely terrible making this a close quarters combat only weapon. Even up close it is highly recommended you aim before shooting or you can expect to miss several of your shots. Still, for players desiring a high power maximum Concealment primary this can't be beat.

Semi-concealable Loud[pd2skills.com]
40 (42) Damage, 18 Accuracy, 25 Stability, 14 Threat, 34 Magazine, 23 Concealment
  • Long Barrel
  • Tactical Compensator
  • Auto Fire
  • E.M.O. Foregrip
  • Compact Laser Module
  • Straight Grip
  • THRUST Lower Receiver
  • Expert Mag / L5 Magazine
  • Nothing / High Concealment Sight (-1 Concealment, +1 Stability)
  • Folding Stock
  • LW Upper Receiver
A significantly more accurate version of the Concealable Loud CAR-4, though it sacrifices some concealment to get there. Unlike either of the above two builds this will be laser accurate out to long range.

Clarion
ADS: 1.0, ADS Moving: 2.0, Hip Standing: 1.75, Hip Crouching: 2.1, Hip Moving: 2.1, Hip Crouch-Moving: 2.45
Vertical Recoil: 0.6 to 0.8, Horizontal Recoil: -1 to 1


Semi-concealable Loud[pd2skills.com]
40 (42) Damage, 16 Accuracy, 20 Stability, 20 Threat, 23 Concealment
  • Short Barrel
  • Competitor's Compensator
  • Auto Fire
  • Compact Laser Module
  • G2 Grip
With the nerf to the CAR-4's Vintage Mag bringing it down a peg in concealment, the Clarion becomes a real alternative to a semi-concealable AR build. What it lacks in flawless accuracy it makes up for in a fantastic hip-fire spread and high RoF. Just be careful with that high RoF near Tazers.

Valkyria (Fugitive Only)
ADS: 1.0, ADS Moving: 2.0, Hip: 3.5
Vertical Recoil: 0.6 to 0.8, Horizontal Recoil: -1 to 1


Concealable Suppressed[pd2skills.com]
40 (42) Damage, 12 Accuracy, 19 Stability, 28 Concealment
  • Prototype Barrel / Nothing (+2 Accuracy, -2 Concealment)
  • Auto Fire
  • Compact Laser Module
A high Concealment Assault Rifle that works just as well in Stealth as it does in Loud gameplay, the only one able to work as such. While this weapon isn't very accurate, it is certainly more accurate than the CAR-4 maximum Concealment build, so you should at least be able to hip-fire close up targets.

Raven
Full damage up to 7 meters, 0% damage at 22 meters.
ADS: 2.8, Hip: 3.5
Vertical Recoil: 1.9 to 2.0, Horizontal Recoil: -0.2 to 0.2, Vertical Recoil (ADS): 1.5 to 1.7


Concealable Loud[pd2skills.com]
65 (68.25-91) Damage, 6 Accuracy, 6 Stability, 28 Threat, 10 Magazine, 28 Concealment
  • Nothing (Enforcer only) / HE Round (+15 Damage, -6 Accuracy, -21 Ammo)
  • Short Barrel
  • Compact Laser Module
  • Flip-up Sight
The only practical Shotgun for actual killing instead of just utility that is also concealable. Buckshot is an option for non-Enforcers as it will allow them to OHKO Tans up close, but there are better weapons than this for killing things and being concealable. HE Rounds are an option primarily for FugiMinds, as it allows them to remain at maximum concealment in tandem with the Gruber or Signature .40.

Lebensauger .308
ADS: 0, ADS Moving: 0.2, Hip: 20.0

Sneaky Sniper[pd2skills.com]
175 (183.75) Damage, 16 Accuracy, 36 Threat, 18 Concealment
  • Angled Sight / Compact Laser Module
  • Subtiler Grip
The only truly viable sniper for Low Blow and Sneaky Bastard builds, even usable with their basic versions if you don't mind losing a couple points and being restricted to 29/30 Concealment secondaries.

GL40
ADS: 2.8, Hip: 3.5

Pocket Launcher[pd2skills.com]
340 Damage, 10 Accuracy, 26 Concealment
  • Nothing / Incendiary Round (-306 Damage)
  • Pirate Barrel
  • Sawed-off Stock
This is essentially a single shot high Concealment version of the Piglet. It does reload its single shot somewhat faster than the Piglet can reload its first shot, but all said and done the six round magazine grants far more advantages than the GL40 can counteract, except where Concealment is a concern. Still, to people needing both Concealment and a Grenade Launcher this is really your only option.
Concealable Weapon Configurations cont.
Bronco .44 Revolver (Mastermind Only)
ADS: 1.0, ADS Moving: 2.0, Hip: 2.625
Vertical Recoil: 1.2 to 1.8, Horizontal Recoil: -0.5 to 0.5


Concealable Cannon[pd2skills.com]
75 (94.5) Damage, 8 Accuracy, 6 Stability, 24 Threat, 30 Concealment
  • Ergo Wooden Grip
  • Pocket Surprise Barrel
  • Slimline Body
A powerful hand cannon that can one shot Tan Cops with ease in the hands of a Mastermind.

STRYK 18c (Mastermind only)
ADS: 1.0, ADS Moving: 2.0, Hip: 2.625
Vertical Recoil: 1.2 to 1.8, Horizontal Recoil: -0.5 to 0.5


Concealable Buzzsaw[pd2skills.com]
25 (42) Damage, 6 Accuracy, 21 Stability, 8 Threat, 29 Concealment
  • Flash Hider
  • Micro Laser
  • Ergo Grip
  • Nothing / Pistol Red Dot Sight (+2 Accuracy, -1 Concealment)
The pocket Bullet Hose we all know and love works quite well as a concealable option as well. Do be wary of it having even worse stability than its low Concealment build, firing for any more than a split second will have you looking at the ceiling in no time. Its accuracy is rather terrible so only use this weapon in close quarters maps, do not ever bring it to long range maps... that lies firmly in the territory of the Gruber and Sig .40.

Gruber Kurz (Mastermind Only)
ADS: 1.0, ADS Moving: 2.0, Hip: 1.75
Vertical Recoil: 1.2 to 1.8, Horizontal Recoil: -0.5 to 0.5


Concealable Loud[pd2skills.com]
25 (42) Damage, 18 Accuracy, 22 Stability, 4 Threat, 28 Concealment
  • Flash Hider
  • Laser Grip
  • Long Slide
The Gruber Kurz is best in the hands of a Mastermind going stealth who needs a plan B weapon or a Fugitive making using of Low Blow and Sneaky Bastard. At 28 concealment, a Fugitive with Hidden Blade Basic can even bring a max concealment Nagant and still have a detection level of 23, allowing full use of Ace Low Blow and Ace Sneaky Bastard.

Signature .40 (Mastermind Only)
ADS: 1.0, ADS Moving: 2.0, Hip: 1.05
Vertical Recoil: 1.2 to 1.8, Horizontal Recoil: -0.5 to 0.5


Concealable Loud[pd2skills.com]
27.5 (44.625) Damage, 18 Accuracy, 17.5 Stability, 11 Threat, 20 Magazine, 28 Concealment
  • IPSC Compensator
  • Micro Laser
  • Extended Mag
  • Two Tone Slide
The Sig .40 we all know and love in a more concealable package. In all honesty this sacrifices nothing important over the normal Sig .40's loud build due to Stability's non-usefulness with most pistols, meaning there is little reason to carry both if you don't want to or wish to save money or inventory space.

Compact-5
ADS: 1.0, ADS Moving: 2.0, Hip: 3.5
Vertical Recoil: 0.6 to 0.8, Horizontal Recoil: -1 to 1


Concealable Loud[pd2skills.com]
40 (42) Damage, 6 Accuracy, 0 Stability, 12 Threat, 28 Concealment
  • Funnel of Fun Nozzle
  • Auto Fire
  • Sehr Kurze Barrel
  • Compact Laser Module
  • Straight Magazine
  • Bare Essentials Stock
Though a bit of a comedy build with its terrible Accuracy and Stability, it cannot be said to have no niche as it is the most efficient Concealable secondary available (provided you hit). The Compact-5 plays a similar role to the Judge, with extreme focus on close range combat. Its high recoil can be problematic if you are not good at compensating for it, so you may wish to try this out in the Safe House before taking it into actual heists.

The Judge
Full damage up to 8 meters, 0% damage at 20 meters.
ADS: 2.8, Hip: 3.5
Vertical Recoil: 2.9 to 3.0, Horizontal Recoil: -0.5 to 0.5


Concealable Loud[pd2skills.com]
95 (99.75-133) Damage, 6 Accuracy, 3 Stability, 28 Threat, 29 Concealment
  • Nothing / HE Round (-10 Total Ammo, +15 Damage, -6 Accuracy)
  • Compact Laser Module
For non-Masterminds this is arguably the strongest concealable secondary weapon available. With no ammo it is a fairly efficient and lethal Tan Cop slayer, but loaded with frag rounds it becomes an extremely useful Shield killer and Dozer stunner.
Stealth Weapon Configurations
This section gives a list of high Concealment Suppressed weaponry best suited for stealth only missions. Most are not at all suitable for loud gameplay and should only be taken on heists like Shadow Raid.

CAR-4
ADS: 1.0, ADS Moving: 2.0, Hip: 3.5
Vertical Recoil: 0.6 to 0.8, Horizontal Recoil: -1 to 1


Maximum Concealment[pd2skills.com]
15 (15.75) Damage, 18 Accuracy, 15 Stability, 22 Magazine, 30 Concealment
  • Short Barrel
  • Low Profile Suppressor
  • Single Fire
  • Competition Foregrip
  • Compact Laser Module
  • Straight Grip
  • Vintage Mag
  • Folding Stock
  • LW Upper Receiver
Only bring this for pure stealth attempts where you won't bother with loud. Combos well with the "Guard Catapult" Judge build in case you want a gun that DOESN'T send the guard flying. The flawless Accuracy lets you easily dispatch guards from afar, though being locked to single fire and the low Damage makes it pretty horrifically bad in actual combat. Aim for the head if you have to use this against alerted guards.

Raven
Full damage up to 7 meters, 0% damage at 22 meters.
ADS: 2.8, Hip: 3.5
Vertical Recoil: 1.9 to 2.0, Horizontal Recoil: -0.2 to 0.2, Vertical Recoil (ADS): 1.5 to 1.7


Guard Catapult[pd2skills.com]
60 (63-84) Damage, 6 Accuracy, 8 Stability, 10 Magazine, 26 Concealment, 29 Ammo
  • 000 Buckshot
  • Short Barrel
  • The Silent Killer Suppressor
  • Compact Laser Module
  • Flip-up Sight
The Judge is pretty much superior to this, but pistoleers may find use for this in stealth as it keeps their pistol slot free. Like the Judge it can be used for launching guards, and if you are an Enforcer it is even reasonably useful Loud, still retaining the ability to OHKO Tans up close.

Deagle
ADS: 1.0, ADS Moving: 2.0, Hip: 3.5
Vertical Recoil: 1.2 to 1.8, Horizontal Recoil: -0.5 to 0.5


Guard Slayer[pd2skills.com]
45 (47.25-63) Damage, 12 Accuracy, 15 Stability, 29 Concealment
  • Size Doesn't Matter Suppressor
  • Micro Laser / Tactical Pistol Light (-1 Concealment)
  • Bling Grip
  • Marksman Sight
This is notable in that it is the most concealable suppressed weapon that will OHKO guards even after they have detected you, with a bodyshot, as guards have 30 health. If you are a Mastermind it is a very solid choice even on stealth missions that you expect have a chance of going loud on. The Tactical Pistol Light can be used for a bit of extra utility on stealth missions with dark areas, just note that you do lose 1 concealment.

Cobra
ADS: 1.0, ADS Moving: 2.0, Hip: 2.8
Vertical Recoil: 0.6 to 0.8, Horizontal Recoil: -1 to 1


Maximum Concealment[pd2skills.com]
20 (21) Damage, 10 Accuracy, 22 Stability, 8 Threat, 30 Concealment
  • Stubby Compensator / Low Profile Suppressor (-8 Damage, -2 Stability, -8 Threat)
  • Micro Laser
  • Ergo Grip
  • No Stock
An extremely concealable high RoF SMG, excellent for stealthing or Control Freak. Not too great in actual combat, you should probably stick to stealth with this.

The Judge
Full damage up to 8 meters, 0% damage at 20 meters.
ADS: 2.8, Hip: 3.5
Vertical Recoil: 2.9 to 3.0, Horizontal Recoil: -0.5 to 0.5


Guard Catapult[pd2skills.com]
90 (94.5-126) Damage, 6 Accuracy, 6 Stability, 27 Concealment, 14 Ammo
  • 000 Buckshot (General use and anti-Murkywater) / Nothing (Enforcer Only, -15 Damage, +6 Ammo)
  • The Silent Killer Suppressor
  • Compact Laser Module
This is easily the best overall concealable Shotgun due to its high concealment, damage, and rate of fire giving it incredible burst damage for emergencies in stealth. A strong niche it holds is that it is probably the best gun in the game for dealing with Death Wish Murkywaters on Shadow Raid, 90 Damage + a very high RoF means that you can put them down in under a second with precise head shots. Enforcers will find this to be particularly useful for accidental Plan B missions, as it is almost as powerful as the Loco is, though considerably less ammo efficient.
DLC-less Weapon Configurations
Pre-existing builds that can be roughly imitated with minimal loss of functionality will merely be pointed to for the sake of saving time, otherwise they will be listed here.

CAR-4
ADS: 1.0, ADS Moving: 2.0, Hip: 3.5
Vertical Recoil: 0.6 to 0.8, Horizontal Recoil: -1 to 1


Concealable Loud[pd2skills.com]
32.5 (34.125) Damage, 10 Accuracy, 20 Stability, 28 Threat, 22 Magazine, 25 Concealment
  • Short Barrel
  • Fire Breather Nozzle
  • Aftermarket Special Handguard
  • Ergo Grip / Pro Grip (+2 Accuracy, -1 Concealment)
  • Vintage Mag
  • Folding Stock
  • Exotique Receiver
Pretty weak, but probably your best option for a backup loud weapon. Manages to 3HKO Tans and OHKO Greens, making it rather ammo efficient.

Concealable Suppressed[pd2skills.com]
20 (21) Damage, 10 Accuracy, 20 Stability, 22 Magazine, 26 Concealment
  • Stealth Barrel
  • Aftermarket Special Handguard
  • Ergo Grip / Pro Grip (+2 Accuracy, -1 Concealment)
  • Vintage Mag
  • Folding Stock
  • Exotique Receiver
The best suppressed primary, if you have need for one. Combos well with the Judge "Guard Catapult".

UAR
ADS: 1.0, ADS Moving: 3.0, Hip: 8.75, Hip Moving: 12.25
Vertical Recoil: 0.6 to 0.8, Horizontal Recoil: -1 to 1


Maximum Loud[pd2skills.com]
45 (47.25) Damage, 18 Accuracy, 24 Stability, 28 Threat
  • Long Barrel
  • Fire Breather Nozzle
  • A3 Tactical Foregrip
  • LED Combo
  • Raptor Polymer Body
  • Any sight of choice
Easily the best all around option on any level of gameplay for players opting not to purchase any DLC. One important thing to note is that this weapon is very inaccurate when firing from the hip, so if you bring this weapon along be sure to aim before firing at any range beyond point blank.

M308
ADS: 1.0, ADS Moving: 3.0, Hip: 7.0, Hip Moving: 8.75
Vertical Recoil: 0.6 to 0.8, Horizontal Recoil: -1 to 1


Sniper[pd2skills.com]
110 (115.5) Damage, 18 Accuracy, 20 Stability, 43 Threat
  • Fire Breather Nozzle / Stubby Compensator (-10 Damage, +1 Stability, -9 Threat)
  • Scope Mount / Nothing
  • LED Combo
  • Any sight of choice
  • Jaeger Body
This is the sniper rifle for those without DLCs. It can OHKO any standard cop with a head shot, including those beefy tans. If you wish for a bit of extra Stability you can swap a Stubby Compensator in without any actual loss of effectiveness aside from Threat; the Damage loss is trivial. For maximum accuracy try not to be moving when you take your shot, and definitely don't fire from the hip.

Akimbo Weapons

See Death Wish Primaries Cont, intended for Death Wish use as they are not as good in Overkill. Replace Flash Hider with Facepunch Compensator if required, just note minor loss of Stability and Concealment.

Chimano Custom

See Pistols section.

Bronco .44

See Pistols section.

STRYK 18c

See Pistols section.

Deagle

See Pistols section.

Compact-5
ADS: 1.0, ADS Moving: 2.0, Hip: 3.5
Vertical Recoil: 0.6 to 0.8, Horizontal Recoil: -1 to 1


Concealable Loud[pd2skills.com]
32.5 (34) Damage, 14 Accuracy, 0 Stability, 6 Threat, 29 Concealment
  • Ported Compensator
  • Sehr Kurze Barrel
  • Straight Magazine
  • Bare Essentials Stock
Easily one of the strongest DLC-less Concealable secondaries. It is also as Unstable as can be, meaning that if you wish to use it you better learn to control Recoil fairly well. That said, if you tame the Recoil you get access to a fairly accurate and damaging secondary that is also surprisingly ammo efficient.

Kobus 90
ADS: 1.0, ADS Moving: 2.0, Hip: 4.725
Vertical Recoil: 0.6 to 0.8, Horizontal Recoil: -1 to 1


Maximum Loud[pd2skills.com]
32.5 (34.125) Damage, 18 Accuracy, 21 Stability, 24 Threat
  • Civilian Market Barrel
  • Fire Breather Nozzle
  • LED Combo
  • Any sight of choice
This is essentially the considerably more accurate and stable counterpart to the Compact-5 for players not needing Concealment. While less ammo efficient, the disparity in accuracy and stability is so wide that the additional shots actually hitting target should be enough to offset that loss, at least outside of close quarters.

Locomotive 12G

See Secondary Shotguns section. Ignore builds using custom ammo.

Judge

See Secondary Shotguns section. Ignore builds using custom ammo.
Death Wish Primaries
A quick word on Death Wish. On Death Wish cops have far more health and headshot bonuses are reduced. You also cannot afford to bring many weapons that would normally work alright on Overkill and below, as such selection is reduced. The new important damage numbers for Tan Cops are 30.11, 36.13, 44.98, 60.21, 90.32, and 180.99 to six, five, four, three, two, and one shot headshot them, respectively. Elites (Grey Cops) take 29.31, 39.24, 58.85, and 117.93 damage to four, three, two, and one shot headshot, respectively. As in Overkill it is assumed you have Helmet Popping, while Fast and Furious' 5% damage bonus is calculated in the weapon build itself. Below are a handful of weapons custom built for Death Wish only, the selection is far smaller due to how strict and punishing Death Wish is. Stealth weapons will not be covered as on Death Wish stealth is generally all or nothing; most teams cannot expect to survive going loud if built for stealth and it fails.

AK
ADS: 1.0, ADS Moving: 2.0, Hip: 3.5
Vertical Recoil: 0.6 to 0.8, Horizontal Recoil: -1 to 1


Maximum Loud[pd2skills.com]
40 (42) Damage, 18 Accuracy, 25 Stability, 28 Threat, 60 Magazine
  • Modern Barrel
  • Fire Breather Nozzle
  • Scope Mount
  • Keymod Rail
  • LED Combo
  • AK Plastic Grip
  • AK Quadstacked Mag
  • Classic Stock
This AK build is the exact same one in Overkill and it is just as usable here as it was there. While it cannot four shot Tan Cops like the CAR-4 can, that is less important in Death Wish due to Elites far outnumbering them generally. The higher rate of fire is also quite welcome in an environment loaded with high health enemies.

CAR-4
ADS: 1.0, ADS Moving: 2.0, Hip: 3.5
Vertical Recoil: 0.6 to 0.8, Horizontal Recoil: -1 to 1


Maximum Loud[pd2skills.com]
45 (47.25) Damage, 18 Accuracy, 25 Stability, 28 Threat, 60 Magazine
  • Long Barrel
  • Fire Breather Nozzle
  • Auto Fire
  • Competition Foregrip
  • Military Laser Module
  • Pro Grip / Rubber Grip
  • THRUST Lower Receiver
  • CAR Quadstacked Mag
  • Any sight of choice
  • War-Torn Stock
  • LW Upper Receiver
With the AK/CAR mod pack the CAR-4 has attained an even higher damage breakpoint, sacrificing almost nothing. When using this build you can expect to four shot Tan Cops and three shot Gray Cops, making it very strong and accurate. This works just like the build previously here but better.

Semi-concealable Loud[pd2skills.com]
37.5 (39.375) Damage, 18 Accuracy, 24 Stability, 14 Threat, 34 Magazine, 24 Concealment
  • Long Barrel
  • Ported Compensator
  • Auto Fire
  • E.M.O. Foregrip
  • Compact Laser Module
  • Straight Grip
  • Expert Mag
  • Folding Stock
  • LW Upper Receiver
The Slightly lower damage requirements allows a much stronger and even more Concealable build to be put out for the Semi-Concealable CAR-4. It does have very low Threat, but Threat is fairly unimportant in the grand scheme of things.

AK.762
ADS: 1.0, ADS Moving: 2.0, Hip: 3.5
Vertical Recoil: 0.6 to 0.8, Horizontal Recoil: -1 to 1


Maximum Loud[pd2skills.com]
60 (63) Damage, 18 Accuracy, 22 Stability, 34 Threat, 60 Magazine
  • Modern Barrel
  • Fire Breather Nozzle
  • Auto Fire
  • Scope Mount
  • Keymod Rail
  • LED Combo
  • AK Plastic Grip
  • AK Quadstacked Magazine
  • War-Torn Stock
This is a very high power Assault Rifle. While a bit less ammo efficient than the CAR-4, AK, or Clarion it makes up for it in its extremely damaging shots which quickly takes out enemies. It only takes two shots to eliminate Elite Cops and three to take out Tans. The largest downside is that the combination of lower Stability and less Total Ammo makes spraying shots generally a very bad idea.

Maximum Loud #2[pd2skills.com]
60 (63) Damage, 18 Accuracy, 25 Stability, 34 Threat, 34 Magazine
  • Modern Barrel
  • Fire Breather Nozzle
  • Auto Fire
  • Scope Mount
  • Keymod Rail
  • Military Laser Module
  • AK Plastic Grip
  • Low Drag Magazine
  • Classic Stock
A build almost exactly the same as above, though it trades 26 Magazine capacity for maxed out Stability.

Clarion (Fugitive Only)
ADS: 1.0, ADS Moving: 2.0, Hip Standing: 1.75, Hip Crouching: 2.1, Hip Moving: 2.1, Hip Crouch-Moving: 2.45
Vertical Recoil: 0.6 to 0.8, Horizontal Recoil: -1 to 1


Semi-Concealable Loud[pd2skills.com]
37.5 (39.375) Damage, 18 Accuracy, 19 Stability, 20 Threat, 23 Concealment
  • Short Barrel
  • Competitor's Compensator
  • Compact Laser Module
  • G2 Grip
This is the CAR-4's faster firing but more slowly reloading brother. It also trades a good chunk of Stability and a point of Concealment for that extra RoF, so careful consideration should be taken on if you find all that extra fire rate worth it.

Valkyria (Fugitive Only)
ADS: 1.0, ADS Moving: 2.0, Hip: 3.5
Vertical Recoil: 0.6 to 0.8, Horizontal Recoil: -1 to 1


Concealable Suppressed[pd2skills.com]
37.5 (39.375) Damage, 14 Accuracy, 15 Stability, 28 Concealment
  • Prototype Barrel / Nothing (+2 Accuracy, -2 Concealment)
  • Compact Laser Module
The Valkyria possesses a small niche as the only practical Death Wish Assault Rifle build more concealable than the CAR-4. Its also the only notable silenced weapon usable for loud gameplay, though this hardly matters given that all the Silencer skills are pretty terrible; the Valkyria does perfectly fine without them and doesn't really improve with them. The Valkyria works great for hit and run when you need the extra Concealment to compensate for a bulkier secondary, but if you do not need the Concealment the CAR-4 or Clarion will virtually always be better options. Its interesting to note that the Valkyria is probably the only weapon in Death Wish usable for plan B loud. A Fugitive can easily bring this and a generic loud secondary if they want to make an attempt at some stealth objectives before the rest of his team is brought in, I still would not bring ECMs though.
Death Wish Primaries cont.
Steakout 12G
Full damage up to 8 meters, 0% damage at 28 meters.
ADS: 2.8, Hip: 3.5
Vertical Recoil: 1.9 to 2.0, Horizontal Recoil: -0.2 to 0.2, Vertical Recoil (ADS): 1.5 to 1.7


Enforcer Loud[pd2skills.com]
45 (63) Damage, 10 Accuracy, 25 Stability, 34 Threat, 20 Magazine
  • Long Barrel
  • Shark Teeth Nozzle
  • Auto Fire
  • LED Combo / Military Laser Module
  • Drum Mag
  • Any sight of choice
This is the only viable primary Shotgun for Death Wish, and it gets here on the merits of the ridiculous damage output of Overkill Basic in tandem with Berserker Ace. If you manage to also get Underdog Basic active while the aforementioned skills are procced you can even one shot Tan Cops. In a close quarters map, there are few better ways of shredding mooks, Tazers, and Cloakers. That said, its important to know the weaknesses of this weapon if you intend to use it. It does not do well against far away enemies for obvious reasons, and cannot easily deal with Shields and Dozers. It really only works well in a close quarters map, elsewhere you should seriously consider using an Assault Rifle or Sniper instead. If you stick to its niche the Steakout 12G will do you proud, just don't bring this thing outside of its comfort zone.

Mosconi 12G (Fugitive Only)
Full damage up to 10 meters, 0% damage at 30 meters.
ADS: 2.8, Hip: 3.5
Vertical Recoil: 2.9 to 3.0, Horizontal Recoil: -0.5 to 0.5


Concealable Frags[pd2skills.com]
158.7 (166.63) Damage, 0 Accuracy, 0 Stability, 37 Threat, 27 Concealment, 13 Ammo
  • HE Round
  • Road Warrior Barrel
  • Gangsta Special Stock
Though the Frag Mosconi has a small Magazine which preempts usage by Enforcers, its fast firing and front-loaded damage matches the Fugitive's play-style well; this allows them to get in, dump their two high damage frag rounds, and get out to reload later. While the Raven is definitely better for suppressing large groups of enemy the Mosconi works far better at quickly eliminating Shields.

Raven (Fugitive Only)
Full damage up to 7 meters, 0% damage at 22 meters.
ADS: 2.8, Hip: 3.5
Vertical Recoil: 1.9 to 2.0, Horizontal Recoil: -0.2 to 0.2, Vertical Recoil (ADS): 1.5 to 1.7


Concealable Frags[pd2skills.com]
80 (84) Damage, 0 Accuracy, 6 Stability, 28 Threat, 10 Magazine, 28 Concealment, 21 Ammo
  • HE Round
  • Short Barrel
  • Compact Laser Module
  • Flip-up Sight
While a bit weak, especially in the hands of a non-Fugitive, this weapon is acceptable as one of two high concealment utility weapons they can bring in the primary slot... the other being the GL40. Use it to kill Shields and stun Dozers, try to limit usage on other units or you will rapidly deplete your ammo supply.

Thanatos
ADS: 0, ADS Moving: 0.2, Hip: 20.0

Bulldozer Dozer[pd2skills.com]
2880 (3024) Damage, 28 Accuracy, 185 Threat
  • Tank Buster Barrel
  • Angled Sight / Military Laser Module / LED Combo
  • Pro Grip / Rubber Grip / Ergo Grip / Straight Grip
  • Theia Magnified Scope / Any sight of choice
If you are bringing this gun along you have one thing in mind: killing Bulldozers. This will kill a Bulldozer in three shots with the Cleaner Basic or Spotter Basic, making this one of the rare times that they are relevant. If you manage to get Berserker Ace active (which, lets face it, is almost certain if you are playing Death Wish) you can 2HKO dozers with ease. It should go without saying that if you manage to actually headshot a Dozer's exposed face with this they are instantly hitting to ground.

Lebensauger .308
ADS: 0, ADS Moving: 0.2, Hip: 20.0

Maximum Loud[pd2skills.com]
175 (183.75) Damage, 18 Accuracy, 36 Threat
  • Langer Barrel
  • Angled Sight / Military Laser Module
  • Any grip of choice
  • Theia Magnified Scope / Any sight of choice
Unlike in Overkill you can't expect to go around one shotting every special with this, but its decent rate of fire in tandem with the ability to one shot mooks and two shot shields with Spotter Basic do make it a well rounded Sniper that doesn't really need to rely on any other weapon to function well. This weapon relies greatly on its wielder's skill to shine, but if you can reliably score headshots it can be an utter monster.

Sneaky Sniper[pd2skills.com]
175 (183.75) Damage, 16 Accuracy, 36 Threat, 18 Concealment
  • Angled Sight / Compact Laser Module
  • Subtiler Grip
As above, but for Fugitive players. Loses a bit of Accuracy for that extra Concealment, so make sure you aren't using this version if you are not a Fugitive.

Akimbo Chimano Custom (FugiMind Only)
ADS: 0.6, ADS Moving: 0.72, Hip Standing: 1.4, Hip Crouch: 2.52, Hip Moving: 1.54, Hip Crouch-Moving: 2.66
Vertical Recoil: -0.2 to 0.8, Horizontal Recoil: -1 to 1.4


Concealable Loud[pd2skills.com]
37.5 (39.375) Damage, 6 Accuracy, 25 Stability,11 Threat, 29 Concealment
  • Flash Hider
  • Micro Laser
  • Nothing / Ergo Grip / Laser Grip (+2 Accuracy, -1 Concealment)
  • Nothing / Extended Mag. (+24 Magazine, -1 Concealment)
  • Long Slide
The Chimano Custom is a strong addition to Akimbo's repertoire, it boasts being the only one capable of hitting 39.375 Damage without having terrible ammo efficiency ala the Deagle. Like all Akimbo weapons it is very important to aim in order negate the low Accuracy of the weapon. Failing to aim will increase your spread by up to 3.5 times, making you quite inaccurate, but if you remember to aim your Spread is only half as bad as the CAR-4. This should not be a problem for Fugitive players as they will generally have the skill which negates the movement penalty for aiming.
Death Wish Primaries cont. 2
GL40
ADS: 2.8, Hip: 3.5
Vertical Recoil: 2.9 to 3.0, Horizontal Recoil: -0.5 to 0.5


Pocket Launcher[pd2skills.com]
340 Damage, 10 Accuracy, 26 Concealment
  • Nothing / Incendiary Round (-306 Damage)
  • Pirate Barrel
  • Sawed-off Stock
For Fugitive who desperately wish to use a Grenade Launcher, there is the GL40. Unlike the Piglet you cannot fire several shots back to back, but this isn't a huge deal as it complements the Fugitive's hit and run playstyle.

Vulcan Minigun
ADS: 7.6, ADS Moving: 7.8, Hip Standing: 8.6, Hip Crouch: 8.0, Hip Moving: 9.0, Hip Crouch-Moving: 8.2
Vertical Recoil: -0.1 to 0.2, Horizontal Recoil: -0.3 to 0.4


Maximum Loud[pd2skills.com]
37.5 (39.375) Damage, 10 Accuracy, 0 Stability, 31 Threat
  • Aerial Assault Barrel
  • Military Laser Module / LED Combo
Essentially an even more inaccurate and faster firing Buzzsaw, with an even more cripplingly slow reload period. This completely obliterates things within a couple meters of you, but beyond that you will pretty much miss most of your shots. Works well on maps like Rats Day 1, but not very practical otherwise. Unlike LMGs which at least pick up some ammo this picks up none at all, so you are completely reliant on ammo bags to restore your ammo. Make sure the rest of your group is packing ammo efficient weaponry if you decide to bring this monster along, or you will have serious problems later on. This gun works extremely well with Disturbing the Peace due to its 10% chance to proc per shot in tandem with its insane 3000 RoF, so one may wish to seriously consider the Muscle Perk Deck if you are definitely bringing this along.

Piglet
ADS: 2.8, Hip: 3.5

Grenade Launcher[pd2skills.com]
340 Damage, 8 Accuracy
  • Nothing / Incendiary Round (-306 Damage)
  • Military Laser Module / LED Combo
  • Any Sight of Choice
  • War-Torn Stock
The Piglet lacks the weakness that the GL40 had when transitioning to Death wish, namely leaving Tan Cops alive after you have fired your shot. This is because it can simply fire a second time without having to reload. Like in Overkill, the Piglet excels in close quarters, chokepoint heavy maps such as Big Bank. If you focus on using this weapon against groups of mooks, shields, and for Dozer stunning (with standard ammo) it should be ammo efficient enough to not require ammo bags, just make sure you have a strong secondary like the Locomotive 12G to back it up.

Plainsrider Bow
ADS: 2.8, Hip: 3.5

Fugitive's Bow and Arrow[pd2skills.com]
260 Damage, 18 Accuracy, 30 Concealment
  • Explosive Arrows
Unlike in Overkill where you can kinda cheese it with regular arrows, this is pretty much exclusively an explosive weapon on Death Wish. The Arrows should be reserved for Shields and Dozers, and any Swan Song triggers should be spent producing more ammunition for your Bow if at all possible.

Light Crossbow
ADS: 1, ADS Moving: 2, Hip: 2.45

Fugitive's Crossbow[pd2skills.com]
315 Damage, 18 Accuracy, 29 Concealment
  • Explosive Bolt
Similarly to Overkill you should use probably use this over the Bow if you can afford the 1 Concealment hit. Its fast rate of fire is enough it semi-viable on non-Fugitives as well, though if Concealment is not a concern you may as well bring the Piglet along, which is more powerful with a wider blast radius and ability to restore ammunition from pickups.
Death Wish Secondaries
Deagle (Mastermind Only)
ADS: 1.0, ADS Moving: 2.0, Hip: 3.5
Vertical Recoil: 1.2 to 1.8, Horizontal Recoil: -0.5 to 0.5


BOOM! HEADSHOT![pd2skills.com]
80 (99.75) Damage, 16 Accuracy, 17.5 Stability, 16 Magazine
  • Flash Hider
  • Combined Module
  • Ergo Grip
  • Extended Mag
  • Marksman Sight / Pistol Red Dot (-2.5 Stability)
  • Long Barrel
This pistol packs a hell of a punch, two shotting both Tans and Elites. If you manage to get Beserker Ace active as well you can even OHKO Elites. The only downside is that ammo is pretty tight, so you must really make your shots count.

STRYK 18c (Mastermind Only)
ADS: 1.0, ADS Moving: 2.0, Hip: 2.625
Vertical Recoil: 1.2 to 1.8, Horizontal Recoil: -0.5 to 0.5


Buzzsaw[pd2skills.com]
22.5 (39.375) Damage, 12 Accuracy, 23 Stability, 9 Threat, 32 Magazine
  • Velocity Compensator
  • Combined Module
  • Laser Grip2
  • Extended Mag
  • Pistol Red Dot Sight
  • Stock
The viability of this completely depends on how well you are able to manage the intense recoil of this gun. However, due to its insanely high RoF, ammo reserve, and good damage it happens to have some potential. If you are able to keep on target while mag dumping, this gun theoretically deals more than 1200 damage in just over a second. Just keep in mind how hard this gun can be to control. If firing in single fire while stationary and ADSing, this gun can be reasonably expected to deal with enemies from afar... though it will not do it near as well as the Gruber and especially the LEO.

Concealable Buzzsaw[pd2skills.com]
25 (42) Damage, 6 Accuracy, 21 Stability, 8 Threat, 29 Concealment
  • Flash Hider / Velocity Compensator (-2.625 Damage, +2 Accuracy, +1 Stability, -1 Concealment)
  • Micro Laser
  • Ergo Grip
While it seems to be inferior to its competitors at a glance, the STRYK's ability to auto-fire helps bridge the gap. It is much better at eliminating specials up close, though it will suffer considerably from afar, where it is essentially forced to switch to single-fire. The greatest benefit, however, is the sheer insane destructive potential gained during Swan Song. Unlike other pistols which will work fine but still have issues taking out Dozers even during Swan Song, the STRYK has no problems with it at all. As a matter of fact, its not really even necessary to aim for the head during Swan Song if your crit percentage is high enough; the sheer volume of lead this STRYK can put out will take out basically anything with bodyshots alone.

Gruber Kurz (FugiMind Only)
ADS: 1.0, ADS Moving: 2.0, Hip: 1.75
Vertical Recoil: 1.2 to 1.8, Horizontal Recoil: -0.5 to 0.5


Maximum Concealment Loud[pd2skills.com]
22.5 (39.375) Damage, 18 Accuracy, 22 Stability, 4 Threat, 30 Concealment
  • Flash Hider
  • Laser Grip
The Gruber Kurz is a masterpiece of High Concealment weaponry. It literally cannot get better than this. With its unbeatable 30 Concealment, flawless 18 Accuracy, and just enough 39.375 Damage there is little one could desire, except perhaps some more magazine capacity.

LEO (Mastermind Only)
ADS: 1.0, ADS Moving: 2.0, Hip: 1.05
Vertical Recoil: 1.2 to 1.8, Horizontal Recoil: -0.5 to 0.5


Concealable Loud[pd2skills.com]
22.5 (39.375) Damage, 18 Accuracy, 17.5 Stability, 14 Threat, 27 Magazine, 28 Concealment
  • IPSC Compensator
  • Micro Laser / Combined Module (+1.5 Stability, -2 Concealment)
  • Extended Mag
  • Nothing / Pistol Red Dot Sight (-1 Concealment)
  • Custom Slide
All hail the new king of Death Wish pistols. With its incredible 1.05x hip-fire spread multiplier previously held only by the Signature .40, 133 total ammo giving it ammo efficiency on par with the Chimano Custom, and excellent 28 Concealment this pistol single-handedly occupies the niche of both of them. Its only competition is the Gruber due to its ability to hit an even higher 30 Concealment, but if you are able to spare the Concealment this has no match. If you have no need for Concealment feel free to equip the alternatives as they sacrifice nothing and provide only benefits, though this is arguable for the Sight as it provides neither benefits nor penalties if Concealment is not a factor.
Death Wish Secondaries cont.
Uzi
ADS: 1.0, ADS Moving: 2.0, Hip: 2.8
Vertical Recoil: 0.6 to 0.8, Horizontal Recoil: -1 to 1


Maximum Loud[pd2skills.com]
37.5 (39.375) Damage, 18 Accuracy, 25 Stability, 24 Threat
  • Fire Breather Nozzle
  • Auto Fire
  • Tactical Foregrip
  • Military Laser Module / LED Combo
  • Any sight of choice
  • Ergonomic Stock
Despite the Patchett's dominance in Overkill, the Uzi manages to just squeak in due to the lower damage threshold which allows it to swap the Funnel of Fun for the Fire Breather and max out its accuracy. Its less obtrusive sight sway animation and higher Rate of Fire are another couple of points in its favor, though its lesser damage and slightly slower reload do a lot to counteract that. On the other hand it gets the same ammo pickup advantage that the Patchett has which lets it pick up more ammo than it should. In the end, Uzi vs Patchett is a matter of choice in Death Wish.

Patchett L2A1
ADS: 1.0, ADS Moving: 2.0, Hip: 2.8
Vertical Recoil: 0.6 to 0.8, Horizontal Recoil: -1 to 1


Maximum Loud[pd2skills.com]
45 (47.25) Damage, 16 Accuracy, 25 Stability, 13 Threat, 30 Magazine
  • Long Barrel
  • Competitor's Compensator
  • Auto Fire
  • Military Laser Module / LED Combo
  • Extended Mag
  • Any sight of choice
  • Solid Stock
The Patchett also secures a spot as a Death Wish viable SMG. This is in large part due to its insanely high damage for an SMG, but the fact that it gets as much ammo from pickups as 100 ammo weapons normally do plays a large part too. If you prefer perfect accuracy to the ability to three shot Tans you can remove Auto Fire to effectively turn it into the Overkill version, but at that point you may as well be using the Uzi.

The Judge (Fugitive Only)
Full damage up to 8 meters, 0% damage at 20 meters.
ADS: 2.8, Hip: 3.5
Vertical Recoil: 2.9 to 3.0, Horizontal Recoil: -0.5 to 0.5


Concealable Frags[pd2skills.com]
110 (116) Damage, 0 Accuracy, 3 Stability, 28 Threat, 29 Concealment, 10 Ammo
  • HE Round
  • Compact Laser Module
This is the secondary Frag shotgun of choice for Fugitives. This pairs excellently with both the CAR-4 and the Clarion, allowing the Fugitive player to handle everything from mooks to Shields and even Dozers with a stun followed by a burst from your AR of choice.

Locomotive 12G (Enforcer Only)
Full damage up to 8 meters, 0% damage at 20 meters.
ADS: 2.8, Hip: 3.5
Vertical Recoil: 1.9 to 2.0, Horizontal Recoil: -0.5 to 0.5


Maximum Loud[pd2skills.com]
75 (105) Damage, 6 Accuracy, 23 Stability, 34 Threat, 10 Magazine
  • Shark Teeth Nozzle
  • LED Combo
  • Pro Grip / Rubber Grip
  • Extended Mag
  • Any sight of choice
  • Police Shorty Stock / War-Torn Stock (+4 Accuracy, -4 Stability)
  • Shell Rack
Another returning veteran from Overkill, this is still a top tier weapon for Enforcers that have a primary with decent range. Unlike on Overkill where it performs well as is, it really benefits from Overkill Basic, which gives it +75% damage on kill. As a matter of fact, with that effect active it is the only viable weapon that will one shot Elite Cops without Berserker Ace, as 105 damage at 175% is a jaw-dropping 183.5 damage. Like always there is the option of wider spread vs more reliable headshots granted by swapping between the Police Shorty Stock and the War-Torn Stock, though given its short range the former tends to be better.

Street Sweeper
Full damage up to 7 meters, 0% damage at 25 meters.
ADS: 2.8, Hip: 3.5
Vertical Recoil: 1.9 to 2.0, Horizontal Recoil: -0.2 to 0.2, Vertical Recoil (ADS): 1.5 to 1.7


Frag Cannon[pd2skills.com]
45 (47.25-63) Damage, 14 Accuracy, 19 Stability, 43 Threat, 24 Ammo
  • HE Round (New falloff model: 59-59)
  • Long Barrel
  • King's Crown Compensator
  • LED Combo
  • Any sight of choice
This is used exactly like its counterpart in Overkill. Make sure to prioritize Shields and Dozers and do not use more shots than needed, this isn't near as ammo efficient as the Loco with no special ammo loaded is, and this weapon is far worse against mooks. You really need to use the CAR-4 or an LMG with this, or else you will be extremely vulnerable to mooks.

HRL-7 Rocket Launcher
ADS: 2.8, Hip: 3.5
Vertical Recoil: 2.9 to 3.0, Horizontal Recoil: -0.5 to 0.5


Rocket Lawnchair[pd2skills.com]
10000 Damage, 18 Accuracy
  • Nothing / Any sight of Choice
OHKOs virtually anything in the game within 5 meters of its point of impact, with the exception of completely full health Bulldozers who are left with just a sliver of health. Like the Vulcan Minigun it cannot pick up ammo off the ground, making you completely reliant on ammo bags to restore your rockets. This weapon can be seen as pretty strong on short heists, but for longer heists the GL40 is far more practical a weapon.
Changelog
10/19/15 - Most likely the final update to the guide. Statement added prior to foreword on my position on the recent addition of pay to win weapon skin microtransactions to the game.

9/23/15 - Added Light Crossbow builds to Special and Death Wish sections.

7/23/15 - Replaced Nagant Concealable Loud build with Lebensauger .308 build. Added concealable Lebensauger to Death Wish. Replaced CAR-4 Concealable Loud build in Concealable Weapon Configuration section with Valkyria Concealable Suppressed build.

7/18/15 - Added Lebensauger .308 build to the Sniper and Death Wish section; removed R93, Nagant, and Repeater builds due to them being obsoleted. Updated Grenades and Fire Dots section to cover all Projectiles and Dots.

6/28/15 - Added Valkyria Concealable Loud build for Death Wish, intended for Fugitives which need a very high Concealment Assault Rifle option.

6/11/15 - Updated CAR-4 Semi-concealable Loud build under Concealable Weapon Configurations section to a superior version sporting maximum Stability.

5/14/15 - After some thought, removed KSP LMG and Buzzsaw LMG from Death Wish. There really isn't a time where either the Minigun or an Assault Rifle wouldn't serve the player better thus there is no niche for them to occupy.

5/12/15 - Removed Compact-5 from Death Wish. A low accuracy Concealable SMG doesn't really make sense when the STRYK is a better option for Fugiminds.

5/11/15 - Added Plainsrider Bow builds to Special Weapons and Death Wish. Added Repeater 1874 build to Sniper Section, removed Rattlesnake due to obsolescence.

4/16/15 - Updated Akimbo Chimano Custom build to account for the default magazine *finally* being fixed.

4/14/15 - Added pd2skills links for the BBQ Pack weapons. Removed erroneous Flechette option for the Death Wish Steakout 12G; that option was only intended for the Overkill variant.

3/30/15 - Added section that expounds upon Grenade choices and Fire DOTs.

3/29/15 - Replaced IZHMA 12G with Steakout 12G. Added Flamethrower and Piglet to Special Weapon section; removed GL40 non-Concealable builds. Moved GL40 High Concealment build to Concealable Weapon Configurations section. Added Piglet and Steakout 12G builds to Death Wish. Removed Akimbo Bernetti build as frankly the Akimbo Chimano Custom does it far better.

3/24/15 - Added Concealable Akimbo Chimano Custom build to Death Wish. Updated UAR DLC-less build. Removed JP36 DLC-less build. Updated M308 DLC-less build. Updated Kobus 90 DLC-less build. Revamped DLC-less Compact-5. Added pointer to Akimbo builds in DLC-less section.

3/21/15 - Added Concealable Mosconi Frag build and Concealable Compact-5 build to Death Wish. Added Concealable Loud Compact-5 build for Overkill usage.

3/20/15 - Updated almost every build due to addition of LED Combo, most are insignificant +0 or +1 Stability changes, however the AK was changed in a significant way for both the Assault Rifle and Death Wish Primary builds. Slug Reinfeld build removed, it was an old an obsolete build that no longer really has a place. Compact-5 builds added due to its new +10 Damage magazine. Cobra build removed due to Compact-5 obsoleting it. Death Wish Semi-Concealable CAR-4 build updated to make used of Ported Compensator.

3/6/15 - Added GL40, Minigun, and RPG builds.

2/28/15 - Updated CAR-4 AR build to trivially better build. While technically statistically superior it has no practical advantage.

2/27/15 - Updated CAR-4 Concealable Loud and Semi-Concealable Loud builds, added Maximum Concealment Loud build. Added variant of AK.762 DW Loud build that doesn't use the Quadstacked Magazine. Merged CAR-4 Concealable Suppressed and Maximum Concealment builds in the Stealth section.

2/26/15 - Performed first pass of gun changes since the mod pack came out. Updated CAR-4 AR and Death Wish builds, added AK AR and Death Wish builds. Added AK.762 Death Wish build. More to come tomorrow.

2/9/15 - Split the Death Wish Stryk into two builds, one for Concealable builds and one for non-Concealable builds.

1/28/15 - Silent Killer section has been deleted, it was extremely out of place on a guide about optimal weapon loadouts. In its place, a stealth section has been created, taking all stealth weapons from the Concealable section. The Concealable section is now basically the Fugitive section for loud gameplay while the Stealth section is for stuff like Shadow Raid.

1/23/15 - Added Lion's Roar build to Assault Rifle section. Added LEO builds to the Pistol and Death Wish sections. Removed Bernetti 9, Chimano Custom, and Signature .40 builds from Death Wish as they were all obsoleted by the LEO.

1/13/15 - Added high concealment weapon builds to Death Wish for Fugitive players: CAR-4 Semi-Concealable Loud, Clarion Semi-Concealable Loud, Raven Concealable Frags, Akimbo Bernetti 9 Concealable Loud, Gruber Kurz Maximum Concealment Loud, Judge Concealable Frags. Removed Death Wish Clarion Maximum Loud Build.

12/23/14 - Reorganized guide to follow the order that weapons are displayed in game. Added a GL40 section as many people believed that lack of a GL40 build indicated that I thought it was suboptimal; this is not the case, I merely passed on constructing builds because both usable builds were painfully obvious.

12/19/14 - Removed CAR-4 CQC Loud build after a lot of thought; there just aren't near enough situations where you need a CQC CAR-4. Going from five to four shots on Tan Cops is not significant enough to matter due to them being somewhat uncommon on Death Wish compared to Elites.

12/17/14 - Updated all builds using the Tactical Mag to use the Expert Mag, which is outright superior in all cases. Cobra build error fixed; replaced the Competitor's Compensator with the Fire Breather Nozzle so that it can 3HKO Tans. Concealable Raven build modified, Buckshot option replaced by Frag rounds.

12/7/14 - Added Concealable STRYK 18c build.

12/6/14 - Added more links to the PD2skills website for builds lacking them.

11/28/14 - Added Uzi Death Wish build.

11/25/14 - Fixed pistol damage calculation error. Added Bernetti 9 Death Wish build.

11/24/14 - All weapon builds where Concealment is an important factor have been moved into the Concealable Weapon Configurations section. Swedish K removed, replaced by Cobra build. Judge Slug builds removed, Frag builds added. AP Judge replaced by Frag Sweeper in Death Wish.

11/20/14 - Shots to kill now assume Helmet Popping (the 25% damage boost), meaning you can now directly compare damage to the damage number to determine shots to kill.

11/19/14 - Added Concealable Loud Judge build.

11/16/14 - Added Concealable Loud Signature .40 build.

11/15/14 - Added Concealable Loud Gruber Kurz build.

11/13/14 - Closed Open Beta section, integrated builds into the rest of the guide. Added Buzzsaw 42, Patchett, and Nagant builds. Removed Blaster 9mm and Uzi as they were obsoleted by the Patchett. Removed Rattlesnake concealment build as it was obsoleted by the Nagant. Pistol section updated to new damage values, Deagle is now available to non-Masterminds in Overkill. Chimano Custom build added to Death Wish.

11/6/14 - Temporary Open Beta section created due to significant changes present in the Beta.
Conclusion
If you've actually taken the time to read this entire guide and still have questions you are free to add me to ask them, I will try to answer your questions. Once I have answered your questions don't be offended if I remove you, I need to keep my friend's list tidy... sorry!
1.509 Komentar
Slayer_of_2012 20 Agu 2020 @ 11:04pm 
@KarateF22

You have any idea if the guide is still usefull for assault rifles? I'm planning to prepare a lot of em, i'm tired of playing akimbo only... I'm kinda a returning player after i think hoxhud stop beeing update so maybe, 3 or 4 years i think.
Slayer_of_2012 20 Agu 2020 @ 11:02pm 
@Timurovich

Cause microtransactions are ruinning the games maybe? JUST maybe. Check on the new Fifa for example, check on CoD, on Resident Evil Resistance etc.
Timurovich 31 Mei 2019 @ 9:07am 
wah wah wah microtransactions

why was everyone such a baby back in 2015 lmao
Fart Stream Enjoyer 5 Jul 2017 @ 3:31am 
I salute you KarateF22. Used your guide a lot in the past and return every now and then (when i pick the game up again) to see if you changed your mind.
I fully understand your decision and also believe that every positive move spelled out by the guy with the beard and dead eyes is just PR and damage control.
Vash 17 Jun 2017 @ 12:17am 
Same here, returning player that left about the time you did Karate. Thank you for the guide! it was very helpful.
VileSin 16 Jun 2017 @ 8:28pm 
Karate, I've been a fan since this guide was first put up. I quit PD2 right around the same time you did for the same reasons. I recently just picked it back up with some friends and I think your guide is the biggest thing I miss about the game. But thanks for doing it while ya did!
MrSyNx 16 Apr 2017 @ 9:38am 
wait why cant i equip the clarions short barrel is it a achivement item? or is it a glitch?
DelaryWeeb 13 Sep 2016 @ 6:12am 
Why is the Bronco not a viable solution? It's just a little bit less accurate than the Deagle and has a shorter mag, but it does 57.7 more dmg per bullet. Is it just because of the "mag"? Cause I've been using it for a while and on the paper it seems so much better.
KarateF22  [pembuat] 18 Jun 2016 @ 9:12am 
@Rollaner Anyone is free to cite/reuse anything they want so long as they credit me for it. That said, the amount that is reusable is probably really low since it has not been updated in so long.
Rollaner 13 Jun 2016 @ 2:55pm 
@KarateF22 That´s a valid reason, thanks for aswering my question. (also i want to ask you your permition to make one on my own based on yours, mostly because i find fun making loadouts and the like)