Some Info
TRIGGER ZONES
Most of the scripted events are executed when any player enters their trigger zones, which are square areas. For simplicity and clarity, not all borders of these areas are shown in this guide, but only the ones possible to cross. It is not necessary to stay inside of them. Often the triggering of a zone is accompanied by some words from one of the characters or by heist's objectives updating.
Initially scripted events and their triggers are disabled and are enabled in sequence following the normal walkthrough. This means they can't be activated out of order, but only according the general scenario. In the same order they are presented in this guide.
The most useful trigger zones are the ones that stop the spawning of law enforcers at police blocks. Without reaching them the spawning won't end (with a few exceptions, but not on Overkill 145+ anyway).
STRATEGIES
Heat Street belongs to the street class of maps, which first of all in comparison with the besiege class has significantly shorter assault duration.
Besides that, assault waves differ in global strategies used by police forces - blockade, passive, assault and hunt. The blockade strategy lets a number of law enforcers hold and defend certain areas. The passive strategy is something with the blockade strategy where some steps are skipped, that makes enemies less aggressive. The assault strategy is the regular one. During the hunt strategy police forces always go towards heisters and it is the "endgame assault", which is endless.
PHASES
Each assault wave consists of four phases - build, sustain, fade, regroup. In turn, assault breaks have two phases - delay and anticipation. The attack, as well as the spawning of police forces, begins with the anticipation phase - Bain announces an impending assault and the time before it. Build and sustain are the toughest parts with intensive spawning and pushing by law enforcers. Starting with fade, the police forces retreat. Besides the timer, the signal to understand it is a report from one of the heisters ("the police are pulling back!") or law enforcers themselves ("fall back and regroup!"). During the fade, regroup and delay phases the spawning of police forces slows down, if the current strategy is blockade, or stops entirely, if the current strategy is assault. In the anticipation phase it gains strength again.
The spreadsheet below shows phases' duration depending on difficulty level, current strategy, and the in-game parameter "diff" that varies in different parts of heists. (The values are separated by semicolons. The values on the left match the lowest "diff" coefficient, the values on the right match the highest. For HS on Overkill and Overkill 145+ the game always uses the highest possible coefficient). The anticipation phase takes 45 (60% chance), 35 (30% chance) or 25 seconds (10% chance). The build phase has a fixed duration per difficulty level and current strategy. The sustain phase's duration is random and depends also on the "diff". The fade phase takes 10 seconds. The regroup phase lasts for up to 120 seconds, but usually a lot less. The delay phase's duration depends on difficulty level and current strategy.
The time since the start of each assault can be tracked by the DAHM mod.
Phase Strategy Easy Normal Hard Overkill Overkill 145+ Base Anticipation Blockade 25/35/45 Build Blockade 5 Sustain Blockade 30-40; 50-60; 70-80 Fade Blockade 10 Regroup Blockade up to 120 Delay Blockade 100-120 Anticipation Assault 25/35/45 Build Assault 35 35 35 25 Sustain Assault 50-60; 70-90; 90-120 60; 120; 160 30-40; 50-60; 70-80 Fade Assault 10 Regroup Assault up to 120 Delay Assault 35-40 35-40 30 80-120
DOUBLE ASSAULT
There are three trigger zones in the heist, entering which may cause a double assault. You can tell when this happens as Bain will announce an impending assault out of order (for instance, announcing an incoming assault during an already ongoing assault). This is due to a change in the strategy used by police forces - from the blockade strategy to the assault one or vice versa. When this happens during the anticipation, build, sustain or fade phase of the current assault, the assault will be restarted from the anticipation phase. Thus the restarted assault superimposes on the previous one, resulting in a double assault.
The Beginning
After the game is started:
⠀⠀- fake assault state is on;
⠀⠀- police forces use both the blockade and the passive strategies;
⠀⠀- one of the following events happens in 60 seconds or when the line below is crossed:
⠀⠀⠀⠀- a pair of police cars stop on the street on the left and 4 cops spawn from them;
⠀⠀⠀⠀- one police car speeds past and stops at the first block at the intersection of Foreign and Scarlet. Nobody spawns from it.
⠀
Crossing this line results in:
⠀⠀- police forces start to spawn at the first block at the intersection of Foreign and Scarlet;
⠀⠀- 2 cops spawn behind the barriers at the same area.
Police Block By Foreign And Scarlet
Crossing this line results in:
⠀⠀- the spawning of police forces from the above points is stopped;
⠀⠀- a taser/cloaker/FBI agent spawns from time to time at this intersection to attack from the rear;
⠀⠀- 3 cars on the overpass are removed (Overkill 145+).
⠀
Crossing this line results in:
⠀⠀- 2 cops spawn behind the barriers at the intersection of Scarlet and Major;
⠀⠀- Bruce gets shot and has an accident at the same area. There are 15 money bundles in the trunk of his car (25% chance).⠀
Crossing this line results in:
⠀⠀- one of the following events happens (50% chance on Hard and above difficulties):
⠀⠀⠀⠀- 2 heavy SWATs come from behind the fence on the left side;
⠀⠀⠀⠀- a cloaker and 2 heavy SWATs come from behind the fence on the right side.
⠀⠀- a helicopter arrives to deliver 4 heavy SWATs to the intersection of Scarlet and Major (50% chance).⠀
Crossing this line results in:
⠀⠀- police forces start to spawn at the next block on Major Ave.⠀
Crossing this line results in:
⠀⠀- fake assault state is over. The beginning of a full-fledged assault with regular phase change, starting from the anticipation phase;
⠀⠀- police forces stop using the passive strategy. The blockade strategy is still ongoing.
Police Block On Major Ave.
Crossing this line results in:
⠀⠀- the spawning of police forces from the above points is stopped. It moves to the next block at the intersection of Major and Easy, behind the crane. This executes even without triggering the zone after 120 (Easy)/180 (Normal)/240 (Hard)/300 (Overkill) seconds since the start of spawning;
⠀⠀- a helicopter arrives to deliver 2 heavy and 2 blue SWATs to the left from the scaffolding (50% chance);
⠀⠀- 2 cops spawn behind the barriers at the intersection of Major and Easy;
⠀⠀- the spawn point of a taser/cloaker/FBI agent, which attacks from the rear, has moved closer.⠀
Crossing this line results in:
⠀⠀- a sniper spawns on the overpass (50% chance).
Police Block Behind The Crane
Crossing this line results in:
⠀⠀- the spawning of police forces from the above points is stopped. It moves to the next block by the overpass. This executes even without triggering the zone after 120 (Easy)/180 (Normal)/240 (Hard)/300 (Overkill) seconds since the start of spawning;
⠀⠀- another 2 cops spawn behind the barriers at this intersection;
⠀⠀- the spawn point of a taser/cloaker/FBI agent, which attacks from the rear, has moved closer.
Police Block By The Overpass
Crossing these lines results in:
⠀⠀- the spawning of police forces from the above points is stopped. It moves to the next block by the crash site. This executes even without triggering the zone after 120 (Easy)/180 (Normal)/240 (Hard)/300 (Overkill) seconds since the start of spawning. The zone can be entered both from the street and from the side alley. The latter is easier and safer;
⠀⠀- the spawn point of a taser/cloaker/FBI agent, which attacks from the rear, has moved closer.⠀
Crossing this line results in:
⠀⠀- a helicopter arrives to deliver a dozer and a heavy SWAT to the front of the crash site (50% chance).
Police Block By The Crash Site
Crossing this line results in:
⠀⠀- the spawning of police forces from the above points is stopped. It moves to trucks behind the barricade and the one that has just been passed (right under the overpass). Enemies can descend using ropes from the roof of the post office building that is opposite the crash site;
⠀⠀- the spawning of a taser/cloaker/FBI agent, which attacks from the rear, is stopped;
⠀⠀- the blockade strategy used by police forces is replaced by the assault strategy. This may cause a double assault.
The Crash Site
Crossing this line results in:
⠀⠀- the spawning of police forces from the truck under the overpass is stopped. Instead, police forces start to spawn from the rest of the trucks by the overpass;
⠀⠀- a sniper spawns on the Inkwell Industrial building's roof after a random amount of time - 30/60/120/240 seconds (25% chance);
⠀⠀- if the sniper on the overpass was spawned and is still alive, he is removed.
⠀
To complete the current objective and actually reach the van the area above need to be entered. The first canister spawns 16.5 seconds after that; all others spawn as soon as the previous burns out. There are six possible spots in total where gasoline can spawn. Two of them are close to the street where the bulk of the police forces attack, making them hard to get during an assault.⠀
When the first canister is set on fire, police forces start to spawn also in the back of the site - behind the fence by the Inkwell Industrial building - and descend using ropes from the Evinaizer Energy building's roof.
Moreover, after lighting each canister, with exception of the last, one of the following events happens after a random amount of time - 15/30/45 seconds (80% chance):
⠀⠀- a helicopter arrives to deliver a dozer, a taser and 2 heavy SWATs to the crash site's center;
⠀⠀- a taser, a cloaker and 2 blue SWATs climb down from the Evinaizer Energy building's roof;
⠀⠀- 2 tasers and 2 heavy SWATs climb down from the overpass;
⠀⠀- the garage door opens and a shield and 3 heavy SWATs come out.
Depending on luck, you will have to burn from two to four gas canisters. The first is always placed in the same spot - number one on the screenshot above. So is the last - number four. The penultimate one, in cases it got randomised to three or four canisters in total, takes spot number three. Thus, according to the placement of the second canister, it is possible to know how many of them will be required.
Each canister of gasoline burns for 60 seconds, apart from the last, which takes 80 seconds. You'll have to wait another 15 seconds for Matt to come out and be able to go.⠀
As soon as the last can burns out and Matt starts getting out of the van the spawning of police forces from all points around the crash site is stopped. It moves to the next block at the parking.
⠀
This trigger zone is huge. It takes up a large part of Easy St. from the crash site to the parking's fence. Crossing these lines results in:
⠀⠀- 4 (Overkill 145+)/2 (Overkill, Hard)/1 (Normal, Easy) snipers spawn on the nearest buildings' roofs on the way from the crash site to the parking. There are five possible locations in total (100% chance on Overkill 145+; 75% chance on Overkill, Hard; 60% chance on Normal, Easy);
⠀⠀- 4 shields spawn at the parking and block its entrances (50% chance on Overkill 145+).
Police Block At The Parking
Crossing these lines results in:
⠀⠀- the spawning of police forces from the above points is stopped. It moves to the back alley. The zone can be entered both from the street and from the side alley. The latter is easier and safer;
⠀⠀- a helicopter arrives to deliver a taser and 3 heavy SWATs to the parking (50% chance).⠀
When Matt has reached the door leading up to the stairs:
⠀⠀- the garage door opens and a shield and 3 heavy SWATs come out (50% chance if the helicopter didn't arrive at the parking);
⠀⠀- the doors of both sideways (through the buildings) from the courtyard at the back alley to Armitage Ave. are opened (50% chance). Otherwise, only of one of them is opened.
The Back Alley
When Matt gets up to open the door (17 seconds after reaching it):
⠀⠀- the spawning of police forces from the above points is stopped. It moves to the the next block on Armitage Ave.;
⠀⠀- a taser/cloaker/FBI agent spawns from time to time from a truck at the parking to attack from the rear;
⠀⠀- the assault strategy used by police forces is replaced by the blockade strategy. This may cause a double assault.⠀
Crossing this line results in:
⠀⠀- 2 shields and 2 tasers (Overkill 145+)/a cloaker and a heavy SWAT (other difficulties) spawn at the top of the first flight of stairs (50% chance on Overkill 145+; 25% chance on other difficulties).⠀
Crossing this line results in:
⠀⠀- the possibility to stop the spawning of police forces at the next block on Armitage Ave. without triggering its zone, but after a certain time it is enabled.⠀
Crossing this line results in:
⠀⠀- a dozer comes out from the closed grey door (25% chance);
⠀⠀- a sniper spawns at one of three positions in the courtyard (25% chance).
⠀
Crossing this line results in:
⠀⠀- 4 cops spawn behind the barriers on Armitage Ave. on the right.
Police Block On Armitage Ave.
Crossing this line results in:
⠀⠀- the spawning of police forces from the above points is stopped. It moves to the next block on the overpass. This executes even without triggering the zone after 120 (Easy)/180 (Normal)/240 (Hard)/300 (Overkill) seconds since the start of spawning;
⠀⠀- the spawning of a taser/cloaker/FBI agent, which attacks from the rear, is stopped.⠀
Crossing this line results in:
⠀⠀- a helicopter arrives to deliver 4 bulldozers (Overkill 145+)/2 heavy and 2 blue SWATs (other difficulties) at the halfway point of the overpass (50% chance on Overkill 145+; 25% chance on other difficulties).
Police Block On The Overpass
Crossing this line results in:
⠀⠀- the spawning of police forces from the above points is stopped. It moves to trucks behind the far barricade at the pick up zone;
⠀⠀- 4 (Overkill 145+)/3 (Overkill, Hard)/2 (Normal, Easy) shields spawn at the pick up zone and block its entrances in 10 seconds (50% chance on Overkill 145+; 25% chance on Overkill, Hard; 10% chance on Normal, Easy);
⠀⠀- the blockade strategy used by police forces is replaced by the assault strategy. This may cause a double assault.⠀
Crossing this line results in:
⠀⠀- a sniper spawns on the building's roof on the left (50% chance). He respawns after a random amount of time - 30/45/60 seconds each time he is killed.
The Pick Up Zone
The evacuation chopper arrives after Matt and then any player reaches the pick up zone. Their trigger areas are slightly different - the short line for Matt and the long one for players. It is worth adding that Matt remains highlighted after entering this zone.
When the chopper's arrival is triggered:
⠀⠀- after 30 seconds police forces start to spawn also from the trucks that have already been passed - on Armitage Ave. and at the parking;
⠀⠀- one of the following events happens after a random amount of time - 40/70/100 seconds (50% chance):
⠀⠀⠀⠀- a helicopter arrives to deliver a dozer and a heavy SWAT to the middle of the overpass;
⠀⠀⠀⠀- the garage door opens and 2 shields and 2 heavy SWATs come out.
⠀⠀- after 75 seconds the objective to clear the pick up zone will be activated.⠀
In order to leave, the zone between the lines on the screenshots must be clear of all enemies.
To make this objective easier, the usual tactic is to time it with the least dangerous phases of an assault wave - fade, regroup and delay, during which police forces don't spawn. So all that remains is to deal with already spawned ones. To time it on Overkill 145+, the chopper's arrival should be triggered 180 seconds after the current assault's start. But don't forget the assault could have doubled, so pay attention to Bain's lines. In this case 180 seconds should be counted from the restarted assault's beginning.⠀
If the pick up zone has not been cleared within 90 seconds:
⠀⠀- the evacuation point is moved to the far end of the overpass;
⠀⠀- the spawning of police forces from the trucks on Armitage Ave. and at the parking is stopped;
⠀⠀- the assault strategy used by police forces is replaced by the hunt strategy. This leads to an endless assault.
⠀
If the pick up zone has been successfully cleared the spawning of police forces stops entirely.
Credits
For help with creating this guide:
Cloaker Hater
DorentuZ`, Tromboncino and their guide
hiyski and his guide
JohnL
Whurr
booh 👻
Source: https://steamcommunity.com/sharedfiles/filedetails/?id=2616001734
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