PAYDAY The Heist: Weapon and Enemy Statistics

PAYDAY The Heist: Weapon and Enemy Statistics

Introduction

This guide was primarily inspired by the outdated 'PAYDAY 2: The Numbers' by Big F and Faildozer and 'The Long Guide' by Frankelstner, which is readable here:

http://steamcommunity.com/sharedfiles/filedetails/?id=267214370

The information presented here was obtained from the decompiled PAYDAY The Heist lua made available by gir489.

The pictures were extracted from the game using the wonderful bundle extractor available here:

https://bitbucket.org/zabb65/payday-2-modding-information/downloads

Additional thanks to Paragon for checking if my stats weren't butchered.

Player Stats

Your default health is 300*. With Thick Skin fully upgraded, it becomes 400*.

Your base armor value however does not stay consistent, as it varies between difficulties as shown in the table below.

The number in parenthesis is the amount of armor you have if your body armor is fully upgraded.

Difficulty Armor Easy 60 (110)* Normal 40 (90)* Hard 20 (70)* Overkill/Overkill 145+ 10 (60)*

By default, you cannot take damage again for 0.3 seconds after being shot as long as the damage does not exceed what you previously took. For example, if an enemy deals 50* damage to you, you cannot take 50* damage or less again for 0.3 seconds.

Assuming similar mechanics to Payday 2, the game only takes into account the amount of damage you took before your armor broke. If you had 10* armor and an enemy dealt 50* damage to you, you've essentially only taken 10* damage. The subsequent shot from that enemy would still hit you during the cooldown, because it exceeds 10* damage.

On Easy this cooldown is 0.6 seconds, but on Overkill 145+ it is reduced to 0.15 seconds.

Weapons - Notes

The statistics here are presented as follows:

Damage and health values are multiplied by 10, since it's consistent with the way PAYDAY 2 does it. Numbers multiplied by 10 are marked with an asterisk.

Reload values are displayed as Fast/Slow.

Reload times for shotguns are a bit different, and are noted as such. Reload speed bonuses for shotguns are only applied when you start loading shells, not when you enter or exit the reload.

Accuracy is displayed as the maximum spread for Standing While Moving/Crouching While Moving/Standing/Crouching/Steelsight.

Numbers in parenthesis represent the fully upgraded value.

The Alert Size determines the range at which cops can hear your shots. This is 50 meters for many weapons, but there are exceptions. Assuming that it works similar to Payday 2, cops will generally prioritize targets that make alerts.

Recoil is not included at the moment.

Your weapon butt deals 15* damage.

Weapons - Pistols


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B9-S

Ammo Pickup: 6 to 8 bullets

Capacity: 14 (20) / 56

Damage: 10*

Rate of Fire: 750

Reload: 1.8/2.6 seconds

Equip/Unequip: 0.5 seconds

Max Spread: 3.5/3.5/3.5/3.5/1.4 (spread*0.8 (1.12)) degrees

Alert Size: 3 meters

Bronco .44

Ammo Pickup: 1 to 2 bullets

Capacity: 6 / 36

Damage: 45 (63)*

Reload: 4.6 (3.833?) seconds

Rate of Fire: 273

Equip/Unequip: 0.5 seconds

Max Spread: 2.5/2.5/2.5/2.5/1.8 (spread*0.6 (1.08)) degrees

Alert Size: 50 meters

Crosskill .45

Ammo Pickup: 4 to 6 bullets

Capacity: 10 (14) / 50

Damage: 15 (21)*

Reload: 1.9/2.6 seconds

Rate of Fire: 500

Equip/Unequip: 0.5 seconds

Max Spread: 4.5/4.5/4.5/4.5/1.7 degrees

Alert Size: 25 meters

STRYK

Ammo Pickup: 5 to 7 bullets

Capacity: 20 (40) / 56

Damage: 10 (12)*

Reload: 2.5/2.7 (2.0833/2.25?) seconds

Rate of Fire: 909

Equip/Unequip: 0.5 seconds

Max Spread: 4/4/4/4/1.6 degrees

Alert Size: 50 meters

Weapons - Primaries


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AK

Ammo Pickup: 2 to 8 bullets

Capacity 25 (35) / 125

Damage: 27 (35.1)*

Reload: 2.3/3.9 seconds

Rate of Fire: 857

Equip/Unequip: 0.5/0.7 seconds

Max Spread: 6/5.5/5/4/1.5 (spread*0.8 (1.2)) degrees

Alert Size: 50 meters

AMCAR-4

Ammo Pickup: 2 to 10 bullets

Capacity 20 (30) / 120

Damage: 20 (24)*

Reload: 1.4/1.9 seconds

Rate of Fire: 600

Equip/Unequip: 0.5/0.7 seconds

Max Spread: 6/5/4/3/1 (spread*0.6 (0.6)) degrees

Alert Size: 50 meters

Brenner 21

Ammo Pickup: 2 to 10 bullets

Capacity 80 (120) / 240

Damage: 25 (35)*

Reload: 4.25/5.4 seconds

Rate of Fire: 450

Equip/Unequip: 0.5/1 seconds

Max Spread: 4/3.5/2.5/2.5/2.5 degrees

Alert Size: 50 meters

M308

Ammo Pickup: 1 to 5 bullets

Capacity 12 (16) / 72

Damage: 40 (48)*

Reload: 1.71/2.61 seconds

Rate of Fire: 600

Equip/Unequip: 0.5/0.7 seconds

Max Spread: 10/8/7/6/0.1 (spread*0.8 (0.08)) degrees

Alert Size: 50 meters

Reinbeck

Ammo Pickup: 1 to 2 shells

Capacity 6 (10) / 30

Damage: 60 (84)*

100% damage up to 5m, 0% at 40m

Reload:

0.4 seconds to start reloading.

0.34 seconds for the first shell.

0.67 seconds for each subsequent shell.

1.3 seconds to exit an empty reload, 1 second for a non-empty reload.

Rate of Fire: 75

Equip/Unequip: 0.5 seconds

Max Spread: 4/4/4/4/3 degrees

Alert Size: 45 meters

Weapons - Secondaries


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Compact-5

Ammo Pickup: 2 to 7 bullets

Capacity: 30 / 150

Damage: 11.5*

Reload: 2.2/2.8 (1.57/2?) seconds

Rate of Fire: 600

Equip/Unequip: 0.5/0.7 seconds

Max Spread: 4.5/3.8/3.5/2.5/1.7 (spread*0.8 (1.36)) degrees

Alert Size: 25 meters

GL40

Ammo Pickup: -4 (0) to 1 grenades

Capacity: 1 / 4 (7)

Damage: 400 (560)*

The player who fired the grenade only takes up to 90* damage.

Explosion Radius: 5m (6m)

Reload: 4.3 seconds

Rate of Fire: 600

Equip/Unequip: 0.5/0.7 seconds

Max Spread: 10/8/7/6/0.1 degrees

Alert Size: Firing the GL40 does not create an alert.

The subsequent explosion however has an alert size of 100 meters.

Locomotive 12G

Ammo Pickup: 0 to 1 rounds

Capacity: 4 (6) / 24

Damage: 40*

100% damage up to 5m, 0% at 20m

Reload:

0.4 seconds to start reloading.

0.34 (0.28) seconds for the first shell.

0.67 (0.56) seconds for each subsequent shell.

1.3 seconds to exit an empty reload, 1 second for a non-empty reload.

Rate of Fire: 75 (120)

Equip/Unequip: 0.5 seconds

Max Spread: 5/5/5/5/4 degrees

Alert Size: 30 meters

Mark 11

Ammo Pickup: 2 to 7 bullets

Capacity: 30 (54) / 150

Damage: 13*

Reload: 2.15/3.1 seconds

Rate of Fire: 909

Equip/Unequip: 0.5/0.7 seconds

Max Spread: 5/4/4/3/2.2 degrees

Alert Size: 3 meters

Enemies - Notes

Every difficulty features different multipliers for hitpoints and an additional headshot multiplier on top the headshot multiplier defined for the enemies. The list is as follows:

Difficulty Hitpoint Multiplier Additional Headshot Multiplier Easy 0.7 1.5 Normal 0.8 1 Hard 1 1 Overkill 1.5 1.5 Overkill 145+ (PS3 Version) 1.7 1.5 Overkill 145+ 2 1.55

The default headshot multiplier is 2. Special units and a few normal ones have unique headshot multipliers.

To calculate the amount of damage you'll do with a headshot, multiply the headshot multiplier for the enemy by the additional headshot multiplier in the table above. Then multiply the resulting number by the weapon's damage.

Enemies - Normal


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Security Guard

Hitpoints: 20*

145+ Hitpoints: 40*

Weapon(s): Crosskill .45, Compact-5 (Diamond Heist)

Cop

Hitpoints: 20*

145+ Hitpoints: 40*

Weapon(s): Crosskill .45, Reinbeck

FBI

Hitpoints: 30*

145+ Hitpoints: 60*

Weapon(s): B9-S, Crosskill .45

SWAT

Hitpoints: 30*

145+ Hitpoints: 60*

Weapon(s): AMCAR-4, Compact-5, Reinbeck

Heavy SWAT

Hitpoints: 70* (Headshot multiplier of 1.5)

145+ Hitpoints: 140*

Weapon(s): AMCAR-4, Reinbeck

Murkywater

Hitpoints: 80* (Headshot multiplier of 5)

145+ Hitpoints: 160*

Weapon(s): AMCAR-4

Sniper

Hitpoints: 20*

145+ Hitpoints: 40*

Weapon(s): Sniper Rifle

Gangster

Hitpoints: 20*

145+ Hitpoints: 40*

Weapon(s): Mark 11

Enemies - Specials


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Bulldozer

Hitpoints: 1000*

Visor Hitpoints: 200* (vs Bullets), 1000* (vs Explosives)

145+ Hitpoints: 2000*

Weapon(s): Reinbeck

Note: The visor must be broken to inflict headshot damage. The health multiplier does not apply to it.

Cloaker

Hitpoints: 150* (Headshot multiplier of 1.5)

145+ Hitpoints: 300*

Weapon(s): Compact-5

Shield

Hitpoints: 100* (Headshot multiplier of 1.5)

145+ Hitpoints: 200*

Weapon(s): B9-S (shield_pistol)

Taser

Hitpoints: 200* (Headshot multiplier of 1.5)

145+ Hitpoints: 400*

Weapon(s): AMCAR-4

Player Upgrades


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Body Armor Increase

Provides an extra 10* armor per upgrade, up to 50* extra armor. Each skill tree contains one of these upgrades, except for Sharpshooter which has two.

Extra Cable Ties

Provides 1/2/3/4 extra cable ties, depending on the upgrade level.

Extra Start-Out Ammo

Provides a 10%/20%/30%/40%/50% higher max ammo threshold, depending on the upgrade level. Stacks with Big Game Hunters, allowing the player to carry up to 172.5% maximum ammo if both are applied.

Thick Skin

Provides 20*/40*/60*/80*/100* extra health (base health is 300*), depending on the upgrade level.

Toolkit

95%/90%/85%/80% interaction time for all interactions, depending on the upgrade level.

Crew Bonuses


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Aggressor

Multiplies damage by 1.1 for other crew members.

Does not stack with other instances of this bonus.

Big Game Hunters

Multiplies max ammo threshold by 1.15. Does not stack with other instances of this bonus.

Mr Nice Guy/Noob Lube

Multiplies reputation by 1.2 for other crew members. Noob Lube stacks with Mr Nice Guy, but otherwise does not stack.

Protector

Multiplies armor by 1.1 for other crew members. Does not stack with other instances of this bonus.

Sharpshooter

Multiplies weapon spread by 0.9 for other crew members. Does not stack with other instances of this bonus.

Speed Reloaders

Multiplies reload speed by 1.1 for other crew members. Does not stack with other instances of this bonus.

Equipment


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Doctor Bag

Charges: 2 (5)

Ammo Bag

Charge: 400% (1000%)

Sentry Gun

Armor: 50 (100)*

Damage: 5*

Rate of Fire: 1200

Spread: 3

Range: 50m

Ammo: 400 (800)

Alert Size: 25m

Trip Mine

0.3 second delay to detonate.

Capacity: 2 (10)

Damage: 1000 (1600)*

Range: 3m

Towards the player who placed the Trip Mine, it has a range of 5 meters and deals a maximum of 60* damage.

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=349294929					

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