PAYDAY 2

PAYDAY 2

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How to suck less at stealth in Payday 2
By bustedclutch
If you're wondering why the stealth mode is so obscenely harder than loud, and don't know where to begin, begin here.
   
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Introduction
Hi. I used to suck at stealth missions. I have since stealthed every mission on Death Sentence (some with help, but it's a co-op game, after all). I'm here to help you suck less. And I want you to learn these lessons earlier than I did.

Lesson Number One: Stealth Is Super Fun, but Isn't For the Early Game

A label that should have come on the box: Stealth is not really a game mode you'll be able to enjoy or invest in until you're already easily knocking out loud missions regularly on the overkill difficulty. Your first perk deck should be a loud deck (Anarchist, I hope!), and it takes around one and a half infamies to get your second perk deck full. So you won't even have a stealth deck built out until after you've infamied.

It's also much, much easier to learn the maps in loud, since you can run freely about the place.

So, don't feel crazy that you haven't figured it out yet.

If you're many infamies in and you're still terrible, fret not, that's what this guide is for. You don't need to bring shame on you and your family any longer. You can be good at stealth.

Or at least not so bad that you feel bad about yourself.

The better step would be to stop tying your self-esteem to your performance in a video game, but we'll instead go the American way and pour hours of self-improvement into something that won't actually address our deeper seated insecurities. With that out of the way, let's begin!
What to Wear
As with everything else in life, style is everything, and if you're not going into the mission looking glam, I'm not really even sure why you're here.

And if you're thinking that this is just some "Queer Eye for the Payday Eye", that's half-right, but it's straight men dumping thousands of hours into getting cosmetics for their guns and masks, so it's not like I'm adding anything to that conversation.

But I'll try.

Armor

Let's talk about the easiest decision, which is what armor to wear:

Always the suit.

Speed is everything in stealth, and we never, ever assume that things might go bad. Because if things do go bad, you restart. Just as in real life when you die in a car wreck and use one of your spare lives, you just restart when the mission goes loud. Thus, no lightweight, midweight, or whatever body armor, always the suit.

You might think that the deployable walk-in-closet would be used in stealth missions, but 400 hours in, I've never seen a serious player use it.

There is only one mission that always goes loud near the end (Big Oil) and for that mission, you'll usually run with a loud build that has some stealth points tossed in.

As far as what cosmetically to wear as far as masks and outfits, I go with bright and colorful so my teammates can see where I am. This might seem silly, but it drives me nuts to see other players dressing up like guards, because 1. It scares the bejeesus out of me and 2. I often shoot them.
The Guns
Having the wrong guns on will not just doom your heist, it will also get you kicked from stealth lobbies. This is because experienced hosts know what guns are appropriate for stealth, and the gun needs are actually pretty fixed:

You have the following requirements:
  • One shotgun
  • One non-shotgun
  • At least one of these should have a decent scope
  • High concealment for both weapons, of course
  • EXCEPTION: Some players will take a sniper, discussed below.

Now for the whys!

The shotgun has two purposes.

The first purpose is to shoot open wooden doors--most of your shotties will do that in one hit, which is what you need and want from your shottie. It can make or break a mission, so test this on a wooden door. (Note: Wooden doors with a saw indicator must be lockpicked and can't be shot open.)

The second and primary purpose of the shotgun is for pushing people away when you shoot them.
There are many moments in stealth games where you need to push people away with the shotgun. Push them off buildings, push them into the ocean, push them into rooms and corners, etc. You do this to move a body from a visible area to a less visible area.

Most of the time you'll want your kills to be close-up, because most of the time when you're surprised by a guard, you will not be in view of anything but that guard (otherwise, your detector would have gone off already). Thus, in an emergency, you want to be able to shoot someone and NOT have them fly off anywhere.

So the weapon you don't keep at the ready the whole time will be your shottie.

There's actually quite a few options here, but I'm partial to the Cavity for the main and the Locomotive for the offhand.

I used to favor the Judge (it's sooooo cute!) but the Judge only has six bullets in the magazine while the Locomotive has eight. The Locomotive also has survivable ammo pickup and damage if the mission goes sideways.

The Saw

The saw is almost exclusively used on Bank Heist and GO Bank. It can be heard by guards on almost every other mission. So unless you're farming, leave this one at home.

But I want to bring the saw on Train Heist and to San Martin Bank!

You do you, but I do not endorse this.

Sniper rifles

Even the highest concealment snipers won't allow you to go all the way down to 3 concealment. That said, they have one main advantage, which is that they can shoot through walls. Usually that's a liability, as the bullet will break windows and thus alert guards, but it's the most useful during GO Bank, as civilians regularly get alerted at the very edge of the map and behind a building. Just pop away with the sniper, and concealment is pointless on GO Bank.

If you want some RP action, one person with a sniper rifle can save a teammate on the other side of the map who alerts two guards, as you can usually pop them both with a bullet under the exclamation mark, even when you can't see them, as the bullets go through walls.

95% of the time, leave the sniper at home.
The Difficulty You Should Set Your Heist To
This game has a weird difficulty curve.

You should always learn a stealth mission on Normal. This will spawn the least guards. Often on normal, there will be no more than 4-5 guards, such that you can kill all or almost all of them to get free reign of the map.

But after passing Normal difficulty, the game adds so many guards that you might as well crank it up to Death Sentence One Down for the achievements and the XP boost. There are only a couple missions, namely Shadow Raid and Train Heist, that really scale the difficulty of the mission objectives. On most missions, however, anything above Normal is almost as hard as Death Sentence, so you might as well do Death Sentence.

Some skip straight to learning a mission on Death Sentence, but I find it inefficient. I can often one-shot a DLC on normal, and learn every objective on the way in the first hour, and shoot most of the guards (after learning their paths). Then I do Death Sentence and learn it with all the guards.

Most players approach it the same way, which is why you'll find very few experienced stealth players playing anything besides Death Sentence or Normal (probably alone when on normal).

If you're running Overkill because you think that is what's supposed to deliver a moderate challenge, all I can say is that simply isn't how Payday 2 works, and experienced players will be less likely to join your game. In other words, pick a middling difficulty, and you'll condemn yourself to an entire team of people who don't know what they're doing, when stealth missions can really only afford one scrub. And if you're reading this guide, that scrub is you!
Process to Learning a Mission
Learning the mission is the most important part of succeeding in stealth, and it's a step that is completely optional for success in loud missions, as they generally just keep yelling at you until you do the thing.

Video or Walkthrough

Watch a video of someone else doing it, if you want to. If you find this ruins the thrill (I agree) skip this part. If you don't watch a video, and if you get stuck, you'll probably have to read some kind of guide or walkthrough to know what to do. Some of the missions, like Big Oil, have mission objectives that are very unclear from the in-game instructions.

Find the camera room, if it exists

Lock down the path to getting to the camera room, and get really good at speedrunning to it and knocking off the guard first.

After you get good at the mission, you can graduate to leaving the camera operator up to give you an extra pager, which is useful for clearing entire zones of guards for loot runs. But until you hit that level, knock off the camera operator. On missions with four or fewer guards, or where the camera operator doesn't have a pager, always kill the camera operator.

Identify the guard zones

Each guard is assigned to a zone, and they never leave it. Although zones can overlap, in a lot of missions, they don't. Thus, "Zone 1" might overlap with "Zone 2", but a zone 2 guard will always be in zone 2.

Within each zone there are points, and guards randomly choose a point no other guard has chosen, walk to it on a randomly decided path, and hang out for a bit staring, occasionally looking in different directions.

Smaller maps like Diamond Store only have one zone; Diamond Heist meanwhile has one zone on the roof, and four on each of the other floors, by my count, though there's a guard that seems to have a zone all to himself on that one.

Lastly, memorize the number of guards per zone.

For extra credit, memorize the parts of each zone that are still visible to guards in other zones, because of windows and weird sight lines. (Many heists have gone wrong because of forgetting those guards.)

Armed with that information, and either a spotter, or your own marking, or your trip mines, once you mark all of the guards in a zone, you can run freely through that zone, because you know exactly where every guard's sight cone isn't.

If you're wondering how experienced players somehow magically run through large sections of the map without stopping constantly to check for sixth sense to activate, it's often because they know where all the outstanding guards in the zone are. (It's also often because they know they can sprint through a section by jump crouching, but that only comes with experience).

Identify the civilian zones

Same thing you did with guards, do for the moving civvies.

Identify the always safe locations for you to hide

There are places on the map where you can go AFK and nobody will ever see you; memorize where all of those spots are. These are your safe little home bases throughout the map. The best ones gives you the view or proximity to mark all of the guards in the zone.

Identify safe locations for body bags

So many experienced players fail to ace Jack of All Trades, and thus fail to bring body bags as a second deployable, and then further fail to move their dead bodies to locations no one will ever see.

Always clean up after yourself.

Finally, memorize important paths for yourself

You want to be able to comfortably move from one safe zone to the next, with a plan that works every time to mark the guards and civvies in the zone. But getting that far is going to require the previous steps first.

Make decisions about which guards and civvies are better off cleared

Maybe I shouldn't say "cleared" instead of "brutally murdered" but potayto potahto. There are going to be high traffic zones, particularly areas where you run loot, where you're going to be much happier just offing the guards than avoiding them with twenty loot bags.

It's quite common to save pagers, sometimes all four pagers, for a single, high traffic zone.

Conclusion: No Really This is Part of It

Most games are really designed around player skill as a highly portable talent that could be transported anywhere, much the same way that anyone already good at first person shooters is going to drop easily into loud missions. But the developers clearly took a very different tact with stealth, trying to make it genuinely feel like a heist, such that learning these specific twists of the map really make or break your success.

If it feels nonetheless hard on normal, then continue on for more tricks!
The Shinobi Talents
Chameleon

The ability to mark guards while in casing mode will make you immediately useful as a civilian on all heists that start with masks off. If you're learning a mission with more experienced players, this can be a productive way to learn the map and contribute in a big way despite being new.

On some harder missions like San Martin Bank, I'll often ask a pug to stay civilian the entire heist to mark guards, and to only mask up at the very end to help move loot.

Warning: You can still be detected by guards in civilian mode, if you get extremely close. Watch your corners!

Sixth Sense

Sixth Sense is the bread butter of how you move around on a stealth map. Move, stop for 3.5 seconds to check for guards, move several meters, wait 3.5 seconds, wash rinse repeat.

Nimble

Mandatory for the lockpicking bonuses alone, but also allows you to apply camera loops.

Camera loops, in my own life, tend to mostly be applied while I'm jamming them with my hacker perk deck. But there are XP farm heists where a camera is peering directly at a locked door, and camera loops are necessary there.

ECM Overdrive and Specialist

The main feature of ECM specialist is that it jams pagers for the ECM duration.

Duration boosts are obviously great, but the pager delay can be a blessing or a curse. For an ECM rush, we want pagers to come at the end. But in a lot of missions, an ECM is more useful if it doesn't delay the pager, because you can put down an ECM, shoot a guard, answer the pager, and clean up after yourself, all while the camera is knocked out. It's not always easy to get in close for a loop.

On missions like the Alesso Heist, where getting to the camera to apply a loop might put me in view of civvies and other guards, I'll go without the pager.

That said, without the pager delay, you can't do the "shoot two guards at once" trick with the Hacker deck-, so I stick with a pager delay on missions where guards often cluster together.

I always keep two nearly identical stealth builds handy for this reason: One with a pager delay, and one without a pager delay.
Talents You Should Be Ashamed Of For Not Using, And That Nobody Uses
Most players show up to stealth games with the Shinobi tree filled out, but nothing else. There are some real gems outside of the Shinobi tree.

High Value Target ACED

This is the one every stealth player feels like they discovered too late. It doubles the length of time enemies are marked, and automatically marks them when you scope them.

You can sweep a group of enemies and then keep track of their movements for a long time, essential for quickly running and dodging them, spotting for crewmates, and for learning the paths everyone walks. The most important thing in all of stealth is knowing where things that can see you are, and this helps you see more, so they can see you less. Don't miss it.

Parkour

Run speed, essential in stealth.

Jack of All Trades ACED

Deployables are essential in stealth, and in most heists, you want a lot of a thing in addition to body bags. I am shocked at the number of level 100 players who are fretting in the lobby about who brings what, or what dead drops are placed on the map. You should not be having this conversation. You should have Jack of All Trades aced. If I see that conversation I frequently just leave, because it tells me nobody in the room knows that two deployables is a thing.

More Firepower ACED

For the trip mines. Largely for the motion detector benefit. Like ECMs, they offer a modest benefit if the heist goes loud and you're trying to salvage it.

Transporter

Allows you to throw bags 50% further. Might not seem essential, until you're rushing bags before the popo come. Also cuts down when XP farming. Worth it for that alone.

Forced Friendship BASIC

Body bags are sometimes previous commodities, you should be able to move 6 civvies and not just 2.

Portable Saw ACED

Only necessary if you're going for a heist with a large number of deposit boxes (the four versions of Bank Heist), but in those situations, this skill will let you get through all of them with just one ammo bag, which you pop into your offhand deployable slot, and still bring your ECMs.

Hardware Expert BASIC

Most players know to bring a silent drill, but not all.
The Perk Deck
You only have three real stealth deck options, and if you enter a lobby with anything *other* than these three decks, you may find yourself getting unceremoniously kicked without warning. (This can also happen if they're making room for a friend, or if you are playing as Sydney.)

The meta perk deck IMO is Hacker. That said, you will find plenty/most serious players running Yakuza and Burglar. Yakuza makes you faster, a great benefit in stealth, and Burglar adds some passive bonuses to bagging and lockpicking.

Hacker gives you many clutch maneuvers that just outshine these passive bonuses:

The Double-Guard Hat Trick

Normally you can't kill two guards in a row. By the time you finish answering the first pager, the second pager has triggered the alarm.

Not a problem, with the hacker deck.

During or after killing two guards, the very moment you see one guard highlight for a pager response, hit your hacker ECM. This will stall the second pager from appearing for six seconds. This buys you time to answer the first pager. Then, the second pager will appear around when you're finishing the first response, giving you plenty of time to get to the body. Voila, two guards in a row, when the other decks would have caused a loss. I've done this more times than I can count.

It does take practice, so I recommend doing it on purpose on easy throwaway missions.

Camera disaster aversion

Anytime you pop a guard or a civvie, listen closely for the telltale "beep" "beep" "beep" that a camera can see the body and is seconds from calling the alarm. If you hear it, mash that ECM button, and rush in to turn on a camera loop.

If it's just a civvie or a guard with no pager, no camera loop necessary, just run in and bag the body.

Save your friends too!

You can pull this off across the map. The moment you see two exclamation marks triggered by a crewmate, hit your ECM as soon as the first guard's pager outline shows up. Or if they shoot someone into a "beep beep beep" zone, pop your ECM before the alarm triggers. You don't have to be anywhere nearby to buy them time. Convince your crewmates running Burglar and Yakuza of the error of their ways.

ECM chain transitions

Chaining together ECM's can be a little tricky--I give myself some buffer by tossing in a hacker ECM between the chains.

Basic camera avoidance

And of course they're nice to burn just to get into places watched by a camera. When you infamy to level 0 and have no talents, hacker is actually the only way to lockpick a camera monitored door on Bank Heist or Diamond Store, the two easiest stealth XP farm missions.

Conclusion: Hacker is meta

It's very hard to justify giving all of that up for some speed bonuses, though I could see the speedster appeal to Yakuza, for the massively experienced. But they're not reading this.
Learn the Rules of Visibility
The game has a very odd visibility system, that you can and must learn to abuse.

Your own camera, your point of view looking out into the game world, is you. The guards do not see your character model. You don't have feet or arms or a torso, you are just one amorphous, free-floating third-eye.

How do I abuse this?

The guards also can only see out of their free floating third eye, which is on the top of their forehead. If you can't see their third eye, they can't see you. Period.

But no really how do I abuse this?

This means you can hide behind items that are hilariously small, whether they be chairs, tiny statues, museum windowboxes, etc. Just get super close up against the box, and voila, they don't see nothing.

But beware the "awareness" mechanic

Guards and civvies also have "awareness" which allows them to start detecting you if you're just three feet or so away, even if their back is turned to you. So look out for that.

Be aware of the detection delay

Guards and civvies take a few half-seconds to start seeing you (it's actually random each time) which means you have a slight buffer between when they can detect you and when the detection meter starts filling. This is meaningful for the jump crouch, below.

Learn the jump crouch

You might notice more experienced players rapidly hopping and crouching; this is the "jump-crouch".

In a properly executed jump grouch, you run in, jump, and just after jumping wile still in the air, just before you enter the field of view of the guard, crouch. Ideally, you got lots of precious airtime while crouching, which got you the momentum and movement speed of a sprint, while crouching, while squeezing as much as possible out of the detection buffer.

Because this method is so essential, you really need to practice it in a controlled setting, by yourself, on some mission outside where you can practice jump crouching in front of a guard.

Learn the crouch detection distance

Practice moving in and out of a guard's range to get sense of how far they see. The game doesn't have any "visibility cones" that you see in easier stealth games, so you have to develop your own sense of where those cones really are.

Strategies Common to Many Missions
Some strategies are common to multiple maps. You should know these strategies in the general sense, because all of the other players will more or less expect you to know them.

Zone Domination

Sometimes called "domming" or "domming everyone", this is when you identify an area that can be completely controlled, and you subdue every civilian and guard inside of it. As soon as all of the civvies are zip-tied (or bagged, if you ran out of zip ties), you then move everyone into a less conspicuous location.

If there's guards present, this is usually combined with an ECM rush. But with no guards, you typically don't bother with an ECM, unless civilians alert all over the map and you need a lot of time to run around.

On some maps, you'll have to monitor a dommed area for civilians or guards who occasionally wander into it, and dom them too.

All you do is run around and spam the yell button at the civilians until they lie down on the ground. The WolfHUD mod makes it much easier to see which civvies are still either crouching or standing, which means they're considering calling the popo on you.

Should you shoot hostages when domming an area?
If you shoot instead of yell, they tend to all just start scattering like ants, which is the opposite of what you want. Save the bullets for the civvies who are within arms reach of panic buttons (definitely pop them). If they're civvies who don't go for panic buttons, hold off and see if you run out of zip ties.

ECM Rush: Domination and Guards

You'll see this method in play in Bank Heist and the guard-occupied sections of Diamond Store. You drop an ECM, run in and pop the guards first, then dom all the civvies. Then you answer the pagers after the ECM timer ends.

Note that there's only one pager per player, which means that generally speaking, you don't want to ECM rush when there's more guards up with pagers than there are human players, although you can use the Hacker deck trick to push this.

ECM Rush: Purge

This is the ECM rush you'll see on Scarface. This is when you want to want to black out the cameras, murder everyone, hide the bodies, and then have everything looking spotless when the cameras turn back on.

Similarly, on First World Bank, players will often deploy an ECM near the vault, and kill all the guards and the second camera operator while the ECM is running.

ECM Rush: Running the entire mission

Some players will speedrun a mission such that they run it in under four minutes, and by connecting eight thirty second ECM's together, keep everything stalled until the mission is finished.

Many of the missions have computer objectives (which are blocked by the ECM) which prevent you from cheesing the mission this way. People really only do it on Shadow Raid, and even then, not often--it's mostly just a cheese to farm XP. Like genders, all cheeses are valid, but cheesing Shadow Raid with an ECM rush and playing stealth generally are completely different concepts.

ECM Rush: GTFO

This is honestly where the ECM shines, and where you hope at least some of the players have experience chaining ECMs and the mods (well, just wolfHUD) to do it easily. It's pretty common to blow a mission during the last minute or two, especially if an inexperienced player simply has to travel from a safe room to the escape, or you just need to toss in a few bags of loot to get out.

Experienced players will chain their ECMs together.

In which order, you ask? Well, some might say that the default order is Green/Blue/Red/Orange, as this is the order players join in, but this is wrong. I have never played a game where people planned on that being the system. What actually happens is that the most proactive person hits the ECM first, and then their second ECM after that, and there is some frantic typing to determine who ECMs from there. Usually nobody volunteers or suggests an order, so if you're in a position to stop and type to suggest one, do so. If you have a good HUD, you can see what deployables the other players have left.

Generally, the players are going to ECM in order of most experienced to least experienced. The most experienced players are going to be able to properly chain for a solid two minutes, while the third and fourth players with less experience may well screw it up. It also gives you more time to have the "not now, NOW" conversation with the less experienced player.

Heists in Order of Stealth Difficulty

Moderate
Diamond Store
Jewelry Store/Ukrainian Job
Bank Heist

Challenging
GO Bank
Art Gallery
Firestarter Days 2, 3.
Murky Station
First World Bank

Very Challenging
Four Stores
Nightclub
Shadow Raid
Car Shop
No Mercy
Election Day
San Martin Bank
Shacklethorne Auction
Golden Grin Casino
Breakfast in Tijuana
The Big Bank
The Diamond
Framing Frame
The Yacht Heist
Hoxton Revenge

Rage
Diamond Heist
The Alesso Heist
Firestarter, Day 1
Scarface Mansion
The Bomb: Dockyard
Big Oil
The White House
Breakin' Feds
Buluc's Mansion
Border Crossing

I disagree with you.

This is my guide.

How do you define these categories?
Harder heists have more stages, more steps, more guards, more mechanics, more opportunities to screw up, and tend to have alarm-triggering, mission-ruining sections near the end. The fact that the otherwise not-too-bad Car Shop has you drive a car to narrowly escape bumps it up.

Less experienced crewmates are more likely to ruin these missions as well. Golden Grin Casino has a lot of steps, as does San Martin bank, but inexperienced players can do useful things in civilian mode, making those missions less frustrating.

Trip Mines: The Susan Lucci of Payday 2 deployables
In Payday 2, trip mines in stealth rarely show up, but they're quite lovely. They can help you track guards, and more importantly, learn the pathing of all the guards, so you get a sense of where the guards are even when you aren't running trip mines.

Ace the skill to get more tripmines

3 isn't useful enough. Ace it to get a zillion.

Start planting them where the guards go and you/crewmates go regularly

On Shadow Raid, one of the most commonly run stealth missions, you can trip mine the first and second floor of the warehouse (skip the basement) along with the steps. The warehouse will then transform from the haunted house into the safe zone, because you will literally know where every guard in the warehouse is all the time.

But where precisely?

Guards randomly pick a point within their patrol zone to pat to, hang out for a minute, and then move on to another random point and wait there. I put my trip mines just away from these points, so that the guards trigger the mine as they leave and enter.

Alternatively, you might go with a constriction method, where you trip mine all of the doorways and stairways--this works wonders on maps like Shadow Raid and Art Gallery, where the sound of a beep is enough to tell you the room may not be empty anymore.

Don't bother with wide open spaces where it's easy to mark the guards at a distance; trip mines are for the claustrophobic halls where guards surprise you.

When in doubt, protect your loot path.

Anytime I'm carrying a large number of bags along a path traveled by guards, I'll put trip mines up at all of the entrances to that path, so that guards can't surprise anyone. On missions like Train Heist, keep four or five trip mines in reserve to protect your exit. It will make running 20+ bags less of a nightmare.

More of your team missions will be successful

You'll notice a much higher success rate on missions after you start tossing in trip mines--everyone can see the guards your mines mark, especially beneficial for beginners.

Graduating from trip mines
They certainly become less necessary on the easier missions as you learn the paths better, but unless you're farming, trip mines are great.

When to equip trip mines
For one, stop taking the damn ECM everywhere. You don't need it. It's not useful on most stealth missions. There are only a couple missions that call for an ECM rush. Almost all missions benefit from body bags, but it's rare that you need more than one box of them, so your default deployable if you're not XP farming can usually be trip mines with body bags. This is the bread and butter of learning stealth missions. After you've learned it, well, then you'll be the expert on whether you'd be better off bringing something else.


Essential mods
You'll want to download and use WolfHUD. It has several important stealth features:

Tracking of outstanding loot, bags, guards with pagers, and guards without pagers

If you have three red highlights walking around, and you know there's only three guards still left on the map, then you can run free, without seeing you, in your least fashionable outfit.

But I will still be judging.

Tracking of the sixth sense highlight

There's a timer for how long you have to sit still before guards and civilians highlight themselves, and without a HUD indicator, you have no clear way to know besides trying to count in your head. This is frustrating because the counter doesn't count the way you would expect.

Tracking ECM use and timer by player

If you are chaining together ECM's, this is essential, especially with pugs. It is super frustrating when crewmates don't ECM at the right time when there is a mod that makes doing this pretty easy. In most of my stealth games, people have totally overlapping ECMs because they don't know when to turn it on and the sound doesn't tell you.

Visual identification of loot and objects

Floating text appears over lootable items that are otherwise hard to see.

Pager answer toggles
You no longer have to hold the button down to answer the pager, it holds the button down for you.
The Most Enjoyable Stealth Heists
My short list
Diamond Store
GO Bank
Art Gallery
First World Bank
Shadow Raid
San Martin Bank
Shacklethorne Auction
Golden Grin Casino
Breakfast in Tijuana
The Big Bank
Train Heist
The Diamond
Framing Frame
Diamond Heist
The Bomb: Dockyard
The White House
Buluc's Mansion

My shorter list
GO Bank
First World Bank
Shadow Raid
San Martin Bank
Shacklethorne Auction
Breakfast in Tijuana
The Big Bank
The Diamond
Diamond Heist
The Bomb: Dockyard

My super-faves
GO Bank
San Martin Bank
Shacklethorne Auction
The Big Bank
The Diamond
Diamond Heist
The Bomb: Dockyard

Play the missions you enjoy

Stealth can be frustrating to learn, so cut your teeth on the missions that appeal to you. Almost all of my super faves benefit heavily from bringing crewmates with you.

The Camera Room
If you're a beginner player, playing a co-op game, you have the option of joining a game with more experienced players. In those heists, you'll have a much more fun time if you're able to contribute something to the mission rather than just be carried.

The first thing to learn about any given heist is 1. How to get to the camera room and 2. How to move along the loot path.

If you are able to make your own way to the camera room, you're able to accomplish three important things. First, you're making life easier for whoever is on point, as they don't have to worry about cameras anymore. Experienced players rarely get spotted by cameras, but they'll frequently shoot people into the view of cameras, or alert guards in the view of cameras, and blow the mission.

The second bonus of the camera room is that if you watch the cameras and cycle through them, you will highlight most of the guards and civvies on the map, making it much easier for the person on point to move around undetected.

And of course, you can watch and see what the experienced player is doing to move the mission along.

The third benefit is that you can memorize all of the guard paths. (You're doing this, right? You have to, there's no radar in Payday 2.)

After that, you'll need to know how to move along the loot path and escape. If you don't know the escape, I recommend bringing an ECM to hold in reserve for the end of the mission in your second slot, which you can blow at the end to make your escape with guards watching. With 12 extra seconds from the Hacker deck, 42 seconds will get you from the camera room to the escape in every heist.

Guard Shooting Behavior
One Shot Kills Before Alerts

Guards, once alerted to your presence, gain hit points. It's much easier to kill them unalerted, as they will always be one shot kills. This alone can factor into a decision of whether to shoot a guard or risk detection.

Personally, if I'm close to being detected, and I have a good headshot, then I'll take the risk, since I can get a headshot off if they see me. If I only have a bodyshot, I'll often just go ahead and take it, so that I don't risk them seeing me, getting their normal amount of hit points, and only wounding them and causing a shootout.

Shooting

There is a random chance when alerted that a guard will immediately start shooting. It's lower than half. So you're not guaranteed to alert everyone on the map with a single guard alert, but it's possible.

Never turn your back to guards

I'm shocked at the number of experienced players who do this, and subsequently get caught. Always face your guards, unless they've just reached their stopping points and you know you have the safe thirty second window for shenanigans. If they're moving, keep them in front of you.
My Go-To Talent Build
Here: https://pd2builder.netlify.app/?s=005014003012381i000%2C341c0-6&p=k&a=0&t=d&d=82

Below, the most important skills in bold, the least important in italics.


Forced Friendship
Confident

Stable shot
Rifleman ACED


Resilience
Transporter

Scavenger
Portable Saw ACED


Third Law
Eco Sentry
Jack of All Trades ACED


Hardware Expert
Drill Sawgeant ACED
More Firepower ACED

Shinobi: All skills in tree ACED

Duck and cover
Parkour
ACED
Inner pockets (you don't need to ace this, you're wearing a suit)

Second Wind
Optical Illusions ACED
High Value Target ACED


How to Move
1 Comments
loothound 30 Jul, 2022 @ 10:20pm 
You can literally make saw virtually silent by revving the air and then sawing whatever you want for ~2seconds