Stealth is a gameplay feature that originated in PAYDAY: The Heist in a very basic form. It was later developed much further with the release of PAYDAY 2, which introduced many more stealthable heists, equipment to aid the player in remaining undetected, and several skills that influence stealth gameplay. Around half of the heists in PAYDAY 2 can be completed entirely in stealth, many without killing a single cop or guard.
Casing mode is implemented to a certain degree in PAYDAY: The Heist, as several heists will begin with the players in this state to allow for quick map scouting before beginning. Unless bumping into, or standing too close to a guard, the heisters cannot be detected. As there is little stealth involved, almost every heist in the first game will go loud once a player leaves casing mode. All players will leave casing mode at the same time.
A large number of civilians dot the maps, most usually in heists where stealth is the main approach where they pose hindrances to the crew by way of detection. Unlike guards and cameras, civilians cannot detect a player in casing mode, though will quickly panic at the earliest sight of one with a mask on and weapons out, and cannot be pacified if fully alerted. Panicking civilians will usually either seek out the nearest viable panic button, call the police, or simply run outside the map boundaries where an alarm will inevitably be raised.
Casing mode is a gameplay mechanic available in some heists, during which special actions can generally be taken and NPCs respond to players differently than in "loud" gameplay. Typically, heists that use casing mode will have a large civilian population, forcing the crew to try and blend in to gather info first before enacting their plan.
Certain heists will initially begin in casing mode, with players unmasked. Casing mode can be identified by the lack of a weapon on the player's screen, a mask-on notification and a "casing mode bar" on the top right in place of the hostage counter.
Once a player's mask is on, they can still perform both casing and normal actions, except for the mask, which cannot be removed and put on again. However, there are three heists that are a notable exception to this rule:
Casing mode can be ended either voluntarily, by holding the secondary interaction key and putting on a mask, or involuntarily, by getting detected or setting off an alarm. Once a player masks up for either reason, assuming an alarm has not sounded, the player enters stealth (see below) and can be detected normally. Whereas civilians will never detect a criminal in casing mode, they will become suspicious of a heister wearing a mask, so care must be taken to avoid civilians.
If a guard spots a criminal, he will yell at them to stop, pause for about 5 seconds, move slowly to the caught heister, and attempt to cuff them. If he is successful, that player will be immobilized and the guard will then raise the alarm after a moment. This behavior can be exploited by crafty players as they can potentially lead a lone guard into a more concealed location before taking him down, provided the caught player does not shoot or move too much once the guard issues the order to stop.
If a guard is killed or dominated during the stealth part of a mission, his pager will start beeping after 2 or up to 4 seconds. If it is ignored for 12 seconds, the pager operator on the other side will raise the alarm. To prevent this, players must answer the pager by interacting with it for 10 seconds to complete the interaction, though this can be shortened to 9 seconds by using the Burglar Perk Deck. Any given pager will beep and require attention only once; once it it successfully answered, that particular pager will not be of further concern. The team as a whole may answer up to four pagers during a heist; the operator will not believe a player answering a fifth pager and, upon completing the call, the operator will raise the alarm.
Titan cameras are the improved version of normal cameras. They only spawn on certain heists when playing on the Mayhem (Death Wish prior to the Housewarming party update) difficulty, or higher. Whether or not a heist (or day of a heist) features Titan cameras usually depends on whether or not that map has a security room that can be hit, though there are several exceptions.
On some heists, breaking a camera might cause the camera operator to send a guard to investigate. This will happen immediately after destroying the camera and can be anticipated by looking for guards that use their in-ear headsets, and listening for nearby radio chatter. This can be exploited by clever heisters to lure guards away from their usual patrol by destroying a camera in a remote place and waiting for the guard to come investigate. Security guards that are sent to investigate destroyed cameras will do one of two things: they will either become suspicious, draw their weapon and attempt to sound the alarm; or more rarely, walk up to the camera, try waving at it and then leave it alone, assuming it to be a technical fault. If the guard becomes suspicious, then even if that guard is dealt with, other guards in the future will also become suspicious when they see it. However, if they suspect nothing, then other guards will also ignore the broken camera, should they pass by it. Civilians and gangsters are never alerted by broken cameras, and so on some heists such as GO Bank, players can pick off cameras near civilians without arousing any suspicion, provided no guards or other cameras notice the destroyed camera.
Certain heists also include a security room, usually locked behind a very resistant security door but can sometimes be locked behind a simple metal door (e.g. Hoxton Revenge) or even completely exposed (e.g. Election Day Day 2). Once inside, players can disable all cameras on the map by killing or otherwise incapacitating the camera operator, who is usually a guard.
Players with Nimble can temporarily disable cameras for 25 seconds by walking up close and applying the loop. Only one camera per crew can be looped at a time. Looped cameras will not raise any suspicion if spotted by guards or civilians and can be identified by their cyan outline, which will begin to blink and play an audible beeping noise when the loop is ending. Once this has happened, the loop can be reapplied to the camera, restarting the 25 second timer without the camera detecting anything. This can be exploited by players who may need extra time to disable the camera completely or removing the object of suspicion. Additionally, placing an ECM Jammer will disable all cameras for the duration of the jam. Because of this, having at least one Ghost in the crew can be highly beneficial when attempting a difficult stealth heist.
The base game featured 12 heists, some of which take place over multiple days and locations. Overkill has released new heists through free or paid DLC, bring the total number of unique heist locations to over 70.
Similar to the original PAYDAY, heists have many dynamic events. For example, guards may have different patrol routes, safes and vaults may be in different locations, and the amount of cash and loot may be different. Some heists, such as Bank Heist, have different variants depending on the goal (i.e., cash, gold, deposit boxes).
During the heist, the police will assault with waves of enemies in an attempt to eliminate the players. The players must overcome them and complete the objectives before escaping. For some of the heists, a stealth option is available, allowing players to finish a heist without police intervening. But should the alarm be sounded, the police will begin their assault.
CRIME.NET OFFLINE allows individual players to play with bots in heists. Joining a CRIME.NET OFFLINE game is impossible. CRIME.NET has all the same capabilities as CRIME.NET OFFLINE (except for pausing, even if playing alone), but it allows up to four players (one being the host) to collaborate on the same heist.
For instance, an ammo bag may be purchased for use in a bank heist and will be available once the heist starts. In addition to that, the player can opt to purchase insider info, which is exclusive to any variant of the aforementioned bank heist.
At the end of each heist during the card drop, the player has a chance to earn one of the aforementioned components. There is also a chance that one of those drops may contain an infamous variant of said components.
Skill trees are an RPG-esque feature which allows the player to balance between an adaptive and/or specialized playstyle. There are five skill trees in which the player may pursue: Mastermind, Enforcer, Technician, Ghost, and Fugitive; All of which have 3 subcategories. As players complete heists and gain experience, they will progressively gain levels; dubbed "Reputation." Each new level will unlock a single skill point (with multiples of ten giving three).
Players can unlock tiers by allocating enough skill points to gain access to more skills. Each of the skill trees offers new abilities (body bags or silent drilling) to assist the player in completing heists.
Players can earn weapon attachments and other prizes upon successfully completing heists. For longer heists, this takes place at the end of the final day. Weapon mods are either attachments (such as scopes and suppressors) or modified/replacement parts (such as new stocks, foregrips, etc). Each weapon only supports specific mods, though most mods are usable on more than one weapon. 2b1af7f3a8