

Breaking glass also does not work correctly and is ignored by enemies. As a result, any alerts caused by that function are ignored by uncool enemies. However, the function used by HE rounds, hand grenades and the grenade launchers explicitly claim that the cause of the noise is the group of civilians and enemies, but not the players. Technically, they were supposed to listen to explosions and glass breaking caused by the players as well. Uncool enemies cannot hear anything but gunshots (and gunshot impacts) caused by the players. This being said, due to the 1.5 seconds cooldown it is virtually impossible for a single player to make a civilian freak out and flee. When hearing too many gunshots of players without Control Freak basic in quick succession, untied civilians will stand up no matter their intimidation level (only Dominator aced blocks this). Control Freak basic fully intimidates civilians when hearing a single gunshot alert. Uncool civilians cannot hear anything but gunshots (and gunshot impacts) caused by the players. Weapons with an alert range of 40 meters or less (except saw) have their alert range reduced to 0 when silenced. The grenade launchers and RPG do not cause gunshot alerts.Īll weapons with an alert range of 45 meters have their alert range reduced to 1 m when silenced (thus their gunshot impacts have a mere 0.25 m range).

The flamethrower has an alert range of 300 m. The saw also causes gunshot and gunshot impact alerts and has an alert range of 35 meters when not using up the blade (2 m if silenced), else 75 meters (8.5 m if silenced). MG42, R93, Thompson, Queen's Wrath, Lion's Roar, minigun, Lebensauger have an alert range of 40 meters. There is a separate but pretty much identical block for gunshot impact alerts, where the 5 meters rule has a greater effect.Īll player weapons have an alert range of 45 meters with the following exceptions: Brenner, KSP. Whether you fire your CAR-4 once or 15 times within 1.5 seconds to control civilians with Control Freak, they both issue just a single gunshot alert. you have fired your gun), subsequent gunshot alerts by the gun are blocked for 1.5 seconds, unless the origin of the alert differs by more than 5 meters. When your gun has issued a gunshot alert (i.e. As a result, gunshot impacts may cause alarm on day 1 of Big Oil, but they can also be used together with Control Freak to intimidate civilians. Technically, gunshot impact alerts are of the same type as gunshot alerts. Unless you shoot in the sky, every gunshot ends with a gunshot impact. Non-lethal melee attacks against civilians cause no scream. Civilian or enemy screams when experiencing moderate or heavy hurt or death (range: 6 m without Shinobi or Hidden Blade aced, else 0.25 m).Civilian screams upon becoming uncool and at various other times (range: 2 m).Grenade/Flashbang explosions (range: 100 m).Gunshot impacts (range: 1/4 of the gunshot noise).Gunshots (range: 25 m when enemies shoot, usually 45 m with player weapons).Human observers become alerted by the following: In the context of this game, alerts mean that neither the orientation of the head nor obstacles make any difference and that the person becomes uncool instantly without becoming suspicious first. Dead or broken subjects are not included.Īlerts are noise and instantly turn people in hearing range uncool. Once the person or camera has an exclamation mark or alarm goes off, there is no going back: The subject can never become cool again. " Cool" refers to the state of person or camera during stealth when he/it has no exclamation mark. Pager wasn't answered/answer attempt failedĪre there any other actions that I've missed that would result in being detected and the police being called?įrom The Long Guide by Frankelstner - detailing stealth mechanics analyzed from the extracted game files:.I'm trying to work out what circumstances result in aggression/detection/calling of the police and currently have this list down as something like the following
Payday 2 camera guard trial#
It wasn't easy through and required a lot of trial and error and at times seemingly being spotted by guards through walls from the other side of the level (or at least it feels like it).Īdditionally, when it comes to cameras, what makes the difference between breaking a camera resulting in detection or not? Often I have shot cameras with no repercussion but at times shooting a camera will result in a near immediate alarm, even with no guards present. Recently a team that I have been playing with and I have been trying to stealth through a variety of levels, attaining limited success with Nightclub raids and Bank Heists, while successfully completing day 3 of Framing Frame without getting spotted.
