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Keanu Reeves and More Come to Payday 2
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Keanu Reeves and More Come to Payday 2

The time to be a Payday 2 fan is NOW.

Lots of Payday 2 updates and news to go around, gamers! It's a good time to be part of a heist, whether you'd be on either PC or console.

First bit of news is Keanu Reeves joins the co-op heist title, Payday 2, as his character John Wick from the film of the same name! Starbreeze's recent partnership with Lionsgate gave them permission to add a free DLC featuring Keanu Reeves' character in all of his badassery.

Not only can you play as John Wick, but a new perk system has been added along with the DLC called "Hitman". This allows players the ability to dual-wield certain weapons, a Chimano Compact pistol (can be modified), as well as a knife and pairs of sunglasses.

"Lionsgate's entry into the game space is continuing to build momentum with the addition of another great partner and a tremendous piece of IP," stated Peter Levin, Lionsgate's President of Interactive Ventures & Games.

Don't own Payday 2 on your Steam library? No problem! Purchasing some John Wick tickets off of Fandango with net you a free game code for Steam! Not a bad way to see what the character is all about in either medium.

Second item on the PC front is that Payday 2 will be hosting a special Halloween event from October 30th to November 4th called "The Headless Titandozer From Hell". Players can expect to grab some awesome Halloween masks, patterns, achievements, and so much more! Overkill Software will be announcing more info about the event in the next couple of days, so keep an eye out for a spooky update!

On the Xbox 360 side of things, a MASSIVE update went live recently. For those of you that still play this version, this is one update you won't forget. Grab a beverage and prepare for a good read:

Three big changes
A complete overhaul of the weapon system, introducing numeric values instead of bars
Major changes to the stealth system, balancing how much weapons, skills and armors affect your concealment
Rewritten skill descriptions, introducing numeric values in the spirit of Mekonlips'

Fixed the "card / loot drop crash" that community members would experience while in the money screen or in the PAYDAY.
Fixed the "achievement crash" that community members would experience whenever gaining certain achievements. This also solves the issue where players are disconnected from the server.
You are no longer told that you will be released from custody as you get into custody (as you are done for...)
Fix for crash when joining a spectator camera at times
Implemented a fix connected to player movement crashes
Made tweaks to the economy system - added a whole lot more money to PAYOUTs and matched that with prices. Bags are super important! Or go check out Big Oil...
Made tweaks to the skill costs, higher tiers are now more balanced
Increased the XP payout depending on difficulty
XP buff for HARD, VERY HARD, OVERKILL to account for increased difficulty, making it more rewarding
Pro Job XP payout increased on OVERKILL difficulty, making it more rewarding
Failure XP payout reduced slighlty
Special enemies will now be marked when seeing them through security cameras
You can now mark special enemies when in bleedout
Fixed a bug where skills that reduces purchase cost did not reduce cost of buying Premium Contracts
Changed suppression to threat
Changed visibility to concealment
Changed recoil to stability

Changed private lobby properties and changed how invite is sent/accepted.
Fixed a bug so that Players can now use the "invite friends" feature in-game again.
Invites to private now works.
Optimize the network code for less waiting
Implemented a fix where players would crash, seemingly because of connection problems, but actually because of host issues

Added beeping call sound for the pager call
Cranked up the volume on the ECM jammer
New Bain-lines added
Added new footsteps
We now stop weapon animations at mission end to prevent them from triggering sounds - for example, no more reload sound from shotgun in mission end screen
Improved the ambient sounds to loop seamlessly.
Added more and cranked up existing the car sounds.
Gun sounds improved and allowed to be 100% more at the same time
Added VO to the Sniper in Watchdogs! He is awesome.

Made glass double sided on player van
Added window damage on on office dividers with glass in them
Endless updates and fixes, just enjoy

We got word from Bain that the Washington PD is really stepping up their car chase unit - keep an extra eye out in the back mirror heading out of your heists
Bags - you no longer can grab them through walls, fences and such - the easy days are gone!
Revives - gone are the days of reviving your team mate through walls - man up!
Your loot bags now show up in a growing pile in your escape car or chopper
Added so that the ECM blocks pagers if deployed BEFORE they go off. Warning: they come back after the ECM is done. Then you need to deal with them as usual. The ECM is a delay of the call not a terminator of it
Tweaked the escape rate on several heists, lowering the chance of an escape happening
Cable ties will no longer be replenished if dropping out and then into a game again
Fixed an issue where the game would crash if the player was trading a hostage to get the host out of custody
For all stealth crews out there, you can now highlight cameras as long as the alarm hasn't been triggered.
Fixed an issue where we changed the interaction point for lockpicking safes, making it work better
Improved killer instinct for the AI team. They are more aggressive and more prone to stay alive even on the OVERKILL difficulty. Single player never looked more tempting.
Much harder OVERKILL! Yes you got it - now dont cry.
More balanced single player sessions
We now display mission bags value on PAYDAY for both mandatory and additional bags in stats screen during gameplay.
Add ability to upgrade drills with your skill upgrades - you can now upgrade other players drills
Fixed bugs with the drill and hacking device, sound getting stuck and unavailable upgrades for clients

Major changes to the stealth system, balancing how much weapons, skills and armors affect your concealment
Fixed a bug for suspicion meter not decaying when same enemy has more than one suspicion object in sight
Decreased most SMG weapons and Assault Rifles concealability
Increased Pistol concealability except for the Deagle Pistol and Bronco .44 Revolver
It will no longer be possible to sneak right in front of enemies
Added a Detection Risk ring in the inventory instead of the Concealment bar
Fixed various issues with Suspicion and Detection related skills
Adjusted armor concealment values to make the first four armors more forgiving and the last three more punishing while sneaking
Adjusted the weapon concealment values to be less punishing
Security cameras have been improved and will now detect you faster - GENSEC have been hard at work
Tweaked the detection values based on QA and community feedback

Armors have received a dodge value - the lighter you are, the higher chance you have of dodging bullets
Further balanced movement rates for all armors
Armor penalty now affects steelsight speed, crouching speed and in-air movement speed

Team AI on/off setting is now saved when changing contract
Can't kick a player at mission end screen
Fixed a graphical glitch in end screen when level cap is reached
Fixed support for ultra widescreen / eyefinity
XP tweaks to 1 day jobs vs 3 day jobs, it is now much more worth doing 2-3 day jobs
Prevent terminate contract option if signed out (server in failed/disconnected state)
New seeding for contracts. All available contracts will have a chance to be displayed. No more waiting forever for a contract to appear.
You can now buy contracts available on Bain will set you up for a fee deducted from your Offshore Account.
Improved Payouts!:

The economy has got a major upgrade. After looking at massive amounts of data and collecting player feedback we have implemented and tested a new economy system.

Each contract now has reward dependant on the mission specifics. Some contract amounts can seem low but the REAL value is in stealing additional loot bags. If you sling a lot of Coke for Hector he will compensate you greatly. The reward is different depending on the number of coke bags you clear. On the other hand, if you hit Big Oil it is not at all about bags and more about completion. If you get the engine to the helicopter and escape you get a hefty contract pay. This makes the game more tactical and you have to fight greed on almost every heist

Thanks to everyone who helped out with this! is now balanced so you can chose to play for XP or Money or a middle way. Learn this by playing the heists on different difficulties. There are some anomalies to be found and taken advantage of!
NOTE: If you are in a BAG focused mission, go for the additional bags - they pay out many times more than the mandatory bags (for which you get the contract pay). BUT remeber - GREED KILLS!
Multiday jobs pay out greatly and are very rewarding once you figure out how to move additional bags through them. has reduced its somewhat cluttered info when counting the PAYDAY and contract money for you. You will be presented with a PAYDAY number that shows the amount of money the contract is worth EXCLUDING the LOOT BAGS. This is the offshore account money and 10% of that becomes you spendable cash. Look into it. it is simpler and more straightforward.
All cash numbers are now presented as Offshore money until converted to spendable cash.

HUD viewpoints no longer clips at the edges
Three icons have been added for the drill monitor so players can now see which skills have been activated
Weapon modification icons have now been added to the inventory and the loadout menus
Increased volume of player armor regeneration sound

Loot Drop
When 2 or more of the same weapon mod is in inventory, that weapon mod no longer drops.
Added EXP cards in the loot drop for fast leveling
Added much better cash cards!

Masks & Customization
Added four new masks
Added four new patterns
Added four new materials
All masks are now shown in your mask stash - now you know how many masks there currently are available and which ones you have received
Fixed a mask exploit where the player could abuse the mask system to gain money

Law enforcers and others
Bulldozer now talks!
Bulldozer has now a higher damage tolerance, and is more evil
Bulldozers can now throw smoke grenades - Oh my god
Bulldozers can now use the IZHMA 12G Shotgun - Sweet baby Jesus
Balanced the Bulldozer spawn rates on the different difficulties
Fix for client not being able to melee a Bulldozer
Enemies will now be highlighted when they are behind glass, while player is looking through cameras, and the "box" marking heads of enemies will work through glass
Tweaked enemy surrender chances
Sniper shoots less often but packs more punch
Increased Sniper difficulty on OVERKILL so that they now deal massive damage
Made a change where we buffed the snipers
Fixed a crash regarding Sniper on the OVERKILL difficulty
Tazer also talks!
Taser has more health and is a bit more sadistic
Taser volume cranked up
Added SFX to the Taser when his taser malfunctions and increased the damage the taser takes
Converted guards on players side don't try to sneak off a call for backup
SWATS now have much better flashbangs - use the shades!
Added more and better run and walking animations for our dear law enforcers.
Included a feature where law enforcement now can spawn and move in groups of bulldozers, Tasers, Shields and heavy SWATs
Tweaked the tactics of the law enforcers - Tasers grouped with Bulldozers now charge instead of providing support and are more aggressive
Balanced the tan FBI spawn rates on the different difficulties
Balanced the FBI Officers so they do less damage but still hurt
Taser now has increased taser range, are also harder to headshot
Tasers can now team up together with Shields
Law enforcers can now carry the Bronco .44 Revolver - go on, make their day
Added new VO when law enforcers are suppressed
Fixed a crash related to flashbangs
Fixed a crash when a player tries to convert a dead law enforcer
Added hearing loss sound for flashbang
Added new VO for police officers and S.W.A.T.'s
Decreased damage output of law enforcers carrying the CAR-4 Rifle
Decreased damage output of law enforcers carrying the AMR-16 Rifle
Gangsters have been balanced so that they are less deadly, yo
Gangsters can be highlighted during sneak phase
Fixed an issue with the pager yellow highlights on gangsters killed before cops are alerted

Added sound to the AK5 reload
Improved AK47 reload
Fixed bug with extended mag for R870 giving more ammo than intended
Fixed pistols (some of them) not using "aiming sensitivity"
Stubby can now be modded on the CMP Submachinegun
Silenced guns are much better silenced - Try it and see if you like it!
The bigger the silencer the lower the damage reduction is, because of training
New reload animations for the Deagle!
Texture fix for the "professional" sight.
IZHMA 12G Shotgun damage is buffed.
M308 Rifle has had its damage adjusted correctly.
Kobus 90 Submachinegun got a damage increase with long barrel weapon mod. added.
A bug when you use melee with the saw has been fixed
A complete overhaul of the weapon system, introducing numeric values instead of bars
Selecting equipped mod will display the base, mod and skill stats
CMP Submachinegun - Increased the damage, spread and recoil
AMR-16 Rifle - Decreased the damage and recoil
AK.762 Rifle - Decreased the damage
Krinkov Submachinegun - Decreased the rate of fire
AK5 Rifle - Lowered the recoil
Kobus 90 Submachinegun - Lowered the recoil
Deagle Pistol - Lowered the recoil, increased the damage
Mark 10 Submachinegun - Increased the damage and spread
Locomotive 12G Shotgun - Increased the full and fall-off damage
Crosskill Pistol - Decreased the damage, lowered the recoil
Mosconi 12G Shotgun - Modifications for the Mosconi 12G Shotgun now have higher concealment
The Ergo Grip modification of the Crosskill Pistol now has a stability statistic

Dominator - Clients are now able to trade intimidated enemies
Updated several skill descriptions
ECM jammers can now be used to open ATM machines
Tweaked ECM feedback potency
Silent Killer is buffed
Silent Drilling - Lower the drill sound effect volume when skill is activated
Chameleon skill description text is now updated and more descriptive
Drill Sergeant BASIC and ACE bonuses increased
Buffed Cable Guy ACE
Buffed converted cops damage
Buffed Underdog BASIC
Stockholm Syndrome - Civilians revive the player faster now
Skill - Silent Drilling - Lowered the drill sound volume when skill is activated
Shinobi - Ace - Changed skill description to more accurately describe what the skill does
Juggernaut - Ace - Sprint and shoot upgrade added to the skill
Kilmer - Ace - Sprint and reload upgrade added to the skill
Boosted Aced Combat Medic revive bonus from 25% to 40%.
Enemies more affected by ECM feedback and civilians are no longer affected.
Added Inside Man Assets on almost all levels so that you can buy a EXPERT DRIVER that 100% takes away the Escape.
Made sentry gun tier 6 more effective.
Made a fix so that the Cleaner skill works properly with the cooks in the Rats Heist
Buffed the Bulletproof skill, now absorbs more damage
Rewritten skill descriptions, introducing numeric values in the spirit of Mekonlips'
Complete overhaul of skill descriptions to more accurately describe what the skills do
ECM Feedback radius has been extended to 25m
Improved the Fast Learner skill by increasing its effect
Balanced the Bulletproof skill by decreasing its effect
Improved the Cat Burglar skill by increasing its effect
Improved the Lockpicking Expert ACE skill by increasing its effect
Improved the Gunslinger skill by increasing its damage and reload time
Improved the Cable Guy skill by increasing the interaction speed
Balanced the Inspire ACE skill so that it works 75% of the time
Improved the Sentry Combat Upgrade skill by increasing the armor %
Balanced the Chameleon skill, decreasing its effect
Balanced Tier 4 of the Ghost tree
Balanced Tier 6 of the Enforcer tree

Watchdogs Job, Day 1
Fixed a gate that reacted in a strange way when C4 was used
Fixed an issue where bags could be thrown in unreachable places
Fixed collision issues
Watchdogs number of bags now depends on difficulty.
Tweaked chances of random events and walls.

Watchdogs Job, Day 2
Fixed a bug with the trucks collision

Four Stores Job
Removed the TV's in Four Stores' 24/7 store.
ATM machines now have a random chance on appearing
Changed civilian animations so that there no longer are stonecold civilians during assaults
Fixed a bug where a camera wasn't spotting players properly

Nightclub Job
Fixed the "Bad Music" asset on the Nightclub level. It now correctly lowers the amount of people willing to dance to elevator music.
Fixed the "Pickup Truck" asset on the Nightclub level. It now works
Removed civilian alert on the office windows facing the street in the Nightclub level. The music is too loud for civvies outside the office to hear. Kinda like in that Hotline Miami level
Removed civilian alert on the fancy striped lamps in the Nightclub level
Fixed alley door in the Nightclub level
Fixed crash sometimes when host was trading hostages
Changed so music stops sooner. This prevents the too long overlap when the assault starts
So many fixes... and Dmitri has changed up the club. There is tons of more variation and evil russian thugs around.
There is a rumour of a fight club, but we are not supposed to talk about that.
Made several fixes connected to AI movement pattern and collision
Fixed a bug with a shelf with no collision in the kitchen

Bank Heist Job
Bank Deposit is more rewarding (and more risky)
Fixed an asset problem with cameras not highlighting the control box
Fixed catwalk on bank roof that bugged out collision wise
Fixed a bug on the bank job(s) where sometimes the van door wouldn't open, causing progression to halt
Moved the ATM machines in the lobby a bit so they don't intersect
Thermal drill now gets Technician bonuses for speed, alert radius and fixing itself

Firestarter Job, Day 1
Fixed so cameras stop beeping after the alarm goes off

Firestarter Job, Day 2
Fix for cuffed guard that is not detected as suspicious activity
Fixed breakable glass in the server room

Firestarter Job, Day 3
Fixed some objectives staying even though they were finished in some cases.
Fixed the vault door glitch/exploit (you won't “accidentally” fall through it )
Fixed a bug on the Firestarter Job, Day 3 where sometimes the player could not secure bags

Mallcrashers Job
Reduced the amount of time between Bain saying damage values.
Big bug removed on Mallcrasher, that gave players 30x the worth of small windows when destroying 3 bugged windows. Also, rebalanced so that small stuff (vases, bottles etc) give more than before. Also added car windows and upped car destruction value.
Lots of new art for the mall such as lamps, barrista furniture and more
New asset icons for mallcrasher gas cans are in.
Blocked off a place where the player could get stuck if he really wanted to inspect certain gym equipment from... interesting angles
Fixed a wonky door on Mallcrasher
Made the AI move around better on the map
Removed the small rooms with the gas cans - reviewers really wanted this
Balanced property damage values.

Big Oil Job
Fixed keycard asset from Big oil 1 to Big Oil2 – it spawned 4 cards. Now it spawns 1 card and on the ground int front of the team when they start. The keycard is highlighted. Pick it up and open the door of choice.
Completely new layout on Day 1!
Fixed a bug so that the players can't shoot through the round windows to the left and right of a door
Modified cost for Big Oil Pro

Framing Frame Job, Day 1
Fix for rare crash when client shoots at enemies while host leaves the game

Framing Frame Job, Day 2
Optimized some collision on the train
Fixed issues where bags wouldn't count when traded in the Train Trade
Bag collision on roof of train fixed
Fixed collision in the secret tunnels
Removed a floating stone!
Fixed a bug so that players now are able to pass through the train door before it closes
Fixed an issue with the phone when multiple players would answer it at the same time

Framing Frame Job, Day 3
Fixed disappearing environment on the roof on the penthouse
Fixed a light bug
Fixed some rare objectives bug
Fixed a bug where bags weren't reachable

Jewelry store Job
Fixed that if you stand on the safe door on Jewellery store while it's drilling, and then keep yourself on the door while it opens, as soon as you get off the door you fall through the floor to the base of the map, and then teleport back to the playable area. So now you can stand on the safe door.....
Fixed so that Bain does not tell you the police are sending in harder units, even though there are no police as you are in full stealth.
Fixed a bug where throwing jewelry bags on top of street lights will cause progression to be stopped
Fixed a bug where the player and bag collision wouldn't work properly with the dump truck (this is also fixed on the Ukranian job)

Ukranian Job
Safes that would spawn inside of walls have been removed

Rats Job, Day 2
Bain speaks the correct line when player gets money and intel. You did good here not bad
Fixed a crash related to the client drop-in joining and crashing after a couple of seconds
Fixed collisions on Rats 1&2
Fixed an issue where one of the money bag isn't secured when it spawn in the van
Modified cost for Rats Pro

Diamond Store Job
Added the Diamond store Job
Fixed the AI navigation graph so they move properly

Added Park Escape in daytime and Cafe Escape in daytime for better variety
Removed some flying bushes on the Park Escape
Changed how escapes work, now civilian death increases chance and not time. Also a no alarm hit gives you NO escape.
Fixed minor graphical issues on Street escape.