The following abilities will affect all weapons:
- Leadership (when Aced)
- Hard Boiled (when Aced)
- Overkill (when Aced)
The Mag Plus skill in tier 6 of the Technician tree increases magazine size for all weapons that do not have a fixed magazine size. This basically means "all weapons" excluding the Bronco (it's a revolver...) and the Mosconi 12G (it's a double barrel shotgun...).
In addition to the above, each class of weapons gets additional bonuses as follows;
Pistols
Pistols are affected by the abilities Equilibrium, Gunslinger, Leadership and (excluding the STRYK 18c) Sharpshooter. The pistols in game are as follows;
- Chimano 88
- Crosskill
- Bronco .44
- Bernetti 9
- STRYK 18c
- Deagle
All pistols are secondary weapons. Pistols fitted with silencers (the Bronco .44 cannot be fitted with a silencer) also pick up bonuses from Silent Killer and The Professional.
Shotguns
Shotguns are affected by the abilities Shot Impact, Shotgun CQB, Hard Boiled, Overkill and Sharpshooter. The shotguns in game are as follows;
- Reinfeld 880
- IZHMA 12G
- Mosconi 12G
- Locomotive 12G
All shotguns except the Locomotive 12G are primary weapons. It is possible to silence all of the shotguns apart from the Mosconi 12G, and doing so will pick up bonuses from Silent Killer and The Professional.
Submachine Guns
Submachine guns get bonuses from SMG Specialist, which can be aced to provide further bonuses. The submachine guns in game are as follows;
- Mark 10
- Compact-5
- Para
- CMP
- Krinkov
- Kobus 90
Submachine guns are secondary weapons. They can also be fitted with silencers allowing them to pick up bonuses from Silent Killer and The Professional.
Assault Rifles
Assault rifles are affected by the abilities Kilmer, Rifleman and Sharpshooter when aced. The M308 rifle is considered a single shot assault rifle due to its semi automatic nature. This means the M308 rifle picks up bonuses from Sharpshooter to reduce spread, in addition to the aced bonus.
The assault rifles in game are as follows;
- AMCAR
- AK
- CAR-4
- UAR
- JP36
- AK .762
- M308
- AK5
- AMR-16
Assault rifles are primary weapons and they can be fitted with silencers, allowing them to pick up bonuses from Silent Killer and The Professional.
From The Long Guide by Frankelstner - detailing stealth mechanics analyzed from the extracted game files:
Terms used:
"Cool" refers to the state of person or camera during stealth when he/it has no exclamation mark.
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. I refer to this state as "uncool". Dead or broken subjects are not included.
Stealth - Alerts
Alerts are noise and instantly turn people in hearing range uncool. 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.
Human observers become alerted by the following:
- Glass breaking (range: 12 m)
- ECM feedback (range: 100 m)
- Gunshots (range: 25 m when enemies shoot, usually 45 m with player weapons)
- Gunshot impacts (range: 1/4 of the gunshot noise)
- Grenade/Flashbang explosions (range: 100 m)
- Trip mine explosions (range: 50 m)
- Taking fall damage (range: 2.5 m)
- Civilian screams upon becoming uncool and at various other times (range: 2 m)
- 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). Even handcuffed guards scream. Non-lethal melee attacks against civilians cause no scream.
Unless you shoot in the sky, every gunshot ends with a gunshot impact. The noise origin is the impact location. Technically, gunshot impact alerts are of the same type as gunshot alerts. 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.
When your gun has issued a gunshot alert (i.e. 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. 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. There is a separate but pretty much identical block for gunshot impact alerts, where the 5 meters rule has a greater effect.
All player weapons have an alert range of 45 meters with the following exceptions: Brenner, KSP. MG42, R93, Thompson, Queen's Wrath, Lion's Roar, minigun, Lebensauger have an alert range of 40 meters. The Thanatos has a range of 35 meters. 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). The flamethrower has an alert range of 300 m. The grenade launchers and RPG do not cause gunshot alerts.
All 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). Weapons with an alert range of 40 meters or less (except saw) have their alert range reduced to 0 when silenced.
Uncool civilians cannot hear anything but gunshots (and gunshot impacts) caused by the players. Control Freak basic fully intimidates civilians when hearing a single gunshot alert. 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). 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.
Uncool enemies cannot hear anything but gunshots (and gunshot impacts) caused by the players. Technically, they were supposed to listen to explosions and glass breaking caused by the players as well. 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. As a result, any alerts caused by that function are ignored by uncool enemies. Breaking glass also does not work correctly and is ignored by enemies. Thus enemies behave like civilians in that regard and will react to gunshots only (and maybe trip mines). Enemies prefer to target players whose alerts have been heard and may also decide to shoot due to alerts.
Stealth - Alarm
There are 4 different ways alarm can be raised:
- An uncool person (guard or civilian or gangster) calls the police.
- A camera is uncool.
- A pager is left unanswered or answered unsuccessfully.
- Map-specific triggers. Usually motion sensors (lasers) or alarm buttons.
Basic ECMs disable the first two triggers as long as they are active. With the ECM pager skill, alarm is raised only by map-specific triggers.
There are three ways to figure out if alarm has been raised:
- All exclamation marks suddenly disappear simultaneously despite the enemies still being alive.
- A text message appears on the screen. Some map-specific alarm triggers do not show any message at all (Rats day 2, Big Oil day 1, Firestarter day 1, Framing Frame day 3), or are otherwise incorrect (alarm buttons on Trustee bank).
- The music changes.
On Big Oil especially, if you are not the person stealthing it, the only reliable method of figuring out if there has been alarm is paying attention to the music, as there is no alarm message and the disappearing exclamation marks might be due deaths. Conversely, as long as you can see a single exclamation mark, you are still in stealth as no alarm has been raised yet.
Excerpts from 'Dispelling Common Misconceptions' Reddit /r/paydaytheheist post by KarateF22:
- Civilians are alerted by bags: They only care about body bags and only at close range. Guards, gangsters, and cameras do care about all bags, however.
- You can stop a camera alarm after detection with ECM or by killing the operator: False. Operators aren't even alerted when the camera is; once a camera fully alerts stealth is guaranteed to fail in 7 seconds.
- Grenades sound the alarm on Big Oil Day 1: Hilariously they do not. Gunshots and the saw still will however, so be wary of that.
- Shinobi Ace is useful: Kinda. It works as claimed for clients in a game. However, there is currently a bug where hosts always silently kill targets, regardless of having the skill or not, which makes this much less useful if you host frequently.
Best Answer
Jewelry Store is not that bad to solo (even up to death wish), as long as you can maintain control.
Maintaining control with just one person is tricky without a couple of key skills, though.
With Control Freak, it's pretty trivial to do this even without tying or killing anyone - just keep track of the alerted civs, and shoot some surface near them to keep them under control. The way sound works in Payday 2, you get credit for making a noise when you shoot a gun and wherever the bullet impacts.
I don't know if it's required, but I believe HoxHud will show you icons for where civs are who are about to panic and need to be dominated. It's pretty darn useful for solo'ing, so I suggest using it if you're playing on PC.
So specific strategy for Jewelry Store solo looks like:
Random Event: Did the hot dog stand spawn? If so, there are 2 cops nearby who don't have pagers. If you're playing on a low enough difficulty, it never spawns, but on higher difficulties it sometimes does. You might want to restart the level until it's not there if you're new, but it's doable solo.
Get into the alleyway next to the store, either through the store and out the right office window (carefully) or through the alley on the right side (assuming you can get through there or jump the fence).
Take out any guards in the back alley and side alley, make sure they can't see each other when they go down so you have time to answer pagers.
Get into the right side office (pick the lock on the window if you went through the alley, or just jump back through the window if you went through the store) and wait for the roaming guard to come in the room, shoot him and get his pager.
From here on out, ECMs will keep the whole map safe for however long they last, so use them if the civs are getting out of your control.
(No Control Freak) Make your way back out into the street, and kill or subdue any civs in the street who are away from the front window. Kill the cops at the hot dog stand now, if that's present. I suggest tying until you're out of ties, and then kill anyone else with a silenced weapon. Then walk into the front of the store, and start yelling at people to get down.
(Control Freak) ECM, and walk into the front of the store. Shoot at the walls and ceiling. Make your way out into the street and shoot walls or floor near any civs who aren't green. Do this periodically (every 30 seconds or so) or any time the civs start to get unruly. It only takes a single shot to keep the intimidation going, so don't go crazy or you'll run low/out of ammo. You can shoot outside the map towards civs who are upset, even around corners - it's distance even through walls that counts.
Now, proceed to loot the store, keeping tabs on everybody. Shoot occasionally to keep people down. On Death Wish, you have to drill the safe to get enough bags, so keep that in mind.