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Imitations
This article is about the special weapon in PAYDAY 2. For the secondary weapon, see CMP.
Akimbo CMP

Akimbo CMP icon

Akimbo CMP FBI Files

Gameplay
Unlock Level 0
Inventory Slot Primary
Weapon Type Submachine Gun
Firing Mode(s) Selective firing AutoIcon / SemiIcon
Cost $585,200
Statistics
Magazine 60
Total Ammo 240
Rate of Fire 952
Damage 44
Accuracy 28
Stability 76
Concealment 26
Threat 8
Other
Internal name x_mp9
v·d·e
Mod stats

The Akimbo CMP submachine guns are a primary weapon available in PAYDAY 2 that was added in Update #178.

OverviewEdit

CMP submachine guns can be dual-wielded in the primary weapon slot for their greatly increased damage output at the cost of precise aiming, stability and the opportunity cost of being unable to use other primaries.

All akimbo weapon modifications cost 40% extra than their normal price.

SummaryEdit

TipsEdit

Available modificationsEdit

Low Profile Suppressor

Base game
v·d·e
Low Profile Suppressor
Total ammo - Magazine -
Reload - Damage -5
Accuracy - Stability -
Concealment - Threat -24
Cost: $29,400
Card Drop & Side Job / CCoinIcon 6

Special Effect(s): Silences weapon.

Medium Suppressor

Base game
v·d·e
Medium Suppressor
Total ammo - Magazine -
Reload - Damage -3
Accuracy - Stability +4
Concealment -2 Threat -24
Cost: $19,600
Card Drop & Side Job / CCoinIcon 6

Special Effect(s): Silences weapon.

The Bigger The Better Suppressor

Base game
v·d·e
The Bigger The Better
Total ammo - Magazine -
Reload - Damage -1
Accuracy +8 Stability +4
Concealment -3 Threat -24
Cost: $50,400
Card Drop & Side Job / CCoinIcon 6

Special Effect(s): Silences weapon.

Stubby Compensator

Base game
v·d·e
Stubby
Total ammo - Magazine -
Reload - Damage +1
Accuracy - Stability +12
Concealment - Threat +1
Cost: $29,400
Card Drop & Side Job / CCoinIcon 6

The Tank Compensator

Base game
v·d·e
The Tank
Total ammo - Magazine -
Reload - Damage +2
Accuracy - Stability +8
Concealment -1 Threat +2
Cost: $39,200
Card Drop & Side Job / CCoinIcon 6

Fire Breather Nozzle

Base game
v·d·e
Fire Breather
Total ammo - Magazine -
Reload - Damage +3
Accuracy - Stability +4
Concealment -2 Threat +5
Cost: $50,400
Card Drop & Side Job / CCoinIcon 6

Tactical Compensator

Gage Mod Courier
v·d·e
Tactical Compensator
Total ammo - Magazine -
Reload - Damage +1
Accuracy +12 Stability -4
Concealment -2 Threat -
Free
15 Red Spider Red Spider Packages

Competitor's Compensator

Gage Mod Courier
v·d·e
Competitor's Compensator
Total ammo - Magazine -
Reload - Damage +2
Accuracy +4 Stability +12
Concealment -2 Threat +1
Free
5 Green Mantis Green Mantis Packages

Funnel of Fun Nozzle

Gage Mod Courier
v·d·e
Funnel of Fun Nozzel
Total ammo - Magazine -
Reload - Damage +4
Accuracy -8 Stability -
Concealment -2 Threat +5
Free
10 Yellow Bull Yellow Bull Packages

Ported Compensator

The Butcher Mod Pack 2
v·d·e
Ported Compensator
Total ammo - Magazine -
Reload - Damage +2
Accuracy +4 Stability -8
Concealment -1 Threat -
Cost: $12,600
Bonus (1), Card Drop & Side Job / CCoinIcon 6

Tactical Suppressor

The Butcher Mod Pack 2
v·d·e
Tactical Suppressor
Total ammo - Magazine -
Reload - Damage -
Accuracy +4 Stability +12
Concealment -4 Threat -24
Cost: $39,200
Bonus (1), Card Drop & Side Job / CCoinIcon 6

Special Effect(s): Silences weapon

Concealment

Base game
v·d·e
ModBoost
Total ammo - Magazine -
Reload - Damage -
Accuracy - Stability -
Concealment +1 Threat -
Cost: $12,600
Card Drop & Side Job / CCoinIcon 6

Stability

Base game
v·d·e
ModBoost
Total ammo - Magazine -
Reload - Damage -
Accuracy - Stability +4
Concealment - Threat -
Cost: $12,600
Card Drop & Side Job / CCoinIcon 6

Accuracy

Base game
v·d·e
ModBoost
Total ammo - Magazine -
Reload - Damage -
Accuracy +4 Stability -
Concealment - Threat -
Cost: $12,600
Card Drop & Side Job / CCoinIcon 6

Team Boost

Base game
v·d·e
TeamBoost
Total ammo - Magazine -
Reload - Damage -
Accuracy - Stability -
Concealment - Threat -
Cost: $12,600
Card Drop & Side Job / CCoinIcon 6

Special Effect(s): +3% Experience & money reward for you and your crew.

Single Fire

Gage Weapon Pack 01
v·d·e
Locked single
Total ammo - Magazine -
Reload - Damage -
Accuracy +4 Stability -8
Concealment - Threat -
Cost: $70,560
Bonus (5), Card Drop & Side Job / CCoinIcon 6

Special Effect(s): Locks firing mode of a weapon to single fire.

Auto Fire

Gage Weapon Pack 01
v·d·e
Locked auto
Total ammo - Magazine -
Reload - Damage +1
Accuracy -4 Stability +8
Concealment - Threat -
Cost: $121,520
Bonus (5), Card Drop & Side Job / CCoinIcon 6

Special Effect(s): Locks firing mode of a weapon to fully-automatic.

  • To activate Gadgets on PC, press "Q".
  • To activate Gadgets on Console, press down on the "D-pad".

Assault Light

Base game
v·d·e
Assault Light
Total ammo - Magazine -
Reload - Damage -
Accuracy - Stability -
Concealment -1 Threat -
Cost: $29,400
Card Drop & Side Job / CCoinIcon 6

Special Effect(s): Flashlight

Tactical Laser Module

Base game
v·d·e
Tactical Laser Module
Total ammo - Magazine -
Reload - Damage -
Accuracy - Stability -
Concealment -1 Threat -
Cost: $50,400
Card Drop & Side Job / CCoinIcon 6

Special Effect(s): Laser

Compact Laser Module

Gage Mod Courier
v·d·e
Compact Laser Module
Total ammo - Magazine -
Reload - Damage -
Accuracy - Stability -
Concealment - Threat -
Free
15 Red Spider Red Spider Packages

Special Effect(s): Laser

Military Laser Module

Gage Mod Courier
v·d·e
Military Laser Module
Total ammo - Magazine -
Reload - Damage -
Accuracy - Stability +4
Concealment -2 Threat -
Free
20 Blue Eagle Blue Eagle Packages

Special Effect(s): Flashlight & Laser

LED Combo

The Butcher Mod Pack 2
v·d·e
LED Combo
Total ammo - Magazine -
Reload - Damage -
Accuracy - Stability +8
Concealment -2 Threat -
Cost: $50,400
Bonus (1), Card Drop & Side Job / CCoinIcon 6

Special Effect(s): Flashlight & Laser

Extended Mag.

Base game
v·d·e
Extended Mag (CMP)
Total ammo - Magazine +24
Reload - Damage -
Accuracy - Stability -
Concealment -2 Threat -
Cost: $39,200
Card Drop & Side Job / CCoinIcon 6

SkinsEdit

TriviaEdit

  • The CMP is based on the Brügger & Thomet MP9-NA3. It can be easily differentiated from the parent weapon by its lack of a front grip, with an under barrel grip-less rail in its place. The sideways folding stock and top rail mount featured on the CMP are also parts native to the MP9. Attaching the Skeletal Stock gives it the looks of the MP9-NA4, though a real MP9 is not usually compatible with this part due to the added stock hinge molded into the receiver obstructing the stock's clamps.
    • The stamping on the left side of the weapon confirms that the CMP is a MP9, though the first letter of the stamping is partially hidden by the rail mount so it is hard to tell which specific model the weapon is. The side rail is also unusually located to the left of the CMP rather than on the right like the real-life MP9.
    • The CMP lacks a fire-selection dial on its left side, meaning it should not be able to alternate between semi-automatic and fully-automatic fire like depicted in-game, but rather uses an old-model double-stage trigger to produce either single shots or automatic volleys.
  • "CMP" is most probably a reference to the CMP-150, a similar weapon found in the Nintendo 64 video game Perfect Dark, which in turn was based on Steyr TMP, the parent design of the TP9/MP9.
  • The CMP's default magazine holds an impossibly large total of 30 rounds, despite being modeled after a 15-round unit. Likewise, its Extended Mag also contains a whopping 12-round addition.
  • Despite being a machine pistol, the CMP is classified as an SMG in-game.
  • The CMP is unusual in that, like the Kobus 90, its gadgets are mounted on the left side of the gun. Most other weapons have their gadgets mounted on the right.
  • The CMP shares its firing sounds with an unsuppressed SpecOps.
  • The Akimbo CMP submachine guns possess foregrips, even though they are never used and the foregrips themselves were not originally on the standalone version.
  • The Akimbo CMP submachine guns may feel as if they are firing faster than the standalone weapon despite the unchanged rate-of-fire. This is due to the fact that the left-handed weapon will always fire immediately after the right-handed one, resulting in a more rapid, if not doubled, series of discharges.

GalleryEdit

Gameplay • Heists • Skills & Perk Decks • Weapons & Equipment • DLC

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