The CAR-4 assault rifle is a primary weapon available in PAYDAY 2. The CAR-4 is the second primary weapon unlocked (at Level 4) and is cheap (at only $95,000) and can be considered a generally improved and upgraded (and thus superior) version of the starting AMCAR in almost every category.
The CAR-4 is the most versatile assault rifle in the game. While it only possesses relatively average stats in all regards, its primary strength is its great selection of mods. Many parts of the weapon can be customized and the rifle accepts many mods, allowing for either versatile or specialized builds. With these options, the CAR-4 can be a weapon in many loadouts/builds, whether it's stealth or loud-oriented.
With the large number of modifications available from both the base game and DLCs, the CAR-4 is the most versatile primary weapon in the game. As well as being able to mod it for high damage and/or accuracy, it can also be modded for high concealment, making it an excellent companion on stealth heists.
Also, unlike most fully automatic weapons, it has fairly clear and precise iron sights, making a sight modification largely optional. The only reason for a custom sight would be the need for magnification for long-range shooting, the stability rating bonus, and personal preference.
Summary[]
Pros:
Versatile and highly customizable
Shares several mods with other weapons
Good ammo pool and pickup rate
Good default iron sights
Can reach the highest concealment of any primary weapon at (34) with the requisite DLC
Unlocked early on and is cheap
Cons:
Slow rate of fire
Mediocre base accuracy
Somewhat lopsided performance when modded for any dedicated purpose
This is a typical combat configuration with high damage (68), good accuracy (80), high stability (88), a slightly larger magazine (34) with the option for slightly less accuracy (76) but a much larger magazine (60). In the right hands, it can be more ammo efficient than even LMGs due to higher accuracy, use of sights and selective fire.
Long Barrel (+2 acc, +4 stb)
Tactical Compensator (+1 dmg, +12 acc, -4 stb)
E.M.O. Foregrip (+1 dmg, +4 acc, +8 stb)
LED Combo (+8 stb)
Pro Grip/Rubber Grip (+4 acc, +4 stb)
THRUST Lower Receiver (+2 dmg)
L5 Mag (+4 mag, , +4 stb) or the CAR Quadstacked Mag (+30 mag, -4 acc, +4 stb)
Any Sight (+4 stb)
War-Torn Stock (+8 acc, -4 stb)
Orthogon Upper Receiver (+4 dmg, +4 stb)
The Long Barrel can be directly switched to the DMR Kit (-90 ammo, +108 dmg, +16 acc, -40 stb) and the War-Torn Stock switched to the 2 Piece Stock (+4 acc, +4 stb) to change the CAR-4 into a high powered rifle with extremely high damage (162) and high accuracy (88), but low stability (56). Increasing the low stability is generally best done with skills.
A maximum concealment (29/30 with short barrel combo) silenced assault rifle for stealth heists with average damage (63) middling accuracy (52), decent stability (68) and a small magazine (22).
Stealth Barrel (-2 dmg, -4 acc, +1 con) OR Short Barrel (-4 acc, +2 con) and Low Profile Suppressor (-5 dmg)
If you have the Optical Illusions skill aced, using The Bigger The Better Suppressor and Short Barrel over the Stealth one will do more damage (64) and still have good concealment (30).
Using the 45 Degree Ironsights (+1 con) instead of the Compact Laser Module will allow you to hit (31) base concealment. With Optical Illusions aced and a Concealment Boost, this can hit 33 concealment
If you do not have the E.M.O. Foregrip unlocked, the Competition Foregrip (+1 dmg, +8 acc, -12 stb, +2 con) can be used as a substitute. However, this will bring you down to 52 accuracy and 52 stability
With Steady Grip aced, Stable Shot basic, Optical Illusions aced, and a 8/9 perk deck, this build can have decent damage (66.2), average accuracy (72), perfect stability (100), and near max concealment (32)
This build maximizes concealment while still boosting combat related stats resulting in high damage (68), average accuracy (72), low but usable stability (52) and good concealment (23), meaning you can get your detection rating as low as (7) and still take this rifle. This build is very useful for skills like Low Blow/Sneaky Bastard as well as providing the player a concealable but deadly backup weapon for Plan B.
The idea behind the Stealth Barrel was probably inspired by the integral suppressor of the AAC Honey Badger, a CAR-15-based PDW, though not completely as the Honey Badger still has a very short regular barrel behind the suppressor block.
While it is labelled as a DMR Kit, the string ID for the upgrade (bm_wpn_upg_ass_m4_b_beowulf) indicates that it is based on an AR-15-pattern heavy barrel and a caliber change to using .50 Beowulf rounds instead of the regular 5.56x45mm.
This is an odd decision on many grounds since the .50 Beowulf round is a relatively heavy type of cartridge and thus is not very suitable for use in a DMR setup. While offering substantially greater stopping power and armor penetration capability compared to the 5.56x45mm NATO rounds, the strengths of the .50 BW are offset by having lower kinetic energy overall and poorer range (short-to-medium) compared to standard ammunition loads.
The CAR-4 and AMR-16 gain a significant amount of recoil per shot upon installation of the DMR Kit. In reality, designated marksman rifles does not necessarily have increased recoil over their assault rifle counterparts. This is especially true in the cases of converted assault/combat rifles as the caliber remains the same, and the increased kinetic energy from the extended barrel is nominal at most as the barrel twist rate (which dictates recoil more accurately than barrel length) usually remains unchanged.
The barrel alone does not usually indicate what designation the weapon has, the DMR qualification usually encompasses the rifle's various accessories such as bi-pods, grips, scopes and stocks in addition to barrels. A more accurate name for the in-game mod would be DMR Barrel.
However, it can also be assumed that the DMR kit makes slight alterations to certain internal components as well (i.e. the gas system), which would explain the massive damage buff and sharp decrease in stability.
The Private Party achievement refers to the modification as the "DMR Kit AMR-16", suggesting that it was originally only intended to be equipped on the AMR-16 and not the CAR-4.
The Marmon Compensator is based on the Kel-Tec KSG V6 muzzle brake. For some reason, it is treated as a general-purpose muzzle brake for non-shotgun "rifle-sized" weapons, despite being designed and made specifically for the KSG-12 which, strangely enough, isn't compatible with this specific item.
For whatever reason, this muzzle is meant for 308/7.62 NATO, depending on which model of rifles and machine guns that is within that caliber, but it can also be used for the majority of submachine guns, which wouldn't fit with this specific item.
For some reason, this suppressor is meant for 5.56 NATO, depending on which model of (assault) rifles is, but it can also be used for the majority of submachine guns and all LMG's, despite being designed and specifically made for KAC ChainSAW and Stoner 96 and its LMG counterpart, which wouldn't fit with this specific item.
For some reason, this muzzle is meant for 7.62 NATO, depending on which model of rifles that is within that caliber, but it can also be used for the majority of submachine guns and all LMGs, despite being designed and specifically made for KAC ChainSAW and Stoner 96 and its LMG counterpart (KAC LWAMG), which wouldn't fit with this specific item.
It is based on a rather loosely-imitated mockup of LR-300's handguard. The real part is longer, has more vent holes and much more pronounced adapter buffer spring shaft on top of it.
Although the main flashlight has a toggle switch, the laser sight component of the LED Combo is pressure-activated, meaning the laser will stay on as long as the pressure switch is depressed. This switch is not placed where it should be, however (on foregrips, magazine wells, etc...) and is instead ziptied to the main taclight, leaving no plausible mean for the user to toggle it without awkwardly moving their off hand off the weapon and gripping the attachment itself.
This based on the Command Arms UPG16 modular grip in tan, a switch from the rest of the Magpul plastic. The snap-off grip and groove pads make its dimensions customizable to an extent.
This is based on the Hogue Inc. OverMolded soft rubber grip for the AR-15 pattern guns. This particular model doesn't have the beavertail extension at the top.
The Eagle Heavy cannot accept this attachment, having a rubber grip by default. Improving that rifle is the Pro Grip's only advantage over this one.
The Straight Grip is based on yet another Magpul product, the MOE-K grip for AR-15 pattern rifles. It is the one of the only in-game Magpul-made modifications to not have a tan finish.
The Vintage Mag. is ostensibly based on the original 20-round M16 magazine that was used in the Vietnam War before the 30-round STANAG magazine was available, albeit with an uncharacteristically flat bottom instead of the real magazine's slanted one.
Despite this, the only case where this magazine houses the correct amount of bullets per load is the AMCAR, which uses it by default and has a 20-round capacity.
Adding it to a weapon strangely does not affect said weapon's Concealment value, despite the mod being finished in a more visible bright tan color compared to the others's metallic black.
Before Update #65, the UAR used the Tactical Mag as its default magazine.
This modification was based upon the SureFire MAG5-60, though equipping it on the AMCAR and Para only grants a maximum of 50/55 bullets per magazine instead of the correct 60.
The Expert Mag is based on the Magpul EMAG. While compatible with most AR-15-based platforms, the EMAG was originally made for, and remains a signature piece in almost every SA80 model (barring the L85A1 which can only use STANAG magazines).
The Expert Mag has translucent windows on both sides of the magazine shell through which ammo can be seen. As of Update #65, the Expert Mag will visually deplete as the player fires their weapon.
Despite being shown with the attachment on the Queen's Wrath's old inventory icon, the Expert Mag itself does not come with the rifle by default and requires the player to find it via card drops before they can attach it onto the weapon.
Stats-wise, the Expert Mag and L5 Magazine are identical in performance, so the only reason to choose the the former over the latter would either be the relative ease of the former's acquisition, or down to aesthetics if both magazines are available to the player.
Stats-wise, the L5 Magazine is identical to the Expert Mag, so the only reason to choose the L5 over the Expert Mag would either be the relative ease of the former's acquisition, or down to aesthetics if both magazines are available to the player.
The Speed Pull Magazine is not a typical Magazine mod, but rather a dedicated sleeve going around a weapon's magazine that allows for much quicker mag changes in the heat of the fight.
The Eagle Heavy is equipped with an Original Magpul® – 7.62 NATO by default, but it does not increase the weapon's reload speed, nor can it be equipped with the Speed Pull Magazine.
Due to it supporting a wide array of weapons, the Speed Pull Magazine is the first single modification to have multiple different icons.
The Speed Pull Magazine equips the AMCAR, Para, and AMR-16 with the Milspec Mag., but despite this they neither get increased magazine capacity nor reduced concealability, however it equips the Mark 10 with its Extended Mag and does give it increased magazine size, but does not increase stability nor does it decrease its concealment. Additionally, equipping the Speed Pull Magazine on the AK.762, Golden AK.762, and Krinkov will give them the AK's 5.45mm Bakelite magazine, despite the mismatched caliber.
Requires a pre-installed sight mod to mount. This mod is not available for Rodion 3B assault rifle, Piglet, Arbiter grenade launcher and all shotguns except Deimos.
Requires a pre-installed sight mod to mount. This mod is not available for Káng Arms X1 sniper rifle, KETCHNOV Byk-1, Rodion 3B assault rifle, Piglet, Arbiter grenade launcher and all shotguns except Deimos.
Requires a pre-installed sight mod to mount. This mod is not available for Káng Arms X1 sniper rifle, KETCHNOV Byk-1, Rodion 3B assault rifle, Piglet, Arbiter grenade launcher and all shotguns except Deimos.
Requires a pre-installed sight mod to mount. The magnification level can be changed while aiming down the sights, and the aiming FOV will automatically adjust itself. Not compatible with the Acough Optic, Military Red Dot, Milspec Scope, Combat Sight, Reconnaissance Sight, Theia Magnified Scope, Box Buddy Sight, the JP36's Original Sight, the Raven's Flip-up Sight or the GROM and Platypus 70's iron sights. Currently bugged and not appearing as intended on certain weapons, for a list see here. They're still listed below even if broken. Shows incompatibility with the Deagle's Marksman Sight, however they are allowed to be installed simultaneously. This mod is not available for AK 7.62, its golden variant, KETCHNOV Byk-1, Valkyria, Rodion 3B assault rifle, some SMGs and some shotguns.
The Riktpunkt Magnifier Gadget is based on the Aimpoint 3XMag attached to a toggle mount. Despite this, the mod's asset file name suggests it was based on the EOTech XPS G33 instead.
The magnifier will toggle on and off by itself when in use without any visual input by the player character.
The JP36 carbines wielded by the GenSec Elites have this gadget installed in conjunction with a Compact Holosight, however it didn't become a player-usable item until 2017.
Requires a pre-installed sight mod to mount. The magnification level can be changed while aiming down the sights, and the aiming FOV will automatically adjust itself. Not compatible with the Acough Optic, Military Red Dot, Milspec Scope, Combat Sight, Reconnaissance Sight, Theia Magnified Scope, Box Buddy Sight, the JP36's Original Sight, the Raven's Flip-up Sight or the GROM and Platypus 70's iron sights. Currently bugged and not appearing as intended on certain weapons, for a list see here. They're still listed below even if broken. Shows incompatibility with the Deagle's Marksman Sight, however they are allowed to be installed simultaneously. This mod is not available for AK 7.62, its golden variant, KETCHNOV Byk-1, Valkyria, Rodion 3B assault rifle, some SMGs and some shotguns.
Upon release, the default reticle of this sight was a chevron instead of the retail version's red dot. After the release of the Gage Mod Courier DLC, it was reverted to the regular sight's red dot.
It is functionally the same as the standard Military Red Dot Sight, but the sight's casing is tan instead of black with the line "A-10" scrawled on near the adjustment knob. The sticker on the lens cap's interior also says "I <3 Payday" instead of having a picture of an American flag.
This sight was based on the Aimpoint CompM2 optic. While it is portrayed as a high-zoom scope in-game, the CompM2 is actually a reflex sight, meaning it offers no magnification in reality.
This sight was based on the Aimpoint CompM2 optic. While it is portrayed as a high-zoom scope in-game, the CompM2 is actually a reflex sight, meaning it offers zero magnification in reality.
This modification seems to have been based on a Sightmark Sure Shot, though altered somehow as it has a perfectly vertical lens frame while the supposed base model had a slightly-trapezoidal one.
•This mod is incompatible with some secondary sights. •This mod is not available for Rodion 3B, VD-12 Shotgun, SG Versteckt 51D, Akron HC & Aran G2 Sniper rifle.
The Reconnaissance Sight is based on the NcSTAR Advanced Dual Optic, but instead of an integral flip-up reflex sight, the in-game model has a rangefinder.
•This mod is incompatible with some secondary sights. •This mod is not available for Rodion 3B, SG Versteckt 51D, Akron HC, Kahn .357 Revolver, Miyaka 10 Special & Aran G2 Sniper rifle.
It is based on the stock of early versions of the LR-300.
Attaching a folding stock to a conventional AR-15 type rifle is impossible in real life as they use direct impingement gas operation, which requires a buffer spring that is stored in the stock to cycle the gun.
However it is possible to attach a folding stock to an HK416 as it uses a short stroke gas piston, eliminating the need for a buffer spring stored in the stock.
The Wide Stock is based on the B5 Systems Enhanced SOPMOD Stock.
Despite adding a large stock, it actually confers a slight boost to Concealment, which is most noticeable on a weapon that doesn't normally have one (e.g. the Locomotive 12G).
Visually speaking, the War-Torn Stock is just a Wide Stock with a few miscellaneous items bound to it by a black cable tie.
Judging by the name and its ramshackled appearance, the War-Torn Stock is likely a broken product through repeated use that was salvaged with spare parts, thus would justify its inability to keep the weapon steady during fire.
This mod is no longer available following the removal of DLC on Steam on August 18th, 2024. Owners who previously bought this item are still able to access the contents as normal.
This modification was based on the VLTOR EMOD stock for AR-15 platforms. It also comes by default with most Taran Tactical Innovation rifle models, one of which is the basis for the Contractor .308.
Mall Ninja Modify the CAR-4 rifle with a Gazelle Rail, Tactical Compensator, Compact Holosight, Wide Stock and a Military Laser Module.
The Collector Kill 100cops using only weapons from the AK or CAR weapon families. Unlocks the "Keymod Rail", the "Crabs Rail" and the "Modern Barrel" for the AK weapon family.
CAR vs. Car Destroy a SWAT van turret using only the CAR-4 rifle. Unlocks the "Longbore" Exclusive Weapon Set for the CAR-4 rifle.
Trivia[]
Dallas reloading his CAR-4 with only two rounds. Courtesy of IMFDb.
By default, the CAR-4 looks very much like the M4A1, albeit without the carrying handle. When modified with the Aftermarket Special Handguard, Exotique Receiver, Folding Stock, Short Barrel and Straight Grip, it approximately resembles one of the LR-300 assault rifle variants.
Normally it is impossible to fit weapons of the AR-15 family with a side folding stock since they all use a cylindrical recoil buffer tube that extends 20cm from the rear of the receiver into the stock, the weapons cannot function without it and it normally restricts them to using either fixed or telescoping stocks. However the ZM LR-300 was specifically designed to be able to accept such a stock and has an adapted buffer system to accommodate this feature.
Finally, fitting the CAR-4 with the Longbore Exclusive Set, turns it into an approximation of the Mk 12 Special Purpose Rifle.
Peeking into the CAR-4's magazine during a reload shows only two rounds being loaded, with a plainly-visible base plate underneath. Prior to the first person animation update, the magazines were modeled after airsoft products and had no rounds to speak of in them.
The front sight along with the entire gas block is removed when a foregrip mod (sans the Aftermarket Special) is installed. An AR-15 derivative like the CAR-4 cannot fire normally without the gas block and the bolt has to be manually actuated after each shot instead of how the weapon works in the game. This is almost certainly a developer oversight.
Unlike many other AR-15 derivatives in the game however, it keeps its gas block when equipped with a sight mod (provided that you either have no foregrip mod/the Aftermarket Special equipped, other foregrips remove the gas block as stated earlier) alongside the AMCAR.
It is one of the two weapons whose name derives from the AMCAR-4, the other being the AMCAR, though it seems that the CAR-4 inherited most of the handling and versatility of the old weapon.
The CAR-4 is frequently used by both Law Enforcers and was the default primary weapon for Crew AI before the Henchmen update. Dallas and Houston in turn used the AK instead.
A veteran FBI agent, taking aim with his modified CAR-4.
The CAR-4s used by the AI is a bit odd compared to the ones available to the players. While it has some attachments available to the player such as the Holographic Sight, the Tactical Laser Module, (which is mounted on top of the weapon's handguard instead of on the right side, where it would be if the player equipped it on the CAR-4) the Exotique Reciever, and Straight Grip and the barrel used by the AI is much shorter than the Short Barrel mod available to the player, barely protruding from the handguard and resembling the ultra-short 6 inch barrels used with Colt Commando rifles (or from an in-game standpoint the Para,) instead of the 10-inch short barrel available to players. The handguard itself appears be based on a Daniel Defense RIS II handguard. The closest thing to that handguard available to the players is probably the OVAL Foregrip.
As it shares the lower receiver model with the AMCAR, AMR-16, and Para, the model name AR-15 can be seen stamped onto the side of the CAR-4.
Like most guns, it has a few matching parts available to it. These are the Tactical Stock, Ergo Grip, Tactical Mag, and the Tactical Laser Module, all of which are bright tan in color.
In the Gage Assault Pack update, OVERKILL changed the CAR-4's reload animation; the charging handle isn't pulled anymore on empty reloads, the bolt release is pressed to chamber a new round instead.
The "Mall Ninja" achievement refers to a term in the shooting community that describes a shooter who installs a disproportionate amount of modifications on an otherwise low-quality weapon. This is a rather appropriate term for a fully modified CAR-4 since it starts out as a relatively cheap, low tier weapon but can become incredibly powerful on higher difficulty levels if it is modified enough.
Found in the game's texture directory is a set of attachments consisting of an unused barrel, handguard, pistol grip, upper and lower receiver mods for the CAR-4. It is unclear what changes do they apply to the weapon as they are all identical to the respective parts on the vanilla rifle.
The in-game CAR-4 has an unusually slow rate of fire for an M4 type derivative as they typically have a cyclic rate of fire between 700-970 rounds per minute (from an in-game perspective it would be similar to the AMR-16.) Though they do exist, an M4 type weapon would require modifications to reduce its rate of fire such as a heavy bolt.