(→Tips) Tag: Visual edit |
(→Maps) Tag: Visual edit |
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− | [[File:HoldoutMenu.png|right|200px]]'''Holdout''' is a |
+ | [[File:HoldoutMenu.png|right|200px]]'''Holdout''' is a game mode introduced on Day 5 of operation [[PAYDAY 2 Community Events#Icebreaker|ICEBREAKER]]. As the name implies, it is an endurance mode where the players must defend themselves and their hostage(s) from up to 9 waves of increasingly difficult [[Assault Waves|police assaults]]. |
Holdout becomes accessible at Reputation 65, and players with at least one rank of [[Infamy]] can access it regardless of level. |
Holdout becomes accessible at Reputation 65, and players with at least one rank of [[Infamy]] can access it regardless of level. |
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− | |||
− | On April 28th, 2020, 5 new Holdout maps located in already existing heists were added to the rotation, these being [[Golden Grin Casino]], [[Alesso Heist]], [[The Big Bank]], [[San Martín Bank]], and [[Mallcrasher]]. |
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==Overview== |
==Overview== |
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The main objective of Holdout mode is to defend oneself and one's hostage against 9 progressively harder assault waves in order to gain ransom from the police. Each wave is much shorter than a usual heist wave, lasting about 3 minutes each. The longer the holdout, the bigger the pay, but cops will also become more and more aggressive as the session draws out. |
The main objective of Holdout mode is to defend oneself and one's hostage against 9 progressively harder assault waves in order to gain ransom from the police. Each wave is much shorter than a usual heist wave, lasting about 3 minutes each. The longer the holdout, the bigger the pay, but cops will also become more and more aggressive as the session draws out. |
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− | The lobby host can opt to quit early by trading the hostage, but the pay will be limited. Other players cannot interact with the hostage in any way. A Holdout ends in failure if the police |
+ | The lobby host can opt to quit early by trading the hostage, but the pay will be limited. Other players cannot interact with the hostage in any way. A Holdout ends in failure if the police rescue the hostage or all players are incapacitated (downed, cuffed or in [[Police Custody|custody]]), with no rewards being paid out. The process of a law enforcer releasing the hostage takes 8 seconds. Having at least one player in [[Police Custody|custody]] will trade the hostage automatically after the current wave finished. This has no negative effects on the final wave and cannot be avoided by any means. |
− | Like [[Crime Spree]], Holdout's baseline difficulty is Overkill. |
+ | Like [[Crime Spree]], Holdout's baseline difficulty is Overkill. |
− | |||
− | As of [https://www.overkillsoftware.com/payday-2-update-199-3/ Update 199.3] you have free choosing over the holdout map you want to play. Weekly Holdouts have been removed and special rewards are now available on any holdout map, past wave 5. This update also added 10 unique weapons colors as a special reward for playing holdout. |
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[[Locke]] is the holdout coordinator, and will warn the crew of periodic enemy spawns. |
[[Locke]] is the holdout coordinator, and will warn the crew of periodic enemy spawns. |
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==Spawn Limits== |
==Spawn Limits== |
||
− | {| class="wikitable" width="100%" style="text-align: center" |
+ | {| class="wikitable" width="100%" style="text-align: center; width:50%" |
− | | colspan="7" | '''Spawn Limits |
+ | | colspan="7" style="background-color:hsla(200,50%,50%,.5)" | '''Holdout Spawn Limits''' |
|- |
|- |
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+ | !style="width:5%" | '''Wave''' |
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− | ! Wave |
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! Shield |
! Shield |
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! Medic |
! Medic |
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Line 28: | Line 24: | ||
! Cloaker |
! Cloaker |
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|- |
|- |
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− | + | ! 1 |
|
| 4 |
| 4 |
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| 3 |
| 3 |
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Line 35: | Line 31: | ||
| 2 |
| 2 |
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|- |
|- |
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− | + | ! 2 |
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| 4 |
| 4 |
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| 3 |
| 3 |
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Line 42: | Line 38: | ||
| 2 |
| 2 |
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|- |
|- |
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− | + | ! 3 |
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| 4 |
| 4 |
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| 3 |
| 3 |
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Line 49: | Line 45: | ||
| 2 |
| 2 |
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|- |
|- |
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− | + | ! 4 |
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| 5 |
| 5 |
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| 3 |
| 3 |
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Line 56: | Line 52: | ||
| 2 |
| 2 |
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|- |
|- |
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− | + | ! 5 |
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| 5 |
| 5 |
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| 3 |
| 3 |
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| 2 |
| 2 |
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|- |
|- |
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− | + | ! 6 |
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| 6 |
| 6 |
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| 3 |
| 3 |
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Line 70: | Line 66: | ||
| 2 |
| 2 |
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|- |
|- |
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− | + | ! 7 |
|
| 6 |
| 6 |
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| 3 |
| 3 |
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Line 77: | Line 73: | ||
| 2 |
| 2 |
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|- |
|- |
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− | + | ! 8 |
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| 6 |
| 6 |
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| 4 |
| 4 |
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Line 84: | Line 80: | ||
| 2 |
| 2 |
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|- |
|- |
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− | + | ! 9 |
|
| 7 |
| 7 |
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| 4 |
| 4 |
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Line 91: | Line 87: | ||
| 2 |
| 2 |
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|- |
|- |
||
+ | | colspan="7" style="background-color:hsla(200,50%,50%,.5)"| '''Unused Extra Waves''' |
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− | | 10 |
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+ | |- |
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+ | ! 10 |
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| 7 |
| 7 |
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| 4 |
| 4 |
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Line 98: | Line 96: | ||
| 2 |
| 2 |
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|- |
|- |
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− | + | ! 11 |
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| 8 |
| 8 |
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| 4 |
| 4 |
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Line 105: | Line 103: | ||
| 3 |
| 3 |
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|- |
|- |
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− | + | ! 12 |
|
| 8 |
| 8 |
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| 4 |
| 4 |
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Line 112: | Line 110: | ||
| 3 |
| 3 |
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|- |
|- |
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− | + | ! 13 |
|
| 8 |
| 8 |
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| 4 |
| 4 |
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Line 119: | Line 117: | ||
| 3 |
| 3 |
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|- |
|- |
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− | + | ! 14 |
|
| 9 |
| 9 |
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| 4 |
| 4 |
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Line 126: | Line 124: | ||
| 3 |
| 3 |
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|- |
|- |
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− | + | ! 15 |
|
| 9 |
| 9 |
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| 5 |
| 5 |
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Line 133: | Line 131: | ||
| 3 |
| 3 |
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|- |
|- |
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− | + | ! 16 |
|
| 10 |
| 10 |
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| 5 |
| 5 |
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Line 140: | Line 138: | ||
| 3 |
| 3 |
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|- |
|- |
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− | + | ! 17 |
|
| 10 |
| 10 |
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| 5 |
| 5 |
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Line 147: | Line 145: | ||
| 3 |
| 3 |
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|- |
|- |
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− | + | ! 18 |
|
| 10 |
| 10 |
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| 5 |
| 5 |
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Line 154: | Line 152: | ||
| 3 |
| 3 |
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|- |
|- |
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− | + | ! 19 |
|
| 11 |
| 11 |
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| 5 |
| 5 |
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Line 161: | Line 159: | ||
| 3 |
| 3 |
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|- |
|- |
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− | + | ! 20 |
|
| 11 |
| 11 |
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| 5 |
| 5 |
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Line 168: | Line 166: | ||
| 3 |
| 3 |
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|- |
|- |
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− | + | ! 21 |
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| 12 |
| 12 |
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| 6 |
| 6 |
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Line 176: | Line 174: | ||
|} |
|} |
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+ | ==Wave Modifiers== |
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− | ==Damage/Health multipliers== |
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+ | {| class="wikitable" width="100%" style="text-align: center; width:50%" |
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− | ''Snipers will not receive damage buff.'' |
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+ | | colspan="4" style="background-color:hsla(200,50%,50%,.5)" | '''Holdout Wave Modifiers''' |
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− | {| class="wikitable" width="100%" style="text-align: center" |
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− | | colspan="3" | '''Damage & Health Modifiers (Holdout)''' |
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|- |
|- |
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+ | !style="width:5%" | '''Wave''' |
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− | ! Wave |
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− | ! Damage |
+ | ! Damage Multiplier |
− | ! Health |
+ | ! Health Multiplier |
+ | ! Extra Modifiers |
||
|- |
|- |
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− | + | ! 1 |
|
| 1.5 |
| 1.5 |
||
| 1.75 |
| 1.75 |
||
+ | | width="40%" style="height: 100px; font-weight: normal; background-color:hsla(0,0%,50%,.05)" | |
||
+ | [[File:CS-LoudMod20.png|80px|frameless|center]]<small>Cloakers executing a successful charge now cuffs the player instead of downing them.</small> |
||
|- |
|- |
||
− | + | ! 2 |
|
| 2 |
| 2 |
||
| 2.5 |
| 2.5 |
||
+ | | |
||
|- |
|- |
||
− | + | ! 3 |
|
| 2.5 |
| 2.5 |
||
| 3.25 |
| 3.25 |
||
+ | | width="40%" style="height: 100px; font-weight: normal; background-color:hsla(0,0%,50%,.05)" | [[File:CS-LoudMod10.png|80px|frameless|center]]<small>Bulldozers are replaced by Skulldozers.</small> |
||
|- |
|- |
||
− | + | ! 4 |
|
| 3 |
| 3 |
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| 4 |
| 4 |
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+ | | |
||
|- |
|- |
||
− | + | ! 5 |
|
| 3.5 |
| 3.5 |
||
| 3.75 |
| 3.75 |
||
+ | | width="40%" style="height: 100px; font-weight: normal; background-color:hsla(0,0%,50%,.05)" | [[File:CS-LoudMod12.png|80px|frameless|center]]<small>For every Heavy SWAT that spawns, there is a chance that it will be replaced by a ZEAL Heavy SWAT Marksman.</small> |
||
|- |
|- |
||
− | + | ! 6 |
|
| 4 |
| 4 |
||
| 4.5 |
| 4.5 |
||
+ | | |
||
|- |
|- |
||
− | + | ! 7 |
|
| 4.5 |
| 4.5 |
||
| 5.25 |
| 5.25 |
||
+ | | width="40%" style="height: 100px; font-weight: normal; background-color:hsla(0,0%,50%,.05)" | [[File:CS-LoudMod22.png|80px|frameless|center]]<small>Whenever a Bulldozer spawns, there is a chance that it will be a Medic Bulldozer. A Medic Bulldozer counts as both a Medic and a Bulldozer.</small> |
||
|- |
|- |
||
− | + | ! 8 |
|
| 5 |
| 5 |
||
| 6 |
| 6 |
||
+ | | |
||
|- |
|- |
||
− | + | ! 9 |
|
| 5.5 |
| 5.5 |
||
| 6.75 |
| 6.75 |
||
+ | | width="40%" style="height: 100px; font-weight: normal; background-color:hsla(0,0%,50%,.05)" | [[File:CS-LoudMod21.png|80px|frameless|center]]<small>Whenever a Bulldozer spawns, there is a chance that it will be a slow-moving [[Vulcan Minigun|minigun]]-wielding Bulldozer.</small> |
||
− | |- |
||
− | | |
+ | |- |
+ | | colspan="4" style="background-color:hsla(200,50%,50%,.5)"| '''Unused Extra Waves''' |
||
+ | |- |
||
+ | ! 10 |
||
| 6 |
| 6 |
||
| 7.5 |
| 7.5 |
||
+ | | |
||
|- |
|- |
||
− | + | ! 11 |
|
| 6.5 |
| 6.5 |
||
| 8.25 |
| 8.25 |
||
+ | | |
||
|- |
|- |
||
− | + | ! 12 |
|
| 7 |
| 7 |
||
| 9 |
| 9 |
||
+ | | |
||
|- |
|- |
||
− | + | ! 13 |
|
| 1.9 |
| 1.9 |
||
| 1.9 |
| 1.9 |
||
+ | | |
||
|- |
|- |
||
− | + | ! 14 |
|
| 1.975 |
| 1.975 |
||
| 1.975 |
| 1.975 |
||
+ | | |
||
|- |
|- |
||
− | + | ! 15 |
|
| 2.05 |
| 2.05 |
||
| 2.05 |
| 2.05 |
||
+ | | |
||
|- |
|- |
||
− | + | ! 16 |
|
| 2.125 |
| 2.125 |
||
| 2.125 |
| 2.125 |
||
+ | | |
||
|- |
|- |
||
− | + | ! 17 |
|
| 2.2 |
| 2.2 |
||
| 2.2 |
| 2.2 |
||
+ | | |
||
|- |
|- |
||
− | + | ! 18 |
|
| 2.275 |
| 2.275 |
||
| 2.275 |
| 2.275 |
||
+ | | |
||
|- |
|- |
||
− | + | ! 19 |
|
| 2.35 |
| 2.35 |
||
| 2.35 |
| 2.35 |
||
+ | | |
||
|- |
|- |
||
− | + | ! 20 |
|
| 2.425 |
| 2.425 |
||
| 2.425 |
| 2.425 |
||
+ | | |
||
|- |
|- |
||
− | + | ! 21 |
|
| 2.5 |
| 2.5 |
||
| 2.5 |
| 2.5 |
||
+ | | |
||
|} |
|} |
||
+ | Notes: |
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− | |||
+ | *Snipers will not receive any damage buffs. |
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− | ==Modifiers== |
||
− | '''WAVE 1:''' |
||
− | {| cellpadding=2 style="float: left; background-color:hsla(0,0%,50%,.15); width: 100%" |
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− | ! width="20%" style="height: 100px; font-weight: normal; background-color:hsla(0,0%,50%,.05)" | {{CSModifier tooltip|style=border-radius: 0px; border: 0px; background-color: transparent; margin-top: -20px; margin-left: -512px|CS-LoudMod20|desc=Cloakers executing a successful charge now cuffs the player instead of downing them.}} |
||
− | |} |
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− | |||
− | '''WAVE 3:''' |
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− | {| cellpadding=2 style="float: left; background-color:hsla(0,0%,50%,.15); width: 100%" |
||
− | ! width="20%" style="height: 100px; font-weight: normal; background-color:hsla(0,0%,50%,.05)" | {{CSModifier tooltip|style=border-radius: 0px; border: 0px; background-color: transparent; margin-top: -20px; margin-left: -192px|CS-LoudMod10|desc=Bulldozers are replaced by Skulldozers.}} |
||
− | |} |
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− | |||
− | '''WAVE 7:''' |
||
− | {| cellpadding=2 style="float: left; background-color:hsla(0,0%,50%,.15); width: 100%" |
||
− | ! width="20%" style="height: 100px; font-weight: normal; background-color:hsla(0,0%,50%,.05)" | {{CSModifier tooltip|style=border-radius: 0px; border: 0px; background-color: transparent; margin-top: -20px; margin-left: -242px|CS-LoudMod22|desc=Whenever a Bulldozer spawns, there is a chance that it will be a Medic Bulldozer. A Medic Bulldozer counts as both a Medic and a Bulldozer.|note={{color|negative|All Medic modifiers also apply to the Medic Bulldozer.}}}} |
||
− | |} |
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− | |||
− | '''WAVE 9:''' |
||
− | {| cellpadding=2 style="float: left; background-color:hsla(0,0%,50%,.15); width: 100%" |
||
− | ! width="20%" style="height: 100px; font-weight: normal; background-color:hsla(0,0%,50%,.05)" | {{CSModifier tooltip|style=border-radius: 0px; border: 0px; background-color: transparent; margin-top: -20px; margin-left: -52px|CS-LoudMod21|desc=Whenever a Bulldozer spawns, there is a chance that it will be a slow-moving [[Vulcan Minigun|minigun]]-wielding Bulldozer.}} |
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− | |} |
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− | |||
− | <br /> |
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{{clr}} |
{{clr}} |
||
==Maps== |
==Maps== |
||
<gallery captionalign="center" position="center" hideaddbutton="true" bordercolor="transparent"> |
<gallery captionalign="center" position="center" hideaddbutton="true" bordercolor="transparent"> |
||
− | File:HoldOutWatchdogs.png|Boat Load ([[Watchdogs]] Day 2)<br>Wave 2, 4, 7 & 9: Poison gas and |
+ | File:HoldOutWatchdogs.png|Boat Load ([[Watchdogs]] Day 2)<br>Wave 2, 4, 7 & 9: Poison gas and helicopter dropping cops.<br>Wave 4: Additional door opens<br>Wave 7: Last door opens |
File:HoldOutFWB.png|[[First World Bank (Payday 2)|First World Bank]]<br>Wave 2, 4, 7 & 9: Poison gas<br>Wave 7: [[SWAT Turret]] |
File:HoldOutFWB.png|[[First World Bank (Payday 2)|First World Bank]]<br>Wave 2, 4, 7 & 9: Poison gas<br>Wave 7: [[SWAT Turret]] |
||
File:HoldOutDiamond.png|[[The Diamond]]<br>Wave 2, 4, 7 & 9: Poison gas |
File:HoldOutDiamond.png|[[The Diamond]]<br>Wave 2, 4, 7 & 9: Poison gas |
||
Line 309: | Line 310: | ||
==Rewards== |
==Rewards== |
||
===Monetary reward=== |
===Monetary reward=== |
||
+ | Upon successfully completing a holdout, players will receive a cash payout depending on the highest wave completed. |
||
− | These rewards are cumulative;<br> |
||
+ | {| class="wikitable" style="text-align: center; width:35%" |
||
− | *1,600,000 |
||
+ | | colspan="7" style="background-color:hsla(200,50%,50%,.5)" | '''Monetary Rewards''' |
||
− | *1,840,000 (3,440,000) |
||
+ | |- |
||
− | *2,120,000 (5,560,000) |
||
+ | !style="width:5%" | '''Wave''' |
||
− | *2,440,000 (8,000,000) |
||
+ | !style="width:15%" | '''Reward''' |
||
− | *2,810,000 (10,810,000) |
||
+ | !style="width:15%" | '''Cumulative Reward''' |
||
− | *3,240,000 (14,050,000) |
||
+ | |- |
||
− | *3,730,000 (17,780,000) |
||
+ | ! 1 |
||
− | *4,290,000 (22,070,000) |
||
− | + | | 1,600,000 |
|
+ | | 1,600,000 |
||
+ | |- |
||
+ | ! 2 |
||
+ | | 1,840,000 |
||
+ | | 3,440,000 |
||
+ | |- |
||
+ | ! 3 |
||
+ | | 2,120,000 |
||
+ | | 5,560,000 |
||
+ | |- |
||
+ | ! 4 |
||
+ | | 2,440,000 |
||
+ | | 8,000,000 |
||
+ | |- |
||
+ | ! 5 |
||
+ | | 2,810,000 |
||
+ | | 10,810,000 |
||
+ | |- |
||
+ | ! 6 |
||
+ | | 3,240,000 |
||
+ | | 14,050,000 |
||
+ | |- |
||
+ | ! 7 |
||
+ | | 3,730,000 |
||
+ | | 17,780,000 |
||
+ | |- |
||
+ | ! 8 |
||
+ | | 4,290,000 |
||
+ | | 22,070,000 |
||
+ | |- |
||
+ | ! 9 |
||
+ | | 4,940,000 |
||
+ | | 27,010,000 |
||
+ | |} |
||
===[[Reputation (Payday 2)|Experience]]=== |
===[[Reputation (Payday 2)|Experience]]=== |
||
{{Holdout XP Table}} |
{{Holdout XP Table}} |
||
− | === |
+ | ===[[Continental coins]]=== |
+ | Continental coins will be rewarded to the player depending on the highest wave completed. |
||
− | [Patterns, also drop regularly] |
||
+ | {| class="wikitable" style="text-align: center; width:15%" |
||
+ | | colspan="2" style="background-color:hsla(200,50%,50%,.5)" | '''Coin Rewards''' |
||
+ | |- |
||
+ | !style="width:5%" | '''Wave''' |
||
+ | !style="width:9%" | '''Reward''' |
||
+ | |- |
||
+ | ! 3 |
||
+ | | 1 |
||
+ | |- |
||
+ | ! 5 |
||
+ | | 2 |
||
+ | |- |
||
+ | ! 9 |
||
+ | | 3 |
||
+ | |} |
||
+ | ===[[Payday_(Gameplay)#Cards_and_Offshore_account|Card Drops]]=== |
||
− | ===Wave 5=== |
||
+ | In addition to any tiered rewards the player receives, extra loot card drops will be given depending on the highest wave completed. These card drops are the same as standard heist card drops and pull from the same table. |
||
− | [Patterns (also drop regularly) |
||
+ | {| class="wikitable" style="text-align: center; width:15%" |
||
+ | | colspan="2" style="background-color:hsla(200,50%,50%,.5)" | '''Loot Cards''' |
||
+ | |- |
||
+ | !style="width:5%" | '''Wave''' |
||
+ | !style="width:9%" | '''Card Drops''' |
||
+ | |- |
||
+ | ! 3 |
||
+ | | 1 |
||
+ | |- |
||
+ | ! 5 |
||
+ | | 2 |
||
+ | |- |
||
+ | ! 9 |
||
+ | | 4 |
||
+ | |} |
||
+ | ===Patterns=== |
||
− | Otherwise, drops one of these; |
||
+ | Patterns will drop after the player reaches both waves 3 and 5. |
||
+ | <tabber>Patterns= |
||
+ | <gallery columns="dynamic" spacing="small" captionalign="center" captionsize="large" hideaddbutton="true" widths="155" orientation="square" bordersize="none"> |
||
+ | Pat-barbed wire.png|{{color|event|Barbed Wire}} |
||
+ | Pat-smeared.png|{{color|event|Smeared}} |
||
+ | Pat-ambush.png|{{color|event|Ambush}} |
||
+ | Pat-scribbles.png|{{color|event|Scribbles}} |
||
+ | Pat-clown world.png|{{color|event|Clown World}} |
||
+ | Pat-your name here.png|{{color|event|Your Name Here}} |
||
+ | Pat-patch work.png|{{color|event|Patch Work}} |
||
+ | Pat-the hostage.png|{{color|event|The Hostage}} |
||
+ | Pat-knife.png|{{color|event|Knife}} |
||
+ | Pat-love hate.png|{{color|event|Love Hate}} |
||
+ | Pat-billy.png|{{color|event|Billy}} |
||
− | <gallery columns="4" captionalign="center" captionsize="large" hideaddbutton="true" widths="128" orientation="square" bordercolor="transparent" bordersize="none"> |
||
+ | Pat-blain.png|{{color|event|Blain}} |
||
+ | Pat-dillan.png|{{color|event|Dillan}} |
||
+ | Pat-hawkins.png|{{color|event|Hawkins}} |
||
+ | Pat-mac.png|{{color|event|Mac}} |
||
+ | Pat-puncho.png|{{color|event|Puncho}} |
||
+ | Pat-1m dollars.png|{{color|event|1m dOlLaR$}} |
||
+ | Pat-bang bang.png|{{color|event|bANg! BaNG!}} |
||
+ | Pat-cash is king.png|{{color|event|CA$h Is KiNg}} |
||
+ | Pat-die pig.png|{{color|event|die PIG}} |
||
+ | Pat-game over.png|{{color|event|gAme OVER}} |
||
+ | Pat-give us the money.png|{{color|event|GiVE u$ The mONey}} |
||
+ | Pat-stereoscopic.png|{{color|event|Stereoscopic}} |
||
+ | Pat-disco.png|{{color|event|Disco}} |
||
+ | Pat-trek.png|{{color|event|Trek}} |
||
+ | Pat-horizon highlight.png|{{color|event|Horizon Highlight}} |
||
+ | Pat-shutters.png|{{color|event|Shutters}} |
||
+ | Pat-runner.png|{{color|event|Runner}} |
||
+ | Pat-death_paint.png|{{color|event|Death Paint}} |
||
+ | Pat-the_mist.png|{{color|event|The Mist}} |
||
+ | Pat-wave warning.png|{{color|event|Wave Warning}} |
||
+ | </gallery> |
||
+ | |-|trivia= |
||
+ | *The patterns "billy", "blain", "dillan", "dutch", "hawkins", "mac", and "puncho" are direct references to the movie Predator. |
||
+ | </tabber> |
||
+ | <!-- |
||
+ | Wave 3 |
||
+ | "barbedwire", |
||
+ | "catface", |
||
+ | "clutter", |
||
+ | "facecollage", |
||
+ | "facename", |
||
+ | "frankenstein", |
||
+ | "knife", |
||
+ | "lovehate", |
||
+ | "predator_billy", |
||
+ | "predator_blain", |
||
+ | "predator_dillan", |
||
+ | "predator_dutch", |
||
+ | "predator_hawkins", |
||
+ | "predator_mac", |
||
+ | "predator_poncho", |
||
+ | "shades_3d", |
||
+ | "shades_80s", |
||
+ | "shades_band", |
||
+ | "shades_punk", |
||
+ | "shades_shutter", |
||
+ | "shades_sport", |
||
+ | "wavewarning" |
||
+ | |||
+ | Wave 5 |
||
+ | "bloodhand", |
||
+ | "hostage", |
||
+ | "ransom_1mdollars", |
||
+ | "ransom_bangbang", |
||
+ | "ransom_cashking", |
||
+ | "ransom_diepig", |
||
+ | "ransom_gameover", |
||
+ | "ransom_pledge", |
||
+ | "skullshape", |
||
+ | "splat" |
||
+ | --> |
||
+ | |||
+ | ===Weapon Colors=== |
||
+ | <tabber>Wave 3= |
||
+ | <gallery captionalign="center" captionsize="large" hideaddbutton="true" widths="128" orientation="square" bordercolor="transparent" bordersize="none"> |
||
+ | Forest Operations_Wep_Color.png|'''{{color|event|Forest Operations}}''' |
||
+ | City Operations_Wep_Color.png|'''{{color|event|City Operations}}''' |
||
+ | </gallery> |
||
+ | |-|Wave 5= |
||
+ | <gallery captionalign="center" captionsize="large" hideaddbutton="true" widths="128" orientation="square" bordercolor="transparent" bordersize="none"> |
||
+ | Crusty Red_Wep_Color.png|'''{{color|event|Crusty Red}}''' |
||
+ | Dark Blue_Wep_Color.png|'''{{color|event|Dark Blue}}''' |
||
+ | Dove Purple_Wep_Color.png|'''{{color|event|Dove Purple}}''' |
||
+ | Ice Teal_Wep_Color.png|'''{{color|event|Ice Teal}}''' |
||
+ | Crayon Green_Wep_Color.png|'''{{color|event|Crayon Green}}''' |
||
+ | </gallery> |
||
+ | |-|Wave 9= |
||
+ | <gallery captionalign="center" captionsize="large" hideaddbutton="true" widths="128" orientation="square" bordercolor="transparent" bordersize="none"> |
||
+ | Ultramarine_Wep_Color.png|'''{{color|event|Ultramarine}}''' |
||
+ | Glacier Blue_Wep_Color.png|'''{{color|event|Glacier Blue}}''' |
||
+ | Just Peachy_Wep_Color.png|'''{{color|event|Just Peachy}}''' |
||
+ | Kelly Green_Wep_Color.png|'''{{color|event|Kelly Green}}''' |
||
+ | Cat Pink_Wep_Color.png|'''{{color|event|Cat Pink}}''' |
||
+ | </gallery> |
||
+ | </tabber> |
||
+ | |||
+ | ===Masks=== |
||
+ | <tabber>Wave 5= |
||
+ | <gallery columns="5" spacing="small" captionalign="center" captionsize="large" hideaddbutton="true" widths="128" orientation="square" bordercolor="transparent" bordersize="none"> |
||
NewMask4.png|{{Mask tooltip|Arcade Simian|color=infamous|20180928143008 1.jpg|When wearing this mask, you can always pretend that the grenades you're lobbing at the cops are barrels. They won't appreciate it, but it might break up the monotony of blowing things up!|{{color|infamous|'''THIS IS AN INFAMOUS ITEM!'''}}}}<br>Free |
NewMask4.png|{{Mask tooltip|Arcade Simian|color=infamous|20180928143008 1.jpg|When wearing this mask, you can always pretend that the grenades you're lobbing at the cops are barrels. They won't appreciate it, but it might break up the monotony of blowing things up!|{{color|infamous|'''THIS IS AN INFAMOUS ITEM!'''}}}}<br>Free |
||
Black Bird.png|{{Mask tooltip|Black Bird|color=infamous|20180928143021 1.jpg|Oh, how you can ponder, all rich and sweary, over a quaint and not-forgotten pile of cash. Quote, The Heister.|{{color|infamous|'''THIS IS AN INFAMOUS ITEM!'''}}}}<br>Free |
Black Bird.png|{{Mask tooltip|Black Bird|color=infamous|20180928143021 1.jpg|Oh, how you can ponder, all rich and sweary, over a quaint and not-forgotten pile of cash. Quote, The Heister.|{{color|infamous|'''THIS IS AN INFAMOUS ITEM!'''}}}}<br>Free |
||
Line 343: | Line 510: | ||
HoldoutMask3.png|{{Mask tooltip|The Super Villain Moustache|color=infamous|20180825210303 1.jpg|Wax on, wax off. Twirl it to your heart's content as you disappear into the foggy night with your bounty and laugh.|{{color|infamous|'''THIS IS AN INFAMOUS ITEM!'''}}}}<br>Free |
HoldoutMask3.png|{{Mask tooltip|The Super Villain Moustache|color=infamous|20180825210303 1.jpg|Wax on, wax off. Twirl it to your heart's content as you disappear into the foggy night with your bounty and laugh.|{{color|infamous|'''THIS IS AN INFAMOUS ITEM!'''}}}}<br>Free |
||
</gallery> |
</gallery> |
||
+ | |-|Wave 9= |
||
− | |||
+ | <gallery columns="5" spacing="small" captionalign="center" captionsize="large" hideaddbutton="true" widths="128" orientation="square" bordercolor="transparent" bordersize="none"> |
||
− | ===Wave 9=== |
||
+ | Mega Anubis.png|{{Mask tooltip|Mega Anubis|color=infamous|20180928143121 1.jpg|Bark like an Egyptian god and stand guard for eternity as you watch over and protect your piles of loot.|{{color|infamous|'''THIS IS AN INFAMOUS ITEM!'''}}}}<br>Free{{clr}} |
||
− | Drops one of below masks; |
||
+ | Mega Biker.png|{{Mask tooltip|Mega Biker|color=infamous|20180928143137 1.jpg|Any child of the 1980s would kill for this mask. Show everyone who really rules the neon highways.|{{color|infamous|'''THIS IS AN INFAMOUS ITEM!'''}}}}<br>Free{{clr}} |
||
− | <gallery columns="4" captionalign="center" captionsize="large" hideaddbutton="true" widths="128" orientation="square" bordercolor="transparent" bordersize="none"> |
||
− | Mega Anubis.png|{{Mask tooltip|Mega Anubis|color=infamous|20180928143121 1.jpg|Bark like an Egyptian god and stand guard for eternity as you watch over and protect your piles of loot.|{{color|infamous|'''THIS IS AN INFAMOUS ITEM!'''}}}}<br>Free |
||
− | Mega Biker.png|{{Mask tooltip|Mega Biker|color=infamous|20180928143137 1.jpg|Any child of the 1980s would kill for this mask. Show everyone who really rules the neon highways.|{{color|infamous|'''THIS IS AN INFAMOUS ITEM!'''}}}}<br>Free |
||
Mega Krampus.png|{{Mask tooltip|Mega Krampus|color=infamous|20180928143200 1.jpg|Devils and demons alike will tremble in awe as they behold the glory of any heister that chooses to don this mask.|{{color|infamous|'''THIS IS AN INFAMOUS ITEM!'''}}}}<br>Free |
Mega Krampus.png|{{Mask tooltip|Mega Krampus|color=infamous|20180928143200 1.jpg|Devils and demons alike will tremble in awe as they behold the glory of any heister that chooses to don this mask.|{{color|infamous|'''THIS IS AN INFAMOUS ITEM!'''}}}}<br>Free |
||
HoldoutMask4.png|{{Mask tooltip|Mega Optimist Prime|color=infamous|20180825210101 1.jpg|Robot Overlords from the Future rejoice! For thy leader has come, and is the bearer of many positively charged particles.|{{color|infamous|'''THIS IS AN INFAMOUS ITEM!'''}}}}<br>Free |
HoldoutMask4.png|{{Mask tooltip|Mega Optimist Prime|color=infamous|20180825210101 1.jpg|Robot Overlords from the Future rejoice! For thy leader has come, and is the bearer of many positively charged particles.|{{color|infamous|'''THIS IS AN INFAMOUS ITEM!'''}}}}<br>Free |
||
Line 358: | Line 523: | ||
Mega War.png|{{Mask tooltip|Mega War|color=infamous|20180825210232 1.jpg|With this helmet, make the cops think they are being assaulted by the God of All 80s Metal Bands!|{{color|infamous|'''THIS IS AN INFAMOUS ITEM!'''}}}}<br>Free |
Mega War.png|{{Mask tooltip|Mega War|color=infamous|20180825210232 1.jpg|With this helmet, make the cops think they are being assaulted by the God of All 80s Metal Bands!|{{color|infamous|'''THIS IS AN INFAMOUS ITEM!'''}}}}<br>Free |
||
</gallery> |
</gallery> |
||
+ | </tabber> |
||
==Tips== |
==Tips== |
||
Line 364: | Line 530: | ||
*Due to the amount of health that team AI have, bringing some and stopping them around the hostage may prove to be useful, especially on harder waves. |
*Due to the amount of health that team AI have, bringing some and stopping them around the hostage may prove to be useful, especially on harder waves. |
||
*The [[Golden Grin Casino]] holdout has a lot of cover, however much of it leaves the hostage open to rescue. Taking turns defending with teammates can help, if [[Doctor bag (Payday 2)|doctor bags]] or [[First Aid Kit|first aid kits]] are deployed around both the hostage and the bar, for example. |
*The [[Golden Grin Casino]] holdout has a lot of cover, however much of it leaves the hostage open to rescue. Taking turns defending with teammates can help, if [[Doctor bag (Payday 2)|doctor bags]] or [[First Aid Kit|first aid kits]] are deployed around both the hostage and the bar, for example. |
||
− | *Bringing weapons with high ammo pickup, such as |
+ | *Bringing weapons with high ammo pickup, such as LMGs, low damage Assault Rifles and SMGs, and semi-auto shotguns can negate the need for [[Ammo bag (Payday 2)|ammo bags]], as healing items can prove to be useful. |
*It is recommended to do a heist that gives a experience boost for stealth beforehand (e.g. [[Election Day]] or [[Framing Frame]]), as this can give quite an increase in experience for a crew that aims for high waves. |
*It is recommended to do a heist that gives a experience boost for stealth beforehand (e.g. [[Election Day]] or [[Framing Frame]]), as this can give quite an increase in experience for a crew that aims for high waves. |
||
− | *[[Concussion Grenade|Concussion grenades]] are capable of stunning a law enforcer, which is currently freeing the hostage. Saving those for situations, where having the hostage in your direct line of fire is impossible, is advisable. |
+ | *[[Concussion Grenade|Concussion grenades]] or [[X1-ZAPper|X1-ZAPpers]] are capable of stunning a law enforcer, which is currently freeing the hostage. Saving those for situations, where having the hostage in your direct line of fire is impossible, is advisable. |
*A law enforcer who is currently freeing the hostage cannot be healed by a [[Medic]]. Thus, it is advised to ignore any Medics around them and instead kill the law enforcer first. |
*A law enforcer who is currently freeing the hostage cannot be healed by a [[Medic]]. Thus, it is advised to ignore any Medics around them and instead kill the law enforcer first. |
||
− | *The skill [[Quick Fix]] Aced gives your First Aid Kits and Doctor Bags the buff to take 10% less damage for 120 seconds. Since a Wave lasts 180 seconds, that is 66% of a wave. |
+ | *The skill [[Quick Fix]] Aced gives your First Aid Kits and Doctor Bags the buff to take 10% less damage for 120 seconds. Since a Wave lasts 180 seconds, that is 66% of a wave. If there's a surplus of these deployables, take the buff 30 seconds into the wave so the stim takes effect when more enemies have arrived, in a wave where they are more powerful. |
==Notes== |
==Notes== |
||
Line 381: | Line 547: | ||
*[[Enemies (Payday 2)|Heavy Response Units]], [[Enemies (Payday 2)|Maximum Force Responders]] and [[Medic|Medics]] are the only units capable of freeing the hostage. |
*[[Enemies (Payday 2)|Heavy Response Units]], [[Enemies (Payday 2)|Maximum Force Responders]] and [[Medic|Medics]] are the only units capable of freeing the hostage. |
||
*The hostage is an immovable and unkillable object, that can be penetrated by bullet fire. |
*The hostage is an immovable and unkillable object, that can be penetrated by bullet fire. |
||
+ | *Ilija the Sniper has a random chance to spawn and begin assisting players on both the Boat Load and San Martin Bank maps. He's likely restricted to joining these maps due to the regular heist variants of these maps already having him as a purchasable asset. |
||
==[[Achievements (Payday 2)|Achievements]]== |
==[[Achievements (Payday 2)|Achievements]]== |
||
Line 407: | Line 574: | ||
{{Achievement|Teller Hold|jpg|Having started from wave 1, beat wave 5 of Holdout on the [[Big Bank]] heist.}} |
{{Achievement|Teller Hold|jpg|Having started from wave 1, beat wave 5 of Holdout on the [[Big Bank]] heist.}} |
||
{{Achievement|Higher Stock Values|jpg|Having started from wave 1, beat wave 7 of Holdout on the [[Big Bank]] heist.}} |
{{Achievement|Higher Stock Values|jpg|Having started from wave 1, beat wave 7 of Holdout on the [[Big Bank]] heist.}} |
||
− | {{Achievement|The Bank Manager Must Be Worth Something|jpg|Having started from wave |
+ | {{Achievement|The Bank Manager Must Be Worth Something|jpg|Having started from wave 1, beat wave 9 of Holdout on the [[Big Bank]] heist.}} |
{{Achievement|A Sale in Sporting Goods|jpg|Having started from wave 1, beat wave 3 of Holdout on the [[Mallcrasher]] heist.}} |
{{Achievement|A Sale in Sporting Goods|jpg|Having started from wave 1, beat wave 3 of Holdout on the [[Mallcrasher]] heist.}} |
||
{{Achievement|Throw a Cop in the Fountain|jpg|Having started from wave 1, beat wave 5 of Holdout on the [[Mallcrasher]] heist.}} |
{{Achievement|Throw a Cop in the Fountain|jpg|Having started from wave 1, beat wave 5 of Holdout on the [[Mallcrasher]] heist.}} |
||
Line 463: | Line 630: | ||
</tabber> |
</tabber> |
||
+ | ==Updates== |
||
− | |||
+ | {{ScrollBox|text= |
||
+ | [[PC update history (Payday 2, 2023)#Update #232.4|Update #232.4]] |
||
+ | *First World Bank - Fixed an issue that caused enemy AI to stop entering the room when a sentry turret was placed in a specific spot |
||
+ | [[PC update history (Payday 2, 2022)#Update #224|Update #224]] |
||
+ | *ZEAL Marksman has been readded to Holdout |
||
+ | [[PC update history (Payday 2, 2022)#Update #205|Update #205]] |
||
+ | *Fixed an issue on the Holdout version of the First World Bank heist that would affect enemy AI movement, when using sentry guns |
||
+ | [[PC update history (Payday 2, 2022)#Update #203|Update #203]] |
||
+ | *Fixed an issue on The Alesso Heist and it’s Holdout variant that allowed the player to see through a wall next to the vault room |
||
+ | [[PC update history (Payday 2, 2022)#Update #200.1|Update #200.1]] |
||
+ | *Disabled the interaction on dumpsters on San Martín Bank Holdout |
||
+ | [[PC update history (Payday 2, 2022)#Update #200|Update #200]] |
||
+ | *Fixed an issue on Boat Load Holdout where enemy AI would despawn within view of the player |
||
+ | *Fixed an issue on Big Bank Holdout where the player was able to access an out of bounds area through a window |
||
+ | *Fixed issue on First world Bank Holdout where players could use a bookshelf to avoid combat |
||
+ | *Fixed an issue on San Martin Bank Holdout where players were able to place sentry guns inside trash bins |
||
+ | [[PC update history (Payday 2, 2022)#Update #199.6|Update #199.6]] |
||
+ | *Updated Crimespree & Holdout game modes with additional rewards |
||
+ | [[PC update history (Payday 2, 2022)#Update #199.5|Update #199.5]] |
||
+ | *Fixed an issue where players could stand on top of the hostage on some holdout levels |
||
+ | [[PC update history (Payday 2, 2022)#Update #199.3.2|Update #199.3.2]] |
||
+ | *Fixed an issue where players are able to jump out of the level on San Martín Bank Holdout |
||
+ | *Replaced faulty thumbnail for San Martín bank in the Holdout level selection menu |
||
+ | *Fixed an issue where a player could hide inside the hostage and not take damage on Holdout levels |
||
+ | *Added the name of the Holdouts in progress to CrimeNet |
||
+ | *Fixed an issue where voice lines played in Holdout for Zeal snipers even though they are not available anymore |
||
+ | [[PC update history (Payday 2, 2022)#Update #199.3.1|Update #199.3.1]] |
||
+ | *Fixed an issue where Holdout objectives would not show correctly |
||
+ | [[PC update history (Payday 2, 2022)#Update #199.3|Update #199.3]] |
||
+ | *Weekly holdout removed |
||
+ | *5 new maps added to the random number generator pool |
||
+ | *Added holdout achievements |
||
+ | *Added 10 weapon colors as rewards |
||
+ | *Loot cards can now be earned by completing waves |
||
+ | *Continental coins can now be earned for completing waves |
||
+ | *On Holdout, the ZEAL Marksmen will no longer spawn |
||
+ | [[PC update history (Payday 2, 2022)#Update #198|Update #198]] |
||
+ | *Fixed an issue where the clients would not get progress on Holdout if the host changed from regular lobby to holdout after they joined |
||
+ | *Fixed a text overlap issue in Russian when selecting weekly holdout |
||
+ | [[PC update history (Payday 2, 2022)#Update #196|Update #196]] |
||
+ | *Fixed a crash related to Holdout |
||
+ | *Prevented a crash when starting up a holdout game without any holdout data |
||
+ | [[PC update history (Payday 2, 2022)#Update #187|Update #187]] |
||
+ | *Added 12 masks to the wave 9 reward pool |
||
+ | *Players now fail on Holdout as soon as the hostage release animation has been completed |
||
+ | *Fixed a client crash when the host chooses a regular heist contract in Crimenet from a Holdout lobby |
||
+ | [[PC update history (Payday 2, 2022)#Update #186.4|Update #186.4]] |
||
+ | *Fixed that hostages in HOLDOUT would get free even if the player kills the enemy in time |
||
+ | [[PC update history (Payday 2, 2022)#Update #186.3|Update #186.3]] |
||
+ | *Fixed a crash related to the new WEEKLY HOLDOUT |
||
+ | [[PC update history (Payday 2, 2022)#Update #186.2|Update #186.2]] |
||
+ | *Fixed an issue where Holdout modifiers were active for clients in non-Holdout heists |
||
+ | [[PC update history (Payday 2, 2022)#Update #186.1|Update #186.1]] |
||
+ | *Fixed the ERROR string that showed when joining an ongoing WEEKLY |
||
+ | *Tweaked all heist descriptions to better fit the space |
||
+ | *Adjusted the description field to avoid cut off text |
||
+ | [[PC update history (Payday 2, 2022)#Update #186|Update #186]] |
||
+ | *Initial Release |
||
+ | }} |
||
==Trivia== |
==Trivia== |
||
{{Navbox PAYDAY 2}} |
{{Navbox PAYDAY 2}} |
||
+ | [[ru:Противостояние]] |
||
[[Category:Gameplay (Payday 2)]] |
[[Category:Gameplay (Payday 2)]] |
Latest revision as of 10:59, 16 April 2023
This article is a stub. You can help the Payday Wiki by expanding it. | ||||
---|---|---|---|---|
Holdout is a game mode introduced on Day 5 of operation ICEBREAKER. As the name implies, it is an endurance mode where the players must defend themselves and their hostage(s) from up to 9 waves of increasingly difficult police assaults.
Holdout becomes accessible at Reputation 65, and players with at least one rank of Infamy can access it regardless of level.
Overview[]
The main objective of Holdout mode is to defend oneself and one's hostage against 9 progressively harder assault waves in order to gain ransom from the police. Each wave is much shorter than a usual heist wave, lasting about 3 minutes each. The longer the holdout, the bigger the pay, but cops will also become more and more aggressive as the session draws out.
The lobby host can opt to quit early by trading the hostage, but the pay will be limited. Other players cannot interact with the hostage in any way. A Holdout ends in failure if the police rescue the hostage or all players are incapacitated (downed, cuffed or in custody), with no rewards being paid out. The process of a law enforcer releasing the hostage takes 8 seconds. Having at least one player in custody will trade the hostage automatically after the current wave finished. This has no negative effects on the final wave and cannot be avoided by any means.
Like Crime Spree, Holdout's baseline difficulty is Overkill.
Locke is the holdout coordinator, and will warn the crew of periodic enemy spawns.
Spawn Limits[]
Holdout Spawn Limits | ||||||
Wave | Shield | Medic | Taser | Bulldozer | Cloaker | |
---|---|---|---|---|---|---|
1 | 4 | 3 | 2 | 2 | 2 | |
2 | 4 | 3 | 2 | 2 | 2 | |
3 | 4 | 3 | 2 | 2 | 2 | |
4 | 5 | 3 | 2 | 3 | 2 | |
5 | 5 | 3 | 2 | 3 | 2 | |
6 | 6 | 3 | 3 | 4 | 2 | |
7 | 6 | 3 | 3 | 4 | 2 | |
8 | 6 | 4 | 3 | 4 | 2 | |
9 | 7 | 4 | 3 | 5 | 2 | |
Unused Extra Waves | ||||||
10 | 7 | 4 | 3 | 5 | 2 | |
11 | 8 | 4 | 4 | 6 | 3 | |
12 | 8 | 4 | 4 | 6 | 3 | |
13 | 8 | 4 | 4 | 6 | 3 | |
14 | 9 | 4 | 4 | 7 | 3 | |
15 | 9 | 5 | 4 | 7 | 3 | |
16 | 10 | 5 | 5 | 8 | 3 | |
17 | 10 | 5 | 5 | 8 | 3 | |
18 | 10 | 5 | 5 | 9 | 3 | |
19 | 11 | 5 | 5 | 9 | 3 | |
20 | 11 | 5 | 5 | 9 | 3 | |
21 | 12 | 6 | 6 | 10 | 4 |
Wave Modifiers[]
Holdout Wave Modifiers | |||
Wave | Damage Multiplier | Health Multiplier | Extra Modifiers |
---|---|---|---|
1 | 1.5 | 1.75 | Cloakers executing a successful charge now cuffs the player instead of downing them. |
2 | 2 | 2.5 | |
3 | 2.5 | 3.25 | Bulldozers are replaced by Skulldozers. |
4 | 3 | 4 | |
5 | 3.5 | 3.75 | For every Heavy SWAT that spawns, there is a chance that it will be replaced by a ZEAL Heavy SWAT Marksman. |
6 | 4 | 4.5 | |
7 | 4.5 | 5.25 | Whenever a Bulldozer spawns, there is a chance that it will be a Medic Bulldozer. A Medic Bulldozer counts as both a Medic and a Bulldozer. |
8 | 5 | 6 | |
9 | 5.5 | 6.75 | Whenever a Bulldozer spawns, there is a chance that it will be a slow-moving minigun-wielding Bulldozer. |
Unused Extra Waves | |||
10 | 6 | 7.5 | |
11 | 6.5 | 8.25 | |
12 | 7 | 9 | |
13 | 1.9 | 1.9 | |
14 | 1.975 | 1.975 | |
15 | 2.05 | 2.05 | |
16 | 2.125 | 2.125 | |
17 | 2.2 | 2.2 | |
18 | 2.275 | 2.275 | |
19 | 2.35 | 2.35 | |
20 | 2.425 | 2.425 | |
21 | 2.5 | 2.5 |
Notes:
- Snipers will not receive any damage buffs.
Maps[]
Rewards[]
Monetary reward[]
Upon successfully completing a holdout, players will receive a cash payout depending on the highest wave completed.
Monetary Rewards | ||||||
Wave | Reward | Cumulative Reward | ||||
---|---|---|---|---|---|---|
1 | 1,600,000 | 1,600,000 | ||||
2 | 1,840,000 | 3,440,000 | ||||
3 | 2,120,000 | 5,560,000 | ||||
4 | 2,440,000 | 8,000,000 | ||||
5 | 2,810,000 | 10,810,000 | ||||
6 | 3,240,000 | 14,050,000 | ||||
7 | 3,730,000 | 17,780,000 | ||||
8 | 4,290,000 | 22,070,000 | ||||
9 | 4,940,000 | 27,010,000 |
Experience[]
Level | XP | ||
---|---|---|---|
From prev. level | In total | % of full run | |
1 | 8,000 | 8,000 | 6 |
2 | 9,200 | 17,200 | 13 |
3 | 10,600 | 27,800 | 21 |
4 | 12,200 | 40,000 | 29 |
5 | 14,100 | 54,100 | 40 |
6 | 16,300 | 70,400 | 52 |
7 | 18,800 | 89,200 | 66 |
8 | 21,700 | 110,900 | 82 |
9 | 25,000 | 135,900 | 100 |
Continental coins[]
Continental coins will be rewarded to the player depending on the highest wave completed.
Coin Rewards | |
Wave | Reward |
---|---|
3 | 1 |
5 | 2 |
9 | 3 |
Card Drops[]
In addition to any tiered rewards the player receives, extra loot card drops will be given depending on the highest wave completed. These card drops are the same as standard heist card drops and pull from the same table.
Loot Cards | |
Wave | Card Drops |
---|---|
3 | 1 |
5 | 2 |
9 | 4 |
Patterns[]
Patterns will drop after the player reaches both waves 3 and 5.
- The patterns "billy", "blain", "dillan", "dutch", "hawkins", "mac", and "puncho" are direct references to the movie Predator.
Weapon Colors[]
Masks[]
Tips[]
- The Alesso Heist Holdout can be easy to grind, as the counter with the hostage provides a lot of cover from oncoming fire. On top of that, it is difficult for law enforcers to rescue said hostage, since they are located behind the counter, with only one place for them to enter.
- Whenever tear gas is deployed, there is usually more cover to run to nearby, so don't panic if your safe area gets gassed.
- Due to the amount of health that team AI have, bringing some and stopping them around the hostage may prove to be useful, especially on harder waves.
- The Golden Grin Casino holdout has a lot of cover, however much of it leaves the hostage open to rescue. Taking turns defending with teammates can help, if doctor bags or first aid kits are deployed around both the hostage and the bar, for example.
- Bringing weapons with high ammo pickup, such as LMGs, low damage Assault Rifles and SMGs, and semi-auto shotguns can negate the need for ammo bags, as healing items can prove to be useful.
- It is recommended to do a heist that gives a experience boost for stealth beforehand (e.g. Election Day or Framing Frame), as this can give quite an increase in experience for a crew that aims for high waves.
- Concussion grenades or X1-ZAPpers are capable of stunning a law enforcer, which is currently freeing the hostage. Saving those for situations, where having the hostage in your direct line of fire is impossible, is advisable.
- A law enforcer who is currently freeing the hostage cannot be healed by a Medic. Thus, it is advised to ignore any Medics around them and instead kill the law enforcer first.
- The skill Quick Fix Aced gives your First Aid Kits and Doctor Bags the buff to take 10% less damage for 120 seconds. Since a Wave lasts 180 seconds, that is 66% of a wave. If there's a surplus of these deployables, take the buff 30 seconds into the wave so the stim takes effect when more enemies have arrived, in a wave where they are more powerful.
Notes[]
- Additional law enforcers may spawn and attack in the middle of the trading phase, though the real assaults will be heralded by megaphone.
- At the start of a wave, Locke will announce the latest addition to the assault, specifically speaking, new units.
- Law enforcers who are currently freeing a hostage, are immune to almost all stunning effects. This includes melee and explosion knock-back, poison and fire stun, ECM feedback and all forms of staggering from weapon fire.
- If a law enforcer is freeing the hostage, as the assault wave ends, the hostage will still be freed. As a result, this ends the holdout in a mission failure.
- It is possible to earn a crew alive bonus on both money and experience.
- You can bypass the level requirements of holdout by doing either of the following:
- Set your quickplay difficulty to Overkill and start a quickplay search. You now have a random chance to join a holdout lobby.
- Join or get invited to a holdout lobby over Steam.
- Heavy Response Units, Maximum Force Responders and Medics are the only units capable of freeing the hostage.
- The hostage is an immovable and unkillable object, that can be penetrated by bullet fire.
- Ilija the Sniper has a random chance to spawn and begin assisting players on both the Boat Load and San Martin Bank maps. He's likely restricted to joining these maps due to the regular heist variants of these maps already having him as a purchasable asset.
Achievements[]
Don't Let Them Get Wet Having started from wave 1, beat wave 3 of Holdout on the Boat Load heist. |
How Many Life Preservers Having started from wave 1, beat wave 5 of Holdout on the Boat Load heist. |
A Different Kind of Exchange in the Docks Having started from wave 1, beat wave 7 of Holdout on the Boat Load heist. |
Wait for a Bigger Boat Having started from wave 1, beat wave 9 of Holdout on the Boat Load heist. |
Hide Them in the Vault Having started from wave 1, beat wave 3 of Holdout on the First World Bank heist. |
Tie Them to the Chairs Having started from wave 1, beat wave 5 of Holdout on the First World Bank heist. |
Would you Rather Be Robbing the Place? Having started from wave 1, beat wave 7 of Holdout on the First World Bank heist. |
A Different Level of Scoring Having started from wave 1, beat wave 9 of Holdout on the First World Bank heist. |
Maybe that Statue is Worth More Having started from wave 1, beat wave 3 of Holdout on The Diamond heist. |
No Heisters Here, Just Us Dinosaurs Having started from wave 1, beat wave 5 of Holdout on The Diamond heist. |
This Hostage Belongs in a Museum Having started from wave 1, beat wave 7 of Holdout on The Diamond heist. |
Worthy of Permanent Display Having started from wave 1, beat wave 9 of Holdout on The Diamond heist. |
Holdout in the Sun Having started from wave 1, beat wave 3 of Holdout on the Heat Street heist. |
A Nice Day for a Hostage Situation Having started from wave 1, beat wave 5 of Holdout on the Heat Street heist. |
Sit Them Down on the Curb Having started from wave 1, beat wave 7 of Holdout on the Heat Street heist. |
Money on the Asphalt Having started from wave 1, beat wave 9 of Holdout on the Heat Street heist. |
Three Cherries on the Slot Machine Having started from wave 1, beat wave 3 of Holdout on the Golden Grin Casino heist. |
Dinner, a Show and Some Blackjack Having started from wave 1, beat wave 5 of Holdout on the Golden Grin Casino heist. |
Don't Forget to Bring Rain Man Having started from wave 1, beat wave 7 of Holdout on the Golden Grin Casino heist. |
Cleaning out the House Having started from wave 1, beat wave 9 of Holdout on the Golden Grin Casino heist. |
Break the ATM Having started from wave 1, beat wave 3 of Holdout on the Big Bank heist. |
Teller Hold Having started from wave 1, beat wave 5 of Holdout on the Big Bank heist. |
Higher Stock Values Having started from wave 1, beat wave 7 of Holdout on the Big Bank heist. |
The Bank Manager Must Be Worth Something Having started from wave 1, beat wave 9 of Holdout on the Big Bank heist. |
A Sale in Sporting Goods Having started from wave 1, beat wave 3 of Holdout on the Mallcrasher heist. |
Throw a Cop in the Fountain Having started from wave 1, beat wave 5 of Holdout on the Mallcrasher heist. |
Let's Trade in the Food Court Having started from wave 1, beat wave 7 of Holdout on the Mallcrasher heist. |
Halfoffius, God of the Mall Having started from wave 1, beat wave 9 of Holdout on the Mallcrasher heist. |
Play It Again, Hox Having started from wave 1, beat wave 3 of Holdout on The Alesso Heist. |
Just Another Floorshow Having started from wave 1, beat wave 5 of Holdout on The Alesso Heist. |
Louder than a Boom Box Having started from wave 1, beat wave 7 of Holdout on The Alesso Heist. |
Finely Tuned Heister Having started from wave 1, beat wave 9 of Holdout on The Alesso Heist. |
The Hat of a Mariachi Having started from wave 1, beat wave 3 of Holdout on the San Martin Bank(sic) heist. |
Scorpions and Negotiators Having started from wave 1, beat wave 5 of Holdout on the San Martin Bank heist. |
Seven Mexican Standoffs Having started from wave 1, beat wave 7 of Holdout on the San Martin Bank heist. |
Federales on the Run Having started from wave 1, beat wave 9 of Holdout on the San Martin Bank heist. |
The following appeared on April 24, 2020 and removed on April 29, 2020
Listen! |
You |
probably |
won't |
believe |
me |
but |
I |
am |
telling |
you now |
there |
is |
absolutely |
nothing |
hidden |
in |
these |
names |
this |
time. |
They |
are |
just |
names that |
added |
for |
fun. |
Yes |
it's a lot |
of |
them but |
don't look |
for clues |
this time. |
1 hidden achievement remaining |
Updates[]
- First World Bank - Fixed an issue that caused enemy AI to stop entering the room when a sentry turret was placed in a specific spot
- ZEAL Marksman has been readded to Holdout
- Fixed an issue on the Holdout version of the First World Bank heist that would affect enemy AI movement, when using sentry guns
- Fixed an issue on The Alesso Heist and it’s Holdout variant that allowed the player to see through a wall next to the vault room
- Disabled the interaction on dumpsters on San Martín Bank Holdout
- Fixed an issue on Boat Load Holdout where enemy AI would despawn within view of the player
- Fixed an issue on Big Bank Holdout where the player was able to access an out of bounds area through a window
- Fixed issue on First world Bank Holdout where players could use a bookshelf to avoid combat
- Fixed an issue on San Martin Bank Holdout where players were able to place sentry guns inside trash bins
- Updated Crimespree & Holdout game modes with additional rewards
- Fixed an issue where players could stand on top of the hostage on some holdout levels
- Fixed an issue where players are able to jump out of the level on San Martín Bank Holdout
- Replaced faulty thumbnail for San Martín bank in the Holdout level selection menu
- Fixed an issue where a player could hide inside the hostage and not take damage on Holdout levels
- Added the name of the Holdouts in progress to CrimeNet
- Fixed an issue where voice lines played in Holdout for Zeal snipers even though they are not available anymore
- Fixed an issue where Holdout objectives would not show correctly
- Weekly holdout removed
- 5 new maps added to the random number generator pool
- Added holdout achievements
- Added 10 weapon colors as rewards
- Loot cards can now be earned by completing waves
- Continental coins can now be earned for completing waves
- On Holdout, the ZEAL Marksmen will no longer spawn
- Fixed an issue where the clients would not get progress on Holdout if the host changed from regular lobby to holdout after they joined
- Fixed a text overlap issue in Russian when selecting weekly holdout
- Fixed a crash related to Holdout
- Prevented a crash when starting up a holdout game without any holdout data
- Added 12 masks to the wave 9 reward pool
- Players now fail on Holdout as soon as the hostage release animation has been completed
- Fixed a client crash when the host chooses a regular heist contract in Crimenet from a Holdout lobby
- Fixed that hostages in HOLDOUT would get free even if the player kills the enemy in time
- Fixed a crash related to the new WEEKLY HOLDOUT
- Fixed an issue where Holdout modifiers were active for clients in non-Holdout heists
- Fixed the ERROR string that showed when joining an ongoing WEEKLY
- Tweaked all heist descriptions to better fit the space
- Adjusted the description field to avoid cut off text
- Initial Release