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M135 Arges
M135 Arges Icon
Isn’t it weird that they call this thing a minigun? There’s nothing “mini” about it! It’s huge, its bullets are huge, and it can do a huge amount of damage. I guess “huge-gun” doesn’t have the same ring to it. Big-gun, maybe? Whopper-gun? Eh, never mind.
Gameplay
Unlock Level 100
Inventory Slot Overkill
Weapon Type Overkill
Firing Mode(s) Fully automatic AutoIcon
Cost Free
Statistics
Damage 26.0
Rate Of Fire 450
Magazine 750
Total Ammo
Extra Weapon Statistics
Reload Time Tactical Empty
Base Time 0s 0s
Swap Speed Draw Holster
Base Time 0.4s 0.53s
Ammo Pickup Rate Min Max
Ammo Pickup 0 0
Armor Penetration Amount
Penetration 0.92
SWAT Health Damage
Damage dealt to health before armor is broken
10.92 13.52
Shield Health Damage
Damage dealt to health before armor is broken
0 0.52
Damage Per Mag Total
Damage Total 19,500
Damage/Second 195
Damage Falloff Damage Distance
Close Range 30.4 30m
Medium Range 25.0 50m
Long Range 16.7 100m
Crit Multiplier Falloff Multiplier Distance
Close Range x5.0 10m
Medium Range x3.0 35m
Long Range x2.0 60m
Extreme Range x1.5 100m
Other
Internal Name Arges
v·d·e
Mod stats

The M135 Arges is an overkill weapon in PAYDAY 3, added during the Fear & Greed update.

Overview[]

A behemoth of a gun, the M135 Arges is capable of shredding waves of enemies within seconds.

While it does need to be spun up before usage, once it is ready to fire, it is rare to see anyone nearby remain standing, as more often than not, the M135 Arges would've cleared the room ten times over. Although it appears to have little armor penetration, most of it is compensated by its high rate of fire that utterly annihilates most regular and special units. The M135 Arges does suffer from a large spread and bad accuracy, but a mechanic not mentioned in the game is the fact that the M135 Arges' spread and accuracy improves as long as you hold down the trigger, allowing you to even take out Snipers. The M135 Arges is particularly effective against Cloakers, though only if you are acutely aware they are nearby and you have the full intention to humiliate them by spraying them with lead.

While immensely powerful, the M135 Arges' biggest weakness is its movement debuff. Player movement is utterly crippled when picking up this Overkill weapon; you are unable to crouch, sprint, or even jump while wielding the M135 Arges. Additionally, you cannot perform most interactions when using the M135 Arges (such as picking up bags or loose items), thus solidifying this gun as a tool purely used to kill and not to lug around the map for prolonged periods of time (unless you are carrying it from one area to another, or is simply too attached to the weapon to drop it). As such, it is not recommended to use on heists that has a lot of verticality, especially on Fear & Greed, where the escape sequence that requires player to traverse on a rooftop may lead to heisters falling to their deaths instead of reaching the escape while carrying the M135 Arges.

Although you can use this to defeat a Bulldozer, the special unit's heavy armor proves to be a problem that the M135 Arges cannot overcome, thus necessitating headshots or - the more rational approach - simply avoid targeting Bulldozers while using the M135 Arges.

Summary[]

Pros:

  • Utterly annihilates massive groups of enemies
  • Gets more accurate the longer you fire
  • Gigantic magazine capacity
  • Extremely high rate of fire

Cons:

  • Must be spun up before firing
  • Cripples movement and interactions; cannot perform most interactions, sprint, crouch, or jump
    • Can be alleviated briefly by picking it up and sprinting and/or jumping before the movement debuff is activated
  • No reload as there is zero reserve ammo available
  • Extremely terrible accuracy; requires prolonged firing for the M135 Arges to become more accurate
    • Loses accuracy extremely quickly when not fired
  • Not recommended to use against Bulldozers, unless aiming for the head (and even then still extremely risky)

Overskill Line[]

Base Overskill: Tier Base Base Skill
For every second you fire the minigun, your armor gains 1% additional damage reduction. Every second you do not fire the minigun, you lose the 1% of this bonus damage reduction. Your total damage reduction can't exceed 90%. Unequipping the minigun will end all active bonuses.
Kill Momentum: Tier 1 1500 EXP
Every time you kill an enemy with the minigun, you gain an additional 1% armor damage reduction.
Tanking Up: Tier 2 3500 EXP
If you have zero armor plates left, and your damage reduction bonus reaches 30%, you'll restore 1 armor plate. This effect won't trigger again until you call in a new OVK minigun.
Battle Ready: Tier 3 7500 EXP
As long as you are spinning the minigun's barrel, your bonus to armor damage reduction won't go down.
Death Merchant: Tier 4 11500 EXP
Every time you kill an enemy with the minigun, you gain an additional 1% armor damage reduction if you are wearing a 2 plate armor or less, or 2% if you are wearing a 3 plate armor or higher.
Killer Armor: Tier 5 16500 EXP
Your armor damage reduction bonus will not end when you unequip the minigun; however, the bonus will decrease over time as though you were not firing the minigun.

Trivia[]

  • The M135 Arges is loosely based on the General Electric M134 Minigun.
  • Although the player is not intended to crouch while using the M135 Arges, you can still forcefully crouch with the M135 Arges if you pick up an instance while crouched in an enclosed space. This leads to an odd clipping issue where the gun slightly clips into the ground, and an even odder look when crouching around the place.
  • The M135 is the only weapon that lacks any kind of reload animation.
    What crouching looks like with the M135 Arges (note: the M135 Arges in this image contains a modded version that adds a cosmetic extension to the barrel).

    What crouching looks like with the M135 Arges (note: the M135 Arges in this image contains a modded version that adds a cosmetic extension to the barrel).