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Young Ninja Group (ages 3-5)

Andrew Stewart
Andrew Stewart

Heist Editor GTA 5В Features: ((FREE))

Stealth is a gameplay feature that originated in PAYDAY: The Heist in a very basic form. It was later developed much further with the release of PAYDAY 2, which introduced many more stealthable heists, equipment to aid the player in remaining undetected, and several skills that influence stealth gameplay. Around half of the heists in PAYDAY 2 can be completed entirely in stealth, many without killing a single cop or guard.

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Casing mode is implemented to a certain degree in PAYDAY: The Heist, as several heists will begin with the players in this state to allow for quick map scouting before beginning. Unless bumping into, or standing too close to a guard, the heisters cannot be detected. As there is little stealth involved, almost every heist in the first game will go loud once a player leaves casing mode. All players will leave casing mode at the same time.

A large number of civilians dot the maps, most usually in heists where stealth is the main approach where they pose hindrances to the crew by way of detection. Unlike guards and cameras, civilians cannot detect a player in casing mode, though will quickly panic at the earliest sight of one with a mask on and weapons out, and cannot be pacified if fully alerted. Panicking civilians will usually either seek out the nearest viable panic button, call the police, or simply run outside the map boundaries where an alarm will inevitably be raised.

Casing mode is a gameplay mechanic available in some heists, during which special actions can generally be taken and NPCs respond to players differently than in "loud" gameplay. Typically, heists that use casing mode will have a large civilian population, forcing the crew to try and blend in to gather info first before enacting their plan.

Certain heists will initially begin in casing mode, with players unmasked. Casing mode can be identified by the lack of a weapon on the player's screen, a mask-on notification and a "casing mode bar" on the top right in place of the hostage counter.

Once a player's mask is on, they can still perform both casing and normal actions, except for the mask, which cannot be removed and put on again. However, there are three heists that are a notable exception to this rule:

Casing mode can be ended either voluntarily, by holding the secondary interaction key and putting on a mask, or involuntarily, by getting detected or setting off an alarm. Once a player masks up for either reason, assuming an alarm has not sounded, the player enters stealth (see below) and can be detected normally. Whereas civilians will never detect a criminal in casing mode, they will become suspicious of a heister wearing a mask, so care must be taken to avoid civilians.

If a guard spots a criminal, he will yell at them to stop, pause for about 5 seconds, move slowly to the caught heister, and attempt to cuff them. If he is successful, that player will be immobilized and the guard will then raise the alarm after a moment. This behavior can be exploited by crafty players as they can potentially lead a lone guard into a more concealed location before taking him down, provided the caught player does not shoot or move too much once the guard issues the order to stop.

If a guard is killed or dominated during the stealth part of a mission, his pager will start beeping after 2 or up to 4 seconds. If it is ignored for 12 seconds, the pager operator on the other side will raise the alarm. To prevent this, players must answer the pager by interacting with it for 10 seconds to complete the interaction, though this can be shortened to 9 seconds by using the Burglar Perk Deck. Any given pager will beep and require attention only once; once it it successfully answered, that particular pager will not be of further concern. The team as a whole may answer up to four pagers during a heist; the operator will not believe a player answering a fifth pager and, upon completing the call, the operator will raise the alarm.

Titan cameras are the improved version of normal cameras. They only spawn on certain heists when playing on the Mayhem (Death Wish prior to the Housewarming party update) difficulty, or higher. Whether or not a heist (or day of a heist) features Titan cameras usually depends on whether or not that map has a security room that can be hit, though there are several exceptions.

On some heists, breaking a camera might cause the camera operator to send a guard to investigate. This will happen immediately after destroying the camera and can be anticipated by looking for guards that use their in-ear headsets, and listening for nearby radio chatter. This can be exploited by clever heisters to lure guards away from their usual patrol by destroying a camera in a remote place and waiting for the guard to come investigate. Security guards that are sent to investigate destroyed cameras will do one of two things: they will either become suspicious, draw their weapon and attempt to sound the alarm; or more rarely, walk up to the camera, try waving at it and then leave it alone, assuming it to be a technical fault. If the guard becomes suspicious, then even if that guard is dealt with, other guards in the future will also become suspicious when they see it. However, if they suspect nothing, then other guards will also ignore the broken camera, should they pass by it. Civilians and gangsters are never alerted by broken cameras, and so on some heists such as GO Bank, players can pick off cameras near civilians without arousing any suspicion, provided no guards or other cameras notice the destroyed camera.

Certain heists also include a security room, usually locked behind a very resistant security door but can sometimes be locked behind a simple metal door (e.g. Hoxton Revenge) or even completely exposed (e.g. Election Day Day 2). Once inside, players can disable all cameras on the map by killing or otherwise incapacitating the camera operator, who is usually a guard.

Players with Nimble can temporarily disable cameras for 25 seconds by walking up close and applying the loop. Only one camera per crew can be looped at a time. Looped cameras will not raise any suspicion if spotted by guards or civilians and can be identified by their cyan outline, which will begin to blink and play an audible beeping noise when the loop is ending. Once this has happened, the loop can be reapplied to the camera, restarting the 25 second timer without the camera detecting anything. This can be exploited by players who may need extra time to disable the camera completely or removing the object of suspicion. Additionally, placing an ECM Jammer will disable all cameras for the duration of the jam. Because of this, having at least one Ghost in the crew can be highly beneficial when attempting a difficult stealth heist.

Transport: Train Heist (commonly abbrivated as "Train") is a one-day heist included in the Armored Transport DLC. In the Train heist you need to rob a train that is currently stopped on a railway bridge spanning a rocky gorge. There are stairs and natural features on either side of the gorge which allow access to the bridge. You may spawn at either end of the gorge, facing the bridge.

As of Update #57, Transport: Train Heist is available as a contract from Bain on Crime.Net. Update #57 also added new stealth elements, in addition to requiring a certain amount of shells to be secured whereas previously shells were not required to complete the heist.

Prior to Update #57, it was a bonus contract that could only be accessed by finding the blueprints in any of the Transport heists. The chance of finding the blueprints was increased to 50% in Update #31. After the Intel spawned in a truck, players could pick it up to access this bonus-day heist. While the Intel is no longer required to access the heist, it will still spawn. 041b061a72


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