Crime Spree (2024)

Crime Spree (1)

Crime Spree is a feature released on day 4 of the Search for Kento Event. It involves the crew chaining along a large amount of completed heists in a row that will progressively get harder with each successful mission.

Players need to be at least level60 or have gone Infamous at least once to access Crime Spree.

One important thing to note is that the rewards gained from the Crime Spree are completely independent from those in typical gameplay. Gathering loot is pointless after the bare minimum has been secured, as additional loot will not increase the money or experience awarded when finishing a spree. The goal is to finish heists as soon as possible and any additional effort is wasted.

Contents

  • 1 Overview
    • 1.1 Heists
    • 1.2 Rewards
  • 2 Modifiers
    • 2.1 Loud modifiers
    • 2.2 Stealth modifiers
  • 3 Gage Perks
  • 4 Achievements
  • 5 Trivia

Overview[]

Crime Spree is essentially an endurance mode with similar elements to the old Pro Job system.

Crime Sprees can begin at as low as 0 Crime Spree (2), equivalent to the usual Overkill difficulty, and will progressively get harder with each completed heist.

A Spree can be started by clicking on the yellow "Crime Spree" button on the Crime.net screen and paying an entrance fee, though starting at 0 Crime Spree (3) is free. For a high CC cost the lobby can start at a higher Crime Spree level, which grants bigger rewards, but also higher risk. Starting at 20 Crime Spree (4) and 40 Crime Spree (5) will cost 10 additional coins per level, up to a maximum of Crime Spree (6) 20, and beginning a spree at one's previous best can cost hundreds or even thousands of continental coins, depending on how high the spree rank is.When joining a Spree in progress, the highest level one can participate in is their own personal record from previous runs.

Sprees in progress may be suspended, effectively pausing the streak(s) until the host wishes to resume their progress, or they may be ended by cashing in the rewards, either at will or by failing (see below). A suspended Spree can be resumed at anytime via the same button used to start it, with the button label showing the player's current score.

Prior to Update 200, sprees in progress were not affected by the player going Infamous. It is now required for one to cash in their current spree before committing to the next Infamy level.

Heists[]

The host of a session is presented with three choices of heists upon first starting a Spree, and during the break time between each mission. All missions available in a Spree are one-day heists, or certain days of a multi-stage heist.

Re-rolling is possible, but will cost Crime Spree (7) 6, with the cost doubling every third attempt.

  • Stealth(able)

  • Loud Short

  • Loud Long

  • Unreleased

  • Not included

  • Removed

Crime Spree (96)

The Lion's Den
(The Biker Heist Day 1)
10 Crime Spree (97)

Crime Spree (98)

The Search
(Hoxton Breakout Day 2)
15 Crime Spree (99)

Crime Spree (100)

The Breakout
(Hoxton Breakout Day 1)
10 Crime Spree (101)

Crime Spree (102)

Engine Problem
(Big Oil Day 2)
Day variation
14 Crime Spree (103)

Crime Spree (104)

Hotline Miami
(Hotline Miami Day 1)
10 Crime Spree (105)

Crime Spree (106)

Cook Off
Standalone heist version
13 Crime Spree (107)

These are datamined heists that have their own icons, but aren't currently appearing in re-rolls.

Crime Spree (120)

Boat Load
(Watchdogs Day 2)
Day varation
? Crime Spree (121)

Crime Spree (122)

Breaking Ballot
(Election Day Day 2C)
? Crime Spree (123)

Crime Spree (124)

Diamond Heist
? Crime Spree (125)

The following were part of Crime Spree at release, but got removed.

Crime Spree (126)

Club House
(Big Oil Day 1)
Day variation
Crime Spree (127) 7 Crime Spree (128)

Rewards[]

Every time the lobby completes a mission, they are rewarded with a 3 Crime Spree (129) to 15 Crime Spree (130) increase in spree rank. These ranks accumulate until they reach certain milestones where additional rewards can be claimed. Currently, there are three milestones that will award an achievement when reached for the first time (see below). Other than that, each completed mission will give out several payday cards that accumulate into a pool. The guaranteed rewards are represented by their own card type, and are always XP, money, Continental coins and certain armor skins. Less certain ones (represented by question marked cards) will be either mask components, weapon mods (broken), XP (broken) or money (broken). Money and XP given this way are not returned and are basically dud-rolls. (what the f*ck is a dud-roll??)

As soon as one desires, they can cash in their earnings and leave, though this must be done in between heists. This continues along until they eventually fail, whereupon they will be forced to cash in their rewards, or pay a considerable amount of Continental Coins to maintain the current spree. Claiming one's rewards will eject the player from the lobby and end their spree. Joining other player's Sprees will add to the reward stockpile, as each player has their own separate section, though a "drop-in" player can only earn credit for heists they actually participate in. A "catch-up" bonus is given to players that are Level 100 with a lower spree rank than the host's spree, about 15% of the rank gained in that heist.

Modifiers[]

Gameplay modifiers are special effects that, like mutators, serve to make gameplay more challenging for the whole lobby the further they go up the Spree. Initially 3 options are available. Every 20 Crime Spree (131), players must take one additional Loud modifier. Every 26 Crime Spree (132), players must take an additional Stealth modifier. Every 50 Crime Spree (133), there will additionally be a Forced Loud modifier that boosts enemy health and damage.

The lobby cannot proceed with their Spree until the host has selected one out of three options. Starting at the two higher tiers will have the host pick more than one modifier appropriate to where they are; beginning a new Spree at 26 Crime Spree (134) will present the lobby with two modifiers (1 Loud - 1 Stealth), and starting at 40 Crime Spree (135) will require the host to pick three (2 Loud - 1 Stealth).

Several modifiers may repeat multiple times, and some will stack if picked more than once (see below).

Loud modifiers[]

Crime Spree (136)Available every 50 Crime Spree (137)
Enemies have an additional 20% extra health and deal an additional 15% extra damage.
Automatically applies every 50 Crime Spree (138) and cannot be selected. Stacks infinitely.
Actually a modifier that changes how much damage players receive instead of an enemy buff, and therefore does not affect units converted with Joker.
Crime Spree (139)Available at 20 Crime Spree (140)
Shields will reflect projectiles.
Piercing ammo will still circumvent the shield.
Crime Spree (141)Available at 20 Crime Spree (142)
Cloakers will drop a smokebomb when they kick a player.
Applies even if blocked using Counterstrike.
Crime Spree (143)Available at 20 Crime Spree (144) and 200 Crime Spree (145)
Medic's heal cooldown is 20% faster.
Stacks.
Crime Spree (146)Available at 40 Crime Spree (147)
Enemies can not be staggered by damage.
Crime Spree (148)Available at 60 Crime Spree (149)
The tasing knockout effect of the Taser now knocks a player out 50% faster.
Crime Spree (150)Available at 60 Crime Spree (151)
All FBI SWATs will be replaced with Heavy SWATs.
Actually replaces FBI HRUs with GenSec MFR shotgunners. Does not affect scripted enemies.
Crime Spree (152)Available at 100 Crime Spree (153) and 340 Crime Spree (154)
Two additional Medics are allowed into the level.
Stacks.
Crime Spree (155)Available at 120 Crime Spree (156)
For every Heavy SWAT that spawns, there is a chance that it will be replaced by a ZEAL Heavy SWAT Marksman.
ZEAL Marksmen use preset Sniper spawn locations, don't have laser sights, and can be converted with Joker. Converted ZEAL Marksmen cannot pierce the body armor of normal units.
Crime Spree (157)Available at 140 Crime Spree (158)
When a Bulldozer's faceplate is destroyed, the Bulldozer enters a berserker rage, receiving a 100% increase to their base damage output.
Crime Spree (159)Available at 160 Crime Spree (160)
Killed Cloakers drop tear gas grenades that have a duration of 10 seconds, cover a 4m diameter area and deal 30 damage per second to any heister who stands in the cloud.
Crime Spree (161)Available at 180 Crime Spree (162) and 280 Crime Spree (163)
Two additional Bulldozers are allowed into the level.
Stacks.
Crime Spree (164)Available at 220 Crime Spree (165) and 280 Crime Spree (166)
Skulldozers now appear.
Crime Spree (167)Available at 240 Crime Spree (168)
Whenever a Medic revives another cop, the revived cop gets a 100% increase to their base damage output.
Crime Spree (169)Available at 260 Crime Spree (170)
All Shield units in the game are replaced by Captain Winters' Shield units.
Crime Spree (171)Available at 300 Crime Spree (172)
Whenever a Medic is killed, all cops within the Medic's healing range are instantly healed.
Crime Spree (173)Available at 320 Crime Spree (174)
Whenever a Bulldozer spawns, there is a chance that it will be a slow-moving minigun-wielding Bulldozer.
Crime Spree (175)Available at 360 Crime Spree (176)
Bulldozers are immune to explosive damage.
Crime Spree (177)Available at 380 Crime Spree (178)
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.
All Medic modifiers also apply to the Medic Bulldozer.
Crime Spree (179)Available at 400 Crime Spree (180)
Police assaults will have a 50% longer duration. This gets reduced by 4% for every hostage and converted cop, up to a maximum of 8.
Crime Spree (181)Available at 420 Crime Spree (182)
Cloakers executing a successful charge now cuffs the player instead of downing them.
Crime Spree (183)Available at 440 Crime Spree (184)
For every cop that dies within a Medic's healing range, that Medic sees his base damage output increased by 20%. This effect stacks indefinitely.

Stealth modifiers[]

Crime Spree (185)Available at 26 Crime Spree (186) and 104 Crime Spree (187)
The Minimum concealment level is increased by 3 in stealth.
Stacks. Also affects Dodge.
Crime Spree (188)Available at 26 Crime Spree (189), 52 Crime Spree (190) and 156 Crime Spree (191)
The alarm will be sounded if more than 10/7/4 civilians are killed.
Crime Spree (192)Available at 26 Crime Spree (193), 78 Crime Spree (194), 130 Crime Spree (195) and 182 Crime Spree (196)
1/2/3/4 less pager(s) can be answered per heist.

Gage Perks[]

Gage Perks are purchases much like Assets that influence a single heist only. Each player can purchase one for Crime Spree (197) 18, which will then affect the entire team for the duration of the heist, making them roughly equal to the crew bonuses of PAYDAY: The Heist. Unlike crew bonuses, however, Gage Perks do not exclude the player(s) who bought them.

Note that some perks are not available during certain heists. For example, a loud-only heist will not offer Speed Talker, due to the lack of pagers.

Crime Spree (198)Damage Dodger
All players gain 0.5 base damage absorption.
Crime Spree (199)Ammo Pilfer
All players receive +15% extra total ammo.
Crime Spree (200)Lockpicker King
Players pick locks 25% faster.
Crime Spree (201)Extra Body Bags
Players will receive and carry 2 extra body bags.
Crime Spree (202)Extra Armor
All players receive 10% extra armor.
Crime Spree (203)Blast Resistance
Players cannot receive damage from explosives.
Crime Spree (204)More to Deploy
All players receive 50% extra deployables (Minimum 1).
Crime Spree (205)Health Boost
All players receive 10% extra health.
Crime Spree (206)Rapid Reloader
All players reload time is decreased by 25%.
Crime Spree (207)More to Throw
All players receive 70% extra throwables (Minimum 1).
Crime Spree (208)Stamina Boost
All players receive 10% extra stamina.
Crime Spree (209)Some Invulnerability
Players gain invulnerability for 5 seconds after killing a special enemy with a melee attack.
Crime Spree (210)Self Healer
Players will recover some health when killing an enemy. This can only occur once every 5 seconds.
Crime Spree (211)One More Down
All players can go down 1 extra time before going into custody.
Crime Spree (212)Swift Swapper
All players time between switching weapons is decreased by 50%.
Crime Spree (213)Speed Talker
Players answer pagers 50% faster.

Achievements[]

Crime Spree (214)Indulge in Crime
Reach rank 50 in the Crime Spree.
Crime Spree (215)Revel in Criminal Activity
Reach rank 100 in the Crime Spree.
Crime Spree (216)A Vast Amount of Unlawful Transgressions
Reach rank 250 in the Crime Spree.
Unlocks the Mega Rust mask.

Trivia[]

  • During an earlier stream more Gage Perks were shown than were shipped with the actual function (3 pages compared to 2 in the release). Some of the cut ones are Adrenaline Shots, Fast Feet, and Grim Reaper, and additionally, several of the pre-release perks had different names than in the final version.
GameplayHeistsSkills & Perk DecksWeapons & EquipmentDLC
  • Game Mechanics

  • Miscellaneous

Crime Spree (2024)
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