| Interceptor (Payday 3) | ||
|---|---|---|
You can intercept and take over the transmissions and functions of cameras, phones, and radios on a large scale. You can also keep tabs on enemies, mess with transmissions, distract, or just shut systems down—dealer’s choice.
| ||
| Gameplay | ||
| Unlock Level | N/A (always available) | |
| Inventory Slot | Overkill | |
| Weapon Type | Overkill | |
| Firing Mode | N/A | |
| Cost | Free | |
| Statistics | ||
| Meter Duration | 45 Seconds
| |
| Other | ||
| Internal Name | Operator
| |
| Mod stats | ||
The Interceptor is an OVERKILL equipment in PAYDAY 3, added as a part of Update 2.0.1.
Overview[]
The first of its kind, the Interceptor serves as a stealth-exclusive OVERKILL equipment that aids the players in reconnaissance. Unlike its contemporaries, the Interceptor cannot be equipped and is immediately used upon activation, and cannot be used when heists go loud. The Interceptor can be used once the OVERKILL meter has reached 25%.
Upon activation at its base level, the Interceptor temporarily disables all cameras for a short period of time. When reaching to Level 4 on its Overskill line, it will take the Interceptor far longer to drain and gains the ability to mark all guards and cameras while also preventing radios from becoming active, though radios from guards who were taken hostage or eliminated will be automatically answered once the Interceptor goes offline.
Its most powerful and useful feature activates upon achieving the final Overskill level. It is essentially the Glitch Protocol skill from the Hacker skill line, but rather than applying to one guard for a short period of time, activating the Interceptor will cause all guards to be distracted by their radio. The Interceptor's distraction time is entirely dependent on how much the OVERKILL meter has been filled, so the guards will be completely distracted for the entire duration the Interceptor has gone off, allowing players to run freely across Secure Areas with impunity as long as the Interceptor is still active.
However, the Interceptor's drawbacks are immensely crippling. As a stealth-oriented OVERKILL gadget, it cannot be used in loud and is a one-time use, forcing players to strategize when to use the Interceptor effectively as to not let it go to waste. Additionally, the Interceptor's usefulness and duration is questionable without the final Overskill level, making its benefits of marking guards and disabling cameras only mildly useful compared to the immensely valuable radio distraction. Filling the Interceptor's OVERKILL meter can also prove to be annoying, as it requires progressing the heist's objectives or grabbing collectibles (most of which are marked as illegal actions) in order to fill the meter.
Summary[]
Pros:
- Immensely useful for difficult stealth heists
- Complete guard distraction on the final Overskill level for as long as the Interceptor's meter has not been fully drained
- Disables cameras
- Marks all stealth threats temporarily after reaching Overskill level 1
Cons:
- One-time use
- Completely useless on loud
- Filling the OVERKILL meter to lengthen its duration may prove to be annoying
Overskill Line[]
| Base Overskill: Tier Base | Base Skill |
|---|---|
| As long as your OVERKILL meter is at least 25% full, you can activate it to disable all cameras on the heist temporality. Once activated, your meter will rain over time. When your meter reaches 0, this skill's effect will end. You can only use this skill once per heist and only if the alarm hasn't been raised. (This ability replaces your OVK weapon). | |
| Threat Mapping: Tier 1 | 1500 EXP |
|---|---|
| This skill now also marks all guards and cameras while active. | |
| Power Efficiency: Tier 2 | 3500 EXP |
|---|---|
| Decrease the rate at which your OVERKILL meter drains by 25%. | |
| Signal Block: Tier 3 | 7500 EXP |
|---|---|
| While this skill is active, radios can't go off, and any currently active radios will not expire. Once this skill's effect ends, any pending radios will activate, and any active radios will expire. | |
| Backup Power: Tier 4 | 11500 EXP |
|---|---|
| Decreases the rate at which your OVERKILL meter drains by an additional 25%. | |
| Spam Call: Tier 5 | 16500 EXP |
|---|---|
| While this skill is active, every guard's phone will activate, distracting them from their actions. If a guard is escorting a player, the guard will return to patrolling after this effect ends. If the guard is about to detain a player, the guard will go into Search mode instead. | |
Trivia[]
- The Interceptor is PAYDAY 3's first ever OVERKILL gadget that can only be used exclusively in stealth.
| Gameplay • Heists • Skills • Weapons & Equipment • DLC • Legacy Skills |
|---|
| Assault Rifles | CAR-4 • Northwest B-9 • KU-59 • VF-7S • Adelig RG5 • Chanit S3 | |
| LMGs | Blyspruta MX63 | |
| Marksman Rifles | SA A144 • Reinfeld 900S • Spearfish 1895 • FIK-22 TLR | |
| Shotguns | Reinfeld 880 • Mosconi 12 Classic • FSA-12G • M7 Pursuivant • TAS-12 | |
| SMGs | FIK PC9 • Ziv Commando • SG Compact-7 • WAR-45 • ATK-7 | |
| Pistols | Signature 40 • Stryk 7 • SP Model 11 • Signature 403 • Tribune 32 • Picchio Duro 5 • Garstini Viper .50AE • Jackknife SE5 | ||
| Revolvers | J&M Castigo 44 • Sforza Bison • Bullkick 500 | ||
| Shotguns | Justicar | ||
| Explosive | Marcom Mamba MGL | |
| Sniper | HET-5 Red Fox | |
| Heavy | M135 Arges | |
| Stealth | Interceptor | |
| Melee | Sociopath | |
| Throwables | Frag Grenade • Flashbang Grenade • Throwing Knife • Smoke Grenade • Shock Grenade | |
| Deployables | Ammo Bag • Medic Bag • Armor Bag • Sentry Turret | |
| Tools | Micro Cam • Infrasonic Mine • ECM Jammer • Motion Sensor • Trip Laser | |
| Misc. | Armor Lining • Consumables | |
