Update log
Full PAYDAY 3 update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- Balance
- Workshop
Andrej is back roaming the halls of the studio once again to share what’s coming next to PAYDAY!
In this Behind the Scenes, the developers talk about what players can expect in May, including the upcoming 3.5 Update, the brand-new Swedish Weapon Pack, and yes! The long awaited Zokas-17.
Overkill Weapon Perks Blog
Hi everyone, I’m Jimmy, a Senior Game Designer at Starbreeze. In this blog, I will take you through some of the changes we are making in Update 3.5 to Overkill Weapons and Overskills in PAYDAY 3.
Overskills was a major post-launch change to Overkill Weapons, altering how they play by introducing powerful perks. While the perks did increase the power of their respective weapon, some of the weapons’ identities were lost as they progressed through their skill lines. It also took choice away from you, giving no option to opt out of using a perk.
As such, we are retiring the old Overskill system and instead making the Overkill weapon customizable using weapon perks.
Overkill Weapons will now have customization options similar to regular weapons, with 2-3 slots where you can equip perk mods. Each slot offers a selection of perks unlocked with cash, with no restrictions beyond unlocking the weapon itself.
This change opens the door to more easily adding perks in the future without having to rebalance the whole weapon. We’ve removed some skills, added several, and baked a few into the base functionality of their respective weapons. For instance, the Mamba will no longer damage players or civilians regardless of perk selection. More details below.
While the total number of perks is higher, each weapon has fewer at any one time. To compensate, most of the weapons have received small buffs. We’ll be keeping a close eye on feedback following the update to address any potential issues.
While we were at it, we made two additional changes to the Overkill system:
First, we increased the rate at which your Overkill meter gains progress, giving you more frequent access to your Overkill weapon.
Second, we removed the cooldown between OVERKILL call-ins. This means you can call in your Overkill weapon whenever you need it. Combined, these changes ensure frequent and reliable access to your most powerful fighting tool.
Below we have listed all of the OVERKILL Weapons base behaviors, perk setup, and other changes you will experience in-game when Patch 3.5 drops, finishing with a full list of perks that the new Karl Alfred M606 from the Swedish Weapon Pack will be able to equip.
We look forward to your feedback!
HET-5 Red Fox
We have increased the ability in the perks to shoot through surfaces in the game leaning more into the single-target high damage fantasy where you as a player can pick off targets before they get to you and your team. We have also added some perks that should make this even stronger of a focused damage dealer.
| Base | Perk Slot 1 | Perk Slot 2 | Perk Slot 3 |
|---|---|---|---|
| Semi-Automatic material rifle that can penetrate up to 3 surfaces equipped with a scope that can identify targets through walls. | Hard Collateral Performing a body shot with the HET deals 20% of the original shot’s damage and performing a headshot deals 60% of the original shot’s damage to all enemies within 3m of your target. This additional damage does not bypass enemy armor. | Dead Set Marked targets in your view take 30% extra damage from all damage sources. (This includes marked targets no matter how they were marked) | Revved Up Perks given |
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