Behind the Scenes with Andrej #4 & OVERKILL Weapon Perks Dev Blog
PAYDAY 3 News — May 16, 2026
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.
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 | Dead Set | Revved Up |
Spotter | Tungsten Core | DU Core |
Marcom Mamba MGL
The core idea with the mamba is its efficiency of dealing with groups of enemies and we felt that it lacked some punch and also that as part of its playstyle almost required the old skill Precise Detonation. Therefore it has been removed; instead, players and civilians no longer take damage from the Mamba, which is part of its base behavior.
Damage has been increased, and an additional middle damage zone has been added, increasing its efficiency in dealing damage to groups of enemies.
Base | Perk Slot 1 | Perk Slot 2 |
|---|---|---|
Drum-loaded grenade launcher with high explosive grenades that immediately detonate on impact with characters or on a fuse if hitting the environment. | Cluster Bomb | Drum Loader |
Blast Trauma | Shockwave | |
Wrecker | Shredding Shrapnel |
M135 ARGES
For the ARGES we wanted to lean into its supportive and suppressive nature, allowing you to feel more like a tank holding down an area against the oncoming cops. When the ARGES is spinning or being fired, you now have 10% base armor damage reduction. Any additional bonus damage reduction will degrade by 1% per second whenever the gun is not firing.
Additionally, the ARGES has received a damage boost and is twice as fast to reach its minimum spread, bringing its effectiveness closer to that of other Overkill weapons.
Base | Perk Slot 1 | Perk Slot 2 | Perk Slot 3 |
|---|---|---|---|
While firing the minigun or when it is spun up, you gain 10% armor damage reduction. Your total armor damage reduction from minigun perks cannot exceed 90%. Any additional bonus damage reduction will degrade by 1% per second whenever the gun is not firing. Unequipping the minigun will end all active bonuses. | Combat Resilience | Tanking Up | Battle Ready |
Kill Momentum | Death Merchant | Killer Armor |
Sociopath
Sociopath in the game is a strong weapon that has limited use and some of its core skills before, getting Overkill meter progress when doing kills is key to its playstyle. As part of its base behavior, the Sociopath now has a portion of the Bloodlust perk. Recovering 10% of the Overkill Meter when you kill an enemy while the weapon is active. While Bloodlust still exists as a perk allowing you to have a higher total than before. We have also added Killer Instinct that instead of sustaining sociopath, allows you to gain it back faster instead, so you can pick what fits you.
The Overkill meter starts draining after a delay, and the drain rate has been reduced.
Base | Perk Slot 1 | Perk Slot 2 | Perk Slot 3 |
|---|---|---|---|
If you have a full OVERKILL meter, you pull out a baseball bat on activation and drop any bag or body you are currently carrying. While you’re wielding the baseball bat, all incoming damage is done to your OVERKILL meter instead. You can use light or heavy swings with the bat, inflicting light or heavy damage. You’ll wield the bat until your OVERKILL meter reaches 0 or until you are downed. If you press the OVERKILL button while wielding the bat, your OVERKILL meter drops to 0. \ | Frenzy | Rabid | Killer Instinct |
Master of Mayhem | Berserker | Bloodlust |
Interceptor
The stealth approach best tool, increased the backup power greatly to allow you to sustain it’s effects longer controller, when it is time to flip the odds
Base | Perk Slot 1 | Perk Slot 2 |
|---|---|---|
Blackout Protocol | Threat Mapping | Signal Block |
Power Efficiency | Spam Call | |
Backup Power Decrease the rate at which your OVERKILL meter drains by 40%. |
Karl Alfred M606
This recoilless grenade launcher allows switching ammo types via mod options, each with different effects, damage, and behaviors. This allows you to tune the role of the weapon to something you want or that would benefit your team, take out groups, single targets with enemies behind or smoke down an area and deal with all of the marked targets within, its a weapon that can fit any situation and preference. The weapon gets delivered with three shots per standard.
The gun also features a large backblast, causing damage and hurt reactions from enemies, so make sure it is clear… or not!
Base | Ammo | Perk Slot 1 | Perk Slot 2 |
|---|---|---|---|
Ammo Type – Explosive Grenade (Default Equipped) Explodes in a large radius dealing moderate damage to all enemies within it’s area of effect. Has high probability to trigger heavy stagger in near proximity of the explosion. Can also damage and triggers enemy weakpoints. | Ammo Type – Smoke Grenade On impact deals a moderate amount of damage and spawns a large cloud of smoke obstructing the view for enemies. All enemies within its AOE are heavy staggered and marked. Skills affecting smoke grenades apply to this grenade. | Cull the Herd | Kill Zone |
Ammo Type – HEAT Shaped Charge Grenade Explodes in a small radius on impact and deals high piercing damage, penetrating through the impacted target dealing the same damage to targets behind. | Devastator | Mutilator | |
Topped Up I | Topped Up II |