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|type = Time-based Portable Electronic Jammer
 
|type = Time-based Portable Electronic Jammer
 
|capacity = {{color|value|1}} use, {{color|value|20}} seconds
 
|capacity = {{color|value|1}} use, {{color|value|20}} seconds
 
}}{{Description|An electronic countermeasure (ECM) is an electronic device designed to trick radar, sonar and other detection systems.}}
}}
 
 
The '''ECM (Electronic Counter-Measure) Jammer '''is''' '''a deployable device available to the player by unlocking the [[Ghost]] skill tree in game. It takes {{color|value|2 seconds}} to deploy and the jamming effects last for {{color|value|20 seconds}}, unless lengthened by skills listed below. Two jammers working simultaneously will not result in any additional effects.
 
The '''ECM (Electronic Counter-Measure) Jammer '''is''' '''a deployable device available to the player by unlocking the [[Ghost]] skill tree in game. It takes {{color|value|2 seconds}} to deploy and the jamming effects last for {{color|value|20 seconds}}, unless lengthened by skills listed below. Two jammers working simultaneously will not result in any additional effects.
   
 
==Overview==
 
==Overview==
{{Quote|An electronic countermeasure (ECM) is an electronic device designed to trick radar, sonar and other detection systems.|In-game description.}}
 
 
The "ECM Jammer" is a deployable available to players that unlock the [[Skills#Ghost|Ghost]] skill tree in-game. This deployable takes {{color|value|2}} seconds to deploy, and its effects lasts for {{color|value|20}} seconds. This can be increased by the other skills.
 
The "ECM Jammer" is a deployable available to players that unlock the [[Skills#Ghost|Ghost]] skill tree in-game. This deployable takes {{color|value|2}} seconds to deploy, and its effects lasts for {{color|value|20}} seconds. This can be increased by the other skills.
   

Revision as of 04:46, 29 May 2016

ECM Jammer
Ecmjammer-icon
Gameplay
Inventory Slot Equipment
Equipment Type Time-based Portable Electronic Jammer
Statistics
Amount 1 use, 20 seconds
Other
Internal name
v·d·e
Description
An electronic countermeasure (ECM) is an electronic device designed to trick radar, sonar and other detection systems.

The ECM (Electronic Counter-Measure) Jammer is a deployable device available to the player by unlocking the Ghost skill tree in game. It takes 2 seconds to deploy and the jamming effects last for 20 seconds, unless lengthened by skills listed below. Two jammers working simultaneously will not result in any additional effects.

Overview

The "ECM Jammer" is a deployable available to players that unlock the Ghost skill tree in-game. This deployable takes 2 seconds to deploy, and its effects lasts for 20 seconds. This can be increased by the other skills.

While it is active a small light on the front will flash green. When 8 seconds of effect remain the light will start flashing red. (The HoxHud game mod will display a countdown timer for all deployed ECM jammers.)

During its duration of effect, the ECM Jammer globally disables cameras (causing the cameras to be unable to detect suspicious people and activities) and cellphones (causing alerted enemies and civilians to be unable to make calls that would trip the alarm). Guard pagers are not affected unless the player has the aced ECM Specialist skill. However, certain objectives cannot be completed while the ECM devices are active.

ECM Jammers do not have any effect on laser sensors, metal detectors, panic buttons or silent alarms.

An ECM Jammer can also be used to silently open an ATM (allowing access to the money inside) and, with the aced ECM Overdrive skill, be able to open doors that require keycard. An ATM takes 8 seconds to open; a door takes 4. This uses one of the jammers the player is carrying and when used for this purpose, the jammer has no other effects (i.e., it doesn't disable cameras, etc.). Keycard-activated vaults still require a keycard to open and cannot be replaced with an ECM Jammer.

The ECM Jammer can also be used to "convert" the SWAT Van Turret for the entirety of its duration. A converted turret shoots law enforcers.

Upgrades

Template:SkillObsolete

  • Aced effect increases jamming and ECM feedback (see below) duration by 25% (an additional 5 seconds), and pauses the countdown of guards' pagers while the jammer is active. After the jamming ends the countdown resumes from where it was paused.

Template:SkillObsolete

  • Basic effect increases the jamming (but not feedback) duration by 25%. This gives a jamming duration of 25 seconds, or 31.25 seconds when combined with the aced ECM Specialist skill above.
  • Aced effect allows the player to open some electronically locked doors that would normally require a keycard, saw or drill to open, such as security room and server room doors.

Template:SkillObsolete

  • Basic effect will give jammers the ability to temporarily incapacitate law enforcers within 25 m range. To do this you must interact with the jammer for 1.5 seconds; this gives a 50-100% chance for each law enforcer to be incapacitated. All law enforcers affected by ECM feedback will immediately drop their weapons, remove their helmets and hold their hands to their heads. The effect lasts 15-20 seconds, or 25% longer with the aced ECM Specialist skill.
  • Aced effect will increase the duration of the feedback by 25% and interacting with the jammer will instantly activate the feedback, rather than requiring 1.5 seconds. Combined with ECM Specialist Aced, this will increase the feedback duration from 15-20 seconds to approximately 25-30 seconds.
    • This affects special enemies as well, except Cloakers and Captain Winters, who are immune.
    • Affected Bulldozers' helmets remain on.
    • Using ECM Feedback during stealth will cause guards to raise the alarm once they are no longer incapacitated. Civilians affected by the Jammer will also raise an alarm if left unchecked.

Trivia

  • The ECM jammer is the second-most expensive deployable to upgrade by skillpoints (after the Sentry Gun), taking 37 skillpoints in total to fully upgrade.
  • The ECM Jammer is planted with a sticky substance. The substance may be Blu-Tack.
  • If an ECM Jammer is placed upon a destroyable surface (e.g. the glass of a jewelry case) and that surface is subsequently destroyed the ECM will disappear and any remaining jammer duration will be lost. It may also no longer be interacted with to cause a feedback loop if you have the appropriate skill.
    • Such is also the case when the Jammer is placed onto a running drill, the device will vanish as soon as the drilling finishes.
    • Similarly to interactives, placing a Jammer on a door and opening that door will delete the Jammer forever.

Gallery


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