frenzy_val
Flag: United Kingdom
Registered: April 1, 2026
Last post: July 17, 2026 at 8:51 AM
Posts: 2

You're still shooting it of course but now you're suppressed before even going out to do so. Your smoker has to back up, you can't even use the util you used to be able to use (paranoia, breach stun and whatever else) and standing in a chokepoint smoke is a death sentence since they now have soft wallhacks on you thanks to the trail.

I don't really like the comparison of chokehold and fade seize in this case because that has a meaningful tradeoff. You get constant passive info in return for being breakable and slow to arm so you can't use it on the fly. For your version of an interceptor, you get more raw uptime compared to a kayo knife in addition to adding fuel controls at the cost of knowing where it is and not affecting lineups? That's not really a cost but more of a work-around imo. Fuel as a concept basically just makes insane agents by itself. Even if we completely disregard the idea of it suppressing for a second, you get 4 kayo knife scans in a round with this which is such absurd recon it's not even funny.

posted 1 day ago

Most of these changes by themselves make the interceptor really good so adding all of them at once seems crazy.
At the bare minimum you've got a lingering kayo knife that lasts for 10 seconds (already crazy good). The thing that makes kayo knife a difficult piece of util on defence is timing it right so you can completely shut down the enemies exec just as it's about to happen. This does that for you (don't have to time since it stays online rather than popping) and you can do it multiple times per round on only a 3 second delay. You said this makes the mechanics simpler to use and fight against but this seems even harder to fight against than his current interceptor. It also doesn't really seem like a reliability change as much as making it a direct strength upgrade.

posted 1 day ago