So I haven’t had a chance to myself. I remember seeing @KameofWar and @Fire say they did however. I’m wondering how many people have used the private match settings to try and find the balance point we’ve all been looking for?
As of right now even the devs agree the scales are tipped “slightly” (their words not mine) in favor of the FT. Has anyone played around with damage and health and found balance yet for the game? Let’s see what you guys got, I’m curious and also pretty eager to test some out?
FT hip firespread +5-15%
Pred cloak: Distance or hybrid
Pred hp +20%-100%
Pred damage +5-10%
increase FT ammo by half of Pred HP% (so if predator hp is increase by 60% increase FT ammo cap by 30% or whatever is closest)
when the patch first dropped I playing with the PC elite fellas and in i think 12 games a predator won a game twice and we were giving them like 60% more hp 5-10% more dmg and decreasing FT accuracy by 15% and we buffed cloak like fuck dude if they think balance is close that’s wild (and keep in mind this was before we confirmed what predator armor was and we all assumed judging by these games predator armor wasn’t real)
the only games a predator won a game was with the 60% but it might depend on accuracy of the FT players on how much hp a predator should have so against worse players you might settle on 20% where in other cases you might need more like 100%
when i was playing i had 100% more hp and they were still blowing through my medkits every 2-3 minutes and running me all over the map in all those games i didn’t get a single kill
everything else is as is however i remember SKoolboy asking about this set up
See this is the tricky part to me.
If it’s a game with the “PC Elite” crowd it skews things I think. We can’t balance around skill and let’s face it, that’s what you’re doing when it’s that crowd. For example
I’m willing to bet you’re better than me and if I had a 100% buff to health running Pred I’d be unstoppable in Quickplay queue
you’d be correct against most players 100% hp would absolutley be too much that’s why i’m giving you a range
cause it might be hard to believe but players do have diffrent skill levels there are a few things that i think are universal like hipfire accuracy should always be this way as some guns are just too accurate from hipfire
pred cloak should always be distnace or hybrid and then damage should be increased slightly as to allow predator’s damage to compete with FT damage now ALBEIT as in SKoolboys rec you could instead of increasing any of the base stats like these you could just increase perk value by 200% as then it’s on the build of the predator/FT you are running which might be more fair against most players but that’s hard to say i never tried it
cause you’d be seeing some crazy shit like a predator with 40% bullet damage reduction or 6 medkits
or 20% ranged damage
and then FT with like 30% more speed 2xinteraction speed 30 extra hp 16% reduced damage and 20% extra damage to the predator for examples
Yes. Some perks do get way too strong with my idea.
My main objective was to make roles and perk points more influential.
I would like to point out that you’re stats such as giving the predator 20% more health and 10% more damage aren’t that different from a double strength impenetrable and down range, except the predator would actually have to choose to give up 6 perk points for impenetrable or between Downrange or Fearless with my idea
From what I tested, you can’t adjust the specialization values, so it’s not a big issue.
I figured that the 20% nerf to speed and the stronger Fearless and Downrange would be enough to give a buff to the predator.
I don’t think that the balance is actually very far off. If you want to win as predator, just don’t use samurai, berserker, or Viking without adrenal gland or use any other predator and hop around while quick firing the Yautja bow.
If you want to win as fireteam use the sawz50 and PDW.
Both of these play styles just get stronger with mouse aiming.
Until both of these get about a 20% nerf (not the max damage of the bow, just the beginning damage), it’s going to be hard to find real balance.
If you could remove quick claims, I would think that about a 33.3…% health buff would be fairly balanced. That would put the big boys right at 2000 health. Too much health with availability of quick claims just results in quick claim driving which snowballs rather quickly in the predators favor.
this tells me balance is far off when 3 classes literally don’t work without a specific setup
that other classes do not need for my definition of balance is
The Most effective strategy is applicable to all classes the game offers and or each classes strengths can shine within the meta of the game (in the case of a class or role based game) if this alters too greatly which knocks off some classes from the perfoming the META than those classes are undertunned and need to be worked on as no one should use them
I’m honestly on the fence with quick claims.
It used to be effective at limiting good teams by taking a piece off the board. With what reinforcements are at now it gave the pred a chance. Now quick claims against good teams just aren’t worth it and it only really punishes bad teams.
I don’t know though, on principle I don’t like the idea of PC or bow spamming players off the board in order to whittle down the FT, but you can’t take that strategy from the Predator because it’ll completely tip the scales FT way.
The bow and the plasma caster are totally different. The PC has greatly reduced DPS due to energy use limits, which also effects cloaking ability, and it has the laser that costs 5 perk points to “reduce” its visibility. The bow has non of those down sides, does more quick charge damage, and slows players down when they get hit.
I was referring more to the popular methods used to kill downed FT rather than comparing their DPS
Edit: They don’t feel as “fair” or “rewarding” as quick claims personally. I’ve used them, usually when in half way through a match and realized I’m in over my head against a good team. I personally don’t like them though.
Get your point with the potential for the big guys to tank and quick claim but honestly I’m okay with that, especially as it sits now because it’s definitely counterable by a chase down and a good team.
Honestly, I’m starting to think the game would probably be much more fun for the predator AND the fireteam if they removed quick claims and increased downed health, but massively buffed predator health, 50 - 100%. There would be more long claim animations and stealth kill opportunities, but also less waiting as dead for the fireteam. More overall fighting for everybody.
I think this would be great as a private match option but as far as for quick play I think this would be disastrous. Your average new pred players wouldn’t be able to finish off FT members before exfil. It would frustrate them out of playing Pred
Nah, man. I think what frustrates average predators is getting shredded/winded and spending most of the match eating hogs and still having FT players escape.
I don’t know about you, but there is nothing more frustrating solo queuing as FT than getting singled out and quick claimed at the start of a match. When I play predator, I’ll sacrifice health or getting winded just to quick claim a field medic early, and 90% of the time they quit before reinforcements are available.
Chasing down the predator is almost impossible as long as they use Medic.
This is ridiculously annoying, but also expected at this point. I’m playing medic cuz no one else will too most the time and I feel we’re gonna need it.
Honestly though not a lot of people use that perk, which surprises me. I only use it on certain builds because they’re built for punishment.
Maybe a slight, I’m talking like very very minor nerf to medic for balance purposes then?