Isn’t reducing fireteam damage and increasing predator health two sides of the same coin?
@KameofWar could you back me up on this?
Isn’t reducing fireteam damage and increasing predator health two sides of the same coin?
@KameofWar could you back me up on this?
Is it considering the Predator armor situation though? I’m not so sure. Increasing the Predator health might not be increasing is durability/survivability as much as you’d think
I agree they should be more threatening through increased damage, but they should also be easy to kill, like you would expect in a game like Battlefield or Call of Duty. Only the armored PMC types should be able to take more than 4 rounds from an assault rifle, IMO.
No not really.
Il use warframe as an example since you play it.
So take inaros and the armor stat.
If you give him more armor, hes going to take less damage cause hes more resistant.
This is called damage mitigation.
Yes, more hp would help and make him a bit harder to kill, but right now the hp isnt really the problem.
Is the preds defense.
I mean you can increase the preds hp, but youd have to increase it to like 4.5I or 5k for it to feel balance.
I dont think you’ll agree with me on it being balanced, but, I’m going off the same thing I always have.
Which is when you multiply the ft damage by more than one person, it becomes unreasonable.
That’s what I’m trying to balance.
Always have been.
Unless theres more a.i. like 30 per camp, I really cant agree with them being easier to kill.
Honestly maybe even 50, cause 1 headshot would kill them.
Given how much ammo ft has it would be a joke no matter how strong they are.
It’s just math, it’s not exactly 1 for 1, but the potential is there.
50% x fireteam damage = 200% x predator health
So for Fire’s suggestion:
60% x fireteam damage = 166.6…% x predator health
“Armor” wouldn’t have any effect on this.
I’m not so sure. I mean I follow what your saying but given what we were told about armor, now we’re adding in variable resistances to the equation that we can’t account for. So it sounds as if what’s on paper when practically applied would have different results
It depends on how armor works, but what I’m speaking about is how defense works in games.
It would work cause I see it working all the time on smite.
Defense makes a hell of a difference.
Pred needs more def, not really more health.
This would never work. You can’t make 4 players the requirement to fight the predator, otherwise the predator would always win, due to the snowballing effect.
Unless the predator could not heal and had to kill all 4 fireteam players with about 5000 hp or so.
I don’t believe anything illfonic says. In private match tests it simply gave about 25% resistance after losing more than 75% health.
Or, you can reduce the damage by 40% like I said, and when one dies, you decrease the reduction to 30% and so on.
But it should require all 4 ppl to kill the pred.
Other wise there is literally no point in a team.
This had been mine and a lot of other players issue from the start.
You shouldnt be able to single handedly kill the pred.
That’s not balance or fair.
You can’t have 1v1 damage in a 1v4.
Otherwise it’s not fair, balanced or fun for the solo faction.
On the flip side of that if the Predator can tank and kill one then the team lost.
Scaling damage might be a decent solution but I think I’d rather see last man standing buffed damage and resistance/health wise
That’s enough in the state of things for a tactical withdraw and regroup on the pred side I think maybe?
Yeah. I think that is their intention. Just enough extra health to get out of dodge.
I’m telling yall,
Just give the pred a summoner and trapper class, give him better traps and over a tech and gear, and make it so he had good effective ways to fight indirectly.
That’s the best way to balance stuff out with current balance.
Analogy aside I am really really looking forward to new pred gear and weapons to adapt into playstyles
Seriously.
Would be nice to see actual different styles lol.
Yeah it’s.mostly the same thing increasing hp or decreasing dmg it’s just if you change ft dmg it.compounds on their effect stacking albeit I don’t think ft dmg should be lowered necessarily as that’s a call on wether you think a single ft.member should be capable of killing the predator
As for gear/interaction maybe it depends on specific values so if pred dmg is say increased by 30% then we have to make sure your not just killed after a single bow headshot when your not running thick skin/OWLF
I am at work atm so it’s gonna my responses are gonna be farish apart