Balance testing

Increase heal overall? Make chasedown an all or nothing gamble?

Hmmm…there’s a thought

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Mine was way more on the simple end.
Dont have anyone to do extensive testing with, nor am I too interested in doing it cause I don’t feel anyone would really care or listen.

Reduce ft damage by 40%.
And individual ft was still hitting pretty hard.

I did that cause I always felt 40% reduced ft damage would feel balanced.

In the end it wasnt really enough.
It made individual ft damage feel fair but group damage would still be unreasonable high.

So maybe 45%?

What I can say for sure, is that it made the knife feel like it had balanced damage for sure.

I’ve not tested anything else tho.
I would but idk what other changes I can test.

Make pred have better stamina?
Idk.

Better to increase predator health by 40% otherwise the AI also gets too much health, and most of them are already bullet sponges.

@KameofWar
I know you said that buffing predator damage made it easy for the predator to win, but what if we also, doubled the gear and speed of interactions. Would more field syrettes and medic bags with faster interactions offset a more dangerous predator?

This sounds like it could be more exciting and engaging for both fireteam and predator.

Example settings:
20% increased predator damage
2 x gear
50% interaction time

But the preds health isnt really the problem, it’s the ft damage.
Increasing his health by 40% wouldnt stop the rate at which his hp drops.

At this point tho, I just want good effective gear to fight the ft indirectly, and a summoner and trapper class.

As far a.i. health tho, idk.
Didnt test it out vs them, but I would like the a.i. to be stronger anyway, cause right now the a.i.
Really doesn’t so much.

Like I get the main show is supposed to be pred vs ft, but the ft didnt even go there to fight the pred.
So the a.i. should be a way bigger threat and give more resistance to the ft.

I feel it would be funner Too
Smarter a.i. as well.

Oh ya, also remove the interaction perks.
Doing an objective should be way more dangerous then it is now.

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.

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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

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That’s enough in the state of things for a tactical withdraw and regroup on the pred side I think maybe?

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