Curious what the community’s thoughts are. I think when fighting a PC FT that is coordinated you can assume a few things,
- All members know or have an idea where you are: making stealth and audio traps lose value.
- They maintain LoS with each other: limiting all-in melee opportunities.
- Their response fire is accurate: Trees and areas without cover, even while cloaked, are generally off limits unless you arrived to their OBJ first. When spotted expect a decent amount of chip damage.
- Knowledge of map layout: Knowing where the Predator wants to be / is most likely to utilize Plasma Cast overcharge from.
I would imagine the best layout is as follows,
Class
Hunter: Provides the best combination of Survivability and Health. Scout gets blown up before it can get more than two or three arrows in, forcing it to reposition which gives the FT time to use one of their unlimited medkits. Zerker thrives on teams being spread out and uncoordinated in their focus fire response to an all-in.
DISCLAIMER: I will say I think the Scout is viable… but you’re trading mobility for a lower health pool. Dieing is not the issue - the issue is being forced to leave the fight. If you can get the FT low but need to heal before being put into Second Wind you have essentially lost all progress due to their high health totals and unlimited healing. Perks can offset the Hunters mobility issues but not the Scouts health pool, which is why I landed on the Hunter.
Weapons
Primary: Plasma disc - This weapon is mostly for versatility. You should NEVER try to melee with it, but the ranged method lets you remain hidden while hitting the FT in an OBJ location. It offers the highest value in missions where they are required to remain in a building… and since we are not degenerates we are NOT going to abuse the leap slam.
Secondary Weapon: Yaujta Bow OR Snare Net - Yaujta Bow seems the clear winner here if you can position at the FT objective before they arrive. IF you can arrive at their objective before them, and IF you can hit two fully charged shots and get a down you can try to revive bait. Snare net is an alternative based on playstyle but much less likely to work since it shines in 2 or 3 vs. Predator melee scenario’s.
Gear
Motion Sensor: Don’t talk about this so Illfonic won’t nerf it.
Healing Kit: The only other option for this slot is the bear trap. While the healing kit is not a particularly great choice it provides more time value. It is more useful to heal anywhere twice vs. POSSIBLY trapping one hunter for 2-ish seconds. PC players are more likely to find, avoid and disarm bear traps if they are paying attention… and with only three at your disposal you need to make each count. The ‘boar buff’ Preds received is a viable healing alternative but it requires you to leave the fight and lose sight of the FT.
Note - If I am correct, you can place the bear trap behind a wall or to the edge of a door and get one FT member without them being able to spot it. This allows you to down said FT member IF you are cloaked, positioned correctly and utilizing the Bow. It has a lot of conditions, I.E requiring proper planning, knowledge of the FT OBJ and a position to capitalize on it, but can result into a 3 v 1 / revival bait win if you play it correctly.
Perks
Disclaimer: These are based on a personal playstyle, of course, but some have a lot more viability than others.
Perk 1: Long Jump: Gives the Hunter the same leap distance as the Scout, making repositioning much more efficient.
Perk 2: Impenetrable OR Adrenal Boost: These skills are more about what saves you time. Adrenal Boost is more noob friendly and saves you from being out of position and forced to sprint / leap 3-4 times to escape or reposition. Energy Cell is the superior version of Cooling Sync, as it allows you to put more damage on the field if you can manage energy correctly. Impenetrable lowers chip damage and allows you to stay in the fight longer rather than needing to back away to heal or hunt boar.
Perk 3: Down Range OR Modified Preserve: This comes down to more playstyle preference. Down Range boosts the Plasma disc while Modified Preserve gives you more readily - available Plasma Caster shots. It also helps your cloak and Thermal vision, though they are much less efficient vs. organized teams. If you’re a good aim with the bow Down Range might be more effective, otherwise pray to the AoE Gods and hide behind a rock while overcharging Plasma Caster repeatedly.
Optional Perk - Dithered Lens: If you can get to the objective before the FT, and position correctly, Dithered Lens may increase the amount of overcharged Plasma Caster shots you are able to use by 1 or 2 before being found.
TL:DR
Hunter, Plasma Disc, Bow, Motion Sensor, Healing Kit, better leap, less bullet damage, quicker energy regen for Plasma Caster.
These are just my thoughts - any ideas / critiques?

