Comprehensive balance suggestions from a lv100 player

PC player here. I’ve played both sides quite a lot, so I felt a good write-up on what needs changing for both sides would be useful. Threw in a few additional ideas.

—Important fixes—

Allow the Predator to fit under ALL train cars on the Derailed map

Reasoning: There are some train cars that the Fireteam can crouch and go under and past, yet the Predator cannot. This makes it VERY easy to juke the Predator in this area, meaning they must get lucky with ranged shots to catch the Fireteam.

Knifing a Net Gun net removes the net, but the netted player is still trapped for 5 seconds.

–Fireteam changes–

Buff/Nerf, weapon dependent

Modify bullet damage dropoff at range

Reasoning: All guns have an effective range stat, yet in my testing there’s been no observable amount of damage dropoff outside of shotguns. This makes AR’s intended to be better at range a less valuable choice.

(Buffs)

++Classes++

Fix Recon extended mud time not working

Reasoning: It’s currently not applying

Give Support resistance to the Predator’s Plasmacaster

Reasoning: A fully charged shot will instantly down any class when it hits them dead-on. Allowing a Support with FULL HEALTH to survive a single fully-charged shot would give them more of a reason to be picked.

++Weapons++

Slightly increase damage on the Not-AUG Assault Rifle

Reasoning: Its damage is rated higher than the AK, but actually deals less damage. It also has more recoil than the AK.

Slightly increase damage on the Not-AA12
Reasoning: Easily the worst shotgun, as its damage against the Predator is so low that its only use is for clearing AI, and not very well at that. A slight damage increase is all it needs.

Increase base magazine capacity on the Not-Vector SMG (both normal and extended)

Reasoning: The high fire rate and low damage makes this SMG more useless than the others.

Increase rate of fire on the Revolver

Reasoning: It has good damage, but its pitiful fire rate slows the damage per second. One should be able to panic fire this, recoil making landing shots difficult, of course.

Fix single shell reloads on the Not-KSG shotgun

Reasoning: This shotgun has two barrels, both of which have separate magazine tubes. When you fire a single shot and reload, the animation shows you loading TWO shells, which consumes time as that second shell disappears into the void of space and time.

++Gear++

Increase Frag Grenade damage

Reasoning: A point blank grenade on a Scout Predator does 1/8 of their health, and Scouts have less health than the other classes. Landing that kind of blast should seriously hurt a predator.

Decrease Flashbang activation time

Reasoning: Flashbangs take far too long to activate. They blind the Predator somewhat, but not fully. Making them quicker to pop off will make them worth taking.

Increase size and density of smoke clouds, and make the clouds a CONSISTENT size

Reasoning: The Predator can see through smoke with thermal vision. With the often weak and inconsistent clouds that are made, this limits its usefulness to hiding from AI fire, which also often does not work.

Increase the Noise Maker throw range

Reasoning: This could be useful to throw off a Predator if it could be chucked very far. Only uses I can find for it now are to toss it at the start of the match in a direction you aren’t going, or hide with mud and toss it in the same manner.

++Perks++

Increase Thick Skin health boost from +15 to +25

Reasoning: 25 health would help one survive a single extra hit from most predator melee weapons, whilst fifteen does nothing outside of on Support

Increase Weapons Training recoil reduction

Reasoning: I notice zero difference in recoil using this perk. It’s either not working or the reduction value is too low.

Reduce footstep audio volume for the Silent perk
Additional: Make ones voice callouts unhearable to the Predator unless downed

Reasoning: Silent reduces the sound bubbles a predator can see in thermal vision, but does nothing else. Making ones footsteps more quiet would help make this perk worth taking, for those times where sneaking is needed. Additionally, having the users vocal callouts for reloading/killing/etc be unable to be heard by the Predator would also make this perk useful.

Slightly increase effects of Yatja’s Bane and OWLF Trained

Reasoning: The current small additional damage boost/reduction are, from my testing, around 5-7%, making them redundant. A SLIGHT boost to 10% would help make them worth taking.

++General++

Moderately increase downed crawl speed

Reasoning: Even with the Shuffler perk, crawling when downed is fairly useless; a turtle moves as fast. Increasing the base speed would making crawling to safety more of a possibility while also increasing the effect of the Shuffler perk. This would help with the Plasmacaster whack-a-mole meta.

(Nerfs)

++Weapons++

Implement a weight/point system to ALL weapons, and give each class a separate weight/point limit (just like the perk system)

Alternative: Limit certain classes to certain weapons. Example: Scout can pick Sniper/Pistol, SMG/Shotgun, AR/SMG, that sort of thing

Reasoning: A Scout shouldn’t be sprinting around the map like Sonic whilst carrying the .50 cal sniper and a minigun/shotgun, all three of which absolutely destroy Predators. Having no limitation on which Primary/Secondary combo one can pick means SMGs and handguns are irrelevant. No sane person picks those peashooters over a shotgun or minigun that will easily wound or kill the Predator.

Move shotguns to the Primary weapon category (If above is not added)

Reasoning: Shotguns are VERY strong. They’ll 1-2 shot armored AI, and absolutely shred the predator. Their only downside is giving away ones position to the Predator due to the insanely loud noise. Having them in the Primary weapon category would encourage the use of silenced SMGs and Pistols.

Weapon mobility should affect movement speed regardless of whether or not the soldier has it equipped

Reasoning: You can take your knife out and run at max speed for your class, making the stat largely redundant. If limitations on weapon selection are enacted and the knife and its parry are nerfed, this may not be needed.

Reduce knife damage, and tighten the parry window (or) increase time between knife attacks

Reasoning: A 5-inch blade shouldn’t take 1/8 of a Predator’s health. Parrying is also incredibly easy since the knife can be spammed. I understand the devs don’t want Predators to get easy wins by melee rushing, but the Predator shouldn’t be fearing knives. Gun do plenty of damage as-is.

Slightly reduce damage on the Not-AK

Reasoning: If the Not-AUG’s damage is fixed, this will still be a good contender due to less recoil.

Reduce total ammo reserves for the following:

Not-SPAS
Not-KSG
.50 Cal sniper

Reasoning: These are all very strong guns that get ridiculous amounts of reserve ammo. Lowering the ammo count will help bring them in-line with other weapons.

Considerably increase the volume of the Minigun from third person

Reasoning: It’s loud and satisfying from the 1st person perspective, but quiet as a mouse for everyone else. This thing should be obnoxiously loud, perhaps even drowning out almost anything close to it.

Correct the reload animations for nearly all the weapons to prevent knifing to shorten reload animation, mainly the following:

Not-AA12
.50 Cal Sniper
LMG
All ARs, SMGs and Handguns

Reasoning: If you knife after the ammo counter is refilled but before the reload animation is complete, you shorten the downtime of reloading, and by quite a lot with some guns. This is a clear overlook by the devs.

++General++

Limit Fireteam reinforcements to a single use

Alternative 1: Make respawns use generic looking soldiers with preset loadouts that have zero attachments, removing the Fireteams strengths from customization.

Alternative 2 (would add this regardless): Soldiers who die while the radio is available WILL NOT BE RESPAWNED WHEN IT IS USED! Only those who die BEFORE the reinforcement option is available will be

Reasoning: With how strong mud is and how it makes a stealth trip to the radio without being detected an easy feat, there’s very little consequence for death aside from coming back with half ones total health (which can be easily healed). Have one Scout mud up and run off alone while the others sacrifice themselves to get that free respawn. If the ones who stay behind die in the process, they simply respawn.

—Predator changes—

++Nerfs++

Slightly increase Plasmacaster charging time

Reasoning: A fully charged blast will down anyone head-on, and instantly kill Recon/Scouts who are missing some health. With such fast charging time, the meta move has shifted to Predators hiding the beam behind terrain/objects and popping up, spamming fully charged shots to instantly down/kill a single player and heavily damaging anyone around them.

Improve scaling of damage to Plasmacaster charged amount

Reasoning: Releasing a Plasmacaster shot at the first beep does around 120-130 damage. Continuous beeps only raise the amount by around ten until the full charge, where it likely does over 200.

Slightly reduce Combistick melee damage, but increase thrown damage

Reasoning: It was nerfed before, and the devs ALMOST hit the mark. It’s still too good given its high damage, range, and ability to be thrown. Reducing its melee damage further while increasing its thrown damage would help solidify it as a melee weapon that is alright in melee while being an absolute monster of a backup thrown weapon.

++General++

Apply a slowdown effect to Predators who leap back and forth between the same two trees

Reasoning: This is an honestly boring tactic to play against as Fireteam and looks silly.

(Buffs)

++Classes++

-The point of these changes is to give the each class a more unique feeling-

Lower the Scout’s movement sound volume, and make them near silent while in trees

Reasoning: Scouts get low health but high mobility. They essentially MUST pick the Medkit due to limited gear points. Seeing as they’re lightweight and of a smaller frame, they should make less noise.

Increase the effectiveness of the Net Gun and Bear Trap on Hunter, reduce the cooldown on Target Isolation, and increase visibility of mudded Fireteam soldiers

Reasoning: Being a middle-ground between Scout and Berserker, the Hunter would do well to be better with traps; longer times spent netted or with a leg stuck would help the Hunter either go in for the kill with melee or ranged weapons.

For the other changes, well… he’s a Hunter, and should feel like a better HUNTER than the Scout and Berserker.

Allow the Berserker to attack with melee weapons while in Second Wind

Alternative: When the Berserker enters second wind, have them emit a loud scream that fully blinds and deafens nearby fireteam members for a short duration.

Reasoning: The Berserker should be just that: a scary, rampaging beast who’s ready to fight you until the very end. Currently, they’re a fatty who even an Assault can chase down and finish off. The alternative would help them to escape.

++Weapons++

Make the Elder Sword unable to be parried

Reasoning: Keeping this as a fast melee weapon that does low damage yet cannot be parried would give it a reason to be picked

Allow the Net Gun to be affected by the Trapper perk

Reasoning: The Net Gun can be VERY strong in CQC, giving a small window to melee someone down or escape. However, it is not affected by the Trapper perk despite being a trap.

Moderately increase damage of the Hand Held Plasma Caster

Reasoning: This thing is difficult to land a shot with and does a mere 30 damage, boosted to 33 with the Downrange perk. Without that perk, it would take 4 shots to down a Scout not using any health/damage resistance perks. It’s never worth taking right now.

Headshots from the Yautja Bow should down any class regardless of health. Also, slightly increase slowing effect of arrows (or) extend duration/require manual removal of arrow, of which renders the user immobile

Reasoning: A giant arrow to the head, which is very difficult to land on targets unless immobile, should have a strong effect. As it is now, it’s better to use your Plasmacaster with a charge shot while hiding the laser as it charges, rather than go for a headshot with the bow. The bow isn’t without warning, same as the plastmacaster: there’s a very noticeable glow when it’s fully charged.

The slowing effect is also hardly noticeable given its short duration. Having to manually remove the arrow would make this a great weapon, even if it only takes a second.

Increase base speed of Smart Disc, increase cornering ability, reduce ghost trail visibility, and uninvert its controls

Reasoning: It’s too slow, too loud, too obvious. It hits VERY hard, but landing this on anyone with half a brain and unclogged ears is near impossible.

Severely increase War Club damage and have it stun Fireteam soldiers

Reasoning: A very short range club should hit hard and cause either a stun, or concussion effect that makes it very difficult to see. This should be the primary weapon used to beat someone to death! It’s a club!

** —See Nerf section for Combistick—**

++Gear++

Reduce visibility of Bear Trap area morph effect

Reasoning: It’s stupidly obvious where these things are at all times. Remove this effect and have it be just the bear trap, as they’re already strong enough to not need cloaking of any kind.

Increase Healing Kit speed

Reason: The Fireteam get a very fast instant heal, and can replenish them with ease. The Predator has to become immobile and do a long process of sticking themself and waiting. This makes the Predator vulnerable while increasing the downtime for the Fireteam.

Buffing healing speed would also further the power of the healing speed perk, making it a very strong pick, not an almost necessary one.

++Perks++

Increase effects of Height Advantage, Down Range, Impenetrable, and Protection

Reasoning: From my testing, the current increase/decrease values of these are around 5-7%. Up them to around 15%.

Allow Trapper to affect the Net Gun

Reasoning: See the Net Gun in weapon buffs section.

++General Changes++

Remove sound when switching Thermal Vision on/off

Reasoning: Fireteam really shouldn’t hear this.

Moderately increase crouch movement speed

Reasoning: Crouching is useful for being quiet, but you move too slowly, rendering its use to becoming a smaller target in nearly all situations. Its slow speed also allows the Fireteam to juke you by looping under train cars.

Allow Predators in Second Wind to leap, and give a slight movement speed increase

Optional: Have leap take a small amount of the bleedout timer

Reasoning: Recon and Scout can both chase even Scout Predators for the duration of their Second wind, as the Predator cannot climb trees or leap to escape. This is the current meta, and it’s boring for the Predator to go down and have zero chance of escape.

Just to reinforce this point: No Predator can escape a Scout while in Second Wind, due to their speed, high stamina pool and insane rate of stamina recovery, which leads to the Predator always dying.

Slightly decrease visibility when moving while cloaked

Reasoning: Transitioning to full invisibility by going immobile is very fast. However, moving with the cloak on makes you very easy to see. A slight reduction in visibility would make it more of a relevant maneuver.

Allow Predators to break Medkits that are placed on tables

Reasoning: They can already do this to a wall mounted Medkit, but not ones on a table

(Other ideas)

Add an objective that requires the Fireteam to split up

Reasoning: There’s no reason to split up currently, aside from going for reinforcements. This makes playing a Predator like a, well, Predator, difficult. Either the Fireteam would have to split up in pairs, or send a lone person off.

Add Claymores to Fireteam gear, but limit them to 1 per soldier, plantable only in mud, non-replenishable, and can be seen with thermals

Reasoning: The Fireteam could use traps of their own. Balancing them to not allow the Fireteam to camp a corner or something to that effect can be done.

Add a sanity function to the Fireteam, similar to that of Friday the 13th. When near or under the attack by the Predator for too long, vision and recoil will be affected, and the character will curse/scream/whimper out of fear

Reasoning: Helps with the atmosphere while also giving the Fireteam a reason not to chase the Predator with a knife. Helps with Fireteam players who mud up and sit in a bush near you for too long.

Add a UI scaling slider

Reasoning: The UI is obnoxiously big on monitors vs a television.

Increase the Field of View limit

Reasoning: It’s not high enough for many people, which leads to eye strain, headaches, and migraines.

6 Likes

As I agree with all of your points there’s a few under the radar ones that scare me. “Slightly increase effects of Yatja’s Bane and OWLF Trained” is one example… If most of these changes were come to pass I’d have no qualms with this… but seeing as they’ll only be changes minor things here or there… well ye. A looooot of what you say does make a whole lot of sense. I’m level 99 no exp x2 buff and only played predator… well that’s a lie I played marines with a few buddies of mine in privates like 5-6 times. But ye, would love 90% of these changes. :) One suggestion I’d say that’d be very interesting for the “meta” would be to allow as many perks as you can have considering scout and hunter could then take some very interesting perks to fill in the space.

My reasoning for buffing both Yatja’s Bane and OWLF Trained is that, like with the Predator variants of those perks, they do very little extra damage or reduction thereof. It’s a flat 5-7% increase/decrease currently.

Given that there’s only one Predator, increasing his to 15% would be good. With up to four Fireteam soldiers, I’d say 10% would be more fair. 15% would for sure lead to 4-mans stacking those perks. Though due note that Yatja’s bane costs six points, which is a fairly hefty amount.

Likewise I agree with most of your points I’m a lvl 79 no exp buff and play recon on fireteam 90% of the time I’ve played the predator in privates with some friends, maybe 10 times but all the rest on fireteam I believe the scout and hunter class predator to be very underwhelming and the zerk to be very cheap with a combi in hand would love to see the bow do more damage especially if you manage to land a head shot, the game has the potential to be balanced , with minor tweaks also believe the nerf and buff you mentioned for the combi and the club would really help with that

A fully charged arrow to the torso with the Downranged perk does 71 damage. A fully charged headshot with Downrange will down even a full health Scout or Recon. This is an OK amount I’d say, though perhaps body damage shots could be upped very slightly. If the slowdown were increased and/or the Fireteam player or their friends had to manually remove the arrow, I believe that would make the bow a far more viable option, as it would allow for easier followup shots.

1 Like

He has some points her Rn there honestly that would help but the biggest of all is the last one about the field of view because this is the first game I’ve played n I’ve played a lot of FPS games that makes my eyes strain please fix that most cuz that affect our help no matter how long you play

FYI: Smart disc can be destroyed by the fire team as well adding to another negative reason.

1 Like

Im lvl 57, not quite as high but still a large amount of time spent in already. I agree with MOST of these.

I think the only one i disagree with is the increased charge time on plasmacastor… but maybe id think it was fine if everything else got implemented.

I knew the pred damage perks didnt do much, but didnt realize the fireteam equivalents were also bad, noted for my fireteam character, thanks.

Also we need some more perks because the scout class pred literally cant max out the perk amount he is given… some stronger perks made specifically for him would be nice like " can see locations of boars on map. Worth like 9 points" would help him not absolutely needing the health kit so he could take the traps.

Honestly just stronger perks in general for 6+ points would be nice for everybody including the fire team. Maybe one perk worth 10+ so you can only take one perk but its really strong.

How about weapon shortkeys for Predator?

2 Likes

a knife fight with a predator should not be in favor of the hunters. They need an increase on stamina drain when attempting to parry over and over with the knife equipped.

Finally a thread offering some constructive feedback. Those seem to be harder and harder to find on these forums haha. Yeah I definitely agree with the smoke grenade and flashbang changes. I was playing with a friend and we both started laughing when we used smoke for the first time. They look so pathetic and it’s not even a single large cloud but several small ones that are extremely easy to see through, and they don’t even last that long. I was expecting an effect more like the Call of Duty smoke grenades, or the smoke bombs in Titanfall 2. The flashbang effect didn’t seem too severe either, and it only lasts a few seconds.