Custom rebalance experiment

If any groups of five would like to try this out and provide feedback on their experience, it would be much appreciated.

Settings:

General

  • speed 80%
  • interaction time 120%
  • perk values 200%

AI

  • health 50%
  • damage 300%

Objective:

1. No more speed runs

  • by slowing down the base sprint speed and increasing the AI damage, it is very dangerous to attempt to “run through” missions. You’ll need to be deliberately methodical as you clear each area of enemies, especially AI snipers, as getting shot in the back will be very costly.

2. Meta diversity increased

  • by increasing interaction time and reducing sprint speed while greatly increasing the effect of perks, it is more beneficial to the team to have dedicated roles. You may want a fast scout player with dexterous to complete objectives, a body armor/gearhead support to handle AI and supply med bags and UAV scans, an Yautja’s bane assault deadly to protect your support, and a tracker recon spotter to locate and slow the predator. But you can’t have it all and, with the 200% modifier, the predator’s perks such as down range, fearless, and impenetrable will also be very effective against teams that don’t have unleashed explosives and thick skin.

3. It’s in the predator’s best interest to not fill the map with AI

  • with increased damage but reduced health, the fireteam will be able to wipe out large groups of AI quickly. If the predator fills the map with AI, they are likely to inflict just as serious damage to the predator as the fireteam, without being a sustainable threat to fireteam because of the reduced health.

4. Scout and recon become more balanced picks against Dante, Dutch, and support

  • with high perk values, reduced speed, and slower interaction times, having 12 and 15 perk points becomes much more valuable. A field medic support with dexterous is going to be much slower than a scout with double time and thick skin, but they would both have 175 health.

I hope this kind of rebalance actually feels more dynamic, and there may be some things that won’t be perfect, but this is the direction I would like to see the balance between FT, AI, and Predators go. Thanks for reading. Looking forward to feedback from anyone that tries this out.

@Courier
@OldKingHamlet

If after testing, these values feel to extreme, secondary test values would be:

Settings:

General

  • speed 90%
  • interaction time 110%
  • perk values 140%

AI

  • health 65%
  • damage 200%
6 Likes

Can’t wait to have AIs spawning behind me and doing 300% more damage before I even notice they are there.

1 Like

That would be an issue. Hopefully AI spawns are improved in future patches.

1 Like

I would not hold my breath on that one.

You would need to increase the number of base a.i, and make them smarter.

If their slower too, they kinda lose their threat.
They move slow as is.

Also, this doesnt really solve the problem of ft damage.
Ft still needs less damage vs pred.

I think 300% is too high tho.

So maybe 150% damage, and leave their health alone.

Or 90% hp.

Cause doesnt matter how deadly they are if they die quickly.

However I get what you’re going for, and changes would have to be made to the base game itself for it to work, not just modifiers.

But this sounds alot like @Lazycollinator hunt mode.

A slower game over all.

Btw I wouldnt slow down pred at all tho.

It’s not as bad you might imagine. Assault rifle AI still only do about 5 damage per hit.

I had countless games where the AI did more damage to me then the predator.

I don’t think the movement speed slows the AI, but the 300% damage alone is enough to make you take them seriously.

That’s why I reduced the health by 50%. AIs are currently dangerous only in large groups because they are too tanky.

Try it in a solo run. I think you’ll change your mind.

That wouldnt give the best result, need a full team.

Im more interested in balancing pred vs ft tho.

Valkyrie seems to have decent defense.
She’s been working out well for me but unfortunately I havent played vs a full team yet with her.

You mean premade?

1 Like

Me too.

Full team, premade, assholes, take your pick lol.

Scum of the earth, ya know, it’s just a name xD.

Lol fk ft.

2 Likes

@SkooLBoY_SkePtiK
I’ll do it I got nothing better to do

I can’t lead a group today, but, definitely, if I can get 4 other people that want to group up, I can host a group later this week.

It will probably take a few rotations to see what works and what wouldn’t, and if it feels better than classic hunt.

Alright

i understand the concept, and its good. But I would add / change some things.

for example that, is not a problem. when the pred triggers alarms, its good, bc it is harder for the FT to complete the mission and it takes longer.

I also would increase the HP of the pred to 120%-140% so its more balanced + takes longer. Maybe also increase the FT HP a bit and lower the damage for them. If you lower the damage + increase the pred HP you have to increase the ammo of the FT. (thats how we balance our private matches)

The AI healt is already good I think (of course there are these retarded helmet bastards and juggernauts) but if its 65% they cant even stand one pistol shot lol. Increased damage for them is more realistic, but I wouldnt do that, cause when a juggernaut spawns behind you with a shotgun you lose a ton of HP.

I’m actually okay with this. I mean they’re supposed to be a nuisance.
I glanced at the presets for hard-core mode and thought the first thing I’d adjust would be AI head shot instant kill and lower AI health. Make it so with friendly fire on, you’re actually getting use out of the single fire selection on the weapons. Simulates both the movie (Dutch’s team had literally no trouble with the guerrilla forces) and most other scenarios where spec ops teams just drop targets and conserve ammo and limit the risk of friendly fire from the get go

I guess what I should have said is it’s in the best interest of the predator to not attack the fireteam while there is a large AI presence, because they would pose a real threat to the predator.

This is actually accomplished by doubling the perk values. If you want a tanky predator, impenetrable would give you 40% damage reduction from bullets. If you don’t want to rely on pigs, large pouch and medic would give you 6 quick heals. Height Advantage would be extremely powerful. It’s all in the perks, they just need to be more impactful.