Fireteam game mechanics

It seems to me that the Fireteam’s mechanics are directly inspired by big multiplayer military shooters like Call of Duty and Battlefield. Mechanics like spotting, quick movement/actions, wide open load out options, and quick respawns are what I am talking about. These mechanics are good for the mass military shooters they were designed for, which includes both sides having large teams with the same tools, but I think they are inappropriate for the kind of asymmetrical survival action horror that this Predator game should be.

Taking out spotting and severely limiting fireteam loadout and access to supplies would go a long way to helping the Fireteam feel like they are in danger like they are in a predator movie.

2 Likes

Agreed. Exception of a few specific things like speed heal and the quantity of it and ammo, I think this would solve the biggest problem people have with the Fireteam.

I think damage and health at their values are fine currently.

But I think Voodoo squad needs to have stricter loadouts.

Some of the current weapons shouldn’t be secondaries in addition to having extended clips/drums available. They qualify as primary in my opinion.

The Mini gun I think shouldn’t have ammo in the field, once it’s done its done. The prepper perk could bring extra if that’s the route it actually goes.

Stuff like that.

3 Likes

I think they should make the FT classes have more of a direct impact on loadouts. Like, certain weapons can only be equipped by certain classes. It doesn’t really make sense for a Recon soldier to be lugging around a grenade launcher and minigun…and if so, how are they any different from an Assault trooper?

And I think carried weapons should impact movement speed even when not directly equipped. Give the player the option to drop a weapon if they really need to hoof it but you shouldn’t magically run faster just because you put your minigun back in your pocket.

And friendly fire. For f*ck sake. Can we have friendly fire? At least for the splash-damage weapons.