FT stamina needs more rework, hear me out please

Cause let me make an example… that u are all aware of probably but some are not.

Ok so we have one complainer about hitboxes that its too hard and pred is op…

Basically all u can say is now that this player is not that skilled lol and cant land shots and has to rely on teammates… so basically i think it all comes down to what class u play as a player.

And its not about the game mechanic at all…

This one in particular is the most fair of them all i had in plan xD…

Lol

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Yup. Melee as a whole is a trash system.

Why this game has combos for melee boggles me. If the point as the devs say is to “hit and run” then why the fuck do you have combos, and even worse, why did you put some of the status effects at the end of said combos for some weapons? The whole melee system just tells me they had no concept of how to put the pieces together and have it be coherent. A broad stream of ideas, but entirely shallow across the board. Sad.

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HEAD - 100% DMG INFLICT
TORSO - 50% DMG INFLICT
LEGS/ARMS - 25% DMG INFLICT

Shooting trough branches should let trough the bullets but also deal DAMAGE to the PREDATOR.

BRANCHES REDUCE - 25-30% OF DMG

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so basically… aiming for legs wont cut it… u need to hit predator torso or head to inflict damage… either way i think that its fair to say… his legs can withstand bullet impact more and wont dmg him greatly… hence why the dmg inflict is NULLIFIED when behind by branch.

For torso and head i think this is fair honestly…

Eh fuck all that. Too complex and will only make the damage inconsistent. Body should do normal damage, headshots should do 1.5x to 2x damage to encourage that. Everything should be balanced around that.

As for penetration of branches, i do want branches to be penetrable instead of the bullshit bullet catching they do right now. But 30% might be a bit much. Especially when 90% of the time you are shooting through leaves, not the actual branches.

I get what you’re saying, but I also cant see a better system.
Honestly I want knock ups, and sweeps.

Idk guns are cheap as shit in any game and are hard to balance around.

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Mate u do realise current damage from sniper is fucking insane xD… doing more than that lets say 1.5x or 2x of current sniper dmg will lead to 3 shots and predator is in second wind

And not only snipers… revolvers too… revolver is just imo unbalanced a lot and unfair

Im all good for the animations that combos have. The swings need to be unique and cool looking. But on a mechanical level I think the reliance on it is too much.

I wish more melee weapons were sweeping instead of just the combistick.

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I’d modify those numbers a bit cause I wouldn’t want to change the Pred’s hit points.

Head would be 110% and actually give a small bonus in damage.
Torso would be about 80% maybe 90% depending on how damage actually effects the total health pool.
Arms would be worth 60%ish.
legs would be worth about 40%.

I’m considering keeping the current health, it should come down slightly in the Predators favour when the actual numbers are compared to the health and where damage happens on average.

PS: rather than a shield, I think the minus damage on the torso and limbs would act in a similar fashion and be a slight damage reduction overall.

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For the record, this is a super helpful video. I’ve seen some reports here or there of arrow collision complaints, but this is a super clear example that I can pass along.

For the rest of the thread, it rapidly expanded, so it will be a bit longer of a read than one I can make right away. But yeah, I don’t get to make final design decisions, but community feedback that is shared does get read/reviewed and, when approved, implemented :p

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Appreciate the replies and ur time to read, i hope this is worthy suggestion to be sent to the devs once read.

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Okay so balance out snipers if they are such an issue. You dont need to neuter the rest of the weapons to do that.

Much love okh. Glad you guys are passing ideas along.

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Depends… i would be down for those values if they revert the balance changes on guns and perks back one patch…

Then i can see those values a thing… but honestly.

I must say its all upto devs final decision… as long as they implement this its good

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Well… then if u ask me whats my opinion… revert back changes one patch behind and add the system still… it should bring the whole fairplay thing in game.

Like sometimes complexity is needed to establish balance… once said by thanos

My numbers are like your numbers, they’re just suggestions. I can see myself running out of ammo a lot at a 50% reduction.

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I am just saying if they add the system this will be the end of constant balance changes… and it will just give DEVS more time to focus on content than balance changes

Agreed, but to be fair its devs decision plus mine was just rough demo numbers or ideas lol

Honestly heres what I think the guns need for balance. This is pretty general so it can be applied to everything.

First I want the damage dropoff to be far less steep, and be more of a curve. At the ranges in this game that are typically fought there shouldnt even be damage dropoff but as It seems necessary for balance, im okay with it. I just want it to be less: at 15 feet im doing 50 damage per shot. At 16 feet im doing 5 damage per shot. Because thats honestly how it feels.

Scopes. Different guns need to have different scopes. Snipers need to simply not have access to cqb sights or ironsights. They should be scopes only. On the flip side smgs should only have cqb sights.

Extended mags and mag size in general needs to be looked at. Secondary smgs should not have access to the extended mags at all. But since the curve is better, they wont be so useless without it.

Less bullets means players need to be more accurate. Damage can be upscaled to counter this to some extent but these sorts of changes would likely bring weapons together. How much? Im not sure. I can look at the big picture but with little details like this, well im not here to do the math. Just to suggest ways to tweak the weapons sandbox.

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