Game balance

I don’t know anything about coding but I know that if you changed the damage for FT weapons you would have to create a whole new system. So why not just add bullet resistance to predators, but just enough so it can fight a entire FT for 30 seconds before having to retreat.

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That’s…simply not true?

Fireteam has 3 known different Damage Types to fight Predator with.

Bullet, Explosive, and Plasma.

If you nerf Fireteam Damage, Preds will still have to worry about Explosive and Plasma, but that makes sense.

And even if that were, adding levels of Bullet Resistance to all current and future Predators would just be a + if Illfonic does not want to fuck with Fireteam Damage Numbers which seems to be the case considering how long we’ve been raging about it.

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What we need is a damn perk to reduce explosive weapon damage

I’m more of following what all other FPS games have for feature in modded weapons.
Silencer: reduced damage, reduced range, increased stability.
Aim sight: Increased recoil
High end magazine: reduced damage, imcreased recoil, increased rate fire.
RN only silencer reduces damage and it’s not even something relevant…

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No what we need is the Dev team actually doing something about the damage types sorting the output of the damage done of one clip to test damage over the full amount of ammo one ftm has then fix the issue then do this for the fucking GRENADES 26 fucking grenades ppl taking the piss. One ft should have 2 GRENADES if selected. Then if they have a weapon with undergren launcher it gets 2 no restock once used more in fefill crates.

Good point, I forgot about the other types of damage.

Only problem is that the causal player base might be the worst players I’ve ever seen in a video game. They think the predator is OP for some reason.

The reason being that they are just unbelievable braindead and bad at playing a fps game with hitscan weapons, thus why fireteam was made op on this game. #potatolivesamatter

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