Rey
SWBF2
When
Ideas for Predator passives
Maybe later on today idk. I tried playing yesterday but people wanted me to hop on this janky ass game instead.
My ideas for passives:
City Hunter - can use rebreather as a secondary gear item to replace bio mask if blown off.
Mr Black - has passive Spectral Awareness perk and Target Isolation lasts an additional 2 seconds (inspiration is heart beat sensing vision mode he had in the movie)
Jungle Hunter/Captured/Hunter - has ability to use red heat vision mode like in Predator 1987 when Jungle Hunter takes off bio mask, only active once mask is destroyed, cannot scan Fireteam members nor use Target isolation
Jungle Hunter, City Hunter, Mr Black, Falconer, Captured, Wolf (all movie Predators) - reduced clicking noise volume and frequency while cloaked, 20% speed increase for 5 seconds upon cloaking.
Berserker, Mr Black, Viking, Samurai - 10% movement speed increase (permanent) and 10% damage reduction for 20 seconds upon mask destruction.
Mr Black - Increased sprint speed when getting shot in the back by 20%
Wolf - 10% damage reduction and 15% increase in melee damage output after mask destruction (he already has a minus % in melee damage by default)
Samurai, Exiled, Valkyrie, Falconer, Scout - Wrist Blade attacks deal 15 bleed damage per slash.
Scout - reduced heat vision eye flash visibility
Elder - can aim Plasma Caster perfectly accurately after mask destruction
All Predators:
Will have at least some bullet damage resistance, Wolf will have the highest bullet damage resistance, various levels of passive Predkour movement speed and mount speed increase, Cleopatra will have 15% knife damage resistance because come on look at her armour, all lower energy Predator classes have additional energy equivalents of light bender and heated added for specifically Berserker, Scout, Exiled, Falconer, Viking, Emissary(passive modified reserve), Alpha Predator.
Alpha Predator will deal more melee damage the lower his health drops, when explosives or Plasma weaponry from Fireteam hit his bone armour it instantly regenerates parts of his energy, has a passive of reduced parry stun duration and reduced parry efficency against his melee attacks, has passive Dithered lens with moderately reduced visual effect(because he was Ancient and likely didn’t have proper targeting lasers despite him being shown so in game).
Perks I would add:
1st one goes to @ScOp_StUrMi for credit - when at full health deal higher ranged damage, and at low health deal higher melee damage
Perk to reduce explosive damage - 3 points
Perk that reduces spot duration - 2 points
Perk that reduces clicking noise frequency - 2 points
Sadist - all melee attacks deal bleed damage, Bow will deal poison damage over time, Plasma attacks deal very slight burn damage - 4 points
Technician - Fireteam heals from dropped kits or kits from the map have reduced heal effectiveness when damaged from a ranged attack, and ammo crate effectiveness is reduced when Fireteam are at above 75% health - 4 points
Added mechanics etc I would add:
When Predator runs into a Fireteam member head-on, the Fireteam player gets knocked on the ground and sustains 25-50 damage depending on how heavy the Predator class is. This will stop body blocking problems.
Predators can choose a third weapon instead of a 3rd gear item if they choose.
Plasma Caster shots will blind a Fireteam member like a flashbang momentarily if sustained to the face, blinding effect will last longer on night maps and will have a wider effect on night maps.
If a Combistick throw head shots a Fireteam member it will deal 200 damage and should down a Fireteam member regardless.
Yautja Bow head shots will deal 100 damage regardless, can increase with Down Range and other specs.
Wrist Launcher should have alternative variant which is effectively a wrist mounted Plasma Caster and shoots a Blue projectile with the same effect, but is energy based and can have increased damage from perks and specs.
All Predators have incredibly reduced footstep noises and make little-to-no noise whilst traversing in the trees. Effect is increased on light classes including Scout, Exiled, Falconer, Valkyrie, Alpha.
Audio decoys actually make noises that don’t give the Predator away e.g. they make the correct roar for the Predator ingame for example if a Female Predator, the decoy makes a female roar, if its a City Hunter, it makes a City Hunter roar noise. Audio decoys should also make fake cloak noises, and fake healing noises.
Apologies for the random layout of these I honestly thought half of them up on the spot lol.
Right
I made these before on my hypothetical patch when Emissary dropped so lets drop in my updated version of that:
-
Hunter/Jungle Hunter ‘87
- New Passive includes 15% reduced energy consumption to Thermal Vision and Cloaking
- 5% movement/climbing speed when cloaked
-
Scout
- New Passive includes reduced damage during sprinting by 20%
- Long range damage passive of 5%
-
Berserker
- New Passive includes increased damage to slam, increased energy recovery after slam, and 40% damage reduction from bullet based weapons during slam
- Increased bullet and knife damage resistance by 15% and 10% respectively
-
Exiled
- New passive is faster predkour movement, faster health recovery, and eating animation when eating pigs.
- Increased damage resistance by 5% when on trees
- Increased melee resistance by 20%
-
Elder
- New Passive allows Plasmacaster use properly when mask is removed, laser targeting now emitted from Plasmacaster itself
- Less Clicking sounds when cloaked
-
City Hunter
- New passive is increased melee damage of 10% and stamina recovery of 10% when engaged in melee combat
-
Mr. Black
- New Passive is decreased stamina consumption of any action and increased long jump distance (Does not stack with Long Jump perk)
- Explosive damage resistance of 25%
- Multi-Shot Plasmacaster disables charged plasma bolts, however it increases rate of fire
-
Falconer
- New Passive is use of Predator Falcon Drone allows to peer into Fireteam’s next objective
- Multi-Shot Plasmacaster disables charged plasma bolts, however it increases rate of fire
- Explosive damage resistance of 20%
-
Wolf
- New Passive is 5% long range damage, 10% less energy consumption when cloaked, and 10% bonus damage when using traps
-
Alpha
- Sustained gunfire from Fireteam of 5 seconds increases damage of long range to 10%, however it dissipates in 5 seconds when out of combat
- Passive Ironside perk (cannot be stacked)
-
Viking
- New passive is increased melee damage by 10% when at low health of 25% or less
- Increased knife melee damage resistance to 15%
-
Valkyrie
- New passive is bullet resistance increased to 15% when cloaked or running
- Increased knife melee damage resistance to 15%
-
Samurai
- New passive is 20% chance of canceling Fireteam parry and 15% reduced melee and bullet damage when sprinting
- After being parried, next melee Attack does additional 15 bleed damage (I’m stealing this thanks)
-
Cleopatra
- New passive is increased effect of bear traps use by 2 more seconds, netting, and 5% increase of visual/audio concealment of mines/traps
- Melee resistance to 15%
-
Emissary
- New passive enables Emissary to use weapon crate, however it cannot recover more ammo from ammo crates, bags, or from fallen Stargazer units
- Increased bullet resistance to 20%
- Melee resistance to 10%
All Predators get a 10% increase in health, stamina, and stamina regeneration with the exception of Scout for stamina/stamina recovery: only 5% (Its already good in that department but a slight boost just so it won’t feel left out)
I like most of these ideas of yours although my only nitpick is that when using a tank, you’re expected to tank more hits. Bullet and melee resistance is good but it could use a bit more grenade resistance. Like atleast 4%.
For my List, I basically give Predators a third Passive in addition to their initial two and change some already present ones.
Hunter/Jungle Hunter/Captured:
Passive Branch Master/Ascender Perks, stackable.
Faster Target Isolation Cooldown Passive.
Scout:
10% Damage Resist while Sprinting.
10% “Damage Resist when hit from 50m or more” Passive.
Remove -6% Melee Damage Passive.
Passive Impatient Perk.
Berserker:
Passive Large Pouch Perk, Not Stackable.
+10% Damage Post Sprint
Remove +10% Knife Damage Taken Passive.
Samurai:
Add Smoke Bomb effects to all Blinding attacks. (Combi-Stick Throw, Slam, Second Wind)
Buff +6% Melee Passive to 10%.
Alpha:
+10% Melee Damage and Stamina Regen when Unmasked Passive.
Elder:
“When Unmasked, activate Plasma Caster Laser Sight” Passive. Unaffected by Dithered Lens.
+10% Damage with Elder Sword equipped in hand.
Remove -6% Melee Damage Passive.
Viking:
Remove +10% Knife Damage Taken Passive.
Longer Lasting Bleed Durations Passive (+6 seconds).
5% Faster Swings with Heavy Melee Attacks Passive.
Valkyrie:
Passive Long Jump Perk, not stackable
+5% Faster Swings with Light Melee Attacks Passive.
City Hunter:
+5% Damage Resist in Camps.
Passive Large Pouch Perk, Not Stackable.
Cleopatra:
Passive Trapper Perk, Stackable.
Longer Lasting Bleed Duration Passive.
Falconer
Non Claim Kills Restore Health Passive.
Passive Observent Perk.
Mr. Black:
Non Claim Kills Restore Health Passive.
Ironside Passive, Stackable.
Wolf:
10% Damage Resist while Sprinting.
Faster Target Isolation Cooldown Passive.
Exiled:
Passive Branch Master/Ascender Perks, Stackable.
Passive Height Advantage Perk, Stackable.
Emissary:
+5% Damage Resist in Camps.
Less Likely to be targeted by A.I Soliders Passive.
Now that’s a fucking passive
But why? That seems unnecessary to me.
Would honestly be such a Buff if Smoke Gernades were removed from Fireteam and given to Predator given how useful it actually is to Predator and how useless it is for Fireteam.
Gives Elder a little leeway past losing Mask, which can often be a death sentence for most Preds in game. Elder’s Plasma Caster does have a laser sight attached to it, but is never used in-game.
Ya but why not allow dithered lens?
I’m tossed back and forth for that. In one hand, its true that a tank class should be able to tank more hits. On the other hand, having a slight weakness since it got every other area nearly covered shouldn’t hurt it too much.
Just looking at the threads and realized the game died 3m into its release
Eh, it’s punishment for losing your Mask in the first place.Maybe it should be but having a new laser that isn’t removable after losing the Mask sounds good enough in that you’re still able aim properly with Plamsa + no crazy shooting degrees with charged shots.
But if you don’t have dithered then there’s no punishment and you only cut interaction between builds.
True, but given how the current laser sights are, you can easily track Predator back to where they are even if they are inching out of cover or aiming directly on FT only a second before the Plasma Bolt is fired.
I don’t like the idea of cutting interaction between builds either, but I personally think it would be too mechanically powerful in that it would 100% ignore the penalties in the case when you lost your mask and also was using Lens.
Otherwise, he would be able to have Dithered Lens 100% of the time even without Mask. Maybe that’s a unique enough thing to work but maybe it’s a tad too powerful.
Considering you still lose TI, and the current strength of the FT, I think we’re good on balance.
Adding more perk slots not points , would definitely help make some different builds go along with those passives
I would say that Predators Classes should have no Perk Slots at all and just let them fill up the Points up to Max.
Sounds ok , I just see how limited it can be with 15 points and only 3 slots …. Ya could make some really different scout builds with more slots
An additional perk slot, perk point increase, another specialization, increased gear count, few percentages of stat increases, easier ranged controls, increased damage for shoulder canons, and many others should finally make this game 50-50 regardless of your skill level. Fireteam members will no longer have to play this game for easier wins as compensation for them losing in other games where they never win in a fair fight.