You arent wrong, but at the same time, I dont really know what people are gonna expect to happen when they hide. The game will just never end and they will be sitting on their dick all day. So I dont think that will be too much of an issue, but even if it is, the mud deterioration should help prevent that, as there will be times where they are completely visible on thermal before they can mud up again
I didnt like the reinforcement removal idea at first, but with the FT being able to take down predator in a 1v1 if they play things right, I think its fair that predators kills should remain. There is another side to this which is good as well, which is that death as a fireteam member will likely lead to you leaving the match, which means there will be more population on Fireteam at any given time, because they will be constantly cycling into new matches, rather than being stuck in one till the end. So it will be healthier for the game moving forward
Destroying the chopper is a tough one, because on one hand, its a last ditch effort from predator, to try and salvage a botched match. As such, he should have to sacrifice the cannon. That being said, if the fireteam dies in the helicopter explosion, I think it will be too far easy to exploit that for wins. So the only way it would work is if the FT members that were already on the copter, simply fall out and take some fall damage
As for the chopper itself, The noise does need to be louder of the propellors, but also would be nice if it produced a noise indicator of some sort. Either way it should be able to be seen from anywhere on the map, as it comes in for pickup.
Hostage rescue for FT is a great idea, but I think I know why they didnt implement it (besides the piss poor ai) it would be too easy for pred to kill the hostage, and prevent the FT from completing that objective, which could result in some fail state of some sort. If they could figure it out I would be all for it though.
I agree, the AI is ass, but there is nothing more mindless imo than fighting enemies that take a ton of bullets to down even with headshots. Its just not fun fighting the enemies, and its even less fun killing them. having the accuracy and overall inteligence of them boosted would be great but tbh I dont expect much from the AI, I just want them to be less annoying to deal with.
Unfortunately from a development perspective having too many of them will cause server instability and such. That being said I agree my numbers are a little bit low, and I will relook at them soon.
Everyone seems to misunderstand the scout/recon outrunning pred. The idea is that they can outrun a pred when he is constantly spamming melee. And they can only do this for a short time because of the lower stamina.
This means that the squishier classes have a chance to avoid being hit for some time, whilst the beefier ones have to fight back.
However if any predator is sprinting/leaping/jumping, they will still be the faster of the two. Its just about giving the FT a chance to run.
And because of the stamina swap, you wont have scouts able to chase pred down while hes in second wind anymore.
Projectiles with the already janky fireteam weapons will cause only more jank I suspect.
That being said, ALOT of the fireteam weapons are very poorly balanced. The LMG is a good example of that. being able to mow down a berzerker as quickly as the LMG does is absurd. And other weapons are just useless like some of the pistols and stuff.
Self pickup could be usefull for a scout as they have low health already, and will help them stay in the match longer, however the support is gonna have to really consider that because he doesnt have the gear slots anymore to just blow on field syrettes. With the removal of reinforcement, I think this is fair.
As for the pred cloak, all range weapons except for the bow will distort the cloak for a short period. However! the bow will light up like it did pre 1.06 so it can still be seen when charged, but it wont break the camo.
Well truth be told, The scout would benefit far more from having access to bear traps and other utility. The zerker does not need that utility. The change had to be for both FT and pred so I had to work that one out. However, that being said, Scout will still be faster in bursts than zerk, he just wont be able to leap spam. And considering that the scout is a ranged predator, and with the new stealth changes, I find this to be very fair. Zerker will be able to dodge and weave in CQB more, whilst scout will still be able to reposition when attacking from range, but he wont be able to abuse it as he can now (scouts mobility right now is absurd, meanwhile zerker can barely swing a melee weapon after a leap, seems kinda backwards right?)
Yes, I want to remove the Plasma caster AOE splash. I want the shoulder cannon to be a skillshot weapon as it was before, and be a 1 shot down. However, removing the AOE splash will force you to be VERY precise with this.
To make up for that, the handheld plasma caster was converted to a AOE pred nade launcher, as well as some plasma grenades for gear items being suggested for pred. These things will help diversify the predators loadout, whilst giving use to arguably the worst gun in the game, and also strengthening the plasma caster again. Win, win, Win
I dont like the combi stick. and its never been because its “OP”. Its because it can do everything a melee weapon would want to do, It can hit multiple targets, it has absurd range, it can be thrown, and it does a hell of a lot of damage. So stripping away its multi target hit, would allow the elder sword to come in and be the multi target melee weapon (Which is good.) and then on top of that, The war club will take the current elder swords place as the single highest damage, but slowest attack speed and range. This gives purpose to all the melee weapons, it makes them special, which encourages pred players to diversify playstyle more.
I agree, but also I want bear traps to be retrievable. So imagine, you can only destroy a bear trap when it is active. However, if you set it off, and deactivate it, you can no longer destroy it, and predator can get it back. I think this makes it fair. (This is compounded by the sound reduction, so you have to actually eyeball the trap to destroy it, or have the perk that spots it automatically)
The plasma caster nade launcher and nades that I just talked about for the plasma caster point, will replace the roof slam, so it will require a little more skill to get some aoe in the building.
Damage/defense perks do nothing for tthis game but make it a pain in the ass to balance. on top of that, when they exist, you literally arent allowed to run anything else, because everyone else is running them, and to not run them puts you at a disadvantage.
That being said I agree fully that the perks, and this goes for both sides, are EXTREMELY underwhelming, and need a bit more creativity.
I dont not like what we have, but we could have so much better. turning this all into a seperate game mode isnt a bad idea, my problem is, is that this should have been the main game mode from the start. The game mode we have is more like a deathmatch than anything else, that you would use to test weapons quickly.
Im not opposed to making the FT bigger, to counter the reinforcement removal, but it would defeat the health of the game purpose to some extent, as well as making it much harder to get away with making pred 1v1able which is kind of the point.
However I am always of the mindset of a “predators” style 3v12 would be sick as fuck especially with the changes.
Thanks for the reply, I hope I was able to properly counter your points. However, feel free to continue with counterpoints if you have them. I love discussing.