Lazy's Full Game Rework and Rebalance Guide (V1.2) Final

Rework V1.2 (Final)

Hello Everyone, My name is Lazy.

If you are like me, You were likely disappointed that the game plays as it does. What should be a multiplayer stealth game, with long winded matches, skillfull tracking, and intense action, really didnt turn out that way. The game instead often devolves into a “Roflstomp” on either side, within the first 5 minutes. Unfortunately it seems that much of the player base has grown used to this style of gameplay, and refuses to support the game returning to What I believe is its original Intended direction.

As such I have created this guide for those who crave the experience that the title “Predator: Hunting grounds” suggests.

Bear in mind, Just because I want to rework the game, doesn’t mean I find it bad. I commend illfonic for making everything work as well as it has thus far. And even though its far from perfect, I believe the potential is truly there.

Please read the guide fully, and consider the post as a whole, and seperate game, before you judge it.

Chapters:

1. Match Length / Rewards

  • General
  • Major Gameplay changes
  • Rewards

2. Fireteam objectives

  • General
  • Stealth

3. AI

  • AI behavior
  • AI types
  • AI spawns
  • Pigs

4. Fireteam

  • Stealth
  • Spotting
  • Classes
  • Weapons
  • Gear
  • Other

5. Predator

  • Stealth
  • Thermal
  • Classes
  • Weapons
  • Gear
  • Other

6. Perks
7. Reverting Band Aid Patches
8. Quality Of Life

Let us begin

1. Match Length / Rewards -----------------------------------------------------------------------------------------------

General

  • Match Length should be uncapped. Objectives, and how fast the fireteam completes them, should dictate the match length. Or of course, how fast predator manages to complete his hunt.

  • A group of pigs should spawn every 10 minutes. The final group of pigs should spawn in at 30 minutes. Pigs should not despawn, dead or alive.

Major Gameplay changes

The point of these changes is to make for a far more hardcore experience. However in the case of the reinforcements, this change will significantly decrease the queue times for predator, as the FT members cycling in and out of games will remove the current hard requirement for a 4-1 population ratio

  • TTK for Pred and FT should be lower to encourage slower and smarter plays.

    • Pred melee should take:

      • 5 hits to kill assault (currently called support) with low damage melee

      • 4 hits to kill assault (currently called support) with medium damage melee

      • 3 hits to kill assault (currently called support) with high damage melee.

  • Preds health needs to reflect his role.

    • Scout should be relatively easy to SW 1v1 in close range

    • Hunter should be difficult to SW in 1v1, but easy to SW in 1v2

    • Berzerker should be difficult to SW in 1v2, Should be easy to SW in 1v3

I felt I needed to specify how much damage preds melee does as a basis for how the damage should work roughly.

  • Reinforcements should be Removed entirely.

  • Predator should be able to destroy the extraction helicopter. However, Predator should not be warned that the extraction is happening. He should have to be wary of the helicopter as it passes over.

    • To destroy the extraction helicopter, predator must use his plasma caster fully charged and hit the copter. However, destroying the helicopter with this, destroys the shoulder cannon as well. A second extraction chopper is sent but will take 10 minutes to reach the FT. So they must survive for 10 extra minutes.

    • During this period, Predators target isolation will work against players.

    • Fireteam members that are already in the helicopter upon its destruction, will fall out of the helicopter suffering only minor fall damage

Rewards

Increased and more consistent rewards will encourage more players to play FT

  • Veritanium, and OWLF recordings should be retained upon death.

  • 5 -15k veritanium should be rewarded to each Surviving FT member, upon successful extraction of the body. The condition of the body should dictate the reward payout.

2. Fireteam Objectives------------------------------------------------------------------------------------------------------

General

  • Fireteam objectives need to consist of more than just Holding the interact key 24/7. We need minigames, similar to the bomb defusal, but without the time limit. They should be harder puzzles, and take longer than the bomb defusal, and have more than enough variety to keep them a bit varied.

  • Objective locations should take the fireteam around the map, several times, as well as into the areas between the outposts (Drop pods are a good example)

  • AI patrols should be spawned along the roads intersecting the map; All should have a radio, so that if the fireteam does not kill them quick enough, All of the bases around the map go on full alert, with AI reinforcing the bases, Or moving to retake them.

  • Significantly Increase medical/ammo drops on the map, as well as possibly care package drop objectives that can refill the equipment of 2 FT members.

  • New types of objectives should be created to split up the fireteam shortly. (Not really sure how to achieve this, but it should be looked into) Search area missions should cover larger grounds, forcing the FT to spread out more.

  • Time to complete all objectives should be extended considerably, for all mission types and maps.

  • Fireteam should have access to all extraction zones, and be able to choose which one to take by running to it.

    • Helicopter should always directly cross the map to get to extraction
  • Less Objectives about drug cartels and shit. More objectives about project stargazer and other predator related content.

Stealth (WIP)

The Far Cry -esque Stealth system is already in game. (Marking AI, Alarms that can be disabled, suppressors, etc. So this really only needs some tweaking to make work)

  • Fireteam should be rewarded for taking an outpost stealthily, as well as disabling all of the alarms. Doing objectives in an outpost that was successfully taken stealthily should result in no AI spawning in on said objectives. This will give the FT time to focus on predator.

  • Fireteam should be able to perform knife takedowns from behind on heavily armored enemies.

  • With the surpressor damage reduction increased to 30-40% FT will now have to choose between going loud, and having to fight pred and AI at the same time, but with full damage, or use suppressors to clear camps stealthily, so they can focus on keeping pred at bay, but at the cost of their damage.

3. AI------------------------------------------------------------------------------------------------------------------------------

AI behavior

  • All AI should be more accurate, and deal more damage. (should be dependent on AI faction)

  • AI should have various FT detection levels (should be dependent on faction as well as class.)

  • AI should try to take cover where available.

  • AI should ignore predator when he is cloaked. They should have difficulty detecting the fireteam when they are mudded up. They should also ignore an uncloaked predator that is far away.

  • AI should be unable to “detect” players through destructible wooden walls that have not been broken.

  • When detecting a player, there should be a very short period of panic, before the AI alerts nearby allies. This is to give FT players a chance to recover if they are spotted.

  • AI should no longer telepathically put all of The camps around the map on high alert. Only alarms and radio troopers should be able to Alert all camps.

  • Enemies with radios should have an indicator above their head warning the FT that they are about to radio in the attack.

  • Shots to unprotected AI heads should be a one shot kill no matter the range.

  • AI should not react to bodies as unfortunately I doubt a body drag would ever be implemented.

AI types

Enemies currently are designed to tank absolute crazy amounts of headshots, whilst also being extremely weak to body shots. Almost rewarding good players for spraying at center of mass, and punishing players who aim for the head. As it stands, there are several AI types that I can currently identify.

  • No armor, no helmet Guerilla

  • No armor, Ballistic mask Guerilla

  • Vest, Half helmet Guerilla

  • Vest, ballistic mask PMC

  • Full Armor juggernaut PMC

  • Full armor juggernaut, Ballistic Mask PMC

  • Sniper (not sure if guerilla, or PMC, or both.)

I think the biggest Issue with the AI beefiness is the ballistic mask. Realistically, I think assault rifles and higher caliber weapons should penetrate it. But it will almost tank at least one shot before falling off. Far too many units have this. Once again, this is frustrating for people who aim for headshots. Here is a reshuffling of the AI units, as well as suggestions for new ones.

  • Guerilla: No Armor, No helmet.

    • Should have medium accuracy.

    • Should be found only in patrols

    • Should have low detection.

  • Guerilla: Vest, No helmet.

    • Should have medium accuracy

    • Should have low detection.

  • Guerilla: Vest, Open face Helmet, Radio Backpack.

    • Should have medium accuracy

    • Should have low Detection.

  • Guerilla: Sniper, Suppressor, Laser sight.

    • Should have high accuracy

    • Should have medium detection but longer range.

  • PMC: Vest, Balaclava (no helmet).

    • Should have medium accuracy

    • Should have medium detection

  • PMC: Vest, Ballistic Mask, Radio Backpack.

    • Should have medium Accuracy

    • Should have medium detection

  • PMC: Sniper, Suppressor, laser sight, thermal (should not detect cloaked pred because of thermal).

    • Should have High Accuracy

    • Should have High detection, but longer range.

    • Should not be able to detect Mudded FT members.

  • PMC: Full Juggernaut suit.

    • Should have LMGs, Or minguns

    • Should be extremely tanky

    • should have High accuracy

    • should have Low Detection

    • Should be threatening enough to be priority targets.

AI spawns

  • Guerillas:

    • Should spawn in patrols around the map, and the run down shack villages.
  • Guerilla Snipers:

    • Should spawn in sniper towers in between bases and villages
  • PMCs:

    • Should spawn in research outposts
  • PMC snipers:

    • Should spawn in base sniper towers
  • PMC Juggernauts:

    • Should spawn only when alarms or radios are pulled.
  • Radio Troopers (Guerilla and PMC):

    • Should spawn in very small quantities per are or patrol. (max 2 for outposts, max 1 for patrols).

4. Fireteam---------------------------------------------------------------------------------------------------------------------

Stealth

  • Mud should be less plentiful, but longer lasting.

  • Mud should deteriorate heavily towards the end, to counter constant mudding up.

  • Mudding up should be faster.

  • Fireteam should be nearly completely silent unless sprinting or jumping

  • Fireteam characters should whisper their voice lines unless AI in an alerted state.

Spotting

  • Fireteam should not be able to spot a fully invisible predator.

    • However, if they manage to land a spot on the predator while he is fully invisible, it should drop the “Eye” type of spot on the ground at predators feet. It should not warn predator of this.
  • When predator is spotted, whether partially cloaked, or not cloaked at all, The spotting remains until predator breaks line of sight with all 4 fireteam members. (meaning spotting can no longer see through walls, but has the potential to last as long as predator is engaging the fireteam)

    • If a fireteam member is downed, and he is the only member that has line of sight on predator, the spotting will break, as the downed fireteam member shouldn’t be able to call out info.

Classes

  • Movement

Disclaimer: Faster classes cannot “outrun” predator. They can run fast enough to evade predator melee swings (other than the combistick), but can only do so for short periods because of low stamina. a Sprinting predator will still be far faster than any of the FT

  • Fireteam sprinting should be far more limited, Only used for short bursts to evade an aggressive predators advances. Rather than used as map traversal.

  • Slower classes should have the most stamina and the least gear. Whilst faster classes should have the least stamina and the most gear.

  • Faster classes should be faster in short bursts, but slower classes should be able to catch up through sheer stamina.

  • Base Walk Speeds should be the same among all the classes.

  • Scout

    • Should have the least stamina, but the fastest run speed, should be able to outrun predator for a short period of time only.

    • Should have the most gear (15)

  • Recon

    • Should have the second least stamina, Should be able to outrun predator for longer durations than scout, but not by much.

    • Should have second highest gear (10)

  • Assault

    • Should have the second most stamina, Should be able to just barely outrun predator, or parry predator.

    • Should have the second lowest gear (8)

    • Should be renamed to support

  • Support

    • Should have the most stamina, Should be too slow to outrun predator, but be able to parry predator well

    • Should have the least gear (5)

    • Should be renamed to assault

  • Dutch 2025 (DLC)

    • Should have similar stamina to assault, should be able to run or parry pred

    • Should have similar gear to assault, (7)

Weapons (WIP)

  • Suppressors should have damage reduction increased to 30-40%

  • Suppressors should be removeable (Could be achieved by selecting the weapon in your hands in the gear wheel again.) Should take time to remove though.

  • Assault Rifles (WIP)

    • Hammerhead

      • Should have same fire rate and damage as QR-4

      • Grenade launcher should have smaller aoe, but more damage.

      • Should have high range

      • Should have low recoil

      • Should have fast reload speed (GL should still be slow)

      • Mag size increased from 20 - 25, extended 40 - 50

    • QR-4

      • Should have the highest fire rate, lowest damage of all ARs.

      • Should have low range

      • Should have medium recoil.

      • Should have fast reload speed.

    • G-ROW

      • Should have medium Fire rate, and damage

      • Should have high range.

      • Should have low recoil.

      • Should have long reload time.

    • AR-W

      • Should have highest damage, and low fire rate

      • Should have lowest range.

      • Should have highest recoil

      • Should have medium reload time.

      • Extended mag converted to drum mag, mag size increased to 75

    • GOSL-R

      • Should have high damage, and lowest fire rate

      • Should have Highest range

      • Should have low recoil (medium-high per shot, but because of slower fire rate, not highest overall.)

      • Should have long reload time.

      • Mag Size Reduced to 20 from 30, Extended to 40 from 60

  • Sniper Rifles

    • ABR-Z

      • Should be moved to Assault rifle Category

      • Should have the highest damage of all assault rifles, and maintain access to sniper scopes.

    • 7EN

      • Should not have access to Iron sights, red dot sights, and holographic sights

      • Should be very audible even with suppressors

    • SAWZ-50

      • Should not have access to Iron sights, red dot sights, and holographic sights

      • Should swap places in level acquirement with the 7EN

      • Should be very audible even with suppressors

  • Special (Both primary and secondary)

    • S-R3D (Minigun)

      • Should have hip fire spread significantly tightened

      • Should Be moved to primary Special

      • Should Be faster to pull out, but slower to reload.

      • Should have medium range.

    • RP-103 (LMG)

      • Should have less damage per shot than all assault rifles, but the most damage per mag (obviously)

      • Should have longest reload time of all assault rifles

      • Should have medium recoil.

    • D34-D (GL)

      • Should be moved to secondary slot

      • Should have impact grenades returned

      • Grenades should only detonate on impact after a certain range, if they hit before this range, they detonate on a fuse as they do now, otherwise, they detonate on impact.

  • Pistols

Pistols will be the only secondaries useable when downed

  • Grimtech19

    • Should have high fire rate, low damage

    • Should have medium range

    • Should have Fast reload speed

    • Should have low recoil.

  • 1011-12

    • Should have medium fire rate, high damage

    • Should have low range

    • Should have fast reload speed

    • Should have medium recoil

  • 2XL

    • Should have low fire rate, high damage

    • Should have High range

    • Should have slow reload speed

    • Should have high recoil.

  • Shotguns (still needs testing)

    • DJL-33

      • Should have lowest fire rate, high damage

      • Should have high range

      • Should have low reload speed.

      • Should have low Recoil.

    • XDB-12

      • Should have medium fire rate, high damage

      • Should have low range

      • Should have medium reload speed.

      • Should have medium recoil

    • CS-12

      • Should have highest fire rate, medium damage

      • Should have lowest range.

      • Should have high recoil

      • Should have fast reload speed.

  • SMGs

    • Remove access to extended mags, as well as 4x sight

    • PDW-Z

      • Should have High fire rate, medium damage

      • Should have medium range

      • Should have medium recoil

      • Should have fast reload speed.

    • ZR-55

      • Should have high fire rate, low damage

      • Should have medium range

      • Should have low recoil.

      • Should have slow reload speed.

    • Z-06

      • Should have Low Fire rate, High damage

      • Should have high range

      • Should have low recoil

      • Should have medium reload.

Gear

  • Frag Grenade

    • Increase uses to 4

    • Add Ability To Cook Grenades.

  • Field Syrette

    • Increase uses to 3.

    • Should be able to both heal FT as it does now, or be used to self revive (only 20% health on self revive.

  • Flashbang

    • Increase uses to 6.
  • Ammo Bag

    • Increase uses to 3
  • Medical Kit

    • Decrease uses to 1.

    • One medkit should heal 4 times (one for each FT member.)

  • Smoke Grenade

    • Fix smoke not appearing when effects set to low.

    • AI should be dettered by smoke more.

    • Increase Uses to 6

  • Noise Maker

    • Should Bounce around to simulate movement.
  • Thermal Decoy

    • Increase uses to 4

    • Significantly Decrease or remove the orange filter this causes for the FT.

  • New Gear

    • Add Claymores

Other (WIP)

  • Fireteam should be able to fire pistols when downed (only if one is equipped.)

    • Should be unable to reload while down. So only one mag to work with. (if the pistol isnt loaded when downed, it should be automatically filled so the FT member can use it while down.)
  • Fireteam revive speed should be faster.

  • Fireteam should be able to be downed 10 times before they will die on being downed.

5. Predator---------------------------------------------------------------------------------------------------------------------

Stealth

  • Cloak should make predator completely invisible in all of these scenarios

    1. Standing still

    2. Crouch walking

    3. Crouch walking on branches

    4. Jumping from one branch to another

      • (this carries over whatever invisibility he had before jumping to the next branch, for example, crouched jump from branch to branch, remains fully invisible, however running jump from branch to branch, is more visible.)
  • Cloak should be more visible in all of these scenarios

    1. Normal running

    2. Sprinting

    3. Leaping

    4. Jumping

    5. Immediately after shooting any ranged weapon from stealth (This should make pred more visible for several seconds.) (Except the bow)

    6. When being shot

  • Predator should not make footstep noise in any of these scenarios

    1. When on a tree branch

    2. When leaping or jumping from branch to branch

    3. when crouch walking

  • Predator Footstep noises should be replaced with very low level rustling of leaves, and creaking of wood in these scenarios (you should only be able to hear these when there is absolutely nothing happening, they should be droned out by even the sounds that your fireteam members make when sprinting)

    1. When walking normally on a tree branch

    2. when climbing trees

    3. When leaping from branch to branch (Small amounts of leaves should fall, rewarding keen eyes, but only briefly)

  • Predator Should make footstep noise in any of these scenarios

    1. Walking normally

    2. Sprinting

    3. Jumping (Not leaping)

  • Predator Clicking noises when cloaked, should echo, making it harder for fireteam members to determine the source, even if the predator is directly above them.

  • Predator Mimicry menu, should also allow the predator player to disguise his name as one of the the fireteam members when talking in proximity chat. This would make for a more useful mimicry system, that works with both normal dialogue, but also can be used to bait out players in pubs.

  • Predator should be able to directly Stealth kill a fireteam member. It should be a quick animation. If cloaked, it should decloak predator during the animation. FT Member must be standing still.

Thermal

  • Looking at a single fireteam member for a short period, should allow predator to scan his loadout and have access to the info for the rest of the game (could be accessed through the scoreboard during the match)

  • Remove energy usage entirely

  • Remove fireteam ability to hear the vision being switched on and off.

  • Mudded fireteam members should be harder to see on thermal.

  • remove target isolation for FT. Should only be usable to find pigs.

  • Thermal vision should no longer mark the FT

  • Fireteam should leave very long lasting or permanent footprints wherever they walk that pred can track. However they should only appear after a certain distance from a FT member ( so they dont lead straight to the FT member).

Classes

  • All predator Classes should have reduced health/damage resist to account for the vastly improved stealth.

  • Movement

    • Predator sprinting should Slowly drain stamina allowing predator to traverse the map quickly.

    • Slower classes should have the most stamina and the least gear. Whilst faster classes should have the least stamina and the most gear.

    • Faster classes should be faster in short bursts, but slower classes should be able to catch up through sheer stamina.

    • Base Walk Speeds should be the same among all the classes.

  • Scout

    • Should have the least amount of stamina, but the longest leap and fastest sprint speed

    • Should have the Second most Energy

    • Should have the most gear (15)

  • Hunter

    • Should have the middle ground of stamina and sprint speed/leap distance, as well as gear (10)

    • Should have the most energy.

  • Berzerker

    • Should have the Most stamina, But the shortest leap, and slowest sprinting speed.

    • Should have the least amount of gear, (8)

    • Should have the least amount of energy.

  • Alpha Predator (DLC)

    • Should be near the berzerker predator in terms of stats

    • Should have Less Health than the berzerker, But more energy/stamina as well as run speed and jump.

    • (Should essentially bridge the gap between berzerker and hunter)

  • Jungle Hunter 87 (Pre Order)

    • Should remain a copy of the standard hunter.

Weapons

The sounds of predator Ranged weapons should be more directional, so that you have an easier time hearing where they came from

*The animations of predator melee weapons should be less jumpy and more fluid (Current combistick animation is a great example.)

  • Plasma Caster

    • Fully Charged shots returned to 1 shot Down only on direct hit

    • Fully Charged Shot AOE splash Removed almost Completely

      • Should still have a small aoe, but not enough to really hit more than one player at a time by any means.
  • Netgun

    • Slower Fire Rate

    • Should do more damage the longer the FT member is netted.

    • Nets should be harder to break free from by yourself.

  • Handheld Plasma Caster

    • Should shoot a ball of plasma that has an arcing projectile

    • Plasma ball should deal medium AOE damage, for clearing buildings

    • Plasma caster should be charge to fire. Requires full charge.

      • Charge should be slower than shoulder cannon, but holdable like bow.

      • Charge should be audible to some extent towards the end of the charge., warning the FT the predator is about to shoot.

    • (Should essentially be a predator grenade launcher)

  • Yautja Bow

    • Reactivate red lights when charging bow

    • Bow Charge time should be reduced slightly.

  • Smart Disc

    • Should deal Slightly more damage than the wrist blades (Melee)

    • Should have the least range (melee)

    • Fix the collision of objects around the map to prevent disc getting stuck in mid air

    • Remove FT ability to destroy disc

    • When a weapon gets thrown out of bounds, or into an unreachable place, the disc should be returned to the predator immediately.

  • Wrist Blades

    • Should deal the least damage of all melees

    • Should have medium range

    • Should continue to be usable with ranged weapons

  • War Club

    • Should do the most damage

    • Should have the least range

    • Should be able to break parries

  • Elder Sword

    • Should be able to hit multiple Targets

    • Animations changed to sweeping swings and swipes

    • Should deal medium damage

    • Should have medium range swings

  • Combi Stick

    • Should Deal Medium Damage

    • Removed ability to hit targets

    • Animations changed to poking motions, like a spear

    • Should have the most range of all melee weapon swings.

    • When a weapon gets thrown out of bounds, or into an unreachable place, it should be returned to the predator immediately.

Gear

  • Healing Kit

    • Should have infinite uses, But a long cooldown between each use.

    • Should be removed from gear pool, all preds should have by default.

  • Audio Decoy

    • Increase Audio Decoy uses to 8

    • Decoys should make plasma caster, cloak/decloak, and Roars. (no more clicking).

  • Bear Trap

    • Should be retrievable

    • Should no longer make noise

    • Should be able to be Tripped by being shot (not destroyed)

    • AI should not trip bear traps.

    • Can no longer be placed vertically.

    • Can no longer be tripped without line of sight.

    • Should not Restrict FT members ability to turn.

  • Motion Detector

    • Increased to 5 uses.

    • Should be cloaked when deployed.

  • New Gear

    • Add Falconer Recon Drone

    • Add Tree Net traps

    • Add some form of predator gas or plasma grenade for flushing the fireteam out of buildings. (compensation for removing plasma caster AOE)

Other

  • Predator should crouch jump on normal jumps to allow him to clear awkward jumps a bit easier.

    • Predator jumps should maintain forward momentum much better.
  • Predator should be able to run through fireteam members, staggering them for a split second while doing so (to allow predator to escape the FT pinning him in a small room)

  • Predator Ground Slam Should Not Be able to hit enemies through walls and ceilings.

  • Predator second wind recharge should be significantly increased to compensate for longer match time. (Like 5-10 minute recharges).

  • Predator should no longer be able to leap in second wind. (FT cant reliably chase anymore so this is fair)

  • Predator second wind should be beefier to compensate for squishier predator.

  • Predator quick claims should be longer, Pred should pick up the FT member (allowing a chance for the ft member to be saved by teamates second winding pred.) but once holding them, quickly trophy them.

6. Perks-------------------------------------------------------------------------------------------------------------------------

Perks are difficult to balance to be honest. But I wanted to give my very flawed opinions on them. The reason want all damage or damage resistance perks removed, however is solid. Perks such as these, destroy any chance of running anything else, as they are staple perks. And as such discourage build diversity

  • Remove any damage or damage resistance perks on both teams.

  • All classes should have the same perk number.

  • All perks should be reworked around the first two points, as well as more creative and indirect perks being created.

  • As you may have noticed, I have avoided thus far speaking on the class related perks. I have some ideas about them, but First I would like illfonic to update the description of the predator classes to specifically describe their passive perks, Just as the fireteam classes do.

7. Reverting Band Aid Patches-------------------------------------------------------------------------------------------

I Don’t feel like quoting or retyping every single change, but here is the basics of what should be reverted

  • Damage Resistance buffs to scout and hunter

  • Melee damage nerf to berzerker

  • Damage nerfs to combistick

  • Close range damage nerfs to snipers and revolver

  • Plasma Caster 1 shot down removed

  • Etc.

As you can see, I already have addressed most of these in my guide, or rather it kind of falls to reason that they would have to be addressed regardless to implement such changes. The hunter/scout damage resistance nerf however is the absolute most important reversion, because without it, and with the stealth buffs, I fear the predator changes will become far too strong.

8. Quality Of Life--------------------------------------------------------------------------------------------------------------

  • Shaders unlocked for cosmetics (For example biomasks) of which the default variant is not unlocked, should still be accessible.

  • Interaction should take priority over reloading

  • Keybind to switch shoulder camera on predator

Cya On the Hunting Grounds!

-LazyC

9 Likes

@Fire Gotta get your opinion on the finished product

And no… your blast was not returned. Deal with it. But Whatcha think about everything else? lol

Il look it over tomorrow. Right now I’m too tired xD. Il be no good any kind of thoughts atm.

1 Like

I like some of it, but FT should be able to remove suppressors in the field then.

2 Likes

Fire said the same thing. Im starting to think that it aint a bad idea.

1 Like

So pretty much everything I said last time I still believe, but il try to just add anything new. I’m hoping I dont repeat myself too much but, my memory kinda sucks.

So a few of the objectives should also make at least 2 of the ft to do something at the same time.
I know this would kinda suck for a few ppl, but if your ft, you should be prepared to communicate with everyone else. The pred player is the only one who really doesn’t have to talk to anyone.

Cant say I like the idea of being able to choose any extraction zone, but if it’s like that, then have the chopper fly from directly across map, entering the map at a opposite extraction point, so the pred has a better chance to see it.

I don’t mind too much dealing with cartel. But if it’s a more stargazer related mission, those should have all of the soldiers wearing body armor. I heard the Dutch tapes. And while stargazer is a bit lacking in predator knowledge, they were a pretty elite organization.

Sooo, that being the case these missions involving them should be hell on earth. I’m talking, multiple snipers. Units with flash, smoke, and regular grenades. Extremely advanced security systems. As well as extremely deadly units, in terms of awareness and tactics.

Think old school splinter cell. But you don’t fail the mission for getting caught, you just have a REALLY high chance of dying.

I think for a few missions even if you clear it stealthy, you should get more a.i. coming in.
Mainly like a stargazer mission.

I dont think mud should affect the a.i.
I dont want stealth to be easy at all for the ft.
I love hard core stealth so that’s why I’m saying that.
Unless, we add a blend in mechanic, where the ft is less visible to the a.i. if they match the background.
Think mgs 3 camouflage system. Just not as advanced. This would also give what color uniform or clothes you wear a usage.

I think if its stargazer there shouldn’t be any panic when the ft gets seen. But this goes with what I said earlier.

Lol even without a body drag option, I’d like for them to react to dead bodies.
But all of this stuff might sound like too much, but remember, if this is the route were taking with this game, more stealth focused, then I want it to be set up at the same difficulty I usually play my games. On the highest difficulty or right under it.

You got no patience for stealth, and cant handle a tough infiltration, then too bad. xP.
Lol I’m really not a casual gamer.

The only thing I can say about all of the units, is I think they should all have high accuracy. At the lowest medium. I dont want it to be easy at for the ft. Because I wouldn’t want it easy for myself.

And if you’re gonna make it to where a.i. can get one shot at times, then I think the a.i. should always be deadly.
And more aware too, depending on the faction.

Ok so I guess you were trying to balance it out, but looking at it now, it makes no sense recon and scout having the highest gear amount. I mean those classes are always light. They never bring much.
Support should. I mean it’s the name. They’re the supports. Theyre supposed to bring ammo and health, stuff to help out.

I dont think I responded to the guns last time but uh.

Hammerhead-No. No way should the noob tube do more damage, even at the cost of blast radius.
Underbarrel grenade launcher should always mess with accuracy so medium recoil, and at max it should have 30 rounds. Never exceed that.
Fire rate is kind of ok now.

None of the assault rifles should ever have more than 35 round clips. So no more drum mag. For smg as well.

I dont approve of being able to shoot while downed in this game.

No impact frag grenades. Cook the grenade.
If the missions are going to longer. Then maybe 3 medkits is fine. However, we should only have 1 of each class on any match, and only supports should be able to bring them. Well maybe assualt too.
But if multiple ppl bring ammo or health, then ppl should only get 1 medkit.

Keep thermal decoy effect the same for the ft. Maybe lower the range it affects ft a tiny bit.

Since no reinforcement maaaybe a few more downs. But no more than 5. But DEFINITELY no faster pick up times.

I have to comment on this one again. The weapons already gives the pred away. So cloak should not be more visible while firing and staying still.
That would be unfair.

Mimic menu should have let’s finish the mission and group up options.

I dont agree with ft member having to stand still for two seconds, or the animation being hella long. For stealth kills.
There shouldn’t really be any damage protection though.

Just like any stealth game. You go in to stealth kill, you better make sure it’s clear. Nice and quick, in and out.

Sorry man. But no. If were adding the footprint thing, it should show right away. If not there’s no point. Like that’s the point of following footsteps. To find the location of whatever you’re tracking. But this seems like it would only really work outside on dirt. And after maybe 5 or 10 steps inside, they no longer leave foot prints.

So ya. Cloak needs fixing on pc. Even with all these changes until it works properly on pc, the way it does on ps4, these changes wont really help pc preds.

I dont approve of making pred squisher, unless ft is going to be squishier as well. Cause preds already a joke with how easy it is to kill.

Same thing as I said earlier tho. Beefy classes should have the most gear.

My thoughts are still the same that I dont want scout stamina touched, but zerk should get a bit more.
I dont think he should get less resistance. But even now zerk offers NOTHING special.

I think he should be able to punch and stab through walls or something. Maybe throw an ATV or something. I dont know. He feels so lackluster.

Ok so I’m liking that the caster has a small blast, but I hope you’re not planning on having that blast damage be a one shot. Idc if it’s small. Lol.

I do feel we should add the ability for the pc to go through 1 wall at least. With a charged shot, And hit for 50% damage.
40% at the very least.

And I don’t mean splash damage. I mean travel through the wall, leaving a small hole possibly.
Since you know, no more decent sized splash damage.

If not is going to have slower rate of fire, it should take longer to break through. Right now it’s kind of a joke. Breaking through the net I mean.

The only way I can agree with the handheld change is if it lobs 3 blast, that spread out in horizontal line. Same trajectory each time, so it’s nice and consistent.

Ok so, i HATE glare from a scope lens, I think it’s stupid as hell. Like I said before, the bow should not give any indication, charged or not.

but if you feel you absolutely needs this, then give sniper rifles lens glare or shine that the predator can see. Actually any scope no matter the gun.

Now it’s even. Takes away the stealth, but this is the only way to keep it fair.

Disk should have a slightly longer flight time.
I’d also like it to go through trees and thin walls. But I think thats too much. Would be fun though.

Oh, like I said earlier, if preds going to be squishier then so should ft. Meaning 3 hits max with a melee wep should down an ft.

I’d keep the tracking the same way it is now for all melee weps.

I know we talked about it before, but sword should cause bleed.

I know I said this before as well. But I want to add more on my thoughts of the combi.
So yes, they use it a spear, but, it seems to me that its also used as a bo staff weapon. This being the case, it makes no sense to change the attack pattern. Or combo.

Btw I would change the wording to, removed ability to hit multiple targets. Cause the way you have it now makes it sound like you’re taking away all offensive properties xD.

But I mean take away the multi target hit if you want tho. I just really love the smoothness of it. If the other melee weps feel as smooth however, then you’d see different weps being used more often.

The sword and club feel kinda choppy and sparatic. Like the animations.

One hell of a switch to the healing kit.
I dont know how I feel about it. Sounds pretty good tho.
I think decoy should keep the click, but should also just always be given to the pred. It isnt strong enough to qualify a slot or points imo.

I cant agree with longer second wind cool down, but I understand it. I dont think pred should lose sw leap tho. Maybe you get like 3 or 4 leaps. And the bleed out should be longer. To prevent those players from panicking and going to heal in stupid spots. Cause I feel a lot of ppl who heal in stupid spots during sw are just panicking too damm much.

I still dont agree with removal of damage/def perks, but, if they’re going, then ALL of them are going. No perks to help with a.i.
I dont want it to be easy to deal with the a.i. at all.
Unless you’re good at stealth. But you suck at it? Then suffer.

Well. Some stuff I repeated but i think i added some more of my thoughts that I didnt mention last time, as well as some new feed back.

I gotta check for errors cause my phone likes to speak in tongues.

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Thanks fire. And dont worry about errors. Im sure ill be able to read it properly

There’s a few things that are missing words. Lol so I’m going over it.

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Ok it should be coherent enough now lol.
Enjoy.

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Your ideas would be a lot more effective as a different mode.

I’m still reading through it but felt like commenting before I finished, might change my mind but honestly I think we’d need larger maps, with deeper objectives for it to work like you think.

It’s to unbalanced in the Predators favour. While there are things that need tweaking there’s simply to much in the above.
If it is done, have it be another mode and let players choose, I think this mode will have long wait times for Predator player though.

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Probably

Agreed

I dont think the game can handle more than the far cry 3 style of stealth tbh.

It might make No sense, but way I see it, Someone in a full ballistic suit like the support, would not be able to carry any gear because the armor alone would weigh them down. Lighter classes would be able to carry the gear but not necessarily want to.

This is definitely for gameplay and balance sake though as I couldnt do it to the Pred, and not the FT. But It also just makes the most sense balance wise.

If that bugs people too much, then change the name of current assault to support, and change the name of current support, to assault.

I wanted the hammerhead to be a longer range variant of the QR-5. It makes no sense to have it be different in how it shoots, when its basically the same gun with a different iron sight, stock, and a GL.

However the mag size is 5 rounds smaller, 10 smaller for extended. This is to make up for the GL.

Unfortunately extended mags are in the game, and are here to stay, for most weapons. Which isnt a big issue for me. but the mag sizes need to be changed to reflect each weapons purpose.

With only a pistol, its not gonna matter much. It would probably also help if you didnt have the ability to reload, so its one pistol mag and thats it. Plus you are sacrificing better secondaries for the ability.

I dont know why I didnt think of this

What I hate about thermal decoy right now is that it literally works against the FT more than it does the FT. IF they are popping thermal decoys, its not gonna stop me from seeing them. However as the FT its gonna blind the shit out of me.

Both the increased downs, as well as the increased revive times are to prevent predator from chain blasting down the ft. I dont necessarily like it, but I think its necessary. Not to mention with stealth kills downs dont matter as much.

Ironically the weapon sounds are the least directional of the sounds that pred makes. You will only see where the shot came from if you actually look. If preds cloak breaks a bit, it will make it a bit more fair with the increased stealth all around.

Enough people have commented on this that I removed the limits out right. The FT member has to be standing still and pred needs to be behind them. Thats it.

The idea of the footprints is for pred to track them from objective to objective, even if he loses sight. Having them not go straight to the FT member is important because the footprints are permanent. The idea is to track them, not to know where they are precisely.

Cant argue with that lol.

Both sides will be much squishier. The support FT member is the only one that should be able to tank more than a full combo from most of preds melee. The war club is the exception as it is specially suited to… removing a fat bois head.

This change goes hand in hand with the gear change, as it was a necessary trade. besides. the beefier classes should have mores stamina as they are the ones that are supposed to get up close and personal. I gurantee he will feel much more engaging once everything is in place. Assuming you like melee.

The AOE isnt a one shot down. only direct hits.

Agreed.

Whats the point?

The still loud with suppressors is the glare. sure it sucks because pred is gonna have to take a shot for that to happen. But stealth should be rewarded, not punished.

As for the bow, its a necessary evil because pred can now reposition without breaking cloak. besides the red lights arent that bad, never were. The only thing this changes is you cant stand right in front of a FT member looking towards you, and charge the shot right in front of them.

I cant argue with that. I dont mind the animation as is, But the multi hit I think should still remain for the elder sword only. I just think a new animation will reflect the new purpose better.

Agreed.

I have no issue with this idea. I just want everything fixed before they start adding status effects.

A necessary one for the extended match length, and now far less limited FT healing

If the normal clicks are now echoey and hard to tell the point of origin, but the decoy makes very directional clicks, it will give itself away. It needs to make directional noises only.

Agreed, I changed it to remove the AI ones as well.

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You poor soul you went through the quoting process lol.

So it all sounds pretty good tbh.
As far as what’s the point of the handheld changes I suggested, its more to keep it kind of the same as it is now, in terms of projectile. Like it shoots 3 tiny blast.

But if it’s going to be a grenade launcher, I would for it to keep its 3 blast, and feel powerful.

Though I guess one could be fine. But I was thinking like 1 shot every 15 seconds or something. I pictured it being extremely powerful.

Oh. Since you didn’t respond to it, what about the shoulder pc able to pass through 1 wall at reduced damage?

Think that’s good? Or no?

Your reply was so damn long I had to to keep track of where I was lol! not a bad thing tho.

Well originally I was thinking that it just has a slow fire rate. But its called a “handheld” plasma caster.

So in keeping with the plasma caster tradition, I say we make it a charge to fire weapon. You have to charge it fully for it to fire. Its gotta take longer to charge than the shoulder cannon, but should be able to be held without firing like the bow is now.

Edit

It also might have an Audio cue to the charge, to warn the FT they are about to get blasted lol!

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I think it will be too hard to implement. I like the idea, alot. Just like destructible environments and stuff.

That being said, it would make me feel much better about peeking a doorway and shooting the damn doorframe lol! And if done properly it could be really good.

I just dont know the logistics of it.

Edit

I dont just mean on a technical scale. I mean from a balancing perspective. I just dont know how it would affect everything. Hell I still dont know for sure how my current balance changes will pan out. I have tried to account for everything, but im only human. im sure I missed something and there will be some really cheese exploit or meta that comes out of it.

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Fair enough on both.

Oh I forgot to add this earlier. So I still think this would better for a a different game mode, but while I was going over the whole mission difference between stargazer and cartel, I was thinking what if we had like, a normal difficulty mission, and a hard one?

So those that like super type stealth can have a challenge? And hard mode missions would give more and possibly rewards?
Not only that but it’s also harder for pred since stargazer is after pred tech?

Sorry if it’s off topic, I just think it would be a cool idea.

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The current maps are actually really well designed to have a combination of both factions because of the location diversity.

That being said, a difficulty mode is interesting, and not a bad idea. I like it. However we gotta see what they can do with the missions themselves before I think that question can be truly answered.

Plus having the pred actively hunted by them would be dank af.

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@Fire Dude you are never gonna believe it.

I hit the character limit while adding in some of the points you made and stuff like that. 32000 characters and I was 600 above. I had to delete the DLC section! lol

edit

Im at the point now where feedback or not I physically cant add anything more XD

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Lmao like I said before, for someone with lazy in your name, you dont live up to it xD.

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