Melee Rebalancing proposal.

Three changes around melee combat, with two targeting the most exploitable weapons on both sides, reining in Fireteam knife rushing and the Shock Gauntlet’s stun-lock, and also making the Predator’s Shield worth equipping, since it’s currently useless.

Starting with the knife, because:

  1. Parrying the Predator is far too easy and carries no risk. A lone knife rusher can parry attacks and follow up with the knife, and a missed parry costs nothing, so there’s no reason not to spam it.

  2. The tap-melee quick-swing has short animation gaps and auto-returns to the gun, letting players throw rapid swipes and cancel the recovery to chain a swipe straight into a gun shot.

  3. Knife swings cost no stamina, so there’s no cap on how long a Fireteam member can keep swinging.

Proposal 1: A three-part fix to Fireteam melee.

Add a short self stun to the Fireteam member whenever a knife swing connects with the Predator. This forces a recovery window between swipes, caps melee DPS, and nullifies the swing-into-shot cancel, since the stun prevents immediately firing or chaining another swing off the back of a hit.

Add a longer self-stun whenever the Fireteam member parries the Predator. Tying the parry to a longer self-stun turns it from a no-risk, spam move into a strategic survival move.

Add a stamina cost to each knife swing. This removes the ability to spam the knife indefinitely and forces players to manage melee like any other resource.

Together these reduce knife-rushing DPS, make parries a genuine risk/reward decision, and close the animation-cancel and stamina-free spam exploits in a single pass.

Next, the Shock Gauntlet, because:

  1. Its range lets the Predator land the stun from far enough away that there’s no warning and no way to react.

  2. It works straight through walls and cover, so positioning doesn’t matter, because the stun lands regardless of what’s between the Predator and the target.

  3. With no real cooldown, it can be spammed repeatedly, chain-stunning a target with no recovery window.

Proposal 2: Reduce the Shock Gauntlet’s effective range, require line of sight so walls and objects block it, and increase the cooldown between charges. This keeps it a real threat up close while removing the ability to stun through cover or spam it from range with no counterplay.

Last, the Shield, because:

  1. It has zero offensive capability, because you can’t attack from behind it, and the only option is a weak wrist-blade swipe. It does nothing to pressure the Fireteam.

  2. The Predator can’t sprint while it’s raised, sacrificing the core of Predator combat (hit, disengage, reposition) for a purely passive block the Fireteam can simply ignore.

Proposal 3: Allow the Predator to sprint while the Shield is raised, and give it a bash attack that pushes back any Fireteam member it hits. This turns the Shield from a stationary, do-nothing block into a real tool that is usable on the move and able to create openings instead of just absorbing damage until the Predator gives up and switches weapons.

@CommunityTeam

Preds get the full stamina recovery rate jumping like a frog, and FT loses chunks of stamina doing the same.

a man in a suit says i don 't have a problem with that|833x468.5625

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i’m pretty sure fireteam stamina goes down on a successful parry, but it doesn’t do anything like cause them to go into an exhausted state. will have to re test @BeerWarrior66

Not parry. Each swing would take stamina, just like Predator Melee.

Unless it’s Dual Swords which they’ll likely never fix.

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True, but dual swords are ass anyway.

Prrd can bunny hop endlessly without consuming any stamina. Can jump directly to tree brenches also without any stamina consumption.
Has infinite ammo weapons and also an infinite source of HP.
But FT should have a melee/stamina nerf.
Ok…

All single fire weapons, no explosives. Every shot counts.

Nope. Only up to four stems, and it’s a crapshoot how limited piggies are on a given map. Derailed is a fine example of this.

No worries.

Illfonic left this game to die long time ago.

Single fire but with splash damage.

Up to 4 but replenish 100% HP which it doesn’t happen with FT.
Pig spawn is not limited, it is highly irregular though. You can play a match with pigs spawning every 2m or more, or half a dozen. Still an unlimited HP source.

Because Predators are supposed to be equally as at home in the trees as we are on the ground. There is nothing wrong with it. Predator is still underpowered even with this being the case.

Preds do not have an infinite source of HP at all. They can have at most 4 healing kits & pig spawns are unreliable because half the time they either don’t spawn at all or they spawn right next to the Fireteam so they can just sit there & camp the pigs. Every time the Pred has to search for pigs also gives the Fireteam time to do the mission & most missions can be done within 3-6 mins if the Fireteam are coordinated enough.

Infinite ammo weapons being what exactly? The Plasma Caster & HHPC? Both are single shot projectiles & the Plasma Caster is limited to an energy reserve alongside making a loud targeting noise whenever it is being charged. HHPC has to be reloaded after 6 shots.

Splash damage has been nerfed to hell, among other things Pred-related. I don’t get it. Y’all play well enough together with all these imbalanced parameters in favor of the FT, and you’re still complaining?

My point is that Pred mains have more than enough reasons to complain. But they’re miles away from what shoukd be fixed in the game.
I ve pointed it out multiple times on this forum.
PS:But if you wanna talk about nerfs, just check the last 20 patches maybe and 99% of the nerfs were for the FT.

And, they’re miles away from what should be fixed in the game on both sides, but mostly FT. Perhaps, you should move onto another game. Being bored and angry bc you’re overplaying a broken game is a shitty combination.

Too late son. I already moved on.
And i’m not angry about this game. I never was…