Is the net gun affected in any way by the downrange perk?
Predator: Hunting Grounds, Stat Values & Guide (Archive)
No
Even if it was, it would be such a negligible difference in actual damage output.
Agreed
Damage bonus perks/specializations are a balance nightmare because they are percentage based, which is ridiculous as it makes powerful weapons extremely powerful while not making a significant difference on weaker weapons.
Example:
10 + 20% = 12 (difference of 2)
100 + 20% = 120 (difference of 20)
Thatâs a good point. Seems like a weapon balance problem, but it would only further exacerbate underlining balance.
Sadly, I just donât see balance ever getting much better. They rarely make changes, maybe 2 - 3 balance changes a year back in the day, then they make extreme, and/or unnecessary, nerfs and buffs. Itâs like they lack a clear vision of how they want the gameplay to unfold.
Iâm still extremely baffled by the nerfs to the qr4, grow, arw, goslr, and Norse Hammer. Iâve never heard of anyone complaining about these weapons. Do they even realize that the Hammerhead and Mercenary have about double the range of other assault rifles and a grande launcher attached to the gun? Do they understand that the Sawz50 knocks a predatorâs mask off with only two hits? The Hammer is once again inferior in every way to the Axe, but the Hammer is now worse than basically every other melee weapon.
They are retardds
There were no nerfs to those weapons. There was a buff to Pred armor. And it affects all weapons, including HH and Mercenary. The damage remains the same against AI. This is why I have repeatedly told you, you canât base damage stats for a weapon based on Pred damage alone. I get it, from a practical stand point, thatâs what we are mostly interested. But right now with AI being a pest more than ever, lowering the actual damage of FT weapons would not be a good thing.
As for this weapon, the changes are just weird. They lowered the damage but also lowered the FT âarmorâ for that damage type. If my math is correct the changes werenât that significant and remain pretty much the same. This weapon has never been good to begin with.
damage type as in there are different categories for melee weapons?
Like eldersword being a blade vs Warhammer is a bludgeoning?
Cause i would never have thought that illfonic would separate melee weapons in categories at all
figured theyâd all just be âMelee Damageâ With affixâs like Katana/Axe have bleed and warhammer and war club have disorient
Yes. There are several damage types
Blade
Piercing
Bludgeoning
Bullet small caliber
Bullet High Caliber
Small Plasma
Those are the ones I remember from the top of my head
Armor varies, FT to FT is usually 50% damage reduction (for clash and FF), AI to FT is like 15% damage reduction (or intake, canât remember, or maybe it was for pred?, need to look, but you get the idea
that seems like itâs needlessly complicated to make adjustments that way vs just addjusting the problem weapon
But idk iâm not a game designer
Because like⌠IF letâs say in some magic world Axe is doing too much damage and itâs a blade weapon type So they make it so FT have increased âBLadeâ dmg resistance which would then also Nerf Eldersword and Alpha sickle along with The problem weapon being Axe When Elder sword and alpha sickle are not problem weapons
Like why the fuck would you balance this way?
You can increase/decrease damage dealt by a single weapon
You can decrease/increase damage inflicted by a damage type
So damage of a weapon is determined by the product of those two
Why? Because is their practical way of âbalancingâ 3 factions. Have AI use the same weapons as FT but basically tickle the pred while hurting the FT. Have FT hurt the AI and the Pred, but not each other with FF or Clash. Is a complicated system, indeed, but I understand the logic behind it.
I guess the theory is there that works? but the decision making there for when to adjust âArmorâ vs âDamage typeâ Vs âWeaponâ would need to be much more informed i suppose for it to work right
Which i guess makes sense when illfonic themselves donât really play this game much to know why a change should be made
Only that some change should be made
This is definitely part of the problem. Same with different âarmorâ values for scout, hunter, and city hunter, then they seemed to have abandoned that completely in favor of just straight health values.
I think they are making a comeback to that. At least on last patch they modified limb vs body damage, which is something that should have been there since day 1
Thatâs the problem with trusting Illfonicâs messy code. I donât have to concern myself with the math. I can straight up see the damage.
2.5 update
Axe and Hammer got the heavy damage nerfed from 100 >>> 60 and 89 >>> 60 respectively.
3.0 update
The Axe and Hammer both got their basic attacks nerfed and the Hammer heavy damage got further nerfed from 60 >>> 49 damage.
It doesnât matter what the code says, the numbers in game are the effective output, and thatâs all you need to know how it will perform.
Again, it just doesnât matter what the code says, relative to the other options, theseâll those weapons do less damage to the predator.
Unless they are somehow much more effective with AI, theyâre âeffectively nerfedâ from a gameplay perspective. Not to mention, most of the AI my teammates and I kill is done with heavy knife attacks, so predator damage is really the only factor when determining which weapon to bring.
True, but as far as every predator I tested, it seems to have been a blanket change to all predator classes, on top of any damage resistances a class may have already had.