Fair. Idk just loving all the ideas and discussion.
I like that so Alpha hits harder if he catches a ft memeber solo
Fair. Idk just loving all the ideas and discussion.
I like that so Alpha hits harder if he catches a ft memeber solo
Okay let’s try to Organize this a little bit. Just spitting out names here to better identify
Tracker - Can tag targets quicker, tags don’t disappear unless mudded (Hunter/Scout)
Panicked - FT members bleed out faster the closer they are to the Predator
Lock on - Plasma Caster can lock onto fireteam members and homing fire. Caster cannot be charged (Scout/Elder)
Shooter - Increased damage at further range (Scout/?)
Scope - Biomask can zoom in and magnify (Scout/?)
Rusher - Increased melee swing speed (Berzerker/Viking)
Punisher - Increased damage to lone FT members (Elder/Alpha)
Vulnerable: After achieving full body scans on all ft players. Ft are weaker to plasma caster direct damage. Ie maybe like 5% and Mud cover is 50% easier to see through. (Hunter/?)
Stalker: Noise reduction while cloaked, Increased cloaking effectiveness (Elder/Alpha)
I’ll edit and update as we go along
Nice man thanks. Im at work so im doing this in between customers and shittin on company dime lol.
“Slow day” for me too lol
Predator needs to have more tech,
I dont think specialization wont make a big difference but heres my two cents.
Laser trips mines
Plasma grenades
power punch glove
Whip
Shock bolas
etc
Things to trip up the ft literally,
Granite some of these things in the lore can kill a human easily so the damage would have to be adjusted
However adding an arsenal of tech, traps, and tools that make traversing the area for ft alot more dangerous.
Bear traps dont do enough imo, yes if placed strategically it works most of the time. But anyone with good headphones and eyes can diasble it with ease.
But adding more tools like the shock bolas for example, if a ft member is trying to chase you down throw one of those, and it trips them up and makes them fall while also stunning them for a short time
Also adding more fear to Predator, reduce the elephant footsteps, flesh out vocal mimicry so it repplicates the genders and person that is on the ft so you can actaully trick them, being able to down ft and and use them as bait say set a tree trap and if another ft memeber goes to revive them snags both of them hanging from a tree, Hologram decoys of Predator that disappears when you shoot it, Anything that adds to the unpredictability of where the Predator is in the area helps cause if the ft hears the pred but has no clue where its at, makes for more tense situations, especially if you throw out a holo decoy.
Increasing the damage output of the pred and the stealth of the Predator allow to use those new traps and tools while also making sure if you cannot enagage them up close you keep the pressure up on the ft from the frees, while doing damage, increasing energy useage would balance it out but increasing the pool for all pred would allow it to be viable on each pred, but not over powered because how much energy it uses, full charged plasma shot can one shot but puts you into energy overload kinda of stuff.
I do not think the Predator needs to be a tank, that just makes it a bullet sponge granite, the Predator shouldn’t be squishy either, one full clip of extended mags should not second wind any Predator,
Getting rid of damage restiance and increase perks in both sides would also be a good idea, allows more creative loadouts and rids rid of that mentallity of
“Oh I need to bring Impenetrable otherwise im going to get melted.”
"Or I need to bring bane so I can survive one encounter with the pred in randoms
See rn premades are near unbeatable, I can be done but very very hard to do, getting rid of the damage perks on both sides makes premades easier and also prevents ft and predator from relying on “cruth perks” and more on there how well they do.
So theres my thoughts lemme know what you think.
Oh one more thing more ranged weapons
Like a beam rifle that shoots a steady beam of plasma but overheats the longer the beam is firing, it doesn’t do alot of damage but slows the ft memeber down quite alot
Stun gun, self explanatory stuns the ft memeber for a short time
A long range Plasma sniper, fires one shot at a time, but the longer range more damage it does, that way you cant be on a roof right next to the ft and do insane damage, but the tracking is based on the bio mask sho if it gets shot off you cant aim it, similar to the Plasma caster
Plasma shotgun, a charged plamsa blast that knocksback ft while doing moderate amount of damage longer the charge more knocksback and damage it does.
Edit: I blew over the entire purpose of this post and went on tangent sorry.
Not auto lock, but if you stay on target for a second while in thermal vision, you’ll be locked on target until you ads onto a new target, change vision modes, or your target muds up. I feel like that could be balanced, but also fun and a little bit of a buff.
Ohh yes a stealth perk thats actually useful I’d love it.
I mean you’re not wrong the preds need more gear, right now it’s so bare bones that the preds who have high gear points can’t utilize it effectively other than do I bring bear traps with my med kit or audio decoy
I am here.
Unlimited Power: Killing Ft adds to energy bar. If overloaded, would bring energy out of overload, but at 50 percent. If done at full energy, extra energy would be given beyond normal bar.
Risky/Reckless: When killing/claiming FT member, second wind cool down is reduced by an amount, of second wind is full, pred gets some health replenished.
Prepared: harvest pigs that have been killed for a quick bite on the go. Would heal less than normal pig eating.
Rage: Similar to what others have suggested, more damage increase per damage taken.
Expert Sniper: time to ready and cool down all ranges weapons is decreased. quicker now draw, quicker full charge on plasma caster etc, into ads animations are sped up.
I will make more later when I have more time.
Stick Around/play with your food: allows you to charge spear throw, allows arrows to be charged longer, if you shoot the FT in the legs they stay in place for 6 seconds and you then can plasma caster or pistole him. Same for the arrows of shoot into their feet.
Rageful Lunge: allows your slam to have a wider area of affect and blinds those within said effect range
That’s all i got really and well id like A snare i can set up on trees so i can skin FT as long claim.
Yes on predator specialization. But that passive kind of seems weak.
Its a idea to start off with to get them creative juices flowing you know
Bad Blood specialization
For every FT killed and not claimed gained resistance to firearms and explosions
So our tracker ideas are pretty much the same.
And bounty hunter is our vulnerable.
I like higher priority that’s cool
Third eye, hmm, this seems almost like the perk for increased sound bubbles. Adding a directional indicator visually or something maybe?
Glutton - I don’t really get this honestly I’d need it to be more fleshed out
Berzerk - I kinda feel like this is a little OP, I see it being abuse with a slam and elder sword to wipe FTs
Reflective sparks- this however is a great idea
For Third Eye I was thinking it would be a visual notification. Something like either like your raider flashes in the direction of the FT, or maybe it would give you a notification similar to being hit and seeing were its coming from
For glutton I was thinking like in fighting games you sometimes have a little extra heathbar that’s on top of you actually health bar.
Oooh…a stacked boost health bar.
Interesting…I kinda like that
I still can’t get over how both my post and this post flew under each other’s radars, and we both came up with the same Tracker perk