4. Fireteam---------------------------------------------------------------------------------------------------------------------
Stealth
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Mud should be less plentiful, but longer lasting.
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Mud should deteriorate heavily towards the end, to counter constant mudding up.
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Mudding up should be faster.
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Fireteam should be nearly completely silent unless sprinting or jumping
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Fireteam characters should whisper their voice lines unless AI in an alerted state.
Spotting
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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.
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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
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Fireteam sprinting should be far more limited, Only used for short bursts to evade an aggressive predators advances. Rather than used as map traversal.
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Slower classes should have the most stamina and the least gear. Whilst faster classes should have the least stamina and the most gear.
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Faster classes should be faster in short bursts, but slower classes should be able to catch up through sheer stamina.
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Base Walk Speeds should be the same among all the classes.
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Scout
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Should have the least stamina, but the fastest run speed, should be able to outrun predator for a short period of time only.
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Should have the most gear (15)
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Recon
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Should have the second least stamina, Should be able to outrun predator for longer durations than scout, but not by much.
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Should have second highest gear (10)
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Assault
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Should have the second most stamina, Should be able to just barely outrun predator, or parry predator.
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Should have the second lowest gear (8)
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Should be renamed to support
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Support
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Should have the most stamina, Should be too slow to outrun predator, but be able to parry predator well
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Should have the least gear (5)
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Should be renamed to assault
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Dutch 2025 (DLC)
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Should have similar stamina to assault, should be able to run or parry pred
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Should have similar gear to assault, (7)
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Weapons (WIP)
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Suppressors should have damage reduction increased to 30-40%
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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.
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Assault Rifles (WIP)
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Hammerhead
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Should have same fire rate and damage as QR-4
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Grenade launcher should have smaller aoe, but more damage.
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Should have high range
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Should have low recoil
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Should have fast reload speed (GL should still be slow)
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Mag size increased from 20 - 25, extended 40 - 50
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QR-4
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Should have the highest fire rate, lowest damage of all ARs.
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Should have low range
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Should have medium recoil.
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Should have fast reload speed.
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G-ROW
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Should have medium Fire rate, and damage
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Should have high range.
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Should have low recoil.
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Should have long reload time.
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AR-W
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Should have highest damage, and low fire rate
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Should have lowest range.
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Should have highest recoil
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Should have medium reload time.
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Extended mag converted to drum mag, mag size increased to 75
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GOSL-R
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Should have high damage, and lowest fire rate
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Should have Highest range
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Should have low recoil (medium-high per shot, but because of slower fire rate, not highest overall.)
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Should have long reload time.
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Mag Size Reduced to 20 from 30, Extended to 40 from 60
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Sniper Rifles
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ABR-Z
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Should be moved to Assault rifle Category
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Should have the highest damage of all assault rifles, and maintain access to sniper scopes.
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7EN
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Should not have access to Iron sights, red dot sights, and holographic sights
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Should be very audible even with suppressors
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SAWZ-50
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Should not have access to Iron sights, red dot sights, and holographic sights
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Should swap places in level acquirement with the 7EN
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Should be very audible even with suppressors
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Special (Both primary and secondary)
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S-R3D (Minigun)
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Should have hip fire spread significantly tightened
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Should Be moved to primary Special
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Should Be faster to pull out, but slower to reload.
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Should have medium range.
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RP-103 (LMG)
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Should have less damage per shot than all assault rifles, but the most damage per mag (obviously)
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Should have longest reload time of all assault rifles
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Should have medium recoil.
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D34-D (GL)
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Should be moved to secondary slot
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Should have impact grenades returned
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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.
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Pistols
Pistols will be the only secondaries useable when downed
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Grimtech19
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Should have high fire rate, low damage
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Should have medium range
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Should have Fast reload speed
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Should have low recoil.
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1011-12
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Should have medium fire rate, high damage
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Should have low range
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Should have fast reload speed
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Should have medium recoil
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2XL
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Should have low fire rate, high damage
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Should have High range
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Should have slow reload speed
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Should have high recoil.
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Shotguns (still needs testing)
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DJL-33
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Should have lowest fire rate, high damage
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Should have high range
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Should have low reload speed.
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Should have low Recoil.
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XDB-12
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Should have medium fire rate, high damage
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Should have low range
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Should have medium reload speed.
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Should have medium recoil
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CS-12
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Should have highest fire rate, medium damage
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Should have lowest range.
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Should have high recoil
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Should have fast reload speed.
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SMGs
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Remove access to extended mags, as well as 4x sight
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PDW-Z
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Should have High fire rate, medium damage
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Should have medium range
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Should have medium recoil
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Should have fast reload speed.
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ZR-55
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Should have high fire rate, low damage
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Should have medium range
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Should have low recoil.
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Should have slow reload speed.
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Z-06
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Should have Low Fire rate, High damage
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Should have high range
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Should have low recoil
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Should have medium reload.
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Gear
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Frag Grenade
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Increase uses to 4
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Add Ability To Cook Grenades.
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Field Syrette
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Increase uses to 3.
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Should be able to both heal FT as it does now, or be used to self revive (only 20% health on self revive.
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Flashbang
- Increase uses to 6.
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Ammo Bag
- Increase uses to 3
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Medical Kit
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Decrease uses to 1.
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One medkit should heal 4 times (one for each FT member.)
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Smoke Grenade
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Fix smoke not appearing when effects set to low.
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AI should be dettered by smoke more.
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Increase Uses to 6
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Noise Maker
- Should Bounce around to simulate movement.
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Thermal Decoy
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Increase uses to 4
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Significantly Decrease or remove the orange filter this causes for the FT.
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New Gear
- Add Claymores
Other (WIP)
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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.)
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Fireteam revive speed should be faster.
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Fireteam should be able to be downed 10 times before they will die on being downed.