Rework Chapter 4: Fireteam (PLACEHOLDER WIP)

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.

1 Like

You’re in the jungle, mud is everywhere.

How does it counter constantly mudding up?

Mudding should not be fast, it should be a risk.

Fine?

Fine?

I disagree. If I know where the pred is, I should be able to spot him.

And the other players won’t know its the pred, making the spot useless.

Maybe. But that does mean a predkour around a tree breaks a spot even though its obvious.

Unless the pred is punished for attacking me while downed, I should be able to call out his position so my team knows what’s going on.

I agree, no FT should be faster than any Pred.

I disagree with everything else here. You could disable sprinting through the foliage, making quick map traversal only on narrow lines or making a big scene.

The team should not move at the same speed. The slower classes are slow because they have all the armour and gear, and have the least stamina because they are weighed down. Its the price you pay for tanking.

The faster classes with less health should be able to reposition quickly. its their advantage.

No, the base speed should be different. Each teammate should be conscious of where the other teammates are, instead of game mandated same speed so there is no thought to it.

Not going to go through all the weapons. Looks fine.

Don’t know why you want to move the ABR to assault rifle but still leave it a sniper. Just because it has less damage doesn’t make it a full auto close range weapon. And the snipers should have access to the lower powered scopes.

Minigun is secondary because its a closer range weapon. The grenade launcher is a primary because it is a longer ranged weapon.

Pistols should not be used while downed. The Pred’s don’t need an excuse, and the pistols have their niche of highest range and accuracy of the secondaries. Not to the extent of primaries, but a good back up.

Not sure about the gear increase. This was made before the self revive, but this is a bad idea, seeing as you have three here.

Keep the thermal orange because it provides a drawback to use.

NO Claymores or any traps or mines. Prevent the FT from camping, not encourage it.

Already spoke about the pistols.

Revive is slow because it should be a moment of weakness.

And ten seems far too much. But this was thinking about your endless matches, which still makes it a stupid idea, but it makes sense why you thought of it.

Also another 99% accurate rework feedback that dev’s should rework their game from.

I agree with everything else except i was hoping you would talk a bit more about Stamina in this case.

Stamina is a key to victory if you ask me as a fireteam player and both a predator player… unless ur running these op perks then its not but… lets take in consideration they rework the game from these suggested REWORKS.

  • Parrying should give fireteam a chance to parry once or twice incase one poor soul is last and predator decides to leap and strike him while other teammates are upfront.

  • Parrying after first time should deplete entire stamina until half if done once, and if done twice the stamina bar turns red cause of exhaustion from parrying.

  • Hold breathe function should be added unless i missed it somewhere, but anyways… this function should waste the stamina slowly but should cancel out most sounds you hear by 80% due to the focus etc… It should also slow down the person by a lot when holding breathe BUT GIVE 95-98% ACCURACY & CONTROL