Some more Adjustments

New Post for some more Adjustments from my POV. Gladly appreciate any of your POV’s to be added.
@OldKingHamlet @Courier

  • Weapon Damage: The damage of some weapons is just insane and would need to be adjusted to a little lower base. Some of the fast-firing weapons are a bit too strong in my opinion.

  • Motion Detector Gun: I don’t know why but I don’t like it. I don’t like it and would avoid it like the plaque from ever using it on one of my classes. This being said maybe the number of motion detectors could be lowered. As Pred you only get 4 (6 with large Pouch) maybe give the gun 10 max motion detectors.

  • Fervant, Savage & Ghost: Overall good Specializations I believe, but they need some reworking.
    Fervant: Increased damage while all are alive and standing < Would it not make more sense if your damage output depletes the more Fireteam members a dead?
    Savage: Restores health while claiming < good base but not made in the correct way. While claiming the health restores to slow and only after you claimed the Fireteam. It would already need to restore health at the beginning of the claim. Because often the Fireteam will shoot at you while you claim and then the health is as quickly gone as you would have gotten it. And maybe it would need an increase in restoration for the quick claim. It’s a little too low for what it should maybe do.
    Ghost: From it’s name I expected a different way of how this Specialization would be used. If I would have just read the word Ghost I would have thought about somewhat of equality to the sniper spec of Fireteam. Meaning that it would increase the damage while cloaked and using range weapons.

  • Knife: Someone maybe already mentioned it but the knives need different damage depending on their sizes as well as a limit to use them. Depending on the knife you use you can block maybe 3 - 5 times before the knife would break and you need to get it back with one of the ammunition boxes.

  • Valkyrie Bullet-Resistance: I’m actually wondering why Valkyrie is one of the few Yautja’s without natural bullet resistance? Was there a specific reason for this or just an oopsie on the devs part? I’m hoping that she will get it eventually added.

  • Increase Bullet- and Plasma-Resistance: As we are already talking about the Yautja’s natural resistance. In my opinion, they should be increased for both bullet-based and plasma-based weapons.

  • Field Medic: I’m guessing many of you can relate to me when you see a field medic in the Fireteam “He’s the one who gotta go first”. Even more is it a paint when two are in the room. Let alone I’m often like “hell no” with three or four (which I luckily haven’t encountered so far) and nope right out of the lobby. Well, maybe if the field medics would stag up with each other we would feel such a love-hate-relationship to this class. Or maybe let them have a higher health recovery but the same reviving speed as any of the other classes have.
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I only make a note of the damage of weapons and the knives.

I think the damage really needs to be more balanced.
We have Weapons that definitely do not do the Damage that they should do !.

For example, the Standard Grenade Launcher and Dante’s Missile Launcher.

A Missile Launcher should at the very least make the Predator Fall from a Tree, or have it be hurled away by the explosion.

Now, with regard to knives, I fully agree that they need to have different damages.

For each is different from the other.

But the Knives must wear out and break, so I already think it’s an exaggeration.

Think, Knives are your last resort if your ammo ends.

If You are the Last Soldier to Accomplish the Mission, and You Are Without an Ammo Kit, and away from an Ammo Box, what will you Counter Attack the NPC Soldiers and the Predator with?
With Punches ?.

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I think the knife should not break, but the stamina will be fully exhausted to the point where it does not stun it… it more so like should block max 1 parry or if i guess people find that way too nerfing… 2 is fine…

Thought that was a thing already lol…

Guess not…

Im here by stating all preds should have reduced damage from any earth like enviorement and even their own tech.

Uh sure i guess i wouldnt mind that being a thing cause like… if they remove those spot mines and emp grenades… rather i think they should exchange it to be emp mines that activates when predator enters the field…

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I think knife was full on miss… If i was like a leading dev in the team i would propose a system that is…

If the entire team is fully alive… the knife should not do much damage against pred… at least not that amount that it does XD.

The knife should be used to perform stealth kills as fireteam… and fireteam lacks a stealth mechanic… which activates automatically when they enter the bush and they are mudded… they can then perform stealth kill on the AI who does not have them in plain sight…

So about the knife also…

The knife damage should kick in as it is for everyone as of right now… when there is ONE MAN STANDING ONLY… and the guy should get like current knife damage.

Parry should be reworked into an actual parry instead of a stun lock. Make it 80% damage reduction (with increased stam cost) and it moves the pred past you as you slide to a side and no stun.

80% is a bit too much… it would make sense if it just like reduces 50% of damage.

And then 80-90% of damage reduction on one man last standing

A parry is basically a redirection of momentum, if you’re just needing to slightly throw em off balance you wouldn’t even be hit.

wrong all around the board… with the motion detector gun… get rid of spotting period… this thing makes it not even worth playing.

I beleive if you want an honest game… the pred damage especially inmo melee needs increased dramatically. 2 only have 2 or 3 vaible melee options…

I cant think of many shitty FT weapons… but the pred has less weapons and most of them suck ass

These are pretty good. I definitely agree with the Knife suggestion.

Although the Savage specialization is nice and I’m grateful for it but it’s not exactly what I suggested to the devs.
Still hoping for a Predator healing syringe as a gear item because only the tanky classes get to use that awesome savage specialization, I do really love it (I’m actually going to test out a build, using the Savage specialization with no med kit in the gear slot).

I’m actually surprised no Predator got a specialization to counter explosives.

I still don’t feel threatened by any of the plasma weapons the fire team has so I don’t think the predator needs any damage resistance for plasma-based weapons.

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