Suggestion: Weapon Balancing

Pred weapons first. As it stands, predator weapons need to all fill a roll.

-Shoulder Cannon, Increase damage of non charged shots slightly, otherwise, solid.

-Wrist blades, Faster swings. Otherwise They are perfect

-Elder sword/netgun are solid.

-Handheld Plasma caster. Where do we begin. Damage buff, but severe drop off. It should hit like a truck when used point blank, but at any range it should drop off significantly, this would make it a good counter to the knife parry/spam, while not making the bow/shoulder cannon useless.

-Smart disc, Remove the ability to even control it. Its not fun and more often than not its frustrating with the ping issues. Instead create a lock on feature, throw it, and it hits a target then tries its best to come back. Otherwise, if you want to keep it as is, significantly increase the range, and turn rate.

-War club, make it break through parries, keep everything else the same.

-Bow, Allow us to hold it fully charged indefinitely. Otherwise its solid.

-Combistick, Once everything else is buffed, I suggest nerfing its damage slightly. As it stands right now its the best of every world, and should be a jack of all trades, rather than a master of all trades.

Fireteam, First off, friendly fire, nuff said. Not gonna cover most weapons as they are all solid, except a few outliers. I think some of the assault rifles/smgs need a damage buff but thats not too important right now.

-Sniper rifles, specifically Sawz-50 and 7EN. Remove iron sights/red dot/holo sights. They should be as powerful as they are right now, but make it very difficult to use them at anything BUT range.

-Grenade launcher, Friendly fire. it needs it to prevent spam. If no friendly fire change, then tone down the screen shake from explosions significantly. Either this or friendly fire, or even both, would make it much more utility based.

-minigun, move to primary slot, otherwise its fine.

EDIT: Forgot to mention knife/suppresors

-Fireteam knife should consume stamina for each parry, that way they cannot indefinitely parry, but only prolong their lives enough for their teamates to save them. Knife damage should be reduced against predator as well as AI significantly. its far too reliable.

-Supressors for fireteam weapons should reduce said weapons damage output. This is to balance with the reduced noise for predator to track.

5 Likes

Really like the idea for snipers and feel dumb for not thinking of this sooner. It would actually make the weapon do what it’s supposed to do and not become an absolute monster for CQC

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Yeah, its quite a simple solution. The pay off however is that if the damage remains the same, it will make it especially easy to use sniper rifles to punish the predator for taking someones skull and getting locked in the animation.

That’s true but I like that. A predator should get punished for trying to claim trophies in front of a whole squad.

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They should, but if you read my predator suggestion post, I suggested predator being able to drag them away like he does in the first predator movie, And if you read my post on fireteam hud, getting rid of the highlight for downed team members would allow predator to either trap fireteam members, or use the mimic system to bait them out. Adding more variety to how predator goes about collecting said trophies

3 Likes

That’s bad ass that would be dope. Or you could skin them and hang them up👀

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That would be awesome too. Should be worth some bonus xp

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I love these ideas very well thought out and constructive!

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Exactly what I was thinking! Hit the nail on the head. I also want to see a gap closer of sorts. It seems the Pred does lunge slightly with claws and other items. But sometimes players can back pedal while pred is in combo and slicing air. Maybe hold attack to do a lunge or power attack. Consumes stamina as well like parry. Maybe even have the power attacks avoid parry?

Power attacks (hold melee):

Claws: Lunges at enemy and slashes upward

Elder Sword: Lunges at enemy and slashes through them (puts preds behind the person)

The club: could knock players back (or up) and/or counter parry stunning player instead.

The combi: could do a crazy AOE attack or impale them to floors / walls if thrown power attack.

The Smart disc: (melee) could have a quick throw lock-on where pred throws the disc through the person, it circles back above them, and he catches it. (sort of a ranged attack)