Infrared Addition:
When the predator scans the fireteam, it will be able to see the equipment and weapons the fireteam has equipped. Basically the same rectangle of info (except perks) seen in the pre-game lobby before the match will show above the respective fireteam for the predator. The predator should have the ability to toggle the info on and off. That way It’s not in his way every time he goes infrared. This ability could be added to all predators, be class specific, mask specific, specialization, recon drones or a new perk.
Increase the amount of weapons Predator can hold @JelouGaming and/or increase amount of gear Predator can hold to 4 or 5
In that case, gear points for Predators would have to be adjusted to accommodate for that.
Predator Equipment:
Recon Drones:
capacity: 2-3
Drones are able to locate and mark targets as well as possibly mission locations or actual objectives
Gas Grenades: capacity: 4 Concentrated AOE so high damage instead of large radius DOT: 25 dmg over 5 secs, longer you stay in the gas the more damage stacks on. Cloud lasts for 10 secs. So possible max damage would be 50
Laser Mines: capacity: 3
(Proximity Activation)-1 target Does damage to fireteam member and halves their stamina for 15-30 secs (mimics losing a limb)
Shurikens: capacity: 10-15
(Possible slash DOT)
Tracking Syringe: capacity: 2
tracks the target for 15-30 secs
Blue Liquid: capacity: 1
Automatically kills the downed fireteam it is poured on. (Quicker than quick claim) Should not be increased by large pouch
Fireteam Additions for Balance:
Field Syrettes now cure status effects
A class should have reduced damage from status effect
Owlf Operative takes reduced damage from gas attacks because of permanent gas mask
EMP: Takes out electrical pred equipment. Electrical Pred gear already out becomes fully useless. Pred cloak and infrared is disengaged for 10 secs if in the proximity. The EMP has a gear capacity of 1. Is not affect by gearhead and cannot be stacked with others running as well. Meaning only 1 EMP per match. If multiple people run it in squad, when it gets used by one it counts for all.
Predator Weapons:
Predator Whip- (As seen in AVP used by Wolf) slash damage effect. Has two alt attaks. Heavy wraps around the fireteam and rips backs and light is quick whips. Can wrap around downed fireteam(hold L2) and drag them away to be claimed
Predator Maul Weapon- (As seen in Concrete Jungle) Operates just like a tonfa
Double Blade Ceremony Spear- A spear with higher damage than combi or a combi stick skin
Reverse Pred Blade Spear- Spear with sleaker design than combi and ceremony spear allowing faster movement but less damage with alt attacks. Heavy being a thrust and light being combo efficient slashs.
Handheld plasma caster wolf design skin- to appease the wolf lovers out there
Double Wrist Gauntlets- either be a cosmetic thing and have different swinging animations or the double wrist gauntlets together equal the damage of 1 current wrist gauntlet and have fast attacks.
Predator Khopesh: slash or poison effect
Pred Hounds:
This is a mixed bag but this could be good if the implementation is correct. This should be either class specific and/or limited to gauntlet. If it is in hunt it should replace all of the predators other gear. This would include medkits unless you guys believe otherwise. But the predator would have access to 5 hounds as seen in predators. He would maintain his caster and weapons he would normally have. The hounds themselves would have 200-250 hp. (25-75 more than a support with thick skin) The hounds would be able to track the fireteam throughout the map although if mudded it will be less effective. The predator can only call out 2 at time. Attacks from the hounds would be biting and slashing and damage would be significantly less than if you were to be fighting PMC. They are meant to track, toy, and test out the prey not be the main source of damage.
Perks:
Skinned Perk- This allows predator the ability to to take dead fireteam members, skin them and hang them up in cmap which will be AOE beacons that do the fear mechanic lazycollinator suggested. The bodies can be shot down which gets rid of the effect as a countermeasure for the fireteam. Bodies that are already hung up in the map do the same as well.
Trophies Perk- Allows you to take downed fireteam members up in the tress with you to eventually claim them at the cost of reduced movement speed. (This could also be just a general mechanic in the game for the predator or a specialization)
*If you have any more perk Ideas list them below
Predator Classes
Unknown:
Tiki Predator (Leaked), Cleo (Leaked), Valkyrie (Leaked)
Skins or Just different stats:
Scar, Wolf, Eqyptian Predator(If it’s not Cleo)
Super Predators:
Mr. Black, Falconer, HoundMaster
Its Own Class:
Bad Bloods, Infected Predator
Predator Specialization:
I don’t really think that predators need specialization if we are given the stuff aforementioned but considering how far fetched that would be here are some I came up with: And don’t judge me by the names lol
New Blood- Being new to the hunt predator has Increased attack speed being filled with enthusiasm and hunger to claim his first trophies
Skeletor- Reduced time it takes to long claim and quick claim PMC and Fireteam
Silencer- Predator is able to stealth kill the entire team if they all have been downed once and reinforcements has been called
Collector- The more claims a predator has the more damage he does. Only goes up by a very small amount. PMC included and the damage resets if the pred goes into second wind.
Death- Predator has access to 2 second winds before it starts to cooldown or the more kills a predator gets the more the second wind bar fills. (AI only add small amounts)
*If you have any more specialization Ideas list them below
Additional Fireteam Stuff to be added along with this stuff
Claymores: capacity 3
Can be rigged next to trees doorways or generally areas
Anytime perk: increased speed to reviving teammates
Idk what else right now, ft really dont need anything else rn except made some new classes or characters later on
Secondary Weapon: OWLF Shield- Blocks Plasma shots but the heavy shield slows your movement. Also after so many shots the shield gets a knock back leaving you open for a while before being able to equip it again 15-20 seconds
- Bear traps. Requires a second player to disarm, or requires a second player to disarm (disarming yourself takes a significant amount of time). Either way last man standing can disarm himself quickly.
- Fear mechanic. The longer within a fight, or within proximity to predator, the less accurate you are. Encourages running, allows preds to play up close and force engagements more, can break up groups.
Balance @Lazycollinator
The stuff I have suggested for predators can be easily avoided or counter measured by fireteam with equipment they already possess and if not I have suggested things that would in here.
Content:
Maps-
Airstrip(Leaked)
Headquarters(Leaked)
Etc. We will need more
Game Mode:
Gauntlet: max 15 players
The previous elements need to go along with these in order to last and vice versa.
The information that I just laid out should be composed of DLC, free DLC, and apart of the leveling system that increases to 250.