This how traps supposed to work now?

Yes, but in game you have normal vision and you can see the FT as good as anybody else. Mud provides nothing like this aside for a game mechanic to dodge the thermal vision.

No idea what sniper they used in that example but I really don’t think its a 50 cal. Then again I am not expert, just what I’ve read around the internet.

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this

Ahh yeah… Even in the AVP games the pred could use “normal” vision. But even so, a mudded up FT can hide pretty good in the foliage, especially when sitting still. The only way I was able to find a few who were trying to hide was when I heard re-mudding. If I wasn’t close enough they’d still be out there… Hiding…

“MUDDING UP!”

Actually you can’t. The damn AI give you away and the damn mark above your head does not go away (the one you set up with thermal vision). Then we can look at the perk that gives away your steps :)

Hiding is a last ditched effort and usually it fails hard (against competent predators).

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By movie yeah the mud is effective but I’ve seen experiments (on Mythbusters so grain of salt) that showed that in reality mud does not significantly effect body temp because you will heat the mud up just with body heat and physical exertion. Nevermind that you are in a 90+ degree jungle, lol. Sometimes “Rule of Cool” is necessary for fun because well reality and actual physics suck and are buzzkills.

No. There’s a reason I rarely used them before. I felt too cheesy. They are better used in jungle brush to catch aggressive fireteams. Making them indestructible also gets the herp-derp of trap spam outside doorframes, radios, objectives.

The change is good. The change is fine. Remember: A trap with ‘trapper’ perk is effectively a guaranteed down or a kill. You only have to land one to really fuck up a fireteam.

[Edit. Another great place for traps is at locations that FT like to ‘jump’ on roofs. Especially if you land the trap just outside their firing line so it only goes off once they’re on the roof. Ex: Railyard west warehouse. Drop the trap behind the piping. They’ll waste a lot of time trying to ‘disarm’ it.]

You missed all the rest. They always should’ve been destructible because of the ridiculous range they have. If they reduce the radius, I’m okay with them being indestructible. The main problem with traps is not whether they are destructible or not, is the stupid range and instant activation that a lot of main preds exploit and use as a melee weapon instead of their intended use.

Imagine if FT had land mines with a ridiculous range and we could just drop them right in front of you when you engage in melee. Unfair, right?

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This does nothing to solve the problem of 5 being put on a door frame or flooding the radio. Indestructible remains absurd.

agree, but if you add an interaction animation to it, while still wont prevent them from doing it, it will consume several seconds, which on this fast paced game are crucial. There has to be some sort of penalty. The whole drop and go mechanic is beyond broken.

Then it will -only- be used at door frames and the weapon system becomes quite useless outside of niche cases. If anything, this only encourages hyper-stacking as the reduced radius near radios limits accidental AI triggering.

Consider Overgrowth. Many, if not most, radio spawns are in remote locations that do not favor the AI pathing through. They also have very limited pedestrian access for the FT.

https://forum.predator.illfonic.com/uploads/default/original/2X/e/ef2ab9a8537c2ee5713dad9e69a25e0c2d7d7313.png

3 of 7 have even a remote chance of an accidental AI trigger.

5 of 7 involve a narrow choke, doorway, or staircase!

I played beta with the old grenade launcher. I’m aware. But that had counterplay of face-tanking close enough the grenades kill the user. The bear traps pose no risk to the predator.

A trap that cannot be disarmed or destroyed is bad design. It encourages spam and doesn’t promote caution at all. The counterplay turns into ‘Go around’ or ‘Guess I’ll die.’

In fact most arguments you’re making are in favor of increasing the arming time to prevent mid-melee drops. I agree this is cheesy in a big way. But I will never argue in favor of traps that cannot be disarmed and/or destroyed. I will, by the same measure, not argue in favor of trap design that encourages hard spam at chokes.

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I mean, for the most part I’m not down to make them undestroyable again, I just say I don’t mind if they prevent other exploit usage from them. Mostly to avoid the crybabies going “awww they nerfed the pred again” which is becoming an annoying and sad occurrence around here.

People normalized exploiting with spam stacking. They grew comfortable tossing melee traps. They’ll adapt when they get tired of bad cheese giving them a hard time.

The answer we can both favor here is: Add animations to arm/cloak the trap prior to the throw. Should pred be immobilized during this animation? That’s what I’m less certain of. I would imagine reducing pred speed to ADS speeds would be more ideal during this process.

This allows preds being pursued chances to set up traps in the jungle brush, drop them from trees on (frankly dumb) Fireteam, or prep key locations near radios without changing the current design of destructibility much at all.

The Predator has armor made out of rare metals that are very strong

It should be highly resistant to bullets

In the game Predators armor is purely cosmetic

It needs to provide actual protection if he’s hit where he has armor until it’s worn out