Thought Experiment: Patch Notes 2.39 Remaster

Sup yall, how ya’ll doing today, besides the collective frustration that we all share today? So I got me a thought experiment going on here see, I wanted to think of what the patch could have been that would be at minimum, satisfactory for the community, but of course within realistic terms in what can be accomplished as in no way I can see three maps, all bug fixes addressed, or some new mode be dropped within a two month timeframe. I’m just going with the best I can. Basically a “What If” situation, where this had dropped instead. Tell me you’re thoughts down below and tell me if these changes is decent for a first right step in balancing and content. Oh and remember, please be respectful to the devs and one another please, I’m frustrated as well but lets also keep it cool as civil human beings, alright?


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This Yautja chose to remain hidden and watch the modern human warriors, studying their tech and practices over the years. Gradually, this Predator stole and constructed armor and gear similar to that of a modern military combatant. With a slight resemblance, this Predator found he was able to elicit additional confusion and fear from human warriors perplexed with his unique but familiar armor.

This DLC pack includes the Emissary Predator premium class.

Paid DLC

New Playable Predator - Emissary

Free Content

  • New unlockable Predlocks - Tank (Level 500, however it is unlocked for those who had purchased the Exiled Predator DLC)
  • New unlockable Predator Skin patterns - Aurora (Level 500)
  • New unlockable ‘Dutch’s Knife’ shaders
    • Green Viper (Level 155)
    • Damascus Steel (Level 160)
    • Shard (Level 165)
    • Sunburst (Level 170)
    • Violet (Level 175)
  • New ‘Exiled Predator’ Predlocks Tint

General

  • Backwater (Day Variant) has been reenabled and will once again show up in the map rotation
  • Fixed an issue where certain cinematics were too dark in several maps
  • Fixed an issue on Headquarters where a certain ammo crate could not be interactable

Fireteam

  • General
    • Increased stamina cost to parry
    • Smoother control of weapon fire when ADS and hip-fire
    • Fireteam can now lie in a prone position and vault over objects of hip height
    • Fireteam can now have access to a zoom in/out feature when using the NRE-V Scope
    • Fixed issues with aim-assist not working properly
    • Fixed exploit of hiding under village buildings in Backwater
  • Classes
    • Dutch 2025
      • New passive is now increased mud duration and decreased damage taken while mudded
      • Increased melee knife damage
      • Increased health to an additional 15 HP
    • Dutch '87
      • New passive is now increase hip fire accuracy and increased hip fire damage
    • Support
      • Fixed issue when damage reduction radius passive is active even after death
    • Isabelle
      • Increase gear points to 2 more
      • Increased ranged increased damage passive of 50m to 25m
    • Recon
      • Decreased spotting durations of all spotting techniques of 50% to 40%
      • Increased mud up speed from 25% to 30%

Weapons

  • General

    • Significantly increased damage of all shotguns
  • SAWZ-50

    • Decreased damage output
  • 1011-12

    • Decreased damage output
  • S-R3D

    • Increased damage output
  • B34S-T

    • Increased damage output and splash damage by 4%
    • Ammo increase from 4 to 6 rockets
  • Plasma Rifle Prototype

    • Increased ammo from 25 to 30
    • Now works in conjunction with Unleashed specialization
  • Gear

    • (NEW) Proximity Mines
      • Explosive device that can be planted on surfaces for ambushes, start limit to 2 and not able to replenish from ammo crates or bags
    • EMP Mine
      • Increased sensor radius of EMP Mine

Specializations

  • Field Medic
    • Increased time to revive players from 1 second to 4 seconds
  • Fanatic
    • Fixed issue where Fanatic remains active after full health
  • Leader
    • Fixed issue when the Fireteam with Leader specialization also makes use of increased damage
  • Dualist
    • Specialization now locks down to only pistol use when using this specialization

Predator

  • General
    • Fixed an issue with the Wolf Predator mask appearing too dark in certain locations
    • Fixed issue with Wolf’s mask model
    • Improvements on Wolf, Mr.Black, and Falconer face model
    • Fixed an issue where the Wolf Predator’s skin pattern shaders would display incorrectly when previewing in the customization menu
    • Fixed an issue where the Falconer Predator’s face was not displaying the intended pattern
    • Fixed an issue where the Exiled Predator’s Platinum and Steam exclusive armor had the same swatch in the customization menu
    • Fireteam cannot spot Predator when caught in the blinding flash of Second Wind
    • The Predator is now able to switch weapons during mid-leap
    • The Predator can now have access to a zoom in/out feature when mask is on
    • Red Thermal Vision is now available to all Predator classes, allows limited range of red thermal vision once mask is removed however the Predator is still barred access to Sound Isolation and Plasmacaster.
    • Slight decrease visibility of Predator cloaking when walking and significantly when crouch walking
    • Increased all Predator classes health up by 300HP more, except for Mr. Black
    • Switching shoulder camera from either left or right is now available

Weapons

  • Battle Axe
    • Slight decrease in secondary damage
    • Improved tracking and movement
    • Secondary attack cannot be parried
  • Katana
    • Slight damage increase to both primary and secondary
  • Yautja Bow
    • Decreased rate of fire
    • Slight decrease of red streak arrow visibility
  • Warhammer
    • Secondary attack now has electrical damage effect radius
    • Secondary attack cannot be parried

Gear

  • (NEW) Laser Trip Mines

    • Laser mines that casts a laser grid meant to block access points, causes damage when walk into but the mines can be destroyed.
  • (NEW) Plasma Mines

    • Plasma explosives that can be planted on any surface, can be thrown or planted, only carry 2, destructible
  • (NEW) Sonic Trap

    • Meant to disorient and confuse prey visually and audibly, can be thrown or planted, only carry 2, destructible
  • Wrist Launcher

    • Lowered gear cost from 2 to 1
    • Increased burn damage

Classes

  • Hunter/Jungle Hunter ‘87

    • New Passive includes reduced energy consumption to Thermal Vision and Cloaking
    • Takes longer to decloak while in water
  • Scout

    • New Passive includes reduced damage during sprinting by 12% and long range damage by 5%
  • Berserker

    • New Passive includes increased damage to slam, increased energy recovery after slam, and 40% damage reduction from bullet based weapons during slam
    • Increased bullet and knife damage resistance by 15% and 10% respectively
    • Increased Stamina recovery
    • Increase perk points from 6 to 10
  • Exiled

    • New passive is faster predkour movement, faster health recovery and eating animation when eating pigs, and increased damage resistance by 5% when on trees
    • Increased melee resistance by 20%
  • Elder

    • New Passive allows Plasmacaster use properly when mask is removed, laser targeting now emitted from Plasmacaster itself
    • Disciplined now replaces Focused
  • City Hunter

    • New passive is increased melee damage of 10% and stamina recovery of 10% when engaged in melee combat
  • Mr. Black

    • New Passive is decreased stamina consumption of any action and increased long jump distance (Does not stack with Long Jump perk)
    • Explosive damage resistance of 20%
    • Multi-Shot Plasmacaster disables charged plasma bolts, however it increases rate of fire
  • Falconer

    • New Passive is use of Predator Falcon Drone allows to peer into Fireteam’s next objective
    • Multi-Shot Plasmacaster disables charged plasma bolts, however it increases rate of fire
    • Explosive damage resistance of 15%
  • Wolf

    • New Passive is 5% long range damage, 7% less energy consumption when cloaked, and 5% bonus damage when using traps
  • Alpha

    • Sustained gunfire from Fireteam increases damage of long range to 10% in 3 seconds, however it dissipates in 3 seconds when out of combat and decreases stamina recovery by 10% during combat.
  • Viking

    • New passive is increased melee damage by 10% when at low health of 25% or less
    • Increased knife melee damage resistance to 15%
    • Increased stamina recovery and capacity by 10%
  • Valkyrie

    • New passive is bullet resistance increased to 12% when cloaked
    • Increased knife melee damage resistance to 15%
  • Samurai

    • New passive is 20% chance of canceling Fireteam parry and 5% reduced melee and bullet damage when sprinting
    • Stamina recovery and capacity increased by 12%
  • Cleopatra

    • New passive is increased effect of bear traps use by 2 more seconds and 5% increase of visual/audio concealment of mines/traps
  • Emissary

    • New passive enables Emissary to use weapon crate, however it cannot recover more ammo from ammo crates, bags, or from fallen Stargazer units
    • Increased bullet resistance to 20%
    • Increased stamina regeneration
    • Increased perk points from 6 to 10

Specializations

  • Fervent
    • Fixed issue when the damage bonus effect still takes place even after death of a Fireteam
  • Enraged
    • Fixed issue when speed and stamina bonus effect still takes place even after full healing
  • Disciplined
    • Predator does not roar when healing
  • Savage
    • Quick claim heals now 25% more health instead of 20%
    • Health recovery now takes 3 seconds instead of 5, regardless of claim
  • Analytic
    • Fixes the issue in which the effect is active even after Fireteam muds up

Perks

  • [NEW] Thick Hide (Level 90)
    • Increases Predator health by 120 health points more
  • [NEW] Fast Flight (Level 85)
    • Increases the sprinting speed of the Predator

Sound and VOIP:

  • Updated Predator walking/running footstep sound attenuation to make the Predator stealthier.
  • Reduced sound of Predator while crouch walking
  • Slightly reduces Predator clicking audio
  • Slightly reduces Fireteam call outs when mudding up and interacting with mission objectives

Again, gotta remind people that this is a thought experiment, not the real deal, cuz I don’t wanna accidently hype anyone up.

12 Likes

So nerf Fireteam, buff Pred and don’t fix the Axe bug or Analytic broken spec.
Gotcha.

This list to me is a mixed bag but overall more of what I’d be looking for in an update, especially an anniversary update. Balance changes, and bug fixes being the most prominent, followed by new weapons, maps, modes.

In your list though some of the changes seem odd like FM taking 5 seconds to revive, isn’t that already the standard pick up time? Personally I would increase pick up time to be the standard however when revived you get full health back.

2 Likes

I wouldn’t change anything about the bow except fix the crosshair.

5 Likes

increase damage of the rocket launcher? are you insane?
its damage is ridiculously high with a dante-bane-unleashed loadout

Unleashed is 33% buff, btw, with bane it would be close to 47%, and there is no perk for pred (or passive) to reduce explosive damage

2 Likes

I agree with like everything on the list. Man would this be a dream patch

1 Like

Now that’s an update. But now I’m sad because it’s not real.

7 Likes

See this kind of thing would require the Devs to be good at their job & give a shit.

4 Likes

I think the main issue honestly is the OG team is gone and there’s a lack of man power. Look at the evolution of patches and steady decline in quality. That’s gotta be it

3 Likes

The original team wasn’t outstanding either but we at least got some of the shit we asked for and they did their fucking job and fixed shit here & there. Year 1 was actively better. The moment we got to Specializations being introduced into the game is when everything started going downhill.

Whatever skeleton crew we got here whilst they go off to scam Ghostbusters fans is one of the most IGNORANT & incompetent dev teams I’ve seen in recent years.

2 Likes

What was the axe bug again? There is so much going on in this game that needs addressing even I can’t keep track of them all lol, but thanks for letting me know!

Since it heals a good chunk of health already, I figured that it makes things a bit more fair to just keep it on the regular but I guess turning it into 4 seconds wouldn’t be that bad wouldn’t it?

What keeps it balanced is the projectile mechanic it has, so its easy to dodge a missile then all the weapons Fireteam has in the game, which is hit-scan. Not to mention that if you need to make the build specifically designed to make it work, then you know the weapon is in a weak state.

Not to mention since this is a thought experiment, a future explosive passive or perk can always be implemented in future patches.

Crosshair is actually a good point, as its hard to see where I’m aiming with it sometimes. I do stick a bit with the rapid fire part as it can be oppressive as hell for regular players so a slight decrease of speed of maybe like 5% can be beneficial in not making things that frustrating for them.

I’m literally getting sadder and sadder seeing what could have been

1 Like

Every update has just been a worse kick in the nuts each time.

They don’t listen. They don’t incorporate feedback. They don’t fix the bugs we tell them about. They can’t balance the fucking game for shit. They sit around and hire freelancers to make a rushed Wolf model because they can’t even be arsed to do it themselves. They haven’t even included a fucking weapon with the last two DLCs.

They actively get worse and it makes the game fucking worse. Its the most aggravating shit. Just fucking stop and listen, we are practically on our hands & knees telling them for a YEAR now “This is exactly what is wrong with the game, here’s how you can start improving” and they do fuck all.

When it comes to oppressing players that get knocked down, plasma Pistol is basically in the same boat now, unfortunately.
Here’s how I would fix that issue while maintaining the strength of the Bow.

Plasma Pistol

  • 8 to 6 round magazine
  • 1 pellet per shot
  • 300% increased firerate
  • greatly increased accuracy

Bow

  • 25% reduced firerate
  • fully charged shots have no smoke trail
  • holding fully charged shot consumes 55 stamina/sec

Theory:
Plasma Pistol will be more of a traditional DPS military weapon, but the limited magazine and reload time will prevent oppression against downed players

Yautja Bow would continue to be a hit and run weapon with added the option to employ stealthly, fully charged shots at the cost of stamina. The reduced quick shot firerate will prevent oppression against downed players.

1 Like

I would say, overall, good ideas here, even if I would not agree with every change listed.

1 Like

I like it, but why would the charged shot decrease stamina?

You ever used a bow & arrow? That shit requires some muscle.

2 Likes

Logical perspective

  • because the predator is exerting force to hold the bow tight.

Balance perspective

  • to prevent abuse of infinite cloak, invisible projectiles, and leap spam

Seeing how both weapons are some of the few effective weapons Pred has, I cannot vouch for a nerf to any of them

If the complain is killing FT’s while downed, then extend the bleeding out time so it takes more shots and force the pred to do a claim

To balance it out, because when you claim in front of other FT’s you are basically gonna go 2nd wind in a second, then increase pred damage resistance (from any weapon) while claiming, or make the quick claim animation faster

2 Likes

No FT weapon is in a weak state. The rocket launcher by itself is super strong, and if you aim carefully when pred leaps, you will do splash damage 9 times out of 10. The damage buff perks/specializations just flat out make it ridiculously strong.

TL;DR, the rocket launcher is good as it is. It needs no buff whatsoever. No FT weapon needs a buff, Not even the shotguns

1 Like