Hey people, I ask you to be understanding, this is a great post in a language that I’m not native to, but I have something to say and I would like to chat about it.
The position of the predator.
To begin with, I want to talk about the predator as a combat unit, when it comes to the players on the console against the player on the console, everything looks quite balanced.
Problems begin when players on a PC meet players on a console and when a predator player on a PC meets FT on a PC.
The predator on the console against the PC of the players has no chance, I think absolutely everyone understands this, even in equal conditions the PC of the player is inexpressibly little chance of killing the coordinated PC team, they see you, hear you, smell your smell and as soon as you dry yourself in pants from fear you will be tracked by the prints of shit and shot.
For console teams against the predator’s PC, the situation is opposite, they need to work insanely coordinated to defeat the predator, for example, I had such a game today, the console squad wounded me and retreated, clicking on the tab I saw a pig on the map and when I approached for treatment, smeared mud 4 Dutch began to throw me grenades firing from all sides. It was cool, even though they died.
Now remember when was the last time FT on a PC did something like this with you? They just click in your head, they don’t need to think, you are the same AI idiot just with 1100 hp instead of 100-300.
I am against turning off crossplay among the players, I like playing with the guys on the console, they are always in a good mood and even knowing that I can cut them out at any time I try to give them experience worthy of films about a predator, sometimes I help someone who is behind from FT to shoot back from the swarm of AI, in every possible way I create the illusion of “Living jungle wokrg”, I consider this to be the experience that the player should receive.
But with PC players, more precisely with FT balance on PC, you need to do something, and I want to talk about this not in terms of numbers that will affect the console as well, but at the option level.
Essential Perks
This is a category of skills that a player can take to successfully counter PC players, and which will not particularly affect the gameplay against console players, and if they do, they will not really change anything.
The first such perk is reflection.
Reflection enhances the effectiveness of camouflage due to increased energy consumption, in short, it makes a field appear around the predator that prevents it from being detected by the eye at a certain distance, for example, I set it to 30 meters. If you keep a distance of 30 meters from the FT player, he will not see your model no matter how actively you run, jump, make sounds under your armpit and whatever.
This will increase the effectiveness of long-range predator attacks against the team’s PC, moreover, it will greatly increase the ability to stalk for classes with a large supply of energy, such as a hunter and an elder. In addition, like a cherry on a cake, this will increase the efficiency of perks in energy conservation. Of the minuses, you must spend a slot for perk, but it seems to me that this is a great price in terms of balance.
The second perk is an echo.
The predator always makes sounds, for console teams that have the main source of sound - the speakers of their TV this doesn’t really help, but the PC player can determine where you stand and what you are doing up to a couple of meters. Echo solves this problem, it makes the sound emitted by the predator is heard from several directions at once, as if you used the audio decoy but chose when exactly they will make sounds, in combination with this gadget this perk is able to create real hell for FT members . In combination with the previous perk, a planned attack on a detachment can lead to serious losses if 3/4 of the FT members do not guard the person who performs the task.
The third perk on our list is Quiet Step.
The name speaks for itself, but I’ll still explain, it doesn’t do anything when the predator runs, but if it moves with a normal run (without sprint) and lands after a long jump, it does it almost silently, which again increases the level of surprise of its attacks, and still does not require an increase in damage and health figures.
Results for perks.
We did NOT touch the numbers of health and damage.
We touched on those aspects that do not greatly harm the players on the console.
We made the predator on the PC at times deadly.
Next, we move on to the second stage. (By the way, there will be three of them, just the third is my personal wish for which I have been voting for the third month.)
Stage of preparation for a predator
I don’t know what the fuck I need to look at my equipment during the lobby. I know what I have chosen. I would have let the predator choose places on the map where he could put several traps, they are not included in the limit of those that you took with you and are available to each predator, making it possible to zoom in from the side is not so difficult, I think , but the ability to set traps in popular aisles before the start of the game is a great idea and will increase the tactical component of the game, besides this is logical! Cummon, a predator in this jungle for a long time, didn’t he set traps ?! The Trio of Predators has laid a million traps in their camp, why can’t the player? I see it this way, you hover over the map, a small area appears there, you select this area and at the start of the game it will not breathe traps specifically, FT players can get around this or try to break through and be left without legs! Sounds great, it seems to me.
The third part, important for me personally, is class uniqueness and weather conditions.
Classes of predators are … a strange thing, on the one hand different stats and make everyone a little special, the problem is that they do it only a bit, I for more significant differences in the approach to hunting, I think that every predator should have some kind of simple but an activated ability. I will give an example for all classes that are now.
Scout: - His task is to collect information, his style of battle-attack from a distance, his active ability would allow him to gain a foothold on the surface and stay on it, for example, not on a branch but on a tree trunk, or a wall of a building, or on some kind of high ceiling, in this state on the shoulder gun, “Aiming Aid” is turned on, and everything that fell into the radius of view is instantly noted, as if the target fell into the radius of the motion detector.
Berserker-
His fighting style is fair beating, his specialty is endurance. I propose to raise this idea to absolute.
His ability is that he can activate the “second wind” shield at any moment and turn it off, at the cost of spending the charge of his “second wind”, so he will not take a lot of damage on the retreat and can pair some attacks with his shield, losing with the odds of making a mistake
Hunter - The hunter’s specialization is search and isolation, in addition to an insulating impulse, he can send another one that will reveal in the “Thermal Vision” mode all the things that players did around him, in the manner of the Bloodhound scanner from Apex, moreover, this impulse marks the weakest target in the squad ( in terms of health) and rewards additional experience for the marked goals, killed at a distance from his unit.
Elder- An old and experienced hunter, he does not like to run after his prey; he immobilizes it and grants quick death. His skill is power, this is a trap for which you choose a surface and an activation zone, as soon as a person enters the activation zone, he grabs a network and draws him to the place you chose at the beginning, the distance can be quite large and the bigger it is, the more damage will be received by the player who will be nailed to the surface. If you select a tree branch as the first point, then the player simply hangs upside down, but if it is some kind of wall 20 meters from the placement point, this can quite knock a person down, or just isolate him.
The second paragraph of the third part - weather conditions
Many have already offered rain, night maps and all that, but I want to talk about weather conditions that seriously change the gameplay.
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The fog. This is an alternative to rain, a direct hit of water disables the predator’s camouflage, which makes the idea of rain not the best, but fog just greatly increases the energy consumption that the predator spends on masking. FT problems with this weather, I think are obvious, have you ever tried to fight a ninja in a smoke screen? Yeah.
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Abnormal heat. The increased consumption of stamina for FT, constant fluctuations of hot air, what could be worse than fighting an enemy that in itself looks like a fluctuation of air? Only overheated surfaces that prevent you from looking at things in Thermal Vision.
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The sunset. It’s not completely dark, not very light, the last sun’s rays make their way through the jungle, the night inhabitants come to life creating a cacophony of sounds, muffling your steps, cues and shots, the deeper into the forest the worse it becomes visible, unless of course you see the heat.
And last: Enter the ability to edit your set of perks and weapons in the lobby, for God’s sake!
I hope you enjoyed it, I really expect you to support this post. Thanks so much for reading.
P.S
Berserkers suck. < 3

