I must say right away that I don’t take the game for people as the part of the game that interests me, to understand the problems I HAD to play more than 30 games, dudes, I want to discuss this post, I want to attract the attention of developers.
The first thing is 1 against 4. The predator SHOULD NOT face-control 4 people and successfully kill them, this is nonsense. I want to say that a predator should get more tools to punish and create a “fork” situation. When a detachment somehow does something unprofitable for itself, if the predator has correctly played the game. Let’s move on to the specifics:
- Predator Classes:
Scout. You don’t find that he’s not quite … ahem, fulfilling the task that you wanted to give him? Of all the predators, he has the smallest inventory, you can only take a first-aid kit in essence, but isn’t that the class that should play from the traps? From tricks? To lure people behind him, to look vulnerable, taking the fight only where it is beneficial to him. It seems to me that priorities are fundamentally wrong. A scout should get the BIGGEST inventory on 3 devices, and a Berserker who essentially only needs a spear and new sneakers to get to you and turn into a kebab should get the smallest inventory.
Berserker- This guy should feel like a high school student in the maternity ward in the center of the fight, he flies in the window and starts kicking babies, this is happening now, but I would slow down the berserker and give him even more blow power in melee, that is, if you made a mistake in positioning it should kill you all, the best strategy against this class is run and shoot, but do not stand and shoot. Below I will explain what I want to do more specifically with classes in order to EXPRESS their features. Hide and seek for girls! He stomps like a fucking elephant with obesity, his disguise cannot hide his third chin even when he walks, but my God, his blow power is truly enormous, with the final attack in the combo he throws the soldier back if he crashes into the wall - he doesn’t a decent amount of time can rise, its HP is covered with an additional layer of armor that must first be knocked down to begin to cause damage to the berserker himself. It was created for those who were literally born with a stick in their hands. Excess weight makes him slow, and cunning devices are not his way, so his equipment is the smallest of all (like scout now).
Hunter - everything is fine here except that the HUNTER is not really a hunter, his search skills are unremarkable, but … A HUNTER must quickly TRACK his victim, but he does not have such resources. I think many have already guessed what I’m leading to, yes, I want the individual features of the class, not only in terms of stats. Personally, my opinion is:
Hunter: He sees thermal marks from soldiers much further and longer. Strongly longer. An insulating impulse marks small life forms (boars) in a decent radius from you, so that you can quickly find them after an exchange for health.
It has an average noise figure and medium-lousy camouflage, which hides you well during normal running, sneaking and standing still but does not have time to hide you in the sprint.
Scout - since he does not carry armor with him - he takes with him a huge bag for devices, he can easily take the 3 heaviest tools and feel comfortable.
He has the very best camouflage of the Okhonets and it is also difficult to detect him in the sprint as if he was walking, he also makes the least noise, that is, he literally makes almost no noise, due to his hyper mobility he can overtake the squad and set traps right in front of them on the way, his style - attack and retreat, he takes the enemy by starvation in order to then kill all at once, weakened and fragmented.
SMALL IMPROVEMENTS: Here are my personal wishes regarding the gameplay improvement of the game for the predator, let people who play for them speak about people.
- Devices: Mines. Remember the 2010 game? Yes, I’m talking about these babies, in our conditions it would be unreasonable to give them a one-shot, but to remove half the health of an unprotected soldier and throw him back with an blast wave, why not?
Dart thrower: A weapon designed to exhaust prey, shoots poisoned darts, the damage itself is insignificant, it has practically no indication of a shot, and the poison fogs up your vision and sucks the stamina out of you.
Game-mechanical improvements:
-
Quiet killing a player: If I crept up to a person from behind, I deserved to kill him right away, anyway he would be resurrected over time.
-
The ability to disable automatic jumping from branch to branch. It infuriates.
-
Slow the boars, please.
-
Make the glow from the “second wind” less bright, taking into account the limitations of mobility in this state, catching up and killing you is not difficult at all.
Thank you for your attention, I am waiting for your feedback.

