Tracker Predator
Class Description:
Tracker, otherwise known as “Flusher”, was a Young Blood Super Predator who specialised in tracking & flushing out prey on the Game Preserve Planet alongside Mr Black & Falconer with the use of his Hellhounds. He was seemingly an unsociable loner, who preferred the company of his Hellhounds to that of other Yautja. He would personally train these Hellhounds in the art of flushing & tracking, believing that they were not used to their fullest potential in hunts.
Stats:
Health - 1200
Movement Speed - 9.5 m/s
Stamina Capacity - 1100
Stamina Regeneration/sec - 180
Energy Capacity - 1475
Energy Regeneration/sec - 110
Overload Cooldown - 11.5 seconds
Gear Points - 15
Perk Points - 13
Specialisations:
- Tracker
- Stalker
- Tactician
Passives:
- Receives 92.6% Damage from Bullet Based Weapons
- Receives 95% damage from Explosive Based Weapons
- Infinite Thermal Vision
- Inflicts 5% Increased Melee Damage
- Inflicts 2% Increased Damage to Scanned Targets
- Basekit Observant
- Basekit Spectral Awareness
New Gear:
- Hellhounds
- Speartrap
- Net Snares
Hellhounds
Stats:
Total Hellhounds - 3 (5 with Large Pouch)
Gear Weight - 5
Health - 850
Movement Speed - 16 m/s
Passives:
- Receives 85% Damage from Bullet Based Weapons
- Receives 125% Damage from Melee Weapons
The Hellhounds can perform 2 different forms of attacks:
Charged Bite
Delivers a single bite attack that deals Bleed Damage. This attack can also be performed while the Hellhound is sprinting, they do not have to stop to perform this attack, however it will deal heavier initial damage if they do stop up close to charge the attack, instead of charging it from a sprint.
Pounce Attack
The Hellhound pounces & latches onto the Fireteam member in a similar fashion to the Net from the Netgun, and the Fireteam member must break out of the Hellhound’s grip in the same way. The Hellhound will inflict 35 stackable Bleed Damage for every second they are latched onto the Fireteam member, which will be dealt over the course of 30 seconds, aswell as dealing an initial 20 damage upon latching onto the Fireteam member. The Bleed Damage can be stemmed by using a medical kit or Field Syrette, which will reduce each Bleed Damage stack to a percentage of its total damage depending on the method of healing used (Medical Kits - 25% Bleed Damage Inflicted, Field Syrettes - 30% Bleed Damage Inflicted). If a Fireteam member is downed by a pounce attack from a Hellhound, the Hellhound will automatically revert back to hit & run tactics on the teammates of the Fireteam member, and the Fireteam member would Bleed out on the ground 25% faster.
Hellhounds would be programmed to prioritise performing hit & run tactics on the Fireteam with their Charged Bite attack unless there is a Fireteam member separated from the rest of the team (minimum 25 metre distance from nearest teammate) in which case the Hellhounds will prioritise a Pounce Attack, or if there are only 2 Fireteam members left alive.
The Hellhounds would spawn into the map alongside the Predator player, and would follow the Predator player around in a 10-15 metre spread to avoid body blocking the Predator. They will not attack AI Guerrilla soldiers unless shot at first, but they will also ignore being shot at by Guerrilla soldiers if they have already been commanded to prioritise Fireteam targets.
The Hellhounds can be commanded to attack Fireteam players & Wild Boars via the Whistle, which uses a targeting system that will mark a Target for the Hellhounds lock-on style. They can also be commanded to scout ahead of the Predator player & will track Fireteam footprints to their location. Upon locating the Fireteam, the Hellhounds will notify the Predator via an audio & visual cue, and will only attack the Fireteam once attacked first if they haven’t been commanded to attack by the Predator player yet. The Hellhounds can be recalled by the Predator player at any time by reselecting the Whistle & recalling the Hellhounds. The Hellhounds will respond immediately to this command & will cancel any attack commands they were otherwise performing, and form back up in a diamond formation surrounding the Predator player in a 10-15 metre spread (assuming the Predator is on the ground).
If the Hellhounds don’t have a target assigned, they will generally prioritise attacking anything that deals damage to the Predator player or themselves. They will viciously protect the Predator player from any threats when the Predator is healing either via their healing kit or via a wild boar. Only 1 Hellhound can attack a Fireteam player at a time. The Hellhounds can be seen by the Predator at all times via the minimap, main map shown on the scoreboard, and via their outlines through walls during the match. The Predator player will also be notified upon the death of any Hellhounds.
Speartraps
A proximity based trap with a smaller trigger range than Bear Traps that impales the Fireteam member with 2 spears & holds them in place for 3 seconds while inflicting 65 initial damage, and 20 Bleed Damage over the course of 10 seconds upon breaking out of the trap. The trap is harder to see than a Bear Trap & harder to hear due to the trigger range being smaller, and audible detection range being quieter. Default number of Speartraps is 5. Gear Weight consumed is 4.
Net Snares
Silent Net Snare with a slightly smaller trigger range than Bear Traps, that makes no sound but is slightly visible while cloaked on the floor. This trap can be set up on the ground directly below Predkour tree branches to snare Fireteam members, and when triggered it lifts them up into the air & snags them in the trap, dealing 20 initial damage. The Fireteam can be freed from the snare if their teammates shoot the branch down, or if the trapped Fireteam member uses their knife to cut the Net (requires 8 light knife attacks to break free). Upon breaking out of the Net & hitting the floor, the previously trapped Fireteam member will take 50 fall damage, become afflicted with the concussed status effect for 5 seconds, and be temporarily slowed by 10% for the next 5 seconds. Default number of Net Snares is 6. Gear Weight consumed is 4.
Thanks to @Samhain13 for providing me with statistics on all the other Predator classes.
Feel free to drop your thoughts on these concepts down below👍