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Predator: a bit more in-depth on some things


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#1 Meraple

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Posted March 06 2014 - 08:47 AM

This is the link to lightangel112's topic:
https://community.pl...predator-guide/

I felt that the other Pred guide by Lightangel112 lacked some info about Items and Internals.
He covered alot of gameplay though, so I won't elaborate too much on that.

I'll only be summing up some stuff, as lightangel112 already covered alot in his topic.

As a top-scoring Pred pilot I'll be summing up my experience with the Items and Internals here.


-- INTERNALS --

Personally, I use the Air Compressor, Deflectors and the Shock Coils.

Air Compressor:
The AC is just personal taste; I love using it, even on my Tech and C classes.
It helps when in combat, because people won't expect an AC on a Pred.

That, and aerial maneuvers help against people who spam mines on the ground.
Vertical movement is also disorientating to some people, and can cause confusion among others.

And on top of that, usually you only dodge horizontally; people won't expect a Pred to take to the skies.

More usage of the Air Compressor is in the GAMEPLAY Section.


Deflectors:
To me, it's simply a must-have on EVERY mech in the game.
Since you dodge around alot, it really helps.
Even boosting into a TOW instead of taking it in your unmoving face when there is no space to dodge helps.


Shock Coil:
It allows you to drop from high cliffs, and still be able to remain cloaked.
It also allows you to escape faster without losing HP,
as you normally have to boost a bit before landing in order to take no fall damage.
You can, however, make the boost almost unnoticable.
It's pretty hard to do though.


Other internals:
(Advanced) Reconstructor:
Like mentioned in the other guide, it's basicly a repair drone that can repair you while you're cloaked.
It also doesn't make any sound, and you can move around while it's healing you.
You have to be out of combat for 10 seconds before it activates though.
It's only useful for certain playing styles, like stealthy gameplay.
It's not very effective for mine, as I am in combat most of the time with very little time inbetween.


(Basic) Extractor:
If you don't have the space for either of the Reconstructors,
or you simply want to be able to heal faster while in combat using Orbs,
this is the internal for you.

Don't just stand on an Orb while in combat though; move around a bit,
but keep close enough to the Orb so that it can heal you.

I personally really like it on my Vanguard.
Why?
Every time I'm low on HP I go around a corner, go into D.E.R.P. mode and drop an Orb.
With the 55% damage reduction AND +15% orb repair rate,
you'll have a very good chance at killing a 3/4th HP Assault before it kills you.
..But this is not about the Vanguard.
It's about the Pred.

(Advanced) Armor Fusor:
To me, it just heals too slowly after killing somebody.
Especially for a low-HP B mech.
I'd HIGHLY reccomend getting one of the Extractors over this one.
Not only do they cost less slots, they make you heal faster using Orbs.

Basicly: a fuzzy bunny internal, don't get it.


(Basic) Failsafe:
What.. Why would you even use this?!
Only way this Internal would be useful is when you keep EOC P'ing yourself in the face.
If you do that...
Well, only thing I can say is: go play another mech.


Personally, I don't think there are any other internals worth mentioning.
Okay, NEXT.



-- ITEMS --

Repair Orb:
A very useful defensive/support item, especially when combined with one of the Extractor internals.
When losing a fight, just go around a corner and drop it.
You'll heal up rather fast.
Also useful if you think that normal repairing is too slow,
and you're not using one of the Reconstructor internals.

You can also use it to heal up allies, like Fortress'd fatties who're taking a pounding.
They'll be thankful for it; it might even save their lives.

It's useful when fighting in open terrain too;
just drop it, and try to stay near it as much as possible,
while still dodging incoming enemy fire.
I'd reccomend popping it around a corner, especially due to the low HP of the Pred.
Sometimes, however, that just isn't possible, sadly.


Detonator:
Basicly a nerfed pocket TOW.
I personally use the MK3 version, as the added firepower helps in close fights,
and it also helps with finishing off low-HP enemies due to the big AOE.
It only does around 60 damage though, so the Repair Orb might be a better choice.


HE Charge:
Basicly a nerfed pocket GL.
It does 5 more damage than the Detonator, but has a downwards arc, and can be charged up to go farther.
I personally prefer the Detonator due to it's ease of use.
If you don't mind the extra effort though, this one's better.


EMP:
It helps a bit if you can aim it,
as it's a bit hard to aim, and you can't airburst it.
Useful if you need a little bit more time to kill the enemy.
You can use it to run away too.

If there's an enemy in your face while you're running away, you could EMP both of you in the face.
This could save your life if your team's nearby, ready to help you.

Also alot of fun if you like being a total d*ck.


ISM Disruptor:
The blinding's not that effective, and it doesn't last very long either.
Fun to throw around in the playing pen though.


Shield:
A pretty useful item, as your Breacher can shoot through it,
but most enemies won't be able to.
And ontop of that, you can use it to lay mines.
When an enemy approaches, back out of the shield to avoid the AOE of the mines,
and watch EXPLOSIONS happening.

Ofcourse it has other uses too, like retreating, although the Barrier is better for that.

Some other rather onorthodox, but effective tactics:

Cloak, and put it on an enemy that's dealing TONS of damage to your team,
or one that only has explosive weaponry, like the Grenadier.
This will make him output no damage AT ALL as long as the shield sticks to him.
And, explosive weaponry will only damage himself.

You can use it in 1v1 fights as well;
Put it on the enemy, and then use the Breacher to poke him.
It's INCREDIBLY annoying if somebody does this to you, I could imagine.
I've never seen it done in actual play though, as sticking a shield to somebody is pretty hard.
This is more effective then just popping a shield onto the ground.
It's alot harder too, though.

Sticking it to a dying, Fortressed allied C class can save his live.
This can count in close matches.

Ofcourse you can stick it to people just for dem lulz, but it's a rather d*ck move,
as you can't shoot out of it.

You can use the Shield to stay hidden as well;
cloaking INSIDE a shield will make you harder to spot.
If you're in the middle of an open field, and there are enemies around the corner,
just pop up a shield and stand inside of it.
They usually just walk past you, if they don't get inside.
I'd reccomend putting it up right against a wall, as they are less likely to use it as cover that way.


Barrier:
Probably the best item, together with the EMP for being an *sshole.
You can use it to block people, cage them in a corner they can't fly out of, etc.
In all seriousness though, it's a fantastic item when retreating.
Nothing can pass through it, though maybe the Breacher is an exception.
You can pop it in front of low-HP C classes too when they're dying.

If a good person in the enemy team is healing in a corner, and is almost at full HP,
try blocking him into the corner with the Barrier.
This way, he won't be able to participate in the fight, giving your team a huge advantage.
After you've won the fight, you can just kill him.

You can use it to hide yourself as well, just like the Shield.
However, because Barriers have a short life-span, enemies can easily presume there's somebody near.
I do not advice using it like this, but maybe it'll save your life some time.


Hologram:
A sadly underused item among Pred players.
Can be used while retreating, although the Barrier's way superior if you use it like that.

It's the most useful if the enemy is using burst weaponry;
You could pop it down somewhere and be nearby.
When an enemy with only burst weaponry comes, like the Scout or Brawler,
they'll waste their first burst, with most likely both of their weapons, on the Hologram.
That's your time to strike; both of their weapons are on cooldown, and they've already built up some heat.
If you like bullying people you could even EMP them.


If you think there are other Items and/or Internals worthy of being added,
that haven't already been covered extensively by lightangel112, say so in the comments.
I won't check this topic alot though, so you could message me instead.



-- GAMEPLAY --

If there's a huge battle going on, it might be good to lay mines everywhere on the battlefield.
Why?
It gives the enemy more to think about then dodging enemy fire and aiming.
It adds a bit more chaos to the battlefield.
It makes the enemy waste TOWs and build up heat just to make those mines go away.
..and a ton more.

In direct engagements I usually aim at the position where my enemy WILL be,
as the EOC pucks are rather slow and can't airburst.

When you land, there's a short delay untill you can move.
When the enemy has been flying for a while, I wait a bit untill they land, and then fire both my weapons.
I do this alot, as it really helps to get off some more damage.


How I move in CQC:
Boost forwards, jump, Air Dodge, land and Dodge, rinse and repeat.
This is so I get the most out of my Deflectors, that give me a 20% damage resistance while boosting/dodging.


How to fight against Fortress moded C classes:
First, get behind their back using STALKER VISION.

Then unleash hell upon their weak back, with an uncharged Breacher shot, EOC Puck and a Detonator.
When the C class is almost facing you, jump and air dodge over him.
That way he won't be able to shoot and see you, plus he'll take more damage.
When he is almost facing you again, jump over and air dodge again.
Rinse and repeat.



-- STALKER VISION --

Personally, I don't use it a whole lot.
I mainly use it to identify what kind of mech my enemy is behind a wall before I start fighting,
or to spot enemies for my team.

Other then that, I rarely use it.



  -- WEAPONRY --

Breacher:
A VERY hard-hitting, hitscan shotgun if you tap it, or a charge-up, projectile single-shot weapon if you hold it.
The FLAK mode does more damage, and has very little spread, making it useful for close- to mid-range combat.
However, I'd reccomend using the charge-up mode as a first shot, as the refiring rate is slightly faster after that.
Personally, the best weapon for me at the moment.

Things to note:
- It can pass through Shields and Barriers.
- The charge-up mode does zero-to-non damage at longer ranges.
   I'd reccomend using it for either first shots, or when you need to get some precise shots off.
- Has a rather long refiring rate for a Primary weapon.
   Might be difficult to use because of that.
- As mentioned, if you use the charge-up mode first, the next FLAK shot will be off cooldown sooner.
- It makes alot of noise when you charge it up, even when cloaked; it could alert enemies to your presence,
   as the Predator is the only mech with the Breacher availible to it.


T32-BOLT:
Does decent damage when charged up, and does zero-to-none damage when spamming it.
The DPS is really low too, in both modes.
I wouldn't reccomend this weapon, unless you only finish low-HP people off.


EOC Repeater:
Hard to hit with due to the slow muzzle velocity,
but does large amounts of damage when fully charged and all 6 EOC pucks hit.
Just spamming it has more DPS.
Builds up ALOT of heat when spamming both weapons though.
I'd reccomend charging it up untill you're sure you can hit with it.
If you're always sure you're going to hit, go spam away.
Can also be used to spam an insane amount of mines on the battlefield.
Hard to use though.


EOC Predator:
A very good weapon, but hard to use due to it's sustained fire nature, and slow muzzle velocity.
However, it has a HUGE AOE, making it very useful against A classes.
When an enemy is boosting away from you,
aim and fire where the enemy WILL be, rather then fire at his current position.
I've killed tons upon tons of people trying to run away like this.

When losing a fight, go around a corner and put some EOC pucks on the floor.
If the enemy hovers over them, detonate them manually, as they will probably still do some damage.
It can easily turn the tide of the battle.



  -- What I'd like to see on the Predator --

  I'd love to have the T32-BOLT replaced with the FLAK cannon.
  As it is now, the BOLT's useless.
  Please buff it, or switch it with another weapon.



I'll try to make this into a fully fledged guide sometime soon.
Also, I'll record some gameplay of me playing with the Breacher today.

Does anybody have a YouTube channel on which they can post it?
Please contact me if so.

Edited by Meraple, March 07 2014 - 09:12 AM.

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#2 KOS_Baconman

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Posted March 06 2014 - 09:28 AM

get the shock coil on it, so when you are cloaked, you cant jump off ledges without taking damage-uncloaking
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#3 Idleness

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Posted March 06 2014 - 09:45 AM

View PostKOS_Baconman, on March 06 2014 - 09:28 AM, said:

get the shock coil on it, so when you are cloaked, you cant jump off ledges without taking damage-uncloaking

I think those are the schock dampers he mentioned
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#4 Lightangel112

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Posted March 06 2014 - 10:11 AM

Nice expansion on the items and internal applications Meraple.

Edited by Lightangel112, March 06 2014 - 10:11 AM.

View PostMeraple, on June 01 2014 - 11:54 AM, said:

If you want to be a Professional Yolodriver just go with DETs and the rest EMPs.

#5 Hastur609

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Posted March 06 2014 - 10:19 AM

Why would you make a guide going into detail about internals, list ones you find highly useful, yet won't elaborate on them because apparently others don't use them?

Any information over why an item is handy is better than none at all, it may even change a person's mind about using it.

Also, if angel's guide is so good, why not link it to spare the readers some guess work?

Not a bad guide, I found use from it, but if you took the time to elaborate more then I could see this page getting more use.

#6 Meraple

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Posted March 06 2014 - 10:32 AM

View PostHastur609, on March 06 2014 - 10:19 AM, said:

Why would you make a guide going into detail about internals, list ones you find highly useful, yet won't elaborate on them because apparently others don't use them?

Any information over why an item is handy is better than none at all, it may even change a person's mind about using it.

Also, if angel's guide is so good, why not link it to spare the readers some guess work?

Not a bad guide, I found use from it, but if you took the time to elaborate more then I could see this page getting more use.

Thanks for the advice.
I put a link to lightangel112's topic, and put up some more uses for the Shield.
I'll edit in even more uses for the Shield, and the other items tomorrow.
I'm kinda tired atm..


EDIT:
I found some time to put up some more uses for some items.
Right now though I really have to go sleep.
I'll put in more stuff tomorrow.

Edited by Meraple, March 06 2014 - 12:43 PM.

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#7 Hastur609

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Posted March 06 2014 - 10:35 AM

Sure thing, thanks for the expedient reply!

#8 Hijinks_The_Turtle

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Posted March 06 2014 - 01:09 PM

Overall, a good guide.  Great job!  Although, it'd be great if all the info was only on one guide though.

#9 Meraple

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Posted March 06 2014 - 01:29 PM

View PostHijinks_The_Turtle, on March 06 2014 - 01:09 PM, said:

Overall, a good guide.  Great job!  Although, it'd be great if all the info was only on one guide though.

Thanks.I guess I'll spend some hours tomorrow on making this into a fully fledged guide.Typing this on my tablet in bed...Really going to sleep now, lol.

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#10 86

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Posted March 06 2014 - 08:29 PM

Hmm, im guessing the replinisher isnt such a useful internal, as i equip it in my pred, like a match i was playing in wreckage map, i was using my eoc rep pucks to throw the enemy team into confusion, there was a heated firefight going on and i was spreading my pucks from the sides in random directions, the enemy team had a brawler and a incinerator with a tech and a scout  was in the front lines and it seemed my team had a hard time taking out the tech.

The scout was pretty much the first to go down, being the most fragile mech, and the pilot was too busy doing dodges to notice the pucks scattered around, after taking quite a beatin from the pucks i think the scout had to stop dodging and re-orientate himself to know what the hell is going on, why on earth is suddenly taking damage while dodging. Those mines could really throw some confusion and chaos into the enemy team when they are too busy engaged in an intense firefight. :lol:

#11 kerberan

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Posted March 07 2014 - 02:48 AM

Thank you, great guide! Maybe you and lightangel112 should team-up and make a proper guide on Steam and here, of course.
Lately I tend to fly over my adversaries in CQC combat because it's easier to lend pucks where needed, but I don't use air compressor. Maybe I'll try it.

#12 Meraple

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Posted March 07 2014 - 04:16 AM

View Postkerberan, on March 07 2014 - 02:48 AM, said:

Thank you, great guide! Maybe you and lightangel112 should team-up and make a proper guide on Steam and here, of course.
Lately I tend to fly over my adversaries in CQC combat because it's easier to lend pucks where needed, but I don't use air compressor. Maybe I'll try it.

Thanks.
I'll give Memag a heads-up, maybe he wants to get stuff for this guide together with lightangel112.

I play my Predator in CQC just like how I play my Scout.
Boost forwards, jump, Air Compressor, land and dodge, rinse and repeat.
This tactic is ment to negate as much damage as possible using the Deflectors.
It also throws your opponent's aim off.

The Air Compressor is also REALLY useful against Fortressed C classes.
Instead of slowly flying over them, you can Air Dodge over them.
This gives you both a damage boost, and a moment where the enemy can't see and attack you.
If the enemy is facing you again, just repeat what I just wrote.

Edited by Meraple, March 07 2014 - 04:18 AM.

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#13 Lightangel112

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Posted March 07 2014 - 04:54 AM

It would be great if there was just one massive predator guide.
Let me know if you want to collaborate on this task/ endeavour.

View PostMeraple, on June 01 2014 - 11:54 AM, said:

If you want to be a Professional Yolodriver just go with DETs and the rest EMPs.

#14 Meraple

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Posted March 07 2014 - 08:24 AM

View PostLightangel112, on March 07 2014 - 04:54 AM, said:

It would be great if there was just one massive predator guide.
Let me know if you want to collaborate on this task/ endeavour.

Sure.
Had 6 hours in a row of me stomping almost every match, got some useful things out of that to put in the guide.

On an unrelated side note:
NO WHINING THAT THE PREDATOR IS BAD IN THIS TOPIC.
IT'S OP IF YOU KNOW HOW TO PLAY IT.
JESUS.

Edited by Meraple, March 07 2014 - 08:34 AM.

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#15 kerberan

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Posted March 07 2014 - 09:28 AM

Great, so Predator is now covered, now we have to find who will make guides for other mechs.

Just a quick question: do EOC rep mines have a life time limit? I played a bit with it today and it looked like they are exploding after a short time.

#16 Meraple

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Posted March 07 2014 - 11:48 AM

View Postkerberan, on March 07 2014 - 09:28 AM, said:

Great, so Predator is now covered, now we have to find who will make guides for other mechs.

Just a quick question: do EOC rep mines have a life time limit? I played a bit with it today and it looked like they are exploding after a short time.

EOC R mines only last a few seconds.

I can make guides for the  Cr-T, Vanguard and Raider, as I do well in them.
I'm not going to bother though.
Just making the descriptions about the uses of items and internals with very little gameplay is very tiring.


By the way, if somebody wants to 1v1 with Predators to see how I move in CQC, hit me up in-game.
Just add me to your friendslist and we'll be good to go.

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#17 Lightangel112

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Posted March 07 2014 - 01:28 PM

EOC R lasts about 10 seconds I believe that is the time duration.

View PostMeraple, on June 01 2014 - 11:54 AM, said:

If you want to be a Professional Yolodriver just go with DETs and the rest EMPs.

#18 Lightangel112

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Posted March 07 2014 - 01:29 PM

I read the steam guide for predator, and it's very basic which is what you want I guess.
I don't think I will ask him to add his guide to ours, when our two guides are more in-depth.

View PostMeraple, on June 01 2014 - 11:54 AM, said:

If you want to be a Professional Yolodriver just go with DETs and the rest EMPs.

#19 Hijinks_The_Turtle

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Posted March 07 2014 - 02:07 PM

View PostMeraple, on March 07 2014 - 08:24 AM, said:

View PostLightangel112, on March 07 2014 - 04:54 AM, said:

It would be great if there was just one massive predator guide.
Let me know if you want to collaborate on this task/ endeavour.

Sure.
Had 6 hours in a row of me stomping almost every match, got some useful things out of that to put in the guide.

On an unrelated side note:
NO WHINING THAT THE PREDATOR IS BAD IN THIS TOPIC.
IT'S OP IF YOU KNOW HOW TO PLAY IT.
JESUS.

I would like to add to this, if you want to complain about the Predator, post it here: https://community.pl...atch-of-hawken/

#20 Meraple

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Posted March 08 2014 - 12:51 AM

View PostLightangel112, on March 07 2014 - 01:29 PM, said:

I read the steam guide for predator, and it's very basic which is what you want I guess.
I don't think I will ask him to add his guide to ours, when our two guides are more in-depth.

View PostHijinks_The_Turtle, on March 07 2014 - 02:07 PM, said:

View PostMeraple, on March 07 2014 - 08:24 AM, said:

View PostLightangel112, on March 07 2014 - 04:54 AM, said:

It would be great if there was just one massive predator guide.
Let me know if you want to collaborate on this task/ endeavour.

Sure.
Had 6 hours in a row of me stomping almost every match, got some useful things out of that to put in the guide.

On an unrelated side note:
NO WHINING THAT THE PREDATOR IS BAD IN THIS TOPIC.
IT'S OP IF YOU KNOW HOW TO PLAY IT.
JESUS.

I would like to add to this, if you want to complain about the Predator, post it here: https://community.pl...atch-of-hawken/

Yeah, I'd like people with a bit more in-depth knowledge to work on the big guide lightangel112.

And I already posted there Turtle.
I just don't want people to go whine here. :/

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