Copypasta from my Steam Guide:
The main problem with the Predator is that it was designed to have a very passive role in combat. Lay traps, play it safe, and analyze the enemy team's position with your ability. If VOIP was actually working, I could see it being much more useful in random pubs.
At first, the mech seemed very underwhelming. This was especially true when mechs had a much larger health pool. Since all of the Predator's primary weapons have decent burst, but relatively low DPS, its best role on the playing field was that of the passive trap-layer. The problem is that allies can blow up your traps by accident, and any splash can render a cleverly-placed minefiled useless in all but an instant. Also, while you're laying down a trap-field, your allies will most likely engage the enemy long before you're done "setting the stage."
Since the Steam update, I've found the Predator's role far more intimidating, especially against A's. The Breacher can do an upwards of 144 burst in close range, and its secondary packs a punch if and only if you land all of your shots. Protip: target the feet for a chance at mine damage in-case you miss. Against air targets, be patient and wait for key movement patterns that the enemy might make. Against unpredictable targets, just run. You will lose in a straight up engagement against most direct-assault mechs unless you:
- have a distinct health advantage
- perfectly land all of your shots
- get the surprise attack (thereby causing a health advantage)
- potato
I recommend engaging the enemy from mid-range with the charged the Breacher. Feel free to lay down EOC-P mines (your secondary weapon) in between Breacher shots for max effectiveness. Be sure to avoid damage as much as possible, and don't ever be afraid to disengage. As you're boosting away, take short breaks and line the trail behind you with EOC-P mines.
The reason why the Predator falls short in a direct engagement is because its secondary weapon lacks both burst and reliability. TOWs and GLs hit for considerable damage (125 each) and have an air-burst mechanic that contributes to their reliability. Is your shot off by just a smidge_ Air-burst to secure the damage. The EOC-P doesn't have air burst and only deals 55 damage per direct hit. Though to be fair, it does have a faster firing rate. All-in-all, you have to be far more accurate with the weapon to deal the same amount of dps as a TOW or GL. If you maximize its effectiveness, you're actually doing slightly more. It also has the trap capability, which doesn't really make up for its direct-combat flaws.
I really want the devs to buff the EOC-P projectile speed or reduce its heat buildup to give the Pred a bit of a combat buff. I hate the passive playstyle.