The new, rewritten version of The Ultimate Predator Guide:
I took our guide from the Steam Forums and rewrote alot of it, in order to make it easier to understand and read through.
Shoutout to ReEvolve for putting it on Steam in the first place, as otherwise it'd be gone forever.
You've my gratitude for that.
Anyhow, here's what you came for:
The Basics:
Don't activate Stalker Mode when somebody sees you, it's a waste.
It goes on a 15s Cooldown when damaged or you start repairing.
I'd reccomend to primarily use it for corner poking in terms of combat uses.
As for running away, make sure you're out of sight, boost one way, activate Stalker Mode and then walk the other way.
There's alot of uses for Stalker Mode, but those'll be covered later on.
Awareness:
Every Predator player should be alot more aware of his/her surroundings than people who play other mechs.
The mix of Stalker Vision, Cloaking, Radar and increased Running Speed should make it easy.
Use Stalker Vision to look at their weaponry and mech class rather then their cosmetics.
Note that if you see more than one enemy nearby, it's usually not a good idea to engage on your own.
Either quickly kill a low-HP mech, or wait untill an opportunity arises for you.
If you miss your target and he's not ded, just run away before more enemies come to help him.
Stalker Vision:
Stalker Vision allows you to see all nearby mech's heat signatures, including those of other cloaked mechs.
You have greater awareness than your opponents and teammates to a certain degree using it.
Use it to get out of bad situations and warn your teammates about hidden dangers.
If you find it hard to hit aerial targets, using it to avoid Zerkers and the like is something you should do.
Use it when behind cover, and look which way the opponent is facing.
If he's shooting to the right of your cover, go left - pretty standard stuff.
Movement and Positioning:
Your movement should vary depending on the situation - standing still can be just as effective as walking.
Don't be scared to boost while in Stalker Mode, just be sure to cloak again before the enemy spots you.
Slide Boosting:
This is a good alternative to regular boosting - boost forwards, slightly turn while doing so and then side-dodge, resuming with boosting afterwards.
Slide boosting is much faster than walking places, and more fuel-efficient than regular boosting.
It does however have it's disadvantages compared to just boosting, first and foremost being that you won't be able to side-dodge an unexpected TOW to the face.
Positioning:
If you see targets, position yourself so that you�re not directly facing them.
If you are in front of an enemy try not to get hit by using cover or peekaboo tactics.
Cover:
Position yourself when using cover.
Your best asset is cover & stealth, you need it more than any other mech in the game - even more so than the technician.
Use cover well and don't stay in the open too long or you're ded.
Shadows:
Cloaked mechs are less visible when standing in shadows.
Opportunities:
If you spot an enemy alone, repairing, standing still for too long, an injured or fleeing mech, always be on the lookout because you'll want to capitalize up on them.
Just be careful about going after fleeing enemies, as they might be running towards their team, or be fully repaired by the time you get there.
Patience:
Many times, even when we have positioned ourselves flawlessly the opportunity has either;
1) moved on or away
2) difficulties have come up
3) you need to wait some more
4) or get/find another opportunity
It's better to shoot someone in the back than in his face, so waiting untill they've turned around is a good idea.
Ability: Stalker Mode:
- Cloak
- Walking speed increase
- Stalker Vision
It's got a cooldown of 15s when fully deactivated, or 2.5 from a soft-deactivation, after which it automatically reactivates.
Being hit or taking damage from any source fully deactivates the Ability, as well as pressing C.
Heating up from either weapons fire or a HEAT Charge gives you a soft-deactivation.
Without the Ability active things will look normal.
When activated however, your viewing distance will be greatly reduced, and you'll be able to see both allied- and enemy-mechs through walls from a certain distance among other things.
When you get a soft-deactivation your screen will get a semi-Stalker Mode look.
The cloak, movement speed buff and Stalker Vision will be gone for 2.5s.
Getting hit or being damaged from any source will still knock you out of it and give you the full 15s cooldown time.
Recieving heat will renew the 2.5s cooldown as well.
Enhanced Stalker Vision Tweak: [Recently Updated]
Primary: Breacher:
Tapping it does more damage at 144, and has very little spread, making it useful for close- to mid-range combat.
However, I'd recommend charging it up as a first shot, as the refiring rate is reduced by 50% afterwards.
This allows for more damage in the same amount of time.
The charged shot does less damage at 100 but is more accurate over longer distances.
Personally, I think this is the best Primary Weapon for Predator.
Things to note about the Breacher:
If you charge it up, it can fire through Shields and Barriers.
The more defensive items it has to pass through, however, the less damage it does.
The charge-up mode does a minimal damage of 35 at longer ranges.
Has a rather long refiring rate for a Primary Weapon - might be difficult to use because of that, but not impossible to manage either.
Just remember to not spam away.
As mentioned, if you use the charge-up mode first, the next FLAK shot will be off cooldown sooner. This is known as the double shot.
However the heat generated from this double shot is the same without.
It makes alot of noise when you charge it up, even when cloaked people will hear it; it could alert enemies to your presence, as the Predator is the only mech with the Breacher available to it.
The breacher takes longer to over heat than the T-32 at 14.286.
The heat from either tap or charged is the same for both.
Has the highest spread of all 3 weapons at 14.
Primary: T32-BOLT:
Does decent damage when charged up at 120.
T32 has the same heat output with both charged and uncharged shots.
Does zero-to-none damage when past mid-range - this weapon is very close quarter orientated.
Requires Failsafe as an Internal for CQC combat due to self-damage from the EOC Predator's pucks.
More Heat is generated and when spamming takes 11.538 seconds to overheat solo.
Highest dps of all 3 weapons at 100 dps.
Has the 2nd shortest fall off of all 3 weapons.
Spread is 2nd lowest at 8.
Primary: EOC Repeater:
Fully charging the EOC gives it more DPS though at 56.216 DPS vs 52 uncharged.
Takes a long time to overheat at 75 seconds, but it builds up alot of heat when spamming with the EOC P.
I'd recommend charging it up untill you're sure you can hit with it.
Can be used to place a lot of mines on the battlefield.
In solo encounters this weapon is best used defensively on the Predator, indirectly causing damage over time.
Has very little static spread.
I don't think it has a fall-off range either, but I'm pretty sure it does more damage if you hit enemies directly.
Secondary: EOC Predator:
However, it has a huge AOE - this makes 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.
Try it and rake in the kills.
When losing a fight, go around a corner and put some EOC pucks on the floor or walls.
If the enemy hovers over them, detonate them manually, as they will probably still do some damage.
This can easily turn the tide of the battle.
Firing the EOC P from a higher height to your target is also advantageous to you, as the pucks will land near your target.
There's no need to set up traps in most matches, as they're inefficient.
Most games I don't even bother using it for that purpose, but to actually assault people with it.
That is explained further on in the guide.
Note 1: The AOE explosion actually travels more upwards rather than to all sides.
Note 2: A full 8 Puck Trap will now only do 60 damage each, resulting in 480 damage dealt.
Also note, that someone could boost through an 8 Puck Trap and receive 20% less damage if they had Deflectors equipped.
The new resulting damage would be 384 instead of 480.
Note 3: Pucks that get a "direct hit" actually do more damage. They now do 60 damage than 55.
The smallest amount of damage they can do individually at max AOE range is 30.
Usage:
You should never spam your weapons due to the heat generated.
Always lead with either a puck or a charged Breacher shot.
You will be able to shoot the Breacher a bit faster on the next shot due to a shorter reload time.
Hit mechs with the EOC Predator and when they dodge and stop moving shoot them again with your Breacher or EOC Repeater.
This allows you to hit them alot easier.
When in combat I do a 1-2 combo of Puck first then (0.50secs later) the charged Breacher when side boosting.
This allows the puck to land right after the breacher does when in close range, so you have a better chance at doing more damage in bursts.
If the fight is close range then I do less charging of the breacher, as it does more dmg that way but I won't release it untill it's on target.
Overheating:
Items and Applications:
A very useful defensive/support item, especially when combined with either of the Extractor/Repair Kit 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.
Takes 2 seconds to activate.
You can also use it to heal up allies, like Fortressed 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 recommend popping it around a corner, especially due to the low HP of the Pred. Sometimes however, that just isn't possible sadly.
Detonator:
Basically a small 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:
Basically a small pocket Grenade Launcher.
It does 5 more damage than the Detonator, but has a downwards arc, can be charged up to go farther and has less of an AOE.
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.
Radar Scrambler:
Can be used offensively to help conceal your location when trying to confuse the enemy, hitting him from every angle behind cover.
You can use this item to great effect when not doing any boosting and using single hits repeatedly to get the upper hand on health.
It can also be used defensively, to help your teammates to get away as well.
The scrambler does have a short radius but it can help you too boost away momentarily to get away and heal, though not always unscathed.
EMP:
It helps a lot 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, although 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 a lot of fun if you like being a total d_ckwad.
ISM Disruptor:
The visual disruption is not that effective, and it doesn't last very long either.
Fun to throw around in the playing pen though.
This item is even more ineffective against stealthed Predators.
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.
Of course it has other uses too, like retreating, although the Barrier could be better for that.
A rather unorthodox, but effective tactic: You can use the Shield to stay hidden; 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 recommend 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 the Breacher is the only exception.
You can drop it infront of an enemy so he'll get hit by his own alpha strike - always fun to watch.
MLG-PRO ADVENCED TAKTIKS:
If a skilled pilot 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 of the time.
Hologram:
A sadly underused item among, well, everyone.
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 wait 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 and make them nordraeg.
Internals:
For my current build I'm using Air Compressor, Deflectors and Basic Fuel Converter.
Advanced Repair Kit and Extractor together with Repair Orbs as Items are very effective as well.
Air Compressor:
The AC is just personal taste - I love using it, even on my Tech.
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 on the ground - people won't expect a Pred to take to the skies.
Also while in the air, it helps to place the pucks nearer to the target, as it's on a vertical decline, rather than straight horizontal.
Deflectors:
To me, it's simply a must-have on EVERY mech in the game.
Since you (hopefully) dodge around a lot it really helps.
Even boosting into a TOW instead of taking it in your unmoving face when there is no space to dodge helps.
20% reduction in damage when boosting, dodging and this also includes air dodging.
Light tested this together with LEmental.
Basic / Failsafe:
This internal now only negates 20% / 40% of self damage from your AOE attacks.
Though this item isn't necessary it does help when trying to pull off alpha strikes at close proximity to your target.
Where you just spam detonators and pucks to destroy your enemy or to stop your own trap from wrecking your mech due to an allied or enemy TOW etc.
Basic / Advanced Reconstructor:
Basically a repair drone that can repair, while you are 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 though before it activates.
It's only useful for certain playstyles, like stealthy game play in my opinion.
..Well, or if you're too lazy to press C.
Other good internals:
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 definitely 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 PLUS 15% additional heal, 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 Predator!
Advanced Armor Fusor:
To me, it just heals too slowly after killing somebody.
Especially for a low-HP B mech.
I would highly recommend getting one of the Extractor Internals over this one.
Not only do they cost less slots, they make you heal faster when using Orbs.
Overall it's a FUZZEHBUNNEH internal, but it helps the predator be constantly topped up on health due to killstealing.
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 make the landing almost unnoticable on Radar by simply tapping Space before you land or using the Air Compressor.
Note: due to the changes made to the Predator, me and a few others were beginning to experiment with the speed internals due to the speed increase predator has gained through walking.
We thought we'd test this build out and see its results.
Evasive Device:
This internals allows you to gain a 15% boost in speed when under 25% health and a 10% boost when under 50% health.
During my time using this item without deflectors proved fatal, the benefits of the speed gained did not outweigh the loss of the Deflectors in anyway.
If you're going to use this internal make sure to have Deflectors as well.
Basic / Power Surger:
Allows for a 25% boost in speed with every kill made whether by a full battle or a quick kill steal.
This also works in conjunction with stealth mode for a speedy transition across the map, without boosting!
Above all else this internals is used to allow for quick position or re-positioning, in which case is quite useful to have.
Internal movement speed:
Movement speed in numbers regarding walking and cloaked walking speeds.
Internals used here are the Power Surger and Evasive Device, which give a 25% and 10/15% movement speed bonus respectively.
Boost Speed. @ 30.80 m/s. @ 25% = 38.50 m/s. @ 35% = 41.58 m/s. @ 40% = 43.12 m/s.
Cloak Speed. @ 21.50 m/s. @ 25% = 26.87 m/s. @ 35% = 29.02 m/s. @ 40% = 30.10 m/s.
Walk Speed. @19.50 m/s. @ 25% = 24.37 m/s. @ 35% = 26.32 m/s. @ 40% = 27.30 m/s.
- Note: Speed-effect Internals no longer affect boosting speed, only walking speed - it also stacks with Stalker Mode's movement increase.
Playing Styles:
T32-BOLT = Assassin.
Breacher = Aggressor.
EOC Repeater = Corner Play.
Assassin:
Killing low health, repairing, running or fighting mechs that you can easily kill 1v1.
Reccomended due to the T32's unique feauture of being able to both fire rapidly and charge up.
Taking down smaller, easier-to-kill prey is preferred, as it can go smoothly and quickly due to the rapid-fire capability.
Ontop of that, if you 1-hit people with alpha strikes, the rest of the enemy team might not even notice.
This allows you to pick them off one by one, eventually allowing your team to make a big push, annihilating them all.
Why does this style help the team alot? The team only needs to damage the enemy, and you will be the one to take care of the rest.
If the teams are about even, this will sway the tide/ balance.
Recommended Internals include: Power Surger, Evasive Device (You may be lower HP, but you get to your prey faster. Risk/Reward), Shock Coil, Deflectors, Reconstructor, Failsafe.
Recommended Items include: EMP, ISM, Radar Scrambler, Detonator, HE Charge.
Aggressor:
This is an even more aggressive, combat version of the Assassin playstyle.
Try not to engage full-HP enemies, unless you can secure an Alpha Strike on them.
Using an Air Compressor will allow you to play this style quite aggressively in combat.
However, fuel will be a problem if you choose Deflectors over Fuel Converter.
If you see a Technician, take them down from behind using an alpha strike.
It's going to be a huge pain in the smoke vent if you let it live.
Not only for you, but for your team as well - if you need to sacrifice your life in order to do so, it's a viable choice.
Though, think first if it's a smart thing to do for the good of the team.
Recommended Internals include: Air Compressor, Deflectors/Fuel Converter, Basic Failsafe/Basic Fuel Converter.
Recommended Items include: Detonator, HE Charge, EMP, Shield.
Corner Play:
This style is complimented well with dual EOC weaponry.
The mines allow you to fire where the enemy will be, instead of where they currently are.
This allows you to fire before they come around the corner, thus giving you a huge advantage over enemies who have projectile / hit-scan weaponry.
It's hard to aim both of the EOC weapons at an enemy in a direct 1v1, so unless you're confident of your skills at aiming, I would not advice going into a 1v1 skirmish.
Some tips include: aiming at their feet or at the ground where they will be, rather than trying to make direct hits if you're having trouble hitting them directly.
Try to kill retreating enemies by shooting where they will be or aim straight at a stationary target - this can be very annoying to most people.
Shooting mines all over the battlefield can help alot in team engagements.
They'll have to focus on landing hits, dodging incoming fire, and dodging your mines.
This is very difficult for most people to deal with.
Some people will try to fly but again you can fire mines where they will eventually land.
This makes them sitting ducks unless they're using a Zerker or have Air Compressor attached.
Recommended Internals include: Evasive Device, Basic / Deflectors, Power Surger, Basic / Fail Safe, or Basic Fuel Converter.
Recommended Items include: Detonator, HE Charge, EMP, ISM, Radar Scrambler / Scanner, Repair Orb.
In reading all this please keep in mind, just because you use the Breacher doesn't mean you can't do Corner Play and just because you use the EOC R doesn't mean that you can't do 1v1.
I stated the roles for which the weapons are suited best.
That they're best for those situations does not mean they're only usable for those situations.
Predator's a flexible mech, remember that!
Builds & Setups: [Update Pending]
Name: Merapredzel
Description: My personal build.
Weapon of Choice: Breacher.
Item setup: Detonator MK3, EMP MK1.
Internal setup: Air Compressor, Evasive Device, Basic Reconstructor.
Hybrid offensive/stalker build.
Air Compressor's for aggressive maneuvers, while Evasive Device and Basic Reconstructor allow for easier stalking.
Name: Scavenger
Description: Not too great of a build, but it works - commonly used by random pubbies.
Weapon of Choice: Breacher/EOC Repeater.
Item setup: Detonator MK?, Repair Orb MK?/Radar Scrambler MK?
Internal setup: Deflectors, Advanced Reconstructor/Advanced Armor Fusor, 1-slot item of your choice.
Plays for a very passive play style, it is to stay behind shadows and corners looking for easy targets and kills.
The combination of its internals help it to stay alive longer and be on the move constantly while cloaked. Stealth and Accuracy is your forte.
Name: Speedy Pretzel
Description: You want nothing but speed and out-maneuver your prey.
Weapon of Choice: T32-BOLT
Item setup: EMP MK? + ISM MK? + Shield MK?
Internal setup: Basic / Deflector, Power Surger, Evasive Device, optional Basic Reconstructor.
The best mobility setup it can handle.
The 35% boost is fairly easy to obtain through most battles than the max 40%, which is more risky due to having low health.
The reconstructor allows for low level healing while on the move to the next target.
Movement speed in numbers regarding walking and cloaked walking speeds.
Internals used here are the Power Surger and Evasive Device, which give a 25% and 10/15% movement speed bonus respectively.
Boost Speed. @ 30.80 m/s. @ 25% = 38.50 m/s. @ 35% = 41.58 m/s. @ 40% = 43.12 m/s.
Cloak Speed. @ 21.50 m/s. @ 25% = 26.87 m/s. @ 35% = 29.02 m/s. @ 40% = 30.10 m/s.
Walk Speed. @19.50 m/s. @ 25% = 24.37 m/s. @ 35% = 26.32 m/s. @ 40% = 27.30 m/s.
- Note: Speed-effect Internals no longer affect boosting speed, only walking speed.
Name: Carnage
Description: Uses corners to inflict indirect damage to foes and cause carnage.
Weapon of Choice: EOC Repeater
Item setup: Detonator MK? + EMP/Shield MK?
Internal setup: Advanced Reconstructor, Deflector, Basic Failsafe.
This build is to play very defensively against opponents.
Using corner play & using traps is your forte.
You will take damage, but leave a trap and re-position, your health will go up fast in time for the next encounter.
Name: Valiant Pretzel of Pretzeltania The First of His Heritage Line and Master of Being Bananaed
Description: Assaulting other mechs with full force!
Weapon of Choice: Breacher
Item setup: Detonator MK? + EMP MK?
Internal setup: Air Compressor, Deflectors, Basic Failsafe.
This allows you to play aggressively and to your strengths.
Get the upper hand by alpha striking your foes from stealth and quickly dealing with mech scum with your flak and puck shots while in the air.
All other mechs fear your presence!
Tactics:
A strategy is a larger, overall plan that can comprise several tactics, which are smaller, focused, less impact-full plans that are part of the overall plan.
The strategy is what you make it, i.e. your game plan or game objective etc.
My main focus is to primarily be K/D Leader of the match and 2nd to be within the top 3 of the team or the match in score.
Your strategy is your strategy, and the tactics you use will determine if you fulfill your strategy or not.
Now as a Predator what you want to avoid is being predictable, let the prey do that so you got to change it up a bit.
Whether you are laying traps, going against 2 enemies, ambushing mechs whilst repairing/ wounded/ in a group, going to the frontlines or retreating while baiting.
Explanations are below.
Trap Setting:
Around the mech's surroundings is another work around, but never above them unless the ceiling is low enough.
..I don't even know why you'd be aiming above them anyway.
Cluster Traps: It's best to group your 8 pucks as close together as possible without detonating them.
This reduces it's visibility somewhat and gives you 100% damage.
Placing them in obvious and not so obvious places, you just have to learn what works and what does not work.
You can also place half of the puck into the environment so it's less visible.
You can put pucks directly next to eachother.
There are places where you can lay your mines and have the light be "covered up with texture"; this reduces your traps visibility greatly.
Find such places, because when you do they are great to use over and over again especially if clustered together.
Jump Traps: placing pucks on jump pads is a fun way to troll people, try to place them on the lines to reduce your traps visibility.
Corner Traps: when you are baiting/ retreating.
I usually place 2-3 pucks on the corner or around that corner on the floor.
Usually when someone boosts to my direction, I place a few mines on the floor before they see or get to me and hide behind a corner.
Let them set it off or remotely detonate it yourself.
Health Traps: simply placing pucks under health orbs, so if you have this item you can utilize this trap at will.
Remember that the repair item is on a timer and will soon disappear leaving your trap exposed.
Maybe it's for the best to save that orb for yourself and try it on any that are already on the floor.
Fighting Different Classes:
If it�s a fast moving A mech I shoot pucks to the left and right of them so their dodging is overcome,
and B classes I just really do my best to survive the fight.
Ambushing:
If you pull off an Alpha Strike in a matter of seconds you can already win the fight overall just cause of the HP advantage.
If the person is not repairing then slowly walk up towards them and take them out.
Note: If you're close enough, the splash damage from your own weaponry could knock you out of Stalker Mode, with the full 15s cooldown.
It could reduce your effectivity for that duration.
Alpha Strike:
I've noticed that people don't seem to know how to damage people who are repairing without falling victim themselves.
You need to know that if you hit a repairing mech with any weapon or item it will allow them to get out of repair faster.
What you need to do is, do as much damage as possible from a distance (not too far) in a single moment.
Using your slower weapons first to lead followed by your faster weapons.
Use detonator first, then start firing pucks after sending the detonator, as both are approaching the target release your charged breacher shot.
This equals to 225 damage with 1 puck or 290 damage with 2 pucks landed.
That's almost 300 damage in a duration of less than 2 seconds.
If you can pull this off you will be in a much better position to engage the enemy when it comes down to a 1v1.
When I ambush, I try to incorporate the alpha strike technique with a Det 60 + Puck 65 + Flak Breacher 144 at the same time I bust the corner to face them.
It does deadly damage in a short amount of time, at 269 maximum damage.
Overall Tips:
Basically anything with Hellfire Missiles/ Seeker, Sustain Assaults/ Berserkers (Vulcan+Tow is deadly) or hitscan snipers.
Sound:
Things to note when using the Predator are, when in stealth your footsteps can still be heard, so try not to move too fast or do any side dodging.
Otherwise they will hear you coming from a mile off now.
They can also hear your cockpit turning, although it's only a faint sound.
EOC Alert:
Use EOC P in an area you can't see well if about to repair, this weapon can be used as an early warning to an enemy that triggered your mine.
It gives you that slight bit advantage to not get caught unaware, to get away safely or to prepare to fight.
Note: that firing this weapon makes you very audible to enemies if nearby due to the loud sound.
Shadows:
Using stealth under shadows allows your stealth to improve and the darker the better.
Maps like Origin, Wreckage and Uptown, are all really good for the Predator to utilize shadows.
Wall Hugging
Hugging walls also helps you blend against your background, as the light isn't going through your mech reducing your visibility.
If it's a wall you�re against and covered by shadow it is much harder to be spotted out, but you�ll either get away with it on a newbie or not on a good player.
Note: Aim Down!
You can further reduce your visibility by aiming your weapons down to your feet.
One of the main reasons you are spotted is due to your weapons poking away from your body.
So use shadow, hug a wall and aim your weapons down.
Peripheral Vision:
Stay out of a mechs peripheral vision - this will help sneaking up on people as you're approaching them, so try to approach them from their side at best.
Try to always use cover to hide behind, more so if an enemy thinks he has spotted something, he might decide to fire some rounds your way and spoil the big surprise.
Trap Disarmament:
If you see another predator's trap or random pucks.
The best way to disarm it quickly is to place 1 puck in the center of the trap and detonate it.
Making sure your some distance away first before detonating or you could get damaged quite badly.
Reinforcements:
Press Q to always alert your team where the enemy is at, even if it�s one or grouped.
At least you can help your team out being in such close proximity to the enemy.
You can wait for them to arrive, see the skirmish unfold, wait to see if any injured enemies run away and go after them.
You can't do it all by yourself so get others involved.
If you end up dying in any situation begin typing to your team mates about the situation or of enemy locations.
Also be aware of your teammate�s health bars, as you have limited radar and visual, this can be a great tool in pin pointing the enemies whereabouts.
You become their reinforcements, also monitor how fast your teammate's healthbars are going down.
This can help determine whether it is 1 opponent he was fighting against or 2 or more.
Atleast investigate and see if you can finish off the more injured mech, as I described somewhere earlier.
Using Multiple Tactics:
During a match I will not use 1 tactic and another tactic during another match.
I like to diversify so I'm unpredictable and is more challenging for me, fun and rewarding as a predator player.
To the predator player who only lays traps, he will probably always be at the bottom of the team.
To the one who only baits, retreats and traps he might get a bit higher, 5th or 4th.
So you really got to mix it up during matches, if I have time and I'm alone I lay a few traps here and there, and wait to see if they get triggered.
If not I go and ambush a mech.
Once that's done and I've repaired I go to the front-lines and support my team and take their kills, simple.
Teamspeak:
Voice communication allows you to pass on information much faster and more reliably while in combat than typing it out.
If you are the Predator you have to do a lot of talking back to your team mates and help them overcome the other team's tactics, etc.
Game Modes:
I think you should go find other guides that explain them better to you.
What I've mentioned here can be incorporated into those game modes.
Old gameplay videos:
The first few ones are lower quality, the rest should be 720p.
Recorded with OBS.
Personal opinion about the Predator:
The unique Stalker Vision allows you to alert your team to the enemies presence very effectively.
Comments on how it can be improved, input, suggestions, constructive criticism, etc. are all welcome.
Edited by (KDR) Meraple, 31 January 2016 - 02:32 AM.