HAWKEN

HAWKEN

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The In-Depth Predator Guide
By ReEvolve and 2 collaborators
This is an in-depth guide for all players that want to learn how to use the Predator mech effectively. This guide covers the following topics: Stealth, Awareness, Heat Vision, Movement, Side Boosting, Positioning, Cover, Opportunities, Patience, Weapons, Usage, Overheating, Items, Internals, Nemesis, Strategy, Tactics, Trap Setting, 1v1 / 2v1, Ambushing, Singularity, Frontline Play, Baiting / Retreat, Long/ Mid-Ranged Combat, CQC, Peek a Boo and Overall Tips.
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Authors and Contributors
The In-Depth Preadator Guide was made by:
  • Lightangel112 (author of this guide)
  • Meraple (author of this guide)
  • ReEvolve (copied the guide onto Steam)
The Basics
Stalker Mode
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
Movement
Your movement should vary depending on the situation; standing can be just as effective as moving. Don't be scared to boost while in stealth, just time yourself to get back into stealth near enemies before they spot you is just as good. They will see you on their radar due to your boost, but can't seem to pin point your location, this can leave your enemies a bit tense (on edge), knowing that you could be near them. Also try not to jump in the air in front of other mechs like assaults, infiltrators, berserkers is an even worse idea, you might lose the battle due to missed shots or not having AC attached.

Side Boosting
This can be incorporated into movement, side boosting with forward boosting is also a method that can further extend your fuel tank, in most cases doubling the distance traveled. Side boosting is much faster than walking places in-game. It does however have it's disadvantages, now showing you up on radar when using it. It's best to go from side to side when doing this unless your hugging a wall. Don't use this too often during battles unless you have a radar scrambler. It is now far better to simply walk around while in stealth mode as your walking speed has been raised to 19.5 m/s.

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. It's best to either position yourself behind objects, obstacles, behind them, under them, over them or to their side whichever, just never in front unless you are going in too assault or defend against.

For example, if you saw a berserker or rocketeer and was face hugging you, you can just engage them, cause they may have engaged you by now and you would have the advantage of health over A's or the damage over C's just be careful with the C mech that has the Flak Cannon, it is so brutal. Remember to position yourself before engaging a target.

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 your dead. Learn every map if you plan to use predator, learn the shadows etc, think of an escape plan when using cover. If I use cover "a" can I successfully get to cover "b" without being noticed? Could I also do that while hitting my target?

Predator is a brilliant burst type mech imo and when used with cover effectively, there are times when I take no damage or I'm hardly ever spotted. I have learned to use cover very well, there are times when I don't even bother placing 2-3 pucks around a corner anymore. This is covered in the tactic section of the guide.

Instead after turning a corner or popping out from cover I fire a flak + puck at my pursuer or target. What that does is effectively "reduces your presence" and keeps you more stealthy, until the last possible second. You also avoid alerting other enemies and do more damage in the process, then start to use pucks around corners as you begin to bait them.

Opportunities
Look out for opportunities with your visual prowess. 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. Note: if your going after a wounded or a repairing mech, if your not close enough they can be fully repaired by the time you get to them, be careful.

Patience
Many times, even when we have positioned ourselves 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

Sometimes a little practice of patience can help a lot, to make you think more clearly about the outcome of any situation. 1 example could be that you're positioned well but your target is not in the position you want them to be in. Maybe it’s waiting for that heavy mech to turn its back to you. So exercise patience and observe before committing. Sometimes I attack 1 person and find a 2nd person who I didn't notice show up on radar or visually and is attacking my side.
Ability
Ability: Stalker Mode
The Predator's signature Ability - here's what it grants you:
- 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 own 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.
Weapons
Primary: Breacher
A very hard hitting hit-scan shotgun if you tap it or a charge-up single-shot hitscan rifle if you hold for a second.
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.

Fun fact:
Breacher's the only weapon capable of doing 244 damage on it's own within 2 seconds.


Primary: T32-BOLT
Not reccomended unless you fight people head-on or your aim is too bad for Breacher.
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
Hard to hit with due to the slow muzzle velocity, but does large amounts of damage when all 6 EOC pucks hit (156 dmg).
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 it does more damage if you hit enemies directly.


Secondary: EOC Predator
A very good and versatile weapon, but hard to use due to it's sustained fire nature and slow muzzle velocity.
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:
You need to be watching over the heat gauge and how you deal with it, EMP your enemy for example or simply dance around the mech, object or cover.
Items + Application
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. 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, 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.

Radar Scrambler:
Can be used offensively to help conceal your location when trying to confuse the enemy, hitting him from every angle behind cover. I 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 bit if you can aim it, as it's a bit hard to aim, and you can't air burst 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 a lot of fun if you like being a total d*ck.

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 stealth predators.

Shield:
A pretty useful item, as your Breacher can shoot through it, but most enemies won't be able to and on top 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 is better for that.

Some other rather unorthodox, 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 a lot harder too, though.

Sticking it to a dying, Fortressed allied C class can save his live. This can count in close matches. Of course you can stick it to people just for them lolz, 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 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 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 of the 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 cool down, and they've already built up some heat. If you like bullying people you could even EMP them.
Internals
Anything you feel is optimal is optimal for your play style. For my current build I'm using Air Compressor, Deflectors and Basic Failsafe, but on my previous build I used to sport Deflectors, Failsafe, Shock Coil & Basic Reconstructor.

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. 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.

Deflector:
To me, it's simply a must-have on EVERY mech in the game. Since you 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. I recently tested this out with LEmental help.

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 play styles, like stealthy game play. It's not very effective for mine, as I am in combat most of the time with very little time in between.

Other good internals

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 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 fuzzy bunny internal, but it helps the predator be constantly topped up on health due to kill stealing.

Shock Coil:
It allows you to drop from high cliffs and still be able to remain cloaked. It 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 unnoticeable if you use an air dodge before landing, shows up as a blip but this'll depend on who's around / near you.

Note: due to the recent changes made to 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 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 your going to use this internal make sure to have Deflector also.

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 allows for quick position or re-positioning. In which case quite useful to have.
Play Styles
Roles best suited for which weapons.
T32-BOLT = Assassin. Game play video coming soon.
Breacher = Aggressor. Game play video available to view.
EOC Repeater = Corner Play. Game play video available to view.

Assassin
Killing low health, repairing, running or fighting mechs that you can easily kill 1v1. Taking down smaller, easier-to-kill prey is preferred, as it can go smoothly and quickly and on top 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), with Shock Coil or Basic Deflector and Basic Reconstructor also.
Recommended Items include: EMP, ISM, Radar Scrambler, Detonator, HE Charge.

Aggressor
This is an even more aggressive, combat version of the Assassin play style. 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 to this style quite aggressively in combat. However, fuel will be a problem if you choose Deflector 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, do it. Though, think first if it a smart thing to do for the good of the team.

Recommended Internals include: Having an Air Compressor, Deflector / Fuel Converter & Basic Failsafe / Basic Fuel Converter.
Recommended Items include: Detonators, HE Charges, EMP.

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, and dodging your mines lol. 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 are a Berserker 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.

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 best suited. 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
Name: Scavenger
Description: Out to get strays, kill stealing is the game.
Weapon of Choice: Breacher.
Item setup: Scanner MK? + Radar Scrambler MK?
Internal setup: Deflector, Adv / Armor Fusor, Basic / Power Surger.
Plays for a very passive play style, it is to stay behind shadows and corners looking for easy targets and easy 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.

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.

Name: Carnage
Description: Uses corners to inflict indirect dmg to foes and cause carnage.
Weapon of Choice: EOC Repeater.
Item setup: Hologram 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 and in time for the next bout, ding ding!!

Name: Valiant Pred
Description: Assaulting other mechs with full force!
Weapon of Choice: Breacher.
Item setup: Detonator MK? + EMP MK?
Internal setup: Air Compressor, Deflector, 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!

Name: Alpha King
Description: Your first to engage and last to lose.
Weapon of Choice: Breacher / EOC R
Items setup: Detonator MK? + Repair Charge MK?
Internal setup: Deflector, Failsafe, Basic Extractor, Basic Reconstructor.
You are not afraid to get up close and personal with your victims. The Failsafe is necessary to blast mechs in close proximity to deal heavy dmg and survive the initial alpha or even a face hugging contest. You are not afraid, you are fearless.
Tactics
Now strategy and tactics are not the same and here is a small definition.
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.

Tactics
Now as a predator hunter 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
Close Quarter Combat - in CQC under a mech’s feet or slightly in front of them and to either side of them is best or around the mech's surroundings is another work around but never above them unless the ceiling is low enough.

Cluster Traps - It's best to group your 10 pucks as close together as possible without detonating them. This reduces its 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.

I've noticed recently that mines can now be clustered even closer together than previously. It is the nuclei of the pucks that can trigger it to detonate and now you know about it hehe

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, cause when you do they are great to use over and over again especially if clustered,

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 away. 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 and let them set it off or remote detonate it myself.

Health Traps - simply placing pucks under health orbs, so if you have this item you can utilize this trap at will. Placing these is just as hard to figure out though and remembering that the repair item is on a timer and will soon disappear leaving your trap exposed. So maybe best to save that orb for yourself and try it on any that are already on the floor.

Hologram Traps - another clever trap is placing pucks on a wall that is obvious but you cover it up with a hologram so they don't see the trap as much or try under the hologram or slightly behind it. Usually people use their primary weapon to shoot which usually are sustain and walk through it so anywhere near the hologram in a tight/ confined area is good.

1v1 / 2v1
If it’s a C class majority of the time, I try sneak up behind them to do most damage, if it’s a fast moving mech 1v1 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. I will only engage 2 mechs at the same time, if I've managed to kill 1 off with a trap or they are seriously wounded enough to allow me enough time to take it out and the 2nd mech without overheating too much. Most times, what happens against 2 mechs for me is I injure 1 and go after them with full force get the kill and usually end up dying.

Ambushing
If you see a mech that is about to go into repair mode, remember that you can boost right up to them as they cannot see their radar, they are at a disadvantage straight away. Unleash all your fury upon them to take them down. If you can 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 creep up towards them and take them out.

Note: if your too close to the enemy when using items with splash damage (AOE) the 60 damage the detonator could have did, 30 went on yourself because you were too close and it also knocked you out of stealth, so try releasing the item as your approaching the enemy with enough distance to hardly take any damage. If you aim for someone's back, anticipate that they will side dodge.

Alpha Strike
This is another aspect on ambushing. 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, the start firing pucks after sending the detonator, as both are approaching the target release your charged breacher shot. This equals to 220 damage with 1 puck or 280 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 60 + Flak Breacher 144 at the same time I bust the corner to face them. It does deadly damage in a short space of time, at about 264 damage..

Frontline Play
Depends on the map, to be a front-line predator player, all you got to do is stop enemies flanking or alert your team about it, using the charged breacher while laying pucks on the floor for the enemy to step all over them, so keep firing at the floor. Nabbing kills from the side while your team does the real damage and going behind enemy lines. The Pred is excellent at going behind enemy lines, you can really wreck havoc to teams doing this effectively just don't get spotted, get into a nice spot and fire away.

Baiting / Retreat
Best thing for predator to do when faced with a faster or stronger opponent is to retreat. So you retreat behind corners etc, leaving behind pucks for the enemy to run over as they chase you down and even shooting breacher in their face, this helps when getting low on HP. I like to man-oeuvre myself so that I can use a side dodge to escape briefly, then turning back to lay mines on the floor, while always moving backwards, never turn your back to the enemy unless you’re simply outnumbered and you just have to make a run for it as best you can. Baiting involves hitting the enemy to get their attention, and you slowly bait them in closer into your trap or bait them in for a few hits as your retreating backwards, but you can boost to the same effect also.

Long/ Mid-Ranged Combat
Predator isn't really meant for long range combat as such, the breachers damage falls pretty badly in long range engagements. Sure, you can use Breacher for long range but a sniper will usually win on that front, only do this when the enemy is distracted.The predator can be used in this way to damage opponents from afar or outside of the conflict area. Using charged breacher, detonators and pucks to do splash damage on enemies.

This can be helpful in death matches when 3 or 4 mechs are fighting and you’re outside the conflict area, and you pick off the kills of the other people and they are too busy to notice what has just happened. This tactic can be helpful in death-matches as you can pick off kills without too much hassle. And also helpful in sieges, filling the AA area with pucks for enemies to run over.
Overall Tips
Nemesis
Basically anything with Hellfire Missiles/ Seeker, Sustain Assaults/ Berserkers (Vulcan+Tow is deadly) or hit scan snipers.

Sound
Things to note when using the predator are, when in stealth your footsteps can still be heard, so try not to move to fast or do any side dodging, otherwise they will hear you coming from a mile off now.

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, and gives you that slight bit advantage to not get caught unawares or to get away safely or to prepare to fight. Note: that firing this weapon makes you very audible to enemies if near by.

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 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 pro.

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 your 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 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 team mates health bar is going down, this can help determine whether it is 1 opponent he was fighting against or 2 or more. At least investigate and see if you can finish off the more injured mech, as I described off in 2v1.

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
If you have friends who you play with regularly it is best to join as a party and be communicating on Teamspeak 3. 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 teams tactics etc.

Game Modes
Now I don't have any tips in this guide for the other game modes if that's what you need I think you should go find other guides that explains them better to you. What I've mentioned here can be incorporated into those game modes. As I've briefly described how 1 aspect of my guide was used in real situations or scenarios.
Video Gameplay
Aggressor Play Style using the Breacher.

This is my favorite video as it show cases what a predator can do to most B mech Assaults.


This video also shows what a predator can do to more Assaults lol.

Corner Play Style using the EOC Repeater.
21 Comments
GHOSTBLUNT 29 Sep, 2021 @ 11:45pm 
rest in piece
BongRippa'88 17 Mar, 2020 @ 3:53pm 
One problem: The game is dead.
Guardian Phoenix 20 Mar, 2016 @ 8:59am 
Hey Angel~! :P Are you by any chance still being accused of hacking every damn day? :P
Galgathar 2 Feb, 2016 @ 6:58am 
Really helpful guide, I enjoyed learning from this
catter_ 18 Feb, 2015 @ 6:52pm 
just finesht a rond with your tactics. havent don beter with a preteter
catter_ 18 Feb, 2015 @ 6:40pm 
thanks at ferst i thort the predeter sucked but now i know how to use it

ps your boss at this game
ReEvolve  [author] 31 Jan, 2015 @ 3:02am 
:)
M󠀡  [author] 31 Jan, 2015 @ 12:51am 
I'm glad it's been preserved, even though nobody uses it.
Atleast I can still brag about having participated in its creation.
Lightangel112  [author] 30 Jan, 2015 @ 6:05pm 
Wow, Revolve thanks for convincing me to place this guide on steam man. Now the hawken forum has been totally removed that version is now gone forever. So glad we moved it here.
M󠀡  [author] 15 Nov, 2014 @ 10:27am 
Seems like nobody likes the most in-depth guide on a single mech, eh.
Guess it was a waste of time afterall.