Fireteam Perks
Passive bonuses that Fireteam can equip to enhance their abilities. Each character can equip up to three perks, but the total perk weight must not exceed the available perk points for that class.
Stats
Name | Weight | Modifier | Description | Clash |
|---|---|---|---|---|
| 3 | +30% | Increased damage against AI | ||
| 2 | +25% | Bonus stamina and exhaustion recovery | ||
| 6 | +10% | Bonus damage to Yautja | ||
| 6 | x2.5 | Longer lasting predator spot | ||
| 3 | -20% | Increased interaction speed | ||
| 4 | Produce less noise (smaller sound indicators) | |||
| 2 | +25% | Reload weapons faster | ||
| 2 | -25% | Increased hip fire accuracy | ||
| 6 | yes | Spot Predator traps automatically in range | ||
| 2 | +10% | Increased Experience from all sources | ||
| 1 | -40% | Extends the time before you bleed out | ||
| 3 | -40% | Reduced weapon fire recoil | ||
| 5 | +10% | Faster movement speed | ||
| 3 | -8% | Take less damage from the Predator | ||
| 5 | -65 °C/-85 °F | Reduced thermal body temperature | ||
| 1 | +50% | Improves movement speed while downed | ||
| 2 | -30% | Take less damage from AI units | ||
| 3 | +15% | Deal extra melee damage | ||
| 1 | +25% | Faster weapon/gear switching | ||
| 5 | x25 | Increased overall health | ||
| 1 | +80% | Faster ADS movement speed | ||
| 2 | +20% | Increased starting weapon ammo | ||
| 4 | -30% | Muddy up faster, stay muddy longer | ||
| 1 | +1 | Can be downed 1 extra time before death | ||
| 6 | +1 | Increased number of gear uses |
Notes
General note about values represented in the table above
Values are extracted directly from the game's data files (Unreal Engine .pak files), but they may be inaccurate for several reasons.
Some values are straightforward and displayed exactly as stored in the data (e.g., perk weight). However, other values require calculations and may be overridden by specific classes or weapon types, or modified by additional factors.
For example, weapon damage is determined by multiple variables, including:
- The character using the weapon
- The weapon itself
- The projectile the weapon fires
- The armor modifier of the character receiving the damage We may not be aware of all the attributes required to form an exact formula for calculating these values. Additionally, Illfonic may override or modify certain values directly in the game code (via C++ methods), making such changes inaccessible from the game data files.
For more details on how we extract values, check the Nerds section.