Illfonic has just released another patch for Predator: Hunting Grounds, version 1.06 is now available for download.
This is primarily a balance adjustment patch that overall slightly buffs the Predator and slightly nerfs the Fireteam, something we’d say was needed given our experience with the game.
Here are the full patch notes that Illfonic posted to their forum.
- General
- Reduced amount of Veritanium received when obtaining a duplicate item from opening a field locker
- Made some improvements to AI pathing
- Reduced boar health and run speed
- Fixed some issues that were occurring with new item notifications
- Stability improvements regarding loading screens and various gameplay interactions
- Players will now be kicked from the match if they are inactive for over 2 minutes
- Field locker reveal will now wait until objects are fully loaded before appearing
- [PC] Friends list now only shows friends that are currently online on Predator: Hunting Grounds
- Maps/Missions
- General
- Reduced amount of Medical Stations and Ammo Crates in each map
- Reduced amount of AI spawned on missions and defense points
- Fixed an issue where the defense timer missions would sometimes display the incorrect countdown timer
- Reduced defense timer countdowns on several missions
- Fixed collision on some trees that were blocking bullets and projectiles in its leaves
- Increased Health of Destructible Branches
- Fixed an issue where map collectibles that were not being awarded correctly
- Fixed an issue where the collectible interact would get stuck on screen
- Fixed an issue where weapon lockers would prevent weapon switching if an empty weapon was replaced in the locker
- Fixed an issue where weapon crates were not showing the correct weapon on the weapon swap widget
- Fireteam
- General
- Increased amount of time to wait for reinforcements to spawn after radio has been activated
- Can no longer toggle sprinting while mid jump
- Increased stamina required to parry
- Parrying without enough stamina will now cause you to enter an exhausted state
- Jumping without enough stamina will now cause you to enter an exhausted state
- Large Veritanium pickups are now instantly added to your currency instead of taking up an inventory slot
- Fixed an issue where jumping did not cost any stamina
- Fixed an issue where the Fireteam fall damage was not calculating correctly
- Fixed an issue where Fireteam members were not able to move immediately after being downed
- Fixed an issue where certain XP events would not be calculated during Exfil
- Fixed an issue where Fireteam members would see their ammo as a negative amount
- Added line of sight requirement for downed Fireteam widget to appear
- Weapons
- 2XL
- Reduced close range damage
- ABR-Z
- Reduced close range damage
- D34-D
- Removed impact grenade firing mode
- Reduced explosion timer on timed grenades
- RP-103
- Fixed an issue where the RP-103 would receive ammo too early in its reload animation
- 7EN
- Reduced firing rate
- Reduced close range damage
- Gear
- Reduced the amount of Medical Kits and Ammo Bags you can carry to 2 (down from 3)
- Increased gear weight cost of Medical Kits and Ammo Bags
- Reduced Grenade inner damage radius
- Increased Grenade damage falloff speed
- Fixed an issue where Medical Kits and Ammo Bags would sometimes stick to objects when thrown
- Predator
- General
- Increased Predator damage resistance to knives
- Reduced the amount of damage that the Predator receives from taking headshot damage
- Leap Slam now causes nearby Fireteam members to experience a blinding effect
- Second Wind now causes nearby Fireteam members to experience a blinding effect
- Increased health gained from feasting on boars
- Boars will now show up during Target Isolation
- Made changes to the visuals of target isolation markers
- Fixed an issue where some of the Predator weapon reticles were incorrect
- Classes
- Hunter/Jungle Hunter ‘87
- Fixed an issue where the Jungle Hunter ‘87 class did not have the same stats as the Hunter class
- Increased damage resistance to all Fireteam firearms other than the shotgun
- Scout
- Increased damage resistance to all Fireteam firearms other than the shotgun
- Increased Gear weight limit
- Weapons
- Combistick
- Reduced melee swing damage
- Reduced melee swing speed
- Net Gun
- Increased firing rate
- Net Gun net can no longer be shot out of the air
- Plasma Caster
- Increased damage to uncharged plasma caster shots
- Reduced damage at maximum charge to prevent downing a full health Fireteam member
- Smart Disc
- Fixed an issue that caused the Smart Disc UI to stay on screen if the Predator is damaged while controlling the Smart Disc
- Yautja Bow
- Increased velocity of arrows
- Added ability to hold bow at full charge for an extra 10 seconds before auto release
- Audio
- Fixed flare sounds not triggering when placing flare during exfil
- Matchmaking/Parties
- Fixed an issue where other player pings would appear higher than they should
- Fixed mission planning screen not waiting for the last person to completely finish loading the level before starting the timer
- Removed the P2P Fallback for players after a long period of time when dedicated servers are available, prevents Predator players from creating P2P lobbies that no one can find
- Fixed an issue where matchmaking would reset your position to the end of the line after waiting
- Fixed an issue so that the Predator queue estimates will be more accurate
We’ve been playing Predator: Hunting Grounds quite a bit and we’re glad to see Illfonic fine-tuning the balance with this update. We also can’t wait to see what future additional content is coming to the game.
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#DoubleDutch
One bad thing with this new patch is that it seems to have introduced a bug for both the Support and Berserker classes where you can't equip your third gadget, so hopefully they get that sorted out asap.
https://thumbs.gfycat.com/FlusteredEthicalDowitcher-max-1mb.gif
100% agree. I’m actually beginning to appreciate the visuals more, the scope and vividness of the jungle is impressive. And now they’ve refined some of the rougher edges it is finally looking like a PS4 game.
Everything just looks cleaner, sharper and with way less jagged edges than it did pre-patch. It's noticeable even in the menus. Even though the framerate doesn't seem to have changed overall it looks a lot closer to the quality of the PC footage I've seen now than it did previously, so that's great.
https://forum.predator.illfonic.com/t/patch-notes-1-08/8038
The skulls and various trophy cosmetics are specifically from the crates. If there are any other ways to get them we just don't know.
An idea for Predator cosmetics though, what about a Predator trophy that is a Predator skull or a broken helmet? Maybe even a wrist blade. There's nothing in the game to suggest the Predator isn't a bad blood. It might not work with the skulls and trophies being on the side but maybe they could have it that the skull is worn on a shoulder or mounted on the back. Maybe you could get the trophy for a hypothetical Predator versus Predator game mode.
- I know it’s a pipe dream but it would be fun to have 2 predators hunting 2 fireteams on the same map. The fireteams and/or the predators could team up to work together to escape or take each other out! What do you guys think?
- also, anyone know how to unlock the skull trophies for the predator???
https://media.giphy.com/media/Xjo8pbrphfVuw/giphy.gif
Duuuuuuuuutch!!!!
We'll likely hear something before the end of the month.
That is all.
It's basically a big support gun where during objectives it's to help teammates who are pinned down by the Predator so while it's coming in or in the process of taking skulls it's supposed to tear into its health because it assumes you're going to be at range to use it.
It's also a good deterrent to keep Predators off the team because it will have to get in close to take the skulls. I know the wind up can be a pain but if you're using it in the mission area then just keep taping the fire button to keep it spinning so once the Predator arrives you can open fire. It's also good to tear apart the trees so the Predator is easier to spot and less bullets are stopped by branches.
So hit Predator with minigun, game over? Start new game, hit Predator with minigun, game over?
https://i.makeagif.com/media/6-05-2018/kfbskk.gif
Actually I feel the opposite. It's great to get a Predator off a fellow fireteam member from finishing the kill, often sending it into its second wind. The only time I can't use it is when the Predator is after me. The reduction in speed makes it impossible to evade.
Totally agree. Yeah, FireTeam shouldn't be able to spam spot the trees and the Scout needs to run more silent, but the Predator, especially the hunter Predator feels like in most part it's gained the advantage again, and that's the right thing.
*dramatic pause*
.....I think this is overall a good patch!
After the first few days of playing mostly all Predator matches I got pretty frustrated by a lot of the balance issues to the point where it just felt like playing as the Predator wasn't nearly as fun as it should have been. But thankfully I've got to say that by and large these changes do seem to have addressed the balance in a positive way.
I went back and played Hunter and Scout after having mostly stuck to Berserker since I unlocked him, and at least as far as the Hunter is concerned he definitely feels like arguably the best class now. Scout unfortunately still doesn't seem to be too viable, in part because of the nerf to the plasma caster taking away one of its main long-range tools, but the addition of one extra gear item is good, at least. I just wish the smart disc was better too so you could go "full long-range", but it seems like he still needs a melee weapon of some sort for those claims.
As for the Hunter though, he felt great. The increased number of pigs/boar and the ability to track them via target scan is great, since it still has that random edge to it (I only actually healed that way once, maybe twice), but at least now you don't end up using almost all your heals in order to kill and claim people only for them to be reinforced back in and reset all your hard work.
He can also take enough damage to make it so that you don't necessarily have to heal up every time you jump in to melee or claim which helps with that, but he's still squishy enough that two or three fire team members blasting at him will melt him super quick. I played a fire team match with a Hunter who tried to combistick rush right at the start and he got one claim off before we put him into second wind and he ran off for a bit before detonating himself, so that's definitely something you can deal with so long as you're not split up.
Overall it just felt like I was able to do what I've been trying to do since the get-go a lot more now as the Predator and not be punished as much for it. The added reinforcement time only seems to be a few seconds or so and it really doesn't make a big difference, but given that if you play smartly and get a bit lucky you shouldn't have used up as many heals by the time they're brought in now, so it's less frustrating to deal with.
I also wasn't getting parry/knife spammed at all either, which makes me think the stamina changes are doing their job.
There's still some obvious jank and issues they need to fix, but I'd definitely recommend giving the Predator a go again if you're anything like me and decided to take a break out of sheer frustration.
Also DLC content that was more of a predators theme on another planet like the movie would be fun with other bug aliens as AI and also I would be ok with humans being able to use stargazer weapon tech.
King willies cane swords as a melee weapon.
Just predator this game up as much as possible please.
https://www.avpgalaxy.net/forum/index.php?topic=63455.0
The last few days, had been winning almost every round with fireteam. Now losing almost every round.
Nerfing the fire team's ability to bunny hop constantly is definitely a great change, as is reducing that insane knife damage they could do to the Predator, along with reducing overall ammo and health stations around the map and knocking the number of ones you could bring into a match by 1.
Increasing the amount of time it takes for reinforcements to come in is good too, but by how much? Having some actual numbers there would be helpful, like other games' patch notes often have.
Likewise increasing the amount of damage that Scouts and Hunters can take should help make those classes (especially Scout) more viable. Having boars light up on target scan is also great, since I think I've found maybe 2 in the full game up until now. And a "blinding flash" for second wind is an odd but hopefully effective way of making that a little less of a death sentence, especially as Berserker.
But then they went and made some weird, unnecessary changes like nerfing fully-charged plasma caster damage. Given how long you had to hold it, and how difficult it can be to get a hit on, I feel like a one hit down with a good trade-off for giving your position away and using so much energy. Given that they buffed Scout to make him a bit better with this patch it seems strange to then to and nerf one of his best tools, and one of the best tools the Predator has in general for being able to down people with any consistency.
And of course nerfing the combistick, but not buffing any of the other melee/close-range weapons. The reason so many people use it (other than it just being a cool Predator weapon) is because it was the only melee weapon that was actually good. I'd legit forgotten the plasma pistol was even in the game until just now. Depending on how bad they've made it now, I feel like melee could be even worse now than it was before. They need to make the bad weapons good, not the one good weapon bad.
Also reducing the number of AI enemies as well as the timer on certain missions means the fire team should be able to finish them even quicker than they already could, which was another big problem that was often the reason so many people felt the need to just rush in and try to kill everyone as quickly as possible. I don't see why they figured that was a good idea. If anything it should have been the opposite.
Looking around though it also seems like this patch still doesn't fix the "new item notifications" bug on the menu even though it says it does, so my ocd is going to continue to make me suffer until they finally get that right.
With any luck the fire team nerfs (mainly to stamina) should hopefully be enough to make things at least a little more balanced than they were but some of these changes don't make much sense to me.
Did anyone notice particular bugs happening the night before? I sure did. I think a few things are loaded from a database in every battle and the buggyness happens. Then in the patch its rectified.
I noticed my game not attributing any buggyness this morning after the patch.
conclusion: bugs can happen due to a server upgrade/enhancement/change well before a new iteration of the game is downloaded and installed. As with most online games, stats/loadouts/attributes are loaded from your profile or from a master profile.
https://forum.predator.illfonic.com/t/patch-notes-1-06/3835