Going into Predator: Hunting Grounds, you might expect the fireteam soldiers – the de facto prey – to be at a distinct disadvantage. They should be no match for a cloaked, heat-tracking, trap-laying Predator unless they really stay in a well-coordinated formation, act fast, and don’t deviate from their objectives.
That hasn’t necessarily been the case since the game launched last Friday. The humans are cleaning up.
When the four fireteam players can form a hit squad that actively pursues the lone Predator player and their gambit prevails more often than not, you know something is up, balance-wise. I want to be afraid again. I want to second-guess every second I waste searching for glowing currency in the jungle.
IllFonic is trying to balance out both sides of Predator: Hunting Grounds with update 1.06. It’s a good start, and while some changes might go too far (a max-charge Plasma Caster blast can no longer take down a fireteam member with full health), other tweaks (like toning down the 2XL, ABR-Z, and 7EN damage at close range) were sorely needed. Those weapons had some insane stopping power.
Another big one: the fireteam can’t wildly slash their knives to parry the Predator’s physical attacks – they’ll run out of stamina. On the Predator side, we should see less mindless Combistick builds.
There’s no doubt in my mind that players will find new ways to obliterate each other even with these balance changes, but at a glance, I like where IllFonic’s head is at with this patch. Keep it up.
I’ll probably stick with Hunting Grounds for a few more weeks before I need new content.
Patch Notes 1.06 [IllFonic]
Source: Destructoid Predator: Hunting Grounds update 1.06 tries to even the odds