Rework V1.2 (Final)
Hello Everyone, My name is Lazy.
If you are like me, You were likely disappointed that the game plays as it does. What should be a multiplayer stealth game, with long winded matches, skillfull tracking, and intense action, really didnt turn out that way. The game instead often devolves into a “Roflstomp” on either side, within the first 5 minutes. Unfortunately it seems that much of the player base has grown used to this style of gameplay, and refuses to support the game returning to What I believe is its original Intended direction.
As such I have created this guide for those who crave the experience that the title “Predator: Hunting grounds” suggests.
Bear in mind, Just because I want to rework the game, doesn’t mean I find it bad. I commend illfonic for making everything work as well as it has thus far. And even though its far from perfect, I believe the potential is truly there.
Please read the guide fully, and consider the post as a whole, and seperate game, before you judge it.
Chapters:
1. Match Length / Rewards
- General
- Major Gameplay changes
- Rewards
2. Fireteam objectives
- General
- Stealth
3. AI
- AI behavior
- AI types
- AI spawns
- Pigs
4. Fireteam
- Stealth
- Spotting
- Classes
- Weapons
- Gear
- Other
5. Predator
- Stealth
- Thermal
- Classes
- Weapons
- Gear
- Other
6. Perks
7. Reverting Band Aid Patches
8. Quality Of Life
Let us begin
1. Match Length / Rewards -----------------------------------------------------------------------------------------------
General
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Match Length should be uncapped. Objectives, and how fast the fireteam completes them, should dictate the match length. Or of course, how fast predator manages to complete his hunt.
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A group of pigs should spawn every 10 minutes. The final group of pigs should spawn in at 30 minutes. Pigs should not despawn, dead or alive.
Major Gameplay changes
The point of these changes is to make for a far more hardcore experience. However in the case of the reinforcements, this change will significantly decrease the queue times for predator, as the FT members cycling in and out of games will remove the current hard requirement for a 4-1 population ratio
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TTK for Pred and FT should be lower to encourage slower and smarter plays.
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Pred melee should take:
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5 hits to kill assault (currently called support) with low damage melee
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4 hits to kill assault (currently called support) with medium damage melee
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3 hits to kill assault (currently called support) with high damage melee.
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Preds health needs to reflect his role.
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Scout should be relatively easy to SW 1v1 in close range
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Hunter should be difficult to SW in 1v1, but easy to SW in 1v2
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Berzerker should be difficult to SW in 1v2, Should be easy to SW in 1v3
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I felt I needed to specify how much damage preds melee does as a basis for how the damage should work roughly.
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Reinforcements should be Removed entirely.
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Predator should be able to destroy the extraction helicopter. However, Predator should not be warned that the extraction is happening. He should have to be wary of the helicopter as it passes over.
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To destroy the extraction helicopter, predator must use his plasma caster fully charged and hit the copter. However, destroying the helicopter with this, destroys the shoulder cannon as well. A second extraction chopper is sent but will take 10 minutes to reach the FT. So they must survive for 10 extra minutes.
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During this period, Predators target isolation will work against players.
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Fireteam members that are already in the helicopter upon its destruction, will fall out of the helicopter suffering only minor fall damage
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Rewards
Increased and more consistent rewards will encourage more players to play FT
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Veritanium, and OWLF recordings should be retained upon death.
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5 -15k veritanium should be rewarded to each Surviving FT member, upon successful extraction of the body. The condition of the body should dictate the reward payout.
2. Fireteam Objectives------------------------------------------------------------------------------------------------------
General
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Fireteam objectives need to consist of more than just Holding the interact key 24/7. We need minigames, similar to the bomb defusal, but without the time limit. They should be harder puzzles, and take longer than the bomb defusal, and have more than enough variety to keep them a bit varied.
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Objective locations should take the fireteam around the map, several times, as well as into the areas between the outposts (Drop pods are a good example)
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AI patrols should be spawned along the roads intersecting the map; All should have a radio, so that if the fireteam does not kill them quick enough, All of the bases around the map go on full alert, with AI reinforcing the bases, Or moving to retake them.
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Significantly Increase medical/ammo drops on the map, as well as possibly care package drop objectives that can refill the equipment of 2 FT members.
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New types of objectives should be created to split up the fireteam shortly. (Not really sure how to achieve this, but it should be looked into) Search area missions should cover larger grounds, forcing the FT to spread out more.
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Time to complete all objectives should be extended considerably, for all mission types and maps.
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Fireteam should have access to all extraction zones, and be able to choose which one to take by running to it.
- Helicopter should always directly cross the map to get to extraction
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Less Objectives about drug cartels and shit. More objectives about project stargazer and other predator related content.
Stealth (WIP)
The Far Cry -esque Stealth system is already in game. (Marking AI, Alarms that can be disabled, suppressors, etc. So this really only needs some tweaking to make work)
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Fireteam should be rewarded for taking an outpost stealthily, as well as disabling all of the alarms. Doing objectives in an outpost that was successfully taken stealthily should result in no AI spawning in on said objectives. This will give the FT time to focus on predator.
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Fireteam should be able to perform knife takedowns from behind on heavily armored enemies.
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With the surpressor damage reduction increased to 30-40% FT will now have to choose between going loud, and having to fight pred and AI at the same time, but with full damage, or use suppressors to clear camps stealthily, so they can focus on keeping pred at bay, but at the cost of their damage.
3. AI------------------------------------------------------------------------------------------------------------------------------
AI behavior
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All AI should be more accurate, and deal more damage. (should be dependent on AI faction)
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AI should have various FT detection levels (should be dependent on faction as well as class.)
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AI should try to take cover where available.
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AI should ignore predator when he is cloaked. They should have difficulty detecting the fireteam when they are mudded up. They should also ignore an uncloaked predator that is far away.
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AI should be unable to “detect” players through destructible wooden walls that have not been broken.
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When detecting a player, there should be a very short period of panic, before the AI alerts nearby allies. This is to give FT players a chance to recover if they are spotted.
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AI should no longer telepathically put all of The camps around the map on high alert. Only alarms and radio troopers should be able to Alert all camps.
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Enemies with radios should have an indicator above their head warning the FT that they are about to radio in the attack.
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Shots to unprotected AI heads should be a one shot kill no matter the range.
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AI should not react to bodies as unfortunately I doubt a body drag would ever be implemented.
AI types
Enemies currently are designed to tank absolute crazy amounts of headshots, whilst also being extremely weak to body shots. Almost rewarding good players for spraying at center of mass, and punishing players who aim for the head. As it stands, there are several AI types that I can currently identify.
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No armor, no helmet Guerilla
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No armor, Ballistic mask Guerilla
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Vest, Half helmet Guerilla
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Vest, ballistic mask PMC
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Full Armor juggernaut PMC
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Full armor juggernaut, Ballistic Mask PMC
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Sniper (not sure if guerilla, or PMC, or both.)
I think the biggest Issue with the AI beefiness is the ballistic mask. Realistically, I think assault rifles and higher caliber weapons should penetrate it. But it will almost tank at least one shot before falling off. Far too many units have this. Once again, this is frustrating for people who aim for headshots. Here is a reshuffling of the AI units, as well as suggestions for new ones.
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Guerilla: No Armor, No helmet.
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Should have medium accuracy.
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Should be found only in patrols
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Should have low detection.
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Guerilla: Vest, No helmet.
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Should have medium accuracy
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Should have low detection.
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Guerilla: Vest, Open face Helmet, Radio Backpack.
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Should have medium accuracy
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Should have low Detection.
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Guerilla: Sniper, Suppressor, Laser sight.
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Should have high accuracy
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Should have medium detection but longer range.
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PMC: Vest, Balaclava (no helmet).
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Should have medium accuracy
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Should have medium detection
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PMC: Vest, Ballistic Mask, Radio Backpack.
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Should have medium Accuracy
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Should have medium detection
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PMC: Sniper, Suppressor, laser sight, thermal (should not detect cloaked pred because of thermal).
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Should have High Accuracy
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Should have High detection, but longer range.
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Should not be able to detect Mudded FT members.
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PMC: Full Juggernaut suit.
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Should have LMGs, Or minguns
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Should be extremely tanky
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should have High accuracy
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should have Low Detection
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Should be threatening enough to be priority targets.
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AI spawns
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Guerillas:
- Should spawn in patrols around the map, and the run down shack villages.
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Guerilla Snipers:
- Should spawn in sniper towers in between bases and villages
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PMCs:
- Should spawn in research outposts
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PMC snipers:
- Should spawn in base sniper towers
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PMC Juggernauts:
- Should spawn only when alarms or radios are pulled.
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Radio Troopers (Guerilla and PMC):
- Should spawn in very small quantities per are or patrol. (max 2 for outposts, max 1 for patrols).
4. Fireteam---------------------------------------------------------------------------------------------------------------------
Stealth
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Mud should be less plentiful, but longer lasting.
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Mud should deteriorate heavily towards the end, to counter constant mudding up.
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Mudding up should be faster.
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Fireteam should be nearly completely silent unless sprinting or jumping
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Fireteam characters should whisper their voice lines unless AI in an alerted state.
Spotting
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Fireteam should not be able to spot a fully invisible predator.
- However, if they manage to land a spot on the predator while he is fully invisible, it should drop the “Eye” type of spot on the ground at predators feet. It should not warn predator of this.
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When predator is spotted, whether partially cloaked, or not cloaked at all, The spotting remains until predator breaks line of sight with all 4 fireteam members. (meaning spotting can no longer see through walls, but has the potential to last as long as predator is engaging the fireteam)
- If a fireteam member is downed, and he is the only member that has line of sight on predator, the spotting will break, as the downed fireteam member shouldn’t be able to call out info.
Classes
- Movement
Disclaimer: Faster classes cannot “outrun” predator. They can run fast enough to evade predator melee swings (other than the combistick), but can only do so for short periods because of low stamina. a Sprinting predator will still be far faster than any of the FT
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Fireteam sprinting should be far more limited, Only used for short bursts to evade an aggressive predators advances. Rather than used as map traversal.
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Slower classes should have the most stamina and the least gear. Whilst faster classes should have the least stamina and the most gear.
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Faster classes should be faster in short bursts, but slower classes should be able to catch up through sheer stamina.
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Base Walk Speeds should be the same among all the classes.
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Scout
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Should have the least stamina, but the fastest run speed, should be able to outrun predator for a short period of time only.
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Should have the most gear (15)
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Recon
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Should have the second least stamina, Should be able to outrun predator for longer durations than scout, but not by much.
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Should have second highest gear (10)
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Assault
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Should have the second most stamina, Should be able to just barely outrun predator, or parry predator.
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Should have the second lowest gear (8)
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Should be renamed to support
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Support
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Should have the most stamina, Should be too slow to outrun predator, but be able to parry predator well
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Should have the least gear (5)
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Should be renamed to assault
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Dutch 2025 (DLC)
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Should have similar stamina to assault, should be able to run or parry pred
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Should have similar gear to assault, (7)
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Weapons (WIP)
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Suppressors should have damage reduction increased to 30-40%
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Suppressors should be removeable (Could be achieved by selecting the weapon in your hands in the gear wheel again.) Should take time to remove though.
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Assault Rifles (WIP)
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Hammerhead
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Should have same fire rate and damage as QR-4
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Grenade launcher should have smaller aoe, but more damage.
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Should have high range
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Should have low recoil
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Should have fast reload speed (GL should still be slow)
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Mag size increased from 20 - 25, extended 40 - 50
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QR-4
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Should have the highest fire rate, lowest damage of all ARs.
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Should have low range
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Should have medium recoil.
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Should have fast reload speed.
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G-ROW
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Should have medium Fire rate, and damage
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Should have high range.
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Should have low recoil.
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Should have long reload time.
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AR-W
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Should have highest damage, and low fire rate
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Should have lowest range.
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Should have highest recoil
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Should have medium reload time.
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Extended mag converted to drum mag, mag size increased to 75
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GOSL-R
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Should have high damage, and lowest fire rate
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Should have Highest range
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Should have low recoil (medium-high per shot, but because of slower fire rate, not highest overall.)
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Should have long reload time.
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Mag Size Reduced to 20 from 30, Extended to 40 from 60
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Sniper Rifles
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ABR-Z
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Should be moved to Assault rifle Category
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Should have the highest damage of all assault rifles, and maintain access to sniper scopes.
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7EN
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Should not have access to Iron sights, red dot sights, and holographic sights
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Should be very audible even with suppressors
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SAWZ-50
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Should not have access to Iron sights, red dot sights, and holographic sights
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Should swap places in level acquirement with the 7EN
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Should be very audible even with suppressors
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Special (Both primary and secondary)
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S-R3D (Minigun)
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Should have hip fire spread significantly tightened
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Should Be moved to primary Special
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Should Be faster to pull out, but slower to reload.
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Should have medium range.
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RP-103 (LMG)
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Should have less damage per shot than all assault rifles, but the most damage per mag (obviously)
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Should have longest reload time of all assault rifles
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Should have medium recoil.
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D34-D (GL)
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Should be moved to secondary slot
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Should have impact grenades returned
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Grenades should only detonate on impact after a certain range, if they hit before this range, they detonate on a fuse as they do now, otherwise, they detonate on impact.
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Pistols
Pistols will be the only secondaries useable when downed
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Grimtech19
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Should have high fire rate, low damage
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Should have medium range
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Should have Fast reload speed
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Should have low recoil.
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1011-12
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Should have medium fire rate, high damage
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Should have low range
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Should have fast reload speed
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Should have medium recoil
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2XL
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Should have low fire rate, high damage
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Should have High range
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Should have slow reload speed
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Should have high recoil.
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Shotguns (still needs testing)
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DJL-33
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Should have lowest fire rate, high damage
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Should have high range
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Should have low reload speed.
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Should have low Recoil.
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XDB-12
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Should have medium fire rate, high damage
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Should have low range
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Should have medium reload speed.
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Should have medium recoil
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CS-12
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Should have highest fire rate, medium damage
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Should have lowest range.
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Should have high recoil
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Should have fast reload speed.
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SMGs
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Remove access to extended mags, as well as 4x sight
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PDW-Z
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Should have High fire rate, medium damage
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Should have medium range
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Should have medium recoil
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Should have fast reload speed.
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ZR-55
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Should have high fire rate, low damage
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Should have medium range
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Should have low recoil.
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Should have slow reload speed.
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Z-06
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Should have Low Fire rate, High damage
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Should have high range
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Should have low recoil
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Should have medium reload.
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Gear
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Frag Grenade
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Increase uses to 4
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Add Ability To Cook Grenades.
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Field Syrette
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Increase uses to 3.
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Should be able to both heal FT as it does now, or be used to self revive (only 20% health on self revive.
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Flashbang
- Increase uses to 6.
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Ammo Bag
- Increase uses to 3
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Medical Kit
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Decrease uses to 1.
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One medkit should heal 4 times (one for each FT member.)
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Smoke Grenade
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Fix smoke not appearing when effects set to low.
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AI should be dettered by smoke more.
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Increase Uses to 6
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Noise Maker
- Should Bounce around to simulate movement.
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Thermal Decoy
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Increase uses to 4
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Significantly Decrease or remove the orange filter this causes for the FT.
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New Gear
- Add Claymores
Other (WIP)
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Fireteam should be able to fire pistols when downed (only if one is equipped.)
- Should be unable to reload while down. So only one mag to work with. (if the pistol isnt loaded when downed, it should be automatically filled so the FT member can use it while down.)
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Fireteam revive speed should be faster.
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Fireteam should be able to be downed 10 times before they will die on being downed.
5. Predator---------------------------------------------------------------------------------------------------------------------
Stealth
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Cloak should make predator completely invisible in all of these scenarios
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Standing still
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Crouch walking
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Crouch walking on branches
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Jumping from one branch to another
- (this carries over whatever invisibility he had before jumping to the next branch, for example, crouched jump from branch to branch, remains fully invisible, however running jump from branch to branch, is more visible.)
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Cloak should be more visible in all of these scenarios
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Normal running
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Sprinting
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Leaping
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Jumping
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Immediately after shooting any ranged weapon from stealth (This should make pred more visible for several seconds.) (Except the bow)
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When being shot
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Predator should not make footstep noise in any of these scenarios
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When on a tree branch
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When leaping or jumping from branch to branch
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when crouch walking
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Predator Footstep noises should be replaced with very low level rustling of leaves, and creaking of wood in these scenarios (you should only be able to hear these when there is absolutely nothing happening, they should be droned out by even the sounds that your fireteam members make when sprinting)
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When walking normally on a tree branch
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when climbing trees
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When leaping from branch to branch (Small amounts of leaves should fall, rewarding keen eyes, but only briefly)
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Predator Should make footstep noise in any of these scenarios
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Walking normally
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Sprinting
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Jumping (Not leaping)
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Predator Clicking noises when cloaked, should echo, making it harder for fireteam members to determine the source, even if the predator is directly above them.
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Predator Mimicry menu, should also allow the predator player to disguise his name as one of the the fireteam members when talking in proximity chat. This would make for a more useful mimicry system, that works with both normal dialogue, but also can be used to bait out players in pubs.
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Predator should be able to directly Stealth kill a fireteam member. It should be a quick animation. If cloaked, it should decloak predator during the animation. FT Member must be standing still.
Thermal
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Looking at a single fireteam member for a short period, should allow predator to scan his loadout and have access to the info for the rest of the game (could be accessed through the scoreboard during the match)
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Remove energy usage entirely
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Remove fireteam ability to hear the vision being switched on and off.
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Mudded fireteam members should be harder to see on thermal.
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remove target isolation for FT. Should only be usable to find pigs.
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Thermal vision should no longer mark the FT
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Fireteam should leave very long lasting or permanent footprints wherever they walk that pred can track. However they should only appear after a certain distance from a FT member ( so they dont lead straight to the FT member).
Classes
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All predator Classes should have reduced health/damage resist to account for the vastly improved stealth.
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Movement
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Predator sprinting should Slowly drain stamina allowing predator to traverse the map quickly.
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Slower classes should have the most stamina and the least gear. Whilst faster classes should have the least stamina and the most gear.
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Faster classes should be faster in short bursts, but slower classes should be able to catch up through sheer stamina.
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Base Walk Speeds should be the same among all the classes.
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Scout
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Should have the least amount of stamina, but the longest leap and fastest sprint speed
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Should have the Second most Energy
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Should have the most gear (15)
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Hunter
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Should have the middle ground of stamina and sprint speed/leap distance, as well as gear (10)
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Should have the most energy.
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Berzerker
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Should have the Most stamina, But the shortest leap, and slowest sprinting speed.
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Should have the least amount of gear, (8)
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Should have the least amount of energy.
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Alpha Predator (DLC)
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Should be near the berzerker predator in terms of stats
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Should have Less Health than the berzerker, But more energy/stamina as well as run speed and jump.
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(Should essentially bridge the gap between berzerker and hunter)
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Jungle Hunter 87 (Pre Order)
- Should remain a copy of the standard hunter.
Weapons
The sounds of predator Ranged weapons should be more directional, so that you have an easier time hearing where they came from
*The animations of predator melee weapons should be less jumpy and more fluid (Current combistick animation is a great example.)
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Plasma Caster
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Fully Charged shots returned to 1 shot Down only on direct hit
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Fully Charged Shot AOE splash Removed almost Completely
- Should still have a small aoe, but not enough to really hit more than one player at a time by any means.
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Netgun
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Slower Fire Rate
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Should do more damage the longer the FT member is netted.
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Nets should be harder to break free from by yourself.
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Handheld Plasma Caster
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Should shoot a ball of plasma that has an arcing projectile
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Plasma ball should deal medium AOE damage, for clearing buildings
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Plasma caster should be charge to fire. Requires full charge.
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Charge should be slower than shoulder cannon, but holdable like bow.
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Charge should be audible to some extent towards the end of the charge., warning the FT the predator is about to shoot.
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(Should essentially be a predator grenade launcher)
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Yautja Bow
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Reactivate red lights when charging bow
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Bow Charge time should be reduced slightly.
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Smart Disc
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Should deal Slightly more damage than the wrist blades (Melee)
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Should have the least range (melee)
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Fix the collision of objects around the map to prevent disc getting stuck in mid air
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Remove FT ability to destroy disc
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When a weapon gets thrown out of bounds, or into an unreachable place, the disc should be returned to the predator immediately.
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Wrist Blades
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Should deal the least damage of all melees
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Should have medium range
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Should continue to be usable with ranged weapons
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War Club
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Should do the most damage
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Should have the least range
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Should be able to break parries
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Elder Sword
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Should be able to hit multiple Targets
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Animations changed to sweeping swings and swipes
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Should deal medium damage
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Should have medium range swings
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Combi Stick
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Should Deal Medium Damage
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Removed ability to hit targets
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Animations changed to poking motions, like a spear
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Should have the most range of all melee weapon swings.
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When a weapon gets thrown out of bounds, or into an unreachable place, it should be returned to the predator immediately.
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Gear
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Healing Kit
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Should have infinite uses, But a long cooldown between each use.
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Should be removed from gear pool, all preds should have by default.
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Audio Decoy
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Increase Audio Decoy uses to 8
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Decoys should make plasma caster, cloak/decloak, and Roars. (no more clicking).
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Bear Trap
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Should be retrievable
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Should no longer make noise
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Should be able to be Tripped by being shot (not destroyed)
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AI should not trip bear traps.
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Can no longer be placed vertically.
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Can no longer be tripped without line of sight.
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Should not Restrict FT members ability to turn.
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Motion Detector
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Increased to 5 uses.
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Should be cloaked when deployed.
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New Gear
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Add Falconer Recon Drone
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Add Tree Net traps
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Add some form of predator gas or plasma grenade for flushing the fireteam out of buildings. (compensation for removing plasma caster AOE)
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Other
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Predator should crouch jump on normal jumps to allow him to clear awkward jumps a bit easier.
- Predator jumps should maintain forward momentum much better.
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Predator should be able to run through fireteam members, staggering them for a split second while doing so (to allow predator to escape the FT pinning him in a small room)
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Predator Ground Slam Should Not Be able to hit enemies through walls and ceilings.
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Predator second wind recharge should be significantly increased to compensate for longer match time. (Like 5-10 minute recharges).
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Predator should no longer be able to leap in second wind. (FT cant reliably chase anymore so this is fair)
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Predator second wind should be beefier to compensate for squishier predator.
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Predator quick claims should be longer, Pred should pick up the FT member (allowing a chance for the ft member to be saved by teamates second winding pred.) but once holding them, quickly trophy them.
6. Perks-------------------------------------------------------------------------------------------------------------------------
Perks are difficult to balance to be honest. But I wanted to give my very flawed opinions on them. The reason want all damage or damage resistance perks removed, however is solid. Perks such as these, destroy any chance of running anything else, as they are staple perks. And as such discourage build diversity
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Remove any damage or damage resistance perks on both teams.
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All classes should have the same perk number.
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All perks should be reworked around the first two points, as well as more creative and indirect perks being created.
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As you may have noticed, I have avoided thus far speaking on the class related perks. I have some ideas about them, but First I would like illfonic to update the description of the predator classes to specifically describe their passive perks, Just as the fireteam classes do.
7. Reverting Band Aid Patches-------------------------------------------------------------------------------------------
I Don’t feel like quoting or retyping every single change, but here is the basics of what should be reverted
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Damage Resistance buffs to scout and hunter
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Melee damage nerf to berzerker
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Damage nerfs to combistick
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Close range damage nerfs to snipers and revolver
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Plasma Caster 1 shot down removed
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Etc.
As you can see, I already have addressed most of these in my guide, or rather it kind of falls to reason that they would have to be addressed regardless to implement such changes. The hunter/scout damage resistance nerf however is the absolute most important reversion, because without it, and with the stealth buffs, I fear the predator changes will become far too strong.
8. Quality Of Life--------------------------------------------------------------------------------------------------------------
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Shaders unlocked for cosmetics (For example biomasks) of which the default variant is not unlocked, should still be accessible.
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Interaction should take priority over reloading
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Keybind to switch shoulder camera on predator
Cya On the Hunting Grounds!
-LazyC