SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
you forgot that you can enter the hive and drop life form eggs? :D
another idea, which I guess I never mentioned before, but I would like to share (it's not coded in currently):
new crag ability instead of umbra (since the lerk has it now):
Vertebra:
Creates a vortex like effect around the crag, which transmits 80% of the damage dealt to any unit(s) close to the crag, to the crag. It also decreases the translated damage by another 70% (? ), otherwise it would be a self kill button. The effect lasts like 15 seconds and has a radius similar to umbra. It's important to mention that any damage dealt directly to any crag will not get translated and deals 100%. So stacked up crags might heal each other, but will not be able to protect each other with the vertebra effect.
Resource sharing shouldn't be a bad idea. Just make sure only players with high res can donate to players with few res. So the fade-master can donate to the poor gorge, but skulks can feed a teammate to go onos.
SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
I was already thinking about giving the gorge a button "Build Hydra" (alien comm can click it) which makes the next (or also multiple) Hydras for free for the gorge, paid by the alien comm. Since aliens usually have multiple hives, fades, which are healing up after they retreated, could jump in the hive and spend some of their p.res (for gorge or dropping some eggs)
another idea I had is related to the lerk. He is still missing a third hive ability. I was thinking to make it like this:
move spore trail to be an alt-attack for slot 1 and slot 2. Primary attack in slot 1 remains unchanged, slot 2 will be the shotgun spikes you see currently in vanilla ns2.
Slot 3 will be (similar to the other classes) standard slot 1 primary attack, but the alt attack will be umbra.
Now to make it hopefully more potent and eligible for a hive 3 ability, I'm gonna adjust umbra to make it more like the spore trails, and increase the chance that bullets would be "sucked". I was doing some tests yesterday with reinforced armor marine vs. lerk, and the lerk was quite strong against him. The lerk is already kind of a jetpack counter (also pretty awesome against standard marines) but should have serious problems against strong armored marines. I'm also thinking about making umbra "block" flamethrowers
in ns1, bile bomb had pretty big splash effect, it wasn't just for special effects it was doing damage to anything it was splashed around it hit. (the splash was AOE damage as well) this is partly when I saw sludge it made me think it would go great with bile bomb. second reason, bile bomb is wonderful long range weapon, and mobile one as well.
here is what bile bomb should be doing, imo.
1.damage buildings, and with current splash it be doing nice AOE damage as well 2.damage marine armor only 3. If bile bomb hits ARCS, it would slow their movement and bile bomb would slow macs movement as well
this is pretty much why I thought sludge would go great with bile bomb, with minor tweaks to it. I don't think sludge should slow players movement though.
as for third hive ability for lerk, I wonder if bringing back primal scream is good idea. I personally liked it, and hearing that sound surely sends spooky feeling down everyone spine. (since the scream followed by X amount of fades, and X amount of onos lol)
SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
I remember bile bomb (played a lot of ns1), and as well primal scream. At first I was also thinking about adding primal scream as third hive ability. But now we have the whip and upcoming shift, which will be responsible for such kind of effects (for example fury). That's why I thought and improved version of umbra would make the lerk outstanding at 3 hives, and since people liked the trail effect and it fits really good, it could work :)
for bile bomb: I would like to keep it as it is. Maybe just make the visual effect bigger, but no damage to armor or anything else. It's already really useful as a siege weapon to destroy marine buildings. And sludge: if you would have seen how it is in game, you would agree that "ArmorOnly" damage is too strong for 2 hives :) It's really devastating
I was thinking Sludge could be an upgrade to bilebomb at 3 hives instead of a whole other attack, I was kind of hoping something like webs would be it's third hive ability. Yes, sludge already does slow (though web removed weapon use for a very short time on top of that), but you cant set up traps with it which is something I loved about web, speaking of which I'd love to test that out somewhere down the line.
Edit: I'm just missing my web and it seems like sludge is taking it's place.
twilitebluebug stalkerJoin Date: 2003-02-04Member: 13116Members, NS2 Playtester, Squad Five Blue
edited August 2011
<!--quoteo(post=1872373:date=Aug 31 2011, 01:33 PM:name=Kurrine)--><div class='quotetop'>QUOTE (Kurrine @ Aug 31 2011, 01:33 PM) <a href="index.php?act=findpost&pid=1872373"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I was thinking Sludge could be an upgrade to bilebomb at 3 hives instead of a whole other attack, I was kind of hoping something like webs would be it's third hive ability. Yes, sludge already does slow (though web removed weapon use for a very short time on top of that), but you cant set up traps with it which is something I loved about web, speaking of which I'd love to test that out somewhere down the line.
Edit: I'm just missing my web and it seems like sludge is taking it's place.<!--QuoteEnd--></div><!--QuoteEEnd--> I would definitely like to see Sludge leave a sticky puddle (for 20 seconds?) that slows movement, to work as the successor to Web. Perhaps it could have a higher energy cost, so it's not spammed all over the map.
SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
the problem is: I made now this reinforced armor for marines. It's not as strong as the heavy armor in NS, and I think also the exosuit will bring more benefits, but still it could change balance a lot and put marines to the winning side. to counter that, aliens have sludge now. without it, reinforced armor marines would be too tough to kill I think.
The whole alien tier 3 (except of the onos) is anyway pure speculation, so you can expect changes. But for now, you should shot give sludge and haze a shot, it's worth trying out in my opinion. I hope dePara makes a server this week again :)
twilitebluebug stalkerJoin Date: 2003-02-04Member: 13116Members, NS2 Playtester, Squad Five Blue
I just like to toss in an idea for "reinforced armor" to add uniqueness. It could absorb 100% (instead of 70%) of the incoming damage, if it was undamaged.
SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
it's currently absorbing 90% damage (damage is done mainly to armor and not to health). But making this absorption rate drop off sounds like a good idea. I will try that
SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
<a href="http://www.mediafire.com/?f7mbxw2tiy995qx" target="_blank">Prototyping Mod 4.3</a>
changes:
- reinforced armor is only available through console and cheats enabled with: "give reinforcedarmor"
- refactored the whole jetpack code, it's now a seperate class, which also means that you can fly in the ready-room :) - created a reinforced armor. it's basically the same as the heavy armor in NS1, which means it's the opposite of the jetpack (slowly and much more armor) - reduced sentry ammo to 60 - increased powerpack shock energy to 15 - increased ARC health to 2000 but they take now 200% damage when deployed - replaced frenzy with a new upgrade: Bacteria: deals 20% of your damage during the next 3 seconds (no damage is lost when you attack during that time, the effect stacks up) - new fade hive 3 ability: Haze (it's the smokebomb thing I mentioned before, replaces "fetch") - reduced ARC splash radius from 10 to 8 - new gorge hive 3 ability: Sludge: which slows down everything in it's radius and damages armor (you cannot kill anything with that) - improved lerk flight a bit to make him more agile, especially when strafe-flying
- lerk overhaul: spikes slot 1, sting slot 2. alt attack for slot 1 + 2: spore trail Spikes: damage drop off lower, but ultimate low range damage also significantly reduced (hive 1) Sting: shotgun spikes, rapid damage drop off, but very high melee damage (hive 2) Spikes Hive 3: alt attack improved umbra trail: higher chance to block off damage than now (or change it to direct dmg reduction) and blocks flame thrower fire.
Because it is at page one and most oft the time the first Thread in this Forum ;-).
Schimmel may you explain Bacteria better? When does the 3s start to count? On a attack? So will mean I will do 60% more damage in 1,5s/3 Bites as Skulk? Sounds overpowered for example askulk bites a CC after 3s he will do 120% extra dmg till the CC is down! That is almost 400 DPS. And if each Spike hit stacks also up we are at 600% extra DMG then? Results in 1020 DPS.
You wrote it lasts 3s and it is stackable right? So I understood if I attack Bacteria gets activated. So on the next hit Bacteria wil be activated again.
If, as i understand, Bacteria get activated on a hit and Lerk Spikes have a delay of 0.1s that results 30hits in 3 seconds. 30 x 20% = 600%.
You wrote it lasts 3s and it is stackable right? So I understood if I attack Bacteria gets activated. So on the next hit Bacteria wil be activated again.
If, as i understand, Bacteria get activated on a hit and Lerk Spikes have a delay of 0.1s that results 30hits in 3 seconds. 30 x 20% = 600%.
So I don't understand
- replaced frenzy with a new upgrade: Bacteria: deals 20% of your damage during the next 3 seconds (no damage is lost when you attack during that time, the effect stacks up)
twilitebluebug stalkerJoin Date: 2003-02-04Member: 13116Members, NS2 Playtester, Squad Five Blue
edited September 2011
<!--quoteo(post=1872883:date=Sep 3 2011, 05:00 AM:name=Floodinator)--><div class='quotetop'>QUOTE (Floodinator @ Sep 3 2011, 05:00 AM) <a href="index.php?act=findpost&pid=1872883"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You wrote it lasts 3s and it is stackable right? So I understood if I attack Bacteria gets activated. So on the next hit Bacteria wil be activated again.
If, as i understand, Bacteria get activated on a hit and Lerk Spikes have a delay of 0.1s that results 30hits in 3 seconds. 30 x 20% = 600%.
So I need a better ex<!--QuoteEnd--></div><!--QuoteEEnd--> Eg A Bite deals 75 damage. Bacteria adds 75 x 20% = 15 damage, over 3 seconds (rather than instantly). Four bites deal 300 damage. Bacteria adds 75 x 4 x 20% = 60 damage, over time.
Each application of Bacteria damage is independent. So the overall damage increase is still 20%.
SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
<!--quoteo(post=1872889:date=Sep 3 2011, 07:34 AM:name=twiliteblue)--><div class='quotetop'>QUOTE (twiliteblue @ Sep 3 2011, 07:34 AM) <a href="index.php?act=findpost&pid=1872889"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Each application of Bacteria damage is independent. So the overall damage increase is still 20%.<!--QuoteEnd--></div><!--QuoteEEnd-->
SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
edited September 2011
I thought it's better to keep the mods seperate, since is your work. In future I will add a check to auto load the mod if it's installed like I have done with ovrmind.
SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
gonna upload soon a rudimentary non flash buy menu. there are no fancy effects or anything, but it works (for armory, advanced armory and prototype lab). That will also fix that annoying problem we had yesterday :)
SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
edited September 2011
I thought I should give some update on the mod and what I made recently:
Besides the stuff I do for ns2, I made a few improvements to the mod as well.
Most important: I unlocked the Extended Rifle (standard rifle with 75 bullets in each clip) and the Reinforced Armor (immune to spores and you can take more damage). They are finally available to purchase! I thought besides those, I was still missing an HMG like weapon in NS2. So I coded one in and used the HMG model from NS1.
That weapon works little bit different than in NS1. It has 250 bullets, but no clips (you never reload it), but it has a heat meter. If the weapon heats up (50 bullets when shooting constantly) you need to wait ~ 3-4 seconds before you can shoot again. That weapon does heavy damage (drains armor very fast) and a marine with that weapon + JP / RA is a really strong enemy for a fade. The idea of that weapon was, to punish players for constantly shooting (and missing) but keep the burst fire still quite strong (not as strong as the shotgun). It is less accurate than the standard Rifle (so it's best used at mid range) and because of dealing heavy damage it is especially good against units with a lot of armor. Since it heats up, it's not better than the GL or any other weapon against structures.
All numbers (DPS, heat up values, max ammo) need to be tweaked a bit. It's very easy to make this weapon too powerful :D Actually I just want to create an alternative to the Shotgun / GL / FT, not a replacement.
edit: just wanted to mention that the Reinforced Armor has nothing to do with the Exosuit. That Reinforced Armor will not have any special abilities or upgrades (judging by the menu icons and the mock ups revealed 1 year ago the Exo could have them), which would make for sure a difference. Also I think stuff like the minigun, or any other exosuit exclusive weapon, could have greater fire power than the standard field marine arsenal (although this I don't know). Just wanted to keep clear that the reinforced armor does nothing else than increasing the life time of a marine, which the Jetpack does as well actually.
invTempestJoin Date: 2003-03-02Member: 14223Members, Constellation, Squad Five Blue
Team Anagram is hosting a dedicated server running this mod. I will try to keep it up to date but it will be difficult given Schimmel's quick patching (Very impressive btw).
Cheats have been enabled on the server to allow quick access to the features of this mod.
if you want to punish marines reduce clip sizes, and number of clips of the starting rifles. I personally do not like the changes you made with reinforced armor, and rifle thing. Don't make things too easy mode.
I do have question, can you make skulks smaller? like in ns1? skulks being as large as they are currently, makes them far easier target/easy to aim at. The models must be scaled down as they were in ns1. Currently as marine aiming at them isn't challenging at all.
I found a bug in the mini-structure placement ghosts for the gorge, the mini-crag and mini-shade are showing up as mini-cysts instead, it's a bit confusing.
Comments
another idea, which I guess I never mentioned before, but I would like to share (it's not coded in currently):
new crag ability instead of umbra (since the lerk has it now):
Vertebra:
Creates a vortex like effect around the crag, which transmits 80% of the damage dealt to any unit(s) close to the crag, to the crag. It also decreases the translated damage by another 70% (? ), otherwise it would be a self kill button. The effect lasts like 15 seconds and has a radius similar to umbra. It's important to mention that any damage dealt directly to any crag will not get translated and deals 100%. So stacked up crags might heal each other, but will not be able to protect each other with the vertebra effect.
Just make sure only players with high res can donate to players with few res.
So the fade-master can donate to the poor gorge, but skulks can feed a teammate to go onos.
another idea I had is related to the lerk. He is still missing a third hive ability. I was thinking to make it like this:
move spore trail to be an alt-attack for slot 1 and slot 2.
Primary attack in slot 1 remains unchanged, slot 2 will be the shotgun spikes you see currently in vanilla ns2.
Slot 3 will be (similar to the other classes) standard slot 1 primary attack, but the alt attack will be umbra.
Now to make it hopefully more potent and eligible for a hive 3 ability, I'm gonna adjust umbra to make it more like the spore trails, and increase the chance that bullets would be "sucked". I was doing some tests yesterday with reinforced armor marine vs. lerk, and the lerk was quite strong against him. The lerk is already kind of a jetpack counter (also pretty awesome against standard marines) but should have serious problems against strong armored marines. I'm also thinking about making umbra "block" flamethrowers
in ns1, bile bomb had pretty big splash effect, it wasn't just for special effects it was doing damage to anything it was splashed around it hit. (the splash was AOE damage as well) this is partly when I saw sludge it made me think it would go great with bile bomb. second reason, bile bomb is wonderful long range weapon, and mobile one as well.
here is what bile bomb should be doing, imo.
1.damage buildings, and with current splash it be doing nice AOE damage as well
2.damage marine armor only
3. If bile bomb hits ARCS, it would slow their movement and bile bomb would slow macs movement as well
this is pretty much why I thought sludge would go great with bile bomb, with minor tweaks to it. I don't think sludge should slow players movement though.
as for third hive ability for lerk, I wonder if bringing back primal scream is good idea. I personally liked it, and hearing that sound surely sends spooky feeling down everyone spine. (since the scream followed by X amount of fades, and X amount of onos lol)
for bile bomb: I would like to keep it as it is. Maybe just make the visual effect bigger, but no damage to armor or anything else. It's already really useful as a siege weapon to destroy marine buildings. And sludge: if you would have seen how it is in game, you would agree that "ArmorOnly" damage is too strong for 2 hives :) It's really devastating
Edit: I'm just missing my web and it seems like sludge is taking it's place.
Edit: I'm just missing my web and it seems like sludge is taking it's place.<!--QuoteEnd--></div><!--QuoteEEnd-->
I would definitely like to see Sludge leave a sticky puddle (for 20 seconds?) that slows movement, to work as the successor to Web. Perhaps it could have a higher energy cost, so it's not spammed all over the map.
The whole alien tier 3 (except of the onos) is anyway pure speculation, so you can expect changes. But for now, you should shot give sludge and haze a shot, it's worth trying out in my opinion. I hope dePara makes a server this week again :)
Just my two cents. :)
changes:
- reinforced armor is only available through console and cheats enabled with: "give reinforcedarmor"
- refactored the whole jetpack code, it's now a seperate class, which also means that you can fly in the ready-room :)
- created a reinforced armor. it's basically the same as the heavy armor in NS1, which means it's the opposite of the jetpack (slowly and much more armor)
- reduced sentry ammo to 60
- increased powerpack shock energy to 15
- increased ARC health to 2000 but they take now 200% damage when deployed
- replaced frenzy with a new upgrade: Bacteria: deals 20% of your damage during the next 3 seconds (no damage is lost when you attack during that time, the effect stacks up)
- new fade hive 3 ability: Haze (it's the smokebomb thing I mentioned before, replaces "fetch")
- reduced ARC splash radius from 10 to 8
- new gorge hive 3 ability: Sludge: which slows down everything in it's radius and damages armor (you cannot kill anything with that)
- improved lerk flight a bit to make him more agile, especially when strafe-flying
- lerk overhaul: spikes slot 1, sting slot 2. alt attack for slot 1 + 2: spore trail
Spikes: damage drop off lower, but ultimate low range damage also significantly reduced (hive 1)
Sting: shotgun spikes, rapid damage drop off, but very high melee damage (hive 2)
Spikes Hive 3: alt attack improved umbra trail: higher chance to block off damage than now (or change it to direct dmg reduction) and blocks flame thrower fire.
Schimmel may you explain Bacteria better? When does the 3s start to count? On a attack? So will mean I will do 60% more damage in 1,5s/3 Bites as Skulk? Sounds overpowered for example askulk bites a CC after 3s he will do 120% extra dmg till the CC is down! That is almost 400 DPS. And if each Spike hit stacks also up we are at 600% extra DMG then? Results in 1020 DPS.
So I understood if I attack Bacteria gets activated.
So on the next hit Bacteria wil be activated again.
If, as i understand, Bacteria get activated on a hit and Lerk Spikes have a delay of 0.1s that results 30hits in 3 seconds. 30 x 20% = 600%.
So I need a better ex
So I understood if I attack Bacteria gets activated.
So on the next hit Bacteria wil be activated again.
If, as i understand, Bacteria get activated on a hit and Lerk Spikes have a delay of 0.1s that results 30hits in 3 seconds. 30 x 20% = 600%.
So I don't understand
- replaced frenzy with a new upgrade: Bacteria: deals 20% of your damage during the next 3 seconds (no damage is lost when you attack during that time, the effect stacks up)
Is it on hit or on kill?
So I understood if I attack Bacteria gets activated.
So on the next hit Bacteria wil be activated again.
If, as i understand, Bacteria get activated on a hit and Lerk Spikes have a delay of 0.1s that results 30hits in 3 seconds. 30 x 20% = 600%.
So I need a better ex<!--QuoteEnd--></div><!--QuoteEEnd-->
Eg A Bite deals 75 damage. Bacteria adds 75 x 20% = 15 damage, over 3 seconds (rather than instantly).
Four bites deal 300 damage. Bacteria adds 75 x 4 x 20% = 60 damage, over time.
Each application of Bacteria damage is independent. So the overall damage increase is still 20%.
exactly, would be pretty op otherwise :)
- fixed a bug with the flame thrower (caused server crash)
- removed the menu mod
Four bites deal 300 damage. Bacteria adds 75 x 4 x 20% = 60 damage, over time.
Each application of Bacteria damage is independent. So the overall damage increase is still 20%.<!--QuoteEnd--></div><!--QuoteEEnd-->
Ah ty! Now it is clear!
- fixed ExtendedRifle "suitcase bug"
- added rudimentary buy menu (different weapons / items for armory, advanced armory, prototype lab)
Besides the stuff I do for ns2, I made a few improvements to the mod as well.
Most important: I unlocked the Extended Rifle (standard rifle with 75 bullets in each clip) and the Reinforced Armor (immune to spores and you can take more damage). They are finally available to purchase! I thought besides those, I was still missing an HMG like weapon in NS2. So I coded one in and used the HMG model from NS1.
That weapon works little bit different than in NS1. It has 250 bullets, but no clips (you never reload it), but it has a heat meter. If the weapon heats up (50 bullets when shooting constantly) you need to wait ~ 3-4 seconds before you can shoot again. That weapon does heavy damage (drains armor very fast) and a marine with that weapon + JP / RA is a really strong enemy for a fade. The idea of that weapon was, to punish players for constantly shooting (and missing) but keep the burst fire still quite strong (not as strong as the shotgun). It is less accurate than the standard Rifle (so it's best used at mid range) and because of dealing heavy damage it is especially good against units with a lot of armor. Since it heats up, it's not better than the GL or any other weapon against structures.
All numbers (DPS, heat up values, max ammo) need to be tweaked a bit. It's very easy to make this weapon too powerful :D Actually I just want to create an alternative to the Shotgun / GL / FT, not a replacement.
edit: just wanted to mention that the Reinforced Armor has nothing to do with the Exosuit. That Reinforced Armor will not have any special abilities or upgrades (judging by the menu icons and the mock ups revealed 1 year ago the Exo could have them), which would make for sure a difference. Also I think stuff like the minigun, or any other exosuit exclusive weapon, could have greater fire power than the standard field marine arsenal (although this I don't know). Just wanted to keep clear that the reinforced armor does nothing else than increasing the life time of a marine, which the Jetpack does as well actually.
Cheats have been enabled on the server to allow quick access to the features of this mod.
P.S. - Schimmel, thanks for fixing the fade animation when he blinking. Seeing a mini fade was silly and I hope they implement this in 186.
I do have question, can you make skulks smaller? like in ns1? skulks being as large as they are currently, makes them far easier target/easy to aim at. The models must be scaled down as they were in ns1. Currently as marine aiming at them isn't challenging at all.