McGlaspiewww.team156.comJoin Date: 2010-07-26Member: 73044Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Onos, WC 2013 - Gold, Subnautica Playtester
@CarNagE1 Sweet! I've been a little worried about getting servers to run MvM. Damn good news sir. I'm still picking up the pieces from B263, so it will probably be at minimum another week. Hopefully not, but I've already found that I'm going to have to redo some work I thought was done over a month ago. *Le Sigh*
I'll definitely be running a server, been waiting for this mod since Gorgeous broke it last year :P
My only concerns is mod file size.
Last one was 90mb+, what is the current size of the mod at the moment?
My issue is that steam workshop is slow in general and unreliable during Steam sale periods and UWE have not given us server admins a backup solution yet otherwise i'd happily host mods on a super fast VPS.
McGlaspiewww.team156.comJoin Date: 2010-07-26Member: 73044Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Onos, WC 2013 - Gold, Subnautica Playtester
@DarkflameQ Mod file size is the reason why I created the ColoredSkins system/mod. It took a helluva lot of work and tinkering/testing, but in the end I think it was well worth it. It also let me add a little visual fluffery too. This major change alone has reduced the mod download size from 98.6MB to roughly 19.7MB. The final release will likely be slightly larger than that, but the overall reduction should be at least 70% in the end.
Does the colored skins mod apply to just the Marine uniforms or can it be applied to marine weapons as well?
It can be applied to any model in the game associated with an Entity (I.e. Structures, Players, Environmental Structures (PowerNodes), etc.) It cannot work on non-entity models. That means any models/props used in a level can't be affected. Models used in Cinematics effects, etc.
If you want to learn more about it, use my signature link, or here
McGlaspiewww.team156.comJoin Date: 2010-07-26Member: 73044Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Onos, WC 2013 - Gold, Subnautica Playtester
edited April 2014
This has been a damned long time coming...
After a metric shit-ton of work, an oversized assload of bugs, and assitance from Ulmont (with those shiny color map textures).
It's out. Nope, this isn't a late April fool's joke. Beta v3 is now live on the workshop.
Since this is a total rebuild of the mod, these change notes show everything and not just what changed from the old version of mvm.
DISCLAIMER: In all likelihood this update WILL be an unbalanced build.! Also, the change log is big. This thing is far from perfect, but it is quite playable.
As always constructive criticism/feedback is welcome! I'm almost certain I missed something in this log. I tried to update all of the relevant tooltips and descriptions to show the new role, intended usage, or cost in-game. Enjoy!
This mod WILL NOT work with OpenGL. Due to how new shaders work, MvM will probably crash your client when using OpenGL. I'll try to fix this in future updates
If you encounter some kind of script-error please post your console log here (but pleaseuse the spoiler bbc tag! The question mark icon button).
For those interested in the big changes, take a look at the Power Node Scouting and Team Supply sections of the change log. These two things have the biggest impact on gameplay.
Server Admins:
You don't need to do anything special for MvM, with the exception of the "tags" setting. Just plop that modID in there and go. Workshop ModID: 7957667
Spectator Mode is HORRIBLY broken. I haven't done anything to fix this, yet. Team spectating (while waiting to spawn) should work just fine.
ReadyRoom Player's skins sometimes get totally whacked out
Clients get safe/not harmful console error "Error: Shader is missing technique for rendering a light". It will happen quite a bit.
Power nodes replay their power-up sound when sighted (more annoying for commanders than players)
Damage values are probably unbalanced for damned near everything
The "splat" effect for Marines killed by Railgun sucks
Flamethrower basically sucks, needs lots of tweaks
Flamethrower needs number of fuel-tanks remaining on fuel gauge
Power nodes still don't quite jive with the MvM context ( future changes planned to fix this )
Skinning system DOES NOT work in OpenGL renderer, don't bother it goes full-whacko. Sorry Linux folks! I am going to address this in the next non-balance update. Trying to use OpenGL will likely crash your client. DirectX 11 should work just fine, but it isn't thoroughly tested.
Bots do not work and are quite stupid at the moment, don't bother trying them. They will script-error spam your game
Some Structures and Units do not hold their team colors once they ragdoll (killed)
Alot more smaller bugs aren't listed here, but I do have them logged
Sprinting doesn't quite fit and still needs lots of tweaks
Servers can get lots of script warnings of: Network variable 'orderParam' of class 'Order' has value 0.0
Trying to save ammo while attacking structures without anti-structure weapons can get tiresome
New Shader-Based skinning system
Significantly reduced mod filesize ( by roughly 76% )
All Marine model variants fully themed (male and female)
Enhanced Glowy-Bits for better visibility of friendlies and enemies
All structures and AI units themed
Entire UI now themed for each team via new UI shaders (still needs some work)
HUD Detail settings "should" be fully supported
Power Node Scouting and Fog-of-War
Power nodes now have to be scouted to be visible on the mini-map and selectable/visible to commanders
Changed Power-Out lighting color to very dark Grey (no more eye-bleeding red)
Entire map, exluding starting locations, now start in a "Powered Down" state, no lights are on and Power nodes are unsocketed
Note: This one REALLY changes the early game flow and feel, but some people will likely hate it. Personally, I think it opens up new gameplay. We'll see.
Commanders cannot see what Power-State a location is at until its Power node is scouted ( i.e. lighting won't change until scouted )
Fixed a lot of LOS issues from vanilla and due to these changes. So, pack drops, scans, and S/FX do not show without Line-of-Sight now. No more "free recon" for commanders.
Team Supply
Team's can no longer upgrade and build everything with a single base. Each structure requires X amount of Team Supply points to be placed.
In order for a team to have good gear, it must conquer territory and hold it. Capturing additional TechPoints (by building a CS) is VERY important now.
Team Supply is increased by capturing Resource Points and Tech Points
TechPoints increase Team Supply by 50 and Resource Points increase Team Supply by 10
Team Supply does not effect Tres or Pres income rate
No additional structures can be placed if maximum Team Supply reached. Existing structures continue to function
Command Stations and Extractors do not require Team Supply to be placed
Advanced Armory upgrade is the only Upgrade that costs Team Supply
Teams starts the game with 60 Team Supply maximum, and 5 points are consumed from the starting Infantry Portal at round start
Supply cost of each structure is shown in the tooltip pop-up (doesn't show in low HUD detail setting)
Research does not require Supply points
Dropping equipment purchased with Team-Res does not require Supply points
Maximum possible Supply is 300
Supply Points are not gained until either a placed Command Station or Extractor are finished being built
Team Supply Costs:
Note: All of the supply costs are per structure consumed by placing them (regardless of built %)
All Supply cost for units and structures are shown in commander tooltips
EM Damage is dealt by Pulse Grenades and is a disruptive effect having different impacts depending on what is taking damage
EM effects last 3 seconds and cannot stack
EM damage only affects armor unless unit being hit is a mechanized unit
Anything vulnerable to EM damage will take double damage
Exos, MACs, ARCs, JP Marines, Sentries, and Mines are vulnerable to EM damage
MACs will be disrupted for a short time and stop moving when damaged by EM
MACs don't like to taking EM damage and will complain about it
ARCs are vulnerable to EM damage when Deployed
ARCs will slow momentarily when moving (Undeployed) if damaged by EM, but do not take double damage
EM Damage will cause ARCs to temporarily lose their target aquisition and therefore have to restart their firing sequence
Sentries are vulnerable to EM damage and will be confused (fire slower) for a short time
Jetpack Marines are vulnerable to EM damage and will not recharge JP fuel while affected by EM
Anything that takes EM damage will have a 1st person & 3rd person visual effect play
General
Disabled Tip-Videos, these didn't make sense for MvM anyways
Equipment that can be used will be highlited in the team's color. Equipment that cannot be used does not have an outline/highlite.
Weapons & Drop-packs vanish after 25 seconds (was 30)
Nerve-Gas Grenades now act like Lerk Spores and only damage the health of units that breath (Marines)
Both Nerve-Gas and Pulse Grenades are single-item purchases (i.e. 1 grenade, NS2 is two grenades per purchase)
Weapons dropped now have team ownership, so opposing sides cannot use each other's weapons
All Pack drops CAN be picked up by either team, so be careful with those drops Commanders and don't spam lest you help your enemies!
Anything on fire has reduced effectiveness when being welded by 50%
Armor & Weapon upgrade levels and amounts Unchanged
Resources tick every 7 seconds (was 6 seconds)
Personal Resource tick every 7 seconds and give 0.125 Pres (was 0.1)
Spawning marines have a 2 second Nano-shield, once Nanoshield is researched. Intended to diminish negative impact of ranged spawn camping
Almost all effects tweaked to match new color scheme for both teams
MACs will no longer automatically build Power Nodes. They must be manually ordered to build/repair them (temporary change)
MACs can now be recycled. Intended to increase usage of MACs and free supply points when needed.
Enemy Scans now require LOS by friendly units to be detected
Distress beacon sequence takes longer if Observatory is on fire
Network propagation range increased to 50 (was 40)
Maximum entity draw distance increased slightly
Maximum backwards movement speed 85% of normal forward movement speed. Prevents cheese kiting but still useful
No slow-down when jumping
Builder Power node build speed slightly increased
Welder construction speed very slightly increased (welder still builds faster)
Reduced Atmospheric effect on all flashlights significantly
Power Nodes will power all structures, regardless of which team the structure belongs to
Emissive (glow) map for structure changes with the power and if they're unbuilt, on and off
Power Nodes no longer give any score/points when destroyed
Reduces Exo damage and cockpit screen FX to increase visibility in darkened locations
Reduced Screen FX for Exos detected by scan or observatory (results in better visibility)
Grenades do NOT detonate on impact with a Power Node (temporary and sadly needed)
Balance (first draft):
Baseline Damage (per Weapon) - compared to NS2 values
Rifle damage increased to 12 (was 10)
Rifle cone-of-fire increased to 4 degrees (was 3) - less accurate at very long range
Rifle Melee damage increased to 36 (was 20)
Pistol damage per shot 26 (was 25)
Shotgun damage increased to 11 (was 10 per pellet)
Shotgun range increased to 40 (was 30)
Shotgun weight decreased to 0.11 (was 0.18) which is identical to the Rifle weight
Ax now does double damage to players (Puncture damage type). Not very useful against structures
Welder damage increaed to 45 (was 30)
Grenade Launcher decreased to 110 damage (was 165)
Grenade Launcher, damage radius (per grenade) decreased to 4 (was 4.8)
Grenade Launcher weight increased slighty
Flamethrower stacking effect increased to 5 stacks per second (was 3)
Flaemthrower maximum burn-damage stacks increased to 30 (was 20)
Flamethrower clip-size decreased to 40 (was 50)
Flamethrower weight decreased to 0.2 (was 0.25)
Exo Minigun clip-size decreased to 225 (was 250)
Exo Robo-Punch-o-Doom damage increased to 60 (was 30)
Exos only take 10% of any damage dealt by fire
Railgun weapon weight identical to Minigun (was lighter)
Mine damage increased to 150 (was 125)
Mines weapon weight reduced to 0.1 (was 0.19)
Mines arm in 3 seconds (was 4)
Mine trigger range increased to 2 (was 1.5)
Decreased Mine chain-detonate range to 4.5 (was 5)
NanoShield reduces incomging damage by 75% (was 68%)
NanoShield exstinguishes flames
ARCs will trigger mines
ARC movement speed slows down if under EM effect or on fire
Hand Grenades weight reduced to 0.05 (was 0.1)
Cluster Grenade initial explosion damage increased to 75 (was 55)
Cluster Grenade fragment explosive damage increased to 25 (was 20)
Cluster Grenade fragment damage range decreased to 5 (was 6)
Pulse Grenade damage decreased to 75 (was 125)
Pulse Grenade now does ElectroMagnetic damage type
Gas Grenade damage type is now Gas (same as Lerk spores) - does not damage armor but can kill breathing units
Gas Grenade damage to HP is 12 per second
Structures, Research, and Unit Changes:
Sentry Batteries placement limited to one per location, per team (both teams can have a sentry battery in a location)
Sentry placement range (from battery) increase to 7 (was 5)
Sentries maximum attack range increased to 38.5 (was 20)
Sentry tracking speed slightly increased
Sentry damage increased to 7.75 (was 5). Needed for them to be worth buying, at all.
Sentries receive increased damage from Weapon level upgrades. Max damage 10.075 per bullet
Sentries now get confused when on fire
Sentries now get confused when hit by EM damage
Observatory detection range slighty decreased to 22 (was 24)
ARC minimum attack range increased to 8 (was 7)
ARC maximum attack range decreased to 24 (was 26)
Grenade Launchers now require Advanced Armory Upgrade and Grenade Launcher research
Flamethrowers only require Advanced Armory Upgrade
All Hand Grenades now cost 4 Pres
Flamethrower Pres cost reduced to 20 (was 25)
Grenade Launcher Pres cost increased to 25 (was 20)
Phasegate research time increased to 60 seconds (was 45)
Dual Railgun upgrade Pres cost increased to 25 (was 20)
Command Station cost increased to 20 (was 15)
Unit / Structure HP & AR - compared to NS2 values Legend: [Unit or Structure Name] - [Health] / [Armor] - ( NS2 HP / AR )
Squads Ehancement
Full Power Grids
Multimodal Game Types, by voting
Map Mutators
Electronic Warfare
Full Bot Support
MAC Priority Modes & Patrolling
MAC EMP
New weapon(s)
New Structure(s)
New Equipment
Personal Support Drones
Improved Player movement & mobility
Bunny hopping is back into the game.
MVM is not listed as MVM in server browser.
Medkits can't be picked up at times. (Seems to be related to if a scan is going off or not.)
McGlaspiewww.team156.comJoin Date: 2010-07-26Member: 73044Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Onos, WC 2013 - Gold, Subnautica Playtester
edited April 2014
@DarkflameQ I think CyberKun was saying that because marines can hop their way to infinity speeds atm. It's definitely not right and it looks stupid. And that's good news about Shine. I really hope they are compatible.
I'm surprised no one commented on the absurd size of the change log.
@DarkflameQ I think CyberKun was saying that because marines can hop their way to infinity speeds atm. It's definitely not right and it looks stupid. And that's good news about Shine. I really hope they are compatible.
Ah :P
Well i have this up and running on my server, looking forward to playing a load of games tomorrow, thanks Glaspie!
McGlaspiewww.team156.comJoin Date: 2010-07-26Member: 73044Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Onos, WC 2013 - Gold, Subnautica Playtester
@Scatter Found your bug. It's the HUD detail setting that cuases it. Changing to Low or starting the mod with Low setting will trigger that. Fixed for the next update.
1) Players can attack and destroy their own power nodes?
2) Power nodes don't show for commanders and macs will not automatically detect and build them
3) When macs die, they change back to their original yellow colour.
McGlaspiewww.team156.comJoin Date: 2010-07-26Member: 73044Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Onos, WC 2013 - Gold, Subnautica Playtester
edited April 2014
@DarkflameQ Check out the change log, all of those things you mentioned are either intentional or a known bug
Power Nodes are neutral, so in affect anyone can damage them. Until a much more robust system is in place, this placeholder mechanic will stay. Along these lines, this is why I changed grenades so they cannot detonate on impact to power nodes. The reason Commanders cannot see them is they must be scouted (visually see by friendly unit or scan) before they show up on the minimap and visible to Comms. This is to eliminate commanders from being able to tell where the enemy team is expanding. And, like Power Node neutrality, a place holder mechanic until something more robust can be implemented.
Comments
My only concerns is mod file size.
Last one was 90mb+, what is the current size of the mod at the moment?
My issue is that steam workshop is slow in general and unreliable during Steam sale periods and UWE have not given us server admins a backup solution yet otherwise i'd happily host mods on a super fast VPS.
Does the colored skins mod apply to just the Marine uniforms or can it be applied to marine weapons as well?
If you want to learn more about it, use my signature link, or here
Also, I like the alternate theme just a bit more. Mix 1 was interesting too.
Oh well despite losing a lot of interest in ns2 it would still be nice to see it finished, im sure you'll get there eventually.
I'm interested in running a server with this mod as well. Just so you know.
After a metric shit-ton of work, an oversized assload of bugs, and assitance from Ulmont (with those shiny color map textures).
It's out. Nope, this isn't a late April fool's joke. Beta v3 is now live on the workshop.
Since this is a total rebuild of the mod, these change notes show everything and not just what changed from the old version of mvm.
DISCLAIMER: In all likelihood this update WILL be an unbalanced build.! Also, the change log is big. This thing is far from perfect, but it is quite playable.
As always constructive criticism/feedback is welcome! I'm almost certain I missed something in this log. I tried to update all of the relevant tooltips and descriptions to show the new role, intended usage, or cost in-game. Enjoy!
This mod WILL NOT work with OpenGL. Due to how new shaders work, MvM will probably crash your client when using OpenGL. I'll try to fix this in future updates
If you encounter some kind of script-error please post your console log here (but please use the spoiler bbc tag! The question mark icon button).
For those interested in the big changes, take a look at the Power Node Scouting and Team Supply sections of the change log. These two things have the biggest impact on gameplay.
Server Admins:
You don't need to do anything special for MvM, with the exception of the "tags" setting. Just plop that modID in there and go.
Workshop ModID: 7957667
Beta v3 (aka: The Rebuild, Relaunch, Re-Re-Update Update Build ) - Change Log:
Spectator Mode is HORRIBLY broken. I haven't done anything to fix this, yet. Team spectating (while waiting to spawn) should work just fine. ReadyRoom Player's skins sometimes get totally whacked out Clients get safe/not harmful console error "Error: Shader is missing technique for rendering a light". It will happen quite a bit. Power nodes replay their power-up sound when sighted (more annoying for commanders than players) Damage values are probably unbalanced for damned near everything The "splat" effect for Marines killed by Railgun sucks Flamethrower basically sucks, needs lots of tweaks Flamethrower needs number of fuel-tanks remaining on fuel gauge Power nodes still don't quite jive with the MvM context ( future changes planned to fix this ) Skinning system DOES NOT work in OpenGL renderer, don't bother it goes full-whacko. Sorry Linux folks! I am going to address this in the next non-balance update. Trying to use OpenGL will likely crash your client. DirectX 11 should work just fine, but it isn't thoroughly tested. Bots do not work and are quite stupid at the moment, don't bother trying them. They will script-error spam your game Some Structures and Units do not hold their team colors once they ragdoll (killed) Alot more smaller bugs aren't listed here, but I do have them logged Sprinting doesn't quite fit and still needs lots of tweaks Servers can get lots of script warnings of: Network variable 'orderParam' of class 'Order' has value 0.0 Trying to save ammo while attacking structures without anti-structure weapons can get tiresome
New Shader-Based skinning system
Significantly reduced mod filesize ( by roughly 76% ) All Marine model variants fully themed (male and female) Enhanced Glowy-Bits for better visibility of friendlies and enemies All structures and AI units themed Entire UI now themed for each team via new UI shaders (still needs some work) HUD Detail settings "should" be fully supported
Power Node Scouting and Fog-of-War
Power nodes now have to be scouted to be visible on the mini-map and selectable/visible to commanders Changed Power-Out lighting color to very dark Grey (no more eye-bleeding red) Entire map, exluding starting locations, now start in a "Powered Down" state, no lights are on and Power nodes are unsocketed Note: This one REALLY changes the early game flow and feel, but some people will likely hate it. Personally, I think it opens up new gameplay. We'll see. Commanders cannot see what Power-State a location is at until its Power node is scouted ( i.e. lighting won't change until scouted ) Fixed a lot of LOS issues from vanilla and due to these changes. So, pack drops, scans, and S/FX do not show without Line-of-Sight now. No more "free recon" for commanders.
Team Supply
Team's can no longer upgrade and build everything with a single base. Each structure requires X amount of Team Supply points to be placed. In order for a team to have good gear, it must conquer territory and hold it. Capturing additional TechPoints (by building a CS) is VERY important now. Team Supply is increased by capturing Resource Points and Tech Points TechPoints increase Team Supply by 50 and Resource Points increase Team Supply by 10 Team Supply does not effect Tres or Pres income rate No additional structures can be placed if maximum Team Supply reached. Existing structures continue to function Command Stations and Extractors do not require Team Supply to be placed Advanced Armory upgrade is the only Upgrade that costs Team Supply Teams starts the game with 60 Team Supply maximum, and 5 points are consumed from the starting Infantry Portal at round start Supply cost of each structure is shown in the tooltip pop-up (doesn't show in low HUD detail setting) Research does not require Supply points Dropping equipment purchased with Team-Res does not require Supply points Maximum possible Supply is 300 Supply Points are not gained until either a placed Command Station or Extractor are finished being built Team Supply Costs: Note: All of the supply costs are per structure consumed by placing them (regardless of built %) All Supply cost for units and structures are shown in commander tooltips
Command Station: 0 Extractor: 0 Armory: 15 Advanced Armory Upgrade: 5 Infantry Portal: 5 Robotics Factory: 5 ARC Robotics Factory: 0 Sentry: 5 Sentry Battery: 5 Observatory: 5 Phasegate: 10 Prototype Lab: 10 Arms Lab: 10 MAC: 5 ARC: 20
New Damage Type: Electromagnetic
EM Damage is dealt by Pulse Grenades and is a disruptive effect having different impacts depending on what is taking damage EM effects last 3 seconds and cannot stack EM damage only affects armor unless unit being hit is a mechanized unit Anything vulnerable to EM damage will take double damage Exos, MACs, ARCs, JP Marines, Sentries, and Mines are vulnerable to EM damage MACs will be disrupted for a short time and stop moving when damaged by EM MACs don't like to taking EM damage and will complain about it ARCs are vulnerable to EM damage when Deployed ARCs will slow momentarily when moving (Undeployed) if damaged by EM, but do not take double damage EM Damage will cause ARCs to temporarily lose their target aquisition and therefore have to restart their firing sequence Sentries are vulnerable to EM damage and will be confused (fire slower) for a short time Jetpack Marines are vulnerable to EM damage and will not recharge JP fuel while affected by EM Anything that takes EM damage will have a 1st person & 3rd person visual effect play
General
Disabled Tip-Videos, these didn't make sense for MvM anyways Equipment that can be used will be highlited in the team's color. Equipment that cannot be used does not have an outline/highlite. Weapons & Drop-packs vanish after 25 seconds (was 30) Nerve-Gas Grenades now act like Lerk Spores and only damage the health of units that breath (Marines) Both Nerve-Gas and Pulse Grenades are single-item purchases (i.e. 1 grenade, NS2 is two grenades per purchase) Weapons dropped now have team ownership, so opposing sides cannot use each other's weapons All Pack drops CAN be picked up by either team, so be careful with those drops Commanders and don't spam lest you help your enemies! Anything on fire has reduced effectiveness when being welded by 50% Armor & Weapon upgrade levels and amounts Unchanged Resources tick every 7 seconds (was 6 seconds) Personal Resource tick every 7 seconds and give 0.125 Pres (was 0.1) Spawning marines have a 2 second Nano-shield, once Nanoshield is researched. Intended to diminish negative impact of ranged spawn camping Almost all effects tweaked to match new color scheme for both teams MACs will no longer automatically build Power Nodes. They must be manually ordered to build/repair them (temporary change) MACs can now be recycled. Intended to increase usage of MACs and free supply points when needed. Enemy Scans now require LOS by friendly units to be detected Distress beacon sequence takes longer if Observatory is on fire Network propagation range increased to 50 (was 40) Maximum entity draw distance increased slightly Maximum backwards movement speed 85% of normal forward movement speed. Prevents cheese kiting but still useful No slow-down when jumping Builder Power node build speed slightly increased Welder construction speed very slightly increased (welder still builds faster) Reduced Atmospheric effect on all flashlights significantly Power Nodes will power all structures, regardless of which team the structure belongs to Emissive (glow) map for structure changes with the power and if they're unbuilt, on and off Power Nodes no longer give any score/points when destroyed Reduces Exo damage and cockpit screen FX to increase visibility in darkened locations Reduced Screen FX for Exos detected by scan or observatory (results in better visibility) Grenades do NOT detonate on impact with a Power Node (temporary and sadly needed)
Balance (first draft):
Baseline Damage (per Weapon) - compared to NS2 values
Rifle damage increased to 12 (was 10) Rifle cone-of-fire increased to 4 degrees (was 3) - less accurate at very long range Rifle Melee damage increased to 36 (was 20) Pistol damage per shot 26 (was 25) Shotgun damage increased to 11 (was 10 per pellet) Shotgun range increased to 40 (was 30) Shotgun weight decreased to 0.11 (was 0.18) which is identical to the Rifle weight Ax now does double damage to players (Puncture damage type). Not very useful against structures Welder damage increaed to 45 (was 30) Grenade Launcher decreased to 110 damage (was 165) Grenade Launcher, damage radius (per grenade) decreased to 4 (was 4.8) Grenade Launcher weight increased slighty Flamethrower stacking effect increased to 5 stacks per second (was 3) Flaemthrower maximum burn-damage stacks increased to 30 (was 20) Flamethrower clip-size decreased to 40 (was 50) Flamethrower weight decreased to 0.2 (was 0.25) Exo Minigun clip-size decreased to 225 (was 250) Exo Robo-Punch-o-Doom damage increased to 60 (was 30) Exos only take 10% of any damage dealt by fire Railgun weapon weight identical to Minigun (was lighter) Mine damage increased to 150 (was 125) Mines weapon weight reduced to 0.1 (was 0.19) Mines arm in 3 seconds (was 4) Mine trigger range increased to 2 (was 1.5) Decreased Mine chain-detonate range to 4.5 (was 5) NanoShield reduces incomging damage by 75% (was 68%) NanoShield exstinguishes flames ARCs will trigger mines ARC movement speed slows down if under EM effect or on fire Hand Grenades weight reduced to 0.05 (was 0.1) Cluster Grenade initial explosion damage increased to 75 (was 55) Cluster Grenade fragment explosive damage increased to 25 (was 20) Cluster Grenade fragment damage range decreased to 5 (was 6) Pulse Grenade damage decreased to 75 (was 125) Pulse Grenade now does ElectroMagnetic damage type Gas Grenade damage type is now Gas (same as Lerk spores) - does not damage armor but can kill breathing units Gas Grenade damage to HP is 12 per second
Structures, Research, and Unit Changes:
Sentry Batteries placement limited to one per location, per team (both teams can have a sentry battery in a location) Sentry placement range (from battery) increase to 7 (was 5) Sentries maximum attack range increased to 38.5 (was 20) Sentry tracking speed slightly increased Sentry damage increased to 7.75 (was 5). Needed for them to be worth buying, at all. Sentries receive increased damage from Weapon level upgrades. Max damage 10.075 per bullet Sentries now get confused when on fire Sentries now get confused when hit by EM damage Observatory detection range slighty decreased to 22 (was 24) ARC minimum attack range increased to 8 (was 7) ARC maximum attack range decreased to 24 (was 26) Grenade Launchers now require Advanced Armory Upgrade and Grenade Launcher research Flamethrowers only require Advanced Armory Upgrade All Hand Grenades now cost 4 Pres Flamethrower Pres cost reduced to 20 (was 25) Grenade Launcher Pres cost increased to 25 (was 20) Phasegate research time increased to 60 seconds (was 45) Dual Railgun upgrade Pres cost increased to 25 (was 20) Command Station cost increased to 20 (was 15)
Unit / Structure HP & AR - compared to NS2 values
Legend: [Unit or Structure Name] - [Health] / [Armor] - ( NS2 HP / AR )
Command Stations: 2800 / 1300 - ( 3000 / 1500 ) Infantry Portal: 2000 / 200 ( 2250 / 125 ) Extractor: 2000 / 350 - ( 2400 / 1050 ) Armory: 1400 / 250 - ( 1800 / 300 ) Advanced Armory: 2000 / 250 - ( 3000 / 500 ) Observatory: 1400 / 150 - ( 1700 / 0 ) Phasegate: 2000 / 400 - ( 2700 / 450 ) Arms Lab: 2000 / 200 - ( 2200 / 225 ) Robotics Factory: 2200 / 700 - ( 2800 / 1000 ) ARC Robotics Factory: 2400 / 900 - ( 2800 / 1000 ) Prototype Lab: 2800 / 250 - ( 3200 / 400 ) Sentry: 550 / 80 - ( 500 / 100 ) Sentry Battery: 600 / 100 - ( 600 / 200 ) Power Node: 1400 / 650 - ( 2000 / 1000 ) MAC: 300 / 150 ARC Undeployed: 1200 / 250 - ( 2000 / 500 ) ARC Deployed: 1200 / 0 - ( 2000 / 0 ) Marine: Unchanged Exo: Base Armor 350, Level3 AR 800. Seems like alot, but they still need support
Possible Future Features ( NO ETA ):
Squads Ehancement Full Power Grids Multimodal Game Types, by voting Map Mutators Electronic Warfare Full Bot Support MAC Priority Modes & Patrolling MAC EMP New weapon(s) New Structure(s) New Equipment Personal Support Drones Improved Player movement & mobility
[Client] Script Error #1: lua/mvm/Hud/Marine/GUIMarineHUD.lua:635: attempt to index field 'minimapFrame' (a nil value)
Call stack:
#1: UpdateHudColors lua/mvm/Hud/Marine/GUIMarineHUD.lua:635
self = GUIMarineHUD { }
playerTeam = 1
ui_baseColor = cdata
#2: Update lua/mvm/Hud/Marine/GUIMarineHUD.lua:698
self = GUIMarineHUD { }
deltaTime = 0.0075584091246128
#3: Update lua/GUIManager.lua:245
self = GUIManager { }
deltaTime = 0.0075584091246128
(for index) = 28
(for limit) = 1
(for step) = -1
s = 28
#4: lua/GUIManager.lua:343
deltaTime = 0.0075584091246128
Seemingly an issue on my end it seems.
Bunny hopping is back into the game.
MVM is not listed as MVM in server browser.
Medkits can't be picked up at times. (Seems to be related to if a scan is going off or not.)
I'll distribute a game_setup.xml in the next patch. Looking like I'll need to add the slow-down on jump back in as well.
How is this a bug? lol
Seems to work fine with Shine Admin, Shine NS2 Stats which are the important ones
I'm surprised no one commented on the absurd size of the change log.
Ah :P
Well i have this up and running on my server, looking forward to playing a load of games tomorrow, thanks Glaspie!
Here as well.
1) Players can attack and destroy their own power nodes?
2) Power nodes don't show for commanders and macs will not automatically detect and build them
3) When macs die, they change back to their original yellow colour.
Power Nodes are neutral, so in affect anyone can damage them. Until a much more robust system is in place, this placeholder mechanic will stay. Along these lines, this is why I changed grenades so they cannot detonate on impact to power nodes. The reason Commanders cannot see them is they must be scouted (visually see by friendly unit or scan) before they show up on the minimap and visible to Comms. This is to eliminate commanders from being able to tell where the enemy team is expanding. And, like Power Node neutrality, a place holder mechanic until something more robust can be implemented.