ok so what do we do now? powers combine! people can just read both. link to his thread: <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=119198" target="_blank">also inofficial changelog</a>
Shotgun is now normal damage. This modifies some of your # of shots on lifeforms as well. Like Lerk w/ cara from 4 (light) -> 2(normal). Perhaps consider listing # of shotgun pellets instead of a flat number of shots to show more information?
Also, are you sure pellets round down on their damage? I was under the impression that bullets could do fractions of a point of damage and that aliens could regen fractions of a point of health.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Shotgun is now normal damage.<!--QuoteEnd--></div><!--QuoteEEnd--> yes this was a known issue. thanks for reminding me as i now had some spare time to fix this. furthermore, i fixed the damagetypes for sentry and spike min- and max-attacks. the errors here originated from the min- and max values which required me to insert exceptions for these values (because there is nothing like "SpikeMinDamageType") and i forgot to update them. won't happen again.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Also, are you sure pellets round down on their damage? I was under the impression that bullets could do fractions of a point of damage and that aliens could regen fractions of a point of health.<!--QuoteEnd--></div><!--QuoteEEnd--> i think you are right about this (i remember alien regeneration sometimes being 2, sometimes 3 hp on a skulk or something like that). so unless someone states otherwise i will assume weapons can deal damage-fractions. same probably goes for health as i remember they had a rounding issue which allowed it to sometimes display 0 health for the player. updated the model accordingly.
inofficial (and incomplete!) changelog: bile bomb damage 55->70 spike damage type from light to puncture? (more effective vs players) vortex energy cost 40->60 changed blink energy costs
lerk base armor 50->25 fade health 200->300 fade carapace bonus 80->100 fade celerity speed modifier 0.8->0.35
kharaa building health nerfs: harvester: 1700->1500 whip: 700->650 mature whip: 1050->720 (armor 600->240!) mature hydra: 640->500 (armor 80->100) cyst: 400->100
charts updated to b214, although there seems to be only a single change in the balance files:
AlienVisionEnergyRegenMod changed from 0.2 to 0.8.
my theory: alien vision is supposed to lower the energy regeneration by 20%. but "Mod" as in Modifier indicates that the energy regeneration will be multiplied with this value. so in b213, the 0.2 actually reduced it by 80% (explaining the massive complaining on the forums) whereas 0.8 reduces it by the originally intended 20%.
PowerPoint (=Powernode): Build Time 5->3 (apparently it can only be restored with welders now)
Sentry: Build Time 6->4
Extractor: Build Time 15->10
Gorge: BuildTimePerHealSpray 0.7->0.6 (apparently the gorge build-support is slightly slower now)
Misc: AlienWaveSpawnInterval 9->11 AlienVisionEnergyRegenMod 0.8->1 (so apparently they removed the energy malus while having alien vision active) new values (not including the ones listed above): ResearchMod=1, MaxTeamResources=200, TeamResourcePerTick=1 removed values: InfestationWeldDamage, NanoConstructCost, NanoConstructDuration, NanoConstructBuildIncrease, MinimumAlienQueue
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=119553" target="_blank">here is a topic discussing the new patch (might give you an idea of the non-balance changes etc.)</a>
charts updated to b216, removed chart with: initialenergy, maxenergy, seconds-to-fully-charge (this chart was refering to structure energy which has been replaced by rescosts and cooldowns quite a while ago)
inofficial balance-changelog (possibly incomplete! does not cover new features etc.): (note: any lifeform has maximum energy of 100)
skulk: bite energy cost: 3->5.85 leap energy cost: 40->45 new: ParasiteDuration: 30 (very likely in seconds)
gorge: new: energy cost for BellySlide: 25 hydra has light-damage type (no idea if it had that before or not, but it has now; light-damage is ineffective against armor as every armor point each blocks 4 light-damage points) healspray energy cost: 10->12 GorgeCeleritySpeedModifier: 0.4->0.7 (so this should now be a 70% maximum bonus instead of 40%) BuildTimePerHealSpray was on 0.6, this variable was replaced with: MinBuildTimePerHealSpray on 0.25 and MaxBuildTimePerHealSpray on 0.7 (i can only guess here, but i think the build-bonus increases which every consecutive healspray until you reach the maximum)
fade: new: energy cost for FadeShadowStep: 15 swipe energy cost: 7->6 blink energy cost: 30->40 (not sure how this actually works, afaik there is an initial energy cost as well as a cost to maintain the blink)
lerk: flap energy cost: 0->3 (probably to prevent us from tapping jump so much with a lerk) new: SpikesRange: 30
onos: new: charge energy cost: 22
structures: mature cyst health: 650->550 upgrade hive res cost: 20->15
flamethrower: OnFireEnergyRecuperationScalar: 0.25->0.2 (if i am not mistaken, an alien on fire had 75% lowered adrenaline generation, which is now increased to 80%)
late edit: cost for belly slide and shadow step are actually energy, not research res cost (sorry for that and thanks to PsiWarp for bringing this up)
<!--quoteo(post=1959954:date=Aug 9 2012, 04:07 PM:name=Laosh'Ra)--><div class='quotetop'>QUOTE (Laosh'Ra @ Aug 9 2012, 04:07 PM) <a href="index.php?act=findpost&pid=1959954"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->misc: OnFireEnergyRecuperationScalar: 0.25->0.2 (no idea what this does)<!--QuoteEnd--></div><!--QuoteEEnd-->
That is the flamethrower energy debuff...i.e. how much it slows your energy regen down
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->That is the flamethrower energy debuff...i.e. how much it slows your energy regen down<!--QuoteEnd--></div><!--QuoteEEnd--> yea, i figured that the moment i looked up "Recuperation" :) a second oppinion is always good to have though.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Next step, auto-update the NS2 Community Wiki with these stats.<!--QuoteEnd--></div><!--QuoteEEnd--> i have very little experience programming stuff directly for the web. if you know a way to make this happen, i'm all ears. but please note that there are still things on the issue list and there were some bugs before. most variables are taken directly from the lua files, but i cannot guarantee that my additional computations are absolutely flawless. that said, i consider it likely that all bugs have turned up by now as most computations are very simple.
<!--quoteo(post=1959967:date=Aug 9 2012, 04:17 PM:name=spellman23)--><div class='quotetop'>QUOTE (spellman23 @ Aug 9 2012, 04:17 PM) <a href="index.php?act=findpost&pid=1959967"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Next step, auto-update the NS2 Community Wiki with these stats.<!--QuoteEnd--></div><!--QuoteEEnd-->
Oh that would make my life so much easier, but for now manual editing it is (Lao's charts does help tons) :P
By the way, the 'research costs' for Belly Slide and Shadow Step are actually energy costs!
<!--quoteo(post=1959995:date=Aug 10 2012, 09:49 AM:name=Copain)--><div class='quotetop'>QUOTE (Copain @ Aug 10 2012, 09:49 AM) <a href="index.php?act=findpost&pid=1959995"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Any idea if anything was added (Ie exoskeletons on Marines)?<!--QuoteEnd--></div><!--QuoteEEnd-->
thanks to Fateofman who made me realise that my original post had 1.5 for puncture damage. it is actually 1.25, the script is also using 1.25 so the charts are still correct.
so exo is coming up in b217 :). the trailer implied initial armor values of 100, 300 and 570 probably because it was a work-in-progress. 100 could make sense if the ExosuitAbsorption which is 0.95 would actually negate 95% of all damage instead of 5%. but that would make it quite OP regarding welders/MACs i think... also, it seems the health of the marine is not touched while in the exo (which makes sense from a logical perspective as well). apparently the exosuit has no ammo: it will overheat if you continuesly fire for too long.
these things seem to contradict the current balance-files in b216. still, most or at least some other values might remain. so it could at least <b>give an idea (don't rely on these values!)</b> of how things are going to be... Research cost (tres) / Research time (seconds): ExosuitTech : 20 / 90 ExosuitLockdownTech : 20 / 60 ExosuitUpgradeTech : 20 / 60 DualMinigunTech : 20 / 20
Purchase-Cost (pres): Exosuit : 50 Minigun : 30 DualMinigun : 25 (<strike>maybe additional cost to the first minigun?</strike> <- that would be a total pres cost of 105, very unlikely)
Damage / Damage-type Minigun : 25 / Heavy (very effective against armor) Claw : 30 / Structural
Other stuff: Score-Points for destroying an Exosuit: 15 ExosuitAbsorption : 0.95 (not sure how this is working, i could imagine 5% of the incoming damage is always negated) ExoFov : 80 (comparison: default field of view is 90, kharaa have fovs from 90 to 105) ExoEngagementDistance : 1.5 (PlayerEngagementDistance is 1, OnosEngagementDistance is 2; maybe somehow related to the size)
the trailer also shows that the Exo scans the target under your crosshair (hydra in this case), showing name, health and armor. might only apply to structures. i remember someone mentioning (a dev-tweet i think) that the Exosuit cannot use phasegates. also, quite a while ago, there were rumors of audio warnings when at 30% and 10% health. another rumor mentioned that the exo is able to jump onto eggs, instantly squishing them.
So if you buy the exo and don't have the money for a minigun, you get to go out onto the field with the claw and that's it? Or are you still armed with a LMG or other light weapon?
Re the egg-squishing rumor: in build 216 you could activate cheats and give yourself an invisible exo. You don't even need to jump on the eggs, you can just walk over them to squish them instantly.
<!--quoteo(post=1967395:date=Aug 28 2012, 09:06 AM:name=Cee Colon Slash)--><div class='quotetop'>QUOTE (Cee Colon Slash @ Aug 28 2012, 09:06 AM) <a href="index.php?act=findpost&pid=1967395"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So if you buy the exo and don't have the money for a minigun, you get to go out onto the field with the claw and that's it? Or are you still armed with a LMG or other light weapon?
Re the egg-squishing rumor: in build 216 you could activate cheats and give yourself an invisible exo. You don't even need to jump on the eggs, you can just walk over them to squish them instantly.<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm guessing you start with one gun and a claw, and an upgrade is a second gun.
b217 inofficial balance-changelog (possibly incomplete! does not cover new features etc.):
Exo: Claw damage: 30->50 Exosuit gains 90 armor per armor upgrade, not 30. so it reaches from 300 to 570. DualExosuit cost: 75 (maybe this unlocks the dual-miniguns?) Exo Field of View: 80->95
Gorge: Hydra damage: 20 Light -> 15 Normal (more effective vs armor) Hydra cost: 0->3 Heal Spray Radius is at 3.5 (new in the balance files, no idea what it was before)
Lerk: Spikes and Spores are apparently switched (You need 2 hives to research Spores); Research cost / time are still 20 res / 90 seconds. Spike Energy Cost: 2->1.8 SporesDust Energy Cost: 7->3 Umbra costs 40 and takes 120 seconds to research (not sure if this is actually a change (don't think so), but its new in the balance files)
Grenade Launcher Clip size: 4->7 (also has the new model now)
new: StopFireProbability : .10 (probably related to flamethrower) OnFireEnergyRecuperationScalar: .2->.8 (related to flamethrower; might just be a mechanic change with no effect (don't rely on that idea though))
JetpackUseFuelRate : .2 -> .25 (they drain the fuel a bit faster)
there is already an official changelog: <a href="http://www.unknownworlds.com/ns2/news/2012/9/ns2_build_218_released" target="_blank">http://www.unknownworlds.com/ns2/news/2012...ld_218_released</a>
official changelog: <a href="http://www.unknownworlds.com/ns2/news/2012/9/ns2_build_219_released" target="_blank">http://www.unknownworlds.com/ns2/news/2012...ld_219_released</a>
as for the onos: hide armor was removed (in b218, it reduced damage for every bullet by 6 points). health has gone from 600 to 1300, armor from 400 to 600, carapace total armor from 600 to 1000.
for the rifle, this means: b218 -> b219 LVL0 Weapons: 350 -> 250 LVL1 Weapons: 280 -> 228 LVL2 Weapons: 234 -> 209 LVL3 Weapons: 200 -> 193 (amount of bullets which are needed to kill an onos)
official changelog: <a href="http://www.unknownworlds.com/ns2/news/2012/9/ns2_build_220_released" target="_blank">http://www.unknownworlds.com/ns2/news/2012...ld_220_released</a>
official changelog: <a href="http://www.unknownworlds.com/ns2/news/2012/9/ns2_build_221_released_lockdown" target="_blank">http://www.unknownworlds.com/ns2/news/2012...leased_lockdown</a>
you are welcome. the introduced damage-indicators have proven to be quite useful to double-check some of these values (not done with this yet though): welders DO scale with weapon upgrades (someone claimed otherwise), no idea for mines and sentryguns though. someone mentioned that the EXOsuit minigun does not scale with weapon upgrades, i confirmed this. pistol alt-fire was removed from the charts as it is apparently gone for good. flameable (flamer, welder) deals 7x damage to cysts (and i belive to clogs as well). welder is now properly updated, with double-checked values (except clogs). i also noticed that damage is always rounded (down if <.5, up for =>.5), however, this is AFTER all factors apply. e.g. welder with weapon upgrade level 1 deals 3.3 damage on paper, which is 23.1 against cysts, rounded 23 (and not first rounded to 3, then multiplied by 7 which would be 21). fraction-numbers only appear for pistol, welder and flamer other sources of damage don't require rounding. however, i don't know how health and armor are dealt with, considering there is another factor to round the damage: 70% of it goes to armor, the rest to health. for the charts, damage is displayed rounded. x-attacks-until-death/destruction rounds the damage for every attack seperately, the same goes for dps calculations.
DghelneshiAims to surpass Fana in post edits.Join Date: 2011-11-01Member: 130634Members, Squad Five Blue, Reinforced - Shadow
edited October 2012
<!--quoteo(post=1988125:date=Oct 7 2012, 01:41 PM:name=Laosh'Ra)--><div class='quotetop'>QUOTE (Laosh'Ra @ Oct 7 2012, 01:41 PM) <a href="index.php?act=findpost&pid=1988125"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->welders DO scale with weapon upgrades (someone claimed otherwise), no idea for mines and sentryguns though.<!--QuoteEnd--></div><!--QuoteEEnd--> I'm sure I've told you this before. Mines and Sentries do not benefit. Only actual "Weapon" class objects that deal damage (and grenades) benefit from weapons upgrades.
Comments
link to his thread:
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=119198" target="_blank">also inofficial changelog</a>
damn me for always putting an un- there
Shotgun : 170 | Light
ShotgunWeapon1 : 190 | Light
ShotgunWeapon2 : 200 | Light
ShotgunWeapon3 : 220 | Light
Shotgun is now normal damage. This modifies some of your # of shots on lifeforms as well. Like Lerk w/ cara from 4 (light) -> 2(normal). Perhaps consider listing # of shotgun pellets instead of a flat number of shots to show more information?
Also, are you sure pellets round down on their damage? I was under the impression that bullets could do fractions of a point of damage and that aliens could regen fractions of a point of health.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Shotgun is now normal damage.<!--QuoteEnd--></div><!--QuoteEEnd-->
yes this was a known issue. thanks for reminding me as i now had some spare time to fix this.
furthermore, i fixed the damagetypes for sentry and spike min- and max-attacks. the errors here originated from the min- and max values which required me to insert exceptions for these values (because there is nothing like "SpikeMinDamageType") and i forgot to update them. won't happen again.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Also, are you sure pellets round down on their damage? I was under the impression that bullets could do fractions of a point of damage and that aliens could regen fractions of a point of health.<!--QuoteEnd--></div><!--QuoteEEnd-->
i think you are right about this (i remember alien regeneration sometimes being 2, sometimes 3 hp on a skulk or something like that). so unless someone states otherwise i will assume weapons can deal damage-fractions. same probably goes for health as i remember they had a rounding issue which allowed it to sometimes display 0 health for the player.
updated the model accordingly.
inofficial (and incomplete!) changelog:
bile bomb damage 55->70
spike damage type from light to puncture? (more effective vs players)
vortex energy cost 40->60
changed blink energy costs
lerk base armor 50->25
fade health 200->300
fade carapace bonus 80->100
fade celerity speed modifier 0.8->0.35
kharaa building health nerfs:
harvester: 1700->1500
whip: 700->650
mature whip: 1050->720 (armor 600->240!)
mature hydra: 640->500 (armor 80->100)
cyst: 400->100
cost for shade 10->15
alien evolution (carapace etc.) cost 1->0
fade shadow step cost 10->0
SporesDamagePerSecond 7->apparently removed
SporesDustDamagePerSecond 18->13
nano shield duration 12->8
cyst cooldown 0.333->1
infestationspike cooldown 5->10
new:
ShiftHatchRange 11
CystInfestDuration 37.5
AlienVisionEnergyRegenMod 0.2
AlienVisionEnergyRegenMod changed from 0.2 to 0.8.
my theory: alien vision is supposed to lower the energy regeneration by 20%. but "Mod" as in Modifier indicates that the energy regeneration will be multiplied with this value. so in b213, the 0.2 actually reduced it by 80% (explaining the massive complaining on the forums) whereas 0.8 reduces it by the originally intended 20%.
inofficial balance-changelog (possibly incomplete! does not cover new features etc.):
Welder:
Firedelay 0.2 -> 0.1 (it attacks twice as fast now)
DamageType Normal->Flame
PlayerWeldRate 20->30
StructureWeldRate 150->125
WelderPowerRepairRate 150->200
WelderSentryRepairRate 200->150
Lerk:
Armor with carapace 100->75 (base armor remains 25)
BitePoisonDamage 4->6
removed value: PoisonBiteDuration
Fade:
Health 300->250
Onos:
OnosCarapaceSpeedReduction 0.25->0.12 (these are probably percentages, slowing you by 12% with carapace while onos)
(ARC)RoboticsFactory:
Health/Armor 2400/800->2800/1000
Build Time 25->17
Harvester:
Health/Armor 1500/375->1250/300
Hydra:
Health/Armor 500/0->350/10
Mature Health/Armor 500/100->400/20
Build Time 15->10
removed value: HydraSpikeDamage
NanoShield:
Cost 3->5
Cooldown 6->10
PowerPoint (=Powernode):
Build Time 5->3 (apparently it can only be restored with welders now)
Sentry:
Build Time 6->4
Extractor:
Build Time 15->10
Gorge:
BuildTimePerHealSpray 0.7->0.6 (apparently the gorge build-support is slightly slower now)
Misc:
AlienWaveSpawnInterval 9->11
AlienVisionEnergyRegenMod 0.8->1 (so apparently they removed the energy malus while having alien vision active)
new values (not including the ones listed above): ResearchMod=1, MaxTeamResources=200, TeamResourcePerTick=1
removed values: InfestationWeldDamage, NanoConstructCost, NanoConstructDuration, NanoConstructBuildIncrease, MinimumAlienQueue
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=119553" target="_blank">here is a topic discussing the new patch (might give you an idea of the non-balance changes etc.)</a>
inofficial balance-changelog (possibly incomplete! does not cover new features etc.):
(note: any lifeform has maximum energy of 100)
skulk:
bite energy cost: 3->5.85
leap energy cost: 40->45
new: ParasiteDuration: 30 (very likely in seconds)
gorge:
new: energy cost for BellySlide: 25
hydra has light-damage type (no idea if it had that before or not, but it has now; light-damage is ineffective against armor as every armor point each blocks 4 light-damage points)
healspray energy cost: 10->12
GorgeCeleritySpeedModifier: 0.4->0.7 (so this should now be a 70% maximum bonus instead of 40%)
BuildTimePerHealSpray was on 0.6, this variable was replaced with: MinBuildTimePerHealSpray on 0.25 and MaxBuildTimePerHealSpray on 0.7 (i can only guess here, but i think the build-bonus increases which every consecutive healspray until you reach the maximum)
fade:
new: energy cost for FadeShadowStep: 15
swipe energy cost: 7->6
blink energy cost: 30->40 (not sure how this actually works, afaik there is an initial energy cost as well as a cost to maintain the blink)
lerk:
flap energy cost: 0->3 (probably to prevent us from tapping jump so much with a lerk)
new: SpikesRange: 30
onos:
new: charge energy cost: 22
structures:
mature cyst health: 650->550
upgrade hive res cost: 20->15
flamethrower:
OnFireEnergyRecuperationScalar: 0.25->0.2 (if i am not mistaken, an alien on fire had 75% lowered adrenaline generation, which is now increased to 80%)
late edit: cost for belly slide and shadow step are actually energy, not research res cost (sorry for that and thanks to PsiWarp for bringing this up)
OnFireEnergyRecuperationScalar: 0.25->0.2 (no idea what this does)<!--QuoteEnd--></div><!--QuoteEEnd-->
That is the flamethrower energy debuff...i.e. how much it slows your energy regen down
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->That is the flamethrower energy debuff...i.e. how much it slows your energy regen down<!--QuoteEnd--></div><!--QuoteEEnd-->
yea, i figured that the moment i looked up "Recuperation" :) a second oppinion is always good to have though.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Next step, auto-update the NS2 Community Wiki with these stats.<!--QuoteEnd--></div><!--QuoteEEnd-->
i have very little experience programming stuff directly for the web. if you know a way to make this happen, i'm all ears.
but please note that there are still things on the issue list and there were some bugs before. most variables are taken directly from the lua files, but i cannot guarantee that my additional computations are absolutely flawless. that said, i consider it likely that all bugs have turned up by now as most computations are very simple.
Oh that would make my life so much easier, but for now manual editing it is (Lao's charts does help tons) :P
By the way, the 'research costs' for Belly Slide and Shadow Step are actually energy costs!
No Exos this patch.
it is actually 1.25, the script is also using 1.25 so the charts are still correct.
100 could make sense if the ExosuitAbsorption which is 0.95 would actually negate 95% of all damage instead of 5%. but that would make it quite OP regarding welders/MACs i think... also, it seems the health of the marine is not touched while in the exo (which makes sense from a logical perspective as well).
apparently the exosuit has no ammo: it will overheat if you continuesly fire for too long.
these things seem to contradict the current balance-files in b216.
still, most or at least some other values might remain. so it could at least <b>give an idea (don't rely on these values!)</b> of how things are going to be...
Research cost (tres) / Research time (seconds):
ExosuitTech : 20 / 90
ExosuitLockdownTech : 20 / 60
ExosuitUpgradeTech : 20 / 60
DualMinigunTech : 20 / 20
Purchase-Cost (pres):
Exosuit : 50
Minigun : 30
DualMinigun : 25 (<strike>maybe additional cost to the first minigun?</strike> <- that would be a total pres cost of 105, very unlikely)
Damage / Damage-type
Minigun : 25 / Heavy (very effective against armor)
Claw : 30 / Structural
Other stuff:
Score-Points for destroying an Exosuit: 15
ExosuitAbsorption : 0.95 (not sure how this is working, i could imagine 5% of the incoming damage is always negated)
ExoFov : 80 (comparison: default field of view is 90, kharaa have fovs from 90 to 105)
ExoEngagementDistance : 1.5 (PlayerEngagementDistance is 1, OnosEngagementDistance is 2; maybe somehow related to the size)
the trailer also shows that the Exo scans the target under your crosshair (hydra in this case), showing name, health and armor. might only apply to structures.
i remember someone mentioning (a dev-tweet i think) that the Exosuit cannot use phasegates.
also, quite a while ago, there were rumors of audio warnings when at 30% and 10% health.
another rumor mentioned that the exo is able to jump onto eggs, instantly squishing them.
Re the egg-squishing rumor: in build 216 you could activate cheats and give yourself an invisible exo. You don't even need to jump on the eggs, you can just walk over them to squish them instantly.
Re the egg-squishing rumor: in build 216 you could activate cheats and give yourself an invisible exo. You don't even need to jump on the eggs, you can just walk over them to squish them instantly.<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm guessing you start with one gun and a claw, and an upgrade is a second gun.
Exo:
Claw damage: 30->50
Exosuit gains 90 armor per armor upgrade, not 30. so it reaches from 300 to 570.
DualExosuit cost: 75 (maybe this unlocks the dual-miniguns?)
Exo Field of View: 80->95
Gorge:
Hydra damage: 20 Light -> 15 Normal (more effective vs armor)
Hydra cost: 0->3
Heal Spray Radius is at 3.5 (new in the balance files, no idea what it was before)
Lerk:
Spikes and Spores are apparently switched (You need 2 hives to research Spores);
Research cost / time are still 20 res / 90 seconds.
Spike Energy Cost: 2->1.8
SporesDust Energy Cost: 7->3
Umbra costs 40 and takes 120 seconds to research (not sure if this is actually a change (don't think so), but its new in the balance files)
Grenade Launcher Clip size: 4->7 (also has the new model now)
Skulk Carapace Armor: 50->30
Drifter Health: 150->300
ARC Health: 2400->2000
ARC Armor (still 0 armor when deployed!): 300->500
Marine Commander Res-costs for dropping (now teamres apparently):
WelderDrop : 5
MinesDrop : 5
ShotgunDrop : 10
GrenadeLauncherDrop : 15
FlamethrowerDrop : 15
JetpackDrop : 10
ExosuitDrop : 40
Kharaa Commander Res-cost for pre-evolving (now teamres apparently):
GorgeEgg : 10
LerkEgg : 20
FadeEgg : 30
OnosEgg : 40
Cyst build time: 5->1 seconds
Rupture cost: 2->1
MAC Speed research cost: 5->15
Extractor Build time: 10->12 seconds
Harvester Build time: 60->45 seconds
Gestate time for Onos: 35->30 seconds
new: StopFireProbability : .10 (probably related to flamethrower)
OnFireEnergyRecuperationScalar: .2->.8 (related to flamethrower; might just be a mechanic change with no effect (don't rely on that idea though))
JetpackUseFuelRate : .2 -> .25 (they drain the fuel a bit faster)
WelderPowerRepairRate: 200->220
new: BuilderPowerRepairRate: 110
AlienRegenerationPercentage: 0.12 -> AlienRegenerationPerSecond: 20
(in case you are wondering why i post it quite later than patch release despite being awake: was commanding and did not want to abandon my team)
there is already an official changelog: <a href="http://www.unknownworlds.com/ns2/news/2012/9/ns2_build_218_released" target="_blank">http://www.unknownworlds.com/ns2/news/2012...ld_218_released</a>
official changelog: <a href="http://www.unknownworlds.com/ns2/news/2012/9/ns2_build_219_released" target="_blank">http://www.unknownworlds.com/ns2/news/2012...ld_219_released</a>
as for the onos: hide armor was removed (in b218, it reduced damage for every bullet by 6 points).
health has gone from 600 to 1300,
armor from 400 to 600,
carapace total armor from 600 to 1000.
for the rifle, this means:
b218 -> b219
LVL0 Weapons: 350 -> 250
LVL1 Weapons: 280 -> 228
LVL2 Weapons: 234 -> 209
LVL3 Weapons: 200 -> 193
(amount of bullets which are needed to kill an onos)
and with carapace:
LVL0 Weapons: 450 -> 330
LVL1 Weapons: 360 -> 300
LVL2 Weapons: 300 -> 275
LVL3 Weapons: 254 -> 258
added weapon upgrade calculations for Exosuit's Claw and Minigun.
official changelog: <a href="http://www.unknownworlds.com/ns2/news/2012/9/ns2_build_220_released" target="_blank">http://www.unknownworlds.com/ns2/news/2012...ld_220_released</a>
official changelog: <a href="http://www.unknownworlds.com/ns2/news/2012/9/ns2_build_221_released_lockdown" target="_blank">http://www.unknownworlds.com/ns2/news/2012...leased_lockdown</a>
welders DO scale with weapon upgrades (someone claimed otherwise), no idea for mines and sentryguns though.
someone mentioned that the EXOsuit minigun does not scale with weapon upgrades, i confirmed this.
pistol alt-fire was removed from the charts as it is apparently gone for good.
flameable (flamer, welder) deals 7x damage to cysts (and i belive to clogs as well). welder is now properly updated, with double-checked values (except clogs).
i also noticed that damage is always rounded (down if <.5, up for =>.5), however, this is AFTER all factors apply. e.g. welder with weapon upgrade level 1 deals 3.3 damage on paper, which is 23.1 against cysts, rounded 23 (and not first rounded to 3, then multiplied by 7 which would be 21). fraction-numbers only appear for pistol, welder and flamer other sources of damage don't require rounding. however, i don't know how health and armor are dealt with, considering there is another factor to round the damage: 70% of it goes to armor, the rest to health.
for the charts, damage is displayed rounded. x-attacks-until-death/destruction rounds the damage for every attack seperately, the same goes for dps calculations.
I'm sure I've told you this before. Mines and Sentries do not benefit. Only actual "Weapon" class objects that deal damage (and grenades) benefit from weapons upgrades.