Combat Mode Relaunch

1181921232460

Comments

  • MCMLXXXIVMCMLXXXIV Join Date: 2010-04-14 Member: 71400Members
    A new version of Combat Mode is out today! All of these changes brought to you by JimWest...

    <b>Changelog:</b>
    <ul><li>Fixed a delay after hive/cc is destroyed</li><li>Fixed a bug with Hydras</li><li>Added many entities from the ExtraEntitiesMod</li><li>Included a test map that shows how to use the extra entities.</li></ul>
  • JimWestJimWest Join Date: 2010-01-03 Member: 69865Members, Reinforced - Silver
    edited December 2012
    @Mappers, I've written a short tutorial how to use the Entities in your map here:
    <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=123297&st=0#entry2008706" target="_blank">http://www.unknownworlds.com/ns2/forums/in...=0#entry2008706</a>
  • JibrailJibrail Join Date: 2009-04-16 Member: 67200Members
    edited December 2012
    one server operator to rule them all, Endar you are one crazy ###### :D
    <img src="http://i.imgur.com/KlbQE.jpg" border="0" class="linked-image" />
  • SoundFXSoundFX Join Date: 2003-08-21 Member: 20048Members
    edited December 2012
    Hey guys I just wanted to bring up a gripe in regards to Focus. While I feel Focus is a welcome addition to Combat it really devalues Armor upgrades if there isn't a way to sustain an armor value that won't get you one-shot.

    With the timer, Marines have to push out, and inevitably will take a few shots along the way. Going back to the Armory, if it exists, is obviously out of the question. By time you get there you're just team XP cannon fodder. Therefor I highly suggest Nano Armor to be implemented ASAP (iirc you already had plans for Xmenu and Buildmenu stuff, so this is probably just redundant). Sidenote: I don't want invincible marines, while it is fun to be one, its demoralizing to play against one.

    Also, great work to all involved.
  • WorthyRivalWorthyRival Black Armor Division Join Date: 2006-11-07 Member: 58470Members, Constellation, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, WC 2013 - Shadow
    I dropped a new combat map on the workshop if you're interested. ns2_co_nest. I hope you guys enjoy it.
  • WorthyRivalWorthyRival Black Armor Division Join Date: 2006-11-07 Member: 58470Members, Constellation, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, WC 2013 - Shadow
    edited December 2012
    *** Double post ***
  • TimMcTimMc Join Date: 2012-02-06 Member: 143945Members
    I played this for a few hours last night, was alot of fun and its great to see how much improvement there has been!

    Only problem I had was:
    <ul><li>Hive seems to drop far faster than CC.</li><li>Game on veil ended abruptly when someone ran behind a crate and instantly went exo. Is there no time penalty to swap? I would have killed him in his egg for had he been going onos.</li></ul>
  • JimWestJimWest Join Date: 2010-01-03 Member: 69865Members, Reinforced - Silver
    Exos are powering up for 4sec, in this time they can't move or shoot.
  • JibrailJibrail Join Date: 2009-04-16 Member: 67200Members
    edited December 2012
    Hive/CC health will be balanced more to compinsate for range vs mele, but might not be by a big margin Hive goes down faster because alien can win if time reached 0 so it had to be easier for marines.

    we have talked about changing it so that you wont be able to switch equipment unless your in the radius of the Hive/CC, that also encludes switching back to weapons you own and not like it is right now ( only the last bought one ).

    ps
    always nice to hear that people play it for hours and enjoy it, and yes improvments have been huge very fast thanks to hard work by Jim and Greeds who put in couple of hours work into this everyday.
  • MagnetoMagneto Join Date: 2010-12-22 Member: 75856Members
    Maybe we should have an overtime mode where hive/com become unhealable or drop to half health but are still able to be healed up to that amount?
  • TimMcTimMc Join Date: 2012-02-06 Member: 143945Members
    <!--quoteo(post=2042398:date=Dec 9 2012, 09:14 AM:name=Magneto)--><div class='quotetop'>QUOTE (Magneto @ Dec 9 2012, 09:14 AM) <a href="index.php?act=findpost&pid=2042398"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Maybe we should have an overtime mode where hive/com become unhealable or drop to half health but are still able to be healed up to that amount?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yeah no healing and constantly chair/hive degeneration would be more fair.



    Also, why are the combat maps prefixed with "ns2_co" rather than "co2_"?
  • JimWestJimWest Join Date: 2010-01-03 Member: 69865Members, Reinforced - Silver
    We have no "official" map prefix, some type ns2_co_mapname, some name them ns2_mapcombat etc.
  • RothgarRothgar Join Date: 2009-11-13 Member: 69372Members
    As JimWest said there was no standard mentioned and what I am finding is there are quite a few people that play NS2 but never played NS1 (Including Combat Mode players).

    So if these same people are making the maps they wouldn't have experienced the old ns_ co_ naming conventions.
  • KuddlyKalliKuddlyKalli Yuggera Country Join Date: 2010-12-23 Member: 75905Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester
    <!--quoteo(post=2041783:date=Dec 8 2012, 10:19 AM:name=SoundFX)--><div class='quotetop'>QUOTE (SoundFX @ Dec 8 2012, 10:19 AM) <a href="index.php?act=findpost&pid=2041783"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hey guys I just wanted to bring up a gripe in regards to Focus. While I feel Focus is a welcome addition to Combat it really devalues Armor upgrades if there isn't a way to sustain an armor value that won't get you one-shot.

    With the timer, Marines have to push out, and inevitably will take a few shots along the way. Going back to the Armory, if it exists, is obviously out of the question. By time you get there you're just team XP cannon fodder. Therefor I highly suggest Nano Armor to be implemented ASAP (iirc you already had plans for Xmenu and Buildmenu stuff, so this is probably just redundant). Sidenote: I don't want invincible marines, while it is fun to be one, its demoralizing to play against one.

    Also, great work to all involved.<!--QuoteEnd--></div><!--QuoteEEnd-->
    <!--coloro:#FFC0CB--><span style="color:#FFC0CB"><!--/coloro-->There are these things called welders. If marines weren't so greedy it would be easy to keep everyone's armour up.

    And might I suggest putting the GL limit on par with that of the exos and/or increasing the cost of GLs to like 3 points in addition to their current prerequisites? Mindless grenade spam is just stupid and has no place in combat, where the focus is on killing each other and practicing your aim/skills.<!--colorc--></span><!--/colorc-->
  • JibrailJibrail Join Date: 2009-04-16 Member: 67200Members
    edited December 2012
    <!--quoteo(post=2042876:date=Dec 10 2012, 11:48 AM:name=Kallistrate)--><div class='quotetop'>QUOTE (Kallistrate @ Dec 10 2012, 11:48 AM) <a href="index.php?act=findpost&pid=2042876"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--coloro:#FFC0CB--><span style="color:#FFC0CB"><!--/coloro-->There are these things called welders. If marines weren't so greedy it would be easy to keep everyone's armour up.

    And might I suggest putting the GL limit on par with that of the exos and/or increasing the cost of GLs to like 3 points in addition to their current prerequisites? Mindless grenade spam is just stupid and has no place in combat, where the focus is on killing each other and practicing your aim/skills.<!--colorc--></span><!--/colorc--><!--QuoteEnd--></div><!--QuoteEEnd-->

    true many times people complain about something not working but its a resault of bad team work Ive seen so many games where marines dominate just by welding, everyone is in a hurry to get higher dmg or armor and not thinking of the big picture.

    hard cap on GLs and Fades is coming ( maybe in our next version to be released later tonight EU time ) I belive we decided 1 out of 3 players gets a GL and 1 out of 2 gets a fade.
    we are also nerfing health on CC and exchanging the dual minigun exo with the claw one seeing as exos are OP now with weapons/dmg 3 upgrades.
  • bp2008bp2008 Join Date: 2012-11-28 Member: 173581Members, Reinforced - Shadow, WC 2013 - Gold
    <!--quoteo(post=2042897:date=Dec 10 2012, 05:08 AM:name=Jibrail)--><div class='quotetop'>QUOTE (Jibrail @ Dec 10 2012, 05:08 AM) <a href="index.php?act=findpost&pid=2042897"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->true many times people complain about something not working but its a resault of bad team work Ive seen so many games where marines dominate just by welding, everyone is in a hurry to get higher dmg or armor and not thinking of the big picture.

    hard cap on GLs and Fades is coming ( maybe in our next version to be released later tonight EU time ) I belive we decided 1 out of 3 players gets a GL and 1 out of 2 gets a fade.
    we are also nerfing health on CC and exchanging the dual minigun exo with the claw one seeing as exos are OP now with weapons/dmg 3 upgrades.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I know there is enough bad team work going on. I think that is the only reason the Aliens win as much as they do. Aliens don't <i>need</i> teamwork as much. Regarding the exosuit, I agree it is overpowered. One of my greatest fears when playing Aliens is that the marines will buy exosuits as soon as possible and use them effectively. And by that I mean rushing and focusing on the hive with welder support.

    But this is what I frequently see instead:

    1. The <i>lowest </i>scored marines on the team are the first to buy Exosuits.
    2. It takes an Exo ages to cross the map because every time they see a skulk, lerk, or radar ghost, they stop and give chase.
    3. Some Exos stay in the marine base and make camp when they aren't needed there.
    4. If by some miracle the Exo reaches the hive, it proceeds to shoot at <i>everything else</i> in sight and the hive takes next to no damage.
    5. All too often nobody has a welder anyway.

    This typically gives the aliens a fighting chance.

    Removing dual minigun exo will either result in lots more alien victories or it will force marines to work together better! :) I know I won't be a one-man wrecking ball in my exo anymore!
  • lunsluns Join Date: 2010-12-05 Member: 75502Members
    This mod needs to adopt classic mod movement, the current movement needs to be seriously replaced.

    Start thinking about adding more options for both sides, for example adding the old hmg without being forced to buy exo suit. Showing some love for the gorge, bring back ns1 models for his chambers, this would allow the gorge to start building his own forts, everyone loved building.
  • JimWestJimWest Join Date: 2010-01-03 Member: 69865Members, Reinforced - Silver
    We do not want to create a Ns1 Combat Mod remake like the classic mod,
    we want to create a fresh, new combat mod for ns2 which can also be used to train your ns2 skills.
  • endarendar Join Date: 2010-07-27 Member: 73256Members, Squad Five Blue
    What player count are you aiming for and supporting? I'm afraid that by running at 24 slots, any recommendations or complaints you receive from people who play on Monash, are going to be skewed towards that player count. GL's may not be that great with lower numbers, but at 24, they sure are effective.
  • RothgarRothgar Join Date: 2009-11-13 Member: 69372Members
    <!--quoteo(post=2043093:date=Dec 11 2012, 07:01 AM:name=luns)--><div class='quotetop'>QUOTE (luns @ Dec 11 2012, 07:01 AM) <a href="index.php?act=findpost&pid=2043093"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This mod needs to adopt classic mod movement, the current movement needs to be seriously replaced.

    Start thinking about adding more options for both sides, for example adding the old hmg without being forced to buy exo suit. Showing some love for the gorge, bring back ns1 models for his chambers, this would allow the gorge to start building his own forts, everyone loved building.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Hi luns, I spoke to Dragon about trying to make the NS2C Work with Combat Mode as I tried and it failed as the mods were overwriting each other and breaking things but Dragon mentioned he might fork the Combat Mode and make some changes so that they might work together as long as the Combat Mode guys are happy with that.

    So if this proceeds anywhere, there might be a way to get NS1 style with Combat Mode.
  • JibrailJibrail Join Date: 2009-04-16 Member: 67200Members
    edited December 2012
    <!--sizeo:6--><span style="font-size:24pt;line-height:100%"><!--/sizeo--><!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->urgent to server OPs<!--colorc--></span><!--/colorc--><!--sizec--></span><!--/sizec-->
    I just talked to Mr P and hes telling me that his server is running 100% and getting very hot, anyone else experiencing this?
    <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->
    <!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo-->EDIT:<!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc-->
    false alarm the guys at OAG clan fixed the problem and other server OPs aren't getting this.
  • JimWestJimWest Join Date: 2010-01-03 Member: 69865Members, Reinforced - Silver
  • endarendar Join Date: 2010-07-27 Member: 73256Members, Squad Five Blue
    100% is pretty standard behaviour for server.exe, when the player count fills enough to cause tickrates to start dropping, it will always be 100% (of a core).

    Or do you mean 100% across all cores? Because that would be a problem!
    I am not experiencing this.
  • Mister BlackMister Black Join Date: 2012-11-25 Member: 173201Members
    As I skulk I can't use xenocide if I have the ink cloud upgrade. I can choose tier 3 upgrade but xeno will not show up when I press 3, it only displays bite and parasite. When I reset my points and choose everything but ink cloud, I can xeno again. Intended?
  • bp2008bp2008 Join Date: 2012-11-28 Member: 173581Members, Reinforced - Shadow, WC 2013 - Gold
    <!--quoteo(post=2043244:date=Dec 10 2012, 05:42 PM:name=Mister Black)--><div class='quotetop'>QUOTE (Mister Black @ Dec 10 2012, 05:42 PM) <a href="index.php?act=findpost&pid=2043244"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->As I skulk I can't use xenocide if I have the ink cloud upgrade. I can choose tier 3 upgrade but xeno will not show up when I press 3, it only displays bite and parasite. When I reset my points and choose everything but ink cloud, I can xeno again. Intended?<!--QuoteEnd--></div><!--QuoteEEnd-->

    I saw the same thing but not caused by ink cloud. In my case Xeno vanished from my abilities after buying silence (which was the last thing available).
  • JibrailJibrail Join Date: 2009-04-16 Member: 67200Members
    no that one is a bug
  • MCMLXXXIVMCMLXXXIV Join Date: 2010-04-14 Member: 71400Members
    Wow, I thought we had nailed all the gameplay bugs by now... Thanks for finding it! Adding to Pivotal now...
  • AvengernautAvengernaut Join Date: 2012-09-06 Member: 158153Members
    First, you capped the amount of onos and exos (which kind of lowered the level of "fun"), then you nerfed onos (way too hard in my opinion. The onos needs to be able to take hits and most dualminigun exo's probably die to onos just becuase they try to fight an onos in close proximity and without support and then they get mad when they can't), then you decided to remove dualminigun exo? All the single-exo is really good for is just constant fire support because it doesn't rely on ammo. At any rate, I don't get the thought process going on here; it seems like redundancy to me, to constantly nerf and nerf in a circular fashion. Even after all that nerfing, marines still have a hard time and lose most of the times it seems, and aliens still win, just not with onos.

    One problem for the balancing might actually be the skill level of the players and you'll never get around that. Another might actually be the idea that aliens just have to hold out for a certain time limit. The time limit also kind of ruins what was fun about the NS1 Combat. Also, lets be honest with ourselves: extended levels is what everyone REALLY played in NS1, nobody ever played the original CO after extended levels came out. However, the NS1 Combat did have problems of its own (things like Uranium Ammunition might have been a bit much)

    I don't know how you're trying to balance this mod, but maybe you either need skilled players to help test it so you can see an "extreme" side to things, or look into adding more to it before balancing it (like extra levels and build menu for gorges and so on). Then again, the balance might also need to just be turned upside down on its head completely in order to find something that really works, and the only way to do this is to go to extremes and REALLY put the mod through its paces.
  • MCMLXXXIVMCMLXXXIV Join Date: 2010-04-14 Member: 71400Members
    We are planning to implement a 'build structure' menu and later a complete overhaul of the upgrade system (it might take us a while to finish these though with the limited coders we have) to allow players more flexibility in their loadouts and to allow us more flexibility in balancing the game.

    Right now we're still tinkering with the values, and our focus has been on eliminating imbalances as much as we can with the current system, which I think we've come a long way with doing already.
  • endarendar Join Date: 2010-07-27 Member: 73256Members, Squad Five Blue
    Not going to read through 16 pages to see if its mentioned already, but when you attempt to evolve to a new lifeform (such as a fade), and choose an upgrade in the same evolve cycle, it calculates the correct number of points, but only evolves the lifeform. It doesnt take the points away from you, so its not a huge problem, just a glitch.
Sign In or Register to comment.