AiorosJoin Date: 2003-03-24Member: 14850Members, Squad Five Blue, Reinforced - Shadow
UPDATE for the Balance Mod Cup
ALL week 2 games will now be played with the updated BT Mod Version.
Week 1 games which are still open can be played in the "old" version or the "new" version.
If one of teams wants the "old" version for the remaining week 1 games, you have to play the "old" version.
The mod ID for the old balance mod version is publish_id = "9272580".
The "new" balance mod got the following changes:
commanders no longer start with p.res
replaced t.res drops with a transform t.res to p.res function at resource towers (5tres into 1pres)
removed pre-evolving eggs / dropping equpiment, instead resource towers can now generate additional resources for field player
commanders will no longer start with personal resources and won't get resources for 30 seconds after logging out (to avoid fadeplosion)
drifters can now clear marine ghost structures (to avoid marins blocking rts)
removed medpack CD from marine commander UI (marines have now a pickup delay)
removed vision obscuring effect of gorge spit
reduced harvester cost to 8 (since you pay for cysts and drifters now)
reduced exo armor to 280, down from 400
increased exo armor upgrade to 45, up from 40
changed puncture player damage scalar to 1.5 (was 1.25)
changed shotgun damage type to heavy
reduced shotgun base damage to 136
moved fades health to more armor (heal up faster, but also die faster against heavy damage, shotgun and minigun)
regeneration upgrade increases now all heals by 3% per level
carapace upgrade decreases now all heals by 5% per level
higher skulk speed is more diffcult to gain without celerity
lmg spread is lower again
removed vision obscuring effect of gorge spit - awesome
changed puncture player damage scalar to 1.5 (was 1.25) - this is very VERY good
changed shotgun damage type to heavy - not sure if good or not, could work out with the lower damage
reduced shotgun base damage to 136 - not sure about this, I guess it stops skulks getting destroyed all the time
lmg spread is lower again - like this
EDIT: Shotgun damage is unaffected, not sure about other stuff, can't drop eggs though.
Neither is the normal->heavy change, or puncture damage increase.
FrozenNew York, NYJoin Date: 2010-07-02Member: 72228Members, Constellation
WHAT IF. The alien commander could drop two types of res nodes: 1. Normal 2. Reversed (or solely pres). I'd think this should be visibly different and I have no idea if it'd be broken etc. Just a thought
Comments
Miau vs Duplex 20:00 CET twitch.tv/vindalo0 ][ twitch.tv/ns2fr
Radical.eu vs YO Clan 20:30 TBA
Miau vs Moebius 22:00 CET twitch.tv/naturalselection2 ][ twitch.tv/ns2fr
Helix vs Duplex 22:00 CET TBA
Matches Sunday
Upcoming game 17 CET Yo clan vs O. gorges on twitch.tv/aiioross
RadicaL vs. Singularity 20:00 CEST on twitch.tv/blindNS2
Original Gorges v Damage Networks 19 CET twitch.tv/naturalselection2
Nexzil vs TWAT 2130 CEST twitch.tv/vindalo0
RadicaL vs. Damage Networks 22:00 CEST twitch.tv/blindNS2
ALL week 2 games will now be played with the updated BT Mod Version.
Week 1 games which are still open can be played in the "old" version or the "new" version.
If one of teams wants the "old" version for the remaining week 1 games, you have to play the "old" version.
The mod ID for the old balance mod version is publish_id = "9272580".
The "new" balance mod got the following changes:
commanders no longer start with p.res
replaced t.res drops with a transform t.res to p.res function at resource towers (5tres into 1pres)
removed pre-evolving eggs / dropping equpiment, instead resource towers can now generate additional resources for field player
commanders will no longer start with personal resources and won't get resources for 30 seconds after logging out (to avoid fadeplosion)
drifters can now clear marine ghost structures (to avoid marins blocking rts)
removed medpack CD from marine commander UI (marines have now a pickup delay)
removed vision obscuring effect of gorge spit
reduced harvester cost to 8 (since you pay for cysts and drifters now)
reduced exo armor to 280, down from 400
increased exo armor upgrade to 45, up from 40
changed puncture player damage scalar to 1.5 (was 1.25)
changed shotgun damage type to heavy
reduced shotgun base damage to 136
moved fades health to more armor (heal up faster, but also die faster against heavy damage, shotgun and minigun)
regeneration upgrade increases now all heals by 3% per level
carapace upgrade decreases now all heals by 5% per level
higher skulk speed is more diffcult to gain without celerity
lmg spread is lower again
changed puncture player damage scalar to 1.5 (was 1.25) - this is very VERY good
changed shotgun damage type to heavy - not sure if good or not, could work out with the lower damage
reduced shotgun base damage to 136 - not sure about this, I guess it stops skulks getting destroyed all the time
lmg spread is lower again - like this
EDIT: Shotgun damage is unaffected, not sure about other stuff, can't drop eggs though.
Neither is the normal->heavy change, or puncture damage increase.
It's a very good idea but a little broken at this stage, it's probably for the best that this build isn't used in the double elimination rounds.