Bandaid MOD - Experiences, Bugs and feature requests
DaanVanYperen
The Netherlands Join Date: 2013-06-16 Member: 185580Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow
Post your gameplay experiences, bugs and feature requests for Bandaid MOD in this thread.
changelist + more about the mod: http://steamcommunity.com/sharedfiles/filedetails/?id=273379772&searchtext=
We rather not pollute this thread with balance debates. If you'd like to debate the choices made in the mod you can do so here, and we'll be happy to debate them with you:
http://forums.unknownworlds.com/discussion/135024/bandaid-mod-it-s-the-natural-solution-too#latest
changelist + more about the mod: http://steamcommunity.com/sharedfiles/filedetails/?id=273379772&searchtext=
We rather not pollute this thread with balance debates. If you'd like to debate the choices made in the mod you can do so here, and we'll be happy to debate them with you:
http://forums.unknownworlds.com/discussion/135024/bandaid-mod-it-s-the-natural-solution-too#latest
Comments
Additionally, I wonder if Rifle melee attack damage could be changed back to 25 or 30 (but you need to use half value because an animation bug causes the attack to strike twice), to make it worthwhile using, particularly for casual players.
I'm not a fan of the Skulk HP nerf though. Was it really warranted in your experience?
If skillful (ie wall jumping) Skulks are too powerful against average marines, you could slightly reduce the Skulks' early game advantage by reducing wall jumping speed cap (by about 1), which shouldn't affect Celerity Skulk much, if at all.
Unused mechanic, cheap to fix. Sounds like a plan.
We'll have to play more games to say for sure. It's mainly intended to reinforce the ambush mechanic early game and offset the benefits faster skulks. We'll keep the jumping speed cap in mind if things don't work out.