ScatterJoin Date: 2012-09-02Member: 157341Members, Squad Five Blue
edited December 2015
Some of the things I'd like feedback on are:
*Capture rate of Tech Points and Res Points - Is it too long or too short
*tres income rate from holding certain numbers of tech points and subsequent tech unlock rate
*pres income rate and frequency of access to weapons/upgrades/lifeforms
*Costings of Marine weapons and Alien upgrades
Furthermore, currently you automatically heal you out of combat and I understand this makes it difficult to deal with higher life forms as you need sustained presence. The system is still in place but the intention is to implement a medpack drop/self heal on pressing Q for a pres cost of say 0.25 orso pres. There would be a delay on it so that you cant spam it and instead have to choose the best moment to use it.
ScatterJoin Date: 2012-09-02Member: 157341Members, Squad Five Blue
Changelog v0.13
*Fixed Minimap blip issue
Marine
*Medpacks now drop when you press Q with the normal medpack request delay. Costs 0.25 pres and checks that you have less than full health
*Removed out of combat autoheal
*Ammopacks now drop when you press Z with normal ammo request delay. Costs 0.25 pres and checks that you have less than full ammo
*Fixed consumed drop issue (having a turret wouldnt allow you to drop another and destroy the old one)
I was just going to rek you're ass with why you shouldn't specify people from countries. And specify people as a whole not by borders. Then i rememberd a great song from beetles
I was just going to rek you're ass with why you shouldn't specify people from countries.
I was just going to wreck your ass for having a joke pass straight over your head, as you are obviously unaware Mendasp is one of the most famous Spanish people on these forums...
oops... I mentioned a country again.....
We are all one yes, but we are all one who live under different rules, have different ideals and different dreams...
Scatter's dream is that his life work is appreciated and the thread not derailed anymore
ScatterJoin Date: 2012-09-02Member: 157341Members, Squad Five Blue
Had an 18 player public server full for 3 hours with assault. It was pretty fun but with some obvious balance issue that can easily be solved. Thanks to all those who played for the very useful feedback.
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
I don't want to panic you guys, but when I see scatter's name on Steam, he seems to be playing one of those games that sucks up all your time and effort - Rust.
You're damn right there, so get these mods finished, or you will never become the most infamous modder in NS2 (we all know you harbour ambitions of Awesome domination over @Mendasp with your mods),
Although myself and scatter worked together on many mods that included Modular Exo, that mod is 100% @Scatter 's baby. I don't even know how it works
It's like the CTF mod we made, and our other slightly over ambitious battlefield mod, which included modular exo and classes for marines. I still don't understand scatters class and exo code. I could certainly do with using the class code for GorgeForts, but I can't figure it out
We work together well as a team because we specailize in different bits of coding, and apply our particulars experiences directly into parts of our projects.
I definitely hope to work with scatter again in the future, although whether that would be in NS2 or not is another matter.
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
Yeah sorry, I don't know what that is, probably a menu option can turn it off. I have no idea why that pops up, but I only use minimal HUD anyway, and I don't even know if it is related to that or not.
KasharicHull, EnglandJoin Date: 2013-03-27Member: 184473Members, Forum Admins, NS2 Playtester, NS2 Map Tester, NS2 Community Developer
I like the sound of both honestly.
But when TAW was playing NS2, we did mod nights and tested both, Assault without doubt got the better reception.
I believe there is space in the community for assault more than the overhaul mod, and if UWE would help you out (once the mod is finished) with a gamemode weekend or something (like infested etc) I could see it filling the gap that combat left so long ago.
ScatterJoin Date: 2012-09-02Member: 157341Members, Squad Five Blue
Yeah fair point, I originally made assault to fill that void and that still has not been filled yet.
The way forward here is either making it it ns2 without commanders but very true to how a typical ns2 game unfolds, or making it a game mode without commanders that is fun in its own right without having to replicate fade at x minutes, weapon 2 at x minutes, etc etc.
As such I am strongly inclined to make it based off overhaul in the sense that I would do away with passive weapon/armour ups, rebalanced of lifeform HP and marines HP/damage like in overhaul, slight changes to alien upgrades (primarily carapace/celerity, onos changes, possibly the super units, etc.
Also taking into account the feedback from the previous version regarding capture mechanics and whatnot.
KasharicHull, EnglandJoin Date: 2013-03-27Member: 184473Members, Forum Admins, NS2 Playtester, NS2 Map Tester, NS2 Community Developer
yeah, I definitely think sticking to the same movement and ability mechanics of vanilla, but not sticking to timings etc, taking from overhaul the lack of weapons/armour upgrades and no health from biomass etc would be an ideal starting point... then balancing from there.
Comments
*Capture rate of Tech Points and Res Points - Is it too long or too short
*tres income rate from holding certain numbers of tech points and subsequent tech unlock rate
*pres income rate and frequency of access to weapons/upgrades/lifeforms
*Costings of Marine weapons and Alien upgrades
Furthermore, currently you automatically heal you out of combat and I understand this makes it difficult to deal with higher life forms as you need sustained presence. The system is still in place but the intention is to implement a medpack drop/self heal on pressing Q for a pres cost of say 0.25 orso pres. There would be a delay on it so that you cant spam it and instead have to choose the best moment to use it.
*Fixed Minimap blip issue
Marine
*Medpacks now drop when you press Q with the normal medpack request delay. Costs 0.25 pres and checks that you have less than full health
*Removed out of combat autoheal
*Ammopacks now drop when you press Z with normal ammo request delay. Costs 0.25 pres and checks that you have less than full ammo
*Fixed consumed drop issue (having a turret wouldnt allow you to drop another and destroy the old one)
I was just going to rek you're ass with why you shouldn't specify people from countries. And specify people as a whole not by borders. Then i rememberd a great song from beetles
I was just going to wreck your ass for having a joke pass straight over your head, as you are obviously unaware Mendasp is one of the most famous Spanish people on these forums...
oops... I mentioned a country again.....
We are all one yes, but we are all one who live under different rules, have different ideals and different dreams...
Scatter's dream is that his life work is appreciated and the thread not derailed anymore
So be it....
*until the next derailment
Me too! I love this mod!
We may have lost him for a few years, lol
We all miss the overhaul mod.
STAHP PLAYIN RUST (they're just going to wipe all your stuff anyway!)
You're damn right there, so get these mods finished, or you will never become the most infamous modder in NS2 (we all know you harbour ambitions of Awesome domination over @Mendasp with your mods),
edit - grammar policed self.
Do you know any fix?
Although myself and scatter worked together on many mods that included Modular Exo, that mod is 100% @Scatter 's baby. I don't even know how it works
It's like the CTF mod we made, and our other slightly over ambitious battlefield mod, which included modular exo and classes for marines. I still don't understand scatters class and exo code. I could certainly do with using the class code for GorgeForts, but I can't figure it out
We work together well as a team because we specailize in different bits of coding, and apply our particulars experiences directly into parts of our projects.
I definitely hope to work with scatter again in the future, although whether that would be in NS2 or not is another matter.
But when TAW was playing NS2, we did mod nights and tested both, Assault without doubt got the better reception.
I believe there is space in the community for assault more than the overhaul mod, and if UWE would help you out (once the mod is finished) with a gamemode weekend or something (like infested etc) I could see it filling the gap that combat left so long ago.
The way forward here is either making it it ns2 without commanders but very true to how a typical ns2 game unfolds, or making it a game mode without commanders that is fun in its own right without having to replicate fade at x minutes, weapon 2 at x minutes, etc etc.
As such I am strongly inclined to make it based off overhaul in the sense that I would do away with passive weapon/armour ups, rebalanced of lifeform HP and marines HP/damage like in overhaul, slight changes to alien upgrades (primarily carapace/celerity, onos changes, possibly the super units, etc.
Also taking into account the feedback from the previous version regarding capture mechanics and whatnot.
A few things to think about for this one...