CompMod *Pub Friendly*
xDragon
Join Date: 2012-04-04 Member: 149948Members, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow
in Modding
For a while a second version of 'CompMod' has existed with a small set of additional changes to main it slightly more pub friendly. I have recently begun updating this version again to try to find some better solutions to outstanding problems.
This document should detail all (or most) of the changes currently in normal CompMod - https://docs.google.com/document/d/1YOnjJz6_GhioysLaWiRfc17xnrmw6AEJIb6gq7TX3Qg/edit
The pub friendly version currently changes these additional things:
Exosuits hardcapped to 4 active at once. (I am looking to remove this once exo's are a bit more balanced)
Dual Minigun and Dual Railgun exosuit cost increased to 65 pres (Also looking to lower this once more balanced)
Exosuit research cost increased to 45 tres.
Minigun ROF doubled.
Minigun damage type changed to Puncture (Deals 2x to players) from Heavy.
Minigun damage lowered to 6
Railgun target penetration removed.
Railgun now deals small AOE of damage after impact (Similar to GL).
Exosuit thruster cooldown increased to 4 seconds.
Exosuit thruster duration shortened to .5 seconds.
Exosuit thruster horizontal acceleration increased to 50, vertical increased to 20, max speed increase upped to 5.
Exosuit thrusters can be used to move any direction now.
Gorge Tunnel HP values restored to vanilla values.
Lerk spikes decreased to 6 damage from 7.
Skulk base movement speed increased by 0.25, removed 0.25 speed bonus for being on wall.
Gorge Pres cost lowered from 8 to 7.
Lerk Pres cost lowered from 20 to 18.
Fade Pres cost lowered from 35 to 34.
Fade upgrades Pres cost lowered from 5 to 4.
As always you can find the mod on WS - http://steamcommunity.com/sharedfiles/filedetails/?id=285843711
and also on GitHub - https://github.com/xToken/CompMod/tree/Revision-4-Pub
This document should detail all (or most) of the changes currently in normal CompMod - https://docs.google.com/document/d/1YOnjJz6_GhioysLaWiRfc17xnrmw6AEJIb6gq7TX3Qg/edit
The pub friendly version currently changes these additional things:
Exosuits hardcapped to 4 active at once. (I am looking to remove this once exo's are a bit more balanced)
Dual Minigun and Dual Railgun exosuit cost increased to 65 pres (Also looking to lower this once more balanced)
Exosuit research cost increased to 45 tres.
Minigun ROF doubled.
Minigun damage type changed to Puncture (Deals 2x to players) from Heavy.
Minigun damage lowered to 6
Railgun target penetration removed.
Railgun now deals small AOE of damage after impact (Similar to GL).
Exosuit thruster cooldown increased to 4 seconds.
Exosuit thruster duration shortened to .5 seconds.
Exosuit thruster horizontal acceleration increased to 50, vertical increased to 20, max speed increase upped to 5.
Exosuit thrusters can be used to move any direction now.
Gorge Tunnel HP values restored to vanilla values.
Lerk spikes decreased to 6 damage from 7.
Skulk base movement speed increased by 0.25, removed 0.25 speed bonus for being on wall.
Gorge Pres cost lowered from 8 to 7.
Lerk Pres cost lowered from 20 to 18.
Fade Pres cost lowered from 35 to 34.
Fade upgrades Pres cost lowered from 5 to 4.
As always you can find the mod on WS - http://steamcommunity.com/sharedfiles/filedetails/?id=285843711
and also on GitHub - https://github.com/xToken/CompMod/tree/Revision-4-Pub
Comments
Elaborate more than just generic self proclaimed mantras towards balance and gameplay.
Telling everyone to just look the other way instead of actually providing feedback is pretty lame as well.
Actually, just completely facepalming after reading that reply.
Or perhaps PUB means different things to different people.
Having played on a server with it, and talking to people running the server, they were kind enough to shed some light as to why the changes. Aliens were losing too much was the ansver. So the act was to buff aliens. Instead of trying to understand that quad-cysting ore on a warehouse spawn, is a poor way to get your res up. So instead this mod makes it viable, and the marines, who has to take down the single RT, which requires alot more on offence, since they have to both deny mezzanine tunnel and MUST kill the first RT the aliens get. And these are only the problems on tram. If needed, lets talk about Veil further on, and how broken that map becomes.
Just like Wooza's servers doesnt remove the commander problem, but instead makes a lesser need, this doesnt fix the problem. I fail to see why losing = game is wrong. Its an asymetrical multiplayer, and the momentum always shifts. Sometimes its stacked, sometimes you play like shit. Sometimes, you hit a perfect timing, sometimes you walk into 5 skulks.
The worst part of my experience was i found this on a captains mode, microphone required server. Which really should rule out stacks and lack of teamplay. Should. Maybe the problem is somewhere else.
I also fail so see why giving a bad review deserves these kinds of ad hominem ansvers. Can we talk about the mod? if not, why did this even get posted on the forums?
Highlighting the new lerk timing wasn't enough? Or do you decide to forget about the ~1:35 armor 1 timer, if 1 marines stays and instantly starts building the armslab. Further on this means that lerks will never meet w1 or sgs when they pop, as the marines mathematicly cannot achieve this, if just a very few medpacks are dropped.
You are basing your feedback on what sounds like 1 game. This mod has been played for almost 6 months now, and generally the feedback has been good. It may not work for every server, but that's part of why posting it here is important at this point, especially with the exo changes in particular.
if we're thinking about the same server (afaik there's only one that runs pub friendly) marines had a 92% winrate.
92%. that is not because aliens spent a couple extra cysts cysting a natural.
edit: from what I have been told, it is very close to 50/50 now with these changes.
When the game starts and 2-3 minutes forward generally is heavily in favor of marines (untill lerks pop up which is a major shift. Marines generally get a major shift back when they get Shotguns). I would love to see an attemp to change how this period, rather than shorten it. One way competitive teams gets around this period is crags at naturals - more time to respond, and easier combat when responding. Maybe a buff to alien RTs, atleast when they are dropped, could help this period, where aliens are getting RTs up, which in turn would give the aliens more room for error, rather than the current which is less punishment for error. I am strongly against less punishment for error, and many times it is the commanders job to make room for error, wether it be for medpacks or any only influence he has. If the problem isnt the rotation but the combat, 10-20 more HP on skulks, would be the next step for me. Not shorter spawn queues. Again more room for error, or less punishment for error. Biomass would then have to scale less in turn.
Why aren't those changes in normal compmod?
However for the pub version I feel I can experiment a little more, and exos ala CompMod clearly cannot work in the pub setting.
- Cysts spread infestation faster. Like 100% faster
- Alien harvester cost increase to 10 tres?? just to balance out the res buff that these other things would result in
- Increase harvester passive build speed by 100% (that'd still be kinda slow right? but not uselessly slow)
Harvesters would be slightly faster albiet more expensive to drop. Marines would gain less (in terms of damage) from de-cysting harvesters. They would also not completely cripple the early game alien tres economy by killing a drifter.