woozaSwitzerlandJoin Date: 2013-11-21Member: 189496Members, Squad Five Blue
Upcomming event:
Mod spotlight revived? No, its another Saturday mod night at Woozas!
Join us to experience what has been hidden. On Saturday night we will play Siege+, Defense and Faded.
How long will you survive?
Mod spotlight revived? No, its another Saturday mod night at Woozas!
Join us to experience what has been hidden. On Saturday night we will play Siege+, Defense and Faded.
How long will you survive?
KatzenfleischJoin Date: 2014-03-21Member: 194881Members, Squad Five Blue, Squad Five Silver, NS2 Community Developer
edited June 2016
While the defense mod takes some ideas from Last-Stand it's a bit far from it since you do not fight human players but bots throw at you via programmed waves (up to 60 aliens) or an alien commander (ala Zombie master). You can see it as a merge between Last-Stand and Xenowarm.
To win, marines can kill the only hive or survive all the waves. They have a commander too and can expand, build PG and fortify places to push forward while researching upgrades. Marines also have a few more abilites compared to vanilla (for example):
* Balance for all the weapons (so they are all usefull)
* --> Pistol throw flares on right click
* --> GL explodes on impact and throw pulse on right click
* --> MG has explosive bullets (clip to the target, release a bit of smoke and explode a short moment after)
* Napalm grenades and clippable grenades (can be detonate like C4 afterward, to make traps (imported from the faded))
* Droppable sentries and a much more powerfull version of the ARC shooting at aliens too
* Medic class
* AI reworked to be more aggressive (lerks especially) and to use bile, spore and stomp (xeno is on the way)
If you have some time this weekend there will be a few match on this mod, feel free to join.
Ps: About the Faded, it's broken at the moment, so you might need to wait a bit before trying., It's back online. If you liked "the hidden" mod from HF2 then you will like this one too and will enjoy clipping dead marines ragdoll to ceilings and walls.
KatzenfleischJoin Date: 2014-03-21Member: 194881Members, Squad Five Blue, Squad Five Silver, NS2 Community Developer
edited June 2016
Here are some IRIS marines for you while I revive this old stuff.
I put defense away for tonight and I am working on faded to at least make it playable with the build. Should be good tonight if I do not hit some nasty bugs.
(damn, now ragdolls are shooting spores throw walls with babblers, and the medic scoreboard is broken, fixing it)
Edit: It"s now back online, all the major features are correctly working so far. I will test the fake marines stuff tomorrow and check if the "Kill me I am a spy" (default name other marines will see when wearing a human skin) is correctly replaced with the victim's name, and the healh bar is not displayed.
It will be hosted on a server tomorrow ready to be played.
The Defense mod got much better by being more difficult, and the bonewall worm looks terrific.
Faded was hilarious, but I think it has to be played in a smaller group. I found it unbalanced** when ten marines camped in one room. Maybe increase penalties for not moving around?
I think Siege+ is a little static, especially as an alien I don't feel I have anything that I can do against well set up marines. When they have exos at the end of the main lane, one or two marines with HMG in the only vent, and obs everywhere there is not much interesting to do.
Cheers to Zycar, Katzenfleisch and Wooza for this. Looking forward to the next night.
KatzenfleischJoin Date: 2014-03-21Member: 194881Members, Squad Five Blue, Squad Five Silver, NS2 Community Developer
edited June 2016
Hi,
Balancing done for the faded
* Decrease damage by 75% if the faded is ethereal (Using the blink), prevents taking full damages for lost bullets
* Decrease slightly HP and stamina cost for the blink to allow quick in/out of marines turtle
* Turn anticamp back on by default
* Turn on objective mod on. So far marines keep moving much more. (had around 6h of games with the server feeled today)
I am considering adding vampirisme to fade if the balance is steel bad, but so far it seems to be a lot better especially when fades are teaming up.
Balancing done for the faded
* Decrease damage by 75% if the faded is ethereal (Using the blink), prevents taking full damages for lost bullets
* Decrease slightly HP and stamina cost for the blink to allow quick in/out of marines turtle
* Turn anticamp back on by default
* Turn on objective mod on. So far marines keep moving much more. (had around 6h of games with the server feeled today)
I am considering adding vampirisme to fade if the balance is steel bad, but so far it seems to be a lot better especially when fades are teaming up.
May I suggest changing scaling a little?
Personally, I think it would be more fitting the theme (= scary monster in the dark) if there was only one Faded even with higher playercounts, for a given value of "high". I just played a couple of rounds with no more than 8 people and we consistently had two aliens at the start of the round. Seems like too much for so little marines.
Comments
Mod spotlight revived? No, its another Saturday mod night at Woozas!
Join us to experience what has been hidden. On Saturday night we will play Siege+, Defense and Faded.
How long will you survive?
Date:
06/11/2016
Saturday 8pm UTC (1pm PDT)
Game Modes:
Siege+
Defense
Faded
Server:
Wooza's Saturday Mod Night (24 Slots + 4 Specs)
I'll definitely try to be there, I'm not getting enough faded usually. And the other mods look neat, too.
People, get ready !
How is Defense different from Last Stand?
To win, marines can kill the only hive or survive all the waves. They have a commander too and can expand, build PG and fortify places to push forward while researching upgrades. Marines also have a few more abilites compared to vanilla (for example):
* Balance for all the weapons (so they are all usefull)
* --> Pistol throw flares on right click
* --> GL explodes on impact and throw pulse on right click
* --> MG has explosive bullets (clip to the target, release a bit of smoke and explode a short moment after)
* Napalm grenades and clippable grenades (can be detonate like C4 afterward, to make traps (imported from the faded))
* Droppable sentries and a much more powerfull version of the ARC shooting at aliens too
* Medic class
* AI reworked to be more aggressive (lerks especially) and to use bile, spore and stomp (xeno is on the way)
If you have some time this weekend there will be a few match on this mod, feel free to join.
Ps: About the Faded, it's broken at the moment, so you might need to wait a bit before trying., It's back online. If you liked "the hidden" mod from HF2 then you will like this one too and will enjoy clipping dead marines ragdoll to ceilings and walls.
WHAAAAAAAA?!?!?!? There's a Hidden-esque mod for NS2?!? Oh the hours I spent decorating maps with dead IRIS marines...
I might be about to sink a few more hours into that again...
I put defense away for tonight and I am working on faded to at least make it playable with the build. Should be good tonight if I do not hit some nasty bugs.
(damn, now ragdolls are shooting spores throw walls with babblers, and the medic scoreboard is broken, fixing it)
Edit: It"s now back online, all the major features are correctly working so far. I will test the fake marines stuff tomorrow and check if the "Kill me I am a spy" (default name other marines will see when wearing a human skin) is correctly replaced with the victim's name, and the healh bar is not displayed.
It will be hosted on a server tomorrow ready to be played.
The Defense mod got much better by being more difficult, and the bonewall worm looks terrific.
Faded was hilarious, but I think it has to be played in a smaller group. I found it unbalanced** when ten marines camped in one room. Maybe increase penalties for not moving around?
I think Siege+ is a little static, especially as an alien I don't feel I have anything that I can do against well set up marines. When they have exos at the end of the main lane, one or two marines with HMG in the only vent, and obs everywhere there is not much interesting to do.
Cheers to Zycar, Katzenfleisch and Wooza for this. Looking forward to the next night.
**ten times more balanced than vanilla Ns2 ))
Balancing done for the faded
* Decrease damage by 75% if the faded is ethereal (Using the blink), prevents taking full damages for lost bullets
* Decrease slightly HP and stamina cost for the blink to allow quick in/out of marines turtle
* Turn anticamp back on by default
* Turn on objective mod on. So far marines keep moving much more. (had around 6h of games with the server feeled today)
I am considering adding vampirisme to fade if the balance is steel bad, but so far it seems to be a lot better especially when fades are teaming up.
May I suggest changing scaling a little?
Personally, I think it would be more fitting the theme (= scary monster in the dark) if there was only one Faded even with higher playercounts, for a given value of "high". I just played a couple of rounds with no more than 8 people and we consistently had two aliens at the start of the round. Seems like too much for so little marines.