Classic Mod
xDragon
Join Date: 2012-04-04 Member: 149948Members, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow
With the release of the NS1 source code, there is an opportunity to refine certain parts of the gameplay/balance in Classic to be even more similar to NS1. The main purpose of this thread is see what interest (if any!) is left, and to get an idea of what improvements people might like to see.
Also, I had been considering making a 'combat' version of classic, which would function similarly to the original combat in NS1. This would be integrated into classic itself and wouldn't be a separate mod.
Oh, as as an FYI for anything that are not sure what classic is, this is a link to the original thread - http://forums.unknownworlds.com/discussion/121482
Also, I had been considering making a 'combat' version of classic, which would function similarly to the original combat in NS1. This would be integrated into classic itself and wouldn't be a separate mod.
Oh, as as an FYI for anything that are not sure what classic is, this is a link to the original thread - http://forums.unknownworlds.com/discussion/121482
Comments
Also I think "Classic Combat" would be a great way for people who may not have played NS1 to slowly get into a "NS1 mindset" for normal Classic
(in the mod(s) you may want to make a small popup list of whats different [if that is possible]}
I'd agree that movement is the biggest complaint from the uninitiated. People join and have no clue how to use the skulk and fade. It's not like vanilla NS2 is different in that aspect however. People also freak out when they can't sprint.
2 problems I have with classic atm is how finicky it is to place things on walls and ceilings as the gorge. Spamming jump and click generally lets you place it eventually.
Also how funny the HA looks. If it's possible to replace the gun viewmodels I would just say to use the exosuit assets in place of the original HA model. But then the aliens would see a minigun exo even if they have a shotgun I guess.
Would really like to play this with people who have a clue. Whenever I've seen a full server its been with rookie greens and commanders who wouldn't even drop a medpack in a regular game of ns2, let alone drop shotguns and HMGS.
I'm going to double the placement range for all buildings but the hive in the next version, I lowered the range specifically because you could sorta 'throw' hives across the room before.
I might just make the HA use the standard marine model(s) with a green nanoshield like effect, The HA model causes some problems when it ragdolls.
Im just worried if people will develop it right.
Green nanoshield is a great idea I think.
Also here is what I meant about the placement being finnicky. Some areas where you think you should be able to place you can't, other times it swaps between red and green state really quick. You can generally place it by spamming space and clicking which is what I do in the video to get those incorrect orientations.
Maybe look at Scatters no commanders mod. You can place marine structures on walls and stuff in that and I didn't notice any problems trying it out last week. Maybe it has the same problems.
NS2c Patch 16
Big Features:
- Added 'Combat' mode similar to NS1's combat. By default this activates on any map with co_ in its name. Mode can also be manually changed by server admins using sv_gamemode. (This is an initial version, so is subject to further tweaks/refinement).
- Added support for B263.
Changes
- Change many marine structures to be fully animated client side.
- Reworked alien upgrades system so that upgrades do not need to be repurchased each time you evolve.
- Disabled 'HeavyArmor' standin model, added green nanoshield effect to standard marines to signify heavy armor.
- Added hit knockback and viewpunch, modeled after NS1.
- Implemented AirMove cap from NS1, caps speed when over 3x base move speed.
- Hive type can now be voted for once hive has been dropped, and can be selected before hive has finished building.
- Changed default move rate for Classic to 60/s.
- Jetpack takeoff clears any slows.
Bug Fixes
- Fixed alien spectator not recieving updates on time remaining before spawning.
- Fixed issue with grenades not being able to detonate right away.
- Fixed issue with bilebomb and acid rocket causing them to detonate in your face, or not detonate at all.
- Fixed upgrade replacement penalty time not applying.
- Changed gorge building placement for Crag, Shift, Shade, Whip and Hydra back to allowing placement on wall/ceilings.
- Lowered Fade Carapace down to 220 from 250.
- Tweaked alien upgrade HUD icons to better align with actual upgrade status.
- Fixed issue with landing impact not being calculated correctly.
- Fixed issue with web model rendering incorrectly during placement.
Balance Changes
- Adjusted jetpack fuel usage and reworked movement to be closer to NS1.
- Increased Catpack research time from 15 to 25 seconds.
- Increased Turret Factory upgrade time from 30 to 45 seconds.
- Increased sentry build time from 7 to 9 seconds.
- Increased SiegeCannon build time from 10 to 11 seconds.
- Lowered replacing upgrade penalty time from 6 to 4 seconds.
- Increased energy cost to drop structures from 5 to 10.
- Increased drop range of all structures but hive from 3 to 6.
There seems to be a bug with the shotgun where bullets wont travel if you try shooting looking at long distances (Example vid below)
Also aliens just seem overall slower (Airmove cap? / Edit -> Move rate change?)
And the main movement complaint i have heard from everyone (NS1 veteran and newbies to NS2C alike) movment feels much more "floaty."
The way I like to explane "floaty" is that every character seems to jump pretty high and you stay airborne a good bit (because gravity is too low maybe?)
Fixed bug with Blink not being calculated independently from moverate, caused fade blink energy consumption to double with last patch.
Changed Gravity constant to match scaling values applied to other movement variables from NS1.
Increased marine and fade movement speeds slightly.
Fixed skulk crouching not disabling wallwalking.
Seeing the Aliens lose 7 times in a row regardless of who it gets is a bad sign. While one can say it is just not being used to the movement, it is not that alone.
- Changed advancedmovement option to toggle between a re-created 'Vanilla' NS2 movement system, and the original 'Classic' movement system. This is something that can be toggled by each user independently currently.
Not everything is identical, but most things should feel pretty familiar. I am most concerned about how people feel about skulk/fade.
Also I haven't seen it yet ingame but for"- Added hit knockback and viewpunch, modeled after NS1." There was also a bit of that for fall damage, including the fall damage sound.
I tried to make an example video (I should probably remake it with debug speed on)
Also it seams alot easier to bhop as a marine in NS2C than in NS1
Im no master Bhop'er but the few times I get it right are pretty crazy (and those were just on flat surfaces)