Modular Exo [Alpha]

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Comments

  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    @Rooky47‌ - I think you'll find Jambot saw the mod on steam workshop and incorporated it into his own server mod. The code is all Scatter and Deco's work.
  • CyberKunCyberKun Join Date: 2013-02-02 Member: 182733Members, Reinforced - Shadow
    The nerfed Railgun damage is a massive issue with the Exos currently. Doing 108 damage with a fully charged Railgun is painful.

    Also the other upgrades like Fussion, what the hell does that even do?
  • HowserHowser UK Join Date: 2010-02-08 Member: 70488Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    Ran the mod on the SCC custom map test today. Was very cool to see people using the flamers a lot of people were really positive about the customization aspect.
    Also reporting nerfed chain gun complaints and overly complex UI that in the context of game just takes too long for people to get setup. I think you should retain the same Armour and damage values as the existing exo's, remove the power variations too its just too much. So you just choose you left/right hand setup, and an optional utility then get stuck in.
    no one used phase gates so cannot comment on that feature. Though I still think putting the upgrade on the phase gates rather than the exo's will make more sense.
    Will run it again next week to give more feedback
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    There were a few problems with playing the mod earlier, mainly the marines spent ages humping the proto.

    For my own perspective, I was not allowed to select welder and minigun. Why is that not an option? I had welder and flamer, welder and railgun, but not allowed welder and minigun...
  • ScatterScatter Join Date: 2012-09-02 Member: 157341Members, Squad Five Blue
    edited April 2014
    Thanks for the feedback!
    CyberKun wrote: »
    The nerfed Railgun damage is a massive issue with the Exos currently. Doing 108 damage with a fully charged Railgun is painful.
    Howser wrote: »
    I think you should retain the same Armour and damage values as the existing exo's, remove the power variations too its just too much. So you just choose you left/right hand setup, and an optional utility then get stuck in.
    Current railgun situation:
    -Half Damage
    -Double the charge up rate
    -No longer hits things behind buildings and through life forms
    -Can now move at normal speed while firing (same for chaingun)
    -Two railguns can charge up simultaneously

    The reasons behind this is that vanilla railgun behaviour is terrible. The ultra high damage of vanilla railguns means that to balance it there is now an incredibly slow charge up rate, movement penalty and dual railgun firing restriction which makes getting the second rail pretty pointless. On the receiving end you skulks get one shot, lerks lose most of their health and get shot through buildings with ease. These things are unfun and silly for both marines and aliens and I don't really see a point in preserving them, especially since everyone has agreed that exos in NS2 are terrible on account of them rarely being researched (I haven't seen exos in a pub/pug/scrim since the triple nerf over 9 months ago).

    Moreover, this isn't just about bringing in a new menu since the mod will have balance implications.
    Soul_Rider wrote: »
    There were a few problems with playing the mod earlier, mainly the marines spent ages humping the proto.

    While I want to streamline the process much more, such as streamlining the power supplies more and re-assessing how power works in general, I think this view of complexity and the consequence of people spending too long at the Proto is a result of unfamiliarity and newness. I will monitor it and more feedback as people become more familiar with it is very welcome.
    Soul_Rider wrote: »
    For my own perspective, I was not allowed to select welder and minigun. Why is that not an option? I had welder and flamer, welder and railgun, but not allowed welder and minigun...

    This is a consequence of using the railgun as the welder model and there being no model for an exo with a railgun + minigun to my knowledge. This is why rail/welder/flamer combinations are possible because they all use the railgun model. Some solutions exists and are being looked into, but that is a little bit further down the road, so for the meantime people will have to just tolerate this model crappiness :D
  • CyberKunCyberKun Join Date: 2013-02-02 Member: 182733Members, Reinforced - Shadow
    edited April 2014
    Scatter wrote: »
    Current railgun situation:
    -Half Damage
    -Double the charge up rate
    -No longer hits things behind buildings and through life forms
    -Can now move at normal speed while firing (same for chaingun)
    -Two railguns can charge up simultaneously

    The reasons behind this is that vanilla railgun behaviour is terrible. The ultra high damage of vanilla railguns means that to balance it there is now an incredibly slow charge up rate, movement penalty and dual railgun firing restriction which makes getting the second rail pretty pointless. On the receiving end you skulks get one shot, lerks lose most of their health and get shot through buildings with ease. These things are unfun and silly for both marines and aliens and I don't really see a point in preserving them, especially since everyone has agreed that exos in NS2 are terrible on account of them rarely being researched (I haven't seen exos in a pub/pug/scrim since the triple nerf over 9 months ago).

    I've always agreed that being oneshot at range is a terrible gameplay experience, so I can see what you are trying to do. The problem is that this change made single railguns pathetic. It is too easy for Skulks to rush it down, as once they get into melee range, it is so hard to hit with the Railgun. Not piercing buildings is also another key feature of the railgun that should not be removed. Mostly since Alien bases do end up hugging a few key buildings and it was a key feature of railgun.

    A halfway change should be something like this.

    -Damage falloff.
    -Slighter faster charge up rate.
    -Deals 20% less damage per target hit but pierces.
    -Two railguns can charge up simultaneously, but slight delay between allowing them to fire.

    The issue is this. There is no reason not to use a minigun with your changes. Minigun deals much better DPS. The railgun might have the range advantages, but Aliens all have to be in melee range anyways. Even in the most broken map testing of all time, the Deralect changes, where the hallways all broke the max distance, a minigun would have been more useful than your railgun.

    If you are going to keep your changes, you might as well change how the railguns fire. Make it automatically charge to full and pressing attack will discharge, and only then. The reason I say this is your changes feel more like making a sniper rifle into a DRM.
  • ScatterScatter Join Date: 2012-09-02 Member: 157341Members, Squad Five Blue
    edited April 2014
    Did some testing of the railgun tonight with some people and I can't really agree with most of the above points. You can 2 shot skulks with 1 charged burst and a normal shot well before they close the distance and it's very competitive against other life forms, while not being overly OP as a dual configuration. Others who tested it came to the same conclusion and in fact the faster charge up rate means the weapon is far more forgiving. Not to mention, if you land a hit with the rail the secondary weapon such as the fist will be sufficient to finish the skulk off while the better movement (jumping, lack of movement slow down while firing) will allow for better dodging. Recommend playing with it more and not using it like the vanilla edition.

    The only thing I am considering is re-adding the piercing damage with the damage reduction per entity it passes through.
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    The trouble is, you are assuming the player has Rail and a second weapon, and not rail and welder!!
  • ScatterScatter Join Date: 2012-09-02 Member: 157341Members, Squad Five Blue
    edited April 2014
    I never really factored the secondary weapon as critical to successful use of a single rail, only as an option if you do have a bad moment. Welder does damage too, so if you've literally missed everything and still cannot hit them while taking up to 8 bites and doing constantly fist or welder then I think maybe go with a flamethrower :D
  • ScatterScatter Join Date: 2012-09-02 Member: 157341Members, Squad Five Blue
    edited April 2014
    Finally got to update this after not having much time free.

    *Removed power as a requirement and removed power modules
    *Weapons and modules now cost personal res only (cost have been updated in mod info)
    *Fixed Flamethrower not automatically cooling down when overheated
    *Fixed Welder fps drop when welding alien structures
    *Re-added ability for railguns to shoot through structures (will do a damage reduction per entity in future)

    The new pres only system seems much simpler and does the same job without adding the additional power currency. Currently to go to a more expensive exo config you just pay the differential rather than being stuck with the weapon or paying full cost. When you go to a less expensive config it refunds that amount, but I will change this to no refunds and it remembering the max costing config you've had.

    Preliminary weapon pres costs are:
    Claw - 10
    Welder - 15
    Minigun - 25
    Railgun - 25
    Flame - 30
    Utility All - 15

    In terms of costing I've tried to keep it similar to what is available in vanilla, with some variation above and below. A claw and welder for example aren't exactly powerful but may have some utility value.

    Tested this with MvM also and it still seems to be compatible. *Edit* This isn't actually true since team 2 requires that team 1 research exos for them to be able to buy them. Will fix that.
  • ScatterScatter Join Date: 2012-09-02 Member: 157341Members, Squad Five Blue
    Ok that bug in MvM is fixed now.
  • HowserHowser UK Join Date: 2010-02-08 Member: 70488Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    yeah we tried the mod with MvM yesterday and couldn't buy exo's... it cost us the game! :(
  • ScatterScatter Join Date: 2012-09-02 Member: 157341Members, Squad Five Blue
    Yeah should work properly now, it was looking for kMarineTeamType but the nature of MvM is a bit more complicated. How did it play in general on regular ns2 or did you not get a chance ?
  • ScatterScatter Join Date: 2012-09-02 Member: 157341Members, Squad Five Blue
    No errors after recent ns2 update.
  • ScatterScatter Join Date: 2012-09-02 Member: 157341Members, Squad Five Blue
    No intention of maintaining this mod due to RL commitments.
  • deathshrouddeathshroud Join Date: 2010-04-10 Member: 71291Members
    edited August 2014
    what is exactly wrong with the railgun in the first place? its not overly used in multi but still has its uses i dont see why you should mess with it at all.
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    Why ask the question? This mod hasn't been worked on since April/May, and isn't going to be worked on again. This was a mod, so the person making can do whatever they want :D
  • ScatterScatter Join Date: 2012-09-02 Member: 157341Members, Squad Five Blue
    This appears to still be compatible with NS2.
  • ATFATF Join Date: 2014-05-09 Member: 195944Members
    It does produce a bunch of lua errors on the server, tho. Wanna take a look?
  • ScatterScatter Join Date: 2012-09-02 Member: 157341Members, Squad Five Blue
    hmm, wonder why it didnt on mine. Ill take a look.
  • roxxkattroxxkatt Join Date: 2014-12-28 Member: 200431Members
    is there a way to add dual fists?
    i want to make a boxing robot
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    Dual fist exo's will only be possible when the Set Bone Coords function that has been requested by Deco get's implemented. Before that, it is currently not possible.
  • Anti_BosonAnti_Boson Join Date: 2013-07-03 Member: 185878Members
    Or a new model is made...
  • ScatterScatter Join Date: 2012-09-02 Member: 157341Members, Squad Five Blue
    edited December 2014
    Pretty much. I've started looking at maintaining this again and implementing a few new things as there seems to be a reasonable level of interest.
    Anti_Boson wrote: »
    Or a new model is made...

    That would be ideal of course.
  • Anti_BosonAnti_Boson Join Date: 2013-07-03 Member: 185878Members
    edited December 2014
    W7DyPmE.jpg
    mH4AGEM.jpg

    I think I also might have a half finished Exo flame arm sitting around somewhere...
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    edited December 2014
    Oh Wow, where were you when we were developing our Mod back around may this year? hahah.

    Great Work!!
  • ScatterScatter Join Date: 2012-09-02 Member: 157341Members, Squad Five Blue
    Looks great Anti_Boson, can't wait to try it out!

  • Anti_BosonAnti_Boson Join Date: 2013-07-03 Member: 185878Members
    I've been around, working on random stuff. Getting the duel fist (or any new exo stuff) to work isn't difficult, just a lot of tedious work; mirroring rigs, making sure I dont mess up anything existing, etc. When I get some free time I'll bang it out
  • ScatterScatter Join Date: 2012-09-02 Member: 157341Members, Squad Five Blue
    Updated for 279 after a long period of not working.

    As far as I know this mod is also in the Siegemod and the enforced exo/lucky fuckers mod.
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