BeigeAlert wrote: »
Does this play nicely with Ghoul's Balance Mod?
Kasharic wrote: »
Great to see you back bud, I'm looking forward to trying this out, hopefully we can find someone willing to host a permanent overhaul server!
What I have heard quite alot in the past that FT has it's use but people prefer the extra damage output done by an LMG even. And looking that FT is being used in at most 1% of the games in NSL it clearly indicates that FT is not in a good place atm. This actually brings me back to dragons compmod who actually did address that issue by having the FT as secondary weapon.
Back then this kind of failed aswell. In my opinion that was because the pistol is still an awesome weapon to finish lifeforms at distance and it is available from the start for free.
So why would you pay tres to research a weapon and pay pres to buy a weapon that gets rid of the pistol in your inventory?
However I think this approach was not too far off. What I would propose here actually is changing the FT to how it used to be in dragons compmod when it was a secondary. In addition to that the FT should be available with AA (or maybe it is already... don't know). And then you can equip it as secondary weapon for 0 pres. At last I would propose to make alien RTs flamable targets (like cysts) so then you have a secondary weapon that is worse at killing lifeforms but can burst down RTs quite effectively. This might be a good complementary weapon to the MG then which lacks DPS against buildings.
Mephilles wrote: »
Flamethrower as secondary is a good idea I think. It has been tried in compmod before but never rly worked out. Here some thoughts of mine on why I think it did not work out properly
Is anything changed with the base resource system to account for this? For those who have played the mod more, does this even matter?
But I may be wrong, i'm basing this off of what i've seen so far, but I think the overhaul shows a LOT of promise and it would be great if more servers adopted the mod to test it more thoroughly.
EDIT: Hmm, still processing. Try to watch it in 1080p60. The gorge movement got REALLY stuttery, bilebomb and spit wouldn't show up, my view model was stuck on idle animation, or something like that, and I couldn't place any gorge structures. Also, console spam.
We've also found several of bugs in the game, such as:
* * SMG on the ground would never disappears.
* * SMG no hit sound.
* * A fresh SMG have ammo of 50/200, but can fill it to 50/250 by armory or ammo packs.
* * SMG right-click attack (slashing knife) won't do any damage.
* * The 5th purchasable item in prototype lab named "Cloak" but have no effect of cloak after bought it.
* * An exo player who is in ready room that if he pressed G (eject from the exo), the exo won't be destroyed but endlessly duplicates more exos, then makes the server crashed.
* * A player who evolved to an onos, after finished he would getting spams in his console, and unable to restore until quit game.
"Needless to say that will not happen."
Take on a much more sinister tone if you look at your Avatar immmediately before and after reading
*Removal of Marine passive upgrades and set base damage and armour to level 2 values
*Adjust skulk, gorge and lerk hp values slightly to compensate for early game loss of power
*Remove biomass health boost
*Marine tech price adjustments to compensate
-> Onos and Exo commander dropped super units
-> Tech tree flattening and adjustments
-> New Content
Not sure haven't released the build yet but ill do a quick test to see.
Looking to release something this weekend and test it over the following week.
I've started throwing some numbers into a spreadsheet for how I intend to balance the life forms which can be found here and want some feedback from people before I actually implement. Some notes to keep in mind when considering the values:
*Marines will have no passive Weapon or Armour upgrades
*Marines balanced at W2/A2 by default
*Skulks, Lerks and Gorges need some HP boosts to make them competitive in the early game. Fade remains untouched as I don't think W2/A2 vs fade is in a bad state
*Lifeforms will no longer get increase HP from biomass
*Cara now gives you more armour than in vanilla but reduces speed to create a more tanky play style
*Celerity now gives you more speed than in vanilla but reduces armour to create a more fast paced but weaker play style
*Celerity + Cara still give a net benefit to allow that combination but significantly reduced compared to vanilla to promote other upgrades
Let me know what you think and suggest changes to what I propose.
Like a single fire Assault Rifle (less ammo count but more damage), a higher firerate shotgun with less pellets (meaning less damage) and a revolver as second pistol (just wild suggestions).
The reason behind that is that marines have more options now to choose weapons which they believe feel nicer for them.
More detailed reasoning is here https://forums.unknownworlds.com/discussion/comment/2357273/#Comment_2357273
Atleast I'd like to see it as some kind of experiment^^
Also I love the idea of having similar weapons in the same category to increase the freedom of play styles (sorta like the revolver in combat, but more useful)
Updated Original Post
New ModID: 4035f354
*Removed Marine Weapons and Armour upgrades
*Marines now have 100/70 default
*Marines now have Weapon level 2 damage by default
*Medpacks doubled in cost (just to fill the void left by zero upgrade research)
*Ammopacks doubled in cost (just to fill the void left by zero upgrade research)
*Aliens no longer receive additional health from biomass
*Rebalanced skulk, gorge and lerk hp/armour to take into account new marine hp and damage
*Carapace now gives more armour than vanilla but reduces speed
*Celerity now gives more speed than vanilla but reduces armour
*Celerity + Carapace now give a smaller combined boost to Armour and Speed than vanilla
*Alien movement abilities (charge, leap, blink, slide) now affected by Carapace.
Full lifeform HP, Speed and Armour Details found here
*GL player damage reduced to 50% down from 80%
*Flamethrower now a secondary weapon (Sprint speed with LMG + FT is 5.4 compared to 6 with LMG + Pistol)
*Removed Arms Lab - This will reappear again its just has no research on it currently
*Hydras and babblers are now free
*Vampirism now also heals armour (not with spikes)
Thanks for the feedback. It definitely can't stay as a primary weapon and I understand the point about the pistol.
The other alternative is to make it entirely support and have it on slot 3 as a utility weapon with a much smaller price tag (less than 10) and lower combat potential.
As this mod is a major overhaul to the gameplay while preserving the general feel of the pvp aspect I am happy to try anything that is considered 'out there' if it is reasonable.