AltBalance by StepAhead

BigTracerBigTracer Join Date: 2012-12-04 Member: 174169Members
edited February 2013 in Modding
Hey guys!
I've been waiting to play fair NS2 for a long time, dropped playing for 2 months, yet situation is still where is was. So here's my own solution. Alternative balance.

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Our very own server: AltBalance Valley
searchable by Game: balance
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Phase 1 is complete.
Current version: 1.5

Features:
-Aliens-
1. Bilebomb: -20% damage.
2. Hallucinations got 3 times more HP.
3. Adjusted costs of Chambers to 10 res and Evolutions to 15. Shift Hatch reduced to 3 res.
4. Crags only heal up to 65% of your constitution.
5. Xenocide, Umbra and Vortex are available at Second Hive. Research time is increased. Costs adjusted.
6. Khammander can't drop Onos eggs.
7. Gorge, Fade and Onos altered to have more base armor. Amount of armor with Carapace is the same.
8. Fade altered to have significantly more survivability and less mobility with Shadow step.

-Marines-
1. Tech Tree became less expensive, more posibilities for staring builds and general strategy.
2. Advanced Armory got removed, functionality passed to basic Armory. 2 per room max, to prevent turtling. Costs sligtly reduced.
3. Sentry altered to be an offensive tool. 1 per room, doesn't require power, can be built on infestation, reacts faster. Damage is the same, has a blind zone of 90 degrees.
4. Batteries work as small reserve power sources for structures. 1 per room, small radius. Don't need Robotics to use.
5. Phase Gates are limited to 3 per map. Use them wisely.
6. Mines trigger faster.
7. Slightly higher jetpack acceleration.
8. ARCs HP reduced to 1500, damage reduced by 35%
9. Nanoshield: 35% dmg reduction and 60 sec cooldown.
10. Claw Exo cost reduced to 35 res. All exos get slighlty more armor and can crush cysts.

Mod's page:
http://steamcommunity.com/sharedfiles/filedetails/?id=127813673

What critical balance issues my mod adresses:
1. Inability to build defense even against 1 skulk without setting up mines everywhere. And even with mines it was easily crackable.
2. Marines being nailed down to thier own RTs and not having time to actually attack Aliens.
3. The whole Marine base going down without a single vulnerable structure - powernode.
4. Skulk's most annoying and efficient technique - jumping in circles around marines.
5. Overpriced marine tech tree.

Mod should fix these major problems and bring interest and competition back to NS2.

This is AltBalance Thread and we can discuss further development here. Go!
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Comments

  • BigTracerBigTracer Join Date: 2012-12-04 Member: 174169Members
    And first update right away.

    Update 1.1
    Adressing some future balance issues:
    -Sentries - now depend on power. From either powernodes or power batteries.
    -Batteries getting more health, range and cost.
    -Bilebomb - damage reduced by 35%
    -Nanoshield - cooldown 60 sec and 35% damage reduction.
  • LocklearLocklear [nexzil]kerrigan Join Date: 2012-05-01 Member: 151403Members, NS2 Playtester, NS2 Map Tester, WC 2013 - Shadow
    edited February 2013
    Your issues aren't actually game balance issues.

    It's just an issue of how the players are playing the game, which in the case of 1 skulk killing a whole base, Marines unable to attack, the base going down because of the power node, or being unable to shoot skulks are all examples of players playing poorly and there's no reason to add crutches for poor play to work around that.

    And the Marine tech tree is pretty fairly priced..

    I'm not alien biased in any shape or form. If anything I am Marine biased. But these issues aren't really issues with the exception of the power node's existence.. that is only point where I would agree that it's very dumb for one structure going down to essentially raise the GG for the Aliens.
  • BigTracerBigTracer Join Date: 2012-12-04 Member: 174169Members
    Locklear wrote: »
    Your issues aren't actually game balance issues.

    It's just an issue of how the players are playing the game, which in the case of 1 skulk killing a whole base, Marines unable to attack, the base going down because of the power node, or being unable to shoot skulks are all examples of players playing poorly and there's no reason to add crutches for poor play to work around that.

    And the Marine tech tree is pretty fairly priced..

    I'm not alien biased in any shape or form. If anything I am Marine biased. But these issues aren't really issues with the exception of the power node's existence.. that is only point where I would agree that it's very dumb for one structure going down to essentially raise the GG for the Aliens.


    You're saying pretty damn right things. But what we have on practice is aliens take less skill to win. And they do.

    So I'm trying to reduce a little that difference in skill requirements between teams. And also reintroducing some new mechanics that would give more playing options.

    It's going to be fun.
  • BigTracerBigTracer Join Date: 2012-12-04 Member: 174169Members
    Locklear wrote: »
    And the Marine tech tree is pretty fairly priced..

    And it's almost untouched.

    I took a small sheet of paper yesterday. Divided it in two. On the left side I wrote requirements to build an Exo. On the right - onos requirements. And then I chuckled.
  • meatmachinemeatmachine South England Join Date: 2013-01-06 Member: 177858Members, NS2 Playtester, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Supporter
    I really like the sound of these changes, can anyone running a server with this mod post the details/ is there an easy way to find server running this mod?
  • BigTracerBigTracer Join Date: 2012-12-04 Member: 174169Members
    I really like the sound of these changes, can anyone running a server with this mod post the details/ is there an easy way to find server running this mod?

    I released mod just a few hours ago :)
  • BigTracerBigTracer Join Date: 2012-12-04 Member: 174169Members
    edited February 2013
    Okay, mod is completely operational. Some time to get more people and taste it.

    Mod has "balance" game name.
  • xDragonxDragon Join Date: 2012-04-04 Member: 149948Members, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow
    Dont worry, if your marines cant aim well enough to kill the aliens, this mod has your back. Now you can just build sentries and put mines everywhere, and your sure to win!
  • BigTracerBigTracer Join Date: 2012-12-04 Member: 174169Members
    xDragon wrote: »
    Dont worry, if your marines cant aim well enough to kill the aliens, this mod has your back. Now you can just build sentries and put mines everywhere, and your sure to win!

    If current state proves itself imbalanced, we can very fast change it. VERY. Hours. Not months, or weeks.
  • WhiteWeaselWhiteWeasel Join Date: 2012-11-25 Member: 173197Members
    I may have misread this, but did you completely remove power nodes?
  • BigTracerBigTracer Join Date: 2012-12-04 Member: 174169Members
    I may have misread this, but did you completely remove power nodes?

    Power nodes are where they where. Sentry Batteries got another function. They power structures around them in an average radius. If power node is destroyed, battery will keep base operational.
  • WhiteWeaselWhiteWeasel Join Date: 2012-11-25 Member: 173197Members
    BigTracer wrote: »
    I may have misread this, but did you completely remove power nodes?

    Power nodes are where they where. Sentry Batteries got another function. They power structures around them in an average radius. If power node is destroyed, battery will keep base operational.

    Do you think power nodes should be changed at all?
  • BigTracerBigTracer Join Date: 2012-12-04 Member: 174169Members
    BigTracer wrote: »
    I may have misread this, but did you completely remove power nodes?

    Power nodes are where they where. Sentry Batteries got another function. They power structures around them in an average radius. If power node is destroyed, battery will keep base operational.

    Do you think power nodes should be changed at all?


    It's a base mechanic and I wouldn't like to mess with it at the moment. With battery losing key nodes is not that scary.
  • WhiteWeaselWhiteWeasel Join Date: 2012-11-25 Member: 173197Members
    edited February 2013
    I had an Idea that lost power should debuff the base quite a bit, but not totally cripple it.
    Would you like to hear it? (and feel free to change it for your balance needs)
  • BigTracerBigTracer Join Date: 2012-12-04 Member: 174169Members
    I had an Idea that lost power should debuff the base quite a bit, but not totally cripple it.
    Would you like to hear it? (and feel free to change it for your balance needs)

    Sure.

  • WhiteWeaselWhiteWeasel Join Date: 2012-11-25 Member: 173197Members
    BigTracer wrote: »
    I had an Idea that lost power should debuff the base quite a bit, but not totally cripple it.
    Would you like to hear it? (and feel free to change it for your balance needs)

    Sure.
    Even as an alien player i'm tired of hearing "rush the we win button!"
    I wouldn't say as to remove them completely, their destruction will should inflict a large debuff in the base but killing them shouldn't horribly maim it.

    The way I see it:

    Functions regardless of power:
    CC, sentries

    "Partial" functionality w/o power:
    Adv./Armory-still dispenses HP & armor, but no weapon purchases
    Obs-No beacon, Inconsistent detection, but is off more than it is on
    Arms lab: 'Power save mode' where the comm can choose two slots to remain active when the power is down: Either A1W1, W2, or A2.

    Everything else will be disabled like normal.
    Just an idea, if you want it later on.
  • BigTracerBigTracer Join Date: 2012-12-04 Member: 174169Members
    BigTracer wrote: »
    I had an Idea that lost power should debuff the base quite a bit, but not totally cripple it.
    Would you like to hear it? (and feel free to change it for your balance needs)

    Sure.
    Even as an alien player i'm tired of hearing "rush the we win button!"
    I wouldn't say as to remove them completely, their destruction will should inflict a large debuff in the base but killing them shouldn't horribly maim it.

    The way I see it:

    Functions regardless of power:
    CC, sentries

    "Partial" functionality w/o power:
    Adv./Armory-still dispenses HP & armor, but no weapon purchases
    Obs-No beacon, Inconsistent detection, but is off more than it is on
    Arms lab: 'Power save mode' where the comm can choose two slots to remain active when the power is down: Either A1W1, W2, or A2.

    Everything else will be disabled like normal.
    Just an idea, if you want it later on.

    Yes, that's interesting concept. And mostly not that hard to implement.
    When I decide to step away from original NS2 line, I will consider it. Thank you!
  • FlipperFlipper Join Date: 2012-08-08 Member: 155120Members
    What do you mean by 'cangaroo' style? They can't jump?
  • BigTracerBigTracer Join Date: 2012-12-04 Member: 174169Members
    Flipper wrote: »
    What do you mean by 'cangaroo' style? They can't jump?

    I'm currently working on that one, so I can't answer yet. In that version pressing space would cause zero-height jump.
  • hakenspithakenspit Join Date: 2010-11-26 Member: 75300Members
    BigTracer wrote: »
    Flipper wrote: »
    What do you mean by 'cangaroo' style? They can't jump?

    I'm currently working on that one, so I can't answer yet. In that version pressing space would cause zero-height jump.
    So you now have skulks who are pretty much permanently stuck on the ground?

    Even marines can link 2 jumps, heck marines have faster lateral movement than aliens as their speed changes don't ramp up like aliens do.
    I can think of a few players who would like this very much as the only chance you ever have with them is if your not a ground skulk (aka dead skulk).

    20 clogs? Sorry gorge forts on that scale are not fun, 10 clogs is fine....its called been there tried that (though that was a long time ago that we saw clog limits set) and I think it was pretty much accepted that a clog limit was needed. After the initial grumblings I think most gorge players have learnt to shut down an area with 10.
    A gorge, 20 clogs and a shift.....clearly you must find it fun shooting at big globular walls.

    I applaud you for actually getting out there and having a go, but one of the reasons UWE take so long to deliver changes is that they test all these silly ideas and make sure these things work...they also need to test the pants off things.
    We have had some very quick patches through the beta, but these often brought about unexpected gameplay elements...heck its why not everyone knows about feign death and hype-rmutation. It was not because feign death fades where OP'd but that the combination of the two led to un-killable skulks (funny but kinda game breaking).


  • BigTracerBigTracer Join Date: 2012-12-04 Member: 174169Members
    edited February 2013
    hakenspit wrote: »
    Says

    Wow, it's been a long day. Just got home.
    I will refresh feature list, cause it's outdated.

    Skulks were getting 1.5 ground speed in return, so it could've been not that bad. Still, I'm gonna give them jumps back.

    It's 15 clogs now.

    I applaud you for actually getting out there and having a go, but one of the reasons UWE take so long to deliver changes is that they test all these silly ideas and make sure these things work...they also need to test the pants off things.
    We have had some very quick patches through the beta, but these often brought about unexpected gameplay elements...heck its why not everyone knows about feign death and hype-rmutation. It was not because feign death fades where OP'd but that the combination of the two led to un-killable skulks (funny but kinda game breaking).

    Thank you! I might make mistakes in modding, but I'm very intusiastic about it, so they'll be getting polished very soon. Frankly, I don't remember any significant balance changes since release. 3.5 months, that's kinda long.

    Also, community generously shares with me experience of past changes and features so I've got everything I could've dreamt of to make a really good mod. And I will.
  • BigTracerBigTracer Join Date: 2012-12-04 Member: 174169Members
    edited February 2013
    Update 1.3 is out.

    Latest complete feature list:

    -Aliens-
    1. No more glancing bites for skulks. Movement system back to original, for now. Xenocide - 300 damage, but smaller radius.
    2. Bilebomb: -33% damage. Gorge is reworked to be less dependent on carapace. 15 clogs.
    3. Whip's Bombard is now free to evolve and deals some heavy type damage.
    4. Hallucinations have 30% of original hp.
    5. Adjusted costs of Chambers and Evolutions: 10 res to give more freedom in starting build orders.
    6. Carapace is slightly nerfed. 700 armor for Onos.
    7. Crags only heal up to 65% of your constitution.

    -Marines-
    1. Sentries depend on electricity and have 360 degree awareness. 2 per room.
    2. Batteries work as small reserve power sources for structures. 1 per room, small radius.
    3. Mines trigger faster.
    4. Slightly higher jetpack acceleration.
    5. ARCs HP reduced to 1500.
    6. Nanoshield: 35% dmg reduction and 60 sec cooldown.
    7. Exos crush cysts.
    8. Marine tech tree cost slightly reduced to give more freedom in starting build orders.
  • BigTracerBigTracer Join Date: 2012-12-04 Member: 174169Members
    Aaaand I got us a server: AltBalance Valley
    searchable by Game: balance

    Yay!
  • BigTracerBigTracer Join Date: 2012-12-04 Member: 174169Members
    Latest update 1.4 online.
  • BigTracerBigTracer Join Date: 2012-12-04 Member: 174169Members
  • Not SureNot Sure Join Date: 2013-01-06 Member: 177758Members
    Jetpacks accelerate faster... You're out of your damn mind, dude.
  • BigTracerBigTracer Join Date: 2012-12-04 Member: 174169Members
    Not Sure wrote: »
    Jetpacks accelerate faster... You're out of your damn mind, dude.

    I'm not. Slightly faster. Jetpackers are mobile, yet vulnerable, cause they lack that initial thrust.

    You, probably, would've not even noticed it in game. I mentioned it just to be fair.
  • BigTracerBigTracer Join Date: 2012-12-04 Member: 174169Members
    And, finally we have Phase 1 completed. Patch 1.5.
  • CommunistWithAGunCommunistWithAGun Local Propaganda Guy Join Date: 2003-04-30 Member: 15953Members
    Locklear wrote: »
    Your issues aren't actually game balance issues.

    It's just an issue of how the players are playing the game, which in the case of 1 skulk killing a whole base, Marines unable to attack, the base going down because of the power node, or being unable to shoot skulks are all examples of players playing poorly and there's no reason to add crutches for poor play to work around that.

    And the Marine tech tree is pretty fairly priced..

    I'm not alien biased in any shape or form. If anything I am Marine biased. But these issues aren't really issues with the exception of the power node's existence.. that is only point where I would agree that it's very dumb for one structure going down to essentially raise the GG for the Aliens.

    While I have not tried out this balance mod yet, I can say that disregarding someone and saying "The games fine, you're just bad" is a logical fallacy. There are a lot of problems with the game, and the game should not be balanced around the 2-3 teams at the very top. Nor do I think that win statistics are to be trusted as far as balance.

    Trickle-down balance is a failure.
  • SherlockSherlock Join Date: 2012-11-09 Member: 168595Members
    The best way I see to balance the Power Node issue is to 1. remove the delay before you can turn the power back on once it's destroyed, and 2. increase the speed at which you can re-weld a Power Node. It won't stop the issue of it going down, as that's a tense and exciting game mechanic that requires the Commander to be on their toes and I wouldn't change it at all, but it does try and stop an instant Alien GG when it does go down. The Marines can come back from it quicker if it was just a sole Gorge being sneaky and not a full, organised Alien assault.
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