Right now it is really apparent fades are still too powerful. Since nades/flamethrower was nerfed, can the levels be reverted back to its original value?
Even with a small sample pool that looks pretty good. Interesting to see the maps with the most balanced physical layout like ns2_co_blackmesa also having near perfect balance according to this data.
On another note is there any plan to fix the phantom player glitch? As I stated a few weeks or month ago the issue is likely caused by timer functions not being killed when the cc or hive is killed and thus causing the phantom respawn after the game has ended.
After all this time of people insisting the map was alien favored... any suggestions to improve balance?
I also wonder how bad angst is.
Also I'm hoping to finish up portals as soon as the last 2 rooms are ready...
ye you now pub players insisting aliens always in favored. maybe some one need to write a players guide
how to play combat, like how good a marine group can be in the early game whit welder and resupply,
and ofc how important not to feed in early game is fore the team.
suggestions to improve skylight hmm the layout is good (like faceoff) maybe the hall ways could be bit wider they are kind of tight
angst was on my old to do list, sorry i totally forgot about it i will tray fix this as soon as possible!
just contact me or Jibrail when portals is done
mapers can always pm or contact directly thru steam to me or Jibrail fore map stats like,
kill heat maps / performance heat maps / win-loss ratio
this have bin written in different places and we also send a pm to the mapers
These 3 maps are mine. So glad to finally see some stats.
ns2_assault. I'll take another look at the marines side to see if I can give aliens an advantage when pushing the marine CC. eg: more cover for aliens. I'll make a pass at it.
ns2_chuteout was removed from the workshop and reposted as a new map and new mod ID under ns2_co_chuteout. http://steamcommunity.com/sharedfiles/filedetails/?id=144443947
I still see a few servers running the old version that has quite a few flaws. Would love to see their map cycles updated to the new version and get some stats on it.
ns2_co_nest. Very impressed with the numbers considering I made that map in 3 weeks and have never updated it. Been meaning to go back to it and work on it a little but have many other map projects currently.
We're aware of some issues with both Xenoswarm and Combat Mode with build 252. I'm working on fixing Combat Mode first then Xenoswarm. I've already made some progress this morning and I'll hopefully be able to give you an update (or maybe release new versions) this evening.
Okay... So combat is now back working with build 252. Server ops please update your servers! P.S. We haven't been able to test as thoroughly as usual due to the amount of time we've had to spend fixing things, so if you do encounter errors please let me know on here...
Changelog
- Added web ability for gorge. It's free!
Known issues
- On maps with fall damage, jumping kills you instantly :]
- Need to add hand grenades somehow
- XP Bar doesn't draw, but you still get the XP counter.
OK here come the bugs:
If someone gets scan it will keep scanning in loops until the server crashes.
If someone gets catpack they can not be killed.
If you spend 4 points as alien and then revolve you can keep you skills and spend the 4 points again.
We've done another update to Combat this morning to fix some issues with Scan and Catpacks (thanks zeroIBIS!). There's still a known bug with the xp bar and the "re-evolve" button as an alien.
Thanks for all the bug reports guys, we'll work on fixing them as soon as we can.
@relent: I saw your message on the forums. Sorry I've been away for a couple of days so only just got around to seeing it. If you've got your code forked from ours on Github I'd be happy to integrate it with our branch. I'll send you more detail via pm.
this is not related to the combat mod, but with the changes to jetpacks, you can no longer use the JP in tight tunnels as JP activates at the height of the jump.
web is awesome(thanks) , flame thrower destroys hydras instantly again.
6 round shotgun is fail against an onos. i need level 4 damage if its going to stay like this.
exo is very hard to play now maybe that was the intent you need epic bot aim + lots of welders to do anything.... maybe that was the point?
i tried 5 times i don't get bilebomb unless i get tier 3.
NO SHADOWSTEP? has anyone noticed this one? just saying the lack of posts tells me no one is playing besides the 16 people i play with on the normal... =\
Comments
http://steamcommunity.com/sharedfiles/filedetails/?id=164712
build 251 Win/loss ratio
this is not all games just a % of played games
ns2_assault, aliens:39.63% / marines:60.37% games:220
ns2_chuteout, aliens:0% / marines:0% games:0
ns2_co_blackmesa, aliens:49.61% / marines:50.39% games:258
ns2_co_core, aliens:70% / marines:30% games:10
ns2_co_descent, aliens:55.88% / marines:44.12% games:136
ns2_co_dm6, aliens:72.73% / marines:27.27% games:11
ns2_co_docking_station, aliens:42.54% / marines:57.46% games:134
ns2_co_faceoff, aliens:46.83% / marines:53% games:726
ns2_co_nest, aliens:49.36% / marines:50.64% games:156
ns2_co_oldassgamers, aliens:52.94% / marines:47.06% games:17
ns2_co_stargate, aliens:48.34% / marines:51.66% games:211
ns2_co_tram_hub, aliens:47.28% / marines:52.72% games:184
ns2_co_ulysses, aliens:44.83% / marines:55.17% games:87
ns2_co_veilcombat, aliens:48.20% / marines:51.80% games:361
ns2_summitcombat, aliens:50.19% / marines:49.81% games:514
ns2_co_twither, aliens:51.57% / marines:48.43% games:159
ns2_co_pulse, aliens:41.15% / marines:58.85% games:260
ns2_co_skylight, aliens:40.53% / marines:59.47% games:227
On another note is there any plan to fix the phantom player glitch? As I stated a few weeks or month ago the issue is likely caused by timer functions not being killed when the cc or hive is killed and thus causing the phantom respawn after the game has ended.
After all this time of people insisting the map was alien favored... any suggestions to improve balance?
I also wonder how bad angst is.
Also I'm hoping to finish up portals as soon as the last 2 rooms are ready...
ye you now pub players insisting aliens always in favored. maybe some one need to write a players guide
how to play combat, like how good a marine group can be in the early game whit welder and resupply,
and ofc how important not to feed in early game is fore the team.
suggestions to improve skylight hmm the layout is good (like faceoff) maybe the hall ways could be bit wider they are kind of tight
angst was on my old to do list, sorry i totally forgot about it i will tray fix this as soon as possible!
just contact me or Jibrail when portals is done
mapers can always pm or contact directly thru steam to me or Jibrail fore map stats like,
kill heat maps / performance heat maps / win-loss ratio
this have bin written in different places and we also send a pm to the mapers
These 3 maps are mine. So glad to finally see some stats.
ns2_assault. I'll take another look at the marines side to see if I can give aliens an advantage when pushing the marine CC. eg: more cover for aliens. I'll make a pass at it.
ns2_chuteout was removed from the workshop and reposted as a new map and new mod ID under ns2_co_chuteout. http://steamcommunity.com/sharedfiles/filedetails/?id=144443947
I still see a few servers running the old version that has quite a few flaws. Would love to see their map cycles updated to the new version and get some stats on it.
ns2_co_nest. Very impressed with the numbers considering I made that map in 3 weeks and have never updated it. Been meaning to go back to it and work on it a little but have many other map projects currently.
Changelog
- Added web ability for gorge. It's free!
Known issues
- On maps with fall damage, jumping kills you instantly :]
- Need to add hand grenades somehow
- XP Bar doesn't draw, but you still get the XP counter.
If someone gets scan it will keep scanning in loops until the server crashes.
If someone gets catpack they can not be killed.
If you spend 4 points as alien and then revolve you can keep you skills and spend the 4 points again.
NM, looks like flamethrower was changed to drain energy.
This may be a balance concern, several JP with FT with EMP can effectively shutdown aliens.
Looks like shadowstep is broken too (I guess tier 2 must be broken?)
@relent: I saw your message on the forums. Sorry I've been away for a couple of days so only just got around to seeing it. If you've got your code forked from ours on Github I'd be happy to integrate it with our branch. I'll send you more detail via pm.
The following people brought Combat to life for your enjoyment!
Jibrail JimWest MCMLXXXIV Sphinxter Mr.P Soul_Rider relent
6 round shotgun is fail against an onos. i need level 4 damage if its going to stay like this.
exo is very hard to play now maybe that was the intent you need epic bot aim + lots of welders to do anything.... maybe that was the point?
i tried 5 times i don't get bilebomb unless i get tier 3.
NO SHADOWSTEP? has anyone noticed this one? just saying the lack of posts tells me no one is playing besides the 16 people i play with on the normal... =\