Beta Mod Changes and Ideas behind them

Starcetereus
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25 February 2018 - 10:53 EST
#1
This is where new changes to comp mod will be announced as well as a brief description of the idea behind said change.

Beta Mod Changelog: https://github.com/Steelcap/NSL-CompMod/blob/beta/README.md (Everything not explicitly changed is vanilla)
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Starcetereus
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25 February 2018 - 11:07 EST
#2
Neurotoxin added to the game, Shade hive ability to replace Focus:
Adds a low damage, low duration, lethal, stacking damage over time with each bite/swipe/gore/spit that is designed to reduce the effectiveness of medspam. Because it stacks it rewards being able to rapidly land consecutive hits. Damage is based on attack speed, and is most effective (in terms of % increase of DPS) on fades and gorges. The general idea of how this is designed to reduce the effectiveness of medspam is as follows: the more bites you hit -> the more damage done by the dot -> the more healing needed to counteract the dot -> the less healing from the med can go to tanking bites.

STATS:
DoT Duration per stack: 3 seconds (1 second for each veil)
DoT DPS per stack, per lifeform:
-Skulk: 4
-Fade: 6
-Lerk: 2 (stacks on top of lerk's poison bite)
-Gorge: 4
-Onos: 4

In practice, DoT ranges (based on #of bites hit, and therefore # of stacks put on a marine) anywhere between:
-Skulk: 4-27 DPS
-Fade: 6-28 DPS
-Lerk: 2-20 DPS
-Gorge: 4-24 DPS
-Onos: 4-24 DPS

These numbers are highly subject to change (we're already planning on increasing them) and will be updated on this thread whenever they are.
aaa
Starcetereus
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25 February 2018 - 11:23 EST
#3
Medpack Change:
The instant heal of meds will scale exponentially based on armor level. At a0 meds will heal 20 instantly and 30 over time, a1 = 25 instantly/25 over time, a2 = 35/15, a3 = 50/0. Heal over time meds are underpowered in the late game and instant heal meds are overpowered in the early game, this change will resolve both issues while also making A3 useful for the first time in natural selection history.

We are currently testing this change scaling only with armor and how it relates to neurotoxin, but eventually want to test it scaling with both weapons and armor, requiring both from each tech level. This in theory is ideal because it makes researching weapons (alongside armor) in the early game worth it for better medpacks, and reduces the effectiveness of rushing armor 2 every game as you will have weaker medpacks.
aaa
Starcetereus
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26 February 2018 - 15:01 EST
#4
Neurotoxin damage update:
STATS:
DoT Duration per stack: 3 seconds (1 second for each veil)
DoT DPS per stack, per lifeform:
-Skulk: 6
-Fade: 10
-Lerk: 4 (stacks on top of lerk's poison bite)
-Gorge: 5
-Onos: 7

In practice, DoT ranges (based on #of bites hit, and therefore # of stacks put on a marine) anywhere between:
-Skulk: 6-40 DPS
-Fade: 10-46 DPS
-Lerk: 4-40 DPS
-Gorge: 5-30 DPS
-Onos: 7-42 DPS
aaa
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