NSL Competitive Mod/Vanilla Changelog

 

Mission Statement:

 

The vision of the Natural Selection League (NSL) Competitive Modification (Compmod) is to enable fun, fair and balanced play in a 6 vs 6 environment, while remaining as accessible to new players as possible.
To do this the team commits to remaining transparent in all changes, to be open to discussion, feedback and criticism, and above all else, to strive to attain enjoyable play for all members of the competitive community, regardless of skill level.

 

This is intended to provide a list of all changes the NSL Competitive Mod has from the vanilla/base game of NS2:

 

 

Changes for both Marines and Aliens:

  • Removed floating health bars on players for anyone other than commander and spectators.

  • Pregame damage only occurs when touching enemy chair/hive 

 

Marines:

  • *Starting P-res for Marines increased from 15 to 25

  • *Marine walk added

  • *Arc speed boost added

  • *Increased weld speed from 4 per tick to 6 (only meant for welding marines, not for Exo's or buildings)

  • *Commander Drop Cost changed to match (need to verify) P-Res cost (JP's -23, Mines-10, Welder-3, Machine Gun-25)

  • *Gun Drop Time Changed from 25 to 23

  • *Jetpack P-res cost changed to 23

  • *Medpack upgrades added (changes instant heal/heal over time): 

  • *Medpacks 1: Medpacks heal 30/20, require armory to research, on the command station, cost 10 T-res, *45 second research time.

  • *Medpacks 2: Medpacks heal 40/10, require advanced armory to research, on the command station, cost 20 T-res, *1 minute to research

  • *Shotgun 1) Spread value changed from 8.5 to 8.88 (more compact spread than vanilla)

  • *Shotgun 2) P-res cost changed to 25

  • *Flamethrower 1) Base damage decreased from 12 to 8

  • *Flamethrower 2) Burn damage decreased from 8 to 6

  • Flamethrower 3) removed friendly fire from flamethrower persisten flame (puddles)

  • *Machine Gun P-res changed from 20 to 25

  • *Mines 1) Damage increase from 125 to 150

  • *Mines 2) Increased mine HP to 85

  • *Mines 3) Armed time changed from 0.17 to 0.1

  • *Grenades 1) Decreased research time to 15 seconds

  • *Grenades 2) T-res research cost increased from 10 to 15

  • *Grenades 3) P-res changed from 2 to 3 

  • *Grenades 4) Pulse grenades damage increased from 110 to 140 

  • *Grenades 5) Cluster grenades flame duration updated to 2 seconds (disable time)

  • *Grenades 6) Nerve gas grenades duration changed to 8 seconds

  • *Nano Shield 1) Decreased T-res cost from 5 to 3

  • *Nano Shield 2) Decreased research time from 60 to 30

  • *Nano Shield 3) Search range changed from 6 to 3

  • *Catpacks: research time changed from 45 to 30

  • *Marine Supply Changes:         
    *a) obs 40 supply (up from 0)
    b) 1 sentry turret 10 supply (same as before, 10)
    *c) 1 sentry battery 10 supply (up from 0)
    d) arcs 15 supply (up from 10)
    e) macs 10 supply (same as before, 10)
    f) armory 10 (up from 5)
    g) robo 10 (up from 5) 

 

Aliens:

 

Gorge:

  • *P-res cost changed to 10

  • *Gorge Bhop added

  • *Tunnel P-res changed to 4 

  • *Reduce web HP to 20

  • *Hydra P-res cost increased from 2 to 3

  • *Bile bomb research time decreased from 40 to 30

  • Gorges can now control which tunnel to destroy when placing it - for example, if you hold crouch when placing your third tunnel, you destroy your most recent dropped tunnel end. If you don't hold crouch when placing your third tunnel, you would destroy your 1st tunnel end 

     

  • Babbler change: removed damage taken cap and made their hp 11. In vanilla, babblers take a max of 5 damage from any one source, so they block 2 rifle bullets. With this change, once you get w1 they'll only block 1 bullet each

 Lerk:

  • *P-res cost increased from 18 to 25

  • Spores moved to biomass 6

Fade:  

  • *P-res cost changed from 37 to 44

  • *Fade initial blink speed increased from 13.5 to 14.5

  • *Metabolize research time decreased from 40 to 30

  • *Fade movement change that makes it easier for players to not lose all their momentum when you miss a jump on a ramp or other terrain

  • *Ceiling fade fix added

Onos:

  • *P-res cost changed from 63 to 62

  • *HP reduced by 200 

  • *Charge now doesn't knock back marines or damage them

  • *Bone shield moved from bio 6 to bio 4

  • Onos Speed changes: increased max base speed from 6.6 to 7.5

Aliens Additional Changes:

  • *Starting P-res for Aliens increased from 12 to 19

  • Removed the ability for commander to drop lifeform eggs

  • *Removed spawning with upgrades

  • *Lifeform eggs have different hp - you can tell it's a lifeform egg by its hp. 

  • Focus removed

  • *Neurotoxin added to replace focus, adds a stacking DoT to your primary attack. Deals damage per second per stack (8 for fade and *skulk, 6 for onos, 4 for lerk, and 5 for gorge).

  • Soft cap on all alien healing over 16% per second, reducing effectiveness by 80% 

  • *Nutrient Mist - removed mist function that stops extractors from taking damage when not cysted.  

  • Reduced Mature HP of Whips, Crags, Shades, and Shifts by 33% 

  • Structural Movement (other than whips) increased by 33%

  • *Shift echoing eggs cost decreased from 2 T-res to 1 T-res

  • *Echoing delay of structures decreased from 5 seconds to 4 seconds

  • *Aura: changed to a visual pulsing effect 

  • *Bio 4 change 1) Decreased cost from 60 to 50 

  • *Bio 4 change 2) Research time decreased from 80 to 60

  • Cysts 1) Max hp reduced to 180 – every cyst has the same health

  • Cysts 2) Will be damaged while unconnected 

  • Cysts 3) Maturation rate reduced to 15 from 45

  • *Drifter 1) Hallucination cost increased from 2 T-res to 3 T-res

  • *Drifter 2) Decreased cost from 8 T-res to 6 T-res

  • *Drifter 3) Decreased effective health by 20% (300 HP 20 armor ->240 HP 20 armor)

  • *Drifter 4) Movement speed increased from 11 to 13

  • *Alien Supply changes:
    a. Aliens have 100 (was 200) supply on 1 hive, 150 (was 200) on 2 hives, and 200 on 3 hives.
    *b. Drifter supply cost is 10 (same as vanilla) 
    c. Whip supply cost increased to 15 (from 5)
    d. Shift, shade, crag supply costs increased to 10 (from 5) 

 

*New for Season 14 Testing

 

Mega on 14 January 17 13:57

Comments

6797

Blank elStarcetereo | 2BRITS2MANY

updated

1 April 2018, 20:17

5841

Blank BearJankins | WE'REALLFRIENDSHERE

good sir - who, may i ask, is responsible for the current changes implemented into comp mod?
the last council was publicly held accountable for their changes, as you may remember, and their names were visible for anyone to see (they were asked to consent to that)
the reason for that was some drama that i dont remember too well, but i'd like to know, do we still value the lessons we've learned from history?

1 April 2018, 20:30

6797

Blank elStarcetereo | 2BRITS2MANY

Deck and I make the decisions. We discuss ideas with several different third party individuals before making a decision.

1 April 2018, 21:52

Noavatar

Blank Deck | Team Awesome

Comp Mod updated. Admin team decides on changes to comp mod. You can discuss any changes in the forums.

7 October 2018, 17:24

5803

Blank Mephilles | ELOgain

could you highlight the changes that were done in the most recent patch?

8 October 2018, 14:26

5841

Blank BearJankins | WE'REALLFRIENDSHERE

noooooo that'd be work

8 October 2018, 16:47

5803

Blank Mephilles | ELOgain

okay I could just go here I guess https://www.ensl.org/topics/1928

9 October 2018, 07:50

Noavatar

Blank Deck | Team Awesome

I will add a season 14 indicator to new updates when I update the above list this week.

9 October 2018, 09:14

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