CompMod Iteration 4

rantology
2659
The Boys
Contributors
Balance-Team
Posts
124
Location
United States of America
Joined
28 March 2012
13 February 2015 - 19:01 CET
#31
Neoken says
Would love to see a NS1 heavy armor variant in NS2 as well. Anyway, I like most of the changes suggested.

As for arcs, how about just removing the speed penalty on infestation entirely?


The on-damage slowdown for ARCs was meant to reduce the effectiveness of full commander autonomy - so that it is much more difficult to split push (arcs on one location, marines pushing another)... since ARCs require no marine assistance to do damage, that strat used to be quite viable when there was no slow (ARCs also did not lose armor at that time when deployed- another change that was made to make baby-sitting them more worthwhile / necessary).

So I don't think removing those vulnerabilities for ARCs would improve things, however adding the option to invest t-res for a short burst of speed, while certainly not necessary, could add some interesting gameplay choices to certain scenarios.

Basically ARC's don't necessarily need a buff, but they can be sort of boring in terms of commander micro and what you can do with them. Adding a boost ability like this might bring new options to an engagement and make things a little more interesting.... that was the idea anyway.


As for Exo/FT - They are both so oddly designed they would require a complete redesign - as you all suggest the exo would have to be completely re-purposed into something like the HA from ns1. But mind you we did also try something like this a while back... and they never got used once from what I remember. Right now they fill small niches in low-skill brackets (I think Exo is viable at any bracket). Exos to end the game, FTs to help teams who struggle with fades or umbra lerks.

I don't really see any future atm for FT (just really no one has any clue what to do with it without making it overly-frustrating). Exo I suppose we could try once again to re-purpose it into a more Heavy-Armor like design, but again this was tried and failed a while ago in a previous iteration of cmod. Depends on how badly people want this. Just noting here that I think the current iteration of the Exo is an /extremely/ strong option in mid/late game if played properly- it still does monster damage and with duals being 1 research and only 35 pres, it's never been stronger.
LyDDa
Noavatar
ELOgain
Posts
44
Location
Germany
Joined
1 April 2014
13 February 2015 - 19:21 CET
#32
Mega_noComm says


Exos:
Replace them with the Heavy Armor from the NS Classic mod.
make him still vulernable to bilebomb.
(cause this solves the immobility issue gives a lot armor can take regular wepons with a little bit speed penaltiy in movment)

i know its a big change but to be honest the issues about the exos are:
his immobility
his vulernability from skulks.
cant use PGs.


Then Fade Stab:
There must be a reason to leave it as a Hive 3 Tech.
There are multiple possiblitys:
1) Replace it with Focus from the NS1 mod that is a 2 Swipe kill abtility but the attack rate is slower.
2) Upgrade the Regular Swipe somehow like with Metabolize and adv. Meta.
3) Let it automatical Trigger when you Pressed Mouse1 while you where still in the Blink but make fast like 0,5 second and hit, not this 1-2 second delay where he charges up. (its a freaking Hive 3 tech it suppose to be strong)


Exos:
I'm the same opinion like mega. Exos are not changable in regard to competitive play imo. So remove.

Fade Stab:
I mentioned this on the old thread aswell. This ability is weaker compare to other 3rd hive abilities.
I would like to see an advanced advanced metabolize. This ability causes cloaking for 1 sec less or more.

Narkoweed
Noavatar
Team France 2016
Posts
76
Location
Kingston, Jamaica
Joined
30 June 2013
13 February 2015 - 20:04 CET
#33
rantology says
I don't really see any future atm for FT (just really no one has any clue what to do with it without making it overly-frustrating).


I disagree with that. FT OP if they disable hive, crag, and shift abilities in 5 men push. Even without a lot of damage it means no regen and no energy for aliens. Need to test it in vanilla, but what I remember of old game => FT op if properly used in a big push. => Thats what I would like, just use it in big push to disallow everything on alien hive room and make them back to heal and get energy while rine can be serene while killing hive :p
Myb i'm a dreamer, but I really would like to try it this way
loMe
6335
Alski Syndrome
Posts
183
Location
United States of America
Joined
29 June 2014
13 February 2015 - 20:39 CET
#34
I don't know why people say that Exos are a joke/lower div strat. The current state of Exos is extremely powerful and inexpensive at 35 p-res. It's a risky strat early game, but once Marines get Exos out on the field it's very hard to counter if they know what they're doing. I would argue though, that there's only a couple maps that an Exo rush is viable since it requires Marines to hold res lanes with minimal upgrades. That being said, I do think there should be some changes to Exos for comp:

1. I kind of like the timing of when Exos can come out on the field with only 35 p-res, but that means that the Marines have an endless supply of Exos that can come out on the field whenever one goes down. One way to balance this edge would be to have a cool down system for when the Marine team can rebuy an Exo. For example, there would be a set limit of 2 Exos on the field at any given moment (2/2), However, once one of those Exos went down, there would be a 30-45 second cool-down before the next Marine could buy an Exo. That way, it would make more sense for the Marines to only have one Exo (1/2) on the field so that at any given moment if that Exo was killed, any Marine would be able to buy an Exo suit without waiting for a cooldown. Additionally, if the Aliens were able to take down 2 Exos back-to-back on a hive push, Marines would have to wait at least a minute before being able to have another 2 Exos on the field again.

Or we, just straight up nerf the Exos:

2. Exos melt life-form and structures fast as hell and don't cost much res. With one marine welding the Exo, they can push down a lane, kill 2 RT's and a hive in no time. Yes, Exos can be 5-crushed if they're in a bad position with little marine support, but by the time this happens, they've done more damage than the cost of losing one. So what can we nerf? Slow down the speed of the dualies (lower the DPS) and reduce the mobility of the exo by getting rid of the speed boost. What this does is slows down their destruction enough for Aliens to respond quicker. Marines would need to catpack the Exo to keep it up to speed, which is a nice balance.

Just some thoughts.
Kaneh
Noavatar
Posts
58
Location
Canada
Joined
15 November 2012
13 February 2015 - 21:36 CET
#35
Exos are strong. actaully they're probably too strong, they just occupy the prototech space where they're underused.

I'm all for lowering prototech costs/power so it becomes more viable in the mid-late game rather than the super-late game.

If that happens, I'd rather see mobility nerfs than damage nerfs. I feel like that would lead to more situations where you can outplay/outmaneuver rather than homogenizing power. more risk instead of lowering the reward which can create more interesting games.
rantology
2659
The Boys
Contributors
Balance-Team
Posts
124
Location
United States of America
Joined
28 March 2012
16 February 2015 - 00:31 CET
#36
How do people feel about the GL? At the moment it's the same on cmod as it is on vanilla (gutted in damage on players)... I feel like that makes it pretty useless. Does anyone think reverting it to it's previous damage for cmod would be a bad idea?
tudy
5568
Posts
169
Location
Germany
Joined
30 June 2013
16 February 2015 - 14:18 CET
#37
Would be nice, actually, if we can get an experimental next iteration of the CompMod running in the All-Star game. Would be a good opportunity to introduce the new changes and since winning is secondary we might see some of the less used features - maybe revealing some surprises even.
Mephilles
5803
ELOgain
Modder
ns2_docking2
Posts
331
Location
Germany
Joined
29 September 2013
16 February 2015 - 14:44 CET
#38
tbh I like the GL the way it is right now. so carapace skulks can actually take a hit from it...
Simba
2852
Posts
311
Location
United States of America
Joined
24 June 2012
16 February 2015 - 23:56 CET
#39
Wasn't the GL nerf something mostly competitive players called for?
rantology
2659
The Boys
Contributors
Balance-Team
Posts
124
Location
United States of America
Joined
28 March 2012
17 February 2015 - 00:10 CET
#40
Afaik it was primarily a pub complaint... the GL was a rare enough thing to see in comp, this change will put it in the ground for good.

If people would rather this be the case though, I guess that's the way it'll be.
bonage
Noavatar
JUST THE TIP
Posts
34
Location
Australia
Joined
15 November 2012
17 February 2015 - 06:45 CET
#41
rantology says
Afaik it was primarily a pub complaint... the GL was a rare enough thing to see in comp, this change will put it in the ground for good.

If people would rather this be the case though, I guess that's the way it'll be.


I think reverting it to comp mod values is fine. The only complaint I've heard from people about it in v3 is about the visual and audio cues the GL makes, which applies to the vanilla GL as well.

I think CDT was trying to address that though, is that correct rant?
AusNS2 Admin
Kmacg
Noavatar
LMAO gotcha
Posts
57
Location
Tuvalu
Joined
31 January 2014
17 February 2015 - 14:14 CET
#42
I'm not sure about the cyst change.

I always thought it kind of balanced itself already. More cysts costs more tres, and to put say 4 they need to be further from the actual harvester so take longer to grow so you can place it, same tradeoff if they're killed and you want to replace.

I can't see it'd ever be a real issue, harvesters have the same hp anyway, so even if you could put 8 cysts, the usefulness is capped by harvester hp anyway, can just shoot it down without decysting.
Mega
1942
pubstars
Posts
225
Location
Germany
Joined
28 September 2009
17 February 2015 - 16:09 CET
#43
rantology says

The on-damage slowdown for ARCs was meant to reduce the effectiveness of full commander autonomy - so that it is much more difficult to split push (arcs on one location, marines pushing another)... since ARCs require no marine assistance to do damage, that strat used to be quite viable when there was no slow (ARCs also did not lose armor at that time when deployed- another change that was made to make baby-sitting them more worthwhile / necessary).

So I don't think removing those vulnerabilities for ARCs would improve things, however adding the option to invest t-res for a short burst of speed, while certainly not necessary, could add some interesting gameplay choices to certain scenarios.

Basically ARC's don't necessarily need a buff, but they can be sort of boring in terms of commander micro and what you can do with them. Adding a boost ability like this might bring new options to an engagement and make things a little more interesting.... that was the idea anyway.


in other words arcs are able to snipe rts on infestation later on their own. While aliens trying to clean up a bunch of marines in a other room.

i serisly dont like that i mean you need a gorge skulk on the other side to denie it and it takes time to get a gorge to clear them.
the arcs where in a good spot inb4 i dont think they need adjustments or changes i think arcs are a mapspecific tactic.


rantology says

As for Exo/FT - They are both so oddly designed they would require a complete redesign - as you all suggest the exo would have to be completely re-purposed into something like the HA from ns1. But mind you we did also try something like this a while back... and they never got used once from what I remember. Right now they fill small niches in low-skill brackets (I think Exo is viable at any bracket). Exos to end the game, FTs to help teams who struggle with fades or umbra lerks.


Let me guess you mean the Speedboost, the abitlity to jump high, the shrinking down that they could use phase gates and had a welder instead of the Fist or 2nd Gun.

I welcomed it it was cool it made them somehow useable (but the jumping so high was a bit much).
maybe it was a bit op since they still deal massive amout of damage trough these rail/exoguns.

but you should have balanced further instead of reverting everything.


BUT it was not like the Heavy Armor from NS Classic mod or NS1 (cause they are still faster can use normal wepons)


Cause 1 Thing i can promise you with EXOs Theres no Easy (little adjustment) solution for them that makes them perfect fitting.
(the same goes for Flamers)

rantology says

I don't really see any future atm for FT (just really no one has any clue what to do with it without making it overly-frustrating). Exo I suppose we could try once again to re-purpose it into a more Heavy-Armor like design, but again this was tried and failed a while ago in a previous iteration of cmod. Depends on how badly people want this. Just noting here that I think the current iteration of the Exo is an /extremely/ strong option in mid/late game if played properly- it still does monster damage and with duals being 1 research and only 35 pres, it's never been stronger.



I meant make the Flamer into a primary wepon like the SG
with good damage but limited range ofc more sort of Damage over time (like a lerk bite).
the denieing cysts+bilebomb, umbra killing as "addinonal abitilitys" not main purposes.
im sure its possible to balance that out with "damage over time" and it will be a good additon like that to your 2 people attacking squad.
Simba
2852
Posts
311
Location
United States of America
Joined
24 June 2012
18 February 2015 - 00:57 CET
#44
kmacg says
I'm not sure about the cyst change.

I always thought it kind of balanced itself already. More cysts costs more tres, and to put say 4 they need to be further from the actual harvester so take longer to grow so you can place it, same tradeoff if they're killed and you want to replace.

I can't see it'd ever be a real issue, harvesters have the same hp anyway, so even if you could put 8 cysts, the usefulness is capped by harvester hp anyway, can just shoot it down without decysting.

kmacg says
I'm not sure about the cyst change.

I always thought it kind of balanced itself already. More cysts costs more tres, and to put say 4 they need to be further from the actual harvester so take longer to grow so you can place it, same tradeoff if they're killed and you want to replace.

I can't see it'd ever be a real issue, harvesters have the same hp anyway, so even if you could put 8 cysts, the usefulness is capped by harvester hp anyway, can just shoot it down without decysting.


THe problem with cysts has been emerging recently from comms like me who will infest the living shit out of everything at every open opportunity. In the mid game, if the alien team has 3 or more harvesters, they don't have much else to invest tres into except to attempt to cyst into open lanes.

What this has evolved into (not theoretical) is a mid game where marines spend an ungodly amount of time PvEing. It skews the balance of marine vs alien in that one small mistake and the marines lose everything as the amount of time it takes for marines to clear the lame is far greater than the amount of time it takes the alien khamm to put it up.

I abuse the crap out of this all the time, and others are picking up on it. It's quite evident that it's NOT fun to spend 80% of the time fighting structures.

The change proposed is to give diminishing returns to the alien team so that this type of play doesn't just result in alien wins.
Simba
2852
Posts
311
Location
United States of America
Joined
24 June 2012
18 February 2015 - 01:03 CET
#45
rantology says
Afaik it was primarily a pub complaint... the GL was a rare enough thing to see in comp, this change will put it in the ground for good.

If people would rather this be the case though, I guess that's the way it'll be.


I would be opposed to any sort of damage increase to the GL. Season 5 had a lot of GL play, and it was incredibly lame.

GL prediction is inconsistent. As a skulk, going against a marine with a GL is like flipping a coin. You can't trust the grenade prop as it's not the same for the shooter vs the one being shot. Also, it used to be an insta kill for skulks. If it cannot be consistently dodged or played against, it's not skill based.

GL's instantly clear phase gates. Got 3 aliens hitting your PG? phase through, shoot grenade at feet, all skulks and lerks die. I can't see how this is skill based or fair.



Kmacg
Noavatar
LMAO gotcha
Posts
57
Location
Tuvalu
Joined
31 January 2014
18 February 2015 - 15:58 CET
#46
Simba says


THe problem with cysts has been emerging recently from comms like me who will infest the living shit out of everything at every open opportunity. In the mid game, if the alien team has 3 or more harvesters, they don't have much else to invest tres into except to attempt to cyst into open lanes.

What this has evolved into (not theoretical) is a mid game where marines spend an ungodly amount of time PvEing. It skews the balance of marine vs alien in that one small mistake and the marines lose everything as the amount of time it takes for marines to clear the lame is far greater than the amount of time it takes the alien khamm to put it up.

I abuse the crap out of this all the time, and others are picking up on it. It's quite evident that it's NOT fun to spend 80% of the time fighting structures.

The change proposed is to give diminishing returns to the alien team so that this type of play doesn't just result in alien wins.


I get you, I guess that is kind of a problem. Perhaps a shift to more active abilities for alien commander would be a good switch, rather than a heavy focus on pve. Not really sure what could be changed (and be balanced) though.
melonmonkey
Noavatar
Posts
2
Location
United States of America
Joined
2 February 2015
18 February 2015 - 16:22 CET
#47
I'm gonna get crazy here.

Problem with ARCs: they are boring to use and operate against.

Crazy solution: reduce arc health to like 1/3 of what it was, meaning arcs on their own are super vulnerable. Increase ARC speed by 20-40%. Give arcs an ability that either makes them invincible or gives them a shield for 5-8s, on a 15-25s cooldown. Possibly make this ability only usable when the ARC is deployed.

What this does: Makes pushing against ARCs based on baiting out the shield and then coming in during the cooldown period. The speed and shield make it possible to use ARCs to solo clear PVE, as they can rocket around the map faster than they could before. Still gives solo aliens a way to remove arcs from play. Still requires camping the arcs that are focusing down a hive.
Simba
2852
Posts
311
Location
United States of America
Joined
24 June 2012
18 February 2015 - 19:45 CET
#48
kmacg says
Simba says


THe problem with cysts has been emerging recently from comms like me who will infest the living shit out of everything at every open opportunity. In the mid game, if the alien team has 3 or more harvesters, they don't have much else to invest tres into except to attempt to cyst into open lanes.

What this has evolved into (not theoretical) is a mid game where marines spend an ungodly amount of time PvEing. It skews the balance of marine vs alien in that one small mistake and the marines lose everything as the amount of time it takes for marines to clear the lame is far greater than the amount of time it takes the alien khamm to put it up.

I abuse the crap out of this all the time, and others are picking up on it. It's quite evident that it's NOT fun to spend 80% of the time fighting structures.

The change proposed is to give diminishing returns to the alien team so that this type of play doesn't just result in alien wins.


I get you, I guess that is kind of a problem. Perhaps a shift to more active abilities for alien commander would be a good switch, rather than a heavy focus on pve. Not really sure what could be changed (and be balanced) though.


Yea that's why we're thinking to just nerf cyst HP's, and even maybe increase starvation damages. It makes the PvE more manageable. It's an idea worth trying, in my opinion. If it's terrible, we can revert it.
Simba
2852
Posts
311
Location
United States of America
Joined
24 June 2012
18 February 2015 - 19:50 CET
#49
melonmonkey says
I'm gonna get crazy here.

Problem with ARCs: they are boring to use and operate against.

Crazy solution: reduce arc health to like 1/3 of what it was, meaning arcs on their own are super vulnerable. Increase ARC speed by 20-40%. Give arcs an ability that either makes them invincible or gives them a shield for 5-8s, on a 15-25s cooldown. Possibly make this ability only usable when the ARC is deployed.

What this does: Makes pushing against ARCs based on baiting out the shield and then coming in during the cooldown period. The speed and shield make it possible to use ARCs to solo clear PVE, as they can rocket around the map faster than they could before. Still gives solo aliens a way to remove arcs from play. Still requires camping the arcs that are focusing down a hive.


I don't know if I agree that arcs in the current state are boring. I might agree that arcs could be a little more versatile. They only really get used when all other tech is up and there's a hyper fortified fortress to destroy. It would be interesting if single arc deployment strategies were more viable/faster to add another layer of marine commanding depth.

An idea would be making arcs faster, and slightly cheaper so they can maybe be used in solos. This can be balanced by making it so only 2 arcs can be made per robo factory, so there's still a higher cost in trying to arc a hive.

I don't think this would be top priority though, as arcs aren't fundamentally broken like some things.
Vindaloo
4231
Posts
204
Location
Czechia
Joined
10 December 2012
19 February 2015 - 11:33 CET
#50
I agree with proposed changes in the doc. I love the cyst changes. Except maybe webs.

Let me expand. I hate in any comp game to have disablers, like things that hold you in place/slow you down considerably/make your weapon jam or things that just make a game less fun and frustrating cause it diables any level of skill you have. Webs are one of those things, I would remove them completely. Someone mentioned tranquilizers, that's the same thing to me, no way in hell. Someone could say stomp is the same, but since it's directional and you can jump over it, I would say it's on the edge, if voting yes or no, then i would say it can stay for example.

I would like to properly test all those changes ofc, sooner the better. Dragon our savior, you can do it! Thanks cmod team and thanks discussion participants for very good read.
rantology
2659
The Boys
Contributors
Balance-Team
Posts
124
Location
United States of America
Joined
28 March 2012
19 February 2015 - 18:57 CET
#51
Thing about the webs though, they should be the least annoying possible with this setup. You have a 1.5 second timer before they "activate" and anything running through them before that should break/destroy the web. So essentially you should never be surprised by a web as a marine, you can't spam them during combat as a gorge to save yourself. They are more like a fortification option to slow marine pushes a little bit, or as a deterrent for JP'ers... but generally not something you can just throw down during combat to insta-web a marine, that tactic just wont work.
GameOver
6441
RadicaL
Posts
2
Location
Germany
Joined
9 September 2014
19 February 2015 - 19:56 CET
#52
Make Webs an ability like bile bomb.
rantology
2659
The Boys
Contributors
Balance-Team
Posts
124
Location
United States of America
Joined
28 March 2012
19 February 2015 - 20:01 CET
#53
GameOver says
Make Webs an ability like bile bomb.


If you read the notes, this is essentially what they are. The p-res cost was removed.
Simba
2852
Posts
311
Location
United States of America
Joined
24 June 2012
19 February 2015 - 21:46 CET
#54
rantology says
GameOver says
Make Webs an ability like bile bomb.


If you read the notes, this is essentially what they are. The p-res cost was removed.


Maybe he meant like a projectile? Instead of having to grab it from the build options and set point A and pointB, you just spit it at people.

I'd vote no.
rantology
2659
The Boys
Contributors
Balance-Team
Posts
124
Location
United States of America
Joined
28 March 2012
19 February 2015 - 22:05 CET
#55
I don't even know if that would be possible, something about engine limitations for keybinds? everything regarding new keybinds/weapon slots usually ends up getting answered with a "not possible" due to all the other slots/keys already being taken up by now.
LyDDa
Noavatar
ELOgain
Posts
44
Location
Germany
Joined
1 April 2014
20 February 2015 - 16:35 CET
#56
I'm thinking about to put contamination on bio 6. Maybe it must be balanced then, but what are you think about of the early access?
Ixian
6200
Posts
110
Location
Denmark
Joined
17 March 2014
20 February 2015 - 18:38 CET
#57
The current "smart" system for putting down cysts sometimes remakes a cyst in a chain that is already put down. This forced a hectic reaction from the commander, and a small whimp of disstress. If starvation damage is altered in some way, do make sure this issue might be adressed, and not at all more punishing.
"It is wisdom to recognize necessity, when all other courses have been weighed, despite as folly it may appear to those who cling to false hope" - J.R.R. Tolkien
Puzzle
Noavatar
Happy Little Hydras
Posts
23
Location
United States of America
Joined
17 January 2014
23 February 2015 - 15:07 CET
#58
CompMod needs weapons skins. And hats.
SaperioN
949
Flatline-Ns
Donors
Posts
101
Location
Black Mesa, Germany
Joined
9 April 2006
24 February 2015 - 12:40 CET
#59
wow good job guys !
looks very interesting.

and again hobby modder make the game how it should be...
its actually hilarious how incapable some developers are.

/watch?v=AdIEdlXh56k&list=PL2FADE314840E610B&index=14
Sephy
6298
We're grumpy
Extra-Staff
FR servers
Posts
39
Location
France
Joined
23 May 2014
24 February 2015 - 14:04 CET
#60
Is it only me or? I really think the whip are bugged. Very often they are starting to attack nothing like the wall for example. It's a 13 T-res structure which can miss its shots, I found this very costly for the actual interest of using them in their current state (marines can bypass them while staying unharmed)
I was OK to reduce their range, but these structures must hit all ennemies each times they enter in their range of action with 100% accuracy. Currently I'm using this structure to scare the marines who are wanting to enter in a room
New Reply