BauerJankins says
Deck says
Your health for one shot idea might make sense, but need to know the other information too.
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i feel like you've never even played against CONTAMINATION
right now it takes i think 6 (!!!!!!!!) sg w2 blasts to kill a single contamination thing, the alien comm can drop another before you're able to kill even 1
and instead of taking away one simple effect from it you want to nerf it to the ground by reducing health to a single sg blast???????????
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ok well I'm entertaining the ideas that are presented. I'm not saying it will be changed. I like kash's idea about making it an ability you have to research. Perhaps add a minute or 2 research time to make aliens have to wait a little longer for it. If it's that crazy, then it's made to be an end of the game ability. How long is the cooldown time?
*Edit*: After discussion, we will request a change to contamination to remove all the bilebomb aspects of contamination.
Changes planned for NSL Competitive Mod after the season:
1) kGorgeBellySlideStartSpeed = 7.75 // Comp Mod change, lowered from 8.9. - to explain what this is from. This was in old comp mod, but it was never added to the current comp mod. This changes the acceleration of the gorge so you won't see gorges super fast right when they begin to bhop. Top speed may be affected by this change as well. So if you notice in the current comp mod, gorges are really fast in a split second, it's because we never changed this.
2) Move spores to biomass 7 and increase the hp damage on sprores by 2. - there may be people that would prefer this changed to biomass 6, Please share your thoughts on this.
3) Increase mine hp from 50 to 80 - this is so you can't clear a mine by yourself as a skulk with adrenaline or crush with one energy bar. You would have to wait for your energy to go back up to clear a mine as a solo skulk.
4) Change hp gain from advanced metab from 15 to 10 per metab.
5) Remove bilebomb from contamination - this is because there were complaints on how strong contamination is. Removing the bilebomb makes it similar to what it was in old comp mod, and you can still echo structures while using contamination which could still be strong.
Things I would like to review:
1) Lerk hitboxes/movement mechanic/change rifle spread - review if lerk vs rifle is working or if it needs something else to make this work better.
2) Weapon pickup time for marines, is it too easy to pick up a weapon after spawning in that you dropped earlier without a gorge there.
3) Marine upgrades, are any changes needed to make the game play differently/better?
4) SG spread, we picked a number to make it easier for lerks, and UWE happened to pick a similar number (SG spread is larger in vanilla (8.5) compared to comp mod which is more compact (9), Is this where SG spread should be? With current comp mod, I would consider changing sg spread to be a little more compact - 9.5 instead of 9.