Beta Comp Mod Feedback

loMe
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25 August 2017 - 15:18 CEST
#31
Unlock HMGs along with shotties when researched. Also ,make them a little less shit vs PvE. I don't think you have to worry about pdmg with em too much.this could actual change the meta in this game since everyone is bored of w2a2 shotties
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25 August 2017 - 21:41 CEST
#32
Well Hobbeson unfortunately There were not too many rounds so the data won't be accurate but here you got winratios over time broken up for each map played since 1st august 2017

(just want to point out that I can not seperate compmod and compmod beta from each other with wonitor so the stats will include both)









Hobbeson
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25 August 2017 - 22:04 CEST
#33
Thanks meph...bummer that we can't separate these out though.
Hobbeson
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25 August 2017 - 23:16 CEST
#34
Any chance you could send me the raw data?
Mephilles
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26 August 2017 - 02:14 CEST
#35
With raw data you mean just the numbers?
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26 August 2017 - 05:44 CEST
#36
Yeah, the numbers. Those ratios tell you something, but only part of the story.
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28 August 2017 - 06:21 CEST
#37
Latest Beta Comp Mod change:
Medpack Change: 2 tres medpacks.

Full list of Beta Comp Mod Changes from regular comp mod:

1) Removed parasite effect from webs
2) Jetpack cost reduced to 15 pres/tres
3) Medpacks reverted to instant heal 50 hp with current pickup/drop rates
4) Change to the new vanilla egg spawning mechanic ("Every hive spawns an egg every 13 secs instead of only one hive at a time. Every hive can spawn up to 2 eggs (was 3).")
5) Clog hp reduced to 180
6) Machine Gun cost changed to vanilla value of 20.
7) Babbler change: remove damage taken cap and make their hp 11
8) Revert hitboxes - changed hitboxes for lerk and skulk to before uwe changed them (fade hitbox is already old hitbox in normal comp mod)
9) Revert bite/swipe cones - changes to skulk and fade, changed to bite/swipe cone before UWE changed them
10) Revert shotgun spread - old sg spread, same as season 9, before change by UWE
11) Revert movement changes - changed movement of skulk and lerk to before build 307.
12) Marine commander change , removed additional medpack auto snap so meds snap at same distance as ammo/catpacks.
13) Silence change, all primary attacks make sound. This is for example: bite, lerkbite, swipe, spit. Even if you miss or hit a structure, it will make a sound.
14) Medpack Change: 2 tres medpacks
Handschuh
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28 August 2017 - 09:02 CEST
#38
9) wasnt the bitrerange a bit smaller as well? If the change is so minor you should let it stay like vanilla
14) 2 tres is to much
13) Hitting a marine with silence with full volume is weird. In ns1 it was better that the hitsound had 50% volume instead of 0% or 100%. You could still hear it well enough.
11) I think it would be better if the skulks had the same higher groundspeed like in vanilla
BauerJankins
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28 August 2017 - 12:46 CEST
#39
@handschuh
9) it's a major change, you should have realized by now how everyone's whining about the bitecones. It changes the game so that skulks can no longer bite you from super far away.
14) just try it, nobody can predict exactly where this change will get us
13) is already being discussed to be reverted or chwnged in some other way afaik
11) just imagine changing bite range and move speed back to what it was, skulks are gonna be way too strong rofl
http://i.imgur.com/hr1ud2u.png
CmdrKeen
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28 August 2017 - 17:08 CEST
#40
2 res meds? fuck that I'm building sentries.

Guess I'll have to pay Bubba those 100 £.
Hobbeson
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28 August 2017 - 17:32 CEST
#41

Deck says

Latest Beta Comp Mod change:
Medpack Change: 2 tres medpacks.

Full list of Beta Comp Mod Changes from regular comp mod:

1) Removed parasite effect from webs
2) Jetpack cost reduced to 15 pres/tres
3) Medpacks reverted to instant heal 50 hp with current pickup/drop rates
4) Change to the new vanilla egg spawning mechanic ("Every hive spawns an egg every 13 secs instead of only one hive at a time. Every hive can spawn up to 2 eggs (was 3).")
5) Clog hp reduced to 180
6) Machine Gun cost changed to vanilla value of 20.
7) Babbler change: remove damage taken cap and make their hp 11
8) Revert hitboxes - changed hitboxes for lerk and skulk to before uwe changed them (fade hitbox is already old hitbox in normal comp mod)
9) Revert bite/swipe cones - changes to skulk and fade, changed to bite/swipe cone before UWE changed them
10) Revert shotgun spread - old sg spread, same as season 9, before change by UWE
11) Revert movement changes - changed movement of skulk and lerk to before build 307.
12) Marine commander change , removed additional medpack auto snap so meds snap at same distance as ammo/catpacks.
13) Silence change, all primary attacks make sound. This is for example: bite, lerkbite, swipe, spit. Even if you miss or hit a structure, it will make a sound.
14) Medpack Change: 2 tres medpacks




Was there any change to the rate that meds can be dropped or picked up?
Starcetereus
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28 August 2017 - 17:56 CEST
#42
@hobbes nope
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29 August 2017 - 05:56 CEST
#43
The 2tres med packs do nothing to change the problem which is lifeforms have to play perfectly against a marine, ie you have to land all bites or swipes in order to kill a marine. The early game meta has changed, but an alien team isn't going to win with just skulks. In important engagements the comm is still going to med-spam, the res isn't going to be a factor when the engagement needs to be won. While the skulk game play has changed where I know the comm isn't going to med spam on the marines. As a fade player, I have to hit every swipe in order to kill marines which makes my fade feel paper-thin, and even with games where i hover around the 65% accu as a fade i'm still not a good enough player to be able to consistently hit every swipe a no armor marine can be instantly turned into a basically full armor marine in just a second.
Hobbeson
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29 August 2017 - 18:01 CEST
#44

Nooblar says

The 2tres med packs do nothing to change the problem which is lifeforms have to play perfectly against a marine, ie you have to land all bites or swipes in order to kill a marine. The early game meta has changed, but an alien team isn't going to win with just skulks. In important engagements the comm is still going to med-spam, the res isn't going to be a factor when the engagement needs to be won. While the skulk game play has changed where I know the comm isn't going to med spam on the marines. As a fade player, I have to hit every swipe in order to kill marines which makes my fade feel paper-thin, and even with games where i hover around the 65% accu as a fade i'm still not a good enough player to be able to consistently hit every swipe a no armor marine can be instantly turned into a basically full armor marine in just a second.



I think he's right
lebra
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29 August 2017 - 18:01 CEST
#45

Nooblar says

The 2tres med packs do nothing to change the problem which is lifeforms have to play perfectly against a marine, ie you have to land all bites or swipes in order to kill a marine. The early game meta has changed, but an alien team isn't going to win with just skulks. In important engagements the comm is still going to med-spam, the res isn't going to be a factor when the engagement needs to be won. While the skulk game play has changed where I know the comm isn't going to med spam on the marines. As a fade player, I have to hit every swipe in order to kill marines which makes my fade feel paper-thin, and even with games where i hover around the 65% accu as a fade i'm still not a good enough player to be able to consistently hit every swipe a no armor marine can be instantly turned into a basically full armor marine in just a second.



get good scrub l2p
Hobbeson
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29 August 2017 - 19:24 CEST
#46

lebra says


Nooblar says

The 2tres med packs do nothing to change the problem which is lifeforms have to play perfectly against a marine, ie you have to land all bites or swipes in order to kill a marine. The early game meta has changed, but an alien team isn't going to win with just skulks. In important engagements the comm is still going to med-spam, the res isn't going to be a factor when the engagement needs to be won. While the skulk game play has changed where I know the comm isn't going to med spam on the marines. As a fade player, I have to hit every swipe in order to kill marines which makes my fade feel paper-thin, and even with games where i hover around the 65% accu as a fade i'm still not a good enough player to be able to consistently hit every swipe a no armor marine can be instantly turned into a basically full armor marine in just a second.



get good scrub l2p



Please go away
Deck
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30 August 2017 - 04:40 CEST
#47
Latest change to beta mod:
Change pickup delay to 0.6 from 0.45

We hope to have regular comp mod changed in the next couple weeks or so. So we will review the beta mod changes and let you know which changes get put into the regular comp mod in about 2 weeks from now.

Full list of beta mod changes from regular comp mod:

1) Removed parasite effect from webs
2) Jetpack cost reduced to 15 pres/tres
3) Medpacks reverted to instant heal 50 hp with current pickup/drop rates
4) Change to the new vanilla egg spawning mechanic ("Every hive spawns an egg every 13 secs instead of only one hive at a time. Every hive can spawn up to 2 eggs (was 3).")
5) Clog hp reduced to 180
6) Machine Gun cost changed to vanilla value of 20.
7) Babbler change: remove damage taken cap and make their hp 11
8) Revert hitboxes - changed hitboxes for lerk and skulk to before uwe changed them (fade hitbox is already old hitbox in normal comp mod)
9) Revert bite/swipe cones - changes to skulk and fade, changed to bite/swipe cone before UWE changed them
10) Revert shotgun spread - old sg spread, same as season 9, before change by UWE
11) Revert movement changes - changed movement of skulk and lerk to before build 307.
12) Marine commander change , removed additional medpack auto snap so meds snap at same distance as ammo/catpacks.
13) Silence change, all primary attacks make sound. This is for example: bite, lerkbite, swipe, spit. Even if you miss or hit a structure, it will make a sound.
14) Medpack Change: 2 tres medpacks
15) Medpack Change: Change pickup delay to 0.6 from 0.45
ryssk
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30 August 2017 - 09:13 CEST
#48

Nooblar says

The 2tres med packs do nothing to change the problem which is lifeforms have to play perfectly against a marine, ie you have to land all bites or swipes in order to kill a marine. The early game meta has changed, but an alien team isn't going to win with just skulks. In important engagements the comm is still going to med-spam, the res isn't going to be a factor when the engagement needs to be won. While the skulk game play has changed where I know the comm isn't going to med spam on the marines. As a fade player, I have to hit every swipe in order to kill marines which makes my fade feel paper-thin, and even with games where i hover around the 65% accu as a fade i'm still not a good enough player to be able to consistently hit every swipe a no armor marine can be instantly turned into a basically full armor marine in just a second.




Do you mean if you're up against a single marine or several? Hard to understand the situation. But if you're a fade against a single marine with LMG, the comm shouldnt be able to outmed that imho.. Consider how much the fade actually costs in Pres. But that balance issue has been on the paper several times by now i guess?

What's the swipe speed btw on the current fades? It should be quicker than a medpack imho. But then again, then you'll have to balance the medpack around skulks and lerks aswell.
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30 August 2017 - 17:59 CEST
#49
The medpack pickupdelay has been changed to be slower than skulk/fade attacks. You shouldn't be able to outmed consecutive hits now
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30 August 2017 - 18:13 CEST
#50

Golden says

The medpack pickupdelay has been changed to be slower than skulk/fade attacks. You shouldn't be able to outmed consecutive hits now




Thanks for clearing it up :) And nice work Deck!
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30 August 2017 - 22:48 CEST
#51

ryssk says


Golden says

The medpack pickupdelay has been changed to be slower than skulk/fade attacks. You shouldn't be able to outmed consecutive hits now




Thanks for clearing it up :) And nice work Deck!




What a nice guy this ryssk is. You're welcome, but I'm not making the changes. The council is doing a good job working towards making the game balanced. Steelcap and Keats are the modders doing the hard work, so thank them.

We have a new update for beta mod:

Grenade change: Grenade Research Time changed to 15 Seconds.

Full list of beta mod changes from regular comp mod:

1) Removed parasite effect from webs
2) Jetpack cost reduced to 15 pres/tres
3) Medpacks reverted to instant heal 50 hp with current pickup/drop rates
4) Change to the new vanilla egg spawning mechanic ("Every hive spawns an egg every 13 secs instead of only one hive at a time. Every hive can spawn up to 2 eggs (was 3).")
5) Clog hp reduced to 180
6) Machine Gun cost changed to vanilla value of 20.
7) Babbler change: remove damage taken cap and make their hp 11
8) Revert hitboxes - changed hitboxes for lerk and skulk to before uwe changed them (fade hitbox is already old hitbox in normal comp mod)
9) Revert bite/swipe cones - changes to skulk and fade, changed to bite/swipe cone before UWE changed them
10) Revert shotgun spread - old sg spread, same as season 9, before change by UWE
11) Revert movement changes - changed movement of skulk and lerk to before build 307.
12) Marine commander change , removed additional medpack auto snap so meds snap at same distance as ammo/catpacks.
13) Silence change, all primary attacks make sound. This is for example: bite, lerkbite, swipe, spit. Even if you miss or hit a structure, it will make a sound.
14) Medpack Change: 2 tres medpacks
15) Medpack Change: Change pickup delay to 0.6 from 0.45
16) Grenade change: Grenade Research Time changed to 15 Seconds.
ryssk
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31 August 2017 - 09:54 CEST
#52

Deck says


ryssk says


Golden says

The medpack pickupdelay has been changed to be slower than skulk/fade attacks. You shouldn't be able to outmed consecutive hits now




Thanks for clearing it up :) And nice work Deck!




What a nice guy this ryssk is. You're welcome, but I'm not making the changes. The council is doing a good job working towards making the game balanced. Steelcap and Keats are the modders doing the hard work, so thank them.

We have a new update for beta mod:

Grenade change: Grenade Research Time changed to 15 Seconds.

Full list of beta mod changes from regular comp mod:

1) Removed parasite effect from webs
2) Jetpack cost reduced to 15 pres/tres
3) Medpacks reverted to instant heal 50 hp with current pickup/drop rates
4) Change to the new vanilla egg spawning mechanic ("Every hive spawns an egg every 13 secs instead of only one hive at a time. Every hive can spawn up to 2 eggs (was 3).")
5) Clog hp reduced to 180
6) Machine Gun cost changed to vanilla value of 20.
7) Babbler change: remove damage taken cap and make their hp 11
8) Revert hitboxes - changed hitboxes for lerk and skulk to before uwe changed them (fade hitbox is already old hitbox in normal comp mod)
9) Revert bite/swipe cones - changes to skulk and fade, changed to bite/swipe cone before UWE changed them
10) Revert shotgun spread - old sg spread, same as season 9, before change by UWE
11) Revert movement changes - changed movement of skulk and lerk to before build 307.
12) Marine commander change , removed additional medpack auto snap so meds snap at same distance as ammo/catpacks.
13) Silence change, all primary attacks make sound. This is for example: bite, lerkbite, swipe, spit. Even if you miss or hit a structure, it will make a sound.
14) Medpack Change: 2 tres medpacks
15) Medpack Change: Change pickup delay to 0.6 from 0.45
16) Grenade change: Grenade Research Time changed to 15 Seconds.




Has there been any discussion about motion-tracking circle when they're near an observatory?

Cant seem to remember now how it actually is.
Mephilles
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31 August 2017 - 20:52 CEST
#53
btw here some stats about compmod balance since 2 tres medpacks got introduced

NA & NL together (40 games)



NA (18 games)



NL (22 games)






Deck
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1 September 2017 - 19:42 CEST
#54
New change to beta mod **uPDATED**

Changed skulk base speed to 7.25 (vanilla skulk base speed)
1 res meds, more expensive jp drops (20 tres), and more expensive arms lab tech (0/10/20 more tres)

Full list of beta mod changes from regular comp mod:

1) Removed parasite effect from webs
2) Jetpack change: cost reduced to 15 pres
3) Medpack change: Medpacks reverted to instant heal 50 hp.
4) Change to the new vanilla egg spawning mechanic ("Every hive spawns an egg every 13 secs instead of only one hive at a time. Every hive can spawn up to 2 eggs (was 3).")
5) Clog hp reduced to 180
6) Machine Gun cost changed to vanilla value of 20.
7) Babbler change: remove damage taken cap and make their hp 11
8) Revert hitboxes - changed hitboxes for lerk and skulk to before uwe changed them (fade hitbox is already old hitbox in normal comp mod)
9) Revert bite/swipe cones - changes to skulk and fade. This changes bite/swipe cones to before UWE changed them.
10) Revert shotgun spread - old sg spread, same as season 9, before change by UWE
11) Revert Lerk Movement - changed lerk movement to before build 310.
12) Marine commander change , removed additional medpack auto snap so meds snap at same distance as ammo/catpacks.
13) Silence change, all primary attacks make sound. This is for example: bite, lerkbite, swipe, spit. Even if you miss or hit a structure, it will make a sound.
14) Medpack Change: Change pickup delay to 0.6 from 0.45
15) Grenade Research Time changed to 15 Seconds.
16) Skulk movement changes: slower sneak speed (similar to before build 307), and less wall jump force (same as before build 307).
17) More expensive arms lab tech (0/10/20 more tres) - so for example: weapons 1 is same amount of tres, weapons 2 is 10 more tres, weapons 3 is 20 more tres (same concept for armor)
Keats
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3 September 2017 - 03:46 CEST
#55

Deck says

Full list of beta mod changes from regular comp mod:

17) JP drop, changed to 20 tres




commander jp drops are already 20 tres in compmod
Deck
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3 September 2017 - 07:41 CEST
#56
^thanks. Made the update.
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4 September 2017 - 19:06 CEST
#57
Latest Beta Mod Update:
Decreased the size of railgun bullet by half

Full list of Beta Mod changes that are different from regular comp mod:


1) Removed parasite effect from webs
2) Jetpack change: cost reduced to 15 pres
3) Medpack change: Medpacks reverted to instant heal 50 hp.
4) Change to the new vanilla egg spawning mechanic ("Every hive spawns an egg every 13 secs instead of only one hive at a time. Every hive can spawn up to 2 eggs (was 3).")
5) Clog hp reduced to 180
6) Machine Gun cost changed to vanilla value of 20.
7) Babbler change: remove damage taken cap and make their hp 11
8) Revert hitboxes - changed hitboxes for lerk and skulk to before uwe changed them (fade hitbox is already old hitbox in normal comp mod)
9) Revert bite/swipe cones - changes to skulk and fade. This changes bite/swipe cones to before UWE changed them.
10) Revert shotgun spread - old sg spread, same as season 9, before change by UWE
11) Revert Lerk Movement - changed lerk movement to before build 310.
12) Marine commander change , removed additional medpack auto snap so meds snap at same distance as ammo/catpacks.
13) Silence change, all primary attacks make sound. This is for example: bite, lerkbite, swipe, spit. Even if you miss or hit a structure, it will make a sound.
14) Medpack Change: Change pickup delay to 0.6 from 0.45
15) Grenade Research Time changed to 15 Seconds.
16) Skulk movement changes: slower sneak speed (similar to before build 307), and less wall jump force (same as before build 307).
17) More expensive arms lab tech (0/10/20 more tres) - so for example: weapons 1 is same amount of tres, weapons 2 is 10 more tres, weapons 3 is 20 more tres (same concept for armor)
18) Decreased the size of railgun bullet by half
Deck
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11 September 2017 - 20:29 CEST
#58
Please post in the new thread that is at top of page going forward: The New/Current NSL Competitive Mod
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