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NS2 Action Mode Change Log

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Feb 23rd, 2020
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  1. Action NS2 (7758ef4a) -- a faster paced NS2 mode with balance and quality-of-life changes.
  2.  
  3.  
  4. ==== BOTH MARINES & ALIENS ====
  5.  
  6. ———— RESOURCES ————
  7.  
  8. Initial resources at start:
  9. • Each player: 10 pres.
  10. • Each team: 50 tres (reduced from 60 tres).
  11.  
  12. Resource income base rate:
  13. • Each team: +5 tres/minute.
  14. • Each player (including commanders): +1 pres/minute.
  15.  
  16. Resource income from collectors:
  17. • Each player: +1.0 pres/minute (reduced from +1.25 pres/minute).
  18.  
  19. Player personal resource refund upon death:
  20. • Alien lifeforms refunded 33% of the base cost of the lifeform. (E.g., 37 pres fade regains 12.21 pres.)
  21. • Marine exos refunded 10% of the cost (5 pres).
  22.  
  23. ———— RESPAWN ————
  24.  
  25. • Respawn delay increases with game time. Every 3 minutes, an extra 1 second is added to the respawn delay, up to 5 seconds.
  26. • If an IP/egg is destroyed in the middle of respawning a player, that player will gain spawn priority.
  27.  
  28. ———— DAMAGE ————
  29.  
  30. • Armor damage absorption rate: 80% (increased from 70%). (I.e., 20% damage dealt through armor.)
  31.  
  32. Damage dealt by marine to alien:
  33. • Burning alien units receive 10% bonus damage from non-fire based attacks.
  34.  
  35. Damage dealt by alien to marine:
  36. • Alien crush now increases the damage dealt through the armor, to up to 41% (armor absorbing 59% of the damage).
  37. • Corroding marine units receive 10% bonus damage from non-corrosion based attacks.
  38.  
  39.  
  40. ==== MARINES ====
  41.  
  42. • Marine armor increased to 40.
  43. • Marine backward walking speed penalty reduced to 50% (from 60%).
  44. • Marine sprint speed increased to 6.5. Sprint speed builds up over 1.0 second. Sprint acceleration and friction tweaked.
  45. • Sprinting gains greater speed from cat pack: 1.725 (increased from 1.125).
  46. • Cat pack reload and melee haste increased to 40% (from 25%).
  47. • Med pack, ammo pack and cat packs now persist for 2 seconds after being picked up.
  48. • Marine construction speed on the same building is soft capped with more than one builder to 170% speed with 2 marines and 25% gain per additional marine. (Note: MAC construction is not affected by build speed cap.)
  49.  
  50. ———— MARINE STRUCTURES & ITEMS ————
  51.  
  52. Infantry portal:
  53. • Functions without power, but at half the speed.
  54. • Supplies: 30 (increased from 0).
  55. • Respawn timer per marine decreased from 9 to 5 seconds.
  56.  
  57. Observatory:
  58. • Scan duration: 7 seconds (decreased from 10).
  59. • Phase tech research cost: 30 tres (increased from 20).
  60. • Phase gates:
  61. ├─ Build time: 20 seconds (increased from 12 seconds).
  62. ├─ Supplies: 30 (increased from 0). (Prevents more than 2 PGs in most cases.)
  63.  
  64. Armory:
  65. • Shotgun
  66. ├─ Research time: 60 seconds (increased).
  67. └─ Player cost: 18 pres (reduced).
  68. • Mines:
  69. ├─ Research time: 60 seconds (increased).
  70. ├─ Mines can be moved by their owner.
  71. ├─ Mine thickness increased and width reduced.
  72. ├─ Mine damage reduced to 140.
  73. ├─ Explosion radius increased from 5 to 5.5.
  74. └─ Health reduced to 48/0.
  75. • Heavy machine guns:
  76. ├─ Player cost: 25 pres (increased from 20 pres).
  77. └─ Reload time: 3.5 seconds (decreased from 5 seconds).
  78. • Hand grenades:
  79. ├─ Marines can now carry two hand grenades.
  80. ├─ Player cost: 4 pres (increased from 2 pres).
  81. ├─ Pulse grenade damage increased from 50 to 60.
  82. ├─ Pulse grenade damage radius increased from 3 to 4.
  83. ├─ Hitting a marine player/structure with a pulse grenade creates a larger explosion around them. Electrifying!
  84. ├─ Hand grenade deploy animation is skipped for faster throwing.
  85. ├─ Cluster Grenade fragment timing and pattern improved for consistency.
  86. └─ Cluster Grenade burn duration increased to 3 seconds.
  87.  
  88. Prototype lab:
  89. • Exo armor increased to 360 (450 max).
  90. • Minigun exo:
  91. ├─ Damage reduced to 8.
  92. ├─ Continuous fire duration: 4.2 seconds (increased from 3.3 seconds).
  93. └─ Cooldown rate: 0.5 (increased from 0.3).
  94. • Railgun exo:
  95. ├─ Damage changed to 35 + 30 charging.
  96. ├─ Charge time: 0.5 second (reduced).
  97. └─ Both guns can be fired simultaneously.
  98.  
  99. Robotics factory:
  100. • Sentry battery cost: 4 tres (reduced).
  101. • Sentry turrets:
  102. ├─ Cost: 4 tres (reduced).
  103. ├─ Quantity limit: 2 turrets per battery (reduced from 3).
  104. └─ Supplies: 15 (increased).
  105. • ARC:
  106. ├─ ARC speed increased to 2.5 (2.0 in combat).
  107. └─ Supplies: 40 (increased from 25).
  108. • MAC:
  109. ├─ MAC cost: 6 tres (increased from 5)
  110. ├─ MAC build rate increased to be the same as a marine builder.
  111. ├─ MAC repair rate increased from 50 to 90.
  112. ├─ MAC won't weld player armor for 1 second after the player has taken damage.
  113. ├─ MAC construction is not affected by build speed cap.
  114. ├─ MAC movement speed increased by 11%.
  115. ├─ Only one MAC can work on a structure at a time.
  116. └─ MAC player welding speed doubled to be the same as handheld welder rate.
  117.  
  118.  
  119. ==== ALIENS ====
  120.  
  121. Cloaking:
  122. • Redesigned to camouflage better, and has a new shader.
  123. • Prevents sentry and mines targeting aliens (touching a mine will still uncloak alien).
  124.  
  125. Skulk:
  126. • Movement:
  127. ├─ Speed increased to 7.5.
  128. ├─ Bunny hop speed increased to 9.0.
  129. ├─ Leap vertical force reduced by 18.5%.
  130. └─ Maximum speed soft capped to 12.5.
  131. • Skulk base health: 80 (increased from 75).
  132. • Bite parasites target for 4 seconds.
  133. • Parasite:
  134. ├─ Parasite duration reduced to 15 seconds.
  135. └─ Parasite energy cost reduced from 30 to 25.
  136. • Xenocide:
  137. ├─ Now explodes if the skulk is killed within 3 seconds, and has a 2 second cooldown.
  138. ├─ Xenocide increases bite damage by 20% (to 90 damage).
  139. └─ Xenocide explosion damage changed to 180 structural, radius reduced to 10.
  140. • Vampirism heal on skulk reduced from 15 to 12.
  141.  
  142. Gorge:
  143. • Each heal spray reduces burn duration by 1 second.
  144. • Gorge health adjusted (reduced), with health shifted to self Babbler shield (increased from 21 to 72 HP).
  145. • Gorge per upgrade cost increased to 2 Pres.
  146. • Babbler has a 20 second limited lifespan when detached from an alien.
  147. • Spit damage type changed to Structural.
  148. • Bile Bomb damage reduced by 10%.
  149.  
  150. Lerk:
  151. • Umbra prevents burning.
  152. • Umbra cloud is not burnt by flamethrower (but still burnt by cluster grenade).
  153. • Lerk biomass health: +3 health/biomass (increased from 2).
  154.  
  155. Fade:
  156. • Speed increased to 6.5.
  157. • Fade blink energy upkeep cost reduced from 32 to 25 per second.
  158.  
  159. Onos:
  160. • Onos cost increased to 66 pres.
  161. • Onos starts with a weaker version of charge, with research to improve speed and damage.
  162. • Onos charge damage increased to 35 (with research).
  163. • Stomp damage changed to 50 structural.
  164.  
  165. ———— ALIEN STRUCTURES ————
  166.  
  167. Hydras:
  168. • Damage: 5 (reduction)
  169. • Attack rate increased by 33%.
  170. • Hydra spikes are more accurate.
  171. • Hydras parasite targets hit.
  172.  
  173. Crag:
  174. • Healing frequency and healing amount doubled to once per second.
  175.  
  176. Harvester:
  177. • Mature harvester armor: 640 (increased from 320).
  178.  
  179. Hive:
  180. • Healing reduced by 25%.
  181. • Decreased mature hive health by 16.67% (-1500 hp).
  182.  
  183. ______________________________
  184. Revision: 2020-02-24 02:22 UTC
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