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NS2 Action Mod 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 onto alien:
  33. • Burning alien units receive 10% bonus damage from non-fire based attacks.
  34.  
  35. Damage dealt by alien onto 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:
  101. - Cost: 4 tres (reduced).
  102. • Sentry turrets:
  103. - Cost: 4 tres (reduced).
  104. - Quantity limit: 2 turrets per battery (reduced from 3).
  105. - Supplies: 15 (increased).
  106. • ARC:
  107. - ARC speed increased to 2.5 (2.0 in combat).
  108. - Supplies: 40 (increased from 25).
  109. • MAC:
  110. - MAC construction is not affected by build speed cap.
  111. - Only one MAC can work on a structure at a time.
  112. - MAC build rate increased to be the same as a marine builder.
  113. - MAC movement speed increased by 11%. MAC won't weld player armor for 1 second after the player has taken damage.
  114. - MAC player welding speed doubled to be the same as Welder rate.
  115. - MAC cost increased from 5 to 6. MAC repair rate increased from 50 to 90.
  116.  
  117.  
  118. ==== ALIENS ====
  119.  
  120. Cloaking:
  121. • Redesigned to camouflage better, and has a new shader.
  122. • Prevents sentry and mines targeting aliens (touching a mine will still uncloak alien).
  123.  
  124. Skulk:
  125. • Movement:
  126. - Speed increased to 7.5.
  127. - Bunny hop speed increased to 9.0.
  128. - Leap vertical force reduced by 18.5%.
  129. - Maximum speed soft capped to 12.5.
  130. • Skulk base health: 80 (increased from 75).
  131. • Bite parasites target for 4 seconds.
  132. • Parasite:
  133. - Parasite duration reduced to 15 seconds.
  134. - Parasite energy cost reduced from 30 to 25.
  135. • Xenocide:
  136. - Now explodes if the skulk is killed within 3 seconds, and has a 2 second cooldown.
  137. - Xenocide increases bite damage by 20% (to 90 damage).
  138. - Xenocide explosion damage changed to 180 structural, radius reduced to 10.
  139. • Vampirism heal on skulk reduced from 15 to 12.
  140.  
  141. Gorge:
  142. • Each heal spray reduces burn duration by 1 second.
  143. • Gorge health adjusted (reduced), with health shifted to self Babbler shield (increased from 21 to 72 HP).
  144. • Gorge per upgrade cost increased to 2 Pres.
  145. • Babbler has a 20 second limited lifespan when detached from an alien.
  146. • Spit damage type changed to Structural.
  147. • Bile Bomb damage reduced by 10%.
  148.  
  149. Lerk:
  150. • Umbra prevents burning.
  151. • Umbra cloud is not burnt by flamethrower (but still burnt by cluster grenade).
  152. • Lerk biomass health: +3 health/biomass (increased from 2).
  153.  
  154. Fade:
  155. • Speed increased to 6.5.
  156. • Fade blink energy upkeep cost reduced from 32 to 25 per second.
  157.  
  158. Onos:
  159. • Onos cost increased to 66.
  160. • Onos starts with a weaker version of Charge, with research to improve speed and damage.
  161. • Onos Charge damage increased to 35 (with research).
  162. • Stomp damage changed to 50 Structural.
  163.  
  164. ---- ALIEN STRUCTURES ----
  165.  
  166. Hydras:
  167. • Damage: 5 (reduction)
  168. • Attack rate increased by 33%.
  169. • Hydra spikes are more accurate.
  170. • Hydras parasite targets hit.
  171.  
  172. Crag:
  173. • Healing frequency and healing amount doubled to once per second.
  174.  
  175. Harvester:
  176. • Mature harvester armor: 640 (increased from 320).
  177.  
  178. Hive:
  179. • Healing reduced by 25%.
  180. • Decreased mature hive health by 16.67% (-1500 hp).
  181.  
  182. ______________________________
  183. Revision: 2020-02-24 01:33 UTC
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