The NSL Competitive Mod - old thread

Bicsum
2710
Heidis Bergziegen
Posts
93
Location
Europe
Joined
19 April 2012
16 August 2016 - 23:19 CEST
#61
Since it had been proven that the old hitbox was not accurate and made you "miss" bullets, that should've hit and unless someone has the possibility to make better hitboxes, I'd go with the new hitbox, even if the offness is proportionally worse, because I consider it more unfun to miss when I should hit, than the other way around.

Sure, you can say that I could aim better, but I could also just say "just dodge better", or "time your engagements better".

In a sense, the hitbox change hasn't actually changed the balance. It just revealed what was already possible with good aim, so if marines prove to be overpowered now, we can still tweak life/speed/dmg.
ryssk
Noavatar
Ram Ranch
Posts
319
Location
Sundsvall, Sweden
Joined
3 November 2012
17 August 2016 - 00:05 CEST
#62
Bicsum says
Since it had been proven that the old hitbox was not accurate and made you "miss" bullets, that should've hit and unless someone has the possibility to make better hitboxes, I'd go with the new hitbox, even if the offness is proportionally worse, because I consider it more unfun to miss when I should hit, than the other way around.

Sure, you can say that I could aim better, but I could also just say "just dodge better", or "time your engagements better".

In a sense, the hitbox change hasn't actually changed the balance. It just revealed what was already possible with good aim, so if marines prove to be overpowered now, we can still tweak life/speed/dmg.


Old hitbox was accurate, the morons over at UWE doesnt know how to code an proper Hitreg.
Deck
Noavatar
Team Awesome
Posts
306
Location
United States of America
Joined
17 July 2014
17 August 2016 - 01:51 CEST
#63
I would rather balance with the new hitboxes since UWE has already made balance changes to the game based on them (recent skulk changes). So we would have to change more if we wanted to remove the hitboxes. You could also make the argument that new hitboxes are mostly an adjustment, and the reg does feel better. For example, a marine who used to shoot 20-25% in a comp match might now be able to shoot 30-35%, and you adjust from there. It doesn't mean someone hits every shot, but they hit more and they might hit shots now that change the game (sniper sg's).

This is why we are looking into the shotgun spread which could be a good start. I will consider other ideas like slightly increasing the hp of the lerk (this would help lerks stay alive vs rifles), but I would rather just try the shotgun spread and have players adjust.

*Edit: shotgun spread has been increased by 33%. Let me know how it plays. You can read about all the nsl comp mod changes from vanilla at this link: Mod Link

**Additional edit, planning to revert pres changes to what they were before UWE updated them. So that would be .1 for both teams and the old starting pres numbers and old res needed to go lerk. Will also be reverting our change for onos pres back to 55 probably. Let me know your thoughts.

Lerk armor will be increased by 20.
ryssk
Noavatar
Ram Ranch
Posts
319
Location
Sundsvall, Sweden
Joined
3 November 2012
22 August 2016 - 16:09 CEST
#64
Deckard says
I would rather balance with the new hitboxes since UWE has already made balance changes to the game based on them (recent skulk changes). So we would have to change more if we wanted to remove the hitboxes. You could also make the argument that new hitboxes are mostly an adjustment, and the reg does feel better. For example, a marine who used to shoot 20-25% in a comp match might now be able to shoot 30-35%, and you adjust from there. It doesn't mean someone hits every shot, but they hit more and they might hit shots now that change the game (sniper sg's).

This is why we are looking into the shotgun spread which could be a good start. I will consider other ideas like slightly increasing the hp of the lerk (this would help lerks stay alive vs rifles), but I would rather just try the shotgun spread and have players adjust.

*Edit: shotgun spread has been increased by 33%. Let me know how it plays. You can read about all the nsl comp mod changes from vanilla at this link: Mod Link

**Additional edit, planning to revert pres changes to what they were before UWE updated them. So that would be .1 for both teams and the old starting pres numbers and old res needed to go lerk. Will also be reverting our change for onos pres back to 55 probably. Let me know your thoughts.

Lerk armor will be increased by 20.


The SG spread feels a little bit sniping even after the changes, maybe should increase it to 40-43%? Considering the Hitboxes are just strange on the aliens (thanks UWE)

The lerk change was nice tbh, cause earlier the Rifle just melted them!
Deck
Noavatar
Team Awesome
Posts
306
Location
United States of America
Joined
17 July 2014
22 August 2016 - 17:11 CEST
#65
^Yeah, I'm liking the lerk changes so far. Lerks can and are still dying, but probably gives them a little more breathing room which they needed. Doesn't seem like an op'd armor change so far. Regarding the shotgun spread, it seems to be working pretty well for me as I'm not doing a lot of damage to lerks mid range. We can look into it more, perhaps there should be specific tests done. Remember, there will always be some latency issues with high ping vs low ping players so there might be situations where you think you have created more distance than you actually have on their screen.

Edit: I will look into the shotgun spread more to see if any additional changes should be made.

**Update - lerk armor changed, buff increase for armor reduced to 10. Looking into additional changes to the fade. Fade hitbox will probably be reduced. Looking into moving silence onto shade hive and removing focus. Focus does not seem fun for competitive play.

**Additional update/latest changes: silence moved to shade hive, focus removed. Fade hitbox reduced.
Deck
Noavatar
Team Awesome
Posts
306
Location
United States of America
Joined
17 July 2014
31 August 2016 - 19:34 CEST
#66
Current changes from vanilla in the NSL Competitive Mod:

Machinegun weight has been lowered to match shotgun
Boneshield armor per second reduced to 0
Boneshield damage reduction increased to 75%
Boneshield cooldown reduced to 6.25 seconds
Removed the ability to drop lifeform eggs.
Cyst maxhp dropped to 180
Cyst Maturation rate dropped to 10 from 45
Rupture moved to Biomass 4
Nutrient Mist no longer preserves structures off infestation.
Gorge airfriction reduced to .12 from .8
Gorge Aircontrol increased 30 from 8
Cysts will be damaged while unconnected.
Removed floating Health Bars on players.
Shotgun spread increased by 33%
Starting P-Res for Marines from 15 > 20
Starting P-Res for Aliens from 12 > 15
P-Res rate for all players set to .1
Lerk Cost changed to: 20
Increased Lerk Armor from 45 > 55
Removed Focus.
Returned Silence to Shade Hive
Fade Hitbox reverted/now smaller

Possible changes to look into:
I would like discussion on the following topics as I'm still deciding if additional changes are needed to the comp mod at this time.

1) Gorge Tunnel - right now the gorge tunnel in comp mod works the same as vanilla so there is no entry/exit option when placing a tunnel. I think the vanilla gorge tunnel works fine, but it does give the player less options. Also, it might be easier coming from vanilla to not make a gorge tunnel mistake that we have seen in gathers in the past. Let me know what people think about this potential change.

2) Skulk hitboxes/speed changes - Right now the skulk is the same as vanilla in comp mod. Some people may want the skulk hitbox reverted, but I do see skulks winning 1 on 1's. I also think with the new hitbox it causes less no reg complaints from players shooting skulks. The issues are, it is easier to hit a skulk poking out from a wall or an rt, and it's easier to egg lock as skulks get destroyed spawning in those situations. It's also just easier to shoot them, but the extra speed from recent vanilla changes and cara can counter this somewhat. I don't want to change the speed of aliens or bite cone from vanilla if I don't have to (except we added the gorge bhop to make it more fun). The reason is, players get use to how a skulk or alien moves and what registers as a hit, and if you change that, it could feel like a different game. Let me know people's thoughts on the skulk hitboxes/speed/bite cone.

3) Is regen and advanced metab too strong together currently? Should there be any changes to vanilla regen or advanced metab?

BauerJankins
5841
nazi hunter izO
Posts
368
Location
Paderborn, Germany
Joined
20 October 2013
31 August 2016 - 21:37 CEST
#67
1 imho gorge tunnels should have entrance and exit choosable... although i'm not sure how much of a difference it would make. It's an interesting thing to think about, maybe it's a good nerf for OP gorges the way it is now ;)
2 IF ANY changes are going to happen at all I hope it will only alter skulk hp. I think we should add 10 hp to skulk, cuz good aimers will be even more op right now. I'm not sure about this proposal though cuz it might bring tanky skulk packs to the game. Maybe the skulk changes are fine as they are right now...
3 it's op for defending hives/crags/fortified positions with gorges. Something I'd really like to see from old comp mod is the healing cap. It was one of the best changes imo because it stopped lifeforms from
engaging -> taking damage ->maybe getting a pick -> going back to heal for 2 seconds -> engaging .....
This is really annoying when marines are pushing hives in big groups, it gives aliens a major advantage in defending.
http://i.imgur.com/hr1ud2u.png
Sardine
5431
California Burrito
Posts
68
Location
British Indian Ocean Territory
Joined
1 May 2013
1 September 2016 - 01:34 CEST
#68
Correct me if I'm wrong but doesn't current/vanilla regen work in combat, whereas previous comp mod limited regen to out of combat.

It's a lot more powerful when it works in combat.
Deck
Noavatar
Team Awesome
Posts
306
Location
United States of America
Joined
17 July 2014
1 September 2016 - 04:04 CEST
#69
Sardine says
Correct me if I'm wrong but doesn't current/vanilla regen work in combat, whereas previous comp mod limited regen to out of combat.

It's a lot more powerful when it works in combat.


You are correct. Regen in combat has now been removed in comp mod. Looking into if we should limit stacked healing in this game. So I'm considering a soft or hard cap on healing, let me know people's thoughts.
Home
6925
Posts
115
Location
Germany
Joined
27 January 2016
1 September 2016 - 12:20 CEST
#70
There is a soft cap for healing in vanilla already. I am not sure what build introduced it but it was one of the random gameplay Updates from PDT.
Deck
Noavatar
Team Awesome
Posts
306
Location
United States of America
Joined
17 July 2014
1 September 2016 - 19:33 CEST
#71
Home says
There is a soft cap for healing in vanilla already. I am not sure what build introduced it but it was one of the random gameplay Updates from PDT.


I don't believe there is any soft healing cap currently in vanilla. There is a trello card for this, but I was told it isn't a priority. So I will be looking into this.
Home
6925
Posts
115
Location
Germany
Joined
27 January 2016
1 September 2016 - 21:15 CEST
#72
Build 300:

Heal/Regeneration:

If an alien gets healed by 20% of its total health in 2 seconds every further heal is reduced to 20%
Deck
Noavatar
Team Awesome
Posts
306
Location
United States of America
Joined
17 July 2014
1 September 2016 - 22:31 CEST
#73
Home says
Build 300:

Heal/Regeneration:

If an alien gets healed by 20% of its total health in 2 seconds every further heal is reduced to 20%


I just checked, the changelog was wrong in this case as it wasn't functional and was not added into the build.

Update: Added a softcap healing to comp mod.
Home
6925
Posts
115
Location
Germany
Joined
27 January 2016
1 September 2016 - 23:04 CEST
#74
Deckard says
Home says
Build 300:

Heal/Regeneration:

If an alien gets healed by 20% of its total health in 2 seconds every further heal is reduced to 20%


I just checked, the changelog was wrong in this case as it wasn't functional and was not added into the build.

Update: Added a softcap healing to comp mod.


Wrong changelogs. Hidden gameplay updates. Game development 2016 ladies and gentlemen.
Deck
Noavatar
Team Awesome
Posts
306
Location
United States of America
Joined
17 July 2014
1 September 2016 - 23:46 CEST
#75
Home says


Wrong changelogs. Hidden gameplay updates. Game development 2016 ladies and gentlemen.


At least they are still working on performance. Hopefully the upcoming luajit update is good.
Kmacg
Noavatar
LMAO gotcha
Posts
57
Location
Tuvalu
Joined
31 January 2014
3 September 2016 - 13:48 CEST
#76
Home says
ladies and gentlemen.

Deck
Noavatar
Team Awesome
Posts
306
Location
United States of America
Joined
17 July 2014
5 September 2016 - 00:33 CEST
#77
BauerJankins says

2 IF ANY changes are going to happen at all I hope it will only alter skulk hp. I think we should add 10 hp to skulk, cuz good aimers will be even more op right now. I'm not sure about this proposal though cuz it might bring tanky skulk packs to the game. Maybe the skulk changes are fine as they are right now...


Looks like you got your skulk hp increase.
Some of the UWEHotfix & UWEBalance changes:
-Skulk HP buffed to 78/10
-MG research time halved to 30 seconds (was 60)
- Railgun damage type changed to Structural (was normal, railguns now do double damage vs structures, and have no change vs players)

*update to comp mod* - there was an issue with stopping regen in combat as players were also not able to regen out of combat. For example, biting an rt was not allowing regen. For now, we have removed that part from comp mod so regen is back to vanilla regen. We may add it back in depending on if we find a fix and if it's needed.
Keats
7098
African Money Bees
Posts
60
Location
United States of America
Joined
23 May 2016
5 September 2016 - 02:08 CEST
#78
Deckard says

Looks like you got your skulk hp increase.
Some of the UWEHotfix & UWEBalance changes:
-Skulk HP buffed to 78/10
-MG research time halved to 30 seconds (was 60)
- Railgun damage type changed to Structural (was normal, railguns now do double damage vs structures, and have no change vs players)


How does your mod plan to handle sudden UWEBalance changes, like this one? Currently there is no way to unload those two mods, although UWE just turned it off for the nsl_season_9 branch, and may be persuaded to add more exclusions (perhaps for certain servers or tags). Are you pursuing this, or do you have another plan, or no plan?
Deck
Noavatar
Team Awesome
Posts
306
Location
United States of America
Joined
17 July 2014
5 September 2016 - 19:27 CEST
#79
Keats says
Deckard says

Looks like you got your skulk hp increase.
Some of the UWEHotfix & UWEBalance changes:
-Skulk HP buffed to 78/10
-MG research time halved to 30 seconds (was 60)
- Railgun damage type changed to Structural (was normal, railguns now do double damage vs structures, and have no change vs players)


How does your mod plan to handle sudden UWEBalance changes, like this one? Currently there is no way to unload those two mods, although UWE just turned it off for the nsl_season_9 branch, and may be persuaded to add more exclusions (perhaps for certain servers or tags). Are you pursuing this, or do you have another plan, or no plan?


If they suddenly change balance in-between patches or when one comes out, we would have to adjust the comp mod quickly to account for it if it made something unbalanced/op'd. Hopefully we can have communication with UWE during the season to plan for this.
ryssk
Noavatar
Ram Ranch
Posts
319
Location
Sundsvall, Sweden
Joined
3 November 2012
7 September 2016 - 00:44 CEST
#80
Deckard says
. Hopefully we can have communication with UWE during the season to plan for this.


HAHAHAHAH.. OH shit.. I thought you were joking with that last sentence xD

Sardine
5431
California Burrito
Posts
68
Location
British Indian Ocean Territory
Joined
1 May 2013
7 September 2016 - 10:56 CEST
#81
isnt that what killed the last comp mod, good luck
Deck
Noavatar
Team Awesome
Posts
306
Location
United States of America
Joined
17 July 2014
7 September 2016 - 19:39 CEST
#82
Sardine says
isnt that what killed the last comp mod, good luck


I don't want to discuss what happened before, but I think we have a good system in place to make any updates that are needed. The goal is for a smooth season beginning to end.
Keats
7098
African Money Bees
Posts
60
Location
United States of America
Joined
23 May 2016
8 September 2016 - 05:31 CEST
#83
Deckard says

If they suddenly change balance in-between patches or when one comes out, we would have to adjust the comp mod quickly to account for it if it made something unbalanced/op'd. Hopefully we can have communication with UWE during the season to plan for this.

Deckard says

I think we have a good system in place to make any updates that are needed.


Uhh... Is there some other system you're not mentioning here? Hoping and praying and relying on always-available instant modding is not what I'd call a good system.

If you want some help from uwe, you should stop hoping for it and start asking them for it.
Rammler
6949
Posts
54
Location
DORTMUND, Germany
Joined
3 February 2016
8 September 2016 - 13:04 CEST
#84
Keats says
Deckard says

If they suddenly change balance in-between patches or when one comes out, we would have to adjust the comp mod quickly to account for it if it made something unbalanced/op'd. Hopefully we can have communication with UWE during the season to plan for this.

Deckard says

I think we have a good system in place to make any updates that are needed.


Uhh... Is there some other system you're not mentioning here? Hoping and praying and relying on always-available instant modding is not what I'd call a good system.

If you want some help from uwe, you should stop hoping for it and start asking them for it.


Didn't Zavaro ask the devs for help and they agreed not to make any balance changes until season 10 ends?
Home
6925
Posts
115
Location
Germany
Joined
27 January 2016
8 September 2016 - 19:01 CEST
#85
Keats says
Deckard says

If they suddenly change balance in-between patches or when one comes out, we would have to adjust the comp mod quickly to account for it if it made something unbalanced/op'd. Hopefully we can have communication with UWE during the season to plan for this.

Deckard says

I think we have a good system in place to make any updates that are needed.


Uhh... Is there some other system you're not mentioning here? Hoping and praying and relying on always-available instant modding is not what I'd call a good system.

If you want some help from uwe, you should stop hoping for it and start asking them for it.

lol
lebra
4566
REFORMED
Posts
141
Location
no., Iceland
Joined
17 January 2013
9 September 2016 - 03:11 CEST
#86
Keats says
If you want some help from uwe, you should stop hoping for it and start asking them for it.

how has no one thought of this after years.
Keats
7098
African Money Bees
Posts
60
Location
United States of America
Joined
23 May 2016
9 September 2016 - 03:49 CEST
#87
Lambo says
Keats says
If you want some help from uwe, you should stop hoping for it and start asking them for it.

how has no one thought of this after years.


I didn't mean to imply that uwe would be helpful. In fact I think they would not. But we shouldn't be relying on them to be helpful to compmod if they haven't promised to do so (and even if they do say they'll help I would try to rely on it as little as possible). Right now it seems Deck's strategy completely falls apart if uwe does what uwe usually does and updates silently, frequently, and drastically. Why is he relying on them being different?
Sardine
5431
California Burrito
Posts
68
Location
British Indian Ocean Territory
Joined
1 May 2013
9 September 2016 - 08:12 CEST
#88
cuz we need a pause and ready up feature
Kmacg
Noavatar
LMAO gotcha
Posts
57
Location
Tuvalu
Joined
31 January 2014
9 September 2016 - 13:18 CEST
#89
Do we have the thing where you can pause and get your lifeform back if you crash?

If not that'd be cool, DECKARD
Tyr
6015
BEAST INFECTION
Posts
76
Location
Sweden
Joined
8 January 2014
9 September 2016 - 14:48 CEST
#90
kmacg says
Do we have the thing where you can pause and get your lifeform back if you crash?

If not that'd be cool, DECKARD


Would of flashed anyway. B)
New Reply