Season NSL Competitive Mod

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16 September 2017 - 21:17 CEST
#31

BauerJankins says

i'D be fine with silence shift hive if we had silent marine jumps




Updates to Comp Mod:
1) Moved Silence to Armory
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18 September 2017 - 03:12 CEST
#32
Updates to Comp Mod:
Drifter changes
a. Drifter cost reduced to 4
b. Drifter HP reduced to 210 (from 300)
c. Drifter armor remains 20 (from 20) - This means Effective HP is 250, just above 1 shotgun blast
Alien Supply changes:
a. Aliens have 100 (was 200) supply on 1 hive, 150 (was 200) on 2 hives, and 200 on 3 hives.
b. Drifter supply cost increased to 15 (from 10)
c. Whip supply cost increased to 15 (from 5)
d. Shift, shade, crag supply costs increased to 10 (from 5)
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18 September 2017 - 15:09 CEST
#33

Deck says

Updates to Comp Mod:
Drifter changes
a. Drifter cost reduced to 4
b. Drifter HP reduced to 210 (from 300)
c. Drifter armor remains 20 (from 20) - This means Effective HP is 250, just above 1 shotgun blast
Alien Supply changes:
a. Aliens have 100 (was 200) supply on 1 hive, 150 (was 200) on 2 hives, and 200 on 3 hives.
b. Drifter supply cost increased to 15 (from 10)
c. Whip supply cost increased to 15 (from 5)
d. Shift, shade, crag supply costs increased to 10 (from 5)




Feels like the ARCs need to be reworked now maybe?
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18 September 2017 - 17:35 CEST
#34
Little stats update on win ratio since 14th September 2017:

Aliens won 37 games (51.4%)
Marines won 35 games (48.6%)

However since I remember there were alot of alien wins on the 14th I also checked the stats when I exclude the 14th (meaning since 15th)

Aliens won 23 games (40.4%)
Marines won 34 games (59.6%)
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18 September 2017 - 17:44 CEST
#35
There was drifter changes just made. So let's see if the drifter changes including less tres needed, helps aliens.
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18 September 2017 - 18:04 CEST
#36

ryssk says


Deck says

Updates to Comp Mod:
Drifter changes
a. Drifter cost reduced to 4
b. Drifter HP reduced to 210 (from 300)
c. Drifter armor remains 20 (from 20) - This means Effective HP is 250, just above 1 shotgun blast
Alien Supply changes:
a. Aliens have 100 (was 200) supply on 1 hive, 150 (was 200) on 2 hives, and 200 on 3 hives.
b. Drifter supply cost increased to 15 (from 10)
c. Whip supply cost increased to 15 (from 5)
d. Shift, shade, crag supply costs increased to 10 (from 5)




Feels like the ARCs need to be reworked now maybe?




Please explain this more, why?
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19 September 2017 - 08:34 CEST
#37

Deck says


ryssk says


Deck says

Updates to Comp Mod:
Drifter changes
a. Drifter cost reduced to 4
b. Drifter HP reduced to 210 (from 300)
c. Drifter armor remains 20 (from 20) - This means Effective HP is 250, just above 1 shotgun blast
Alien Supply changes:
a. Aliens have 100 (was 200) supply on 1 hive, 150 (was 200) on 2 hives, and 200 on 3 hives.
b. Drifter supply cost increased to 15 (from 10)
c. Whip supply cost increased to 15 (from 5)
d. Shift, shade, crag supply costs increased to 10 (from 5)




Feels like the ARCs need to be reworked now maybe?




Please explain this more, why?





Thought more that ARCs isnt a huge investment now compared to alien structures or support from drifters/shade. Could be wrong, but feels like 2 arcs is quite well enough to make a huge impact on the alien resource.

But like i said, i'm propably wrong due to i never command : )
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19 September 2017 - 15:40 CEST
#38
I've heard talks about reworking Arcs to be more about disabling structures/abilities and being more mobile rather than damage dealing, but I'm not sure how fleshed out that idea really is yet.
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20 September 2017 - 20:27 CEST
#39
SOUNDS LIKE A WASTE OF RES AND TIME XD
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21 September 2017 - 15:45 CEST
#40
so 3 days later the win ratio from 15th September until now:

Aliens won 39 rounds (47%) and Marines won 44 rounds (53%)

For first hive tech:
36 rounds have started with crag hive first of which 12 were won by aliens
46 rounds have started with shift hive first of which 26 were won by alien
1 round has started with shade hive first which was won by aliens
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21 September 2017 - 19:29 CEST
#41
^ Thanks for the info.
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21 September 2017 - 20:52 CEST
#42
Shade hive 100% winrate - nerf please
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24 September 2017 - 04:34 CEST
#43
Updates to Comp Mod:

Grenade change:
cluster grenades now disable pve for 4 seconds

Marine supply changes:
obs 50 supply (up from 0)
1 sentry turret 10 supply (same as before, 10)
1 sentry battery 20 supply (up from 0)
arcs 15 supply (up from 10)
macs 10 supply (same as before, 10)
armory 10 (up from 5)
robo 10 (up from 5)
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24 September 2017 - 21:53 CEST
#44

Golden says

Shade hive 100% winrate - nerf please





that was me im sorry for ruining the game
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6 October 2017 - 15:17 CEST
#45
About the babbler change:

I noticed an issue several times that If I kill something like Skulks or Babblers and an Enemy is directly behind the target then at least some bullets are going to be dismissed or rather "missed" bullets... (I dont hear hitregsounds even though I'm on the target)
It doesn't matter if it's on pub or in competitive. I'm wasting some bullets into the corpse for nothing - even though there is a target right behind it.

If I'm shooting a babblerskulk I noticed that even when his movement is incredibly bad my accuracy for that engagement is much lower than against a normal skulk - so I'm surethat the ns2 engine is in that case as well dismissing some bullets where the babbler was.

That's is why the increased Babbler HP feels now even more weird in compmod, because you need to waste more than 2 bullets for one babbler.

Edit point stands that the corpses take bullets
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6 October 2017 - 16:51 CEST
#46

Handschuh says

That's is why the increased Babbler HP feels now even more weird in compmod, because you need to waste more than 2 bullets for one babbler.




It appears that you don't know how babblers work
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6 October 2017 - 19:14 CEST
#47
Recent changes to Comp Mod:

*cluster grenades burn for 4 seconds
*hallucinations go poof instead of ragdoll
*cluster grenades burn alien ability clouds, including drifter clouds
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7 October 2017 - 18:05 CEST
#48
howd u make it 3 bullets now handshoe.

it is 11 hp babb whvih is 1 bullet at wep 1
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11 October 2017 - 18:16 CEST
#49
Latest changes to Comp Mod:

-cluster grenades don't burn drifter clouds
-swapping upgrades takes an additional 1 second per upgrade swapped
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12 October 2017 - 09:21 CEST
#50
with swapping upgrades do you mean swapping from carapace to regen for example?

also turts requested this on discord so for those who are interested the winrates since 1st october have been 49 Alien wins (51%) and 47 Marine wins (49%)

For CrazyCat and his topic on how the balance is skewed with skill differences and with the help of megas seeding list I was able to seperate 3 divisions with ELO value (Div 1 > 3500, 3500 > Div 2 > 2800, 2800 > Div 3)

So winrates for div 1 level skill is 32 Marine wins (59.3%) and 22 Alien wins (40.7%)
Winrates for div 2 level are 15 Marine wins (44.1%) and 19 Alien wins (55.9%)
Winrates for Div 3 level are 0 Marine wins and 8 Alien wins
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12 October 2017 - 13:27 CEST
#51
Interesting note about higher div being 59% Marine winrate. Time to buff fades :)
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12 October 2017 - 17:12 CEST
#52

Mephilles says

with swapping upgrades do you mean swapping from carapace to regen for example?



exactly yes, swapping means removing a hive's upgrade and replacing it with a different upgrade from the same hive
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16 October 2017 - 17:33 CEST
#53
Change to Comp Mod:

-Weapon Pickup time changed to 22 seconds
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23 November 2017 - 19:53 CET
#54
New change for Comp Mod:

Changed Skulk e-hp back to 90 (70hp 10 Armor) - down from (75hp 10 Armor)
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