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NS2 Balance Beta

SteamWorks Mod ID: 718da717

This mod contains various balance changes based on various ideas of the NS2 balance team.

Join the official ns2 discord server (discord.gg/ns2) to leave feedback!

Full Changelog:

  • Added a "changelog" console command to show this webpage.
  • Marine
    • Shotgun
      • Reverted to build 326-behavior.
        • 17 pellets, each deal 10 damage.
        • Divided into 4 rings of 4 pellets each, +1 pellet in the middle.
        • Pellet sizes are all 16mm.
        • No Damage Falloff.
    • HMG
      • Reload time is now 3.5 seconds (down from 5 seconds)
    • Mines
      • Mines can now be properly killed during their arming period when first deployed. In this case, they do not explode or deal damage.
      • Marines now keep unused mines when they die and receive them back when they respawn (like hand grenades).
      • Health changed to 40 (up from 30)
      • Lerk spikes deal 2x damage to mines (Damage: 5 -> 10).
      • Mines now award 5 score points when killed by an alien.
    • Hand Grenades
      • Removed lengthy deploy animation so grenades are now thrown much faster. (quickthrow and regular throw)
    • Exosuit
      • Reduced opacity of "scanlines" UI texture to be less obstructive (25% of original value).
      • Exos are now free to fire their weapons while thrusters are being used.
      • Thrusters can now be toggled on and off freely without waiting for maximum charge between use.
        • Thruster fuel now has a 0.75 second cooldown before recharging after last use.
      • Exosuits now "self-repair" when out of combat at a rate of 10 armor/second.
      • Alien Vampirism no longer has any effect when used against exos.
      • Railgun
        • Both railguns can fire simultaneously now.
        • Full-charge duration is now 1 second
        • Cooldown between shots is now 0.3 seconds.
        • Anything short of a full-charge shot no longer penetrates targets.
        • Shots with 75% power and above now convert to "heavy" damage type (double damage to armor), 74% power and below charge shots are regular damage.
        • Distortion tracer effect and steam effects no longer play if the shot didn't deal heavy damage (75% charge).
        • Damage ramps up from 25 to 50 as you charge.
      • Minigun
        • Damage type is now "heavy" (double damage to armor).
        • Damage: 10 -> 6
        • Overheat animation sped up such that the time out of combat now matches up exactly with the heat meter for that weapon (before, the overheat animation would finish well-after the heat meter was empty).
    • Misc
      • Marine dropped weapon decay timer is now 16 seconds (down from 25)
      • Nanoshield duration is now 3 seconds when used on players (down from 5) -Nanoshield used on structures remains unchanged at 5 seconds.
  • Alien
    • Glancing hits

      • Skulk bite, lerk bite, fade swipe, fade stab, and onos gore now have an expanded cone around their normal attack-cone which provides a "glancing hit" if the regular hit misses.
      • Glancing hits do reduced damage.
      • Glancing hits play a different damage sound (metal instead of flesh)
      • Glancing hits play a different hit sound (the lower-damage hitsound)
    • Skulk

      • Reduced bite cone to 0.8 x 1.0 (down from 1.2 x 1.2)
      • Model size decreased by 10% (90% original size).
      • Skulk sneak speed reduced to 4.0 (down from 4.785)
      • Skulks now only recieve a speed boost from a consecutive jump.
    • Gorge

      • Heal spray
        • Now also adds maturity to alien structures and speeds up player evolutions while they are embryos.
      • Hydra
        • Hydras are now extremely accurate. Accuracy tapers off starting at 8 meters up to the maximum degredation at 12 meters. Inaccuracy ramps between 0 and 8 degrees.
        • Hydras can now shoot back from the last spot they were hit, so if you can hit them, they can hit you.
        • Damage reduced to 5 (down from 15)
      • Web
        • Gorges can finish placing webs from much further away. Starting placement range is unchanged.
        • Now break on contact.
        • Snare now reduces movement speed by 66% and tapers off gradually over 2.5 seconds (up from 1.5 seconds)
        • Webs now turn invisible, only fading into view at 5 meters or closer.
        • No longer parasite marines.
        • No longer appears in the kill-feed.
    • Lerk

      • Projectile size is now 60mm (up from 45mm)
    • Fade

      • Stab
        • Stab now deals 2x damage to structures (equivilent to skulk structure DPS).
        • Fades can now blink, jump and move freely while performing stab.
      • Fades now only receive speed bonuses from consecutive blinks when using celerity.
    • Vampirism

      • Skulks now recover 14% health per bite (down from 20%)
      • Vampirism no longer has any effect when used against Exosuits.
    • Misc

      • Maturity information is now visible in the nameplate for alien structures.
      • Crag, Shade, and Shift supply cost: 25 -> 20.

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