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.
Team Awesome
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^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.
Team Awesome
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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?
nazi hunter izO
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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
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.
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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.
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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%
isnt that what killed the last comp mod, good luck
cuz we need a pause and ready up feature
LMAO gotcha
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Do we have the thing where you can pause and get your lifeform back if you crash?
If not that'd be cool, DECKARD