23 March 2014 - 13:59 CET
These are the thoughts behind the changes, written by rantology with editing from me.
Mucous - Only heals hit points. Direct change from armor regeneration to flat hit points recuperation
This means that when you cast mucous, it will no longer directly heal armor, but instead only heal hit points. The hope is that this will make it less impactful during engagements.
Reduce intial blink cost to fades by 3. 11 down from 14
Reducing the initial blink cost by 3 will give fades approximately 2 to 3 more blinks during combat, reducing the severity of energy management slightly.
Added 0.5 second (up from 0.0 seconds effectively) delay between marines using phasegates
Previously phasegates had no phase rate at all. You could phase in marines as fast as they could walk through a gate. This contributed to the difficulty of breaking marine fortifications and turtles. Marines who were previously out of position could gather and pile through a gate to defend it will little consequence. Having a phase rate of half a second per marine would punish marines for being out of position and make marine turtles less formidable.
Increased Nutrient Mist cost from 1 to 2 resources
Decreased cyst maturity time from 180 to 60 seconds
Reduced mature cyst hit points from 550 to 450
Reduced biomass 1 cost from 20 to 15 resources. Biomass 2 cost from 30 to 20 resources.
Increase shift, shade, crag, whip costs from 10 to 13 resources
Reduced spur, veil, shell costs from 20 to 15 resources
Lifeform upgrade costs reduced. Skulk (Leap/Xeno) - From 20 to 15 resources, Gorge (Babblers, Bile, Web) - From 30 to 20 resources, Lerk (Umbra/Spores) - From 35 to 25 resources, Fade (Shadowstep, Vortex, Stab) - From 35 to 25 resources, Onos (Charge/Boneshield) - From 35 to 30 resources
Increased lerk egg team resource drop biomass requirement from biomass 2 to biomass 4
The goal of the alterations in the resource costs is to equalize the appeal of dropping static defensive structures (PvE) and teching to upgrades and lifeform abilities. In the current build, lifeform abilities have been seldom seen and some avoided completely (gorge/fade abilities). Upgrades (shells, spurs, veils) were slow to emerge and too costly. Both of these were almost always delayed in favor of dropping moderate amounts of static defense (PvE) because it's much more cost effective. The intention is to reduce the massive cost of the alien tech path while slightly increasing the cost of static defense. Ultimately the two should be equally viable options.
Please leave thoughtful feedback, especially if you have gotten the chance to play the mod.
Mucous - Only heals hit points. Direct change from armor regeneration to flat hit points recuperation
This means that when you cast mucous, it will no longer directly heal armor, but instead only heal hit points. The hope is that this will make it less impactful during engagements.
Reduce intial blink cost to fades by 3. 11 down from 14
Reducing the initial blink cost by 3 will give fades approximately 2 to 3 more blinks during combat, reducing the severity of energy management slightly.
Added 0.5 second (up from 0.0 seconds effectively) delay between marines using phasegates
Previously phasegates had no phase rate at all. You could phase in marines as fast as they could walk through a gate. This contributed to the difficulty of breaking marine fortifications and turtles. Marines who were previously out of position could gather and pile through a gate to defend it will little consequence. Having a phase rate of half a second per marine would punish marines for being out of position and make marine turtles less formidable.
Increased Nutrient Mist cost from 1 to 2 resources
Decreased cyst maturity time from 180 to 60 seconds
Reduced mature cyst hit points from 550 to 450
Reduced biomass 1 cost from 20 to 15 resources. Biomass 2 cost from 30 to 20 resources.
Increase shift, shade, crag, whip costs from 10 to 13 resources
Reduced spur, veil, shell costs from 20 to 15 resources
Lifeform upgrade costs reduced. Skulk (Leap/Xeno) - From 20 to 15 resources, Gorge (Babblers, Bile, Web) - From 30 to 20 resources, Lerk (Umbra/Spores) - From 35 to 25 resources, Fade (Shadowstep, Vortex, Stab) - From 35 to 25 resources, Onos (Charge/Boneshield) - From 35 to 30 resources
Increased lerk egg team resource drop biomass requirement from biomass 2 to biomass 4
The goal of the alterations in the resource costs is to equalize the appeal of dropping static defensive structures (PvE) and teching to upgrades and lifeform abilities. In the current build, lifeform abilities have been seldom seen and some avoided completely (gorge/fade abilities). Upgrades (shells, spurs, veils) were slow to emerge and too costly. Both of these were almost always delayed in favor of dropping moderate amounts of static defense (PvE) because it's much more cost effective. The intention is to reduce the massive cost of the alien tech path while slightly increasing the cost of static defense. Ultimately the two should be equally viable options.
Please leave thoughtful feedback, especially if you have gotten the chance to play the mod.
www.twitch.tv/Zefram0911