1 April 2016 - 19:46 CEST
Hi everyone
As some of you know there will soon be some changes made to the vanilla ns2 soon that does not fit competitive play, such as the new EXO changes and more beginner friendly upgrades like redemption being added again to ns2. After some discussions with Rantology we decided it would be a good idea to start work on the comp mod again make it the official NSL mod. We want to use this season as a testing ground to for changes that will better improve the game in the future, hopefully bringing part of the changes to vanilla ns2 afterwards.
Dragon agreed to join me on this project and both of us will be leading the way once again with Rant on the sidelines. We have decided to bring out the first update on Friday next week so everyone has some time to play their official matches on the current patch if they want to, that date is final. The reason why we won't change the date is because nothing will ever get done if we don't. I simply ask you for the trust that you had in us when we worked in making comp mod in the past and remember how well it has played out until now.
Here are the changes we have in mind for the first iteration of the new NSL mod:
-Increase resource flow speed by from 1 res every 6 second to 1 res every 4 second, adjust cost of everything accordingly (increased by x1.5). This goes for both pres and tres.
-Increase medpack cost to 2tres. (Basically making it 1.5 tres)
-Slight increase in Skulk walk speed and base speed
-Remove marine sprint and slight increase in marine base speed
-Remove powernodes
-Increased Fade HP
-Removed exos
-Bilebomb is now a bio 2 upgrade
-Moved nano armor upgrade to proto lab and it now works like ns1 heavy armor. Marines can buy it in the proto lab after it has been upgraded giving them +100 armor.
*The increase in resource flow is to give us more freedom to adjust the cost of things in the game - the first one being the increased medpack cost.
*The increased base speed on both skulks and marines will make engagements more skillfull and fun. Instead of marines being bricks that barely can dodge and depend on medpacks to survive - they will be able to avoid skulks effectively with good movement. The increased marine speed will also allow them to dodge fade better to counteract with their hp buff.
*Powernodes and exos are just stupid and deserve to be removed
*We want to see what happens with nano armor, it should not change the gameplay too much as it’s such a late game upgrade. After we see how the new gameplay plays out we will work on modifying and adding new tech paths in the early/mid game for both teams.
*The rest is pretty much self explanatory.
Note we will have more detailed numbers in coming days after some testing.
Feel free to leave some input. All rage will be ignored and we will only listen to good and solid arguments.
As some of you know there will soon be some changes made to the vanilla ns2 soon that does not fit competitive play, such as the new EXO changes and more beginner friendly upgrades like redemption being added again to ns2. After some discussions with Rantology we decided it would be a good idea to start work on the comp mod again make it the official NSL mod. We want to use this season as a testing ground to for changes that will better improve the game in the future, hopefully bringing part of the changes to vanilla ns2 afterwards.
Dragon agreed to join me on this project and both of us will be leading the way once again with Rant on the sidelines. We have decided to bring out the first update on Friday next week so everyone has some time to play their official matches on the current patch if they want to, that date is final. The reason why we won't change the date is because nothing will ever get done if we don't. I simply ask you for the trust that you had in us when we worked in making comp mod in the past and remember how well it has played out until now.
Here are the changes we have in mind for the first iteration of the new NSL mod:
-Increase resource flow speed by from 1 res every 6 second to 1 res every 4 second, adjust cost of everything accordingly (increased by x1.5). This goes for both pres and tres.
-Increase medpack cost to 2tres. (Basically making it 1.5 tres)
-Slight increase in Skulk walk speed and base speed
-Remove marine sprint and slight increase in marine base speed
-Remove powernodes
-Increased Fade HP
-Removed exos
-Bilebomb is now a bio 2 upgrade
-Moved nano armor upgrade to proto lab and it now works like ns1 heavy armor. Marines can buy it in the proto lab after it has been upgraded giving them +100 armor.
*The increase in resource flow is to give us more freedom to adjust the cost of things in the game - the first one being the increased medpack cost.
*The increased base speed on both skulks and marines will make engagements more skillfull and fun. Instead of marines being bricks that barely can dodge and depend on medpacks to survive - they will be able to avoid skulks effectively with good movement. The increased marine speed will also allow them to dodge fade better to counteract with their hp buff.
*Powernodes and exos are just stupid and deserve to be removed
*We want to see what happens with nano armor, it should not change the gameplay too much as it’s such a late game upgrade. After we see how the new gameplay plays out we will work on modifying and adding new tech paths in the early/mid game for both teams.
*The rest is pretty much self explanatory.
Note we will have more detailed numbers in coming days after some testing.
Feel free to leave some input. All rage will be ignored and we will only listen to good and solid arguments.