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!
- 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.
- Reverted to build 326-behavior.
- 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.
- Shotgun
- 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.
- Heal spray
-
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.
- Stab
-
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.
-