Natural Selection 2

Natural Selection 2

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NS2 Overhaul
 
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20.592 MB
Oct 14, 2015 @ 4:50am
Oct 24, 2015 @ 4:05pm
22 Change Notes ( view )

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NS2 Overhaul

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Description
This mod is a major overhaul to ns2 to create an alternative experience. Primarily, it seeks to create more tech variety through reducing the importance of passive stats upgrades while also increasing the other available options. This mod is still a work in progress and will have bugs and balance issues.



Changelog v0.12

*Added submachinegun. Take places as the baseline weapon for marines and does the same damage as the vanilla LMG. Weight is 0.08 (credit to Evil_Ice for his SMG model)

*LMG(Rifle) is now an unlockable tech on the armoury and can be purchased for 10 pres. Damage is 12 per bullet with a 50 bullet magazine.

*Flamethrower cost reduced from 15 to 10 pres and now requires flame thrower tech to be research for 20 tres (no AA required)

*Shotgun cost reduced from 20 to 15 pres.

*HMG now costs 15 pres and requires HMG Tech research for 20 tres on AA

*GL now requires GL tech research for 20 tres on AA.

*Commander dropped medium, heavy and exoskeleton armor now deducts team resources instead of being free.


Changelog v0.11

*Scaled lifeform hp to be the equivalent o w0 vs skulks, w1 vs gorge, w2 vs lerk and fade

*Reduced effect of celerity slightly

Fixes

*Armour upgrade research no longer applies passive armour

*Removed TEST_EVENT entries

*Fixed issue with where commanders couldnt see enemy units

*Fixed issue where sentries would not target or fire on enemy units.

Change Log v0.1

Marines

*Removed passive weapon and armour upgrades

*Added medium armour purchasable from prototypelab. Costs 3 res and gives 70 total armour, Y weight(TBD)

*Added Heavy armour purchasable from prototypelab. Costs 5 res and gives 100 total armour, Y weight (TBD)

*Added Exo Skeleton purchasable from prototypelab. Costs 5 res, gives 70 armour and ignores equipment weight

*Jetpack now provides the marine with 70 total armour.

*Marines now start with 50 armor

*Prototypelab now 20 tres to allow for access to armour purchases.

*Exosuit is now only bought from the robo and cost has been increased to 100 tres

*Exosuit Tech research has been moved to the robo and the cost increased to 50 with a 3 minute research time.

*Exo now has 1200 armour

*Medpacks now are a HoT (credit twiliteblue)

*Marines and their structures can now be cloaked. Structures will decloak on touch, infestation or detected by drifter or shade. Marines will decloak on attack or movement.

*Observatory can now be turned into a Cloak Generator. Loses all obs characteristics.

*Implemented HMG (credit xDragon)

Aliens

*Hive cost has been reduced to 25 tres. Hive HP has been reduced by 50%. Hive will mature to vanilla maturity levels but will take several minutes to do so.

*Harvester HP halved, will mature to vanilla HP over time over several minutes

*Drifter now receives upgrades from veil (cloaking), spur (Celerity) and shell (regen). Drifter acts as a detector for cloak.

*Biomass no longer increases HP per level

*Onos HP increased to 1600/800

*Shades now act as detectors for cloak.

*Gorge abilities such as hydras, babblers, webs are now free.

*Implemented Ferocity (Focus) as a veil upgrade. Gives increased attack damage for all alien attacks at the expense of maximum energy capacity (credit TwiliteBlue)

*Implemented Vampirism as a shell upgrade. Heals lifeform per hit

*Carapace now gives a substantial increase to armor but with a speed reduction (speed reduction decreases as armor decreases)

*Celerity now gives a bigger boost but reduces armor

*Phantom has been separated into silence and cloak again

*Celerity and carapace combined still give a net increase to armour and speed.

Credits
Not all this work is my own. The following people have agreed to their work to be used.

*Twilight blue
*xDragon
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11 Comments
TISHKA_DRONT Jul 21 @ 6:54am 
MOD ID, please!
Axamdy Nov 15, 2015 @ 5:08am 
Yeah we are playing now, come on and join
Archie Nov 15, 2015 @ 4:30am 
cool, can you also invite me xMd :D tah
Axamdy Nov 15, 2015 @ 2:58am 
Great mod, I put this on our server and call people come to play, make it 10vs10 tonight.
Archie Oct 23, 2015 @ 9:00am 
a++ would try again, would give 10 stars if it had enough ratings, a++++++++++++:tsalogo:
Ike Oct 20, 2015 @ 7:20pm 
I like how in depth it is, but it is a little buggy and unbalanced. In my few hours of playing I'd say it's alien sided mainly because of the upgrades. Ferocity and powerful regen on gorge is ridiculous (though I like that you made their structures free), and celerity is a huge straight upgrade for skulks that they dont have to pay for.
Noire ☆ Oct 20, 2015 @ 1:56pm 
Apparently after the com made an onos egg a player spawned in it, no onos, but it refunded the res. Not sure if it's related to this mod or ns2 bug.
Noire ☆ Oct 20, 2015 @ 1:47pm 
Destroying your exo in ready room endlessly duplicates exos, really nasty. And apparently the heavy armor can't use requests.
Salt Oct 20, 2015 @ 9:11am 
You should put ShadowStep as a Biomass unlocked ability, at Biomass 6 maybe? Anyway, the mod is awesome, and I think it would be cool to be able to CHOOSE whether you want ShadowStep or not, thanks!
Umdum Oct 19, 2015 @ 3:20pm 
Hey Scatter, awesome mod. I tried a round of it on Rusty's server and if you could possibly buff the pulse grenade that be amazing!