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NS2 Progressive Mod

A new take on balancing the economy, techtree and combat systems to be more engaging and rewarding for players & commanders.

Marine Changes vs Vanilla NS2

Base Marine:

- Added walk, uses new binding which in in options menu.
- Base speed increased to 5.6 from 5.0
- Slightly improved air control, can double jump uphil (More tweaks coming!)
- Sprint removed.
- Weight calculation adjusted, higher weights are required for larger impacts on movement speed

Jetpack Marine:

- Base flight speed increased to 10.5 from 9
- Cost decreased from 15 to 10 pRes
- Weight calculation adjusted, higher weights are required for larger impacts on movement speed/flight speed
- Higher weights will no longer cause increased fuel usage
- Max speed increased from 9 to 10
- Max speed cannot be exceeded anymore
- Uses fuel much more rapidly, but recharges a bit faster as well
- Has better air control when not actively 'jetpacking'
- Gravity has been lowered to allow more time to manuever between 'thrusts'

Exo:

- Speed increased to 6 from 5.75
- Model size decreased by 10%
- Cost decreased from 55 to 25 pRes (Minigun & Railgun)
- Now purchased at the Robotics Factory
- Base armor increased to 400
- Armor upgrades now grant 40 extra armor per level, up from 30
- Cannot be welded
- Dual Minigun & Dual Railgun cost decreased from 55 to 25 pRes
- Thrusters have been improved, and use shared energy pool
- Can now self-repair when out of combat, at the cost of energy
- Comm researchable upgrade grants a damage reduction shield which uses energy
- Railgun exosuit uses less energy compared to Minigun exosuit

Shotgun:

- Cost decreased from 20 to 15 pRes
- Pellets per shot lowered to 10, damage increased to 17 per pellet (Same overall damage).
- Tightened and reworked spread
- Base RoF increased by ~4%
- Added damage falloff, starts at 6m
- After 16m, damage will decreased to 1 per pellet
- Tier 1 upgrade increases reload speed by 50%
- Tier 2 upgrade increases fire rate by 12%

MG:

- Increased damage from 9 to 13
- Damage type changed to do full damage to players, 50% damage to structures. (Previously it did 1.5x to players)
- Lowered base clip size from 125 to 100
- Tier 1 upgrade icnreases clip size from 100 to 125 weight from 0.4 to 0.25
- Tier 2 upgrade increases reload speed by ~50%
- Spread lowered from 4 to 3.1

Minigun:

- Damage lowered from 10 to 6
- Can now shoot for longer before overheating
- Bullet size now more closely matches MG
- Spread lowered to match MG (5 -> 3.1)

Railgun:

- Changed to a 'Railgun Shotgun'
- Deals 22 damage per pellet, fires 4 pellets
- Has 6 ammo each arm by default, regains 1 ammo every 2.25 seconds
- Bullet size now matches shotgun

Grenade Launcher:

- Damage lowered from 165 to 80
- Damage type changed from 'GrenadeLauncher' to TripleStructural
- Now benefits from weapon upgrades
- Grenade has no minimum lifetime, can detonate immediately
- Grenade has smaller 'grace' detonation radius, decreased from .17 to .1.

Welder:

- Cost increased from 3 to 10 pRes
- You will always respawn with a welder once purchased
- Increased player welding rate from 20 to 30
- Increased structure repair rate from 90 to 120
- Welders do not drop on death now (you still always respawn with one, and can drop it for a teammate)
- Attack 'cone' lowered from 2.0/2.0 to 0.5/0.8
- Attack range lowered from 2.4 to 1.7
- Damage type changed to normal

Flamethrower

- Cost decreased from 20 to 10 pRes
- Lowered damage from 25 to 18
- Decreased attack cone from 0.15 to 0.08
- Increased initial range from 7 to 8
- Upgraded range is 10m
- Clip size increased from 50 to 100.
- Max clips lowered from 4 to 2.
- Changed damage type back to normal from structural
- Increased burn damage from 0 to 10/s
- Max burn duration unchanged at 20s
- Fixed OnFire damage not applying when structures are still being damaged
- Now benefits from weapon upgrades
- Burns spores, umbra, drifter abilities, bilebomb and bilebomb DOT.
- Removes parasite from friendly marines

Pistol:

- Changed damage type to Normal

Axe:

- Fixed no-reg issue (mostly) and slightly adjusted animations
- Second swing animation ~10% faster to make DPS similar to animation cancelling

Mines:

- Cost lowered from 10 to 5 pRes
- Health increased from 30 to 80
- Armor increased from 0 to 10
- 'Arm' timer is 0.03 seconds, previously was 0.17
- Can be destroyed before they fully deploy (~4 seconds) without exploding
- Damage type changed to normal

Grenades:

- Cost increased from 2 to 10 pRes
- Once purchased, you will always respawn with the last purchased grenade type.  You can change to the other types for 2 pRes.

Pulse Grenade:

- Removed 3m hit scan!
- Now deals full damage to targets directly hit.
- Damage increased from 110 to 120
- Hit 'grace' is 0.15m
- Targets hit no longer regenerate energy at a reduced rate, still attack at a reduced rate however.

Cluster Grenade:

- Now lights structures on fire for additional burning damage for 2s.
- Damage type changed to structural

Weapon Weights:

- Weight calculation is now non-linear and does not allow speeds beyond the 'max speed' when going under the default threshold
- Weight has been adjusted, weapon weights listed below:
	- Pistol Weight = 0.05
	- Rifle Weight = 0.175
	- Grenade Launcher Weight = 0.3
	- Flamethrower Weight = 0.125
	- Shotgun Weight = 0.225
	- MG Weight = 0.27
	- Hand Grenades Weight = 0.05
	- LayMine Weight = 0.075
	- Welder Weight = 0.05

Weapon Drops:

- Shotgun drop cost increased from 20 to 25 tRes
- Shotgun drop requires prototype lab
- MG drop cost increased from 20 to 25 tRes
- MG drop requires prototype lab
- GL drop cost increased from 20 to 25 tRes
- GL drop requires prototype lab
- Flamethrower drop cost decreased from 20 to 15 tRes
- Flamethrower drop requires Advanced Armory
- Welder drop cost increased from 5 to 15 tRes
- Welder drop requires Armory
- Jetpack drop cost increased from 15 to 20 tRes
- Jetpack drop requires prototype lab
- Mines drop requires Advanced Armory

Medpacks:

- No longer have a pickup cooldown (Spam away!)

Catpacks:

- Duration lowered from 8 to 5
- Weapon reload speed increase removed
- Now unlock once the advanced armory is researched

Extractors:

- Build time increased to 15 from 11
- Extractor now requires a Command Station (:D)
- Armor reduced from 1050 to 850

Weapons/Armor Upgrades:

- Weapons 2 & Armor 2 now require Advanced Armory
- Weapons 3 & Armor 3 now require Prototype Lab
- Decreased Weapons1/Armor1 cost from 20 to 15 tRes
- Increased Weapons3/Armor3 cost from 40 to 45 tRes

Arms Lab:

- Arms Lab no longer requires Armory
- Arms Lab cost increased from 15 to 20 tRes
- Costs 1 supply

Armory:

- Costs 2 supply

Extractor:

- Armor reduced from 1050 to 850

Observatory:

- No longer requires Armory
- Cost increased from 10 to 15 tRes
- Costs 3 supply

Phase Gate:

- Now has a 0.3 second delay beforing phasing another player
- Costs 3 supply

Robotics Factory:

- No longer requires Infantry Portal to be dropped first
- Now requires a Command Station (:D)
- Costs 1 supply

Sentry:

- Costs 5 supply

MAC:

- Cost increased from 5 to 8 tRes
- Armor decreased from 50 to 0
- Health increased from 300 to 500
- Costs 1 supply

ARC:

- Damage type changed to structuresonly (No change in effectiveness)
- Build time increased from 7 to 10 seconds
- Costs 2 supply

ARC Robotics Factory:

- ARC Robotics Factory upgrade cost increased from 5 to 15
- ARC Robotics Factory upgrade time increased from 20 to 30

Infantry Portal:

- Costs 3 supply

Prototype Lab:

- Costs 1 supply

Power Node:

- Dropped by commander on free power points (Like Extractors)
- Costs 15 tRes
- Grants 20 Supply
- Has 2000 health and 1000 armor
- Takes 5 seconds to build

Ghost Structures:

- Only return 75% of the cost when poofed

Jetpack Research:

- Cost increased from 25 to 40 tRes
- Research time lowered from 90 to 60

Grenade Research:

- Research time increased from 10 to 30

Catpack Research:

- Requires prototype lab

Flamethrower Upgrade 1 added:

- Cost: 10 tRes
- Research Time: 30 seconds
- Requires: Armory
- Grants: Increases range from 8 to 10

Shotgun Upgrade 1 added:

- Cost: 15 tRes
- Research Time: 30 seconds
- Requires: Armory
- Grants: Increases reload speed by 50%

Shotgun Upgrade 2 added:

- Cost: 30 tRes
- Research Time: 60 seconds
- Requires: Advanced Armory
- Grants: Increases RoF by ~8%

MG Upgrade 1 added:

- Cost: 15 tRes
- Research Time: 30 seconds
- Requires: Armory
- Grants: Increases clip size from 100 to 125

MG Upgrade 2 added:

- Cost: 30 tRes
- Research Time: 60 seconds
- Requires: Advanced Armory
- Grants: Increases reload speed by 50%

GL Upgrade 1 added:

- Cost: 25 tRes
- Research Time: 30 seconds
- Requires: Advanced Armory
- Grants: Adds a fragmentation effect, 4 fragments are triggered when a grenade explodes dealing 20 additional damage each

ARC Upgrade 1 added:

- Cost: 15 tRes
- Research Time: 30 seconds
- Requires: ARC Robotics Factory
- Grants: Increases movement speed from 2.0 to 3.0, and from 0.8 to 1.8 when in combat/on infestation

ARC Upgrade 2 added:

- Cost: 30 tRes
- Research Time: 60 seconds
- Requires: ARC Robotics Factory
- Grants: Increases damage from 450 to 550.

Jetpack Upgrade 1 added:

- Cost: 30 tRes
- Research Time: 90 seconds
- Requires: Prototype Lab
- Grants: Increased fuel recovery rate and reduced fuel usage rate

Exo Upgrade 1 added:

- Cost: 15 tRes
- Research Time: 30 seconds
- Requires: Prototype Lab
- Grants: Grants shield ability that reduces damage but consumes energy

Nano Armor Upgrade added:

- Cost: 30 tRes
- Research Time: 120 seconds
- Requires: Prototype Lab
- Grants: Heals 5 armor per second when out of combat.	

Power Nodes:

- Disabled

Nano Shield:

- Disabled

Power Surge:

- Disabled