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Marine vs Marine - Released

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Overview
MvM is rather self explanatory but there are enough changes, due to contextual differences from NS2, that the summation results in a different feel. Quite a few aspects have changed, such as building placement. In most cases, you cannot use the same spots to drop buildings in MvM that you can in vanilla NS2. Line of sight is now very important. Sentries were upgraded to work in the MvM context and are worth purchasing, and they recieve damage upgrades from weapons level research. Another very big change is Med and Ammo packs. Regardless of which team's commander drops them, both sides can pick them up. So, commanders watch out! You might resupply the enemy team inadvertently. Having fallback positions is really useful when resupplying via pack drops. Weapons dropped by commanders or players cannot be picked up by the opposing team. This was done to solve a turtling issue were the attacking team effectively resupplied the defending team.

All of the overall aspects of NS2 still apply. The teams still need to gather resources, conduct research, and destroy the opposing team's command structure(s). Both team's structures still require power to function. Although all power nodes start socketed and built. Neither team owns any power nodes. This means they are effectively neutral and can, in effect, suffer from friendly fire. So, be careful with grenades and/or ARCs when attacking an area where your team has structures.

In order for the multi-skins system to work, a number of new shaders needed to be made. So, the first time you load MvM it will take longer than usual due to shaders needing to be compiled.

Good luck and have fun! I'd very much like to hear your feedback on MvM (in a constructive way).

Workshop Mod ID: 7957667

Credits:
McGlaspie - Programming / Minor graphics and UI
Ulmont - New team colored textures for both marine teams
Kouji-San - Black marine weapon skins



Workshop Page: http://steamcommunity.com/sharedfiles/filedetails/?id=127235687
Note: The mod is a 98MB download, so it may take a while to download when connecting to an MvM server


Change Log - Beta 1
Spoiler:
General
- Weapons dropped now have team ownership, so opposing sides cannot use each other's weapons
- Anything that is on fire now recieves reduced effectiveness of welding while burning by 50%
- ARCs now limited to 3 Per captured Tech Point (has CS built on it)
- Armor & Weapon damage upgrade levels and amounts Unchanged (excluding Exo armor)
- Resources tick every 7 seconds (was 6 seconds)
- Spawning marines have a 3 second Nano-shield (helps fight ranged spawn camping)
- Multi-Skin support added for models (see TeamColorSkinMixin.lua)
-- Each team (Blue & Gold) is colorized based on original NS2 color schemes
-- UI reskinned for Gold Team (Team 2)
-- Most effects tweaked to match new color scheme for Team 2 (Gold Team)


Units
- Exo now gets 100 additional armor per upgrade level (max 650)
- ARC Health/Armor tweaked
-- ARC Undeployed: 1200HP / 250AR (was 2000HP / 500AR)
-- ARC Deployed: 1200HP / 0AR (was 2000HP / 0AR)
- ARC damage reduced to 450 per shot (was 900)
- Exo only recieves 5% damage from burning (on fire), but welding efficiency reduction still applies
- Sentry damage increased to 8 per bullet (was 5)
- Sentry maximum range increased to 40m (was 20m)
- Sentry rate of turn increased 10% (max yaw per second)
- Mine damage increased to 150


Movement
- Marines no longer have slow down when jumping
- Backpedel speed only reduced by 10%
- Sprinting now starts slower and takes 3 seconds to reach maximum speed
- Maximum sprint speed increased to 130
- Time delay from attacking to sprint reduced to 0.1 seconds (was 0.2)
- Jet Pack acceleration (from pressing jump key) increased
- Jet Pack vertical thrust slightly increased
- Jet Pack maximum speed slightly increased
- Jet Pack horizontal movement tweaked to allow faster change in directions


Buildings
- All buildings have had their HP/AR adjusted to work in the MvM context
-- Armory: 1400HP / 250 AR - (was 1800HP / 300AR)
-- Advanced Armory: 1900HP / 350AR - (was 3000HP / 500AR)
-- Command Station: 2700HP / 1250AR - (was 3000HP / 1500AR)
-- Observatory: 1400HP / 150AR - (was 1700HP / 0AR)
-- Phase Gate: 2000HP / 400AR - (was 2700HP / 450AR)
-- Robotics Factory: 2200HP / 700AR - (was 2800HP / 1000AR)
-- ARC Robotics Factory: 2400HP / 900AR (was 2800HP / 1000AR)
-- Prototype Lab: 2800HP / 250AR - (was 3200HP / 400AR)
-- Infantry Portal: 2000HP / 200AR - (was 2250HP / 125AR)
-- Arms Lab: 2000HP / 300AR - (was 2200HP / 225AR)
-- Sentry Battery: 600HP / 100AR - (was 600HP / 200AR)
-- Sentry: 550HP / 80AR - (was 500HP / 100AR)
-- Extractor: 2000HP / 300AR - (was 3500HP / 500AR)
-- Mines: 50HP / 10AR - (was 80HP / 10AR)
-- Power Nodes: 1400HP / 650AR - (was 2000HP / 1000AR)
- Many building had their build times adjusted
-- Prototype Lab build time increased to 25 seconds (was 20)
-- Arms Lab build time increased to 20 seconds (was 17)
-- Extractors build time increased to 18 seconds (was 12)
-- Command Station build time increased to 20 seconds (was 15)
-- Sentry Battery build time increased to 7 seconds (was 5)
-- Robotics Factory build time increased to 16 seconds (was 13)
-- ARC build time increased to 16 seconds (was 10)
-- Sentry build time increased to 4.5 seconds (was 3)


Weapons
- Flamethrower cost reduced to 20 (was 25)
- Flamethrower damage decreased to 5.5 per "tick" (was 7.5)
- Flame damage stack rate reduced to 35% per "tick"
- Flame maximum stacks (how many dots) reduced to 16 (was 20)
- Flamethrower clip size increased to 35 (was 30)
- Grenade Launcher damage radius (explosion radius) reduced to 6 (was 8)
- Welders are now free once researched and all marines spawn with them equipped
- ARCs will now trigger Mines when (not attack, from movement)
- Mines arm in 3 seconds (was 4)
- Mine explosion radius reduced to 3.5m (was 4)
- Shotgun max range increase to 35 (was 30)
- Shotgun spread at range significantly increased, still effective close range (6m or less)
- Exo mini-gun damage, per bullet, reduced to 20 (was 25)
- Mini-gun clip size reduced to 225 (was 250)
- Pistol damage increased to 28 (was 25)
- Rifle damage reduced to 9 per bullet (was 10)
- Rifle spread now 4 degrees, was 3 degrees
- Rifle Melee damage increased to 35 (was 20)
- Welder now does 35 damage (was 30)


Research
- Welder research time increased to 20 seconds (was 15)
- Welder research cost increased to 15 (was 10)
- Phase Tech now 50 second research time (was 45)

Beta 1 - Hotfix Changes
Spoiler:
Fixed Flamethrower absurd damage multiplier being applied when it shouldn't have
Reduced Flamethrower cost to 20 (was 25)
Reduced Flamethrower Research to 20 (was 25)
Reverted all Flamethrower damage values to vanilla NS2 values (burning, flame stacking, etc)
Increased Grenade Launcher cost to 25 and Grenade Launcher research to 25
Decreased Grenade Launcher explosion radius to 4 (was 6)
Decreased Grenade Launcher explosive damage to 110 (was 130)
Increased Grenade lifetime (before non-impact detonation) to 3 seconds (was 2)
Decreased pistol damage to 26 (was 28)
Increased Rifle damage to 10 (was 9)
Decreased Mine Research cost to 10 (was 15)
Decreased Mines cost to 10 (was 15)
Increased Mine damage radius to 4 (was 3)
Decreased Shotgun spread at range (tighter spread)
Increased Shotgun damage per pellet to 18 (was 17)
Increased Exo armor per upgrade to 150 (was 100, max Level 3 armor now 800)
Increased Exo Mini-gun bullet damage to 25 (was 20)

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