VSR Project - Beta 3 RELEASE [defunct]

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Zero Angel
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VSR Project - Beta 3 RELEASE [defunct]

Post by Zero Angel »

NOTE: VSR Beta 3 is a very old version.

Please instead use the latest version located here



The 'Vet Strat Recycler Variant' is a development created with the aid of the 1.3 strat community. It seeks to address the following issues:
  • Make commanding less stressful
    By reducing the amount of time pods and empties build, as well as making modded empties cost 30 -- will make it easier for the commander to focus on other aspects of commanding.
  • Allow for a greater amount of tactical and strategic choices
    By improving the units and weapons that are overall poor choices and making them more useful in the situations they are designed for, commanders can create a more diverse army that relies on tactics and adapting to a situation rather than having to be confined to a single build order.
  • Improve Scion/ISDF balance
    By nerfing the Scions' 20 scrap empty canceling technique, improving the Scions' ability to compete mid-game with Lancers and Sentries and reducing the disruptive power of blink and arc. ISDF vs Scion games can remain challenging, fun, and winnable for both teams regardless of what stage the game is in.
To Install this Variant

Download it here:
http://zeroangel.overminddl1.com/testin ... -setup.exe

Install it to the Battlezone 2 folder that contains your 1.3 install (do not install into addon). That's it.

If you installed VSR correctly before, it will uninstall the old versions when installing the new one. The installer will remember the place where you installed VSR last and use that as the default location for any new releases.

List of Changes

- GLOBAL CHANGES ----------------------------------------------------
  • Pod build time reduced from 5 seconds to 3 seconds
  • Scouts can now turn more responsively
  • Unmodified empty scouts build in 11 seconds instead of 15
  • Modified empty scouts now cost 30 scrap, time to build increased by 2 seconds
  • Unmodified full scouts cost 40 scrap instead of 50
  • Service Trucks/Healers now automatically service buildings
  • Turrets (built from recycler) will pack up in 0.8 seconds instead of 3 seconds.
  • Turrets (built from recycler) turn faster, and aiming is improved
  • Turrets (built from recycler) return 15 scrap on destruction/recycler instead of 10
  • Experimental scav settings applied to try and fix scavengers getting stuck in buildings
  • Prox Mines, Life span increased from 30 to 50 seconds, slightly larger trigger radius, explosion disorients, rate of fire increased
    by 25%

- ISDF --------------------------------------------------------------

> UNITS
  • Empty scout, image signature reduced by 10%
  • Service trucks, destroyed/recycled return 30 scrap instead of 20 (it was 40 in 1.2)
  • Service trucks, service buildings automatically. Retains behavior where they will not service each other until ordered to do so
  • Tug speed increased by 50%
  • Mortar bike physical size increased by 10% (to make human bikes more hittable)
  • Mortar bikes (modded) now cost 50 scrap instead of 60
> WEAPONS
  • Tag Cannon, leader round speed increased by 20% to make it easier to use
  • Tag Cannon damage to L (ie: tank) armor increased by 20%, damage to H (ie: building, assault unit) armor increased by 50%.
  • Tag Cannon now slowly accelerates, making it better at catching escaping targets.
  • Hornet, starts off slowly and then accelerates, target seeking ability improves at long range, avoids terrain.
  • All ISDF Mortars now cost 25 scrap to build from the armory
  • Pummel, now slightly reduced damage vs H armor, increased ammo, reduced spread
  • Laser (assault), increased range to 150m.
  • Mortar, visual/fx tweaks by MrTwoSheds
  • Splinter, now damages vehicles and guntowers more
  • Pulse Stab, no longer damages unit that's firing it
  • Pulse Stab (combat), increased range and speed by 15%
  • Plasma (combat), increased shot speed by 25%
  • AT-Stab (combat), increased shot speed. New FX.
  • AT-Stab (assault), increased range and shot speed greatly. Reduced damage
  • MAG Cannon, 30% reduced ammo drain when weapon is fully charged
  • Comet Cruise, damage, health and speed increased, armor upgraded from N to H. Ammo consumption reduced by 30%
  • Comet Cruise, now damages less if destroyed early. Damage radius reduced slightly
  • RED Field, ammo consumption reduced by 40%
  • SITE Camera, ammo consumption reduced by 80%
  • MITS Mine, trigger radius increased

- SCION -------------------------------------------------------------

> UNITS
  • Empty scout, returns 15 scrap instead of 20 scrap on destruction/recycle
  • Empty scout, image signature reduced by 20%
  • Hauler speed increased by 50%
  • Sentry forward speed increased slightly
  • Lancer (modded) cost lowered to 60
  • Lancer (unmorphed) forward speed increased, strafing responsiveness increased
  • Lancer (morphed) now turns and strafes faster
  • Titan, thermal signature reduced by 20% to reduce its vulnerability to Hornet
> BUILDINGS
  • Jammer, paint canceling radius lowered to 70m, normal Radar/TLI jamming of 200m retained
> WEAPONS
  • Plasma Stream, ammo consumption reduced by 13%
  • Arc Stream, ammo consumption reduced by 20%.
  • Arc Cannon, omegakick reduced, so it disorients the target less.
  • Scion missiles, tech requirements lowered
  • Stingers, now better at short ranges and against VIR
  • Swarm Launcher, now avoids hitting terrain
  • Sonic Cannon now does 20% more damage to Heavy armor. Properties switched so it damages absorbtion shields more, and deflection shields less..
  • Sonic wave no longer launches heavy units, but can still push them reasonably well.
  • Acid Cloud: DPS halved, Lifespan doubled, Armor class upgraded to H, Acid clouds will no longer destroy other acid cloud munitions, allowing for damage stacking. AI Units can now attack the acid cloud munition. The acid cloud ordnance now has shot variance so acid clouds fired at the same target will spread out. Ammo cost reduced.
  • Acid Cloud: Reduced damage radius, acid clouds spread out more (Beta 3).
  • Popper: Range extended greatly. Popper accelerates towards and seeks targets at long range.
  • Multilock, now locks on much faster, avoids locks on friendly targets, doesnt lose locks easily anymore, 1 second locking delay added to discourage single locking and encourage multi locking
  • WASP, speed and maneuverability increased; explosive damage reduced, ammo cost vastly reduced, now deals a weakly damaging explosion when destroyed.
  • Seeker Mine, safety mechanism implemented. Seeking radius and speed increased
  • Blink, kick explosion radius reduced so that it only affects the user and can't disorient/destroy units that are blinked into. This should make it a little harder to use offensively.
Last edited by Zero Angel on Wed Jan 22, 2014 9:12 pm, edited 2 times in total.
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Zax
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Re: VSR Project - Beta 3 RELEASE

Post by Zax »

Like the MAG idea. Good luck getting vets to let someone use it though.
badcompany
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Re: VSR Project - Beta 3 RELEASE

Post by badcompany »

im wondering what is the best vsr to download so i can play with everyone right now and can you send me a download link
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GSH
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Re: VSR Project - Beta 3 RELEASE

Post by GSH »

There's a download link above.

-- GSH
mase
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Re: VSR Project - Beta 3 RELEASE

Post by mase »

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Zero Angel
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Re: VSR Project - Beta 3 RELEASE [defunct]

Post by Zero Angel »

Oh, yeah this is my bad. VSR Beta 3 is an old version of VSR that's not compatible with the latest 1.3's.

I've made a link which will now redirect to the latest version. When I update VSR, the redirect will also update to point to the latest release.
http://bz2maps.us/phpBB/viewforum.php?f=52

alternatively:
http://tinyurl.com/bz2vsr
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Regulate any stealin' of this biometal pool, we're damn good, too
But you can't be any geek off the street
Gotta be handy with the chains if you know what I mean
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Zero Angel
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Re: VSR Project - Beta 3 RELEASE [defunct]

Post by Zero Angel »

Scion tech confuses some people, so I hope this diagram will reduce their confusion faster than pure trial and error.

Image

The tech requirements havent changed from stock13, but some of the teching choices (e.g. Lancer, Quill empty) are now more viable.
Regulators
Regulate any stealin' of this biometal pool, we're damn good, too
But you can't be any geek off the street
Gotta be handy with the chains if you know what I mean
Earn your keep
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