Showing 1-25 of 2,798 items.
AuthorPreviewIDTitleDescriptionTagsUnlistedFile SizeCreatedUpdated
  
Avatar Joshua-Boo-Boos3602193633Joshua-Boo-Boos BI9If you wish you could have a full-auto secondary weapon then look no further!

Say hello to the Brazier Industries 9!

10 damage per bullet with a fast fire rate (about 85% that of the rifle) and 33 round magazines!

Purchasable in NS2 and Combat rounds!
No59.069 MiBNov 8, 202512-11-2025 01:07:51
Avatar twiliteblue3598174931Armor ReBalanceRifle now deals Light damage.
HMG damage increased from 7 to 8.5.
HMG now deals Normal damage.
Shotgun damage reduced to 110 per shot, but more consistent. Shotgun has a melee attack dealing 20 damage.
Shotgun cost reduced to 10.
Gas Grenade now deals 10 damage + 20% of max armor, up to 100 DPS.
Armor heal/repair is reduced to 50% for 3s after taking damage.
Hive healing aura now heals armor at half the rate of health.
Many player and structures have their healths and armor values adjusted.
Alien end game abilities Xenocide and Stomp tweaks.
No147.211 KiBNov 2, 202511-11-2025 03:19:13
Avatar twiliteblue3464177809Phasegate PlusIncreases Phase Gate size and touch range.
Phase gate has to cool down for 1.2 second after teleport more than 2 marines within 1.2 seconds.
Phase gate regular cooldown reduced from 0.6 to 0.5 second.
Allowed marines to use PG while jumping.
No15.668 KiBApr 15, 202511-11-2025 03:00:10
Avatar Herakles3602713108H xhairH xhairNo24.25 KiBNov 9, 202509-11-2025 15:48:23
Avatar delnaxsis3466682297ns2_agorans2_agora - bsp port of the original ns1 mapMapNo10.564 MiBApr 19, 202509-11-2025 09:06:29
Avatar Meteru3414663697Siege++A fork of [CN]Siege+++
https://steamcommunity.com/sharedfiles/filedetails/?id=2974818616
No9.452 MiBJan 26, 202508-11-2025 08:28:36
Avatar [OAG] Devnull2608952840Devnull - [Shine] ExtrasThis mod contains a collection of shine plugins.

At the moment:
- Auto Spectator Kick
- Forced Notifications
- Enhanced Scoreboard Extra Stats

ModID: 2608952840
No4.838 MiBSep 22, 202104-11-2025 15:39:54
Avatar godi [¤]3567619095godi dotRed hitmarkers on the corners

Rifle = green
Shotgun = green + white circle
Pistol / Lerk / Parasite = yellow
Melee = white
GL/FT = magenta
No64.25 KiBSep 13, 202502-11-2025 00:26:12
Avatar [OAG] Devnull2597529958Devnull - Enhanced ScoreBoardThis mod will change various parts of the ScoreBoard:
- Steam Icon location fix.
- Commander tag will stay when jumping out temporary
- New team topbar showing current lifeforms and equipment
- Some general tweaks and performance fixes
more to come...

Publish ID: 2597529958
No10.082 MiBSep 9, 202101-11-2025 10:30:57
Avatar [OAG] Devnull2606061626Devnull - Interesting Score ScreenAdding Top Players to score screen based on:
- Score
- Player Damage
- Structure Damage
- Build Time

Also showing steam Avatar for top players making it a bit more personal and highlighting those that have performed well.

Publish ID = 2606061626
No23.279 MiBSep 19, 202131-10-2025 13:34:14
Avatar alnair2908953776ns2_large_balanceBalance mod for ns2 large.No571 BDec 29, 202229-10-2025 17:15:28
Avatar Schrödinger's Katz2315353128MAC Leash Fix Fixing the mac leash

```
*** ns2/lua/MAC.lua 2020-02-09 10:54:45.727956637 +0100
--- lua/MACLeashFix/MAC.lua 2020-12-10 17:22:35.362392480 +0100
*************** local function FindSomethingToDo(self)
*** 824,832 ****
--- 824,834 ----
--DebugPrint("return position set "..ToString(self.leashedPosition))
end
self.autoReturning = false
+ self.selfGivenAutomaticOrder = true
return self:GiveOrder(orderType, target:GetId(), target:GetOrigin(), nil, true, true) ~= kTechId.None
elseif self.leashedPosition and not self.autoReturning then
self.autoReturning = true
+ self.selfGivenAutomaticOrder = true
self:GiveOrder(kTechId.Move, nil, self.leashedPosition, nil, true, true)
--DebugPrint("returning to "..ToString(self.leashedPosition))
end
*************** function MAC:OnOrderGiven(order)
*** 840,845 ****
--- 842,854 ----
-- Clear out secondary order when an order is explicitly given to this MAC.
self.secondaryOrderType = nil
self.secondaryTargetId = nil
+
+ if (not self.selfGivenAutomaticOrder) or self.autoReturning then
+ self.leashedPosition = nil
+ self.autoReturning = false
+ end
+ self.selfGivenAutomaticOrder = nil
+

end
```
Must be run on ServerYes44.466 KiBDec 10, 202027-10-2025 23:27:35
Avatar twiliteblue2795749895NS2 Scramble!Work in Progress - Bewares of bugs!
Time to shake up the meta
*Fade is starting/default alien lifeform.
*Shotgun is starting/default marine weapon.
*Skulk egg currently disabled.

Some of the changes
*Skulk and Fade movement speeds and energy costs adjusted.
*Fade eHP health decreased to 150 + 4/biomass.
*Skulk eHP increased to 330 +5/biomass.
*Skulk cost changed to 24 Pres.
*Swipe damage changed to 80 Light.
*Stab attack speed increased by 40%.
*Xenocide deals 105 total damage (55 over 2 seconds + 50 final explosion) in a smaller radius, and 33 self damage.
*Hydras target tracking improve over 3 seconds when target maintains LoS.

*Shotgun damage decreased to 118. Damage falloff penalty at max range reduced from 50% to 40%. Reload speed increased by 66% . Damage upgrade per level changed to 10%.
*Rifle cost changed to 5.
*Mine damage increased to 150, cost reduced to 4.

*Sentry damage changed to 3.5 Light damage, fires 2 bullets, inaccuracy increased from 3 to 7 degrees. Effective shoot interval shortened from 0.2 to 0.15 second (bug fix).
Sentry target lock on delay increased to 0.3 second. Sentry can get distracted by Whip and Babblers now (no longer prioritize players).
*Confused Sentries shoot every 0.45s.
*Sentries per battery reduced to 2.

*Fire burning debuff increases victim's damage received by 8%.

*Arms Lab upgrade times increased by 15 seconds per level.
*Armor upgrade amount reduced from 20 to 15 per level (to 45/60/75 AR), costs reduced to 15/20/25.
*Armor welding rate increased from 20 to 25 per second.

*Nanoshield damage reduction increased from 32% to 40%, cost reduced to 2.
*Medpack instant heal changed to 20, and 50 heal over 1 second, cooldown increased from 0.45s to 0.75s.
*Rupture cost reduced to 1, parasite duration increased from 10 to 15 seconds.
*Crag healing on structures increased by 72%.

*Lerk cost reduced to 12. Lerk Egg cost reduced to 12.

AI changes to Skulk, Fade and Marine to accomodate for these changes.
No336.513 KiBApr 17, 202227-10-2025 06:54:00
Avatar [OAG] Devnull2569595369Devnull - Fair StartThis mod is designed to give both teams same information about the other teams start location.

It will do this in two ways:
- Changed team message that will be displayed during countdown and at start of round.
- Perform a map ping for the team with other teams start location.

Publish ID: 2569595369
No361.754 KiBAug 8, 202126-10-2025 10:51:30
Avatar Bleu3426836832Blast to the Pastmod id 3426836832

This is Blast to the Past (B2TP)

A vanilla-flavored Natural Selection 2 mod aimed balancing the game 6v6 to 8v8 conditions, the original intended size of public play of ns2, back to the time where 8v8 servers were commonplace.

While stats on ns2panel.com show an almost 50-50 winrate (which is a good thing), in our experience most players have a higher marine than alien hiveskill, a rare 5 sight years ago.

As a consequence, the hive skill system, using the per-team-hiveskills feature that didn't exist back them can simply solve these imbalances by slightly stacking the alien team with better players. This, in turn, creates a 50-50 winrate.
However, if teams were to be sweapped then it would be expected the stronger,team would crush the opposition.

In conclusion, while the game can be 'balanced' for single rounds, it's not truly balanced until a 50-50-ish winrate is achieved after teamswaps.

This mod aims to attack the causes of this, by doing the least amount of changes whenever possible in the most impactful places. Most of these changes revert some values to what were vanilla values years ago, or were present in older or present compmod versions.

Changes are as follows:

**Aliens**

Tunnels cost 5 Tres --was 8
The total cost for a tunnel and 2 PVE is the same as in previous B2TP versions and 6Pres cheaper than vanilla. However, into the lategame this keeps a consistent scaling with more hives, while curbing excesive PvE proliferation in stalemate games.

Lerk Spikes do 11 damage -- was 10
Leap costs 55 energy -- was 45
Boneshield has 600 hp -- was 1000, balanced for 10v10
Vanilla Stomp moved to Bio9 --was 8, completely and utterly broken
Vampirism Affects Exos and was toned down to 3.77% per shell

Aura doesn't reveal health

Cysts take x4 flamable instead of x7 flamable. Build at 6 seconds and get a x1.5 shift hive multiplier (compmod change, since vanilla cysting is broken in normal player counts)
Mature Cyst Health changed to 300 (was 400)
Lerks have 170 hp --was 180

**Marines**

Marines start with 1 IP (vanilla!) but
+5Tres on 7v7
+10Tres on 8v8

This serves as an interpolation between 1IP and no bonuses for 6v6 (vanilla behavior) and +1 IP for the arcade clusterfugg that is 10v10, which is essentially +20 Tres. The only way to give "half an IP" is to give Tres. Giving a straight IP for 8v8 ammounts to nonstop early marine pressure and can snowball easily into marines choking out the aliens.

ARCs are limited to 4 and have 2000 hp -- was 2600

Weapon drop costs normalized: welder drops cost 2 (from 3) and mine drops cost 5 (from 7)

Sentry Battery costs 12 Tres --was 10
Sentry costs 6 Tres --was 5

Marines get Medpack Tech #1 and #2 from S13 compmod:
Default meds: heal 25/25, identical to vanilla
Medtech #1: unlocks in the command station, requires armory. Heal 30/20.
Medtech #2: unlocks in the command station, requires AA and Medtech #1. Heal 40/10
This makes medding scale as the round progresses, since vanilla meds are truly lacking in the end game.

All Weapons (including shotgun, FT, GL) scale by 10% per weapon upgrade instead of 7.84% (?!) (this changes a W3 meatshot from 210 to 221 damage)

Shotgun falloff start changed from 5m to 7.5m, and falloff end distance (where it does 50% damage) changed from 15m to 17.5m (this is half of the compmod change. Vanilla shotguns aren't terrible now. There's a reason the 10v10 meta skips them over entirely for AA)
No13.765 MiBFeb 13, 202523-10-2025 02:56:03
Avatar twiliteblue2534292147Gorge Toys (beta)Brings toys for the Gorge!
Gorge can now not only drop a tunnel, but also Whips, Crags, Shifts and Shade.
Includes Gorge Tunnel !

ModID: 970e3ab3

Original mod made by Meteru.
Fixed a bug with new tunnel Entrances not connecting to the existing tunnel.

beta changes:
*Shrunk Gorge Crag/Shift/Shade size by 30%.
*Reduced Gorge Crag/Shift/Shade/Whip healths. Reduced Gorge Whip build time.
*Increased Hydra accuracy against moving targets. Hydras track of moving targets that stay in its sight improve over 3 seconds.
*Hydra damage reduced from 15 to 8, interval reduced from 1.0 to 0.8 second.
*Gorge Whip slap deals 40 damage, 38 damage in Combat mode.
*Gorge Shade cloak radius reduced to 12.
*Shift energy regen boost reduced from 15 to 10 per second.
*Gorge Shift energize radius reduced to 12.
*Crag healing wave bonus increased from +30% to +150%.
*Gorge Crag healing radius reduced to 6.9 (except during healing wave).
*Increased Gorge Tunnel cost to 5.
*Reduced Gorge Tunnel health and armor.
*Cyst flammable multiplier reduced to 2.5.

*Clog digest time reduced time to 0.3 second, range increased to 3.
*Charging Onos destroys Clogs in its way.

*Experimental: increased InfestationTrackerMixin on infestation check interval to 0.125 second (was every tick).
No1004.761 KiBJul 2, 202123-10-2025 01:26:32
Avatar Joshua-Boo-Boos3591111467Joshua-Boo-Boos Defense Sentry ModDefense Mod: Turns the Defense sentry into a flamethrower sentry.No35.566 KiBOct 21, 202521-10-2025 18:19:37
Avatar twiliteblue3499722665Auto ShotgunAuto Shotgun costs 15 Pres.
Fire delay is 0.55 second (109 Rounds Per Minute)
Reloads single shot every 1.05 second (was 1.7 second)
Reload time for 6 shells is 2.9 seconds. (was 4.9 second).
Spread pattern: total 13 pellets.
Maximum damage: 96
distance = 0, pelletCount = 1, pelletSize = 0.1, Damage = 18;
distance = 0.35, pelletCount = 4, pelletSize = 0.1, Damage = 7; (4 degrees including bullet radius @10m)
distance = 0.48, pelletCount = 4, pelletSize = 0.08, Damage = 6; (5.5 degrees @10m)
distance = 0.788, pelletCount = 4, pelletSize = 0.08, Damage = 6; (9 degrees @10m)
Shotgun bullet size has been significantly increased (was 0.016)
Weapons Upgrade increases Shotgun damage by 7% per level.
DamageFalloffStart = 5m
DamageFalloffEnd = 13m (was 15)
Damage at maximum is 50%
Max range reduced to 50.
No106.543 KiBJun 15, 202521-10-2025 01:22:35
Avatar ns2bdt2992773495BDT Community Balance Mod (dev)

BDT Community Balance Mod revision 3.0 (dev)


Development build of the BDT Community Balance Mod.

This build is for testing only and should not be run in live servers!

Any changes in this build are not guaranteed to make it into a mainsteam release.

View the source: here
No539.254 MiBJun 21, 202318-10-2025 18:56:38
Avatar Joshua-Boo-Boos3589304387Joshua-Boo-Boos Skulk ModSkulk Mod - 20 * (1 + (veil count / 3)) bite damage applied to any marine team entity when a leaping skulk contacts it.No3.49 KiBOct 18, 202518-10-2025 17:14:07
Avatar Joshua-Boo-Boos3589295702Joshua-Boo-Boos Exo ModHold your reload key during Defense to fire missiles.

Missiles replenish when not trying to fire them and they track nearby aliens and deal area of effect damage.

Structures do not take damage from the missiles.
No1.825 MiBOct 18, 202518-10-2025 17:13:18
Avatar twiliteblue1972021720Shotgun PlusShotgun cost reduced to 15 Pres.
Added alt secondary attack to Shotgun, melee ranged attack for 20 damage with 0.5s cooldown.
Spread pattern changed to 1 center, 5 inner ring, 5 middle ring, 5 outer ring = 16 pellets.
Maximum damage: 120
distance = 0, pelletCount = 1, pelletSize = 0.1, Damage = 15;
distance = 0.4, pelletCount = 5, pelletSize = 0.048, Damage = 9; (4.6 degrees @10m)
distance = 0.71, pelletCount = 5, pelletSize = 0.064, Damage = 7; (8 degrees @10m)
distance = 0.84, pelletCount = 5, pelletSize = 0.1, Damage = 5. (9.6 degrees @10m)
Shotgun bullet size has been significantly increased (was 0.016)
Weapons Upgrade increases Shotgun damage by up to +18 per level (15% per level).
Damage at maximum range = 66% damage (was 50%)
Max range reduced to 50 (was 100).
Shotgun on draw will auto reloads if empty.

Use Debug Mode to compare damage with vanilla.
No177.076 KiBJan 18, 202018-10-2025 10:45:32
Avatar Mephilles2819367993Mephs Mapping PlaygroundThis is my mapping playground.
There are multiple maps in this mod and all of them are variants of official maps that address either things that personally frustrate me on the map or what I perceive as balance/gameplay problem.

The maps in this mod are called like the original maps but have "_mmpg" added to the end.

Maps currently in the mod:
ns2_biodome
ns2_caged
ns2_descent
ns2_docking
ns2_eclipse
ns2_kodiak
ns2_metro
ns2_mineshaft
ns2_refinery
ns2_summit
ns2_tanith
ns2_tram
ns2_tr4m (alternative version of tram)
ns2_veil
MapNo372.704 MiBJun 10, 202218-10-2025 08:56:29
Avatar Meteru3405049746The Playground - Pack ZeroThe Playground - Pack One

Bundle of the following mods:
Wooza's Haggis
Outage
Extreme Shadows
Sentry Error Reporting
No53.041 MiBJan 11, 202514-10-2025 16:16:24
Avatar StriteR.2733077552[CN] Natural Selection 2.0

| What is this


- Natural Selection 2.0
- Aimed 12v12 and further
- Extension for original ns2 gamemode
- Takes to bring more fun to the game.

| What it includes


- A bunch of gameplay tweaks.
- A lot techs added.

For Both Teams


- Res kill grants pRes
- Overhauled power system.
- Ragdoll exists longer(?)
- Extend respawn time during late game(>20min).

For Marines


- [Standard]&[Explosive] Tech branch.
- [Nanoarmor]&[LifeSustain] Research.
- MachineGun,Knife,SubmachineGun,Revolver
- Cannnon
- CombatBuilder to build utilities as marines.
- Alt attack mod for [Shotgun]&[Grenade Launcher]

For Aliens


- Remove cyst restriction for tunnel(still needs gorge).
- [FastTunnel] research to travel distance faster.

- Most unused [Traits] been boosted (includes cloak).
- Prowler (Modifed) to reel enermy with his rappelsilk.
- Rework gorges bilemine to babbler hive.
- Pheromones will spawn a babbler on hit.
- Onos devour (tweaked).
- Xenocide with 8 biomass.

| Further more


- Still being active developing and heavily tested(daily)
- About NS2CN: Active Developing Community from Asia.
- Feel free to contact me if anything troubles
- Original codes https://github.com/striter/NS2-Playground-Balance
No210.782 MiBJan 27, 202212-10-2025 18:38:06