BallisticPro Changelogs

Discuss the Ballistic Weapons servers here.
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Azarael
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Re: BallisticPro Changelogs

Post by Azarael » Fri 15 Apr , 2016 3:12 pm

All Deployed Weapons
  • Maximum cover damage reduction reduced to 66% from 75%
  • May no longer be deployed in such manner that the user's body cannot be seen
A73 Skrith Rifle
  • Generates 25% more heat in burst mode
BX85 Crossbow
  • Repaired broken stealth
  • Will read and update its settings to cause a player to be more transparent than normal if the target is using low settings
FSSG-50 Marksman Rifle
  • Magazine capacity down to 8 from 10

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Azarael
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Re: BallisticPro Changelogs

Post by Azarael » Sat 16 Apr , 2016 2:38 pm

Melee
  • Fixed an issue preventing fatigue from declining if the melee weapon was not active
AK-490 Battle Rifle
  • Fixed an issue causing the altfire knife to move much slower than intended
A49 Skrith Blaster
  • Pushback altfire can be fired twice as often for half the cost
BX85 Stealth Crossbow
  • Increased maximum visibility
  • Reduced strength of low-settings penalty
FP9A5 Explosive
  • Damage radius increased from 378 to 512
HVC-Mk9 Lightning Gun
  • Damage cut from 28 to 14
  • Inflicts an additional 3 damage for every successive hit
  • Charge increased from 80 to 150
XMk5 Submachinegun
  • Dart altfire now has inherent inaccuracy

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Azarael
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Re: BallisticPro Changelogs

Post by Azarael » Mon 25 Apr , 2016 2:53 pm

A500 Acid Gun
  • Reduced spread from 550 to 200
  • Reduced projectile speed from 7500 to 6250
  • Reduced projectile count from 6 to 3
  • Increased damage from 20 to 30
  • This weapon now lowers the target's maximum health on successful hits. Each projectile hit reduces maximum HP by 20. The target's HP cannot be reduced below 50 in this way. This effect decays after 5 seconds, at a rate of 10 HP per second.
RX22A Flamethrower
  • Halved ammo supply

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Re: BallisticPro Changelogs

Post by Azarael » Mon 02 May , 2016 2:06 am

A500 Acid Gun
  • Fixed an issue causing the altfire to inflict both radius and impact damage at same time for a total of 202, instead of the 135 that it should
  • Fixed an issue causing the altfire not to reduce the target's maximum HP
Dark Star
  • A bonus is now given for hitting a target with sequential shots within a burst fire
Last edited by iZumo on Sat 07 May , 2016 11:06 pm, edited 1 time in total.
Reason: Aza is lazy to fix formatting

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Azarael
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Re: BallisticPro Changelogs

Post by Azarael » Sat 07 May , 2016 7:23 pm

A500 Acid Gun
  • Restored speed of primary fire shots to 7000
Dark Star
  • Slow bolt now blocks healing for 8 seconds initially and an additional 6 on every reapplication (up from 6 and 2 respectively)
  • Increased velocity of Burst Fire shots
M2020 Gauss Rifle
  • Reworked the Gauss shield mode. This mode now completely prevents damage from any attack which has a metallic source (bullet, shell, knife/sword, etc), as long as that attack came from the front. Plasma, fire, explosions, electricity and other forms of damage which do not rely on metals are not affected. This shield lasts for a maximum of 5 seconds and is not drained by contacts.
M46 Assault Rifle
  • M46 mines will use their delayed detonation mode if impacted by damage (because grenade chain reactions are a myth)
Target Designator
  • Corrected the damage output of the BLU-96 Fuel-Air Bomb

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Re: BallisticPro Changelogs

Post by iZumo » Sat 10 Sep , 2016 11:26 am

UTComp
  • Fixed font size for team overlay
ArenaMaster
  • Fixed various issues in menu and with UTComp overlay message
  • Added also UTComp scoreboard for AM / TAM

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Azarael
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Re: BallisticPro Changelogs

Post by Azarael » Wed 30 Oct , 2019 5:29 pm

THREE YEARS LATER

General
  • Improved the sights of many weapons by adjusting the weapon display FOV and offset.
  • Reworked displacement. Instead of certain weapons being immune to displacement and others not, the displacement duration is multiplied by a factor which is specific to the weapon type being used:
    • Pistols: 25% of displacement duration.
    • Machine pistols and the A49: 33% of displacement duration.
    • SMGs: 66% of the displacement duration.
    • All other weapons: 100% of the displacement duration.
New weapons

MAG-SAW Longsword
  • Chainsaw longsword. Primary fire is long-range swings. Secondary fire is a saw attack similar to the Dark Star. Has a long range, but lower DPS than other melees and no charge attack.
Existing weapons

A42 Skrith Pistols
  • Will regain ammo after 2 seconds of idle time rather than 5 seconds.
A49 Skrith Blaster
  • Restored to primary slot. Rebalanced as projectile SMG with overheat. Also restored the altfire to some level of usability.
AM67 Assault Pistol
  • Restored to primary slot. Rebalanced as aimed pistol. Reduced range and magazine count and added SAR-12 type flash instead of instant flash.
BX85 Crossbow
  • Rebalanced. No longer has stealth (for the moment). Instead, becomes instant-hit with significantly reduced refire rate and is almost undetectable when fired..
CX85 Rifle
  • Darts travel more quickly and deal reduced damage when an explosion is triggered.
Dark Star
  • Rebalanced as projectile midrange weapon with high damage and small health steal on hits, but firing its normal modes will inflict damage to you.
  • Melee alt rebalanced as displacing with low damage and no HP/ammo stealing.
  • The Dark Star resists knockbacks and momentum from attacks when attacking with the melee, in line with how other melee weapons work.
E58 Raygun
  • Merged the Irradiation mode into the normal mode. Reduced the damage of the charged attack to compensate.
  • Swapped the modes. Rapid fire is now primary, charged is now secondary.
  • Charged attack charges faster.
Le Big XOXO
  • Bombs arm more quickly, explode when directly impacting a player and bounce less.
  • Reduced horizontal recoil.
  • Altfire has 0 recoil instead of 1. Prevents a problem with wild recoil when the primary has been used.
NFUD Combat Wrench
  • Reduced base damage from 150 to 80 in line with other charged attacks.
  • Fixed bugged range (too low.)
  • The check for valid deploying locations for the barrier altfire is less stringent.
Nova Staff
  • Fixed a bug allowing players to gain health by self-damage with the slow bolt.
R78 Sniper Rifle
  • No longer has unusually quiet firing sound.
  • Uses explosive rounds.

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Re: BallisticPro Changelogs

Post by Azarael » Sat 02 Nov , 2019 2:39 pm

General
  • Updated the in-game manual. As a reminder, the command to access it is "bwstats".
  • Added "stats", "bwmanual" and "manual" as aliases for the command "bwstats".
  • The in-game manual now defaults to the manual rather than the statistics.
  • Weapons with holdable secondary fires which use a secondary ammo class (M50 grenade, M46 grenade, AK-490 knife, etc) will reload if fired when empty, instead of playing the hold animation and then unexpectedly reloading when fire is released.
  • Fixed issue where attempting to use the secondary fire of these weapons when both the primary and secondary fire needed reloading would reload the primary first.
  • Updated some of the bot handling for the weapons.
AK-490 Battle Rifle
  • Fixed an issue in which the ballistic knife speed was limited to UT's terminal velocity.
  • Knife uses the correct mesh
AM67 Assault Pistol
  • Modified sight positioning to make it easier to aim.
  • Ammo capacity up to 9 from 7.
  • Effective range doubled.
Dark Star
  • Increased Rapid Fire and Slow Bolt damage.
  • Rapid Fire and Slow Bolt deal 10% of their base damage to self (down from 15%) and steal 20% of damage dealt (up from 15%).
  • The user gains movement speed when the saw is active (in line with other melee alternate fires on main weapons.)
E58 Raygun
  • Fixed the on-weapon ammo counter.
  • Altfire now fires an instant-hit ray, dealing 40 damage and an additional 80 over time using the irradiation mechanics.
  • Shakes much less in sights when charging.
Le Big XOXO
  • Fixed an issue in which the recoil parameters of Rapid Fire and Bomb were swapped.
  • Fixed the eye-straining muzzle flash.
MAU-52 Target Designator
  • Fixed missing arm skins
M2020 Gauss Rifle
  • Corrected putdown time
MRS-138 Shotgun
  • Taser respects spawn protection
PD-97 "Bloodhound"
  • Fixed broken taser
Proton Streamer
  • Reduced damage boost altfire bonus from +200% damage to +50% damage
  • The Proton Pack begins with 20 charge
  • Reduced ammo cost of damage boost altfire from 5 to 1
X8 Ballistic Knife
  • Fixed an issue in which the ballistic knife speed was limited to UT's terminal velocity.

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Re: BallisticPro Changelogs

Post by Azarael » Fri 22 Nov , 2019 1:30 am

General

Crosshairs
  • The standard UT2004 crosshair is used when aiming a weapon which has a crosshair even when aimed
  • Crosshairs for shotguns will no longer show as red (empty magazine) when they should be orange (has ammo but needs cocking)
Aim
  • Close range weapons will no longer zoom in when using sights
AI
  • Adjusted AI decision making parameters (best mode, which weapon to use, etc)
  • The AI is now accurate with spread weapons (shotguns, A500)
  • Fixed an issue causing AIs not to attack if acquiring a weapon which grants sandbags
Dual Wield
  • Dual wielded weapons will now correctly use both weapons to melee, if possible
  • Dual wielded weapons of the same type will activate their weapon special function simultaneously
Conflict Loadout
  • Weapons are now sorted by class in Conflict Loadout's list
  • Adjusted weapon sizes for Conflict Loadout
Melee
  • Increased bayonet range from 128 units to 140 units
Weapons

A500 Reptile
  • Primary fire interval reduced from 0.7 to 0.5
A73 Skrith Rifle
  • Damage up from 29 to 33
  • Cools off 50% faster
BX85 Stealth Crossbow
  • Now has a stronger zoom
Dark Star
  • Fast projectiles return 10% of their base damage, rather than 20% of their actual damage, as HP on hit
  • Fast projectile damage down to 42 from 48
  • Fast projectile damage gain over range reduced from +150% over 0.5 seconds to +100% over 0.4 seconds
  • Fast recoil up to 220 from 148
  • Will no longer switch mode when leaving Rampage
Fifty-9 Machine Pistol
  • Adjusted the sight positioning and pivoting to make it easier to aim
  • Reoriented the muzzle flash so that the user is not blinded when aiming
FP7 Grenade
  • Effect radius increased from 192 to 256
Le Big XOXO
  • Increased rapid fire damage from 31 to 38
MAG-SAW Longsword
  • Fixed orientation of weapon in third person
MD24 Pistols
  • Melee range up to 128 from 64
  • Melee damage down from 50 per pistol to 35 per pistol
M46 Red Dot Sight
  • Hipfire now properly spreads with successive shots
M763 Shotgun
  • Adjusted sights for better tracking
  • Reduced random recoil factors
  • Recoil down from 1280 to 1024
  • Hip spread factor down to 10x from 13x
MK781 Combat Shotgun
  • Adjusted sights
  • Increased reload speed from 1.25 to 1.5
  • Halved randomness in recoil
  • Doubled base inaccuracy
PS9m Stealth Pistol
  • No longer produces tracers
  • Dramatically reduced volume and radius of firing sound
SK-410 Shotgun
  • Added updated sight fire animation by Xavious
  • Rotated muzzle flash to improve visibility
Wilson 41
  • No longer provided as dual wield in Loadout
  • Damage increased from 35 to 55
  • Fire interval is now 0.35 seconds
  • Recoil reduced from 1024 to 600
  • Inaccuracy reduced from 128 to 96
  • Damage dropoff over range reduced from 75% to 50%
  • Maximum hip spread increased from 512 to 768
XRS-10 Machine Pistol
  • Adjusted the sight positioning and pivoting to make it easier to aim

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Azarael
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Re: BallisticPro Changelogs

Post by Azarael » Sat 14 Dec , 2019 6:14 pm

General

Pickups
  • The respawn time of all pickups now matches standard UT2004
  • Higher skill bots will attempt to time pickups (behaviour wasn't enabled in BW)
  • Bandages are worth 10 health, up from 5
  • Medkits are worth 50 health, up from 35
  • Super health packs are worth 200 health, up from 100
  • Standard armor is worth 75 armor, up from 50
  • Heavy armor is worth 150 armor, up from 100
Pickup values too low to be worthwhile in 175 starting HP games. Respawn timing is a transferrable UT2004 skill, and the respawn times should never have been changed

Control Point
  • Weapons which gain damage with successive hits will no longer do so when targeting objects
Prevention of XOXO/VPR/Proton core destruction cheese strat

Freon
  • Hits from allies will no longer prevent you from receiving proximity healing
Allows Bloodhound, PS-9m, etc to be used without disrupting the prox heal

Displacement
  • Pistol displacement received multiplier up to 50% from 33%
  • SMG displacement received multiplier up to 75% from 66%
Pistols way too good against melee attacks

Crosshairs
  • Some more weapons with iron sights will render the universal crosshair. Using a dot such as K-Aus Dot 2 from the K-Aus crosshair pack is recommended.
Weapon Effective Range

In this section, "effective range" refers to both the range before which damage begins to fall, and the range at which damage stops falling.

Shotguns, SMGs
  • Reduced effective range by 25-33% depending on the weapon.
Assault Rifles
  • Reduced effective range by about 40% in the average case.
This is to deal with the syndrome of assault rifles being a default pick and being quite effective even against dedicated range picks.

Bulldog Autocannon, M353 Machinegun, M925 Machinegun, XMV-850 Minigun, R9 Ranger Rifle, Redwood 6000 'Deermaster'
  • Added effective range mechanics.
With the "mid range" in BW being brought closer in by the changes above, there is room for dividing the remaining range up into long range and very long range. This is mostly to ensure snipers are always the most effective at very long range.

Weapons

A42 Skrith Pistol
  • Projectile damage down to 16 from 24
  • Fire interval down to 0.32 seconds from 0.4 seconds
As projectile weapons, the A42s don't lose damage over range. Given the correction/balancing of the MD24, RS8 and GRS-9 as extreme close range options, this was necessary

GRS-9 Pistol
  • Effective range dramatically reduced
This weapon, as well as the MD24 and RS8, was meant to be used as a counter to hipfire spamming, but the range was so good that they became effective main weapons / panic swaps in their own right.

MD24 Pistol
  • Effective range dramatically reduced
  • Fire interval up to 0.26 seconds from 0.22 seconds
see above

MRS-138 Shotgun
  • Now uses the correct fire animation in sight view
  • Sights realigned as a consequence
NFUD Combat Wrench
  • Barrier placement no longer checks slope
  • Barriers will align to the surface you target
Redwood Coach Gun
  • Shot mode loses the correct amount of damage over range (75%, up from 25%)
  • Shot mode no longer incorrectly penetrates walls
  • Shot mode pushback reduced by 50%
  • Slug mode uses effective range mechanics
  • Slug damage down to 55 from 67
  • Slug mode pushback increased by 100%
Coach Gun was effective at all ranges. Now effective at close and somewhat at mid range.

RS8 Pistol
  • Damage up to 27 from 22
  • Effective range dramatically reduced
  • Inaccuracy down to 96 from 128
  • Increased fire animation rate
  • Fire interval up to 0.32 seconds from 0.22 seconds
SK410 Shotgun
  • Reduced random recoil generation
Z-250 Minigun
  • Barrel spins up and winds down faster

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