BallisticPro Changelogs

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

Post by Azarael » Thu 23 Oct , 2014 1:45 pm

Freon
  • Ambient thaw rate is dependent on relative skill
If there are any issues with this, report them via IM or forum to me IMMEDIATELY

M46 series
  • Proximity detonation is available
  • All placed mines will explode when you die
Prox mode can serve as enemy detection without the risk of total fire and forget spam, as they explode when you die

MK781 Shotgun
  • Fixed a bug causing cripplingly low suppressor damage
All Suppressors
  • Applying a suppressor reduces the weapon's inherent inaccuracy
Invasion-related

General
  • Backlash and overheat damage do not count as being instigated by self and will not heal
Firestorm, FG50, Dark/Nova and LS-14 had no drawbacks when overheated in Medic mode

LS-14 Carbine
  • Will not stack damage against monsters

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Azarael
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Re: BallisticPro Changelogs

Post by Azarael » Fri 24 Oct , 2014 3:13 am

General
  • Fixed skill-dependent auto thaw rate
A42 Skrith Pistol
  • Corrected ammo capacity
A73 Skrith Rifle, E23 Plasma Rifle
  • Improved damage gain over range for rapid firemodes - maxes at 2.5x base damage over 0.6 seconds
  • Reduced base damage for A73 to 26 from 29 and for E23 from 35 to 31
These weapons have never given adequate reward for hitting at long range given their projectile nature, and only become FOTM when they're abused at close range. Close range damage is reduced to give more of a mid-range focus and to encourage use of the A73's melee and the E23's multi pulse modes.

Dark Star
  • The burning effect caused by Slow Bolts and the flamer prevents the target from healing.
  • Slow Bolt damage reduced to 50 from 70.
  • Improved damage gain over range for rapid firemodes - maxes at 3x base damage over 0.6 seconds.
  • Dark Star is burst locked to 4 shots.
  • Improved fire rate.
  • Reduced damage from 36 to 33.
  • Dark Star rapid projectiles are faster.
  • Firing a Rapid projectile consumes 8 health.
Nova Staff
  • Instead of improving damage, Nova rapid projectiles gain a HP steal effect over range
  • Reduced damage from 40 to 31
  • Nova rapid projectiles are much faster
Both staves, but more particularly the Nova, weren't being used. Added some thematic changes to help differentiate them from each other and from the A73/E23 more. The substance of the Dark Star change is that it's harder to use and has the same poor close range rapid fire performance as the Nova in exchange for strong midrange capability. Arguably, it didn't need to have a strong close-range Rapid Fire mode because the saw covered this, and staff melee has advantages compared to other weapons.

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Azarael
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Re: BallisticPro Changelogs

Post by Azarael » Sun 26 Oct , 2014 3:49 am

FMD ICIS Stimpack
  • Heals for 90 over 8 seconds
  • Has no drawback
Before the resupply change, was useful, but now isn't good enough to take over an actual grenade or three.

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Azarael
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Re: BallisticPro Changelogs

Post by Azarael » Mon 27 Oct , 2014 2:17 pm

A73 Skrith Rifle
  • Gets hot like the Firestorm does. This mainly affects the primary fire.
Weapons which gain damage over range in exchange for being difficult to use are balanced at higher levels of skill, but rapidly become overpowered relative to other weapons in the hands of spam kings. Overheat will stop this crap.

Explosive Rounds
  • Explosive effects appear only when hitting players for clarity (radius damage is only dealt on player hits)
FG50 Machinegun
  • Adjusted sight view and muzzle flash
  • Reduced fire rate
  • Improved explosive rounds effect
Better differentiated from other weapons by having the ability to crush groups of players with its explosive shot rather than just being another damage dealing MG.

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Azarael
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Re: BallisticPro Changelogs

Post by Azarael » Tue 28 Oct , 2014 2:59 am

Freon
  • Skill-based auto-thaw bonus reduced by 33%
5.xxes thawed at double rate in the presence of a 7.5x or higher, was excessive

General
  • Weapons which knock you back when firing to simulate stumbling no longer have this effect when you're airborne

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Azarael
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Re: BallisticPro Changelogs

Post by Azarael » Tue 28 Oct , 2014 11:48 pm

FG50 Machinegun
  • Effect of explosive rounds will not trigger against frozen bodies
CYLO Firestorm IV
  • Effect of explosive rounds will not trigger against frozen bodies
  • Explosion radius increased
  • Fixed bug in which FS rounds did not explode

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Azarael
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Re: BallisticPro Changelogs

Post by Azarael » Fri 21 Nov , 2014 7:30 pm

Bugfixes
  • CYLO Firestorm and FG50 rounds will explode on clients
  • CYLO Firestorm and FG50 rounds no longer penetrate players even after exploding
  • Fixed X83 30 round mag bug

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Re: BallisticPro Changelogs

Post by Azarael » Sun 23 Nov , 2014 6:51 pm

General
  • Added the ability to donate all Killstreaks to Jay. The console command "donatetojay 1" enables this and "donatetojay 0" disables it.
  • This ability even works when you're not playing in the same team as Jay.
  • Fixed handling of Donation if the target has a dummy weapon or Donation set.

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Re: BallisticPro Changelogs

Post by Azarael » Fri 28 Nov , 2014 4:35 pm

Donation System
  • Removed "Donate to Jay"
  • Donations will now give the killstreak level to the target instead of a weapon

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Re: BallisticPro Changelogs

Post by Azarael » Wed 03 Dec , 2014 3:59 am

Added the Z-250 Minigun. Explosive minigun with gas grenade alt, which can be ignited by the primary.

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