BallisticPro Changelogs
- Azarael
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Re: BallisticPro changelogs.
LS-14 double barrel bug was fixed silently.
@Izumo: I prefer to think of the changes as a wave of decreasing amplitude.
@iRobot: Usage patterns correlate to both balance and utility. Nobody will stick with a weapon that is under par. That's why the fields are filled with the SRS-900 and the LS-14 is never seen.
@Izumo: I prefer to think of the changes as a wave of decreasing amplitude.
@iRobot: Usage patterns correlate to both balance and utility. Nobody will stick with a weapon that is under par. That's why the fields are filled with the SRS-900 and the LS-14 is never seen.
- focus
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Re: BallisticPro changelogs.
imho, we are witnessing an 'damage inflation'. Damages of weapons mostly
only increasing. Next step will be increasing of health.
Actually, only ratios of damages vs health and armor have any meaning.
Why not to scale all numbers down in that way where health == 100? Keeping proportions of course?
And why not to talk about damages from now on only as % of health for example?
only increasing. Next step will be increasing of health.
Actually, only ratios of damages vs health and armor have any meaning.
Why not to scale all numbers down in that way where health == 100? Keeping proportions of course?
And why not to talk about damages from now on only as % of health for example?
- Azarael
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Re: BallisticPro changelogs.
With respect, wrong.
The S-AR 12 is used as a static baseline for other weapons to prevent damage inflation, and the reason the balance is done for 175 HP is because some offline players like "ultra powerful weapons", playing with 100 HP. While this is all very well and good, I can't balance the game without a larger HP pool to make use of, so 175 is used as the baseline to appease both sides.
The S-AR 12 is used as a static baseline for other weapons to prevent damage inflation, and the reason the balance is done for 175 HP is because some offline players like "ultra powerful weapons", playing with 100 HP. While this is all very well and good, I can't balance the game without a larger HP pool to make use of, so 175 is used as the baseline to appease both sides.
- focus
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Re: BallisticPro changelogs.
Sorry. My 5c. Just want to say that
1. I do not remember when I saw any references to SAR-12 in posts. All I see: <weapon> damage changed from <x> to <y>
And usually <x> less than <y>. After fast searching I found only weapon statistics page that refers SAR-12 as 100% of dmg/sec.
2. I remember times when we had 120 HP at start. Now its 175. Its natural to expect an further increase.
3. Im not so good with English. Can you explain, What do you mean with phrase '... players like "ultra powerful weapons",
playing with 100 HP ...'? You mean that that players like weapons with very high dmg/health ratio?
So you decided to keep high weapon dmg raw number, offsetting this with higher health?
My proposition is to start to explitly mention weapon dmg/health ratio in all discussions about weapon balance here at forum.
And to include that ratio to weapons statistics page. 2 columns: dmg_shot/health ratio and (dmg/sec)/health ratio.
Although 2nd value directly related with 'time to death' value.
1. I do not remember when I saw any references to SAR-12 in posts. All I see: <weapon> damage changed from <x> to <y>
And usually <x> less than <y>. After fast searching I found only weapon statistics page that refers SAR-12 as 100% of dmg/sec.
2. I remember times when we had 120 HP at start. Now its 175. Its natural to expect an further increase.
3. Im not so good with English. Can you explain, What do you mean with phrase '... players like "ultra powerful weapons",
playing with 100 HP ...'? You mean that that players like weapons with very high dmg/health ratio?
So you decided to keep high weapon dmg raw number, offsetting this with higher health?
My proposition is to start to explitly mention weapon dmg/health ratio in all discussions about weapon balance here at forum.
And to include that ratio to weapons statistics page. 2 columns: dmg_shot/health ratio and (dmg/sec)/health ratio.
Although 2nd value directly related with 'time to death' value.
- Azarael
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Re: BallisticPro changelogs.
The S-AR 12's use as the baseline is shown in the chart for BW.
The HP for Freon has always been 175. It decreases if your team is leading.
What I meant was that there are people who play this game offline, and they like their weapons to be powerful. If I change the weapons for 100hp instead of giving extra HP on the server, these players are no longer appeased.
The HP for Freon has always been 175. It decreases if your team is leading.
What I meant was that there are people who play this game offline, and they like their weapons to be powerful. If I change the weapons for 100hp instead of giving extra HP on the server, these players are no longer appeased.
- Azarael
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Re: BallisticPro changelogs.
AK-490
Less beta.
Proper sounds.
Proper sights.
Consumes knife ammo correctly.
Has the correct 3rd person model.
Knife blade disappears on weapon when it's been fired.
Less beta.
Proper sounds.
Proper sights.
Consumes knife ammo correctly.
Has the correct 3rd person model.
Knife blade disappears on weapon when it's been fired.
- Azarael
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Re: BallisticPro changelogs.
BORT-85
Fixed grenade spam exploit.
Flare is now more powerful.
Flare is no longer weakened over range.
A909 Skrith Blades
Sorry bladers, it turns out the A909s use notifies to fire twice per cycle, which meant you were doing double damage. Corrected the base damage value.
HAMR
Projectiles travel faster and deal a maximum of 140 damage.
The HAMR now has recoil when fired from the shoulder.
Projectile damage radius gain tweaked. Deployed HAMR shells have a smaller radius than before, undeployed HAMR shells have a larger radius than before.
Deployed HAMR fires slightly slower.
AK-490 Battle Rifle
Increased recoil to compensate for new sight offset, which was the real problem.
Bulldog Assault Cannon
Recoded. Should be more stable. It is possible to desynchronise the Bulldog at the moment, will work on it further.
Please note that the current version of the Bulldog will NOT tell you if a FRAG-12 is loaded.
Fixed grenade spam exploit.
Flare is now more powerful.
Flare is no longer weakened over range.
A909 Skrith Blades
Sorry bladers, it turns out the A909s use notifies to fire twice per cycle, which meant you were doing double damage. Corrected the base damage value.
HAMR
Projectiles travel faster and deal a maximum of 140 damage.
The HAMR now has recoil when fired from the shoulder.
Projectile damage radius gain tweaked. Deployed HAMR shells have a smaller radius than before, undeployed HAMR shells have a larger radius than before.
Deployed HAMR fires slightly slower.
AK-490 Battle Rifle
Increased recoil to compensate for new sight offset, which was the real problem.
Bulldog Assault Cannon
Recoded. Should be more stable. It is possible to desynchronise the Bulldog at the moment, will work on it further.
Please note that the current version of the Bulldog will NOT tell you if a FRAG-12 is loaded.
- iRobot
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Re: BallisticPro changelogs.
you left this part outShotguns
Damage has been raised across the board.
Range penalties have been reduced slightly.
- Azarael
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Re: BallisticPro changelogs.
General
Fixed loud sound problems / multiple exploding
Deployed Weapons
Weapons will no longer be lost to the client after dismounting (except, I assume, in cases of severe lag).
The undeployed weapon is set after dismounting.
Bulldog Assault Cannon
Altfire reload can now be interrupted.
Fixed jam when clearing a loaded FRAG-12 with the primary fire.
Fixed issue with disappearing hand when aiming with a FRAG-12 loaded.
When a FRAG-12 is loaded, the rightmost FRAG-12 icon on the HUD will turn red.
FRAG-12 impacts deal 100 damage.
FRAG-12s deal 140 damage.
FRAG-12s arm after 0.1 seconds instead of 0.2 seconds.
Regained the old rapid primary shot ability after firing a FRAG-12.
M925 Machinegun
Much more effective when deployed.
Increased recoil
M353 Machinegun
Fixed issue with weapon having low recoil
E-23 VPR
Sniper pulse damage up to 110
Vehicle Armor / Riot Shield / Sandbags
Ignore most bullet fires completely.
Take less damage from anti-vehicle weaponry.
Take much less damage from grenades and shrapnel.
Melee weapons
Secondary fires for the stock melee weapons (X3, X4, A909, EKS-43) are now auto melee fires.
Bayonets
Experimental: Bayonets deal 175 damage and have reduced range.
Sandbags
Stack perfectly, irrespective of your rotation and location while you're stacking.
Now allow you to deploy BallisticTurrets on top of them. Due to its size and power, the HAMR is exempt.
FP9 Explosive
Now deals 225 damage, up from 120. Go blow up some bridges.
G5
The code designed to nerf the rocket if it's fired too close has been made less aggressive.
Deals 75 damage at 128 radius, increasing to 150 damage at 256 radius over 0.5 seconds.
Fixed loud sound problems / multiple exploding
Deployed Weapons
Weapons will no longer be lost to the client after dismounting (except, I assume, in cases of severe lag).
The undeployed weapon is set after dismounting.
Bulldog Assault Cannon
Altfire reload can now be interrupted.
Fixed jam when clearing a loaded FRAG-12 with the primary fire.
Fixed issue with disappearing hand when aiming with a FRAG-12 loaded.
When a FRAG-12 is loaded, the rightmost FRAG-12 icon on the HUD will turn red.
FRAG-12 impacts deal 100 damage.
FRAG-12s deal 140 damage.
FRAG-12s arm after 0.1 seconds instead of 0.2 seconds.
Regained the old rapid primary shot ability after firing a FRAG-12.
M925 Machinegun
Much more effective when deployed.
Increased recoil
M353 Machinegun
Fixed issue with weapon having low recoil
E-23 VPR
Sniper pulse damage up to 110
Vehicle Armor / Riot Shield / Sandbags
Ignore most bullet fires completely.
Take less damage from anti-vehicle weaponry.
Take much less damage from grenades and shrapnel.
Melee weapons
Secondary fires for the stock melee weapons (X3, X4, A909, EKS-43) are now auto melee fires.
Bayonets
Experimental: Bayonets deal 175 damage and have reduced range.
Sandbags
Stack perfectly, irrespective of your rotation and location while you're stacking.
Now allow you to deploy BallisticTurrets on top of them. Due to its size and power, the HAMR is exempt.
FP9 Explosive
Now deals 225 damage, up from 120. Go blow up some bridges.
G5
The code designed to nerf the rocket if it's fired too close has been made less aggressive.
Deals 75 damage at 128 radius, increasing to 150 damage at 256 radius over 0.5 seconds.
- Mecha
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Re: BallisticPro changelogs.
Once people find THAT out...Aza wrote:FP9 Explosive
Now deals 225 damage, up from 120. Go blow up some bridges.
...I expect it being pasted and plastered everywhere

Great! Sneaky gameplay will be better with those! Only if there weren't all those aggressive; jumpy spammers...Aza wrote:Melee weapons/Bayonets
Secondary fires for the stock melee weapons (X3, X4, A909, EKS-43) are now auto melee fires.
Experimental: Bayonets deal 175 damage and have reduced range.
Sounds like a buff - time to prepare for Bulldog warsAza wrote:Bulldog Assault Cannon
Altfire reload can now be interrupted.
Fixed jam when clearing a loaded FRAG-12 with the primary fire.
Fixed issue with disappearing hand when aiming with a FRAG-12 loaded.
When a FRAG-12 is loaded, the rightmost FRAG-12 icon on the HUD will turn red.
FRAG-12 impacts deal 100 damage.
FRAG-12s deal 140 damage.
FRAG-12s arm after 0.1 seconds instead of 0.2 seconds.
Regained the old rapid primary shot ability after firing a FRAG-12.

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