BallisticPro Changelogs

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Azarael
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Re: BallisticPro changelogs.

Post by Azarael » Mon 24 Sep , 2012 4:35 pm

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.

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focus
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Re: BallisticPro changelogs.

Post by focus » Mon 24 Sep , 2012 8:55 pm

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?

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Azarael
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Re: BallisticPro changelogs.

Post by Azarael » Mon 24 Sep , 2012 10:40 pm

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.

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focus
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Re: BallisticPro changelogs.

Post by focus » Tue 25 Sep , 2012 12:24 am

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.

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Azarael
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Re: BallisticPro changelogs.

Post by Azarael » Tue 25 Sep , 2012 2:09 am

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.

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Re: BallisticPro changelogs.

Post by Azarael » Fri 28 Sep , 2012 2:53 am

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.

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Re: BallisticPro changelogs.

Post by Azarael » Fri 28 Sep , 2012 11:35 pm

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.

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Re: BallisticPro changelogs.

Post by iRobot » Sat 29 Sep , 2012 12:46 pm

Shotguns

Damage has been raised across the board.
Range penalties have been reduced slightly.
you left this part out

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Azarael
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Re: BallisticPro changelogs.

Post by Azarael » Sat 29 Sep , 2012 8:52 pm

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.

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Re: BallisticPro changelogs.

Post by Mecha » Sun 30 Sep , 2012 9:40 am

Aza wrote:FP9 Explosive

Now deals 225 damage, up from 120. Go blow up some bridges.
Once people find THAT out...

...I expect it being pasted and plastered everywhere omg
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.
Great! Sneaky gameplay will be better with those! Only if there weren't all those aggressive; jumpy spammers...
Aza 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.
Sounds like a buff - time to prepare for Bulldog wars challenge)
↑ ↓ A A B ← → A B ↑ A ↓ → → ← B ↑ ← A → B ← → A ← ↑ A ↓ A → ← B Select

I did it. Can you?

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