BallisticPro Changelogs

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Azarael
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Re: BallisticPro changelogs.

Post by Azarael » Tue 23 Oct , 2012 12:00 am

General

Fixed Pineapple glitch.
Mining within a certain radius of a teleporter with BX5s or an FP9 will bring nasty surprises.

Freon Only

Berserk will now resupply the reserve primary ammo for your currently held weapon over time. This was intended but didn't work with BW before.
The Invisibility combo will instead trigger the bonus pack combo PintSize, which shrinks you to half height.

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Re: BallisticPro changelogs.

Post by iZumo » Tue 23 Oct , 2012 11:41 am

Have to say that pint size will be quite nasty w/o neon skins.

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Azarael
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Re: BallisticPro changelogs.

Post by Azarael » Tue 23 Oct , 2012 6:04 pm

We'll see how it goes. Invis is utterly OP in BW so it can't be worse than that.

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iRobot
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Re: BallisticPro changelogs.

Post by iRobot » Tue 23 Oct , 2012 7:51 pm

Freon seems to be solely about prolonging the game

So replace invis combo with necro. Good players will never use it. Noobs will be amazed by it. Good players never use anything other than boost fts

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Azarael
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Re: BallisticPro changelogs.

Post by Azarael » Wed 24 Oct , 2012 12:55 am

When Invis is available it's whored almost as much as boost.

For the sake of information, the effects of combos in Freon are listed here:

Speed: Doubles your speed and jump. You thaw players 50% faster. Players using Invisible can be seen by you.
Booster: Increases your health over time.
Berserk: Increases fire rate, reload speed, cock speed by 33%. Regenerates 10% of your initial ammo per second. Decreases recoil by 25%. Decreases incoming damage by 25%.
Pint-Sized: Halves your size and makes you unable to crouch.

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Azarael
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Re: BallisticPro changelogs.

Post by Azarael » Wed 24 Oct , 2012 1:49 am

General

Fixed bug in Berserk - Berserk was actually increasing your recoil by 33% instead of lowering it by 25%.
E-23 VPR and staves benefit from Berserk.
Berserk now improves hipfire as well.

New option: Use Simplified Death Messages. This option is accessible in the Preferences tab of the Ballistic menu. When enabled, death messages take the following form:

Killer [Weapon] Killed

For example, Riker [M50 Assault Rifle] Othello

M46 Mines

Corrected lingering projectile bug

Machineguns

Players will always grip the handle when picking up a deployed machinegun (more trouble than it's worth and not particularly logical to remove this anim when the weapon has been deployed), so the constant fire issue will be resolved.
Deployed machineguns become ready to use faster.
Deployed machineguns reduce incoming damage by 40%, down from 50%.

XMV-850 Minigun

Fixed issue with turret. Recoil was reduced to 15 when the turret was brought up so XMV-850 minigun turrets murdered anything. Looks like giZmo was right when he said the mini was a joke.

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Re: BallisticPro changelogs.

Post by giZmo » Wed 24 Oct , 2012 6:05 pm

Azarael wrote: XMV-850 Minigun

Fixed issue with turret. Recoil was reduced to 15 when the turret was brought up so XMV-850 minigun turrets murdered anything. Looks like giZmo was right when he said the mini was a joke.
Next weapon im right -> Dark-Star
"We never truly know how to appreciate something until we have lost it forever."

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iRobot
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Re: BallisticPro changelogs.

Post by iRobot » Wed 24 Oct , 2012 7:33 pm

What exactly was the issue with the minigun?

Having it deployed reducing recoil is the only benefit of having it deployed - why nerf that?

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Azarael
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Re: BallisticPro changelogs.

Post by Azarael » Wed 24 Oct , 2012 10:51 pm

Deployed weapons have zero lateral recoil, 50% reduced general recoil and reduce incoming damage by 40%. The issue with the Minigun was that it was hardcoded to set recoil to 15. The default recoil for the Minigun is 108, so recoil was reduced by ~90%.

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Re: BallisticPro changelogs.

Post by iRobot » Wed 24 Oct , 2012 11:27 pm

Seems overnerf of a feature thats rarely used

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