BallisticPro Changelogs

Discuss the Ballistic Weapons servers here.
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iZumo
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Re: BallisticPro changelogs.

Post by iZumo » Wed 07 Nov , 2012 2:30 pm

UTComp

- fixed NET farming: deployed weapons will count towards kills / deaths (note that utcomp deaths / net is separate from the one used in killstreaks)

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Azarael
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Re: BallisticPro changelogs.

Post by Azarael » Thu 08 Nov , 2012 6:48 pm

Shotguns

Spread 2x more from hip instead of 3x (Think this has been posted before but wasn't in code)

M46 RDS

Fixed no recoil issue

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Azarael
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Re: BallisticPro changelogs.

Post by Azarael » Sat 10 Nov , 2012 1:45 am

General

All weapons use net aim (fixes random inaccuracy when hipfiring)
Fixed crosshair issue

G5

Guided rocket is less maneouverable

Redwood 9000

Lowered cock anim speed
Does not lower when cocking in scope
Hipfire correctly expands

FP9

Fixed explosions

Shotguns

Fire on-target from hip

XK2, XMk5

Reduced DPS by 16%

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Azarael
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Re: BallisticPro changelogs.

Post by Azarael » Wed 14 Nov , 2012 1:19 am

General

Added code for better locational hit detection.
Limb damage has been reintroduced to the game. Limb shots deal 70% of regular damage. Headshots deal 150% of regular damage.
Added Freon on CTF maps.
Streak 4 is 21 kills.

Shotguns

Reduced effective range.

XM84 Flashbang

Fixed XM84s only applying debuff if they hit from behind.

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Azarael
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Re: BallisticPro changelogs.

Post by Azarael » Fri 16 Nov , 2012 4:41 am

General

CS / CoD / BF crosshairs forced: a cross which expands to show hipfire spread. The color is set by the global crosshair color (Settings -> Weapons -> uncheck "Custom Weapon Crosshairs" -> set color -> recheck)

Crosshairs now display shotgun spread

Fixed issue with Nova / Dark / E23 locational hit detection

All Suppressors

Recoil reduced when suppressor is on;

30% for rifle rounds (SRS series)
15% for pistol rounds (Pistols and SMGs)

A500

Primary fire's damage increases over range

CYLO Firestorm

Fires 15 shots before overheating, up from 10

E-23 VPR

Series Pulse and Sniper Pulse gain damage over range
Solid Beam is no longer a firemode; instead, it's the altfire
Tightened Multi Pulse spread
Solid Beam damage down to 8 from 14
Solid Beam has no recoil or fire chaos

M353 Machinegun

Raises in 0.4 seconds
Now has X-axis recoil path

M925 Machinegun

Raises in 0.55 seconds

XMV-850 Minigun

Expanded hipfire
Raises in 0.55 seconds
Recoil reduced to match baseline, which is the recoil generated by most assault rifles (heavy weight should compensate for recoil)

iZumo
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Re: BallisticPro changelogs.

Post by iZumo » Sat 17 Nov , 2012 2:20 pm

Live

- score recovery upon reconnecting to the match
- Freon: CTF Maps version has UTComp & Thaw protection
- Freon: if you do not spawn until the rounds starts, you're considered dead
- Freon: weapon unlock time (and respawn time) increased by 3 seconds (from 4 to 7)

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Oska
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Re: BallisticPro changelogs.

Post by Oska » Sat 17 Nov , 2012 7:51 pm

Izumo_CZ wrote: - Freon: if you do not spawn until the rounds starts, you're considered dead
Can't we be considered frozen instead?
anyway, did someone put their salami into your mama's underwear or something? - team-spec*Azarael

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Re: BallisticPro changelogs.

Post by iZumo » Sat 17 Nov , 2012 8:06 pm

Oska wrote:
Izumo_CZ wrote: - Freon: if you do not spawn until the rounds starts, you're considered dead
Can't we be considered frozen instead?
No because you didn't spawn.

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Oska
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Re: BallisticPro changelogs.

Post by Oska » Sat 17 Nov , 2012 8:11 pm

Then why can't you spawn frozen?
anyway, did someone put their salami into your mama's underwear or something? - team-spec*Azarael

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Re: BallisticPro changelogs.

Post by iZumo » Sat 17 Nov , 2012 8:20 pm

Because you could spawn throughout the entire match time, which would be abusable.

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