BallisticPro Changelogs

Discuss the Ballistic Weapons servers here.
Locked
User avatar
iRobot
Junk Administrator
Posts: 3909
Joined: Fri 06 Jan , 2012 10:37 am
Contact:

Re: BallisticPro changelogs.

Post by iRobot » Fri 23 Nov , 2012 7:17 pm

I'll be damned well sure to jump on allied grenades like they are 100 shield pickups.

trollface

User avatar
Azarael
UT2004 Administrator
Posts: 5365
Joined: Thu 11 Feb , 2010 10:52 pm

Re: BallisticPro changelogs.

Post by Azarael » Fri 23 Nov , 2012 7:32 pm

There's no reliable way to tell.

iZumo
Disappeared Administrator
Posts: 4196
Joined: Fri 19 Mar , 2010 1:21 am
Location: Earth
Contact:

Re: BallisticPro changelogs.

Post by iZumo » Fri 23 Nov , 2012 8:13 pm

I'm sure you'll love that when firing nukes

troll2

User avatar
Azarael
UT2004 Administrator
Posts: 5365
Joined: Thu 11 Feb , 2010 10:52 pm

Re: BallisticPro changelogs.

Post by Azarael » Fri 23 Nov , 2012 8:55 pm

Nukes won't damage same team.

User avatar
Azarael
UT2004 Administrator
Posts: 5365
Joined: Thu 11 Feb , 2010 10:52 pm

Re: BallisticPro changelogs.

Post by Azarael » Fri 23 Nov , 2012 9:10 pm

General

Killstreak 4 no longer exists.

CYLO "Firestorm"

DPS bonus 25%, down from 33%
Cools off 50% faster
Fixed superior hipfire

CYLO

Fixed superior hipfire

A500

No longer has sights.
Drastically slowed down projectiles.
Slowed fire rate.
Hip accurate.

iZumo
Disappeared Administrator
Posts: 4196
Joined: Fri 19 Mar , 2010 1:21 am
Location: Earth
Contact:

Re: BallisticPro changelogs.

Post by iZumo » Sat 24 Nov , 2012 3:16 am

Live

- Reverse friendly fire being enabled in every team-based gametype, note that no momentum is returned back to prevent abusing
- Jailbreak fixed
- Freon has now a practice round to wait for players to join
- Solothawing in overtime disabled
- Configurable: Overtime damage causes you only to freeze, not die (turned on)
- gotoplayer implemented in UTComp for Freon
- Freon / Jailbreak: camp check distance increased by 50% (from 400 units to 600 units)

iZumo
Disappeared Administrator
Posts: 4196
Joined: Fri 19 Mar , 2010 1:21 am
Location: Earth
Contact:

Re: BallisticPro changelogs.

Post by iZumo » Sat 24 Nov , 2012 1:30 pm

iRobot wrote:I'll be damned well sure to jump on allied grenades like they are 100 shield pickups.

trollface
Allied fire / toxic grenades ... mmmmm

trollface

User avatar
iRobot
Junk Administrator
Posts: 3909
Joined: Fri 06 Jan , 2012 10:37 am
Contact:

Re: BallisticPro changelogs.

Post by iRobot » Sun 25 Nov , 2012 12:40 am

General

Killstreak 4 no longer exists.
rofl its like im iran and you are usa

User avatar
Calypto
Posts: 1879
Joined: Tue 27 Dec , 2011 6:24 am
Location: New York State
Contact:

Re: BallisticPro changelogs.

Post by Calypto » Sun 25 Nov , 2012 5:23 am

Izumo_CZ wrote: - Freon / Jailbreak: camp check distance increased by 50% (from 400 units to 600 units)
muh camper weapons

iZumo
Disappeared Administrator
Posts: 4196
Joined: Fri 19 Mar , 2010 1:21 am
Location: Earth
Contact:

Re: BallisticPro changelogs.

Post by iZumo » Sun 25 Nov , 2012 1:13 pm

iRobot wrote:
General

Killstreak 4 no longer exists.
rofl its like im iran and you are usa
Hmm, Nuke could be transformed to explode in high-elevation
.=
so we'd see the "High-elevation EMP effect" frying your weapons and forcing melee
trollface
EMP - it's the best.

=============================================================================================================

On serious note, Nuke was concluded to be a weapon only causing futher disbalance.

Locked

Who is online

Users browsing this forum: No registered users and 0 guests