BallisticPro Changelogs

Discuss the Ballistic Weapons servers here.
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Azarael
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Re: BallisticPro Changelogs

Post by Azarael » Tue 12 Feb , 2013 10:04 pm

G5 RPG
  • G5 now has an arming delay. Direct fired rockets will not arm until 0.25 seconds into their flight time. Unarmed Seeker rockets take 0.6 seconds to arm and will cease guidance if they ricochet.
  • Unarmed G5 rockets will bounce off surfaces and deal 120 damage to struck players. Seeker rockets, due to their lower initial velocity, will deal 45 damage.
  • G5 grants 35 bonus damage for direct impacts when armed.
  • G5 has 16 reserve ammo.

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Azarael
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Re: BallisticPro Changelogs

Post by Azarael » Fri 15 Feb , 2013 12:51 am

G5 RPG
  • Laser seek is less accurate
  • If a mortar rocket is tracking and cannot see the target, the lock will now break
Heavy Anti-Materiel Rifle
  • Direct impact damage is now 220.
  • HAMR will deal 20 damage to self when fired in air instead of 50.
Dark/Nova
  • Increased Rapid Fire recoil
RX-22A Flamethrower
  • Damage increased from 10 to 14

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Azarael
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Re: BallisticPro Changelogs

Post by Azarael » Fri 15 Feb , 2013 6:16 pm

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VPR
  • Halved the speed of Multi Pulse projectiles
Dark/Nova
  • Halved the speed of Rapid Fire projectiles
A500
  • Fire interval down to 0.65 from 0.9

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Azarael
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Re: BallisticPro Changelogs

Post by Azarael » Mon 18 Feb , 2013 3:32 am

General
  • Doubling up on a weapon in the loadout maxes out its reserve ammo
G5
  • Increased unaimed rocket speed by 50%
  • G5 cannot mortar within a certain range
Dark/Nova
  • Increased fire rate of Slow Bolts
  • Increased DPS of Rapid Fire
  • Cut speed of Rapid Fire projectiles
  • Nova heals from splash damage also
  • Dark can gain max 25% bonus DPS from soulpower
  • Nova can gain max 50% vampire from soulpower
A73
  • Faster projectiles
  • Damage bonus for range decreased to 30% from 40%
ViPeR
  • Faster projectiles for Series and Sniper
  • Damage bonus for Series at range decreased to 30% from 40%
MRL
  • Reduced damage output of altfire by about 33%
  • Adjusted speed of MRL rockets
R9 Ranger Rifle
  • Fire delay down to 0.23 from 0.4
  • Damage down from 70 to 55
  • Raise time increased from 0.25 to 0.4
  • Recoil adjusted to match
  • Altfire act as a suppressed shot. The variable ammo type concept will be implemented on a V10 weapon instead.
  • Has burst fire.
MR-DR 88
  • Reduced mag ammo to 24
AK-490
  • Adjusted recoil path for less recoil

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Azarael
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Re: BallisticPro Changelogs

Post by Azarael » Thu 21 Feb , 2013 5:13 am

G5 RPG
  • Unarmed impact damage 115
  • Armed impact damage 175
  • Radius damage 115
SK-410 Shotgun
  • HE slugs have an arming delay of 0.2 seconds
T10 Grenade
  • Base damage down to 6 from 8
R9 Ranger Rifle
  • Fire interval increased from 0.23 to 0.3
  • Damage increased from 55 to 70
  • Raise time increased from 0.25 to 0.4

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Azarael
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Re: BallisticPro Changelogs

Post by Azarael » Wed 27 Feb , 2013 5:07 am

General
  • World Detail Low no longer affects BallisticEmitters. Those of you using it will now see tracers, flamethrower fire and beam effects as if you were using World Detail Medium. Let me add that I'm extremely disappointed that no report was given of the HVC not displaying any beam effects when playing under low world detail - which I know some of you do - because an invisible beam overpowers it dramatically.
HVC-Mk9 Lightning Gun
  • Has 350 ammo instead of 250.
RX22A Flamethrower
  • RX22A primary fire does all its effects irrespective of your own world detail level.
  • RX22A damage up to 16 from 14.
R9 Ranger Rifle
  • Adjusted sights to be more favourable.
HAMR
  • Base damage is 150, rising to 200 over 0.4 seconds of flight.
  • No longer rockets players into the sky when they are directly hit.
SK-410 Shotgun
  • Slug fire interval is now 0.9 from 0.65

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Re: BallisticPro Changelogs

Post by iZumo » Thu 28 Feb , 2013 8:38 pm

Skill system

From now on thawing 2.5 players counts as 1 kill (was 5 players), i.e doubled. There is no saturation limit for now, given that the occasions where it would take place would be too low and mostly around cases with skill lesser than 5.

I've also significantly increased the threshold for players to count into average skill, which has now been changed from 4.11 to 4.91. Both of these actions will cause your skill to increase a bit.

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Re: BallisticPro Changelogs

Post by Azarael » Fri 01 Mar , 2013 4:56 am

AK-490
  • Adjusted hip spread rate to correspond to its higher DPS
A73 Skrith
  • Removed higher than normal crouching bonus
E-23 ViPeR
  • Multi Pulse projectile speed increased from 3500 to 4500
  • Sniper Pulse projectile damage raises from 50 to 150 over a period of 0.35 seconds rather than 0.2
  • Sniper Pulse fires every 0.75 seconds rather than every 0.6 seconds
LS-14 Laser Rifle
  • Double Barrel mode now has sniper-type hipfire mechanics
R78 Sniper Rifle
  • Fires every 1.1s rather than every 1.3s
  • Base damage up to 100
X83 Sniper Rifle
  • Fires every 0.85s rather than every 0.9s
  • Base damage down to 105 (loses its automatic headshot one-shot kill)
M75 Railgun
  • Charge no longer affects the Railgun's damage - only its penetration. Best thing I can think of to preserve the Rail's charging without gimping the weapon.
  • Due to the changes above, the Railgun is the only sniper-class weapon able to consistently one shot opponents with a headshot.
  • The Rail can fire every 1.4 seconds and charges in 2 seconds.

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Re: BallisticPro Changelogs

Post by Azarael » Mon 04 Mar , 2013 2:50 am

CX61 Tactical Rifle
  • Adjusted weapon offset to hide the stock
  • Reduced residual burn time to 1 second
  • Flamethrower consumes gas 25% faster
  • Healing gas is consumed 50% faster

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Re: BallisticPro Changelogs

Post by Azarael » Fri 08 Mar , 2013 4:29 am

CX61 Tactical Rifle
  • Holographic now has a red dot as a reticle
  • Damage down to 20, DPS the same
  • Raise time now matches ARs
  • Hipfire expansion now matches ARs

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