Ballistic Bro Changelogs Discussion

Discuss the Ballistic Weapons servers here.
Post Reply
reload
Member
Posts: 159
Joined: Tue 18 Jun , 2013 5:33 am
Contact:

Re: Ballistic Bro Changelogs Discussion

Post by reload » Sat 22 Mar , 2014 5:42 am

The gun looks very nice, good job. When will it be added to the server?


Also about those players forced to use iron sights, they will be at a disadvantage in small corridors. It doesn't make sense to aim at a person when they are right in front of you. A lot of people dont bother to aim in close proximity with the LH and a49. And for them to have never aimed on the server wouldn't that mean they've never deployed a machine gun or used a sniper rifle?

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

Re: Ballistic Bro Changelogs Discussion

Post by Azarael » Sat 22 Mar , 2014 1:11 pm

Thanks, the gun might be added in a few days.

Forced aim has three purposes:

1) to force certain players to play as intended
2) to see if the hipfire system is broken, i.e. whether spammers are better off spamming
3) to gauge their own personal reaction - whether they are ignorant if the controls or just choose not to use sights (even with weapons like the Bulldog which are shit without aim).

I and others find it frustrating to be killed by players who are hip spamming so hard that they've reached max displacement. It requires no skill and should not kill anyone, but as long as hipfire is a mechanic, I cannot figure out a decent way of stopping it. I will be using the CX85's altfire as a platform to test a possible solution.

Oh, and I aim at close range. I've added per-game aim % tracking to 3SPN gametypes to settle the myth that you must hip at close range. The concept is called preaiming.

User avatar
pilau
Member
Posts: 217
Joined: Fri 05 Apr , 2013 8:58 am
Contact:

Re: Ballistic Bro Changelogs Discussion

Post by pilau » Sun 23 Mar , 2014 11:08 am

Azarael wrote:In other news, done texturing this:
Damn, Azarael, it's just a treat to look at! The level of details is exceptional. Who is the modeler? From a realistic-ish point of view, this rifle is one heavy looking motherfather. :P
Calypto wrote:that is a really big super soaker
:lol:
Image

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

Re: Ballistic Bro Changelogs Discussion

Post by Azarael » Sun 23 Mar , 2014 12:33 pm

My own model from original design.

User avatar
pilau
Member
Posts: 217
Joined: Fri 05 Apr , 2013 8:58 am
Contact:

Re: Ballistic Bro Changelogs Discussion

Post by pilau » Sun 23 Mar , 2014 1:40 pm

That's more than impressive.

Do you do professional work?
Image

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

Re: Ballistic Bro Changelogs Discussion

Post by Azarael » Sun 23 Mar , 2014 3:25 pm

I'm not professional in any way, no.

User avatar
pilau
Member
Posts: 217
Joined: Fri 05 Apr , 2013 8:58 am
Contact:

Re: Ballistic Bro Changelogs Discussion

Post by pilau » Sun 23 Mar , 2014 4:19 pm

Really a magnificent rifle you've made there... I'd love to hand it over to some professional prop makers, like Volpin:

Full process here: http://volpinprops.blogspot.com/2010/08 ... rifle.html

Also:

Image

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

Re: Ballistic Bro Changelogs Discussion

Post by Azarael » Sun 23 Mar , 2014 5:32 pm

That would be some cool stuff.

User avatar
Ollievrthecool
Member
Posts: 363
Joined: Wed 08 May , 2013 5:14 pm
Location: England
Contact:

Re: Ballistic Bro Changelogs Discussion

Post by Ollievrthecool » Sun 23 Mar , 2014 5:41 pm

should add a similar weapon that looks like that. it would be cool if people had ideas of what weapons they world like to be added. I might make another forum topic on some weapon ideas/requests

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

Re: Ballistic Bro Changelogs Discussion

Post by iZumo » Mon 24 Mar , 2014 10:23 am

Azarael wrote:Forced aim has three purposes:

1) to force certain players to play as intended
2) to see if the hipfire system is broken, i.e. whether spammers are better off spamming
3) to gauge their own personal reaction - whether they are ignorant if the controls or just choose not to use sights (even with weapons like the Bulldog which are shit without aim).

I and others find it frustrating to be killed by players who are hip spamming so hard that they've reached max displacement. It requires no skill and should not kill anyone, but as long as hipfire is a mechanic, I cannot figure out a decent way of stopping it. I will be using the CX85's altfire as a platform to test a possible solution.

Oh, and I aim at close range. I've added per-game aim % tracking to 3SPN gametypes to settle the myth that you must hip at close range. The concept is called preaiming.
Well there are two ways I can think of right now:
Either disable hipfire for good, except for sidearms / one handed guns (or non-rapid fire weapons). For convenience, if not aiming and trying to fire, you'd first enter aiming mode (and automatically exit later). This should keep advantage for those probing the area with guns ready at a movement penalty and prevent getting hipfire spammed.
OR
for the rapid-fire machineguns, make hipfiring make you shake view and look up in terms of permamently changing your look roation so you have to manually fix it with mouse (this has to be implemented with client side authority).

Post Reply

Who is online

Users browsing this forum: No registered users and 0 guests