Ballistic Bro Changelogs Discussion

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Aberiu
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Re: Ballistic Bro Changelogs Discussion

Post by Aberiu » Mon 14 Apr , 2014 6:14 pm

What some people do with powerful splash weapons is use them like the UT rocket launcher at close range, which, with BW mechanics, is very noob friendly.
Why not reduce the damage more instead of removing this feature completely, then?
Forced aim is only applied to true spammers,
I understand that. However, I still feel bad about playing against some guys whose abilities are limited compared to mine.

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Azarael
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Re: Ballistic Bro Changelogs Discussion

Post by Azarael » Mon 14 Apr , 2014 6:24 pm

To the first comment, the speed of the bolt needs to be high so that it is a usable projectile at long range. Lowering the numbers for close range (rather than using a jump offset) also affects the projectile at long range, and doesn't solve the issue that regardless of its numbers, the projectile is free damage at close range because it moves so quickly.

In the case of players using forced aim, they naturally W+M1, can't dodge and only infrequently jump in combat. When they're jumping, they fire just like you or I do. It's only when they are in situations when they would get an advantage from aiming that they actually are made to aim.

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Aberiu
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Re: Ballistic Bro Changelogs Discussion

Post by Aberiu » Mon 14 Apr , 2014 6:36 pm

also affects the projectile at long range
But that's a shotgun, right? When I was using it before I actually was surprised by the effectiveness of it's altfire at long range. This looks more like a free damage to me.
I thought this altfire was designed specifically for rushing into the crowd, not for shooting from a distance.

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Azarael
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Re: Ballistic Bro Changelogs Discussion

Post by Azarael » Mon 14 Apr , 2014 6:47 pm

Shotguns can have a long range, and the MK781's gimmick in the standard release was that it could be made more effective at range by adding a suppressor. That's an aspect I may not have explored well enough when I implemented this weapon into our version, as the suppressed altfire was being used at all ranges.

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Aberiu
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Re: Ballistic Bro Changelogs Discussion

Post by Aberiu » Mon 14 Apr , 2014 6:55 pm

So unsuppressed primary fire is better at close range, while altfire is more accurate. Suppressed primary is better at long range, but suppressed altfire is obviously more effective when close. What if you swap the altfires? Suppressed mode will be less attractive for spammers but still very useful.

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Azarael
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Re: Ballistic Bro Changelogs Discussion

Post by Azarael » Mon 14 Apr , 2014 7:24 pm

Then I have a logic problem: I wasn't privy to the original design stages for this weapon, but I believe the idea was that the extended barrel created by the suppressor was designed to direct the projectile coming out of it, whereas the standard barrel would use the conventional shotgun pattern. Having the suppressor implementation spread and the unsuppressed implementation be a projectile would feel somewhat wrong. However, I can't deny the point.

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Ollievrthecool
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Re: Ballistic Bro Changelogs Discussion

Post by Ollievrthecool » Sat 19 Apr , 2014 11:38 am

Love the new pistol, the bloodhound or summit like that. The Taser doesn't seem to be as powerful as the darts. the darts seem to be balanced imo.

On another note, ive had an idea for the HMC. these 2 ideas should effect how often it is used. like you said, it is mainly an assist weapon. take notes from the video

Video: https://www.youtube.com/watch?feature=p ... mzetwOY-ys

Watch the video beyond 1 minute and you will see what I mean.

If you don't know what I am on about, the main "healing" bean from the medic gun follows the "healed" player around giving him a constant flow of HP. This beam has a sence of tracking because in Ballistic when people use it, people are dodging and jumping all over the place and it is hard to use. also, my second point, when the main player, who is being healed, kills another player on the opposite team, the death message includes the main killer and the healer. This is where the "assist" comes into action. what I am thinking is that if a player kills another player while being healed, the kill should be split into 0.5 net instead of 1 net. This could also be used on a damage ratio.

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Re: Ballistic Bro Changelogs Discussion

Post by Aberiu » Sat 19 Apr , 2014 1:37 pm

Fixed so that ammo is indeed 3 for the altfire and not 9.
Doesn't resupply any more?

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Azarael
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Re: Ballistic Bro Changelogs Discussion

Post by Azarael » Sat 19 Apr , 2014 1:46 pm

It should resupply on kill.

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Re: Ballistic Bro Changelogs Discussion

Post by Aberiu » Sat 19 Apr , 2014 2:20 pm

It doesn't.

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