- Grenade has an arming delay like all the rest. No more shitter reflex.
BallisticPro Changelogs
- Azarael
- UT2004 Administrator
- Posts: 5365
- Joined: Thu 11 Feb , 2010 10:52 pm
Re: BallisticPro Changelogs
MARS-3
- Azarael
- UT2004 Administrator
- Posts: 5365
- Joined: Thu 11 Feb , 2010 10:52 pm
Re: BallisticPro Changelogs
General
- Blunt melee weapons, and not just sharp weapons, displace the gun when dealing damage.
- Some other weapons use the displacement effect. The HAMR and Bulldog will displace the weapon on a direct hit of their shell modes.
- Fixed the displacement effect against scope view.
- Fixed the failure of sandbags to spawn.
- Dual Wield is no longer a killstreak.
- Most pistols have been moved to the main slots. The Sidearm category now holds melee alone.
- Pistols balanced for dual wield will now spawn in pairs in Loadout.
- Limit 1
- Can no longer be cooked. Fuse fixed at 3 seconds.
- Damage up to 250 from 130
- Radius up to 400 from 300
- Can no longer be cooked. Fuse fixed at 0.3 seconds.
- Is now a main weapon.
- Damage up to 60 from 45.
- Capacity up to 14 from 7.
- Fire interval down to 0.3 from 0.4.
- Fixed ineffective previous update.
- In light of the recent melee fatigue and displacement changes, the Dark Star saw became too strong. Reduced vampirism by 66%. Dark Star no longer inflicts Slow.
- Fire interval reduced to 0.6 from 0.85
- Azarael
- UT2004 Administrator
- Posts: 5365
- Joined: Thu 11 Feb , 2010 10:52 pm
Re: BallisticPro Changelogs
General
- Auto-dual wield.
- Laser is gone. Players are ignoring the no FP9 at the top of stairs rule and I'm sick of having to make rules around a flawed concept, so this flow killing functionality is officially dead.
- Can't dual wield mismatching weapons. The players who did this with the AM67 knew full well what the intent behind only one AM67 being given was and chose to ignore it, so it looks like I have to force it.
- Azarael
- UT2004 Administrator
- Posts: 5365
- Joined: Thu 11 Feb , 2010 10:52 pm
Re: BallisticPro Changelogs
General
- Fixed another issue with displacement (wrong variable type declared so it didn't work at all.)
- Tracers move faster.
- Fixed excessively wide hit detection arc.
- Azarael
- UT2004 Administrator
- Posts: 5365
- Joined: Thu 11 Feb , 2010 10:52 pm
Re: BallisticPro Changelogs
General
Melee
Sprint
MOA-C Chaff Grenade
- Fixed handling of certain third-person animations.
- More third-person animations have been added.
- Sniper displacement when stationary fixed.
- All sidearms except the AM67 move back to the Sidearm slot.
Melee
- Dramatically reduced the damage and fatigue of melee flurry strikes.
- Melee weapons regain their speed bonus. This bonus does not stack with Sprint.
- Melee weapons move back to the first slot.
Sprint
- Can't sprint while airborne or with no forward component of velocity. I doubt many people knew about this, but activating Sprint on live would actually boost your speed in the air.
- Stamina will no longer be consumed by jump actions under any condition or by dodge actions not made under Sprint conditions. However, the recharge will be delayed for another interval.
- Sprint recharges when stationary or crouching regardless of conditions. When crouching and moving, the rate is 0.5x. When stationary, it is 1x. This stacks with the standard recharge for a maximum of 2x recharge when stationary and past the recharge delay.
- Sprint-dodging consumes twice as much stamina as before.
- Fire rate buff reverted. Intended rocket handling is working fine.
MOA-C Chaff Grenade
- Spreads actual chaff (not just smoke) in a wide radius. Chaff will confuse Akeron rockets, causing them to veer and disconnect from the launcher.
- Azarael
- UT2004 Administrator
- Posts: 5365
- Joined: Thu 11 Feb , 2010 10:52 pm
Re: BallisticPro Changelogs
General
- Over-the-shoulder camera is available.
- Primary fire recoil down to 768 from 1280
- Fused to 1.5 seconds once more. Can be cooked again.
- Fixed incorrect fusing affecting T10s before they lost their ability to be cooked.
- Fixed excessive knockback causing lockdown effect.
- Fixed burst fire issue.
- Fixed blind handling. Only affects you if you look at it.
- Azarael
- UT2004 Administrator
- Posts: 5365
- Joined: Thu 11 Feb , 2010 10:52 pm
Re: BallisticPro Changelogs
General
- Displacement is passed from one weapon to the next, to prevent players from switching weapons to dodge it.
- Akeron guided rockets have fuel for 6 seconds' worth of flight.
- Close range damage of altfire reduced to 50 from 75. Max damage not affected.
- Damage down to 200 from 250
- Slug impact damage down to 80 from 100
- Slug fire interval down to 0.55 from 0.6
- Shot fire recoil down to 650 from 768
- Shot range increased from 600 to 768
- Bomb has an arming delay. The close range spamming of it has become obscene.
- Azarael
- UT2004 Administrator
- Posts: 5365
- Joined: Thu 11 Feb , 2010 10:52 pm
Re: BallisticPro Changelogs
Bug fixes only.
- Azarael
- UT2004 Administrator
- Posts: 5365
- Joined: Thu 11 Feb , 2010 10:52 pm
Re: BallisticPro Changelogs
General
- Powerful explosives will now penetrate cover. The full list: XOXO bomb, HAMR shells, FP9s, G5 rockets, LAW rockets, Conqueror grenades, Bulldog FRAG-12s, NRP-57 grenades.
- The damage dealt through cover by these explosives will vary depending on the type of cover and how much of it is between you and the explosive. Hard cover types, like rock, metal and concrete, will either negate the blast entirely or amplify it though shrapnel. Soft cover types, like dirt and plant material, will dampen the blast, reducing the explosive radius.
- Azarael
- UT2004 Administrator
- Posts: 5365
- Joined: Thu 11 Feb , 2010 10:52 pm
Re: BallisticPro Changelogs
General
- Third-person view is available in all gametypes.
- Third-person view camera distance factor can be set using ChangeCamDist command.
- Longhorn low velocity grenades have increased damping.
- Anti-camp will not trigger if you can be seen.
- Fixed incorrect long-gun offset of SAR-12, CX61 and both CYLOs. Meleeing these weapons now causes the usual effect.
- Fixed an issue causing weapons to desynchronise if holding a main fire key during a melee attack.
- If a weapon is displaced by a melee attack, its bullet attacks lose damage to prevent abuse.
- Weapons resupply again on hipfire kills, but only half the normal resupply amount.
- Increased minimum zoom from 35% to 50%
- Bombs travel faster and have the opportunity to deal more damage.
- Reduced deployed damage reduction. Maximum damage reduction is 25%, down from 75%.
- Fire 40% faster when deployed.
- Reduces player move speed by 40%, up from 20%. Cannot jump.
- Produces more recoil if used from a crouch.
- Damage up to 25 from 20.
- When deployed, gains access to 2400 RPM mode. Normal fire rate is 1200 RPM.
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