BallisticPro Changelogs

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

Post by Azarael » Sun 27 Jul , 2014 2:25 am

Bug fixes, specifically:

- M353 no longer has a 40% boost to fire rate even when undeployed.
- XMV-850 has access to 600RPM, 1200RPM and 2400RPM modes and can switch between them correctly.
- XMV-850 no longer has an unintended recoil penalty for deploying.
- Deployed MG turret vehicles will no longer receive sandbags.
- Movement speed bonus while holding the dedicated melee key on applicable weapons fixed.
- Camper warning fixed.

Retractions:

- XOXO bombs will not penetrate cover as previously claimed. The smokescreen effect is enough.

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Azarael
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Re: BallisticPro Changelogs

Post by Azarael » Tue 29 Jul , 2014 1:23 am

Freon
  • Finally fixed the damn camp checks. You will not be camping if at least one active player has line of sight to you.
Akeron Launcher
  • Akeron rockets use a cylindrical check rather than a cone check.
  • Fixed a bug causing Akeron rockets to deal full damage through cover. They now work according to general cover penetration code.
  • Akeron damage range is from 100% to 35% instead of from 100% to 60% of base damage.
  • Damage down to 90 from 105 for primary rockets.
  • Primary Akeron rockets no longer displace aim unless under the effect of UDamage.

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Azarael
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Re: BallisticPro Changelogs

Post by Azarael » Wed 30 Jul , 2014 1:50 am

Dark Star
  • Displacement has thoroughly broken this mode, so it's been reverted to its old handling. For anyone who forgot: Leeches all damage dealt as HP, inflicts 10% slow.
  • Changed X-axis recoil path to better match other staves.
Le Big XOXO
  • Cost of Shockwave now 1.5 Lewdness, up from 1.
Raygun
  • Added the Beta Raygun.

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Azarael
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Re: BallisticPro Changelogs

Post by Azarael » Thu 31 Jul , 2014 1:00 am

All Splash Damage
  • Quadratic damage dropoff. Damage is inversely proportional to square of distance from explosion.
  • Increased the power of explosives. Some of them max at the one-shot threshold now. No tears, please.
The end result of the above is that you are punished more severely for being off-target with explosives than before, but if you are on target, you will do more damage.

Melee
  • Speed bonus for melee and charging up to 15% from 10%
Sidearms
  • Speed bonus 10%
X82 Rifle
  • Reduces speed by 20%, up from 15%
M75 Railgun
  • Reduces speed by 20%, up from 10%
  • Functions as per rework in Todo thread - charge-based, fires on release, autofires on max charge, damage range 125-200, penetration increases with charge.
General comment on speed - basic speed bonuses DO NOT stack with Sprint, but basic speed penalties DO

Wilson 41
  • Fire interval increased to 0.5s from 0.35s

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Azarael
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Re: BallisticPro Changelogs

Post by Azarael » Thu 07 Aug , 2014 12:10 am

General
  • Immune to melee, FP7s and T10s while on or leaving a lift.

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Azarael
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Re: BallisticPro Changelogs

Post by Azarael » Fri 08 Aug , 2014 4:11 am

General
  • Fixed Raygun locational damage, view shake and radius damage on alt fire.
  • Being hit now correctly removes your ability to be proximity healed for 1 second following the hit.
  • Melee displacement locks the standard guns outright, since players somehow seem to be able to hit when their gun is displaced. Melee weapons are unaffected and side arms displace without locking.

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Re: BallisticPro Changelogs

Post by Azarael » Sun 10 Aug , 2014 12:12 am

RX22A Flamer
  • Is KS2
  • Damage up to 18 from 14
  • Fire patches repel players - you will not simply run through them
Deploy
  • Damage resistance for deployed positions once again maxes at 75% if the gun is deployed at your own chest or head height
  • Deploy will continue to be modified until properly employed deployed positions are a valid tactic and not suicide
M58 Smoke Grenade
  • Limit 2
PeaceMaker
  • No longer a killstreak.
  • Will not fire unless the user is stationary.

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Azarael
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Re: BallisticPro Changelogs

Post by Azarael » Mon 11 Aug , 2014 2:17 pm

General
  • Fixed a critical mistake causing all energy projectiles, the MRL and the X8 knife's projectile to deal 20% more damage. There was literally a line "Dmg = Damage * 1.2" and I have no idea how it even got there.
PeaceMaker
  • Sight mode stabilises the weapon, dramatically slowing you but allowing accurate aim.

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Re: BallisticPro Changelogs

Post by Azarael » Tue 12 Aug , 2014 1:22 am

Dark Star
  • Chainsaw attack costs ammo
  • Ammo capacity and costs doubled for all modes except Immolate and Flamer
PeaceMaker
  • Reduced initial speed of rockets
  • MRL operates under permanent forced aim
note to self - if PM can't be made to work, drop back to delayed-action missile handling

FP7 / RX22A
  • Fire patches are removed immediately if they're based on a lift.
T10 Grenade
  • T10s will refuse to spawn gas if that gas would spawn over a lift.

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Re: BallisticPro Changelogs

Post by Azarael » Wed 13 Aug , 2014 11:12 pm

PeaceMaker
  • Fire interval increased from 0.095 to 0.12
  • Alt fire interval increased from 0.055 to 0.075
  • Altfire uses delayed-action handling
  • MRL rockets that miss deal reduced damage in a reduced radius

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