Ballistic Bro Changelogs Discussion

Discuss the Ballistic Weapons servers here.
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Skaldy
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Re: Ballistic Bro Changelogs Discussion

Post by Skaldy » Wed 27 Aug , 2014 12:59 pm

iRobot wrote:'winners winning more' scenarios
KS1 is fine, but on the rare occasions I've ended up with a ridiculously high net score it is always because I've strung together multiple KS2s.

Given that KS2s do make killing significantly easier, I would suggest that kills made between claiming a KS2 and dying should not count toward further killstreaks. Alternatively, once a KS2 is claimed, double the kills required to get a further KS1+2 or something.

If the gap between the best and worst players is too large, it means the worst are spending too long frozen, probably bored, and at risk of leaving. It's a difficult balance, I know.

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iRobot
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Re: Ballistic Bro Changelogs Discussion

Post by iRobot » Wed 27 Aug , 2014 2:02 pm

Skaldy wrote:Given that KS2s do make killing significantly easier, I would suggest that kills made between claiming a KS2 and dying should not count toward further killstreaks.
That part is actually the case now. If you earn a KS2 and claim it right away, you cannot start earning credit to another until you die.

The problem is that you can game it by waiting till you have a KS2 credit, dying, then claiming it. This will allow kills made with the KS2 weapon to contribute to the next KS chain.

I am unsure if this is intended behaviour.

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Aberiu
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Re: Ballistic Bro Changelogs Discussion

Post by Aberiu » Wed 27 Aug , 2014 2:14 pm

iRobot wrote:Killing 2-3 people is fine for a bonus weapon. That's a quarter of the other team single handedly.
You don't kill them in addition to the amount you kill with other weapons, you use the Golden Pistol instead of them. I can kill more with mk781 or FS. Mk781 by the way kills pretty much as effective as the GP does - 2 fully landed shots per kill. And it also blinds, resupplies on kill and allows you to shoot without aiming at close range very effectively. Bulldog kills in 2 shots (1 if headshot) and has grenades (!). Deermaster works pretty much the same way GP does. Yes, Golden pistol is slightly better. But my opinion is that it's not that awesome to have only one extra magazine. That's what I wanted to say.

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Azarael
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Re: Ballistic Bro Changelogs Discussion

Post by Azarael » Wed 27 Aug , 2014 2:43 pm

The KS2 train has reached its last stop.

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iRobot
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Re: Ballistic Bro Changelogs Discussion

Post by iRobot » Wed 27 Aug , 2014 3:04 pm

Golden Pistol is also viable at range, where as your MK781 is not :p

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iRobot
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Re: Ballistic Bro Changelogs Discussion

Post by iRobot » Wed 27 Aug , 2014 3:11 pm

Azarael wrote:The KS2 train has reached its last stop.
I guess it was not intended behaviour. RIP

(was doing it for months ^^ )

Capaco
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Re: Ballistic Bro Changelogs Discussion

Post by Capaco » Wed 27 Aug , 2014 11:24 pm

Put longhorn to ks1? then the damage can stay as it is.

less crying and at least worth an experiment

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Rymosrac
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Re: Ballistic Bro Changelogs Discussion

Post by Rymosrac » Thu 28 Aug , 2014 12:52 am

Put one of the only viable indirect weapons in a restricted slot?

no plz

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Re: Ballistic Bro Changelogs Discussion

Post by reload » Tue 02 Sep , 2014 7:58 pm

Longhorn Repeater

Damage dealt by initial explosion of manual mode reduced to 75 from 110
Longhorn Launcher

Damage for indirect Longhorn grenades permitted to manually explode cut from 150 to 120

;"( ;"( ;"( ;"( ;"( ;"(

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Satin
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Re: Ballistic Bro Changelogs Discussion

Post by Satin » Mon 08 Sep , 2014 11:20 am

M75 Railgun
Is now semi-automatic with a fire interval of 0.9 seconds (1.5 on alt).
Haven't checked yet, but if this is the case, can the scope zoom stay in place now, instead of unzooming after each shot please.
Image

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