BallisticPro Changelogs

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

Post by Azarael » Thu 25 Sep , 2014 11:09 pm

NFUD Combat Wrench
  • Starts full in gametypes which have a limited respawn

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Azarael
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Re: BallisticPro Changelogs

Post by Azarael » Mon 29 Sep , 2014 12:32 pm

General
  • Jakob and Abaddon are fullbright
  • July is half bright
E-23 ViPeR
  • Laser damage down to 8 from 11
  • Laser damage stacks as the XOXO's altfire does

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Azarael
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Re: BallisticPro Changelogs

Post by Azarael » Tue 30 Sep , 2014 6:43 pm

Heavy Anti-Materièl Rifle
  • Deals 80 damage to self if hipfired in the air, or 50 damage if hipfired otherwise.
M763 Shotgun
  • Increased effective range.
SKAS-12 Shotgun
  • Increased DPS output.
  • Fixed random recoil.
  • Loses more damage at range on Automatic mode.
AN-54 Akeron Launcher
  • Warhead fuel increased to 8 seconds' worth from 6.
  • Slightly increased warhead speed and manoeuverability.
Target Designator
  • Should no longer lock up when resupplying after 60 seconds.
FGM-70 Shockwave LAW
  • Rocket accelerates from a slow start.

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Azarael
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Re: BallisticPro Changelogs

Post by Azarael » Sat 04 Oct , 2014 3:11 am

General
  • Abaddon users automatically switch to a new version with brighter textures contributed by Aberiu
AM67 Assault Pistol
  • Removed from sidearm slot (shouldn't be there)

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Azarael
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Re: BallisticPro Changelogs

Post by Azarael » Sat 04 Oct , 2014 10:49 pm

General
  • Fixed a bug causing weapons to lock if you raised them into sights during the melee striking animation
Grenades
  • Grenade effects now display regardless of the user's detail level settings (fix for invisible chaff abuse)
M925 Machinegun
  • Doubled recoil
  • Increased effect of randomness at low recoil levels
Machinegun Deployables
  • Automatically use sight view.

R9 Ranger Rifle
  • Added freeze rounds and laser shots.
Dark Star
  • Will not inflict slow on a melee strike.
Sub-Assault Rifle 12
  • Significantly increased effect of randomness when stock is not engaged
AK-490 Battle Rifle
  • Significantly increased effect of randomness at low recoil levels
  • Slightly increased DPS

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Azarael
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Re: BallisticPro Changelogs

Post by Azarael » Sun 05 Oct , 2014 11:06 pm

General
  • Ammo tracking is back with different coding.
  • Fixed a bug causing refreshed killstreaks not to gain any ammo.
Freon
  • The command "CallSuddenDeath", if used during the overtime of a round where you are playing alone against five or more enemies, will kick the game into Team ArenaMaster, preventing all thawing and proximity healing for both sides.
Zoom Weapons
  • Zoom handling is now logarithmic. Each new level of zoom doubles the previous one, such that 2x becomes 4x, 4x becomes 8x, etc.
All Melee
  • Multiplied the time period over which the enemy's weapon will be displaced and unusable by 2.5x. This gives an average disable time of 1.5 seconds when hit by a melee strike. A reminder that sidearms remain minimally displaced and melee weapons are not displaced at all.

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Azarael
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Re: BallisticPro Changelogs

Post by Azarael » Tue 07 Oct , 2014 3:21 am

General
  • Removed certain detail optimisations until I figure out how I want to handle them
Zoom
  • Doubled the number of zoom stages

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Azarael
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Re: BallisticPro Changelogs

Post by Azarael » Thu 09 Oct , 2014 1:54 am

Freon
  • Roll switch is compatible with the Weapon UI
Suppressors
  • Increased bottom-end range damage
Suppressors were not fulfilling their intended role of strengthening the weapon at range while weakening it close up

AK-490 Battle Rifle
  • Reverted previous DPS buff - deviance change remains
Deviance change wasn't enough to compensate for AK's higher DPS and better TTK

LK-05 Advanced Carbine
  • Tweaked recoil pattern
  • Increased base damage from 24 to 25
Was far too easily compensated for and ubiquitous because of that

E-23 ViPeR
  • Multi Pulse is inaccurate from the hip
Easy spam.

All Scopes
  • HUD transparency is disabled while a scope is up
Fix for an exploit involving setting HUD transparency low in order to see in the areas that are meant to be blacked out

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Re: BallisticPro Changelogs

Post by Azarael » Mon 13 Oct , 2014 1:36 pm

XRS-10 Machine Pistol
  • Settings for suppressor match other weapons

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Azarael
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Re: BallisticPro Changelogs

Post by Azarael » Tue 21 Oct , 2014 4:06 pm

XRS-10 Machine Pistol, XK2 Submachinegun
  • Lesser damage reduction and recoil reduction when suppressed
  • Much lesser noise output when suppressed
Suppressors had no use on these weapons

M290 Shotgun
  • Reserve ammo up to 18 from 6
Unused

Conqueror MGL
  • Reserve ammo up to 12 from 6
Not as strong as the HAMR

Heavy Anti-Materièl Rifle
  • Reserve ammo down to 5 from 8
Was still the best KS option

All Other Suppressors
  • Minimum long-range damage is identical to the value in the unsuppressed state
Suppressors still not justifying the lower close-range damage

RX22A Flamethrower
  • Damage up to 24 from 18
  • Ammo capacity up to 100 from 75
  • Reserve ammo up to 100 from 75
Unused

LK-05 Advanced Carbine
  • Adjusted vertical recoil pattern
I feel the vertical recoil pattern was too unforgiving

LS-14 Carbine
  • Rockets inflict less damage in a smaller radius when not striking directly
  • Rockets travel significantly faster
  • Rocket damage radius up to 384 from 192
LS-14 rockets were shit

MK781 Shotgun
  • Much more accurate when suppressed
  • Reduced damage loss over range
Was useless when suppressed or at distance

Bulldog Assault Cannon
  • Fixed a bug causing the FRAG-12 not to appear to explode
  • Arming delay up to 0.15s from 0.1s
  • FRAG-12s deal lesser damage in a smaller radius when not striking directly
  • Damage radius up to 512 from 256
Was being used as the UT Rocket Launcher and too strong in that role

Le Big XOXO
  • Bomb mode has quadratic falloff instead of linear falloff
An oversight which made the bomb too strong

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