Ballistic Bro Changelogs Discussion

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

Post by Aberiu » Sun 19 Oct , 2014 10:05 pm

m925 nerf shouldn't have affected deployed mode. All the rage was coming from close range encounters leading to instant kills with 3-4 shots, hitting a target at mid or far range was already quite difficult. The problem is, you don't use a deployed machine gun in close combat. Also I wasn't following the recent changes but it feels like deployed machine gunner is vulnerable to almost everything - explosives, energy weapons, sniper rifles. Weakening this mode even more wasn't really necessary imo.

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Aberiu
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Re: Ballistic Bro Changelogs Discussion

Post by Aberiu » Tue 21 Oct , 2014 5:44 pm

Much more accurate when suppressed
Reduced damage loss over range
I appreciate the new changelog format, but can I whine about my favorite shotgun a little bit? It's still ~30 damage per shot on direct hit (used to be 100). Just like CYLO FS, only CYLO shoots in bursts, has 4 times more ammo and can be reloaded way faster. The X-007 bolt is strong, but it just doesn't feel right to choose a shotgun for spamming altfire projectile.
>50% damage reduction is really the kind of change that requires an explanation.

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Azarael
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Re: Ballistic Bro Changelogs Discussion

Post by Azarael » Tue 21 Oct , 2014 5:50 pm

MK781PrimaryFire.uc wrote:Damage=10
TraceCount=9

simulated function SwitchSilencerMode(bool bSilenced)
{
if (bSilenced)
{
XInaccuracy = 96;
YInaccuracy = 96;
RecoilPerShot *= 0.65;
Damage *= 0.7;
RangeAtten *= 1.45;
}

else
{
XInaccuracy=default.XInaccuracy;
YInaccuracy=default.YInaccuracy;
RecoilPerShot=default.RecoilPerShot;
Damage = default.Damage;
RangeAtten = default.RangeAtten;
}
}
RangeAtten is a scaler for the amount of damage done over range. 1.45 is used here to cause the long-range damage to remain constant regardless of suppression state.

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Aberiu
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Re: Ballistic Bro Changelogs Discussion

Post by Aberiu » Tue 21 Oct , 2014 6:06 pm

Sorry but I don't understand anything when it comes to programming. Suppressed mk781 deals around 30-40 damage per shot at melee range. Some assault rifles can do better.

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Azarael
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Re: Ballistic Bro Changelogs Discussion

Post by Azarael » Tue 21 Oct , 2014 6:09 pm

This is a bug. Testing now.

Yep, two calls to SwitchSilencer nerf the damage beyond what's expected. I didn't write that code, however.

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Definitelynotjay
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Re: Ballistic Bro Changelogs Discussion

Post by Definitelynotjay » Mon 27 Oct , 2014 7:20 pm

Is it intended that the XRS-10 is so damn effective at close range? It is currently dealing 60 or so damage on headshots, with an incredibly fast fire rate.
You see a mouse trap, I see free cheese and a fucking challenge.
They will try to kill you. Kill them back.

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Butcher
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Re: Ballistic Bro Changelogs Discussion

Post by Butcher » Mon 27 Oct , 2014 9:57 pm

Definitelynotjay wrote:Is it intended that the XRS-10 is so damn effective at close range? It is currently dealing 60 or so damage on headshots, with an incredibly fast fire rate.
use it :)
...I recall when you could dual wield it... was awsome...
"An BW match is a test of your skill against your opponents' luck." :)

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Re: Ballistic Bro Changelogs Discussion

Post by Skaldy » Tue 28 Oct , 2014 2:55 pm

What's the general impression with relative thaw, now it has been live for a while?

It doesn't seem too bad to me, although I seem to be frozen a bit longer (but that's probably because I die too much in general anyway). Basically, I'm interested whether:

* lower-skilled players are finding the game pace more hectic, and therefore less boring (hopefully)
* overtime is being reached more often (hopefully not)
* the match balance is being affected, with greater or fewer 6-0s and 6-1s (hopefully no change)
etc.

Yesterday's recent limitation to 50% faster than 7.XX seems sensible - I think nets were actually higher because there were more lower-skilled available to kill more often. Game theory is a complex and wonderful thing.

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Azarael
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Re: Ballistic Bro Changelogs Discussion

Post by Azarael » Tue 28 Oct , 2014 3:40 pm

I can answer for the second: match length was being affected. Overtime was becoming the only way to win a round because it was impossible for a team to keep all the enemy players frozen for long enough during normal time.

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iRobot
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Re: Ballistic Bro Changelogs Discussion

Post by iRobot » Tue 28 Oct , 2014 3:42 pm

Can you opt out? Some of the lower skilled players might not want to be thawed twice as quickly and just be cannon fodder for the rest.

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