Ballistic Bro Changelogs Discussion

Discuss the Ballistic Weapons servers here.
Post Reply
User avatar
Greedisgood
Member
Posts: 194
Joined: Sat 07 Dec , 2013 6:51 pm
Contact:

Re: Ballistic Bro Changelogs Discussion

Post by Greedisgood » Thu 20 Aug , 2015 12:29 am

I got oneshotted by a railgun today. When is it getting removed?
"Not one has eggs to chance" - Brötchen of Hellfire

User avatar
Rymosrac
Revolver Ocelot
Posts: 138
Joined: Thu 17 Oct , 2013 7:17 pm
Contact:

Re: Ballistic Bro Changelogs Discussion

Post by Rymosrac » Thu 20 Aug , 2015 12:32 am

I apologize for any serious offense, my intent was more to amuse than anger. But balance feedback is the virtual extent of my contribution to this community, and I'm perhaps over-quick to lash out when people start talking nonsense about it.

I don't even necessarily disagree with making changes to the XMV - I wouldn't be opposed to returning it to KS1 status with some accompanying buffs, such a lofty position seems appropriate for such an iconic heavy weapon. Though Az has made a reasonable counterpoint to that by pointing out that something as fun to use as the minigun can help draw players, something relatively important to the health of the server.

User avatar
Calypto
Posts: 1879
Joined: Tue 27 Dec , 2011 6:24 am
Location: New York State
Contact:

Re: Ballistic Bro Changelogs Discussion

Post by Calypto » Thu 20 Aug , 2015 4:00 am

Removing the 2400 RPM firemode would pretty much fix this issue, but minigun is near useless if you're not backed up by a teammate. Also, M46 manual det should be toned down.

iZumo
Disappeared Administrator
Posts: 4196
Joined: Fri 19 Mar , 2010 1:21 am
Location: Earth
Contact:

Re: Ballistic Bro Changelogs Discussion

Post by iZumo » Thu 20 Aug , 2015 6:09 am

I wonder if the click to thaw should allow 10s max or something like that.

User avatar
CaptainXavious
V.I.P. Member
Posts: 269
Joined: Tue 07 Jun , 2011 2:49 am
Contact:

Re: Ballistic Bro Changelogs Discussion

Post by CaptainXavious » Thu 20 Aug , 2015 9:08 am

I was kind of wondering about that too. I could see some crazy shenanigans happen if a team got half-way coordinated.

User avatar
Earl_Vencar.:LLS:.
Disappeared Administrator
Posts: 1060
Joined: Thu 15 Jul , 2010 6:36 pm
Location: Bermuda
Contact:

Re: Ballistic Bro Changelogs Discussion

Post by Earl_Vencar.:LLS:. » Thu 20 Aug , 2015 9:57 am

No need to apologise; as I said, I was in a filthy mood after a balanced, entertaining game was ruined by a couple of XMV users. I did expect a slightly more mature response, but I suppose that's what you get if you elaborate the stats a wee bit. I assure you, my maths is sound. I didn't know the pop-ups combined.

I've decided I won't back down after all. As I said in-game, wiping my arse is more fun than the situation we had last night. If we are genuinely discussing solutions, and not just rhetoric, then moving the weapon to KS1 and buffing it really isn't viable in my opinion. The weapon is powerful enough as it is, and most players have access to KS1 at either 2 or 3 kills. Removing the 2400 RPM is definitely the way forward, as it's this setting that's making me pull my hair out. Because:

Perennial XMV user efficiency: 12.1%. Firing at 2400RPM, the user will hit 4.84 shots per second, dealing 121 damage per second.

Perennial XMV user Assault rifle efficiency: 17.2%. Firing 600 rounds a minute (SAR), the user will hit 1.72 shots per second, dealing 43 damage per second.

These are the real statistics for a real user. Halving the XMV firing rate makes the whole scenario a lot fairer.

Alternatively, I would be in favour of making such machine-guns deploy only; perhaps this isn't feasible, but it's been my view for months so I'll throw in the suggestion.

The point you are missing, Greed, is that weapons such as the Railgun (and other assorted snipers) require skill to use. Or an enormous slice of good luck. Anyone can pick up the XMV and run a street through (although as Cal said, it requires teammates to be uber efficient), and I don't particularly think this is fair.
“We humans do not understand compassion. In each moment of our lives, we betray it. Aye, we know of its worth, yet in knowing we then attach to it a value, we guard the giving of it, believing it must be earned. Compassion is priceless in the truest sense of the word. It must be given freely. In abundance.”

User avatar
Aberiu
V.I.P. Member
Posts: 384
Joined: Sat 22 Mar , 2014 11:41 am
Contact:

Re: Ballistic Bro Changelogs Discussion

Post by Aberiu » Thu 20 Aug , 2015 11:36 am

Earl_Vencar.:LLS:. wrote:after a balanced, entertaining game
Oh come on man, it was highlander :)) And then we played retardis2. Or was it the other way around? I don't remember

User avatar
Greedisgood
Member
Posts: 194
Joined: Sat 07 Dec , 2013 6:51 pm
Contact:

Re: Ballistic Bro Changelogs Discussion

Post by Greedisgood » Thu 20 Aug , 2015 2:16 pm

The point you are missing, Greed, is that weapons such as the Railgun (and other assorted snipers) require skill to use. Or an enormous slice of good luck. Anyone can pick up the XMV and run a street through (although as Cal said, it requires teammates to be uber efficient), and I don't particularly think this is fair.
I was making my point before, if anyone bothered trying the weapon before making conclusions, they wouldnt say half of this stuff and we could analyse the rest. Ill try to do my best to share my experience but its all useless if you bring it down to "nah, you just want easy kills".
- 2400 RPM is less effective than 1200 RPM in almost any situation. Its impossible to maintain 2400 fire at the upper body (on the body in general, in fact), which gets you killed by most assault rifles. I do not use the 2400 mode, everything you saw yesterday was at 1200.
- XMV gets devastated by melee (especially easy in the tunnel, SYLAR did it as far as i remember).
- Its less useful than any assault rifle when you are not in iron-sights.
- Which means that nova, ds, that-skirth-pushing-gun and anything with displacement that i forgot is enough to shut it down (bring it down to below average level for a good amount of time. Enough to leave the user no chance, since escaping at this speed is hilarious).
- Slow movement speed and long switch makes you a very easy target for grenade users. Good luck running away from the aoe stuff.
- It has to be constantly spinned, producing the loud sound, which makes it even easier for melee, grenades, longhorn, m46, acid approach and lets you know what you are going into before you jump head first into a minigun.
Just an opinion: you should not be able to outdamage such a weapon just by jumping in front of the user and unloading your clip. Its a minigun.
- I remind you that spamming it without iron-sighting and aiming at the upper body is ineffective and borderline useless. Which means that it can be relatively safely approached after any kind of vision restriction is applied.

Here is my mature response, i did my research (as much as it could be done with no one ever picking yet another op weapon). Again, im encouraging you to try using it for a few days before making such radical conclusions. It does require skill, i've yet to see any average player massively improving his results just by switching to it.
"Not one has eggs to chance" - Brötchen of Hellfire

User avatar
Azarael
UT2004 Administrator
Posts: 5365
Joined: Thu 11 Feb , 2010 10:52 pm

Re: Ballistic Bro Changelogs Discussion

Post by Azarael » Thu 20 Aug , 2015 4:35 pm

I thought that in order to use 2400 RPM, you had to deploy?

User avatar
Greedisgood
Member
Posts: 194
Joined: Sat 07 Dec , 2013 6:51 pm
Contact:

Re: Ballistic Bro Changelogs Discussion

Post by Greedisgood » Thu 20 Aug , 2015 4:50 pm

I thought that in order to use 2400 RPM, you had to deploy?
Nope. But the only use for it while undeployed is getting rid of extra ammo due to insane spread and shaking.
"Not one has eggs to chance" - Brötchen of Hellfire

Post Reply

Who is online

Users browsing this forum: No registered users and 1 guest