BallisticPro Changelogs
- Azarael
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Re: BallisticPro changelogs.
Slight delay while I implement a requested feature.
- Azarael
- UT2004 Administrator
- Posts: 5365
- Joined: Thu 11 Feb , 2010 10:52 pm
Re: BallisticPro changelogs.
Added an extra option to the "Preferences" tab of the Ballistic menu: Play Scope Up After Reload. Defaults to "on". Turning this off will prevent the weapon from going back into scope view after a reload, cock, long gun or any other event which causes a temporary scope down.
- Pinky
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Re: BallisticPro changelogs.
Thanks a lot for adding the option!
And who are you, the proud lord said, that I must bow so low?
Only a cat of a different coat, that's all the truth I know.
In a coat of gold or a coat of red, a lion still has claws,
And mine are long and sharp, my lord, as long and sharp as yours.
And so he spoke, and so he spoke, that lord of Castamere,
But now the rains weep o'er his hall, with no one there to hear.
Yes now the rains weep o'er his hall, and not a soul to hear.
Only a cat of a different coat, that's all the truth I know.
In a coat of gold or a coat of red, a lion still has claws,
And mine are long and sharp, my lord, as long and sharp as yours.
And so he spoke, and so he spoke, that lord of Castamere,
But now the rains weep o'er his hall, with no one there to hear.
Yes now the rains weep o'er his hall, and not a soul to hear.
- Azarael
- UT2004 Administrator
- Posts: 5365
- Joined: Thu 11 Feb , 2010 10:52 pm
Re: BallisticPro changelogs.
Update is online.
Recoil bug is fixed.
MG turrets are broken and aim off-centre. It's a bug which has existed forever and I'm looking into a fix for it.
Recoil bug is fixed.
MG turrets are broken and aim off-centre. It's a bug which has existed forever and I'm looking into a fix for it.
- Azarael
- UT2004 Administrator
- Posts: 5365
- Joined: Thu 11 Feb , 2010 10:52 pm
Re: BallisticPro changelogs.
General
Turrets, ammo restoration on kill and other BCoreV25 dependent features should now work again
All snipers
Fixed issue with gradients in scopes
SRS900, X83
Scope is now circular rather than oval
LS-14
Reload fixed
Bulldog
Uses latest reload code
BORT-85
More visible crosshairs
Has a movement penalty
Turrets, ammo restoration on kill and other BCoreV25 dependent features should now work again
All snipers
Fixed issue with gradients in scopes
SRS900, X83
Scope is now circular rather than oval
LS-14
Reload fixed
Bulldog
Uses latest reload code
BORT-85
More visible crosshairs
Has a movement penalty
- Azarael
- UT2004 Administrator
- Posts: 5365
- Joined: Thu 11 Feb , 2010 10:52 pm
Re: BallisticPro changelogs.
Nova Staff, Dark Star
Slow Charge projectiles are faster.
Slow Charge fire rate decreased.
Slow Charge hip accuracy decreased.
All weapons
Removed the old recoil fix. Hopefully there should be no problems.
Tweaked hipfire spreads further.
HAMR
Fire interval down to 1.5 from 2
Deployed fire interval down to 1 from 1.2
Shell damage up to 120 from 110
Deployed shell damage remains 145
HMC Beam Cannon
Reworked. I've heard people say that every weapon has its uses except this one.
Altfire can now switch between 3 modes:
Tractor Beam: Pulls enemies towards the player.
Repulsor Beam: Pushes enemies away from the player.
Healing Beam: Heals allies for 1/2 of the weapon's base damage.
Uses a placeholder fully-charged sound.
SKAS-12
Altfire now much more accurate.
E-23 ViPeR
Ammo capacity reduced to 21 from 45
Base damage of Series fire increased from 35 to 40
Base speed of Series fire increased to just below A73 speeds
Shotgun now fires 7 pellets at 20 damage each (up from 9 pellets at 15 damage each)
Solid Beam no longer pushes the enemy back
Solid Beam is now a long-ranged firemode with low recoil and lower than average damage.
ViPeR starts with 5 mags instead of 3.
These changes should restore the ViPeR back to being a weapon which is effective at all ranges at the cost of a low mag size and having to select firemodes.
Slow Charge projectiles are faster.
Slow Charge fire rate decreased.
Slow Charge hip accuracy decreased.
All weapons
Removed the old recoil fix. Hopefully there should be no problems.
Tweaked hipfire spreads further.
HAMR
Fire interval down to 1.5 from 2
Deployed fire interval down to 1 from 1.2
Shell damage up to 120 from 110
Deployed shell damage remains 145
HMC Beam Cannon
Reworked. I've heard people say that every weapon has its uses except this one.
Altfire can now switch between 3 modes:
Tractor Beam: Pulls enemies towards the player.
Repulsor Beam: Pushes enemies away from the player.
Healing Beam: Heals allies for 1/2 of the weapon's base damage.
Uses a placeholder fully-charged sound.
SKAS-12
Altfire now much more accurate.
E-23 ViPeR
Ammo capacity reduced to 21 from 45
Base damage of Series fire increased from 35 to 40
Base speed of Series fire increased to just below A73 speeds
Shotgun now fires 7 pellets at 20 damage each (up from 9 pellets at 15 damage each)
Solid Beam no longer pushes the enemy back
Solid Beam is now a long-ranged firemode with low recoil and lower than average damage.
ViPeR starts with 5 mags instead of 3.
These changes should restore the ViPeR back to being a weapon which is effective at all ranges at the cost of a low mag size and having to select firemodes.
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Re: BallisticPro changelogs.
Did you applied it yet on the server ? because i played this morning at 8am and nova's slow charge firerate was still fast
- Azarael
- UT2004 Administrator
- Posts: 5365
- Joined: Thu 11 Feb , 2010 10:52 pm
Re: BallisticPro changelogs.
The Nova and Dark slow fire should fire 1.25 times per second.
- Azarael
- UT2004 Administrator
- Posts: 5365
- Joined: Thu 11 Feb , 2010 10:52 pm
Re: BallisticPro changelogs.
Known Issues
Some weapons which should have scope sway don't.
Most weapons intended to have high hipfire penalties (single shot weapons) don't. The E-23 ViPeR's movement penalty is the only one currently working as intended.
HMC Beam Cannon
Should now have access to all firemodes.
M46es
Increased recoil to where it should be (close to SAR12 values).
Sways in scope again.
M46 over-prevalent and had better recoil than other weapons
XK2
Suppressor reduces minimum damage (over range) to 33% of max damage instead of reducing all damage.
XMV850 Minigun
Player speed reduction has been reduced to 20% from 35%.
Player jump reduction reduced from 50% to 20%.
E-23 ViPeR
Mag ammo increased back to 45.
Series Pulse shots cost 2 ammo.
Improved the Solid Beam firemode.
Now has a movement penalty.
E-23 is now considered a weapon which is effective at all ranges with a decent mag at the cost of having to switch firemodes and a hipfire movement penalty.
SKAS-12 Shotgun
Increased capacity to 12 from 10.
Increased damage of primary fire from 80 to 110.
Increased fire rate of primary fire from 0.5 to 0.4.
Using the "Manual" firemode results in a shot which is effective at ranges outside the normal distance.
SKAS-12 was statistically shit compared to other shotguns. Now considered a short-range shotgun with lower range than the M763, lower damage output than the MRS138 and lower chance of oneshotting a player, but with a sizeable magazine, option for long-range output, tri blast and quicker reloading.
CYLOs
Friendly crosshairs.
Some weapons which should have scope sway don't.
Most weapons intended to have high hipfire penalties (single shot weapons) don't. The E-23 ViPeR's movement penalty is the only one currently working as intended.
HMC Beam Cannon
Should now have access to all firemodes.
M46es
Increased recoil to where it should be (close to SAR12 values).
Sways in scope again.
M46 over-prevalent and had better recoil than other weapons
XK2
Suppressor reduces minimum damage (over range) to 33% of max damage instead of reducing all damage.
XMV850 Minigun
Player speed reduction has been reduced to 20% from 35%.
Player jump reduction reduced from 50% to 20%.
E-23 ViPeR
Mag ammo increased back to 45.
Series Pulse shots cost 2 ammo.
Improved the Solid Beam firemode.
Now has a movement penalty.
E-23 is now considered a weapon which is effective at all ranges with a decent mag at the cost of having to switch firemodes and a hipfire movement penalty.
SKAS-12 Shotgun
Increased capacity to 12 from 10.
Increased damage of primary fire from 80 to 110.
Increased fire rate of primary fire from 0.5 to 0.4.
Using the "Manual" firemode results in a shot which is effective at ranges outside the normal distance.
SKAS-12 was statistically shit compared to other shotguns. Now considered a short-range shotgun with lower range than the M763, lower damage output than the MRS138 and lower chance of oneshotting a player, but with a sizeable magazine, option for long-range output, tri blast and quicker reloading.
CYLOs
Friendly crosshairs.
- Azarael
- UT2004 Administrator
- Posts: 5365
- Joined: Thu 11 Feb , 2010 10:52 pm
Re: BallisticPro changelogs.
General
BW tracks accuracy, shots fired and damage on a weapon class basis (sidearms, smgs, assault rifles, energy weapons, etc.)
These stats are stored in BallisticPlayerReplicationInfo in BallisticProV55 and display in Freon.
Healing players grants a point per 100 damage healed to other players with a weapon (G28 or HMC). Self healing is ignored as is proximity healing.
May now no longer heal frozen players or heal after the round ends.
Projectiles
Grenade-derived projectiles such as the G5's rocket and the Bulldog's FRAG-12 should no longer deal their impact damage multiple times.
M46A1 Combat Rifle
Tweaked recoil and sway.
SRS900
Tweaked sway.
G5 Rocket Launcher
Now uses a safety mechanism for small maps.
The G5 deals 90 damage, scaling in a linear fashion to 140 after the projectile has been in flight for 1.25 seconds. The explosive radius scales from 128 to 256 using the same logic.
G5 users move more slowly.
The G5 now has extremely good aim from the hip.
HMC
No longer affects frozen players in any way.
Moved my laser colour code out of Tick and into PostNetReceive and ServerSwitchWeaponMode to stop spam.
BW tracks accuracy, shots fired and damage on a weapon class basis (sidearms, smgs, assault rifles, energy weapons, etc.)
These stats are stored in BallisticPlayerReplicationInfo in BallisticProV55 and display in Freon.
Healing players grants a point per 100 damage healed to other players with a weapon (G28 or HMC). Self healing is ignored as is proximity healing.
May now no longer heal frozen players or heal after the round ends.
Projectiles
Grenade-derived projectiles such as the G5's rocket and the Bulldog's FRAG-12 should no longer deal their impact damage multiple times.
M46A1 Combat Rifle
Tweaked recoil and sway.
SRS900
Tweaked sway.
G5 Rocket Launcher
Now uses a safety mechanism for small maps.
The G5 deals 90 damage, scaling in a linear fashion to 140 after the projectile has been in flight for 1.25 seconds. The explosive radius scales from 128 to 256 using the same logic.
G5 users move more slowly.
The G5 now has extremely good aim from the hip.
HMC
No longer affects frozen players in any way.
Moved my laser colour code out of Tick and into PostNetReceive and ServerSwitchWeaponMode to stop spam.
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