BallisticPro Changelogs

Discuss the Ballistic Weapons servers here.
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Calypto
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Re: BallisticPro changelogs.

Post by Calypto » Sat 21 Jan , 2012 4:20 am

A good idea for balancing is smoke in view, like the ut Sniper Rifle

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Azarael
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Re: BallisticPro changelogs.

Post by Azarael » Sun 22 Jan , 2012 4:10 am

M46A1 Combat Rifle

Recoil in X direction down slightly

R9 Ranger Rifle

Slightly more recoil
Damage down to 60 from 70

MR-DR 88

Fire interval down to 0.145 from 0.16
Damage up to 22 from 13

SKAS-21

Manual fire damage increased by 20%
Manual fire spread reduced

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iRobot
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Re: BallisticPro changelogs.

Post by iRobot » Wed 25 Jan , 2012 11:40 am

Azarael wrote: SKAS-21

Manual fire damage increased by 20%
Manual fire spread reduced
I tried the manual mode of this weapon after seeing these buffs. The really long delay between shots kills it though, you'll get one shot off, two if you happen to be lucky. If you miss either of those you're dead, and given that it takes two direct hits to kill someone, its unlikely to work out for you. Which is a shame since it has good potential.

Auto is innacurate and spammy as crazy, which is probably the intention. I think that's ok.

I don't see a benefit to choosing this weapon as opposed to say, another assault rifle.

Actually to go off on a tangent somewhat, Shotguns seem really awful currently. The reason the M763 was overused was likely due to the fast it was the only good reliable one. I understand how difficult they are to balance due to the amount of close combat though, but perhaps the issue lies in how good (or even better perhaps) other weapon types are at close range.

-AS Rifles will rip through someones health reasonably easily at PB range. It is also pretty easy to headshot at PB due to the large hitboxes on the heads (or it seems that way at least). Also this is reinforced by the accuracy from the hip which seems to be great on some weapons. CYLO is an overused example.
-Energy Weapons seem to absolutely destroy people at PB range. Projectiles rarely miss due to being close so these have crazy DPS.
-Submachine Guns will also be very fatal at close range. They seem to have large magazines so even if you're inaccurate, you'll kill when close. Spam will always be chosen over something more precise like a Shotgun.

Also the range issue on shotguns seems to be problematic. Why try to hit someone with a shotgun doing say, 60-100 damage a hit, when you can just jump and hop around with your Dragonblade spamming alt fire for guaranteed DPS which is nearly always fatal, not to mention you run faster with melee weapons so people usually can't avoid it (on shitty narrow maps where you'd usually opt for a shotgun).

For me at least, Shotgun doesn't seem to have a role anymore now it's been nerfed, and other weapons are always the better choice.

Just my views, feel free to disagree.

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Re: BallisticPro changelogs.

Post by Nardaq_NL » Wed 25 Jan , 2012 4:46 pm

iRobot wrote:
Azarael wrote: [...]
[...]

Also the range issue on shotguns seems to be problematic. Why try to hit someone with a shotgun doing say, 60-100 damage a hit, when you can just jump and hop around with your Dragonblade spamming alt fire for guaranteed DPS which is nearly always fatal, not to mention you run faster with melee weapons so people usually can't avoid it (on shitty narrow maps where you'd usually opt for a shotgun).
Exactly, but ppl go whining they got killed in 2/3 shots (not anymore, nerfed like hell) because they got to close, no shit sherlock. dodge/hide away or go bunny-hopping :mrgreen:
For me at least, Shotgun doesn't seem to have a role anymore now it's been nerfed, and other weapons are always the better choice.

Just my views, feel free to disagree.
same.
Last edited by Nardaq_NL on Wed 25 Jan , 2012 8:48 pm, edited 1 time in total.

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Pinky
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Re: BallisticPro changelogs.

Post by Pinky » Wed 25 Jan , 2012 7:03 pm

iRobot wrote:
For me at least, Shotgun doesn't seem to have a role anymore now it's been nerfed, and other weapons are always the better choice.

Just my views, feel free to disagree.
Well, I disagree! ;)

I regularly use the M290 or the Nanoblade as my close range weapon (depending on the map and my mood). The M290 is actually the king at close range, even outmatching the Nanoblade in damage (it is basically an instant kill if you manage to hit someone directly in the face). The disadvantage of the M290 is of course that you do only have three shots before you have to reload and you need to get really close to your opponent. The Nanoblade is better in that respect as it needs no reload. However, the blade emits an sound which can be heard by other players from distance. An experienced player will eat you with his Cylo before you can get even close to him with the blade.

The M763 btw was nerfed for a very good reason: it was way too accurate at large distance. Considering it has 12 rounds it is still a good choice if you don't want to get as close as you need to be for the M290 or the Nanoblade. It will however still lose against the Cylo probably. So, if anything there is no need to buff the Shotguns but to nerf the Cylo down to a level where the M763 can compete with it.
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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,
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Yes now the rains weep o'er his hall, and not a soul to hear.

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Azarael
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Re: BallisticPro changelogs.

Post by Azarael » Sun 29 Jan , 2012 4:14 am

CYLO Urban Assault Weapon

Fixed RecoilMax value

A500 Reptile

Damage reduced from 26 to 23 (Primary projectile)

Peacemaker MRL

This weapon has been removed from the loadout lists.

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Mecha
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Re: BallisticPro changelogs.

Post by Mecha » Sun 29 Jan , 2012 12:17 pm

Peacemaker MRL removed? CYLO's fixed max recoil? A500 primary fire damage reduction???

Tissues... will be of no use. Get out your umbrellas and man the lifeboats, heavy tears rain and salty tsunami warning!
↑ ↓ A A B ← → A B ↑ A ↓ → → ← B ↑ ← A → B ← → A ← ↑ A ↓ A → ← B Select

I did it. Can you?

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iRobot
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Re: BallisticPro changelogs.

Post by iRobot » Sun 29 Jan , 2012 12:40 pm

Personally doesn't bother me because I didn't use it, but removing peacemaker kinda blows. I liked it in a way.

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Re: BallisticPro changelogs.

Post by giZmo » Sun 29 Jan , 2012 1:07 pm

Bad news Kirby imho the Cyclo doenst feel much different than before :?
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Azarael
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Re: BallisticPro changelogs.

Post by Azarael » Sun 29 Jan , 2012 7:46 pm

Peacemaker is impossible to balance for me. Due to model constraints, the peacemaker MUST be a weapon with a massive mag, no sights, no recoil (recoilless design), rapid fire (18 barrels on weapon) and exploding rocket projectiles. I can't balance that as a non superweapon.

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