BallisticPro Changelogs

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Nuclearbass
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Re: BallisticPro changelogs.

Post by Nuclearbass » Fri 23 Dec , 2011 11:30 am

Yeah baby ! :P

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Azarael
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Re: BallisticPro changelogs.

Post by Azarael » Sun 25 Dec , 2011 3:35 am

Coming up

All pistols

Reworked as hipfire-strong, quick-moving when aimed weapons, but have lower DPS output than standard weapons.

All SMGs

Tweaked ranges.

Peacemaker Multiple Rocket Launcher

Fire interval up to 0.175s
Altfire interval up to 0.14s
Rocket damage up to 35 from 30
Rocket radius (pri) up to 128 from 96
Rocket speed (pri) is now 5000-7000
Rocket radius (sec) up to 96 from 64
Rocket speed (sec) is now 2500-4000
Rocket inaccuracy (sec) down to 128 from 256
Move speed penalty down from 15% to 10%

Riot Shield

New resistance formula. Applies vehicle armor type to the player, then divides damage by 2. Any damage which is reduced to 10 or less is blocked outright.

Don't use a shield to defend against missiles, bombs, grenades, the Bulldog, the Railgun and any other weapon which does high vehicle damage. Plasma weapons are fairly strong too.

A49 Skrith Blaster

Increased DPS output.
Now has the headshot damage penalty.

All turrets

Drivers are unaffected by knockback effects. Mainly to stop X83 gunners being knocked out of their turret repeatedly by enemy snipers.

A73 Skrith Rifle

Damage down from 29 to 28
Fire rate up to 0.1 from 0.11

R9 Ranger Rifle

Now deals 70 damage and has a fire interval of 0.375s

Bulldog Assault Cannon

Fires slightly more quickly

M353 Machinegun

No longer slows movement

M925 Machinegun

Slows movement by 10% instead of 20%

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Azarael
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Re: BallisticPro changelogs.

Post by Azarael » Mon 26 Dec , 2011 4:33 am

Above update is live.

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Calypto
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Re: BallisticPro changelogs.

Post by Calypto » Tue 27 Dec , 2011 6:31 pm

Azarael wrote:Coming up

A49 Skrith Blaster

Increased DPS output.
Now has the headshot damage penalty.
*facepalm*

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Azarael
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Re: BallisticPro changelogs.

Post by Azarael » Thu 29 Dec , 2011 5:07 am

Non-Freon gametypes

Now start with 75 shield

All weapons

Recoil takes twice as long to decline

Wilson 41

Fixed oneshot bug

M46A1 Combat Rifle

Increased recoil to statistically correct regions (150 -> 180, increase of 20%, also affects M46 RDS)
Has hipfire penalty to match SRS-900
Increased raise time a bit
M46 mines no longer trigger on crouching players unless Sprint is activated

R9 Ranger Rifle

Tweaked recoil to be more friendly

SRS-900, SRS-600

Increased recoil (150 to 180)

M353 Machinegun

Increased recoil

XMV-850 Minigun

Increased recoil
Is more accurate

M925 Machinegun

Decreased recoil

PeaceMaker

Rocket damage radius quartered
Rocket fire rate increased
Rocket damage rate reduced
Has recoil (This makes absolutely no sense because it's clearly a recoilless weapon from the design, but what the hell)

A73 Skrith Rifle

Improved projectile speed from 7000 to 8000
Reduced fire rate from 0.1 to 0.11

A49 Skrith Blaster

Improved projectile speed from 2500-4000 to 4000-5000

A500 Reptile

Altfire now costs 5 ammo or whatever's left in the mag, number of acid spots spawned is proportional to ammo used
Acid spots radius up to 80 from 70
Acid spot damage up to 16 from 12
Acid spots last 5 seconds, down from 8

M290 Shotgun

Should begin with both barrels loaded
Various buffs which should contribute to making it a valid choice

Riot Shield

Increased damage reduction
Weapons with bonus Anti-Vehicle damage no longer have it against the Riot Shield

SAR-12

Reduced the massive crouch benefit and recoil bonuses given for putting a SAR-12 into stock mode

Things to do

- Implement Kelly's updated A49 and LS14 code
- Edit M353 mesh to remove blocky sights and add fire anims
- Put in XM84's projectile mesh
- Look at DS / Nova performance
- Add recoil for pistols from hip.

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Calypto
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Re: BallisticPro changelogs.

Post by Calypto » Thu 29 Dec , 2011 7:08 am

Looks like gizmo and tiadoro will be needing new guns

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Mecha
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Re: BallisticPro changelogs.

Post by Mecha » Thu 29 Dec , 2011 2:35 pm

M46 mines no longer trigger on crouching players unless Sprint is activated

Excellent. I have waited for this too long, more tactical gameplay posssible. At least for me.

A500 Reptile: Altfire now costs 5 ammo or whatever's left in the mag, number of acid spots spawned is proportional to ammo used

Will reduce FPS lagging for me because some players tend to scoop out all their ammo just to hinder an enemy. That's good!

These 2 things are like miracles which are about to begin.
↑ ↓ A A B ← → A B ↑ A ↓ → → ← B ↑ ← A → B ← → A ← ↑ A ↓ A → ← B Select

I did it. Can you?

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Azarael
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Re: BallisticPro changelogs.

Post by Azarael » Thu 29 Dec , 2011 3:28 pm

M46 is currently broken atm: takes too long for recoil to decline and the M46 Red Dot Sight doesn't work at all.

Fix will be later, in the meantime take the time to acquaint yourselves with some other guns. LS-14 should work as a stopgap.

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Calypto
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Re: BallisticPro changelogs.

Post by Calypto » Thu 29 Dec , 2011 10:36 pm

M290 needs more firepower, and m763 needs WAYYYYYYYYYYYYYYYYYYYYY^100 less.

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Azarael
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Re: BallisticPro changelogs.

Post by Azarael » Fri 30 Dec , 2011 4:49 am

M46

Restored M46 recoil decline delay / time
M46 RDS should work again

LS-14

Faster raise
Slightly less recoil

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