BallisticPro Changelogs

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

Post by iRobot » Sun 29 Jan , 2012 8:28 pm

Azarael wrote: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.
If you stayed true to realism then all these silly energy weapons wouldn't be in. You've got to allow a little bit of artistic lee-way!

Theres no must, only what you believe. Nobody would lose sleep if you made it have lesser ROF or smaller mag.
Last edited by iRobot on Sun 29 Jan , 2012 9:29 pm, edited 1 time in total.

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giZmo
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Re: BallisticPro changelogs.

Post by giZmo » Sun 29 Jan , 2012 9:09 pm

Theres no must, only what you believe. Nobody would lose sleep if you made it have lesser ROF or smaller mag.
Agreed
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Re: BallisticPro changelogs.

Post by iZumo » Sun 29 Jan , 2012 9:23 pm

It's called "artistic license".

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iRobot
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Re: BallisticPro changelogs.

Post by iRobot » Sun 29 Jan , 2012 9:28 pm

Izumo_CZ wrote:It's called "artistic license".
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Azarael
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Re: BallisticPro changelogs.

Post by Azarael » Sun 29 Jan , 2012 10:46 pm

There's a difference between "absolute realism" and "suspension of disbelief". I can rely on it not to become an issue if there are energy weapons like the A73 Skrith Rifle in the game, because while they couldn't exist today, who knows about the future? Having the Peacemaker with two massive box mags and the ability to hold far fewer rockets than would conceivably be held by those mags violates suspension of disbelief. Same with having 18 barrels but no rapid-fire.

As for other reason the Peacemaker is a problem:

1) It fires rockets which deal AoE damage. Everyone knows that rockets explode, and the explosions grant damage to groups and on a miss.

2) It's a rapid-fire projectile weapon. This results in the wonderful Projectile Wall syndrome on the altfire- for a given projectile speed, the fire rate must not exceed a certain frequency, otherwise the user can simply create a wall of projectiles such that there's no safe place to dodge without getting hit. Weapons like the A73 and the Pulse Carbine, with fast projectiles, don't suffer this issue. The PeaceMaker, however, does, which eliminates slower projectiles as a balancing factor.

There's no replacement for the problematic altfire. Having all 18 barrels fire at once simply results in the weapon being a version of the E23, which has both firemodes and a laser.

3) No sights. No raise time delay and a clear view. Either it's fully accurate or it has base inaccuracy with no way of correcting that, via sights for example. If it can't be accurised, it's just a spam cannon.

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Calypto
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Re: BallisticPro changelogs.

Post by Calypto » Mon 30 Jan , 2012 2:21 am

Perhaps adding freon with camp would cause a third server to appear

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Re: BallisticPro changelogs.

Post by iZumo » Mon 30 Jan , 2012 2:35 am

Yes and current population would migrate there.

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Calypto
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Re: BallisticPro changelogs.

Post by Calypto » Mon 30 Jan , 2012 4:17 am

Izumo_CZ wrote:Yes and current population would migrate there.
That's the spirit iZumo! More pirates than ever will now be camping with hamrs and r78 rifles!

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Re: BallisticPro changelogs.

Post by iRobot » Mon 30 Jan , 2012 10:07 am

What's wrong with pirates?

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Azarael
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Re: BallisticPro changelogs.

Post by Azarael » Fri 10 Feb , 2012 5:07 am

Alright, it's been a while. As I haven't played the BW server enough lately to understand the current state of the balance, this patch only tweaks the CYLO Urban Assault Weapon. While there are issues with both weapons in the CYLO family which stem from not having ironsights at the moment (thus forcing a crosshair and providing better vision and easier aim than weapons with irons) this should at least iron out the issue with the CYLO being incredibly accurate.

CYLO Urban Assault Weapon

- Recoil doubled from 72 to 150 to bring recoil generation per sec in line with other weapons (M46 recoil per shot is 180 and SAR12 is 128)
- Recoil curve altered. Uses a pattern which is closer to that of the other weapons rather than firing in a small circle and then rapidly pitching up. The recoil curve is, however, a bit rickety and has jumps in it, in order to emulate the original CYLO's unreliability.

FYI, the CYLO's advantage or gimmick imo is that the AR aspect is used to initiate and then a shotgun blast finishes, allowing better time to kill than other weapons.

Further patches (for example, to the M353) will come depending on severity of issues and other projects for the Assault server.

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