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Re: BallisticPro changelogs.

Posted: Tue 07 Aug , 2012 4:42 pm
by iRobot
Noticed yesterday you only seem to get one medicine aerosol now. Is this intended?

Don't see a change in the patch notes anywhere.

If intended, I can deal challenge)

Re: BallisticPro changelogs.

Posted: Tue 07 Aug , 2012 6:32 pm
by Takeo
Yes, it is intended. But the one-medicine-aerosol is as strong as two of them ;) Use it wisely!

Re: BallisticPro changelogs.

Posted: Fri 10 Aug , 2012 1:18 am
by Azarael
General

Killstreak system added. Loadout menu modified into tabs to allow separate selection of killstreak weaponry for 7 kills, 14 kills and 21 kills. This system is in place to accomodate some of the upcoming weapons, so for now the available weapons are:

7 Kills: RX-22A Flamer
14 Kills: Peacemaker
21 Kills: HVPC-Mk66 Plasma Cannon

Added a new bind to the Ballistic Binds menu for this.

Please note that Killstreaks will only work in Freon, since UTComp uses its own branch of PlayerReplicationInfo (my first idea for a storage location) and Controller (my second). Will move it to the Pawn at some point.

RX-22A Flamer

Now a killstreak weapon (7 kills).
Projectiles deal 30 damage.
Players will only burn for a maximum of 2 seconds after last being set alight by a flamethrower.
No longer plays valve animation (akin to cocking) on raise.
Gas tank can no longer be ruptured.

PeaceMaker

Rocket damage down to 18 from 25

Plasma Cannon

Max ammo down to 150 from 400

Re: BallisticPro changelogs.

Posted: Fri 10 Aug , 2012 9:02 am
by iRobot
So you need to go 21-0 for a plasma cannon? For one map only?

Re: BallisticPro changelogs.

Posted: Fri 10 Aug , 2012 12:04 pm
by iZumo
UTComp uses LinkedReplicationInfo.

Re: BallisticPro changelogs.

Posted: Fri 10 Aug , 2012 4:50 pm
by Azarael
iRobot wrote:So you need to go 21-0 for a plasma cannon? For one map only?
Azarael wrote:This system is in place to accomodate some of the upcoming weapons
There's a tactical nuke coming up which is what the 21 Kill slot was created for. Also, in Freon, these weapons will only be available for the round you request them in. If once the weapons are released you feel that the requirements are too high, make a thread.
Izumo wrote:UTComp uses LinkedReplicationInfo.
Moved it to the client outfitting interface for now, since something is telling me that creating a LinkedReplicationInfo for one variable which isn't even replicated would be silly.

Re: BallisticPro changelogs.

Posted: Fri 10 Aug , 2012 7:22 pm
by iRobot
But I don't think even me has ever gone 21-0

(ok

Re: BallisticPro changelogs.

Posted: Fri 10 Aug , 2012 7:27 pm
by Takeo
The only option I see to lower the killstreak for plasma is by removing the plasma orb function and sticking only to automatic firemode.

Re: BallisticPro changelogs.

Posted: Fri 10 Aug , 2012 8:36 pm
by Azarael
Let's discuss this, then.

Currently, the thresholds in the next version are set at 6/11/16. What I don't want to see is the CoD syndrome, whereby each killstreak is used to hop up to the next one, but since you actually have to engage rather than allowing, say, your helicopter to own everyone for you, it may not be such a problem.

Also, don't suggest multiples of 5, because killstreaks make a noise to alert you that they're up and this will overwrite or be overwritten by the stock announcements.

4/8/13? Or even less? Bearing in mind that the last one is intended to be a nuke?

Re: BallisticPro changelogs.

Posted: Fri 10 Aug , 2012 10:40 pm
by iRobot
Nuke = Redeemer-esque?

The thing is, for someone to get 16 kills in a row, they're either on a heavily stacked team, or are simply just better than the other players by a fair margin (at the time)

If you allow them to get some uber weapon for getting that 16, it's just going to further the gap.

I really don't see why it's required. Reward accuracy or survivability or something, rewarding a long killing spree seems redundant. Maybe even base it on number of thaws, given the freon gametype.

Just my op.