BallisticPro Changelogs

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

Post by Azarael » Fri 10 Aug , 2012 10:43 pm

"Survivability" is how you can get a spree in any case, though I admit that rewarding better player with better weapons does serve to further unbalance the game. Without killstreaks, though, I have no means of getting certain new weapons into the game.

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iRobot
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Re: BallisticPro changelogs.

Post by iRobot » Fri 10 Aug , 2012 10:46 pm

Azarael wrote:"Survivability" is how you can get a spree in any case, though I admit that rewarding better player with better weapons does serve to further unbalance the game. Without killstreaks, though, I have no means of getting certain new weapons into the game.
Well no, you can contribute through thaws and just dishing out damage without killing, but yeah, beating around the bush!

I too cannot think of a way to implement them as rewards. If they are pretty decent, then maybe award them to the weaker team/players rather than the stronger ones.

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Re: BallisticPro changelogs.

Post by iZumo » Fri 10 Aug , 2012 11:52 pm

Not sure if putting ceratin new weapons is worthy the fact that it will futher imbalance the game.

Anyway if they would be in, then I'd rather award them for thawing frozen teammates.

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Azarael
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Re: BallisticPro changelogs.

Post by Azarael » Sat 11 Aug , 2012 12:13 am

That will just encourage people to farm thaws.

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iRobot
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Re: BallisticPro changelogs.

Post by iRobot » Sat 11 Aug , 2012 12:21 am

Oh god, people farming thaws in freon

God help us if people start farming kills in deathmatch

trollface

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Takeo
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Re: BallisticPro changelogs.

Post by Takeo » Sat 11 Aug , 2012 10:41 am

Did you concider using the given max-accuracy/max-damage/max-melee-damage info, azarael?
Instead of killstreaks (kill-stealing np) I would recommend setting a baseline of how much damage a person has to have served in total to receive the weapons. This way people also won't rage when they die after the 12th kill. Just an idea, though. Thought you might include this in your brainstorming.
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Azarael
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Re: BallisticPro changelogs.

Post by Azarael » Sat 11 Aug , 2012 11:49 pm

Accuracy is unreliable across the weapons.

Max damage... eh. Could be.

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iRobot
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Re: BallisticPro changelogs.

Post by iRobot » Sun 12 Aug , 2012 12:14 am

How about making a random player on each team a priority target, and if you kill that guy you get sum cool shit.

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Azarael
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Re: BallisticPro changelogs.

Post by Azarael » Sun 12 Aug , 2012 1:42 am

That'll make players rage when they get selected as a priority target.

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Azarael
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Re: BallisticPro changelogs.

Post by Azarael » Sun 12 Aug , 2012 3:38 am

General

Streak thresholds now 4/9/16.

Bulldog

Direct hits with a FRAG-12 will no longer unintentionally deal 240 damage.
Direct hits with a FRAG-12 which hasn't yet armed will deal impact damage but not explode.
FRAG-12s move 33% more slowly.
FRAG-12 direct impacts deal 70 damage and explosions deal 100 damage.

RX-22A Flamer

Improved handling.

XMV-850 Minigun

Recoil increased from 72 to 108.
Hipfire spread increased 50%.

M353 Machinegun

Hipfire spread increased 50%.
This weapon will no longer disappear when undeployed.

M925 Machinegun

Hipfire increased ~60% (didn't have ViewAimFactor 0.)
This weapon will no longer disappear when undeployed.

SAR-12

Recoil increased by a tiny fraction.

All Shotguns

Max damage loss over range reduced to 20% (spread deals with rest.)

CYLO UAW

Shotgun statistics improved.

LS-14

Reverted fire rate.

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