BallisticPro Changelogs
- Azarael
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Re: BallisticPro changelogs.
"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.
- iRobot
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Re: BallisticPro changelogs.
Well no, you can contribute through thaws and just dishing out damage without killing, but yeah, beating around the bush!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.
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.
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.
Anyway if they would be in, then I'd rather award them for thawing frozen teammates.
- Azarael
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Re: BallisticPro changelogs.
That will just encourage people to farm thaws.
- iRobot
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Re: BallisticPro changelogs.
Oh god, people farming thaws in freon
God help us if people start farming kills in deathmatch

God help us if people start farming kills in deathmatch

- Takeo
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Re: BallisticPro changelogs.
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.
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.
- Azarael
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Re: BallisticPro changelogs.
Accuracy is unreliable across the weapons.
Max damage... eh. Could be.
Max damage... eh. Could be.
- iRobot
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Re: BallisticPro changelogs.
How about making a random player on each team a priority target, and if you kill that guy you get sum cool shit.
- Azarael
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Re: BallisticPro changelogs.
That'll make players rage when they get selected as a priority target.
- Azarael
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Re: BallisticPro changelogs.
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.
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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