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Re: BallisticPro changelogs.
Posted: Sun 30 Sep , 2012 11:57 am
by iRobot
Vehicle Armor / Riot Shield / Sandbags
Ignore most bullet fires completely.
Take less damage from anti-vehicle weaponry.
Take much less damage from grenades and shrapnel.
strongly disagree
riot shield is already too free at thaws/escaping if you don't happen to have the exact weapon loadout to deal with it at the time
buffing it is joke
Re: BallisticPro changelogs.
Posted: Sun 30 Sep , 2012 12:51 pm
by enerG
Azarael wrote:
Vehicle Armor / Riot Shield / Sandbags
Take much less damage from grenades and shrapnel.
GJ, ill go nadecatching now
Its pretty hard to choose between shield, defi and knifes, they´re in the same slot but have very different abilities. And all good for some fun!.
Re: BallisticPro changelogs.
Posted: Sun 30 Sep , 2012 2:36 pm
by Azarael
Mecha wrote:Aza wrote:FP9 Explosive
Now deals 225 damage, up from 120. Go blow up some bridges.
Once people find THAT out...
...I expect it being pasted and plastered everywhere
The problem with the FP9 is that it can be detonated by its laser at significant range from where the actual explosive itself is, so it sucks.
iRobot wrote:strongly disagree
riot shield is already too free at thaws/escaping if you don't happen to have the exact weapon loadout to deal with it at the time
buffing it is joke
Modified scaling for the Riot Shield, since this patch isn't live yet. Shield takes 25% damage plus the vehicle damage scaling.
Re: BallisticPro changelogs.
Posted: Wed 03 Oct , 2012 2:48 am
by Azarael
Pending
Bulldog Assault Cannon
Reverted to former primary fire behaviour by demand. 100 damage per shot, 1 second between shots. Megahipfire has not been restored.
Fixed BallisticPro specific issues in Bulldog FRAG-12s:
Were descended from G5 rockets which had additional range limiting code and so were absolutely useless.
Didn't do any damage upon direct impact if armed.
Minor speed gain, minor damage nerf.
Shotguns
Hipfire shot spread increase reduced to 3x from 3.5x
Spread reduced
Range increased overall
Auto Melee Fire
Range reduced to 84 for further testing.
Nanoblade
Now melee.
Base damage 130. Please don't cry.
Short-bladed Melee Weapons
Range down to 128 from 150.
Sandbags
If world geometry is present ~100 Unreal Units above the deploy point, a bag cannot be deployed.
Re: BallisticPro changelogs.
Posted: Wed 03 Oct , 2012 3:30 am
by Pinky
Azarael wrote:Nanoblade
Now melee.
Base damage 130.Please don't cry.
You can remove the Katana then.
Re: BallisticPro changelogs.
Posted: Wed 03 Oct , 2012 3:39 am
by Azarael
Both the Nanoblade and the Katana two shot (90 and 130). Both have the same range. The Nanoblade gains higher damage in exchange for its light and sound.
"Please don't cry" was added because the Nanoblade seems to be widely hated and is aimed at nobody specific.
Re: BallisticPro changelogs.
Posted: Wed 03 Oct , 2012 10:03 am
by Oska
Am I hated?

Although, as I said nanoblade in primary slot with 130dmg was fair enough.
Re: BallisticPro changelogs.
Posted: Wed 03 Oct , 2012 5:20 pm
by Nuclearbass
Nano has still its amazing range ?
Re: BallisticPro changelogs.
Posted: Wed 03 Oct , 2012 5:32 pm
by Azarael
Nano and Katana primary fires still have 192 range.
Patch not live yet.
Re: BallisticPro changelogs.
Posted: Wed 03 Oct , 2012 5:35 pm
by Pinky
Nuclearbass wrote:Nano has still its amazing range ?
What amazing range? It's a sword, not a knife....
