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Re: BallisticPro changelogs.

Posted: Tue 23 Oct , 2012 12:00 am
by Azarael
General

Fixed Pineapple glitch.
Mining within a certain radius of a teleporter with BX5s or an FP9 will bring nasty surprises.

Freon Only

Berserk will now resupply the reserve primary ammo for your currently held weapon over time. This was intended but didn't work with BW before.
The Invisibility combo will instead trigger the bonus pack combo PintSize, which shrinks you to half height.

Re: BallisticPro changelogs.

Posted: Tue 23 Oct , 2012 11:41 am
by iZumo
Have to say that pint size will be quite nasty w/o neon skins.

Re: BallisticPro changelogs.

Posted: Tue 23 Oct , 2012 6:04 pm
by Azarael
We'll see how it goes. Invis is utterly OP in BW so it can't be worse than that.

Re: BallisticPro changelogs.

Posted: Tue 23 Oct , 2012 7:51 pm
by iRobot
Freon seems to be solely about prolonging the game

So replace invis combo with necro. Good players will never use it. Noobs will be amazed by it. Good players never use anything other than boost fts

Re: BallisticPro changelogs.

Posted: Wed 24 Oct , 2012 12:55 am
by Azarael
When Invis is available it's whored almost as much as boost.

For the sake of information, the effects of combos in Freon are listed here:

Speed: Doubles your speed and jump. You thaw players 50% faster. Players using Invisible can be seen by you.
Booster: Increases your health over time.
Berserk: Increases fire rate, reload speed, cock speed by 33%. Regenerates 10% of your initial ammo per second. Decreases recoil by 25%. Decreases incoming damage by 25%.
Pint-Sized: Halves your size and makes you unable to crouch.

Re: BallisticPro changelogs.

Posted: Wed 24 Oct , 2012 1:49 am
by Azarael
General

Fixed bug in Berserk - Berserk was actually increasing your recoil by 33% instead of lowering it by 25%.
E-23 VPR and staves benefit from Berserk.
Berserk now improves hipfire as well.

New option: Use Simplified Death Messages. This option is accessible in the Preferences tab of the Ballistic menu. When enabled, death messages take the following form:

Killer [Weapon] Killed

For example, Riker [M50 Assault Rifle] Othello

M46 Mines

Corrected lingering projectile bug

Machineguns

Players will always grip the handle when picking up a deployed machinegun (more trouble than it's worth and not particularly logical to remove this anim when the weapon has been deployed), so the constant fire issue will be resolved.
Deployed machineguns become ready to use faster.
Deployed machineguns reduce incoming damage by 40%, down from 50%.

XMV-850 Minigun

Fixed issue with turret. Recoil was reduced to 15 when the turret was brought up so XMV-850 minigun turrets murdered anything. Looks like giZmo was right when he said the mini was a joke.

Re: BallisticPro changelogs.

Posted: Wed 24 Oct , 2012 6:05 pm
by giZmo
Azarael wrote: XMV-850 Minigun

Fixed issue with turret. Recoil was reduced to 15 when the turret was brought up so XMV-850 minigun turrets murdered anything. Looks like giZmo was right when he said the mini was a joke.
Next weapon im right -> Dark-Star

Re: BallisticPro changelogs.

Posted: Wed 24 Oct , 2012 7:33 pm
by iRobot
What exactly was the issue with the minigun?

Having it deployed reducing recoil is the only benefit of having it deployed - why nerf that?

Re: BallisticPro changelogs.

Posted: Wed 24 Oct , 2012 10:51 pm
by Azarael
Deployed weapons have zero lateral recoil, 50% reduced general recoil and reduce incoming damage by 40%. The issue with the Minigun was that it was hardcoded to set recoil to 15. The default recoil for the Minigun is 108, so recoil was reduced by ~90%.

Re: BallisticPro changelogs.

Posted: Wed 24 Oct , 2012 11:27 pm
by iRobot
Seems overnerf of a feature thats rarely used