BallisticPro Changelogs

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Azarael
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Re: BallisticPro changelogs.

Post by Azarael » Thu 25 Oct , 2012 12:35 am

Deploy is strong on all weapons (strong enough that some complain it's lame). The Minigun was merely excessive.

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Azarael
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Re: BallisticPro changelogs.

Post by Azarael » Thu 25 Oct , 2012 5:37 am

General

Izumo and I fixed the issue where weapons stick when scrolling. (Combination of GroupOffset and bad conditions / flow in Prev/NextWeapon).

Actually fixed the deployed turret spam bug (Timer issue). ClientState of WS_BringUp by default for turret weapons (which are spawned when a turret is possessed and destroyed when a turret is dispossessed, and are the only weapon available to turret pawns) seems to stop the log issues. Only other method was to delay turret spawn which looked stupid.

Deployed weapons will now trace correctly for their owner when initially deployed.

Berserk reduces incoming damage by 25%.

Freon

Aura / proximity healing has been nerfed. This was actually live today but I forgot to log it before. You reach the maximum heal rate with 1 player and further players no longer have any effect. Heal rate is equal to the HP of the most healthy nearby player divided by 12.5 - for a player with 175 hp this is 14 hp per second, so the "mob bonus" effect of before, where charging groups would aura heal each other and make T10s, FP7s and the like useless, is significantly weakened.

Pure sniper weapons get 25 seconds camp grace after a hit instead of 10. This affects the R78A1, X83, M75, LS-14 Double Fire and the Redwood 6000.

Berserk resupplies all firemodes, but only if their initial ammo supply is greater than 4 (Berserk grenade spam fix)
Freon's version of Berserk lasts 60 seconds.
(Don't be concerned about this, berserk will be nerfed if it's proven OP.)

AK-490 Battle Rifle

Adjusted very bottom of this weapon's recoil curve to no longer be quite so favourable (intended to be high recoil high damage weapon)

XMV-850 Minigun

Fixed overnerf of deploy - deploy was set to 80% of standard recoil and not 50%.

Dark Star

Dark melee hits for 35 instead of 40.

R78A1 Sniper Rifle

Recoil increased 3x.
Damage increased from 70 to 90.
Fire interval increased from 1 to 1.3.
R78's recoil is no longer perfectly predictable.

X83 Sniper Rifle

Adjusted deployed properties to match other deployed weapons.
Recoil pattern no longer perfectly predictable.

Shotguns

Headshot modifier is x1.25

E-V PC 9000

Big plasma balls hit for 275 instead of 350

HAMR

Firing the HAMR while airborne and unscoped will deal 50 damage to yourself.

M46 Proximity Mines

Fixed more ghost mine issues.

MR-DR 88

Displays weapon name in Simple Death Messages instead of "Killed".

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Azarael
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Re: BallisticPro changelogs.

Post by Azarael » Fri 26 Oct , 2012 4:29 pm

Freon

Fixed anticamp.

General

Adjusted hipfire for assault rifles and SMGs to be more uniform.
Fixed missing bracket in NextWeapon weapon switching.
Fixed spam alt reload issues with M46 and XMk5.

SAR12

SAR had better hipfire with stock out compared to with stock in. Swapped.

SMGs

Do less damage at range.

XK2

Capacity down to 40 from 50

XMk5

Capacity down to 32 from 40

Bulldog

Weapon no longer aims off when you jump.

A73 Skrith Rifle

Made more conventional recoil path.
Has more general recoil.
Magazine capacity 32, down from 40.

A49 Skrith Blaster

Damage and projectile speed improved.

CYLO "Firestorm"

Recoil settings match the CYLO Urban Assault Weapon's again.

MR-DR 88

Is now a sidearm and can be affected by Dual Wield.

BORT-85 Grenade Pistol

Adjusted code for dual wield reloading.

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Azarael
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Re: BallisticPro changelogs.

Post by Azarael » Sun 28 Oct , 2012 12:56 am

General

Can no longer skip cock on any weapon by switching out during the animation.
Deployed weapons are removed on Freon round end

Riot Shield

Fixed issue with small block arc
Riot shield damage formula: 10% of base damage plus 50% of vehicle damage scaling

BORT-85 Grenade Pistol

Completely fixed dual wielding.

HvC Mk9 Lightning Gun

Damage down to 21 from 28
Correctly overheats
Plays fire sound correctly

Plasma Cannon

Reduced opacity of arc effects to reduce eye pain

Dark Star

Melee damage down to 30
Melee attack no longer swipes, will now hit only targets in front of you
Melee attack leeches health in the same fashion as the Nova

A73 Skrith Rifle

Projectile goes from 100% of baseline damage to 140% of baseline damage over 0.4 seconds, since there's no reason to reward close range A73 with higher baseline damage as it already has lower recoil.

Pistols, SMGs

Deal tiny damage at range.

XRS-10

Fixed speed reset resulting in superior hipfire.
Suppressed XRS-10 has 33% shorter range.

XK2

Lowered fire rate and increased damage - DPS output is the same.
Suppressed XK2 has 33% shorter range.

XMk5

Lowered fire rate and increased damage - DPS output is the same.

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Azarael
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Re: BallisticPro changelogs.

Post by Azarael » Tue 30 Oct , 2012 1:46 am

General

Fixed Speedup issue.

Sandbags

Now in Melee

M46 Mines

Fixed double explosion when hitting a player.

A73 Skrith Rifle

Damage correctly increases over range

M75-TIC Railgun

Tweaked code with intention of removing jamming issue. Please notify if the rail still jams.

G5

Improved reload speed.
Improved rocket speed.
G5 is now hip inaccurate.
G5 can now toggle between Rocket and Mortar modes.
G5 takes longer to scope.
G5 takes 3 seconds to lock on.
G5 can now lock onto players again if in Mortar mode and Scope view.
G5 rockets move slower when locked onto players and will notify the player of your lock when fired.

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Azarael
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Re: BallisticPro changelogs.

Post by Azarael » Wed 31 Oct , 2012 3:48 am

General

Adjusted code for non-NetTemporary projectile explosions.

M75 Railgun

Fixed. Will put a better fix in later.

G5 RPG

Hip accurate in Laser mode.
Locks on properly.

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Azarael
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Re: BallisticPro changelogs.

Post by Azarael » Fri 02 Nov , 2012 5:31 am

General

Fixed issues with Sprint

Bulldog

No longer jams when empty

SRS-600, R9

Display muzzle flash correctly over holosight

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Azarael
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Re: BallisticPro changelogs.

Post by Azarael » Fri 02 Nov , 2012 9:21 pm

General

More Sprint adjustments. It may still bug, I'm testing alone atm, in which case I'm out of ideas.
Config change - Ironsights reduce speed by 10% and not 20%
Config change - Dodging while aiming reduces your dodge length by the speed reduction of walking instead of a greater value (major buff to dodge while in sights)

Bulldog

Should no longer desynch.
Can skip alt reload with altfire.

SRS-900

Adjusted accuracy

G5

Fixed issue with G5 aim in scope

Dark / Nova

Adjusted recoil values
Increased Projectile speed

XRS-10, Fifty-9

Due to excessive close range spam of these two weapons, I've decided that the hipfire system isn't working well for them.
Inaccuracy due to hipfire expansion reduced by 75%.
Overall damage reduced from 140% of baseline to 110% of baseline.
Generate 60% extra recoil when fired from the hip.

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Azarael
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Re: BallisticPro changelogs.

Post by Azarael » Mon 05 Nov , 2012 12:46 am

Hipfire rework

Halved radius of hipfire spread.
All weapons (pistols included) generate 75% more recoil when fired from the hip.
The DeerMaster is an exception, and generates twice as much recoil from the hip as it's very hip accurate.

MRT6 Shotgun

Hipfire spread penalty is 1.5x instead of 3x

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Azarael
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Re: BallisticPro changelogs.

Post by Azarael » Wed 07 Nov , 2012 1:44 am

General

Killstreak weapons are not resupplied when you kill players. They are still resupplied between rounds.
The W54 Painter (Nuke) has been moved to Streak 4 (25 kills).
The W54 Painter is available only for the round it was taken on.
The EVPC Plasma Cannon has been replaced with the HVPC Plasma Cannon. Altfire remains generally the same. Primary fire requires close or direct hits and deals 150 damage per hit.
Added new streak reward which gives a random weapon in the list of one level higher to the player(s) on your team with closest to zero net.

XMk5, XK2

Fixed XK2 strange recoil path
Reduced recoil by 35%

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