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Re: BallisticPro changelogs.

Posted: Wed 21 Nov , 2012 2:24 am
by iZumo
Live
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.
This effect is really applied. To remind, the current status is:
- in proximity, you get most healthy nearby player's health divided by 12.5, then multiplied by the total number of players in proximity - 1
(i.e 3 players together where one of them has 175 hp max result 14 * 2 = 28 hp regeneration per second)
- if you were real close to each other, the rate was doubled (i.e 56 hp regeneration per second in the current case)

- Berserk will not resupply ammo to weapons having lesser than 4 ammo (i.e not for NUKE, grenades etc.)

- Pure RFF in Freon has been fixed (but FF is not reenabled back until reverse FF is implemented in other gametypes: TDM / JB)

Re: BallisticPro changelogs.

Posted: Wed 21 Nov , 2012 8:33 pm
by Azarael
General

Players who have an active killstreak will be skipped in donation selection.

Snipers

Increased hipfire radius.

X83

Night Vision has been removed and replaced with target highlighting.

Redwood 6000

Reverted to fast cock rate and high damage.
No longer has its excellent hipfire, since it was outpowering shotguns.

Shotguns

Increased spread generally
2x spread from hip restored

Re: BallisticPro changelogs.

Posted: Thu 22 Nov , 2012 1:44 am
by iZumo
Pending

- Reverse friendly fire being enabled in every team-based gametype, note that no momentum is returned back to prevent abusing
- Jailbreak fixed
- Freon has now a practice round to wait for players to join

Re: BallisticPro changelogs.

Posted: Thu 22 Nov , 2012 11:55 am
by iRobot
No changes to overtime??????

Re: BallisticPro changelogs.

Posted: Thu 22 Nov , 2012 2:01 pm
by iZumo
Nothing arranged yet.

Re: BallisticPro changelogs.

Posted: Fri 23 Nov , 2012 12:37 am
by Azarael
M763 Shotgun

Improved range ability
Adjusted appearance when aimed
Hipfire spread penalty

R9 Ranger Rifle

Increased hip spread

Shotguns

All shotguns fire circular spread and not just the M763

Melee

Using old ranges again (it appears the wide swings were the real problem)

Re: BallisticPro changelogs.

Posted: Fri 23 Nov , 2012 4:51 pm
by iZumo
Completed list:

Pending

- Reverse friendly fire being enabled in every team-based gametype, note that no momentum is returned back to prevent abusing
- Jailbreak fixed
- Freon has now a practice round to wait for players to join
- Solothawing in overtime disabled
- Configurable: Overtime damage causes you only to freeze, not die
- gotoplayer implemented in UTComp for Freon

Re: BallisticPro changelogs.

Posted: Fri 23 Nov , 2012 5:43 pm
by iRobot
- Solothawing in overtime disabled
I'm already polishing my canoe for the river of tears that is forming.

Re: BallisticPro changelogs.

Posted: Fri 23 Nov , 2012 6:23 pm
by Mecha
that EMP dude wrote:- Reverse friendly fire being enabled in every team-based gametype, note that no momentum is returned back to prevent abusing
iRobot wrote:
- Solothawing in overtime disabled
I'm already polishing my canoe for the river of tears that is forming.
In that case I need to prepare the submarine.

But boy, I can't wait to see noobs killing each other with HAMRs and carelessly thrown grenades!

Re: BallisticPro changelogs.

Posted: Fri 23 Nov , 2012 6:28 pm
by Azarael
FF was initially enabled for that very reason.