- Replaces the M58 Smoke Grenade
BallisticPro Changelogs
- Azarael
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Re: BallisticPro Changelogs
MOA-C Chaff Grenade
- Azarael
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Re: BallisticPro Changelogs
FG50 Heavy Machinegun
- Primary is standard machine gun fire. Secondary fires 25% faster but will overheat the weapon (marked by the heat meter on the screen). Fire mode selection allows Controlled mode, which is hip accurate but fires more slowly and projects a laser.
- Primary is sniper fire comparable to the X83. Secondary deals less damage but ignites struck targets for 2 seconds. Weapon special toggles an IR scope.
- Azarael
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Re: BallisticPro Changelogs
All shotguns
Range reduced by ~20%
Range reduced by ~20%
- Azarael
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Re: BallisticPro Changelogs
General
- Empty fires draw their reserve ammo in red
- Fixed limit carry to allow the pickup of already-held weaponry and all pistols
- Ground acid residual damage down to 25 from 35
- Color-coded firemode display
- Shotgun damage up to 120 from 90
- Shotgun max damage range down by 33%
- Shotgun dropoff range down by 25%
- Adjusted early part of the recoil curve, which applied tons of recoil
- Will not fire until barrels are spun up
- Fires at 1200RPM instead of 1000RPM
- Azarael
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Re: BallisticPro Changelogs
General
- Fixed a bug causing high ping players to have zero recoil on pistols and machineguns
- You no longer use up your killstreak for a one-round weapon when a donation fails
- Adjusted killstreak system to genericise handling of dummy weapons
- Reduced the base adrenaline received for donating from 50 to 30
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Re: BallisticPro Changelogs
Pending (~ Mid June)
Skill system
- added inactivity decay (fully reversible, starts if you're inactive for two weeks and expected play rate to maintain skill is 1h / day).
- added data decay (will reduce the samples to 3000 K + D, allowing old data to gradually decay); penalty will not count towards the 3000
- added administrative commands for merging and penalizing, these will work only in a tracked game AND only before end of the game
With this, skill system is complete. Next there will be skill balancer finally and then the changes are going to be ported to AS version.
Skill system
- added inactivity decay (fully reversible, starts if you're inactive for two weeks and expected play rate to maintain skill is 1h / day).
- added data decay (will reduce the samples to 3000 K + D, allowing old data to gradually decay); penalty will not count towards the 3000
- added administrative commands for merging and penalizing, these will work only in a tracked game AND only before end of the game
With this, skill system is complete. Next there will be skill balancer finally and then the changes are going to be ported to AS version.
- Azarael
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- Joined: Thu 11 Feb , 2010 10:52 pm
Re: BallisticPro Changelogs
FMD G28 Medicinal Aerosol
- Moved to Streak 1
- Pickup function works correctly on stairs
- Azarael
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Re: BallisticPro Changelogs
E-23 VPR
- Laser damage down to 8 from 10
- Hipfire spread up to 1024 (matches SRS-600) from 768 (general assault rifle)
- Azarael
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Re: BallisticPro Changelogs
General
- Fixed the inability to pick up same-type weapons when carrying capacity limits are on
- Removed option "Play Scope Up on Reload" - weapons now never automatically return to sights view post-reload. Since the old behaviour is always a serious disadvantage, I've removed this option entirely, as the new behaviour has been the default for a long time.
- Removed option "Shift View on Recoil Decline" - recoil must be manually compensated for. This particular change is because the old-style behaviour looks ridiculous, isn't factored into the balance, is used in no other game I've ever seen and means that players using it have selective advantage over those that don't, because the game perfectly resets their weapon for them. Consider long-range shooting for an example of this.
- Azarael
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Re: BallisticPro Changelogs
FP7 Grenade
Deals 50 damage max in a radius of 256 on its detonation and ignites all actors within that radius for 60 damage over 5 seconds.
Has greater ground coverage.
Ticks for 40.
Fuse time is 2 seconds.
Deals 50 damage max in a radius of 256 on its detonation and ignites all actors within that radius for 60 damage over 5 seconds.
Has greater ground coverage.
Ticks for 40.
Fuse time is 2 seconds.
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