BallisticPro Changelogs

Discuss the Ballistic Weapons servers here.
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Azarael
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Re: BallisticPro Changelogs

Post by Azarael » Tue 09 Apr , 2013 3:15 am

MOA-C Chaff Grenade
  • Replaces the M58 Smoke Grenade

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Azarael
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Re: BallisticPro Changelogs

Post by Azarael » Thu 11 Apr , 2013 3:07 pm

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.
FSSG-50 Marksman Rifle
  • 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.

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Azarael
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Re: BallisticPro Changelogs

Post by Azarael » Sat 04 May , 2013 8:42 pm

All shotguns

Range reduced by ~20%

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Azarael
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Re: BallisticPro Changelogs

Post by Azarael » Tue 21 May , 2013 2:39 pm

General
  • Empty fires draw their reserve ammo in red
  • Fixed limit carry to allow the pickup of already-held weaponry and all pistols
A500 Acid Gun
  • Ground acid residual damage down to 25 from 35
CX61 Tactical Rifle
  • Color-coded firemode display
CYLO UAW
  • Shotgun damage up to 120 from 90
  • Shotgun max damage range down by 33%
  • Shotgun dropoff range down by 25%
FG50 Machinegun
  • Adjusted early part of the recoil curve, which applied tons of recoil
XMV-850 Minigun
  • Will not fire until barrels are spun up
  • Fires at 1200RPM instead of 1000RPM

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Azarael
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Re: BallisticPro Changelogs

Post by Azarael » Sun 26 May , 2013 10:31 pm

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

Post by iZumo » Mon 03 Jun , 2013 11:14 am

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.

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Azarael
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Re: BallisticPro Changelogs

Post by Azarael » Wed 05 Jun , 2013 4:32 pm

FMD G28 Medicinal Aerosol
  • Moved to Streak 1
Sandbags
  • Pickup function works correctly on stairs

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Azarael
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Re: BallisticPro Changelogs

Post by Azarael » Thu 06 Jun , 2013 11:00 pm

E-23 VPR
  • Laser damage down to 8 from 10
  • Hipfire spread up to 1024 (matches SRS-600) from 768 (general assault rifle)

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Azarael
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Re: BallisticPro Changelogs

Post by Azarael » Mon 10 Jun , 2013 1:28 am

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.

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Azarael
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Re: BallisticPro Changelogs

Post by Azarael » Thu 13 Jun , 2013 3:33 pm

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.

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