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Re: BallisticPro Changelogs

Posted: Sat 13 Jul , 2013 2:15 am
by Azarael
General
  • Added an ingame stats page (beta). Type bwstats into the console when playing Freon. Will show an image of the weapon, its lore description and general properties of the weapon as well as details for its primary fire - the default mode only. Percentages are given relative to the S-AR 12 for comparison. Details for weapon altfires will be given separately as part of the gameplay description. This stats page will show information for any BallisticPro weapon that's in your cache, including weapons not actually yet available on the server.
  • Corrected a number of oversights with the aid of the aforementioned stats page.
FSSG-50 Marksman Rifle
  • Significantly improved this weapon's performance.
M2020 Gauss Rifle
  • Improved the Recharge mode.
CYLO UAW
  • Now has the correct hipfire stats.
X8 Ballistic Knife
  • Improved combat performance.
FG50 Machinegun
  • Increased fire rate of primary fire.

Re: Ballistic Bro Changelogs Discussion

Posted: Mon 15 Jul , 2013 1:38 am
by Azarael
General
  • Weapon stats now work.
  • Mode Remembrance is now configurable. 3 options exist:
    None - No remembrance.
    Last Mode - Weapon remembers the last mode used.
    Saved Default - Weapon remembers a saved default mode. The command "SetDefaultMode" will save the current mode as the default mode.
    The command "GetDefaultMode" will return the name of the current default mode. "ClearDefaultMode" will clear it.
  • Simple Death Messages will now call out certain kills as being spam or luck. Examples are machinegun-class hipfire and sniper headshots from hipfire.
trollface

Re: BallisticPro Changelogs

Posted: Fri 19 Jul , 2013 2:18 am
by Azarael
All shotguns
  • Wider hip
RX22A Flamethrower
  • Primary temporarily creates no ground fires
CYLO Assault Weapon
  • Shotgun base spread widened

Re: BallisticPro Changelogs

Posted: Fri 19 Jul , 2013 10:08 pm
by Calypto
General
  • Added PingCompensation, which is a server-side actor and requires clients to download absolutely nothing. This mutator helps people with steady but high pings to be able to aim directly on their targets rather than having to track as if bullet weapons were projectiles. Because this is entirely server-side, the predictions of locations of players as seen by the clients may not be flawless, so it may still be possible to miss players even though you were aiming at them directly.

Re: BallisticPro Changelogs

Posted: Sun 21 Jul , 2013 5:43 pm
by Azarael
Longhorn Launcher
  • Primary manual detonation radius damage up to 100 from 75
  • Primary manual detonation radius down from 300 to 256
  • Primary cluster dispersion cone angle reduced from 22° to 13°
  • Primary cluster damage increased to 45
  • Primary cluster radius reduced from 256 to 192
  • Primary cluster downward speed increased from 550 to 900
  • Secondary clusters will retain less momentum when bouncing from walls and surfaces
MARS-3 Assault Rifle
  • Shockwave mines require 2 seconds to activate
  • Shockwave mines deal 33% less damage through walls

Re: BallisticPro Changelogs

Posted: Mon 22 Jul , 2013 1:34 pm
by iZumo
Live

Skill system
- added inactivity decay (fully reversible, starts if you're inactive for two weeks and expected play rate to maintain skill is 30 mins / day).
- added data decay (will reduce the samples to 3000 K + D, allowing old data to gradually decay)
- added administrative commands for merging, working only in a tracked game AND only before end of the game

Code: Select all

mutate LDGGameBW Merge OLD_ID NEW_ID <- merges (made at the end of the game)
mutate LDGGameBW CancelMerges <- cancels pending merges
- admins & donators can EFR in peak hours (provided they have some EFRs left)
- dying after round end / before round start will not increment deaths

General
- admins & donators now have reserved spectator slot, this is now always an extra slot (so standard players will have all 8 slots anytime)
- support for future sentinel balancer in the gametype

Due to an issue with ID system the skill data will be reverted to a backup from 19/07/2013 evening!

Re: BallisticPro Changelogs

Posted: Mon 22 Jul , 2013 2:12 pm
by Azarael
Live

All Shotguns
  • Hipfire expands with successive shots

Re: BallisticPro Changelogs

Posted: Thu 25 Jul , 2013 12:10 pm
by iZumo
Live

- possibility to derank from ladder (data collection works, skill will say X.XX and player isn't displayed in Top players)
- slight HUD revamp (sprint is on the right bottom corner)
- after the end of round, hitting frozen noobs with a certain amount of damage will cause them to be crushed into icy pieces
trollface

Re: BallisticPro Changelogs

Posted: Fri 26 Jul , 2013 9:36 pm
by Azarael
Filling in a bit of what's missing:

Longhorn speed buffs to projectiles.
Conqueror MGL was added and lots of adjustments made to that to make it ready.
M763 was nerfed in the recoil area.
MK781 was added.
Stats were updated. Most, but not all, weapons have complete and accurate info.
MARS-3 mines have a greater collision radius, but will travel faster, with the aim being a direct hit on the enemy.

General
  • PintSize can be disabled.
  • Streaks are reset properly after practice round.
FGM-70 Shockwave LAW
  • Sights will be rendered unusable if the weapon is run offsetting (preventing suicides)
Conqueror MGL
  • No longer resupplies on kill.
  • Reserve ammo 12
MK781 Shotgun
  • Increased reload speed.
FMD G28 Aerosol
  • Thaws.

Re: BallisticPro Changelogs

Posted: Wed 31 Jul , 2013 6:10 pm
by Azarael
Pending

General
  • Weapons which are blocked from firing because their AmmoPerFire is higher than your remaining mag ammo will work correctly.
A73 Skrith Rifle
  • Gained a new firemode.
FMD G28 Medicinal Aerosol
  • Heals to the super health max.
Conqueror MGL
  • Grenade speed reduced from 4000 to 3000
  • Arming delay increased from 0.15 to 0.25 seconds
  • Conqueror timed grenades explode 2 seconds after impact
  • Conqueror impact grenades explode 1.25 seconds after impact if they were unarmed
Heavy Anti-Materiel Rifle
  • Fire interval down from 1.8 seconds to 1.5 seconds
  • Deployed fire interval down from 1.2 seconds to 1 second
AT40 STREAK
  • Displaces while the player moves, as the LAW does.