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Re: BallisticPro Changelogs
Posted: Fri 02 Aug , 2013 12:13 pm
by Azarael
Defib Fists
- Reduced altfire healing to 25 normal, 40 charged from 40 normal, 70 charged
- Reduced capacity of shielding by 33%
MARS-2 Assault Rifle
- Gained its smoke launcher
Re: BallisticPro Changelogs
Posted: Sat 03 Aug , 2013 9:32 pm
by Azarael
Turrets
- Turrets reduce only frontal damage
- Turret frontal damage reduction is 70%
Re: BallisticPro Changelogs
Posted: Mon 05 Aug , 2013 3:49 pm
by Azarael
General
- Fixed a ton of bugs.
- Weapon zoom is now smooth in both directions when the BallisticPlayer is in use.
- Added a new preference option: Zoom Time Mod. In gametypes with the BallisticPlayer (i.e. Freon) this option scales how fast the player zooms in or out.
Re: BallisticPro Changelogs
Posted: Tue 06 Aug , 2013 3:12 pm
by Azarael
General
- More behind the scenes bug fixing
Re: BallisticPro Changelogs
Posted: Sat 10 Aug , 2013 12:10 pm
by Azarael
General
- M46 mines reverse damage if they're used on a teleport
- Acid and FP7s thrown at a teleport will produce no effect and broadcast the instigator's name in chat
X83
Re: BallisticPro Changelogs
Posted: Mon 12 Aug , 2013 12:22 am
by Azarael
3SPN
- Added the command "togglewidescreen", which will toggle drawing HUD elements in their correct aspect ratio.
- For now it does not affect the weapon bar, health and ammo because some relevant function or other is overridden in the LDG version of the gametype.
- It shouldn't be used in 4:3 resolutions as this is the native aspect ratio for HUD elements.
- If using 5:4, using this command and typing "ScaleHUD 0.94" will give you a correctly scaled HUD.
- If using a widescreen resolution, there will be gaps in the HUD between the weapon bar, health display and ammo display. You can fill these with ScaleHUD.
- This option might cost you performance if you choose to use it, as some formerly native functionality is implemented in UnrealScript. For me the performance loss is about 1/16th of my framerate.
- Whether this will actually work when I install it really depends on how Izumo implemented his own HUD.
- Regardless of whether or not you've enabled widescreen HUD, UT2004 crosshairs are drawn with the correct aspect ratio.
- The command "ScaleHUD x" where X is between 0.5 and 2 will scale your HUD. This was added because a correctly drawn widescreen HUD has gaps between elements and may be smaller than some players might like.
Re: BallisticPro Changelogs
Posted: Wed 14 Aug , 2013 3:11 pm
by Azarael
R78A1 Sniper Rifle
- Has a minimum zoom level.
Weapon Melee
- Base damage of sharp weapons is 100 (from 150)
- Base damage of blunt weapons is 80 (from 130)
- Max charge bonus increased to 115%
Longhorn Launcher
- Longhorn alt clusters will only detonate on player impact, or when hitting a wall head-on at full speed.
Re: BallisticPro Changelogs
Posted: Sat 17 Aug , 2013 2:22 am
by Azarael
Longhorn Launcher
- Longhorn altfire clusters have an arming delay matching the primary fire
- Longhorn altfire clusters hit for 24 during this time
Re: BallisticPro Changelogs
Posted: Sun 25 Aug , 2013 12:39 am
by Azarael
Redwood 6000
- Regained its single accurate hip shot ability
- Fire interval 0.7 from 0.8
Re: BallisticPro Changelogs
Posted: Thu 29 Aug , 2013 3:38 am
by Azarael
LAW/FLASH
- No longer offset when running