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Re: BallisticPro Changelogs
Posted: Thu 25 Sep , 2014 11:09 pm
by Azarael
NFUD Combat Wrench
- Starts full in gametypes which have a limited respawn
Re: BallisticPro Changelogs
Posted: Mon 29 Sep , 2014 12:32 pm
by Azarael
General
- Jakob and Abaddon are fullbright
- July is half bright
E-23 ViPeR
- Laser damage down to 8 from 11
- Laser damage stacks as the XOXO's altfire does
Re: BallisticPro Changelogs
Posted: Tue 30 Sep , 2014 6:43 pm
by Azarael
Heavy Anti-Materièl Rifle
- Deals 80 damage to self if hipfired in the air, or 50 damage if hipfired otherwise.
M763 Shotgun
- Increased effective range.
SKAS-12 Shotgun
- Increased DPS output.
- Fixed random recoil.
- Loses more damage at range on Automatic mode.
AN-54 Akeron Launcher
- Warhead fuel increased to 8 seconds' worth from 6.
- Slightly increased warhead speed and manoeuverability.
Target Designator
- Should no longer lock up when resupplying after 60 seconds.
FGM-70 Shockwave LAW
- Rocket accelerates from a slow start.
Re: BallisticPro Changelogs
Posted: Sat 04 Oct , 2014 3:11 am
by Azarael
General
- Abaddon users automatically switch to a new version with brighter textures contributed by Aberiu
AM67 Assault Pistol
- Removed from sidearm slot (shouldn't be there)
Re: BallisticPro Changelogs
Posted: Sat 04 Oct , 2014 10:49 pm
by Azarael
General
- Fixed a bug causing weapons to lock if you raised them into sights during the melee striking animation
Grenades
- Grenade effects now display regardless of the user's detail level settings (fix for invisible chaff abuse)
M925 Machinegun
- Doubled recoil
- Increased effect of randomness at low recoil levels
Machinegun Deployables
- Automatically use sight view.
R9 Ranger Rifle
- Added freeze rounds and laser shots.
Dark Star
- Will not inflict slow on a melee strike.
Sub-Assault Rifle 12
- Significantly increased effect of randomness when stock is not engaged
AK-490 Battle Rifle
- Significantly increased effect of randomness at low recoil levels
- Slightly increased DPS
Re: BallisticPro Changelogs
Posted: Sun 05 Oct , 2014 11:06 pm
by Azarael
General
- Ammo tracking is back with different coding.
- Fixed a bug causing refreshed killstreaks not to gain any ammo.
Freon
- The command "CallSuddenDeath", if used during the overtime of a round where you are playing alone against five or more enemies, will kick the game into Team ArenaMaster, preventing all thawing and proximity healing for both sides.
Zoom Weapons
- Zoom handling is now logarithmic. Each new level of zoom doubles the previous one, such that 2x becomes 4x, 4x becomes 8x, etc.
All Melee
- Multiplied the time period over which the enemy's weapon will be displaced and unusable by 2.5x. This gives an average disable time of 1.5 seconds when hit by a melee strike. A reminder that sidearms remain minimally displaced and melee weapons are not displaced at all.
Re: BallisticPro Changelogs
Posted: Tue 07 Oct , 2014 3:21 am
by Azarael
General
- Removed certain detail optimisations until I figure out how I want to handle them
Zoom
- Doubled the number of zoom stages
Re: BallisticPro Changelogs
Posted: Thu 09 Oct , 2014 1:54 am
by Azarael
Freon
- Roll switch is compatible with the Weapon UI
Suppressors
- Increased bottom-end range damage
Suppressors were not fulfilling their intended role of strengthening the weapon at range while weakening it close up
AK-490 Battle Rifle
- Reverted previous DPS buff - deviance change remains
Deviance change wasn't enough to compensate for AK's higher DPS and better TTK
LK-05 Advanced Carbine
- Tweaked recoil pattern
- Increased base damage from 24 to 25
Was far too easily compensated for and ubiquitous because of that
E-23 ViPeR
- Multi Pulse is inaccurate from the hip
Easy spam.
All Scopes
- HUD transparency is disabled while a scope is up
Fix for an exploit involving setting HUD transparency low in order to see in the areas that are meant to be blacked out
Re: BallisticPro Changelogs
Posted: Mon 13 Oct , 2014 1:36 pm
by Azarael
XRS-10 Machine Pistol
- Settings for suppressor match other weapons
Re: BallisticPro Changelogs
Posted: Tue 21 Oct , 2014 4:06 pm
by Azarael
XRS-10 Machine Pistol, XK2 Submachinegun
- Lesser damage reduction and recoil reduction when suppressed
- Much lesser noise output when suppressed
Suppressors had no use on these weapons
M290 Shotgun
- Reserve ammo up to 18 from 6
Unused
Conqueror MGL
- Reserve ammo up to 12 from 6
Not as strong as the HAMR
Heavy Anti-Materièl Rifle
- Reserve ammo down to 5 from 8
Was still the best KS option
All Other Suppressors
- Minimum long-range damage is identical to the value in the unsuppressed state
Suppressors still not justifying the lower close-range damage
RX22A Flamethrower
- Damage up to 24 from 18
- Ammo capacity up to 100 from 75
- Reserve ammo up to 100 from 75
Unused
LK-05 Advanced Carbine
- Adjusted vertical recoil pattern
I feel the vertical recoil pattern was too unforgiving
LS-14 Carbine
- Rockets inflict less damage in a smaller radius when not striking directly
- Rockets travel significantly faster
- Rocket damage radius up to 384 from 192
LS-14 rockets were shit
MK781 Shotgun
- Much more accurate when suppressed
- Reduced damage loss over range
Was useless when suppressed or at distance
Bulldog Assault Cannon
- Fixed a bug causing the FRAG-12 not to appear to explode
- Arming delay up to 0.15s from 0.1s
- FRAG-12s deal lesser damage in a smaller radius when not striking directly
- Damage radius up to 512 from 256
Was being used as the UT Rocket Launcher and too strong in that role
Le Big XOXO
- Bomb mode has quadratic falloff instead of linear falloff
An oversight which made the bomb too strong