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Re: Ballistic Bro Changelogs Discussion
Posted: Tue 12 Nov , 2013 11:33 am
by Capaco
Would be a nice experiment if u couldnt choose the defibs for some time. I wonder what ppl would choose.
Re: Ballistic Bro Changelogs Discussion
Posted: Tue 12 Nov , 2013 12:11 pm
by Skaldy
So the defib shield currently:
The whole point of loadout is to limit categories of weapon. If a weapon is too multi-function then not having to switchweapon is a massive advantage over someone who does.
I'd happily see it lose one of those abilities (if only to see jam play without!).
Re: Ballistic Bro Changelogs Discussion
Posted: Tue 12 Nov , 2013 12:53 pm
by iRobot
Well I was a little misleading with my wording in my post.
I don't believe the defib shield does damage, but the defibs themselves have good damage output, be it from the alt pulse or the primary punching (DPS of primary is much higher than that of Riot).
I agree though, defibs should be for offense or defense, not both.
It is easy to play the entire game from using defibs only and score competitively.
Re: Ballistic Bro Changelogs Discussion
Posted: Tue 12 Nov , 2013 3:06 pm
by Capaco
i would prefer a defensive version though,
- u can heal others, ok
- u can run away with defibs shield but,
perhaps make it take damage from bullets or energy etc. a bit, to compare it like with the shield witch takes damage from energy etc. also
but not sprinting into others killing them
Re: Ballistic Bro Changelogs Discussion
Posted: Fri 15 Nov , 2013 3:31 am
by pupimassa
Defibs being op as hell at this state.) pls think the buff over again! I dont cry bout the knives nerf although using them a lot but I think buffing defib has nothing to do with it and it just should have stayed as before.
Re: Ballistic Bro Changelogs Discussion
Posted: Fri 15 Nov , 2013 11:09 am
by Butcher
Defibs should be used mainly for healing/thawing, not as melee weapon. One hit with charged defibs and you are almost dead when you have full health, besides disorienting you, not allowing you to defend easily.
I suggest to drop the damage (25-50%) on the main and secondary hits, and leave the disorienting effect as it is. Perhaps to balance, increase slightly the healing such that they are used properly and for what they are intended. Also to allow you to partially defend yourself with them.
The blocking feature should be increased while thawing. The defibs could have a higher blocking ability while thawing/healing, such that you may thaw/heal with reduced damage, but if you run with them to escape the effect is gone.
Re: Ballistic Bro Changelogs Discussion
Posted: Wed 15 Jan , 2014 4:50 pm
by Butcher
Azarael wrote:General
Attempting to fix the double weapon attachment bug by restricting a log warning fix to bots only.
Crouch aim bonus only applies when stationary.
It brings me some concern the stationary measure:
-When are you considered stationary?
-So what if you crouch with sniper and someone is shooting at you simultaneously. Are you or not stationary while the opponent's bullets move you?
As I see it this benefits only the playing style of "Hit and run" (Robot's, Capaco and Aza's Style for example), not anyone that uses a sniper or risks to be semi-stationary in combat to gain aim and damage bonus (HorrorKlown, HIT, Skaldy, and my preferred style). What about those who while aiming move to adjust the aim?
Re: Ballistic Bro Changelogs Discussion
Posted: Wed 15 Jan , 2014 4:57 pm
by iRobot
Hit n Run?

Re: Ballistic Bro Changelogs Discussion
Posted: Wed 15 Jan , 2014 4:58 pm
by Azarael
Stationary: velocity below 30 Unreal Units.
The idea of this was to stop the ridiculous situation where two players engaging each other immediately go into crouch and duckwalk around because of the 20% recoil reduction. Now the stability change is mostly of use to sniper rifles.
Re: Ballistic Bro Changelogs Discussion
Posted: Wed 15 Jan , 2014 5:15 pm
by Butcher
Azarael wrote:Stationary: velocity below 30 Unreal Units.
The idea of this was to stop the ridiculous situation where two players engaging each other immediately go into crouch and duckwalk around because of the 20% recoil reduction. Now the stability change is mostly of use to sniper rifles.
OK :S -> 30 unreal units does not clarify much to me... (30 Unreal units/second will make more sense)
What is walking speed?
As I see it, in combat engage you may:
1) Crouch walk and aim with iron sights semi stationary, which allows you 20% recoil bonus, increments you accuracy, but you are an easy target to hit.
2) Dodge, run, Jump which reduces X% damage taken, hip shooting and stopping to aim with iron sights if possible. Which reduces your accuracy and but decreases the inflicted damage.
I personally opt and prefer option 1 in my game style while I engage combat, for which the measure taken will seriously hinder me.