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Re: Ballistic Bro Changelogs Discussion

Posted: Fri 11 Apr , 2014 3:06 pm
by Definitelynotjay
Hmm. Still making those jokes about people who do aim, not aiming? That's a shame.

Re: Ballistic Bro Changelogs Discussion

Posted: Fri 11 Apr , 2014 7:17 pm
by CaptainXavious
Butcher wrote: I agree tha HMC is a great weapon Xav and is a perfect match for Teamdeathmatch or Onslaugh or CTF. The issue is that with the actual Freon Skill system you ain't able to use this weapon and have a good result, so it needs in my concept a buff such that you are able to Kill. Nobody wants to be the medic if your skill is sinking in each match.
My suggestion is something like:
Heal mode, primary should have a shield generated (as shield gun in normal UT) for the duration of the charge pulse, and secondary only heal with no damage to the opponent.
Push/pull mode, Primary charge pulse as is and secondary with a bit more damage than the actual one including RFF. It could be matched with Viper secondary for balance.
HMC really doesn't have to have any offensive output. You have the CX61 which has a weaker ability to heal and more offensive power, you have four other slots you can select offensive weapons for while keeping HMC. The beacon makes it so you don't have to keep the HMC out at all times just in case, if you see everyone is in good health you switch to a different weapon. If you want to heal while not getting killed, heal your team mate while you are behind cover or out of sight from the enemy.

If you're switching to other weapons to fight off enemies and utilizing proxy heal from healed team mates to keep your health up, there's really no reason to see your skill drop. You don't have to have nothing but the HMC out to be a dedicated medic.

Re: Ballistic Bro Changelogs Discussion

Posted: Sun 13 Apr , 2014 11:29 am
by Capaco
What does the change to Cylo Iv exactly mean. In total less damage ? Can u give an example ?

Re: Ballistic Bro Changelogs Discussion

Posted: Mon 14 Apr , 2014 4:28 pm
by Aberiu
MK781 Shotgun
Starts with 3 shells
Increased delay between altfire shot and next primary shot
MK781 suppressed altfire reworked, deals 105 direct and 65 radius damage with smaller radius
Reduced spread of unsuppressed altfire
I'm ok with all these changes, but did you also make it heavier? Honestly, it's a bit too much. Any shotgun is garbage compared to xrs for example, if you can't use it while moving.
Right now mk781 is nerfed to death.

Re: Ballistic Bro Changelogs Discussion

Posted: Mon 14 Apr , 2014 5:17 pm
by Azarael
I forgot to add that it offsets if the suppressor is on.

I will be using it myself.

Re: Ballistic Bro Changelogs Discussion

Posted: Mon 14 Apr , 2014 5:35 pm
by Aberiu
Well, as I said before, it's too much. Without the silencer it's just another skas with different altfire.
I loved this shotgun when I discovered the silencer, because I basically love silent weapons - they allow you to aim better as nothing distracts you from aiming. For example, I can't hit a shit with mars 3 when silencer is not equipped.

But now you can't dodge with silenced mk781 any more, which means that you're pretty much dead in close combat.

Re: Ballistic Bro Changelogs Discussion

Posted: Mon 14 Apr , 2014 5:40 pm
by Azarael
I noticed with the MK781 that nobody wished to use it unsuppressed. While the intent of the jump offset change was to ensure that jump altfire spam would not be overly effective because of the high shell count, it may also have the side effect of causing players to remove the suppressor when fighting in close combat, which might end up being good for its overall design.

There is a point to be had there about dodging, though. I'll monitor the situation with it and see if that's necessary or not.

Re: Ballistic Bro Changelogs Discussion

Posted: Mon 14 Apr , 2014 6:02 pm
by Aberiu
jump altfire spam
I wonder why do you keep calling hipfire spam. To me shooting while jumping requires more skill than shooting while crouching. Actually this is how Unreal Tournament is supposed to be played. By removing this ability you simply encourage players for hiding, camping and spamming projectiles from a safe range. This is the reason why asbestos and all these flat counter-strike style maps are so popular (UHZ being the worst of them all).

I wanted to say it before when I noticed that forced aim story (which is totally bad, in my opinion), but since we started talking about that... Some guy have already called me a spammer today a few times when I was trying the new mk781, just because I was jumping around and he couldn't hit me.

Re: Ballistic Bro Changelogs Discussion

Posted: Mon 14 Apr , 2014 6:06 pm
by Azarael
Forgive me, I tend to use the word "spam" very liberally. In this instance, I mean that the player's only strategy is to repeatedly fire bolts from the air. What some people do with powerful splash weapons is use them like the UT rocket launcher at close range, which, with BW mechanics, is very noob friendly. It's why a number of similar weapons have arming delays to prevent this usage. The MK781's bolt cannot be given an arming delay because of its nature, so I added a jump offset instead.

Certain players will throw out the word "spammer" in any situation, Jayaotic being an example. Spam should only refer to noobs holding down fire until the crosshairs are on either end of the screen and the bullets aren't going anywhere near the centre. It is intended to use hipfire and standard UT movement to fight at close range. Forced aim is only applied to true spammers, those whose only modus operandi is to hold down fire until the magazine is empty, regardless of the range of the opponent.

Re: Ballistic Bro Changelogs Discussion

Posted: Mon 14 Apr , 2014 6:11 pm
by Definitelynotjay
Azarael wrote: Jayaotic being an example.