Ballistic Bro Changelogs Discussion

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Butcher
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Re: Ballistic Bro Changelogs Discussion

Post by Butcher » Sat 10 May , 2014 7:30 pm

Azarael wrote: Freon
Fixed a VERY long standing bug in Freon. When being thawed, your HP should be equal to that of the person who thawed you, or to the mean HP of your team, whichever is higher.
This sucks... perhaps everyone will stop camping the bodies now..
Azarael wrote: Defibrillators
Heal only to 100 hp. This weapon is single-handedly making long-range damage worthless.
This sucks too.. as if damage counted for skill... defibs heal your mate, who heals you...100 hp is 1 shot to kill for many weaps
Azarael wrote: Dark Star
Chainsaw no longer overheals.
Chainsaw heals user for all damage dealt.
Chainsaw inflicts slow with every hit. The total duration is equal to 1.25 * number of hits * fire interval of chainsaw.
So this is the new OP weapon to use? Looking forward to see the abuse
Azarael wrote: ICIS Stimpack
Heals for 45 immediately and 45 after 5 seconds. Used too often as a free instant heal.
Did not use it anyway.

What is wrong with healing?
"An BW match is a test of your skill against your opponents' luck." :)

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Azarael
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Re: Ballistic Bro Changelogs Discussion

Post by Azarael » Sat 10 May , 2014 7:33 pm

First one is a bugfix and we should have long ago looked into it. By limiting HP of thawed players to the HP of the thawing player, or the mean HP of the team if it is higher, the standard Freon game ensured a timely end by causing damage taken generally by a team to matter - once all players on a team fall below a certain HP value, no player on the team could ever exceed that HP value in future, pushing a team which has dealt a lot of damage towards a win. Without this mechanism in place, we had to change the game to add in further restrictions in overtime, and we still had the problem of fast turnarounds when a low HP player thaws multiple people at once, and taking damage not mattering much in Freon. Admittedly the presence of healing reduces the effectiveness of this measure.

Defib change is because they are simply too good. Being able to negate so much damage so easily was ridiculous. Players wanting to do that now will have to use a main slot healing weapon or G28s, with the defibs more balanced as a melee weapon slot item. They'll restore players to a reasonable amount of health but they won't just completely negate all the damage that was dealt.

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iRobot
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Re: Ballistic Bro Changelogs Discussion

Post by iRobot » Sat 10 May , 2014 7:57 pm

Butcher wrote:defibs heal your mate, who heals you...
Thatch the problem. Because proxy heal exists, defibs are healing for double than they should be. Therefore, a cap has been introduced.

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CaptainXavious
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Re: Ballistic Bro Changelogs Discussion

Post by CaptainXavious » Sun 11 May , 2014 6:57 am

Sacrificing melee slot for infinite, limitless healing is not a sacrifice worth thinking twice about. Defibs can still offer spike healing without losing any ammo (plus 100 HP is a hell of a lot better than being left at 12 HP) and any of the four (five?) other healing weapons (Bloodhound, CX61, HMC, Nova Staff Lightning and maybe DarkStar plasma, not sure) can top off the team mates, giving your team a means to refill health fully at the cost of giving up a main combat weapon (not that sidearms are a terribly costly slot to lose, or that the CX61 or staffs are bad in combat anyways).

Defib change combined with fixing the thaw health bug makes dedicated medics even more important now.

What's more, we should be seeing more weapons to help players fill a support/defensive role in different ways beyond healing alone before too long. Player who wish to help the team by keeping others alive will have more options (currently, Snowstorm's ice grenades and the chaff grenades can extinguish fires), but we have to set the ground work so that such a player isn't completely replaced with a single melee weapon or fixing bugs that already made medics less useful if you just thawed players and stuck around them for a bit.

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Azarael
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Re: Ballistic Bro Changelogs Discussion

Post by Azarael » Sun 11 May , 2014 1:54 pm

After playing, I'm not entirely convinced that fixing the aforementioned bug brings anything positive to the game.

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Butcher
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Re: Ballistic Bro Changelogs Discussion

Post by Butcher » Sun 11 May , 2014 4:05 pm

Azarael wrote:After playing, I'm not entirely convinced that fixing the aforementioned bug brings anything positive to the game.
Freon "Bug" , is like... it makes it very difficult to stand up again... is like getting kicked when you are in the floor...
Defibs... before were very useful, then they became just useful, now they are crap... personally I'll use melee if they stay like that...
"An BW match is a test of your skill against your opponents' luck." :)

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Azarael
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Re: Ballistic Bro Changelogs Discussion

Post by Azarael » Sun 11 May , 2014 5:33 pm

Mission complete. Finally, defibs are not the only choice for the melee slot!

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Re: Ballistic Bro Changelogs Discussion

Post by iZumo » Sun 11 May , 2014 5:35 pm

I don't think fixing the "thaw bug" is correct. If you get thawn by a player with 35 HP and get 35 HP you will just be farmed by the other team.

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Azarael
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Re: Ballistic Bro Changelogs Discussion

Post by Azarael » Sun 11 May , 2014 5:36 pm

While it had its purpose in the original game, I think healing and the frustration factor render it pointless here. I am leaning towards using the previous behaviour.

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Re: Ballistic Bro Changelogs Discussion

Post by CaptainXavious » Sun 11 May , 2014 9:23 pm

Butcher wrote: Defibs... before were very useful, then they became just useful, now they are crap... personally I'll use melee if they stay like that...

How are they not useful? Melee is obsolete when you use any primary with a melee attack anyways. I'd rather have a melee slot that gives me more options than just another weapon that could be replaced so easily.

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