BallisticPro Changelogs

Discuss the Ballistic Weapons servers here.
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Azarael
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Re: BallisticPro Changelogs

Post by Azarael » Sun 07 Sep , 2014 11:15 pm

General
  • The slope big air exploit with Wrench Boost Pads has been patched. High-velocity hits from other weapons are also affected.
Freon
  • One grenade per round.
  • Note "Grenade".
A42 Skrith Pistol
  • Normalized ammo consumption.
  • Each pistol has 18 ammo, down from 42.
Longhorn Repeater
  • Grenades striking targets directly before the arming delay has expired, after having hit a wall or without the Fire key held will bounce off, dealing 100 damage and starting the detonation timer. Manual detonation will be prevented if this occurs. Otherwise, the grenade explodes for the usual 150 damage.
  • Grenade timed detonation fuse increased from 1 to 3 seconds.
  • Grenade timed detonation explosion damage is 150 in the air or to the player and 75 on the ground.
  • Reload rate bonus of 25% (innate to most BW weapons) removed.
  • Has an ambient sound, making it easier to detect nearby Longhorn grenades. Learn it well.
M75 Railgun
  • Is now semi-automatic with a fire interval of 0.9 seconds (1.5 on alt).
Sandbags
  • Corrected handling of sandbags cover aspect.
  • Melee attacks deal terminal damage versus sandbag.
  • Attacks from hitscan weapons no longer totally bypass the bags.
  • Sandbag HP quartered.
Raygun
  • Adjusted size and optimisation handling of Raygun secondary fire projectiles.

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Azarael
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Re: BallisticPro Changelogs

Post by Azarael » Thu 11 Sep , 2014 3:44 am

Pushed bug fixes from subforum

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Azarael
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Re: BallisticPro Changelogs

Post by Azarael » Sat 13 Sep , 2014 3:26 am

Pushed further bugfixes from subforum

Longhorn Repeater
  • Reduced damage of armed altfire clusters from 50 to 30 (less than on grenade, but with greater knockback potential - concussion mode)
This was a mistake on my part - when buffing the main grenade clusters I neglected that the altfire clusters were a directed attack. This resulted in the Longhorn secondary being capable of hitting for 300 damage when armed. Its max is now 180.

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Azarael
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Re: BallisticPro Changelogs

Post by Azarael » Mon 15 Sep , 2014 1:56 pm

General
  • Scoped weapons have muzzle flash
Dedicated Melee
  • Flurry attacks deal more damage (except Nanoblade)
A42 Skrith Pistol
  • Damage up to 24 from 19
  • Fire interval up to 0.4 from 0.25
  • Recoil up to 256 from 128
AK-490 Battle Rifle, M50 Assault Rifle, M46 Combat Rifle
  • Grenade launcher / ballistic knife has a pre-fire time for the hand movement (stops the Shitter Reflex)
CX61 Tactical Rifle
  • Healing efficiency reduced 37%
PD-97 Bloodhound
  • Heal max is 100hp
Target Designator
  • Strikes are pinpoint accurate.
  • Plane no longer slows down to bomb.
  • Base speed of plane is relative to the power of the strike selected.
  • Resupplies every 60 seconds.

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Azarael
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Re: BallisticPro Changelogs

Post by Azarael » Tue 16 Sep , 2014 3:57 pm

Wrench
  • Boost pads work only for the same team.
  • Teleporters work only for the same team and must be manually activated with the Use key.
  • Teleporters are cloaked to players of the opposite team.
  • Teleporter cost doubled and build time quadrupled to 20s.
  • Teleporters continue to be tracked between lives.
Freon
  • Spree is wiped when practice round is over

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Azarael
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Re: BallisticPro Changelogs

Post by Azarael » Wed 17 Sep , 2014 2:34 am

As I've grown sick of the spam from the Spray 'N' Pray, Die 'N' Resupply group, the game will now save the weapons you were using when you froze and give those selfsame weapons back to you when you thaw, in exactly the same condition you left them when you died - magazine ammo, reload status, the lot. This means that if you shit all of your Longhorn grenades out at the start of a round, you're not getting them back, no matter how many times you die.

Some people had better get acquainted with the aim key or they're going to find themselves permanently out of bullets.

A side effect of this is that your loadout at the beginning of a round is locked; the loadout system will only act at the beginning of a round.

dk Bingo for this changelog: if when it's implemented, he complains that admins are punishing people who don't play the game "their way" (with the aim key), I score a point.

Yes, this will be a regular game.

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Azarael
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Re: BallisticPro Changelogs

Post by Azarael » Fri 19 Sep , 2014 1:57 am

PS-9m Pistol
  • Can no longer be used to heal self
  • Increased med dart ammo from 1 to 5
  • Heals for significantly more
PD-97 "Bloodhound"
  • Heal cap 100 hp
Target Designator
  • Fixed a bug causing strikes that dropped in a line to drop for the entire duration of flight

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Azarael
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Re: BallisticPro Changelogs

Post by Azarael » Fri 19 Sep , 2014 3:20 pm

General
  • Fixed an issue where no footstep sounds would play while crouching or "walking" (using iron sights). I know some people knew about this one.
  • Footstep sound radius and volume is related to your mode of movement.
  • Melee weapons and bayonetted weapons currently holding their melee attack resist knockback

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Azarael
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Re: BallisticPro Changelogs

Post by Azarael » Mon 22 Sep , 2014 12:56 am

M75 Railgun
  • Fixed maximum penetrable wall size of primary fire to match altfire (altfire was handled correctly but primary fire always had maximum penetration)
  • M75 random recoil values adjusted to be in line with all other sniper rifles (were previously at AR levels)
Fifty-9 Machine Pistol, XRS-10 Submachinegun
  • Reduced innate inaccuracy
Akeron
  • Attempted a fix for various issues manifested by the recent ammo tracking
A500 "Reptile"
  • Increased speed of primary fire projectiles from 5500 to 7500

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Azarael
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Re: BallisticPro Changelogs

Post by Azarael » Wed 24 Sep , 2014 12:55 am

Suppressors
  • Apply the following modifications:
    • Damage reduced by 30%
    • Minimum damage at range further reduced by 20%
    • Recoil reduced by 20%
    • Fire sound is much less audible
M75 Railgun
  • Will not display friendly targets in thermal view

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