BallisticPro Changelogs

Discuss the Ballistic Weapons servers here.
Locked
User avatar
Azarael
UT2004 Administrator
Posts: 5365
Joined: Thu 11 Feb , 2010 10:52 pm

Re: BallisticPro Changelogs

Post by Azarael » Thu 25 Sep , 2014 11:09 pm

NFUD Combat Wrench
  • Starts full in gametypes which have a limited respawn

User avatar
Azarael
UT2004 Administrator
Posts: 5365
Joined: Thu 11 Feb , 2010 10:52 pm

Re: BallisticPro Changelogs

Post by Azarael » Mon 29 Sep , 2014 12:32 pm

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

User avatar
Azarael
UT2004 Administrator
Posts: 5365
Joined: Thu 11 Feb , 2010 10:52 pm

Re: BallisticPro Changelogs

Post by Azarael » Tue 30 Sep , 2014 6:43 pm

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.

User avatar
Azarael
UT2004 Administrator
Posts: 5365
Joined: Thu 11 Feb , 2010 10:52 pm

Re: BallisticPro Changelogs

Post by Azarael » Sat 04 Oct , 2014 3:11 am

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)

User avatar
Azarael
UT2004 Administrator
Posts: 5365
Joined: Thu 11 Feb , 2010 10:52 pm

Re: BallisticPro Changelogs

Post by Azarael » Sat 04 Oct , 2014 10:49 pm

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

User avatar
Azarael
UT2004 Administrator
Posts: 5365
Joined: Thu 11 Feb , 2010 10:52 pm

Re: BallisticPro Changelogs

Post by Azarael » Sun 05 Oct , 2014 11:06 pm

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.

User avatar
Azarael
UT2004 Administrator
Posts: 5365
Joined: Thu 11 Feb , 2010 10:52 pm

Re: BallisticPro Changelogs

Post by Azarael » Tue 07 Oct , 2014 3:21 am

General
  • Removed certain detail optimisations until I figure out how I want to handle them
Zoom
  • Doubled the number of zoom stages

User avatar
Azarael
UT2004 Administrator
Posts: 5365
Joined: Thu 11 Feb , 2010 10:52 pm

Re: BallisticPro Changelogs

Post by Azarael » Thu 09 Oct , 2014 1:54 am

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

User avatar
Azarael
UT2004 Administrator
Posts: 5365
Joined: Thu 11 Feb , 2010 10:52 pm

Re: BallisticPro Changelogs

Post by Azarael » Mon 13 Oct , 2014 1:36 pm

XRS-10 Machine Pistol
  • Settings for suppressor match other weapons

User avatar
Azarael
UT2004 Administrator
Posts: 5365
Joined: Thu 11 Feb , 2010 10:52 pm

Re: BallisticPro Changelogs

Post by Azarael » Tue 21 Oct , 2014 4:06 pm

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

Locked

Who is online

Users browsing this forum: No registered users and 28 guests