BallisticPro Changelogs
- bOnO
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Re: BallisticPro changelogs.
No. If we want to try it, it will be on server #2. We can't change #1 and replace assault with vCTF, the earthquake would be too intense and I fear some people won't understand what's going on and never return.
Also not everyone like c&c (I don't )
Also not everyone like c&c (I don't )
Its all about the game, and how you play it
All about control, and if you can take it
All about your debt, and if you can payit
Its all about pain and whos gonna make it...
All about control, and if you can take it
All about your debt, and if you can payit
Its all about pain and whos gonna make it...
Re: BallisticPro changelogs.
Didn't mean for it to replace Assault, if I was giving that impression.
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Re: BallisticPro changelogs.
Yeah; well it's not a prob to make a LDGBallisticGame version (with the things like embedded BW mutators and loading screens etc.). What I meant by not being worth the work were things like vehicle balance etc.Azarael wrote:I reason that VCTF and CTF are different, and it should be able to be trialled without using an LDGBallisticGame at first.
- Azarael
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Re: BallisticPro changelogs.
Oh, that was just something I did because I might as well have done it. It took like 20 minutes.
- Azarael
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Re: BallisticPro changelogs.
General
Hipfire reworked. Weapons aim on target when standing. Weapons have a movement penalty which varies depending on the weapon's type. Firing causes the hipfire circle to expand, the amount varies with each weapon. I don't expect this to initially be balanced, so I'll be watching for things to change.
Shotguns have an increased spread when fired from the hip. It isn't "realistic" but what the hell.
Increased headshot radius.
Headshot damage is now x2 instead of x1.5.
SAR-12
Altfire is now the AM67's blind
M763 Shotgun
Less range damage
Less knockback
MRS-138 Shotgun
Better fire animation
BORT-85
Faster projectiles
G5 RPG
Non-seeker rockets travel much faster
Seeker rockets travel slightly faster
Bulldog Autocannon
Greater damage output
M353 Machinegun
Now M353 Light Machine Gun
Deals less damage
Has less recoil
Moves and raises slightly faster
M925 Machinegun
Now M925 Heavy Machine Gun
R78 Sniper Rifle
Fire sound is quieter
M50 Grenade
Damage reduced
Speed reduced
Dragon's Tooth Sword
DPS increased
HAMR
Accurate projectile in turret view
R9 Ranger Rifle
Reverted to long range weapon (75 base damage, 0.4 second fire interval)
A500 Reptile
Blinds on headshots
Fires once every second
SRS series weapons
Suppressor does not reduce damage; instead, damage is lost over range (down to 75% of max)
Hipfire reworked. Weapons aim on target when standing. Weapons have a movement penalty which varies depending on the weapon's type. Firing causes the hipfire circle to expand, the amount varies with each weapon. I don't expect this to initially be balanced, so I'll be watching for things to change.
Shotguns have an increased spread when fired from the hip. It isn't "realistic" but what the hell.
Increased headshot radius.
Headshot damage is now x2 instead of x1.5.
SAR-12
Altfire is now the AM67's blind
M763 Shotgun
Less range damage
Less knockback
MRS-138 Shotgun
Better fire animation
BORT-85
Faster projectiles
G5 RPG
Non-seeker rockets travel much faster
Seeker rockets travel slightly faster
Bulldog Autocannon
Greater damage output
M353 Machinegun
Now M353 Light Machine Gun
Deals less damage
Has less recoil
Moves and raises slightly faster
M925 Machinegun
Now M925 Heavy Machine Gun
R78 Sniper Rifle
Fire sound is quieter
M50 Grenade
Damage reduced
Speed reduced
Dragon's Tooth Sword
DPS increased
HAMR
Accurate projectile in turret view
R9 Ranger Rifle
Reverted to long range weapon (75 base damage, 0.4 second fire interval)
A500 Reptile
Blinds on headshots
Fires once every second
SRS series weapons
Suppressor does not reduce damage; instead, damage is lost over range (down to 75% of max)
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Re: BallisticPro changelogs.
In my opinion :
- Laser carabine's double barrel's recoil is a little bit too much
- Rocket reloading @laser carabine is too long
- Nova speeding shots does low damage when 0 souls that makes the soul harversting too hard
- Lightning firemod is just used to "blind" the enemy, it does 1 or 2 dmg and spend ammo too fast
- Cylo firestorm does too much damage
- m50 firerate is a little bit too much
- Jackal's damage is a little bit too much, as Cylo
Sorry for my language, i'm not english. I would just say my opinion
- Laser carabine's double barrel's recoil is a little bit too much
- Rocket reloading @laser carabine is too long
- Nova speeding shots does low damage when 0 souls that makes the soul harversting too hard
- Lightning firemod is just used to "blind" the enemy, it does 1 or 2 dmg and spend ammo too fast
- Cylo firestorm does too much damage
- m50 firerate is a little bit too much
- Jackal's damage is a little bit too much, as Cylo
Sorry for my language, i'm not english. I would just say my opinion
- Azarael
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Re: BallisticPro changelogs.
Your English is fine.
Lascarbine does put out good damage on the double barrelled fire, and it's frontloaded, which is another bonus (big damage in one shot, so no follow-up shots required, nor are you required to stay in combat).
Rocket reload is indeed too long. When I update the animations with the final ones, that may or may not change. In the meantime I'll see what can be done about that.
Nova and Dark are intended to do low damage initially because they become extremely powerful once souls are harvested. The melee attack does constant damage and should be the favoured way to get the first soul or two.
The Plasma and Lightning modes are there to block Slow Charge shots from the oppositely aligned weapon and cause a Deathball to spawn, or to meet and create black holes. They do extremely low damage because they don't require aiming.
Firestorm's damage may be a bit high. I'll see about changing it.
M50 has a nerf coming up to primary fire too.
M46 I haven't looked at recently so I'll check it after this update.
Lascarbine does put out good damage on the double barrelled fire, and it's frontloaded, which is another bonus (big damage in one shot, so no follow-up shots required, nor are you required to stay in combat).
Rocket reload is indeed too long. When I update the animations with the final ones, that may or may not change. In the meantime I'll see what can be done about that.
Nova and Dark are intended to do low damage initially because they become extremely powerful once souls are harvested. The melee attack does constant damage and should be the favoured way to get the first soul or two.
The Plasma and Lightning modes are there to block Slow Charge shots from the oppositely aligned weapon and cause a Deathball to spawn, or to meet and create black holes. They do extremely low damage because they don't require aiming.
Firestorm's damage may be a bit high. I'll see about changing it.
M50 has a nerf coming up to primary fire too.
M46 I haven't looked at recently so I'll check it after this update.
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Re: BallisticPro changelogs.
Thanks for taking the time to look at my opinion
- giZmo
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Re: BallisticPro changelogs.
- M50 is fine except the grenade does still too much damage
- Cyclo Firestorm is fine (more damage than the cyclo assault cause it overheats)
- Jackal is also fine
- Carabiner and Staff not tested yet
I could imagine that the changes aza did to the headshot settings makes you feel that some weapons are too strong
The change to the standing fire also makes killing easier
- Cyclo Firestorm is fine (more damage than the cyclo assault cause it overheats)
- Jackal is also fine
- Carabiner and Staff not tested yet
I could imagine that the changes aza did to the headshot settings makes you feel that some weapons are too strong
The change to the standing fire also makes killing easier
"We never truly know how to appreciate something until we have lost it forever."
- Azarael
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Re: BallisticPro changelogs.
Server hasn't updated yet, these logs are as usual in advance. Current patch on #3 is about 2 weeks old.
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