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Re: BallisticPro changelogs.

Posted: Fri 02 Dec , 2011 3:35 am
by Azarael
Slight delay while I implement a requested feature.

Re: BallisticPro changelogs.

Posted: Fri 02 Dec , 2011 4:59 pm
by Azarael
Added an extra option to the "Preferences" tab of the Ballistic menu: Play Scope Up After Reload. Defaults to "on". Turning this off will prevent the weapon from going back into scope view after a reload, cock, long gun or any other event which causes a temporary scope down.

Re: BallisticPro changelogs.

Posted: Fri 02 Dec , 2011 8:49 pm
by Pinky
Thanks a lot for adding the option!

Re: BallisticPro changelogs.

Posted: Sat 03 Dec , 2011 6:04 am
by Azarael
Update is online.

Recoil bug is fixed.

MG turrets are broken and aim off-centre. It's a bug which has existed forever and I'm looking into a fix for it.

Re: BallisticPro changelogs.

Posted: Sat 03 Dec , 2011 11:06 pm
by Azarael
General

Turrets, ammo restoration on kill and other BCoreV25 dependent features should now work again

All snipers

Fixed issue with gradients in scopes

SRS900, X83

Scope is now circular rather than oval

LS-14

Reload fixed

Bulldog

Uses latest reload code

BORT-85

More visible crosshairs
Has a movement penalty

Re: BallisticPro changelogs.

Posted: Mon 05 Dec , 2011 3:10 am
by Azarael
Nova Staff, Dark Star

Slow Charge projectiles are faster.
Slow Charge fire rate decreased.
Slow Charge hip accuracy decreased.

All weapons

Removed the old recoil fix. Hopefully there should be no problems.
Tweaked hipfire spreads further.

HAMR

Fire interval down to 1.5 from 2
Deployed fire interval down to 1 from 1.2
Shell damage up to 120 from 110
Deployed shell damage remains 145

HMC Beam Cannon

Reworked. I've heard people say that every weapon has its uses except this one.

Altfire can now switch between 3 modes:

Tractor Beam: Pulls enemies towards the player.
Repulsor Beam: Pushes enemies away from the player.
Healing Beam: Heals allies for 1/2 of the weapon's base damage.

Uses a placeholder fully-charged sound.

SKAS-12

Altfire now much more accurate.

E-23 ViPeR

Ammo capacity reduced to 21 from 45
Base damage of Series fire increased from 35 to 40
Base speed of Series fire increased to just below A73 speeds
Shotgun now fires 7 pellets at 20 damage each (up from 9 pellets at 15 damage each)
Solid Beam no longer pushes the enemy back
Solid Beam is now a long-ranged firemode with low recoil and lower than average damage.
ViPeR starts with 5 mags instead of 3.
These changes should restore the ViPeR back to being a weapon which is effective at all ranges at the cost of a low mag size and having to select firemodes.

Re: BallisticPro changelogs.

Posted: Mon 05 Dec , 2011 3:43 pm
by Nuclearbass
Did you applied it yet on the server ? because i played this morning at 8am and nova's slow charge firerate was still fast :D

Re: BallisticPro changelogs.

Posted: Mon 05 Dec , 2011 5:19 pm
by Azarael
The Nova and Dark slow fire should fire 1.25 times per second.

Re: BallisticPro changelogs.

Posted: Tue 06 Dec , 2011 3:49 am
by Azarael
Known Issues

Some weapons which should have scope sway don't.
Most weapons intended to have high hipfire penalties (single shot weapons) don't. The E-23 ViPeR's movement penalty is the only one currently working as intended.

HMC Beam Cannon

Should now have access to all firemodes.

M46es

Increased recoil to where it should be (close to SAR12 values).
Sways in scope again.

M46 over-prevalent and had better recoil than other weapons

XK2

Suppressor reduces minimum damage (over range) to 33% of max damage instead of reducing all damage.

XMV850 Minigun

Player speed reduction has been reduced to 20% from 35%.
Player jump reduction reduced from 50% to 20%.

E-23 ViPeR

Mag ammo increased back to 45.
Series Pulse shots cost 2 ammo.
Improved the Solid Beam firemode.
Now has a movement penalty.

E-23 is now considered a weapon which is effective at all ranges with a decent mag at the cost of having to switch firemodes and a hipfire movement penalty.

SKAS-12 Shotgun

Increased capacity to 12 from 10.
Increased damage of primary fire from 80 to 110.
Increased fire rate of primary fire from 0.5 to 0.4.
Using the "Manual" firemode results in a shot which is effective at ranges outside the normal distance.

SKAS-12 was statistically shit compared to other shotguns. Now considered a short-range shotgun with lower range than the M763, lower damage output than the MRS138 and lower chance of oneshotting a player, but with a sizeable magazine, option for long-range output, tri blast and quicker reloading.

CYLOs

Friendly crosshairs.

Re: BallisticPro changelogs.

Posted: Wed 07 Dec , 2011 6:59 pm
by Azarael
General

BW tracks accuracy, shots fired and damage on a weapon class basis (sidearms, smgs, assault rifles, energy weapons, etc.)
These stats are stored in BallisticPlayerReplicationInfo in BallisticProV55 and display in Freon.

Healing players grants a point per 100 damage healed to other players with a weapon (G28 or HMC). Self healing is ignored as is proximity healing.

May now no longer heal frozen players or heal after the round ends.

Projectiles

Grenade-derived projectiles such as the G5's rocket and the Bulldog's FRAG-12 should no longer deal their impact damage multiple times.

M46A1 Combat Rifle

Tweaked recoil and sway.

SRS900

Tweaked sway.

G5 Rocket Launcher

Now uses a safety mechanism for small maps.

The G5 deals 90 damage, scaling in a linear fashion to 140 after the projectile has been in flight for 1.25 seconds. The explosive radius scales from 128 to 256 using the same logic.

G5 users move more slowly.

The G5 now has extremely good aim from the hip.

HMC

No longer affects frozen players in any way.
Moved my laser colour code out of Tick and into PostNetReceive and ServerSwitchWeaponMode to stop spam.