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  • "abrams07" started this thread

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1

Friday, December 2nd 2016, 5:18am

Vehicle stats

Game has been out for over a month now. Are we ever going to get vehicle weapon stats? In general, tanks, planes, stationaries, etc...

Miffyli

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Friday, December 2nd 2016, 6:46am

Vehicle stats require damage multipliers and good bunch of manual parsing before we can add them to the site, and for now damage multipliers are unknown. It took quite long for BF4 to get these up as well, and BF1 even has bunch of new mechanics (e.g. ricochet hit, small destroyable parts) which need their own tinkering.
Links to users' thread list who have made analytical/statistical/mathematical/cool posts on Symthic:
  • 3VerstsNorth - Analysis of game mechanics in BF4 (tickrates, effects of tickrate, etc)
  • leptis - Analysis of shotguns, recoil, recoil control and air drag.
  • Veritable - Scoring of BF4/BF1 firearms in terms of usability, firing and other mechanics.
  • Miffyli - Random statistical analysis of BF4 battlereports/players and kill-distances. (list is cluttered with other threads).
Sorry if your name wasn't on the list, I honestly can't recall all names : ( . Nudge me if you want to be included

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Friday, December 2nd 2016, 11:55am

Quoted

Vehicle stats require damage multipliers and good bunch of manual parsing before we can add them to the site, and for now damage multipliers are unknown. It took quite long for BF4 to get these up as well, and BF1 even has bunch of new mechanics (e.g. ricochet hit, small destroyable parts) which need their own tinkering.


What about the Kolibri?

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Friday, December 2nd 2016, 12:23pm

Quoted

Vehicle stats require damage multipliers and good bunch of manual parsing before we can add them to the site, and for now damage multipliers are unknown. It took quite long for BF4 to get these up as well, and BF1 even has bunch of new mechanics (e.g. ricochet hit, small destroyable parts) which need their own tinkering.


What about the Kolibri?
5 damage up close, 1 damage at long, 25 damage to head up close. Very fast ROF and very small recoil.
Sorry for my bad english - it's not my native language and I have difficulties with acquiring speaking/writing practice in my country. If I accidently insult you or say something wrong - I'm sorry, you can feel free to correct me.

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Friday, December 2nd 2016, 12:36pm

Quoted

Quoted

Vehicle stats require damage multipliers and good bunch of manual parsing before we can add them to the site, and for now damage multipliers are unknown. It took quite long for BF4 to get these up as well, and BF1 even has bunch of new mechanics (e.g. ricochet hit, small destroyable parts) which need their own tinkering.


What about the Kolibri?
5 damage up close, 1 damage at long, 25 damage to head up close. Very fast ROF and very small recoil.


Yes but I don't see it on Symthics.

Zer0Cod3x

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Friday, December 2nd 2016, 1:50pm

What about the Kolibri?

Kolibri stats:

Source code

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 StartDamage 100.0
    EndDamage 20.0
    DamageFalloffStartDistance 8.0
    DamageFalloffEndDistance 30.0

RateOfFire 449.0

 InitialSpeed::Vec3
            z 200.0

Stand::GunSwayStandData
        NoZoom::GunSwayBaseMoveJumpData
            BaseValue::GunSwayDispersionData
                MinAngle 0.8
                MaxAngle 2.0
                IncreasePerShot 0.0125
                DecreasePerSecond 3.0
            Moving::GunSwayDispersionData
                MinAngle 1.2
                MaxAngle 2.0
                IncreasePerShot 0.0125
                DecreasePerSecond 3.0
 Zoom::GunSwayBaseMoveJumpData
            BaseValue::GunSwayDispersionData
                MinAngle 0.4
                MaxAngle 1.2
                IncreasePerShot 0.0125
                DecreasePerSecond 3.0
            Moving::GunSwayDispersionData
                MinAngle 0.4
                MaxAngle 1.2
                IncreasePerShot 0.0125
                DecreasePerSecond 3.0

 Recoil::GunSwayRecoilData
                RecoilAmplitudeMax 10.0
                RecoilAmplitudeIncPerShot 0.1
                HorizontalRecoilAmplitudeIncPerShotMin -0.05
                HorizontalRecoilAmplitudeIncPerShotMax 0.05
                HorizontalRecoilAmplitudeMax 10.0
                RecoilAmplitudeDecreaseFactor 5.0

FirstShotNoZoomDispersionMultiplier 1.0
    FirstShotZoomDispersionMultiplier 1.0
    FirstShotRecoilMultiplier 1.0

ReloadTime 3.8
ReloadTimeBulletsLeft 3.1
        ReloadThreshold 0.8
MagazineCapacity 8
        NumberOfMagazines 24
something something Model 8 bestgun


How to ice an A-91

Next, wanna try adding a guy that you KNOW is bad, and just testing to see that? Example: PP-2000 (god I so wanna love this gun, and yet...)

Example: PP-2000 (god I so wanna love this gun, and yet...)

PP-2000 added. Y'know, it's not that bad....

Yes, it comes in last so far, but that is mostly because I'm making it shoot at 100m ADS - Not Moving as one of the criteria. Even then, between 50-100m Not Moving, when you include Useability, it is only 1.37% worse than the MTAR-21. Within 50m then it even beats the A-91.

Have a look, vs. the A-91 Carbine:




Using it with Muzzle Brake and Compensator is a wash in terms of overall performance. Comp is SLIGHTLY more accurate, while MB is SLIGHTLY more easy to use. Their overall scores are basically tied, with MB just ahead. I guess either can be recommended.

But... You can't be counting for the fact that it takes 9 bullets to kill at "long" range... Don't you dare tell me my A-91 is worse than a 9 BTK 650 RPM mediocre PDW.

Also. Just go heavy barrel. The recoil is low enough.

Well, technically...

Comparing a PP2K with HB and an A-91 with comp and stubby (as you suggested in an earlier post), at 50m not moving, the A-91 is only better by 4 damage per hitrate. While at 75m and 100m, surprisingly the PP2K does better than the A-91 (I'm pretty damn surprised as well).

And 10m and 50m moving the PP2K also does more damage per hitrate than the A-91. At 25m the A-91 is only better by about half a bullet's damage as well.

In addition, the PP2K has a much larger mag size and substantially less recoil. And it looks hella awesome. So comparing the A-91 to a PDW is of some worth after all, as the PP2K is better (technically, not practically) than the A-91.

Mind blown.

I... I...

*cries in a corner*

Zer0Cod3x explained it very well. If you look at the raw numbers right here on Symthic Comparison, you can see how that happened:

A-91 vs PP-2000 | BF4 Weapon Comparison | Symthic

A-91's "23%" RPM advantage only afforded it 1 extra round.

Reload times are wash.

Velocities are wash.

V-Recoil are wash (and this is HBar on PP2k vs. A-91 without).

Hipfire and ADS - Moving are better on the PP2k, but it's a PDW and not the surprising part.

The surprising part is that, as equipped (and we see above that PP2k HBar has almost same V-Recoil as A-91 without HBar so why not?), the PDW performs better at 50 - 100m than a bloody Carbine. Why?

H-Recoil Spread, 0.525 vs. 0.45, advantage PP2k.

SIPS, 42% better on the PP2k.

And here is the most important part. ADS - Not Moving Spread, 0.35 vs. 0.2, 43% improvement.

Without HBar then of course the PP2k loses, which is why when I add all the attachments together for an Overall Ranking, it would slot below the A-91. Run HBar on it, though, then... I'm sorry

@Veritable
@Zer0Cod3x
I... I...
But...
Wha...
I AM HAVING AN EXISTENTIAL CRISIS IN SCHOOL BECAUSE OF YOU TWO.

FUCK YOU NERDS AND YOUR FANCY NUMBERS

SEXY RUSSIAN BULLPUPS FTW.

In all seriousness, thank you both so much for giving me the numbers. I still don't want to accept them. You have led the horse to water. I still need to drink.


Miffyli

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7

Friday, December 2nd 2016, 2:11pm

Quoted

Quoted

Vehicle stats require damage multipliers and good bunch of manual parsing before we can add them to the site, and for now damage multipliers are unknown. It took quite long for BF4 to get these up as well, and BF1 even has bunch of new mechanics (e.g. ricochet hit, small destroyable parts) which need their own tinkering.


What about the Kolibri?
5 damage up close, 1 damage at long, 25 damage to head up close. Very fast ROF and very small recoil.


Yes but I don't see it on Symthics.

You can see the reason on @Zer0Cod3x 's post: It claims damage is 100-20, which clearly is not true. Hence there is a special multiplier for Kolibri we can't obtain from scripts, and thus we can't accurately show Kolibri on site before we get the multiplier.
Links to users' thread list who have made analytical/statistical/mathematical/cool posts on Symthic:
  • 3VerstsNorth - Analysis of game mechanics in BF4 (tickrates, effects of tickrate, etc)
  • leptis - Analysis of shotguns, recoil, recoil control and air drag.
  • Veritable - Scoring of BF4/BF1 firearms in terms of usability, firing and other mechanics.
  • Miffyli - Random statistical analysis of BF4 battlereports/players and kill-distances. (list is cluttered with other threads).
Sorry if your name wasn't on the list, I honestly can't recall all names : ( . Nudge me if you want to be included

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: Mar 4th 2016

Platform: PC

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Friday, December 2nd 2016, 2:20pm

Interesting. I feel like Symthic in general has been good for the community and even for the game. Why don't game developers help you out figure those numbers directly instead of having to guess from the game files? What's the point in not giving this information?

I spend nearly as much time watching stats on Symthic than actually playing the game, because I love maths and optimizing my loadouts both with my feeling but also the most mathematically efficient way of killing people. I didn't test all the pistols in the scout class because there's one doing 20+ damage at all range with snipers doing 80-100 damage, so it's not always only a question of feeling. Numbers matter and that's why I love Symthic and Battlefield.

Miffyli

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Friday, December 2nd 2016, 2:36pm

Interesting. I feel like Symthic in general has been good for the community and even for the game. Why don't game developers help you out figure those numbers directly instead of having to guess from the game files? What's the point in not giving this information?

I figure they have to find a good balance between numbers being clear vs. being informative. Understanding all these mechanics would be bit too much for just playing one game. I wouldn't mind accuracy plot style images for each weapon like R6: Siege did though.
Links to users' thread list who have made analytical/statistical/mathematical/cool posts on Symthic:
  • 3VerstsNorth - Analysis of game mechanics in BF4 (tickrates, effects of tickrate, etc)
  • leptis - Analysis of shotguns, recoil, recoil control and air drag.
  • Veritable - Scoring of BF4/BF1 firearms in terms of usability, firing and other mechanics.
  • Miffyli - Random statistical analysis of BF4 battlereports/players and kill-distances. (list is cluttered with other threads).
Sorry if your name wasn't on the list, I honestly can't recall all names : ( . Nudge me if you want to be included

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: Sep 7th 2016

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Friday, December 2nd 2016, 7:00pm

I didn't test all the pistols in the scout class because there's one doing 20+ damage at all range with snipers doing 80-100 damage, so it's not always only a question of feeling.

So you have only been using the Mars Automatic for the Scout?