Welcome to symthic forums! We would love if you'd register!
You don't have to be expert in bit baking, everyone is more than welcome to join our community.

You are not logged in.

Hey! If this is your first visit on symthic.com, also check out our weapon damage charts.
Currently we have charts for Battlefield 3, Call of Duty: Black Ops 2, Medal of Honor: Warfighter and Call of Duty: Modern Warfare 3

  • "Rampaging Sloth" started this thread

Posts: 76

Date of registration
: Jul 25th 2012

Platform: PC

Battlelog:

Reputation modifier: 7

  • Send private message

1

Saturday, December 17th 2016, 12:45pm

Fedorov Avtomat Speculation

So this weapon is not in the game, but I think it is rather obvious that it will go into the game when the Russian DLC drops. It just makes too much sense not to use.

But my thought is; what class will it go to? I can see reasons it might be sent to Medic, Assault, or Support.

Medic: The Avtomat was a select-fire weapon, and in its era is most comparable to the Cei-Rigotti, with some arguing over which of these could be considered the "first" assault rifle. They both fired a round arguably close to an intermediate round, with a select-fire capability, yet the Cei was sent to the Medic class. The rate of fire of the Avtomat was 350-400rpm, which is rather on the high end for the few automatic weapons given to the Medic class.

Support: At the same time, the Avtomat is also comparable to the BAR, as an automatic rifle, and they were intended for very similar roles. The weapon was also designed by Fedorov after seeing the Chauchat in action for the French, and he was impressed by its portable firepower. The Chauchat itself was a blend between automatic rifle and light machine gun, but I think it's safe to assume it will go to the Support class. The Avtomat, however, did not have a bipod nor was ever really intended for the squad support role.

Assault: All that said, the Avtomat was intended FOR the close assault role. While Imperial Russia did not have "stormtroops" per se, the troops armed with Avtomats were essentially meant to fulfill a role like that. We also know from the Hellriegel that they aren't afraid to take weapons that seem like they'd fit well in the Support class and give them to the Assault. I personally think it would make the most sense in this class. Perhaps, due to its low rate of fire, it would become a mid-range weapon the kit lacks, with a better damage profile over range and accuracy, but be weaker in close-range due to its low rate of fire as a result.

This is all intense speculation, and not very important, of course, but I thought it might be fun to talk about. But it's been on my mind and thought some other folks might have thoughts on it.

Posts: 7,808

Date of registration
: Feb 25th 2012

Platform: PC

Location: italy

Battlelog:

Reputation modifier: 19

  • Send private message

2

Saturday, December 17th 2016, 1:20pm

with the lenght it has, i exppect it to be the definitive close quarters rifle for the medic class, kinda like a mix between the cei-rigotti and the remington .35
"I'm just a loot whore."


stuff mostly unrelated to BF4 that interests nobody



bf4
on 13/05/2016
23rd M320FB user on pc(13/05/16)
rush mode score RANK:2794 TOP:2% OUT OF:215398
obliteration mode scoreRANK:994 TOP:1% OUT OF:159466
handgun medals RANK:2236 TOP:2% OUT OF:143874
longest headshot RANK:9512 TOP:4% OUT OF:257589
recon score RANK:10871 TOP:4% OUT OF:274899
general score per minute RANK:10016 TOP:4% OUT OF:294774

bf3
31/3/2012 4:58:

Headshot distance RANK:493* TOP:0%
Revives per assault minute RANK: 6019 TOP: 3%
Headshots / kill percentage RANK:25947 TOP:13%
MVP ribbons RANK:18824 TOP:11%

*= 6 if we not count the EOD BOT headshots

@kataklism

ARGUMENT DESTROYED 100

ENEMY KILLED [REASON] JSLICE20 100


WRITING SPREE STOPPED 500

link to full-size old avatar:
http://i.imgur.com/4X0321O.gif




Posts: 579

Date of registration
: Sep 3rd 2013

Platform: PC

Battlelog:

Reputation modifier: 8

  • Send private message

3

Saturday, December 17th 2016, 4:19pm

I think it depends entirely on which classes are the most 'weapon-starved'.

For example, while it might not fit perfectly onto the support class, if the only other LMG the support class is going to get is the Chauchat, I think it's a safe bet to assume the Fedorov is going to the support in order to balance out the weapon selection.

In other words, it has less to do with the weapon stats and more to do with the state of the metagame.

VincentNZ

Holy War? No Thanks.

(2,103)

Posts: 2,602

Date of registration
: Jul 25th 2013

Platform: PC

Battlelog:

Reputation modifier: 15

  • Send private message

4

Saturday, December 17th 2016, 5:33pm

They promised four weapons per DLC, right? wonder if that includes variants though. I can only really see two more weapons that could be included, beside the Cauchat and the Avtomat.

Posts: 3,291

Date of registration
: Apr 26th 2013

Platform: PS4

Location: Arizona, USA

Reputation modifier: 15

  • Send private message

5

Saturday, December 17th 2016, 5:44pm

DICE confirmed 20 new weapons throughout the 4 Expansions. It can be inferred that they would divide into the Expansions evenly at 5 a piece, but it isn't set in stone.
To Aim Assist or not to Aim Assist, that is the question.

Nope. Aim Assist or bust; here's why:

Default Aim Assist Data

Source code

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
AccelerationInputThreshold 0.98
    AccelerationMultiplier 5.0
    AccelerationDamping 4.0
    AccelerationTimeThreshold 0.15
    SquaredAcceleration 0.0
    MaxAcceleration::Vec2
        x 2.0
        y 2.0
    YawSpeedStrength 1.0
    PitchSpeedStrength 1.0
    AttractDistanceFallOffs::Vec2
        x 1.0
        y 1.2
    AttractSoftZone 0.75
    AttractUserInputMultiplier 0.45
    AttractUserInputMultiplier_NoZoom 0.5
    AttractOwnSpeedInfluence 0.0
    AttractTargetSpeedInfluence 0.85
    AttractOwnRequiredMovementForMaximumAttract 0.0
    AttractStartInputThreshold 0.1
    AttractMoveInputCap 0.0
    AttractYawStrength 1.0
    AttractPitchStrength 0.34
    MaxToTargetAngle 45.0
    MaxToTargetXZAngle 45.0
    ViewObstructedKeepTime 0.0
    SnapZoomLateralSpeedLimit 1000.0
    SnapZoomTime 0.2
    SnapZoomPostTimeNoInput 0.2
    SnapZoomPostTime 0.2
    SnapZoomReticlePointPriority 999
    SnapZoomAutoEngageTime 0.0
    SnapZoomBreakTimeAtMaxInput 0.2
    SnapZoomBreakMaxInput 0.2
    SnapZoomBreakMinAngle 90.0
    SnapZoomSpamGuardTime 1.2
    SoldierBackupSkeletonCollisionData *nullGuid*
    CheckBoneCenterOnlyDistance 40.0

No Slowdown Data

Source code

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
AccelerationInputThreshold 0.98
    AccelerationMultiplier 5.0
    AccelerationDamping 4.0
    AccelerationTimeThreshold 0.15
    SquaredAcceleration 0.0
    MaxAcceleration::Vec2
        x 2.0
        y 2.0
    YawSpeedStrength 1.0
    PitchSpeedStrength 1.0
    AttractDistanceFallOffs::Vec2
        x 1.0
        y 1.2
    AttractSoftZone 0.0
    AttractUserInputMultiplier 1.0
    AttractUserInputMultiplier_NoZoom -1.0
    AttractOwnSpeedInfluence 0.0
    AttractTargetSpeedInfluence 0.0
    AttractOwnRequiredMovementForMaximumAttract 0.0
    AttractStartInputThreshold 0.0
    AttractMoveInputCap 0.0
    AttractYawStrength 0.0
    AttractPitchStrength 0.0
    MaxToTargetAngle 45.0
    MaxToTargetXZAngle 45.0
    ViewObstructedKeepTime 0.0
    SnapZoomLateralSpeedLimit 1000.0
    SnapZoomTime 0.2
    SnapZoomPostTimeNoInput 0.0
    SnapZoomPostTime 0.0
    SnapZoomReticlePointPriority 999
    SnapZoomAutoEngageTime 0.0
    SnapZoomBreakTimeAtMaxInput -1.0
    SnapZoomBreakMaxInput 0.2
    SnapZoomBreakMinAngle 90.0
    SnapZoomSpamGuardTime 0.5
    SoldierBackupSkeletonCollisionData *nullGuid*
    CheckBoneCenterOnlyDistance 40.0
    DisableForcedTargetRecalcDistance 7.0


No Auto Rotation Data

Source code

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
 AccelerationInputThreshold 0.98
    AccelerationMultiplier 5.0
    AccelerationDamping 4.0
    AccelerationTimeThreshold 0.15
    SquaredAcceleration 0.0
    MaxAcceleration::Vec2
        x 2.0
        y 2.0
    YawSpeedStrength 1.0
    PitchSpeedStrength 1.0
    AttractDistanceFallOffs::Vec2
        x 1.0
        y 1.2
    AttractSoftZone 0.75
    AttractUserInputMultiplier 0.45
    AttractUserInputMultiplier_NoZoom 0.5
    AttractOwnSpeedInfluence 0.0
    AttractTargetSpeedInfluence 0.85
    AttractOwnRequiredMovementForMaximumAttract 0.0
    AttractStartInputThreshold 0.1
    AttractMoveInputCap 0.0
    AttractYawStrength 1.0
    AttractPitchStrength 0.34
    MaxToTargetAngle 45.0
    MaxToTargetXZAngle 45.0
    ViewObstructedKeepTime 0.0
    SnapZoomLateralSpeedLimit 1000.0
    SnapZoomTime 0.2
    SnapZoomPostTimeNoInput 0.0
    SnapZoomPostTime 0.0
    SnapZoomReticlePointPriority 999
    SnapZoomAutoEngageTime 0.0
    SnapZoomBreakTimeAtMaxInput -1.0
    SnapZoomBreakMaxInput 0.2
    SnapZoomBreakMinAngle 90.0
    SnapZoomSpamGuardTime 0.5
    SoldierBackupSkeletonCollisionData *nullGuid*
    CheckBoneCenterOnlyDistance 40.0
    DisableForcedTargetRecalcDistance 7.0

Prepare your laughbox

the Sebstalder is quiet good since it can 3hit kill at any distanc ,but In my opinion i actually thikn the sweeper is better, its got a really really fast firerate that can beat alll those Noobmaticos, Helregall adn shitguns in close quarters , and its also really accurate out to like l;ong range,. overall great allround gun, jsut my 2$ tho


VincentNZ

Holy War? No Thanks.

(2,103)

Posts: 2,602

Date of registration
: Jul 25th 2013

Platform: PC

Battlelog:

Reputation modifier: 15

  • Send private message

6

Saturday, December 17th 2016, 6:02pm

Ah okay one more per DLC then. But do variants count as weapons?

Posts: 3,291

Date of registration
: Apr 26th 2013

Platform: PS4

Location: Arizona, USA

Reputation modifier: 15

  • Send private message

7

Saturday, December 17th 2016, 6:12pm

I doubt that they would. That would be incredibly cheap of them to label a weapon variation as a different selection. JackFrags made a video a week or two ago speculating the inclusion of experimental and of the era weaponry.

https://m.youtube.com/watch?v=cuBgtvlnrxc
To Aim Assist or not to Aim Assist, that is the question.

Nope. Aim Assist or bust; here's why:

Default Aim Assist Data

Source code

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
AccelerationInputThreshold 0.98
    AccelerationMultiplier 5.0
    AccelerationDamping 4.0
    AccelerationTimeThreshold 0.15
    SquaredAcceleration 0.0
    MaxAcceleration::Vec2
        x 2.0
        y 2.0
    YawSpeedStrength 1.0
    PitchSpeedStrength 1.0
    AttractDistanceFallOffs::Vec2
        x 1.0
        y 1.2
    AttractSoftZone 0.75
    AttractUserInputMultiplier 0.45
    AttractUserInputMultiplier_NoZoom 0.5
    AttractOwnSpeedInfluence 0.0
    AttractTargetSpeedInfluence 0.85
    AttractOwnRequiredMovementForMaximumAttract 0.0
    AttractStartInputThreshold 0.1
    AttractMoveInputCap 0.0
    AttractYawStrength 1.0
    AttractPitchStrength 0.34
    MaxToTargetAngle 45.0
    MaxToTargetXZAngle 45.0
    ViewObstructedKeepTime 0.0
    SnapZoomLateralSpeedLimit 1000.0
    SnapZoomTime 0.2
    SnapZoomPostTimeNoInput 0.2
    SnapZoomPostTime 0.2
    SnapZoomReticlePointPriority 999
    SnapZoomAutoEngageTime 0.0
    SnapZoomBreakTimeAtMaxInput 0.2
    SnapZoomBreakMaxInput 0.2
    SnapZoomBreakMinAngle 90.0
    SnapZoomSpamGuardTime 1.2
    SoldierBackupSkeletonCollisionData *nullGuid*
    CheckBoneCenterOnlyDistance 40.0

No Slowdown Data

Source code

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
AccelerationInputThreshold 0.98
    AccelerationMultiplier 5.0
    AccelerationDamping 4.0
    AccelerationTimeThreshold 0.15
    SquaredAcceleration 0.0
    MaxAcceleration::Vec2
        x 2.0
        y 2.0
    YawSpeedStrength 1.0
    PitchSpeedStrength 1.0
    AttractDistanceFallOffs::Vec2
        x 1.0
        y 1.2
    AttractSoftZone 0.0
    AttractUserInputMultiplier 1.0
    AttractUserInputMultiplier_NoZoom -1.0
    AttractOwnSpeedInfluence 0.0
    AttractTargetSpeedInfluence 0.0
    AttractOwnRequiredMovementForMaximumAttract 0.0
    AttractStartInputThreshold 0.0
    AttractMoveInputCap 0.0
    AttractYawStrength 0.0
    AttractPitchStrength 0.0
    MaxToTargetAngle 45.0
    MaxToTargetXZAngle 45.0
    ViewObstructedKeepTime 0.0
    SnapZoomLateralSpeedLimit 1000.0
    SnapZoomTime 0.2
    SnapZoomPostTimeNoInput 0.0
    SnapZoomPostTime 0.0
    SnapZoomReticlePointPriority 999
    SnapZoomAutoEngageTime 0.0
    SnapZoomBreakTimeAtMaxInput -1.0
    SnapZoomBreakMaxInput 0.2
    SnapZoomBreakMinAngle 90.0
    SnapZoomSpamGuardTime 0.5
    SoldierBackupSkeletonCollisionData *nullGuid*
    CheckBoneCenterOnlyDistance 40.0
    DisableForcedTargetRecalcDistance 7.0


No Auto Rotation Data

Source code

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
 AccelerationInputThreshold 0.98
    AccelerationMultiplier 5.0
    AccelerationDamping 4.0
    AccelerationTimeThreshold 0.15
    SquaredAcceleration 0.0
    MaxAcceleration::Vec2
        x 2.0
        y 2.0
    YawSpeedStrength 1.0
    PitchSpeedStrength 1.0
    AttractDistanceFallOffs::Vec2
        x 1.0
        y 1.2
    AttractSoftZone 0.75
    AttractUserInputMultiplier 0.45
    AttractUserInputMultiplier_NoZoom 0.5
    AttractOwnSpeedInfluence 0.0
    AttractTargetSpeedInfluence 0.85
    AttractOwnRequiredMovementForMaximumAttract 0.0
    AttractStartInputThreshold 0.1
    AttractMoveInputCap 0.0
    AttractYawStrength 1.0
    AttractPitchStrength 0.34
    MaxToTargetAngle 45.0
    MaxToTargetXZAngle 45.0
    ViewObstructedKeepTime 0.0
    SnapZoomLateralSpeedLimit 1000.0
    SnapZoomTime 0.2
    SnapZoomPostTimeNoInput 0.0
    SnapZoomPostTime 0.0
    SnapZoomReticlePointPriority 999
    SnapZoomAutoEngageTime 0.0
    SnapZoomBreakTimeAtMaxInput -1.0
    SnapZoomBreakMaxInput 0.2
    SnapZoomBreakMinAngle 90.0
    SnapZoomSpamGuardTime 0.5
    SoldierBackupSkeletonCollisionData *nullGuid*
    CheckBoneCenterOnlyDistance 40.0
    DisableForcedTargetRecalcDistance 7.0

Prepare your laughbox

the Sebstalder is quiet good since it can 3hit kill at any distanc ,but In my opinion i actually thikn the sweeper is better, its got a really really fast firerate that can beat alll those Noobmaticos, Helregall adn shitguns in close quarters , and its also really accurate out to like l;ong range,. overall great allround gun, jsut my 2$ tho


VincentNZ

Holy War? No Thanks.

(2,103)

Posts: 2,602

Date of registration
: Jul 25th 2013

Platform: PC

Battlelog:

Reputation modifier: 15

  • Send private message

8

Saturday, December 17th 2016, 6:49pm

If we align the new weapons to classes and factions we might be able to line up some more names. So for the French army, we will surely get the Standard Rifle, the Lebel with it's unique reload animation and 8 rounds, as well as the Chauchat, the worst LMG in history. Then the standard sidearm, whatever that is.

So the French did not have an SMG as far as I can see, so maybe they used a certain shotgun? Also I stumbled upon this: Winchester Model 1910 - Wikipedia which could work as their SLR. There is also The Meunier Rifle, which is another semi-auto weapon.

For the Russian Empire, I guess the Mosin is set, as well as the Avtomat. Also the Nagant 1895 as a revolver.

I also think that an asian expansion is not unlikely, so JackFrags assumptions of the Arisaka and the Sword are not far-fetched at all.

I do wonder though, if elite-classes are considered as own weapons, which would be a bit lame, as well as if they just added a ton of new melee weapons.

Posts: 3,291

Date of registration
: Apr 26th 2013

Platform: PS4

Location: Arizona, USA

Reputation modifier: 15

  • Send private message

9

Saturday, December 17th 2016, 7:01pm

I guess the Mosin is set

Humana, humana, humana, humana...

I didn't even realize the Mosin Nagant was used in WWI. I only know of it as a WWII rifle. This makes me extremely happy.
To Aim Assist or not to Aim Assist, that is the question.

Nope. Aim Assist or bust; here's why:

Default Aim Assist Data

Source code

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
AccelerationInputThreshold 0.98
    AccelerationMultiplier 5.0
    AccelerationDamping 4.0
    AccelerationTimeThreshold 0.15
    SquaredAcceleration 0.0
    MaxAcceleration::Vec2
        x 2.0
        y 2.0
    YawSpeedStrength 1.0
    PitchSpeedStrength 1.0
    AttractDistanceFallOffs::Vec2
        x 1.0
        y 1.2
    AttractSoftZone 0.75
    AttractUserInputMultiplier 0.45
    AttractUserInputMultiplier_NoZoom 0.5
    AttractOwnSpeedInfluence 0.0
    AttractTargetSpeedInfluence 0.85
    AttractOwnRequiredMovementForMaximumAttract 0.0
    AttractStartInputThreshold 0.1
    AttractMoveInputCap 0.0
    AttractYawStrength 1.0
    AttractPitchStrength 0.34
    MaxToTargetAngle 45.0
    MaxToTargetXZAngle 45.0
    ViewObstructedKeepTime 0.0
    SnapZoomLateralSpeedLimit 1000.0
    SnapZoomTime 0.2
    SnapZoomPostTimeNoInput 0.2
    SnapZoomPostTime 0.2
    SnapZoomReticlePointPriority 999
    SnapZoomAutoEngageTime 0.0
    SnapZoomBreakTimeAtMaxInput 0.2
    SnapZoomBreakMaxInput 0.2
    SnapZoomBreakMinAngle 90.0
    SnapZoomSpamGuardTime 1.2
    SoldierBackupSkeletonCollisionData *nullGuid*
    CheckBoneCenterOnlyDistance 40.0

No Slowdown Data

Source code

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
AccelerationInputThreshold 0.98
    AccelerationMultiplier 5.0
    AccelerationDamping 4.0
    AccelerationTimeThreshold 0.15
    SquaredAcceleration 0.0
    MaxAcceleration::Vec2
        x 2.0
        y 2.0
    YawSpeedStrength 1.0
    PitchSpeedStrength 1.0
    AttractDistanceFallOffs::Vec2
        x 1.0
        y 1.2
    AttractSoftZone 0.0
    AttractUserInputMultiplier 1.0
    AttractUserInputMultiplier_NoZoom -1.0
    AttractOwnSpeedInfluence 0.0
    AttractTargetSpeedInfluence 0.0
    AttractOwnRequiredMovementForMaximumAttract 0.0
    AttractStartInputThreshold 0.0
    AttractMoveInputCap 0.0
    AttractYawStrength 0.0
    AttractPitchStrength 0.0
    MaxToTargetAngle 45.0
    MaxToTargetXZAngle 45.0
    ViewObstructedKeepTime 0.0
    SnapZoomLateralSpeedLimit 1000.0
    SnapZoomTime 0.2
    SnapZoomPostTimeNoInput 0.0
    SnapZoomPostTime 0.0
    SnapZoomReticlePointPriority 999
    SnapZoomAutoEngageTime 0.0
    SnapZoomBreakTimeAtMaxInput -1.0
    SnapZoomBreakMaxInput 0.2
    SnapZoomBreakMinAngle 90.0
    SnapZoomSpamGuardTime 0.5
    SoldierBackupSkeletonCollisionData *nullGuid*
    CheckBoneCenterOnlyDistance 40.0
    DisableForcedTargetRecalcDistance 7.0


No Auto Rotation Data

Source code

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
 AccelerationInputThreshold 0.98
    AccelerationMultiplier 5.0
    AccelerationDamping 4.0
    AccelerationTimeThreshold 0.15
    SquaredAcceleration 0.0
    MaxAcceleration::Vec2
        x 2.0
        y 2.0
    YawSpeedStrength 1.0
    PitchSpeedStrength 1.0
    AttractDistanceFallOffs::Vec2
        x 1.0
        y 1.2
    AttractSoftZone 0.75
    AttractUserInputMultiplier 0.45
    AttractUserInputMultiplier_NoZoom 0.5
    AttractOwnSpeedInfluence 0.0
    AttractTargetSpeedInfluence 0.85
    AttractOwnRequiredMovementForMaximumAttract 0.0
    AttractStartInputThreshold 0.1
    AttractMoveInputCap 0.0
    AttractYawStrength 1.0
    AttractPitchStrength 0.34
    MaxToTargetAngle 45.0
    MaxToTargetXZAngle 45.0
    ViewObstructedKeepTime 0.0
    SnapZoomLateralSpeedLimit 1000.0
    SnapZoomTime 0.2
    SnapZoomPostTimeNoInput 0.0
    SnapZoomPostTime 0.0
    SnapZoomReticlePointPriority 999
    SnapZoomAutoEngageTime 0.0
    SnapZoomBreakTimeAtMaxInput -1.0
    SnapZoomBreakMaxInput 0.2
    SnapZoomBreakMinAngle 90.0
    SnapZoomSpamGuardTime 0.5
    SoldierBackupSkeletonCollisionData *nullGuid*
    CheckBoneCenterOnlyDistance 40.0
    DisableForcedTargetRecalcDistance 7.0

Prepare your laughbox

the Sebstalder is quiet good since it can 3hit kill at any distanc ,but In my opinion i actually thikn the sweeper is better, its got a really really fast firerate that can beat alll those Noobmaticos, Helregall adn shitguns in close quarters , and its also really accurate out to like l;ong range,. overall great allround gun, jsut my 2$ tho


Posts: 255

Date of registration
: Aug 6th 2014

Platform: PC

Battlelog:

Reputation modifier: 7

  • Send private message

10

Saturday, December 17th 2016, 7:20pm

here is what we do know:


The Sjorgen Inertial is already present in the files, and will most likely be thrown in some DLC.

Now, why is this important:

It hints that part of the Russian DLC might feature the brief Scandinavian theater, otherwise known as the Finnish Civil War which even after their non-aggression pact turned into a proxy war between Germany and the Finnish Whites vs Russia and the Finnish Reds. Now why is this important? Well, it means that not only does that pretty much settle the choice for assault, but it means that other classes can also use scandinavian weaponry. One of them: the Madsen-Rasmussen. A selfloader with the silouette of a Madsen machine gun.

So, we have assault, we have medic, so support is the only real option left

If we align the new weapons to classes and factions we might be able to line up some more names. So for the French army, we will surely get the Standard Rifle, the Lebel with it's unique reload animation and 8 rounds, as well as the Chauchat, the worst LMG in history. Then the standard sidearm, whatever that is.

So the French did not have an SMG as far as I can see, so maybe they used a certain shotgun? Also I stumbled upon this: Winchester Model 1910 - Wikipedia which could work as their SLR. There is also The Meunier Rifle, which is another semi-auto weapon.

For the Russian Empire, I guess the Mosin is set, as well as the Avtomat. Also the Nagant 1895 as a revolver.

I also think that an asian expansion is not unlikely, so JackFrags assumptions of the Arisaka and the Sword are not far-fetched at all.

I do wonder though, if elite-classes are considered as own weapons, which would be a bit lame, as well as if they just added a ton of new melee weapons.



But that's where you are very wrong, my friend. The French DID have an SMG, and it was quite an impressive one. Made in 1916, the french made the first weapon to truly check all the boxes for an assault rifle: The Ribeyrolles carbine, firing a shortened .351 SL round named 8x35mm. THey also made basically a smaller Chauchat and called it a SMG but lets not count that one. But you wanna know somethign interesting: The silouette of the crouching man's weapon on the concept art we have recieved allignes with that of a Ribeyrolles carbine, given its obvious tubular body and a stock that is too low to be a MP18, yet, the weapon length excludes it from being an SLR or bolt action. the same picture also quite clearly shows a man firing the Ruby .32, the standard issue sidearm of french artillery crews. Their selfloader will either be the Meunier or the mle1917; the Meunier can be turned into a bit of a harder hitter given that its early high-pressure loadings basically hit with the force of a Lapua magmum, firing a bullet away at 1040m/s, and with its recoil operation, it could give us something like a 200 RoF 2 shot 5 round SLR.

For russia; well, the inclusion of SIR does indeed set it from the mosin, unless they are going "muh artistic liberties" and give the M1895 to them. the complete line-up is probably Sjorgen, Madsen-Rasmussen, Fedorev, Mosin, and Nagant, the latter most likely being an all class port-loaded revolver having the worst CQB power of all revolvers but the best ranged performance with its good muzzle velocity and whatnot.

This post has been edited 2 times, last edit by "colers" (Dec 17th 2016, 7:32pm)