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: Mar 19th 2014

Platform: Xbox One

Location: Canada

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21

Tuesday, December 20th 2016, 1:59am

Actually, the Torpedo Bomber has a pair of 115kg bombs as secondary (Barrage has two 250kg and four 50kg). The 115kg bombs use the same world model as the 250kg (the white ones), just smaller.

Doesn't the torpedo itself work as a big bomb now?


It does, though I only just unlocked that variant and haven't used it yet. I did test it with a friend in the Beta, and at that time it did a respectable ~30-40 damage on a tank (or something like this). Being buffed now, I imagine it's very good against armour.
Who Enjoys, Wins

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: Dec 24th 2011

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22

Tuesday, December 20th 2016, 7:43am

The Tank Hunter Attack Plane was very fun and extremely effective in the beta. It's still beyond satisfying to get kills with, but it's also quite a bit lackluster in terms of effectiveness for the amount of precision it requires (typical DICE nerf bat).



I really did enjoy getting the finishing blow on the armored train by taking a potshot at it with the plane's 37mm cannon from (seemingly) nearly half the distance of the map (Sinai) a few days ago.

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23

Tuesday, December 20th 2016, 1:08pm

it can't farm infantry as well

Agreed. And come to think of it, Sinai Desert, Empire's Edge, (50/50 split on St. Quentin Scar and Fao Fortress) and now Giant's Shadow are the only true "open" maps with aircraft at our disposal where the Tank Hunter would prove more viable. Theatres such as Ballroom Blitz, Monte Grappa, and potentially St. Quentin Scar and Fao Fortress tend to favor the standard Attack Plane

The payoff of landing a hit on a plane isn't great either, only something like 35 damage on attack planes from the top of my head and similar damage to the other planes. You are far more reliant on the secondary seat in the tank hunter than in other planes.

Absolutely. The damage against enemy aircraft is rather weak for the precision required to actually make contact with a target. Before the damage reduction to gunner projectiles, quick switching to the rear machine gun was a reliable tactic to scare off enemy pilots or even outright shoot them down, but now even mediocre pilots on my tail output more damage than I can dish out to their engine and other components.

But more direct AT damage would be welcome.
Nothing big, 10 to 20% more damage vs armor, landing more than one shot is quite difficult against vehicles in one strafe.

The only issue I envision with a damage increase to the 37mm cannon is that coupling 3 direct hits with 2 precision bomb strikes already instakills a tank. Each shell inflicts 20 damage points and both 50kg bombs net 40 damage points, totaling 100 damage. The catch is that those bombs will need to land within 3m of the tank to cause maximum damage if I understand the data files correctly (it could just be for infantry though, direct impacts may be necessary to damage armor). So theoretically, a damage increase would be overkill, it's just that in practice 3 direct hits with the cannon with a perfect bombing run is largely unlikely.

Therefore, a velocity increase, fire rate improvement, or gravity reduction would probably be the ideal choices. Yet, any improvement here may cause the cannon to be too effective against aircraft. It is a conundrum.
Oh man, I have to practice more with the attack hunter plane, I admit it.
RIP Sraw

  • "JSLICE20" started this thread

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: Apr 26th 2013

Platform: PS4

Location: Arizona, USA

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24

Tuesday, December 20th 2016, 3:32pm

@Iwo Jima

Go ahead and ignore those numbers. While they are the damage inputs listed under the 37mm and 50kg bombs, the problem is that material multipliers exist on vehicles and can very well vary between the AZV, Landship, Light Tank, and Artillery Truck (not to mention a possible infantry multiplier). I completely disregarded this facet previously, so that's my mistake for misleading you and anyone else.

New conclusion

I was using data from the Browser in my previous posts, but those are incorrect as those are base damage values without material multipliers in conjunction. The files list it as a 37mm, with 2 separate damage values 65.0 and 200.0 (one likely the representation for the unarmed explosion value), the 200.0 number as the probable true value. If this is the case, then it explains how 200 damage points can be allocated on a 1000 health point A7V indicating that the multiplier is 1.0 on the 37mm against that specific vehicle. It could very well vary for the Artillery Truck, FT-17,and Landship though.

Now the 50kg bombsare another issue. The unarmed explosion starts at 10.0 damage and ends at 40.0 while the armed remains consistent at 80.0 in a 3.0 - 6.0 inner - outer blast damage. This is constant for infantry, but the multiplier is certainly altered for armored vehicles to attain a damage of around 11 as you have provided.

@Oscar
Torpedo Statistics
Torpedo Projectile

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InnerBlastRadius 3.0
BlastDamage 250.0
BlastRadius 8.0

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InnerBlastRadius 5.0
BlastDamage 200.0
BlastRadius 8.0

I cannot determine which is the unarmed explosion, but here are the value(s) for the Torpedo. Fun fact, although probably obvious in retrospect, the Bomber's Torpedo utilizes the MAS Boat's projectile.
To Aim Assist or not to Aim Assist, that is the question.

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

Default Aim Assist Data

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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

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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

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 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

This post has been edited 2 times, last edit by "JSLICE20" (Dec 20th 2016, 3:49pm)


Oscar

Sona tank jungle

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: May 30th 2012

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25

Tuesday, December 20th 2016, 3:58pm

@JSLICE20

I had the 250/115kg demo bombs in mind, but thanks regardless.
Bro of Legion, the lurker ninja mod | Tesla FTW | RNG is evil.

Quoted from "MsMuchLove"

I find majority of the complaints I hear about this game somehow never appear in my games.

  • "JSLICE20" started this thread

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: Apr 26th 2013

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26

Tuesday, December 20th 2016, 4:07pm

I had the 250/115kg demo bombs in mind, but thanks regardless.

Sire.

115kg Bomb

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InnerBlastRadius 3.0
BlastDamage 100.0
BlastRadius 8.0

250kg Bomb

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InnerBlastRadius 4.0
BlastDamage 100.0
BlastRadius 8.0


So, as you can see, some serious multipliers are at work here. I just wish I could identify them in the vehicle files...
To Aim Assist or not to Aim Assist, that is the question.

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

Default Aim Assist Data

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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

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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

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 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