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31

Wednesday, January 11th 2017, 12:32am

In trenches?
It's going to be looking over the trench into No man's land right?

That means it's going to take rocket fire from podded guns in the opposing trench, or tanks crossing NML, or field guns entrenched along the opposing line.

Since BF1 is WW1 fantasy, it is likely they are going to be totally liberal with the quantity and effectiveness of direct fire field guns, hell the rocket gun is basically a man portable WW1 field gun.

  • "JSLICE20" started this thread

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32

Wednesday, January 11th 2017, 2:47am

That means it's going to take rocket fire from podded guns in the opposing trench, or tanks crossing NML, or field guns entrenched along the opposing line.

Well when you think about it, trenchlines would be spaced ~100-150m apart, if I'm not mistaken. That is relatively far for pub players to pinpoint rockets or shells on a small target and makes it highly improbable for a 0.1 - 0.15 Base Spread weapon to connect at that distance. In addition, I imagine tanks would represent sitting ducks for said rockets and shells in a wide spanse of smoldering landscape. The Periscope Rifle would excel at targeting players 50-75m in No Man's Land and that's about it.
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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    CheckBoneCenterOnlyDistance 40.0
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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


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33

Wednesday, January 11th 2017, 3:08am

That means it's going to take rocket fire from podded guns in the opposing trench, or tanks crossing NML, or field guns entrenched along the opposing line.

Well when you think about it, trenchlines would be spaced ~100-150m apart, if I'm not mistaken. That is relatively far for pub players to pinpoint rockets or shells on a small target and makes it highly improbable for a 0.1 - 0.15 Base Spread weapon to connect at that distance. In addition, I imagine tanks would represent sitting ducks for said rockets and shells in a wide spanse of smoldering landscape. The Periscope Rifle would excel at targeting players 50-75m in No Man's Land and that's about it.
100-150 m is zero problem for the 57mm HE and even less of a problem for the AT rifle providing the shield vehicle thing is big enough relative to the AT rifle spread. I've honestly not done much ranged stuff with the rocket gun but the thing really has rather excellent ballistics too.

I can't imagine tanking on some theoretical trench map will be any worse than giants shadow or Sinai unless they really make sure there isn't a single shread of cover anywhere from the spawn right to the concentration of enemy infantry.

This post by "JSLICE20" (Wednesday, January 11th 2017, 4:37am) has been deleted by the author himself (Wednesday, January 25th 2017, 4:55am) with the following reason: Post new content.

  • "JSLICE20" started this thread

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35

Wednesday, January 25th 2017, 5:03am

More "They Shall not Pass" info.

Verdun Heights
The opening barrage of the Battle of Verdun created massive forest fires in which players will fight for domination. This is an uphill battle towards the massive fortresses of Verdun. A constant grinding struggle where the artillery never stops. Where the forge and “the Devil’s Anvil” continues to consume even the bravest combatants.

Fort Vaux
The first big engagement inside a fort during World War 1 takes place in the dark underworld of Fort Vaux. Down in the maze of dark galleries and wet stone corridors, French and Germans fight ferociously with grenades, guns, bayonets, and flamethrowers. Watch your corners!

Soissons
Take part in one of the biggest tank assaults of World War 1. The French 10th Army moves to take back Soissons using their powerful Saint Chamond tanks. Planes, tanks, and infantry clash in the beautiful French countryside in the early hours of a hot summer day. Only the thunderstorm is louder than the war.

Rupture
In dire need to capture key bridges across the Aisne river, the French find themselves back into battlefields where poppies grow over a rusty wreck from previous tank battles. It might seem calm but this maze of steel beasts provides an excellent place for those who plan an ambush. As the sun sets over Fontenoy, the battle wakes up.

THE FRENCH ARMY JOINS THE FIGHT
Hardened and fearless, the French join the fight. Don the faction’s characteristic blue uniform and defend your homeland.


New Game Mode: Frontlines
Experience a mix of Conquest and Rush as you fight for chained control points in a tug-of-war frontline. Both teams fight for one flag at a time and when this objective is captured the action moves on to the next. Capture the enemy’s HQ control point and the game turns into a Rush-style section where telegraph posts need to be attacked or defended.

Pilot A Steel Behemoth
Spawn into the Char 2C tank and control an epic new behemoth. Based on the real-world French tank, this super-heavy beast may turn the tide of the entire battle.

Assault Tank Gun
The St. Chamond was most heavily armed allied tank of the war. Dominate the battlefield with this impressive French construction.

Trench Raider Elite Class
Use the melee skills of the new Elite Class: the Trench Raider. With the brutal Raider Club and impressive grenade arsenal, you will be a terrifying sight.

New Stationary Weapon
Similar to a Field Gun, the Siege Howitzer can be operated by an infantry player. This new stationary weapon is operated through indirect aiming/firing in the same vein as mortars and artillery in vehicles.

------------------------------

Frontlines is essentially a slight Battlefield style tweak from Verdun's (video game) Frontlines game mode.

Verdun - Frontlines
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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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 1 times, last edit by "JSLICE20" (Jan 25th 2017, 5:19am)


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36

Wednesday, January 25th 2017, 5:13am

Soissons and Rupture hype. <3
Who Enjoys, Wins

  • "JSLICE20" started this thread

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37

Wednesday, January 25th 2017, 5:35am

Seriously, those Concept Arts are phenomenal. And the fact they are employing different times of day is exciting to see (not multiple for each, but morning and dusk as Soissons and Rupture suggest).

Visibility looks to be greatly inhibited on Verdun Heights, which makes perfect sense considering the thick smoke and immense flames. The orange tinted ambiance is truly breathtaking. This seems to be the quintessential World War I map: muddy and charred terrain with scattered pillboxes protecting the outskirts of the fortresses.

Fort Vaux? Eh, could be fun. A fortress is generally very square and rectangular, so I doubt it'll be linear like Metro or Locker. I kinda get a BF3 Close Quarters vibe, except on a larger scale. I imagine the spawns would be located outside the Fort, maybe a Flag on either side with the majority located within the walls.
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

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No Auto Rotation Data

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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 1 times, last edit by "JSLICE20" (Jan 25th 2017, 5:41am)


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38

Wednesday, January 25th 2017, 6:12am

frontline is the same as the first homefront's endless beta mode right? i loved that mode and wished for it to arrive into battlefield from even before playing homefront(it's how i thought operations would work)
"I'm just a loot whore."


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39

Wednesday, January 25th 2017, 6:12am

Fort Vaux? Eh, could be fun. A fortress is generally very square and rectangular, so I doubt it'll be linear like Metro or Locker. I kinda get a BF3 Close Quarters vibe, except on a larger scale. I imagine the spawns would be located outside the Fort, maybe a Flag on either side with the majority located within the walls.


If it's like CQ or other tight, complex-structure maps I'll probably love it. If it's like the grindfest maps I'll be avoiding it like the plague.
Who Enjoys, Wins

  • "JSLICE20" started this thread

Posts: 3,292

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: Apr 26th 2013

Platform: PS4

Location: Arizona, USA

Reputation modifier: 15

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Wednesday, January 25th 2017, 6:17am

If it's like CQ or other tight, complex-structure maps I'll probably love it. If it's like the grindfest maps I'll be avoiding it like the plague.

Well here's an example of a 3D Model of the Fort. It could provide us some insight to how the map will function or the scope of it.

After all it is based on an actual Fort, so through research we can gather a rough estimate as to how it may be implemented.

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

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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

Source code

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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

Source code

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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