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21

Thursday, February 9th 2017, 10:43pm

why 2 assault weapons? i would have preferred a handgun...



My guess is that they really wanted the Ribeyrolles in, but they still had that Sjorgën inertial laying around for whatever reason (probably threw it out to make all classes equal and asserted that the Hellriegel was a better option.

Imo, the Sjorgën should not be paid content. It isn't thematical in the least. It should just be given as a gift to the playerbase.



This does however raise the question: What in the everloving hell will they now use for the Russian DLC? Are they going to put in a double barrel? A Elephant gun? The Krnka in shotgun configuration with a slug variant firing its standard 15.7mm cardridge (which in all fairness would probably count as and elephant gun)? That weird maxim LMG someone found images off?).

I suppose it will probably the Krnka. Which will probably be more interesting, it essentially being a CQB Martini

inb4 they'll give us both the ruby and the nagnat revolver in the russian dlc.
"I'm just a loot whore."


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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

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22

Thursday, February 9th 2017, 10:50pm

What in the everloving hell will they now use for the Russian DLC? Are they going to put in a double barrel?


Yes. The Remington M1900 (the full-size version of the Tanker/Pilot double barrel) was the other cut shotgun in the files, and so will almost certainly be in the Russian DLC. I had figured they would be the other way around, but it doesn't matter that much either way.

I doubt we'll see any sidearms at all in DLC, but as much as I love pistols that's fine, we have plenty already. Or rather, we would if they were actually all-class.


Edit: Looking through the old files list again, these could potentially show up:

M1900 (very likely)

C93 Carbine (likely)

M1883 Reichsrevolver (could make an excellent all-class sidearm)

This post has been edited 3 times, last edit by "BleedingUranium" (Feb 9th 2017, 11:02pm)


Gecko99

thank mr skeltal

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23

Friday, February 10th 2017, 12:53am





Quoted from "colers"



What in the everloving hell will they now use for the Russian DLC? Are they going to put in a double barrel?


Yes. The Remington M1900 (the full-size version of the Tanker/Pilot double barrel) was the other cut shotgun in the files, and so will almost certainly be in the Russian DLC. I had figured they would be the other way around, but it doesn't matter that much either way.

I doubt we'll see any sidearms at all in DLC, but as much as I love pistols that's fine, we have plenty already. Or rather, we would if they were actually all-class.


Edit: Looking through the old files list again, these could potentially show up:

M1900 (very likely)

C93 Carbine (likely)

M1883 Reichsrevolver (could make an excellent all-class sidearm)
Before reading this I thought I wanted pistols too but now I feel like it would be much cooler if we got 5 primaries for each DLC instead, if each class does indeed get 5 new primary weapons then I am guessing that the Russian DLC will probably offer 2 BAs.
I also hope that the addition of the MLE 1903 extended means that DICE wants to do more with carbines.
Autoloading 8 .25 extended user.

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24

Friday, February 10th 2017, 11:09am

What in the everloving hell will they now use for the Russian DLC? Are they going to put in a double barrel?


Yes. The Remington M1900 (the full-size version of the Tanker/Pilot double barrel) was the other cut shotgun in the files, and so will almost certainly be in the Russian DLC. I had figured they would be the other way around, but it doesn't matter that much either way.

I doubt we'll see any sidearms at all in DLC, but as much as I love pistols that's fine, we have plenty already. Or rather, we would if they were actually all-class.


Edit: Looking through the old files list again, these could potentially show up:

M1900 (very likely)

C93 Carbine (likely)

M1883 Reichsrevolver (could make an excellent all-class sidearm)



No, after thinking it through I am now almost positive they will get the Krnka. They might get both like this time around but I don't think so given that the m1900 is the only "Primary" gun in the code I know off that doesn't have any variants whatshowever and even lacks a "factory' variant (reminder that all tier 10 weapon had at least 1 variant).


M1883 probably got shafted because it is irredeemably bad and would be near-impossible to properly balance. It was a gun that was horrendously outdated at its inception. Single action only, port-loaded without an ejection rod, with a cylinder that has to be rotated by hand during reloading. What you'd end up with would be No.3 with the worst reload in its class instead of the best. If the C93 gets added it will probably come in a DLC after the russian DLC.


My revised prediction list for the Russian DLC is:


Assault: Krnka M1867, Slug/Hunter/Sweeper
Medic: Fedorev Avtomat, Factory/Trench/Optical AND/OR Madsen-Rasmussen
Support: Kjellman LMG OR Darne (non-thematical but a big addition to gameplay, being the MG42 of 1918) OR Fedorev
Scout: Mosin Nagant
Sidearm: Nagant revolver
Pilot/Tanker: Obrez Mosin

  • "JSLICE20" started this thread

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25

Saturday, February 11th 2017, 6:35am

The February patch is arriving next week!

That leaves us just over 3 days until the update. Humana.
To Aim Assist or not to Aim Assist, that is the question.
For 'skill cannons,' that is.

Nope, Aim Assist or bust.

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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26

Saturday, February 11th 2017, 12:13pm

btw after trying the martini henry in the cte, i'm firmly convinced they extended the 1hk zone to the stomach, but i'm not sure about the arms.
"I'm just a loot whore."


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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

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  • "JSLICE20" started this thread

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27

Tuesday, February 14th 2017, 8:08am

index.php?page=Attachment&attachmentID=1001

Looks like the February update is live at :

PC: 08:00 UTC / 12:00 AM PT.
PS4:10:00 UTC / 2:00 AM PT.
Xbox One: 12:00 UTC / 4:00 AM PT..

Or this is just downtime to prepare for the update itself, in which case:

index.php?page=Attachment&attachmentID=1002
To Aim Assist or not to Aim Assist, that is the question.
For 'skill cannons,' that is.

Nope, Aim Assist or bust.

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" (Feb 14th 2017, 8:14am)


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28

Tuesday, February 14th 2017, 8:59am

index.php?page=Attachment&attachmentID=1001

Looks like the February update is live at :

PC: 08:00 UTC / 12:00 AM PT.
PS4:10:00 UTC / 2:00 AM PT.
Xbox One: 12:00 UTC / 4:00 AM PT..

Or this is just downtime to prepare for the update itself, in which case:

index.php?page=Attachment&attachmentID=1002

The downtime is to upgrade the servers to the new version, so the actual patch will go live sometime before the end of the downtime. That's if they do it the same way as before of course, but I can't see any reason for them to change the pattern.
bob

  • "JSLICE20" started this thread

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29

Tuesday, February 14th 2017, 9:25am

the actual patch will go live sometime before the end of the downtime. That's if they do it the same way as before of course, but I can't see any reason for them to change the pattern.

Every time a new update is announced I completely forget how they install them. But seeing as how there IS a definite process that can be followed, I'm inclined to believe you.
To Aim Assist or not to Aim Assist, that is the question.
For 'skill cannons,' that is.

Nope, Aim Assist or bust.

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


  • "JSLICE20" started this thread

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30

Tuesday, February 14th 2017, 12:28pm

So here are the official patch notes for the February update. It doesn't seem like much was added concerning gameplay from the initial notes.

Patch Notes

Details

MAJOR UPDATE: RIBBONS
You will now be able to collect Ribbons as you play. There are 20 different Ribbons to collect, and each time you get a Ribbon you also receive a 300XP. The Ribbons are designed to promote good teamplay and playing the objective. If you have suggestions for other Ribbons you’d like us to add, we’re always listening! This is just the beginning.

MAJOR UPDATE: ELITE CODICES
It is now possible to unlock an Elite Codex for eight of the available primary weapons in the game. All you need to do is get 500 more kills per applicable weapon. Not only will you get a shiny Elite Codex, but you will also be awarded 25,000 bonus XP. Not bad when you’re chasing those new Class Ranks.

MAJOR UPDATE: CLASS MAX RANKS
The new max Class Rank will now be 50. At every 10 new Class Ranks you'll receive a Battlepack, and when you hit 50, you will be granted some extra nice Class flair in the kill card to taunt your fallen foes. There will also be Dog Tags that you can unlock as you progress towards max Class Rank 50.

MAJOR UPDATE: SERVERS
With the Winter Update we’re releasing some highly anticipated rent-a-server features. RSP admins will now be able to kick players from their server using the in-game UI, or swing a mighty ban hammer if someone is misbehaving. RSP admins will now also have prioritized access to their server.
On top of this, we’ve added the feature to vote for the next map after a match is over. Players on the server will get two options to vote for, and whichever alternative gets the most votes will be the next map. The options will be randomly selected from the server’s map rotation. This is done during the end of round screen, so no extra time between rounds has been added.

GAME IMPROVEMENTS
VEHICLES

Fixed some parts of vehicles that were improperly placed in front of 1p cameras when taking or repairing damage to them.

Fixed tank driver weapon visuals not functioning correctly for other players when the driver uses a 3p camera.

Fixed an issue where the Heavy Tank would not show on the minimap when firing.

Reduced the cooldown of gas abilities on vehicles from 30-32s to 25 seconds to make up for reduced gas duration.

Fixed issue where multiple tanks could become available to a team when they shouldn't be.

UI

Fixed an issue where the Warbond symbol overlapped the amount of available warbonds in Arabic language.

Fixed an issue where the kill log would be visible in the deploy screen in Hardcore mode.

Fixed an issue where player nametag would not show in the kill log for some type of kills.

Improved the logic for fading out crosshairs and UI when aiming down sights.

Fixed English spelling error for magnification.

Kit rank progress bar now becomes invisible once you reach max rank.

Vehicle selection is now disabled while the preround countdown is running in order to provide a more fair selection process for vehicles.

Increased the time for re-selecting invalid deploy points from 3 to 10 seconds to avoid 100% automatic reselection when squad members are under fire.

Fixed issue where amount of warbonds could overlap UI container.

Fixed issue where XP boost could overlap UI container.

Fixed an issue where players would join an Operation when it had progressed too far, almost at the end.

Improved performance in the menu system.

Tweaked design of friends list.

Player will now track first medal by default.

RSP server information will now display owner of server.

Now sorts regular servers below RSP servers in the server browser.

Added server information in ...-menu.

Fixed a bug where joining server animation started twice when joining server.

Fixed a bug where the user remained in hang after failing to join a server.

Fixed a bug where the tracked medal was not highlighted.

Fixed a bug where players were unable to see the highlighted text in end of round.

Fixed a bug where players were prompted with "Matchmaking failed" when switching between Quickmatch modes.

Fixed a bug where the party hub did not update party members.

Fixed a bug where stats required reentering the weapons page to update.

Fixed a bug where players were unable to invite to party from comcenter after booting the title via party game invite with a 6+ people party.

Fix animation issue on personalized recommendation cards.

Fixed a bug where personalized recommendation cards would not fade.

Fixed a bug where the context menu was misaligned when the user clicked on it for the first time.

Fixed a bug where the highlight was broken after the user selected a vehicle with service star in the vehicle tab.

Fixed a bug where players were left in hang when dismissing the "Matchmaking Failed" while the "you have no scraps" prompt was active in loading screen.

Fixed a bug where players could scroll using "R" in the comcenter on console.

Fixed a bug where the end of round countdown stopped when quickly navigating through the tabs.

Fixed a bug where the mouse scroll did not work in list of recommendation cards.

Fixed a bug where content moved around in the menu when players were spamming down on the d-pad.

Fixed a bug where players entered an unplayable state when attempting to join a game session via the Xbox friend's tab.

Fixed a bug where it was not possible to inspect skins in the Inventory.

Fixed a bug where Standard Battlepack real-money price sometimes did not show up.

Fixed 7 UI related crash bugs.

Fixed several localization issues.

MAP ADJUSTMENTS

Fixed an issue with floating debris after destroying a table.

Fixed an issue where players could get stuck in a table.

Player will no longer clip through the visual mesh of windmill interiors.

Grenades and dynamite will no longer fall through the floor of the windmill balcony.

Removed flickering effect on tall wooden fences.

Destruction fixed between tall wooden fence parts.

Fixed Conquest spawn locations on Suez. Moved one up so player no longer spawns underground, moved another out of a tree.

Fixed issue where underwater sounds could get stuck on land.

Fixed issue where the player could move on top of the map on Argonne Forest.

Fixed issue where Hint Line for train did not disappear after performing indicated action or even leaving the behemoth on Conquest, Suez.

WEAPONS

Side gun meshes weren't rendering for 3p spectators depending on which weapon was used and if that particular seat was spectated.

Fixed an issue with the "Tankghewehr 1918" Elite weapon replenished ammo after picking up any dropped weapon kit.

Bayonet charge kills should now properly award service stars.

Fixed illogical behavior when using K Bullets with the Martini-Henry.

Tweaked post reload delays to better match animations on the following weapons:

Cei-Rigotti 0.4 to 0.6 s.
Mondragon 0.5 to 0.5667 s.
Selbstlader 1906 0.8 to 1.0667 s.
Bodeo 1.1 to 1.0 s.
Bulldog 1.0 to 1.1 s.
Increased long reload time of Autoloading 8 .25 Extended from 2.9 to 3.066 s.

Improved Selbstlader 1906 aimed accuracy, reduced recoil and decreased spread.

Increased horizontal recoil by 14.3%:

Automatico Trench
Hellriegel Factory
M1909 Storm
Madsen Storm
MG15 Storm
BAR Storm
Increased horizontal recoil of Lewis Optical and M1909 Optical by 10% when ADS.

Reduced horizontal recoil of some self-loading rifles:

Autoloading 8 0.6 to 0.4.
Cei-Rigotti 0.64 to 0.56.
M1907 SL 0.84 to 0.7.
Upped recoil decrease of "Low Weight" SLRs from 6 to 7.

Increased damage of the Martini-Henry between 30 and 80 meters slightly.

Reduced the damage of impact grenades from 80 to 72"

Tweaked the damage behavior of the 12 g Automatic shotgun to balance all variants better against each other:

Extended: Increased pellet cone from 1.6 to 1.8 degrees. Should now two hit kill a healthy target up to about 18 meters.
Backbored: Reduced pellet cone from 1.28 to 1.2 degrees. Should now two hit kill a healthy target up to about 19 meters.
Hunter: Reduced pellet cone from 1.28 to 1.2 degrees. Should now two hit kill a healthy target up to about 21 meters.
All: Moved out damage dropoff by 1 m and added damage curves.
Model 10-A Slug changes:
Reduced aimed dispersion from 0.3 to 0.24 when stationary and from 0.50 to 0.48 when moving.
Increased muzzle velocity from 380 to 420.
Reduced damage against gut, arms and legs.
Added ability to kill a healthy target with shots to the gut or upper arms within 8 meters.
Increased lethal range from chest shots from 10 to 11 meters.
Evened out recoil direction.
Increased No.3 Revolver rate of fire in ADS from 119 to 138.

Added missing tiered reloading to flash flares.

Fixed Selbstlader 1906 and GasserM1870 last round fired animations for accuracy.

Fixed Gasser round-in-cylinder rotation during reload loop.

Fixed slide travel on several automatic pistols during fires and reloads.

Fixed hammer position of Mars pistol during reload.

Fix of Auto Revolver reload interrupt tiers and speedloader visibility.

Removed visual recoil from ADS fire anims on Mle 1903, Pieper Carbine, 1903 Experimental.

Fixed issue with tiered reloading in the Mle 1903.

Corrected Frommer Stop Auto magazine capacity from 14+1 to 15+1.

Corrected errors in moving dispersion for crouched hipfire on shotguns.

Retune of Revolver No 3 reload audio to match new animation. Added hammer cocking to ADS firing animation.

Retune of Luger1906 Reload Audio to match new animation.

Automatico M1918 sometimes showed the wrong name (it was called Modello 1918 in a few places).

The Tankgewehr now resupplies 4 rounds at once.

Made damage of the Russian 1895 Trench and Horse drop slower to give them a slightly better 2 hit kill range.

Retuned audio on Gasser reload to match new animation. Added hammer cock/decock to Deploy and Undeploy to match animation.

SPECTATOR

Fixed an issue in Spectator where a 1P overlay appears for spectators viewing players in fortress guns in 3P or when spectating the artillery truck driver in 3P while the driver zooms.

New button added in Spectator mode to view the gamer card of a spectated player.

Added button labels to the view modes in Spectator mode for PS4/Xbox One.

Bayonet recharged sound could trigger from any soldier on spectator clients. This should now only occur for spectated soldiers.

Added extra check for "not team neutral" to gate announcer VO when in Spectator mode Freecam or Tabletop views.

Added gates to Impaired Hearing Mixer, Low Health Mixer, Gas Supression Mixer to not activate for spectators in freecam/tabletop view.

Added extra checks for Low Health and Gas Supression SFX/mixers to start if spectator enters player view while SFX/mixers should be active.

Possession announcer VO will now not play for freecam and tabletop spectators.

Fixes Pre-EOR music not activating for spectators (all game-modes).

Gated "Lost Objective" VO to not play for spectators in Conquest/Operation/Domination.

Fixed corrupted VFX when players shoot the Flare Gun in all camera modes.

Fix for parts of the train disappearing while spectating a player in the train in 3rd person or director.

Fixed the Spectator boundaries to be the same as the plane boundaries on Giant's Shadow.

Fixed a spectator bug with the behemoth icon staying at the center of the screen if you exit player view mode before it is moved to the final position at the top of the screen.

Fixed an issue where the option "show player outlines"/Squad Pin stopped working when switching through players.

Fixed an issue where the player could not select the numbered freecam they were just on from a drop camera.

Fixed a bug where Battlepacks and Medals were present in loading screen when joining as Spectator.

Fixed a bug where players did not receive the option to join friend as spectator on consoles from comcenter.

GAMEPLAY

Improved cavalry victim experience. You should no longer get killed by cavalry using a saber from multiple meters away.

Fixed errors where Elite Kits had unintentionally high health regeneration delays and carried too many grenades.

Increased the threshold for suppression effects to prevent suppression from occurring too early.

Reduced gas duration from 22 to 15 seconds.

Tweaked suppression effects and low health visuals.

Fixed VO issue in Rush when defenders have interacted with telegraph to send enemies coordinates.

CONTROLS

Fixed PC custom keybindings not properly remapping for Behemoths.

NETCODE

Reduce maximum displacement of high ping players when missing updates.

Fixed huge extrapolation times for good connections after frame spikes.

CUSTOM GAME

Added custom game setting to toggle Behemoth.

Added custom game setting to toggle Squad Leader Only Spawn.


I'm far more interested in the actual stat improvements/ downgrades.
To Aim Assist or not to Aim Assist, that is the question.
For 'skill cannons,' that is.

Nope, Aim Assist or bust.

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