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

Posts: 3,440

Date of registration
: Mar 19th 2014

Platform: Xbox One

Location: Canada

Battlelog:

Reputation modifier: 15

  • Send private message

41

Thursday, February 16th 2017, 10:21pm

If you find the Hipfire -> ADS transition to be disorientating in CQB, then try 1.25x zoom along with ADS FoV Scaling = On in the Settings.


Side note (and disregarding that sight sway bug for a moment), this is exactly why I run 1.0x on all iron sights, with FoV Scaling on. No zoom change at all when ADS is fantastic.
Who has fun, wins.

Posts: 38

Date of registration
: Feb 2nd 2017

Platform: Xbox One

Battlelog:

Reputation modifier: 1

  • Send private message

42

Friday, February 17th 2017, 12:41am

so is it still the auto 8 marksmen and the 1916 in first and second place?

  • "Veritable" started this thread

Posts: 856

Date of registration
: Dec 8th 2013

Platform: PC

Battlelog:

Reputation modifier: 12

  • Send private message

43

Friday, February 17th 2017, 1:15am

so is it still the auto 8 marksmen and the 1916 in first and second place?

Yes. They used to be like 1pt apart (out of 600 total), but the Auto-8's H-Recoil buff increased that lead to... 3.4pts :P

The Luger 1906 also made a run up the rankings, but ultimately fell short.

Compared to the M1916 Optical, the Auto-8 Marksman is 20.41% better at killing, while the Luger 1906 is 13.91% better. For ease-of-use, though, the Auto-8 Marksman is 18.97% worse, while the Luger 1906 is 15.51% worse.

-----

2.37s to load up 25 rounds of potential 3BTK! It is one heck of an advantage for its competitors to overcome, that's for sure.

Posts: 3,257

Date of registration
: Apr 26th 2013

Platform: PS4

Location: Arizona, USA

Reputation modifier: 15

  • Send private message

44

Friday, February 17th 2017, 4:14am

2.37s to load up 25 rounds of potential 3BTK! It is one heck of an advantage for its competitors to overcome, that's for sure.

This is why I have a problem with the 1916 as it currently stands. It is the ultimate weapon...for unskilled, or bad, players. And I mean this sincerely, not to be insulting. 26 rounds is a lot compared to its competitors and I don't consider the penalties it has to be properly represented when contrasted with the huge ease of use factor it obtains.

You can literally just throw the importance of careful movement and positioning out the window because, "I got 26 rounds, adequate accuracy, and consistent damage output, bitch." If you ask me, 0.6 units of horizontal recoil, a moderate downside of 224 RPM and a range of 0.12 - 0.18 base spread with comparable spread increase to the top tier SLRs is pretty small for having 5x the ammunition capacity of those SLRs.

In summary, the 1916's effectiveness exceeds that of which it should be capable considering the significant ease of use aspect that allows rather thoughtless gameplay. That's my interpretation of the 1916's balance or, perhaps, lack thereof. We'll see. I'll be interested to see what feedback, praise or criticism, arises from this assertion. :thumbup:
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: 3,440

Date of registration
: Mar 19th 2014

Platform: Xbox One

Location: Canada

Battlelog:

Reputation modifier: 15

  • Send private message

45

Friday, February 17th 2017, 4:20am

I honestly think the M1916 is fine where it is; there's nothing wrong with it being the best "casual" gun. Even then, I suspect most of them would actually do better with the Mondragon anyway.

What I have a bit of a problem with is the Storm guns. It's the training wheels preset, but it's also generally over-effective for what it is, even with the recent nerf. The majority of "problem" guns you constantly hear about are Storm guns.
Who has fun, wins.

Posts: 1,888

Date of registration
: Jan 12th 2014

Platform: PC

Battlelog:

Reputation modifier: 13

  • Send private message

46

Friday, February 17th 2017, 4:20am

2.37s to load up 25 rounds of potential 3BTK! It is one heck of an advantage for its competitors to overcome, that's for sure.

This is why I have a problem with the 1916 as it currently stands. It is the ultimate weapon...for unskilled, or bad, players. And I mean this sincerely, not to be insulting. 26 rounds is a lot compared to its competitors and I don't consider the penalties it has to be properly represented when contrasted with the huge ease of use factor it obtains.

You can literally just throw the importance of careful movement and positioning out the window because, "I got 26 rounds, adequate accuracy, and consistent damage output, bitch." If you ask me, 0.6 units of horizontal recoil, a moderate downside of 224 RPM and a range of 0.12 - 0.18 base spread with comparable spread increase to the top tier SLRs is pretty small for having 5x the ammunition capacity of those SLRs.

In summary, the 1916's effectiveness exceeds that of which it should be capable considering the significant ease of use aspect that allows rather thoughtless gameplay. That's my interpretation of the 1916's balance or, perhaps, lack thereof. We'll see. I'll be interested to see what feedback, praise or criticism, arises from this assertion. :thumbup:
1916 guys mostly seem like fodder to me.

Posts: 3,257

Date of registration
: Apr 26th 2013

Platform: PS4

Location: Arizona, USA

Reputation modifier: 15

  • Send private message

47

Friday, February 17th 2017, 4:25am

1916 guys mostly seem like fodder to me.

You don't say? Well, I would too if I spent 80% of my rounds in tanks. :D
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: 3,257

Date of registration
: Apr 26th 2013

Platform: PS4

Location: Arizona, USA

Reputation modifier: 15

  • Send private message

48

Friday, February 17th 2017, 4:32am

It's the training wheels preset, but it's also generally over-effective for what it is, even with the recent nerf.

Hence, this:
Let's look at the "nerf" to each Storm variation then, shall we?

BAR: +0.026 (0.052 overall)
Automatico: +0.04 (0.08 overall)
MG 15: +0.035 (0.07 overall)
Hellriegel: +0.04 (0.08 overall)
Benet Mercie: +0.012 (0.024 overall)
Madsen: +0.03 (0.06 overall)

Oh, Heavens to Betsy!

Yeah, some "nerf." 0.0XY is minuscule. If anything, it should have been a full 0.XY. Storm is still good as hell.

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

Still not convinced about the 1916, though. C'mon! I want a fully fleshed out debate on this! :P
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: 38

Date of registration
: Feb 2nd 2017

Platform: Xbox One

Battlelog:

Reputation modifier: 1

  • Send private message

49

Friday, February 17th 2017, 6:14am

so is it still the auto 8 marksmen and the 1916 in first and second place?

Yes. They used to be like 1pt apart (out of 600 total), but the Auto-8's H-Recoil buff increased that lead to... 3.4pts :P

The Luger 1906 also made a run up the rankings, but ultimately fell short.

Compared to the M1916 Optical, the Auto-8 Marksman is 20.41% better at killing, while the Luger 1906 is 13.91% better. For ease-of-use, though, the Auto-8 Marksman is 18.97% worse, while the Luger 1906 is 15.51% worse.

-----

2.37s to load up 25 rounds of potential 3BTK! It is one heck of an advantage for its competitors to overcome, that's for sure.
Thanks for the answer, I got into the auto loading 8 marks because of you and it has become my favorite medic gun. Any difference between the magnifications of zoom and is there a reason to use a specific magnification?

I always use the marksmen variant when I use the 1916, I will have to give the optical a shot especially as it showed better stats.

Super helpful guide, have you looked at the pistols like this btw?

Posts: 123

Date of registration
: Aug 24th 2016

Platform: PS4

Location: QLD, Australia/ NC, USA

Battlelog:

Reputation modifier: 3

  • Send private message

50

Friday, February 17th 2017, 6:33am

2.37s to load up 25 rounds of potential 3BTK! It is one heck of an advantage for its competitors to overcome, that's for sure.

This is why I have a problem with the 1916 as it currently stands. It is the ultimate weapon...for unskilled, or bad, players. And I mean this sincerely, not to be insulting. 26 rounds is a lot compared to its competitors and I don't consider the penalties it has to be properly represented when contrasted with the huge ease of use factor it obtains.

You can literally just throw the importance of careful movement and positioning out the window because, "I got 26 rounds, adequate accuracy, and consistent damage output, bitch." If you ask me, 0.6 units of horizontal recoil, a moderate downside of 224 RPM and a range of 0.12 - 0.18 base spread with comparable spread increase to the top tier SLRs is pretty small for having 5x the ammunition capacity of those SLRs.

In summary, the 1916's effectiveness exceeds that of which it should be capable considering the significant ease of use aspect that allows rather thoughtless gameplay. That's my interpretation of the 1916's balance or, perhaps, lack thereof. We'll see. I'll be interested to see what feedback, praise or criticism, arises from this assertion. :thumbup:


I have to disagree there. Out at range the deficiencies of the Auto-8 not having 26 rounds can be made up for with a rock nearby, dead ground or anything that stops rounds. Up close it doesn't really matter, it's all over within 3-5 rounds (accounting for misses) fired anyway. Without using no.s and testing at spawn, the 8 lands all 5 rounds hip fire on a man sized target (St Quentin Scar burnt tree) up to an a distance 5s sprint (rough est.) firing at right up to the rate limiter.

I think the 1916 is a good early step towards better guns and great for harassment at range, but once a certain level of accuracy is attained, 2 players of equally skilled, equally positioned will have to opt for the Autoloading 8 to win.