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Posts: 105

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: Oct 28th 2016

Platform: PS4

Location: California

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11

Monday, January 16th 2017, 3:43am

I beg to differ. The Sentry kit is great at holding an offensive backline or defending against a small onslaught of opponents. The inverse spread is easily mitigated by pre-firing and holding the trigger, and doesn't even matter in CQB. One can easily 1v1 every player he comes across, and as long as he sticks with his team/a squad, he can mitigate the threat of bayonet charges, enemy vehicles and gas.

The only sentimental complaint I have about the kit is how damn slow he is walking between flags, but that is a minuscule criticism considering light transport vehicles exist.

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12

Monday, January 16th 2017, 3:51am

I beg to differ. The Sentry kit is great at holding an offensive backline or defending against a small onslaught of opponents. The inverse spread is easily mitigated by pre-firing and holding the trigger, and doesn't even matter in CQB. One can easily 1v1 every player he comes across, and as long as he sticks with his team/a squad, he can mitigate the threat of bayonet charges, enemy vehicles and gas.

The only sentimental complaint I have about the kit is how damn slow he is walking between flags, but that is a minuscule criticism considering light transport vehicles exist.


Being able to do well with something doesn't necessarily make that thing good. It's hardly much better than actually just playing Support.
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13

Monday, January 16th 2017, 4:03am

Being able to do well with something doesn't necessarily make that thing good. It's hardly much better than actually just playing Support.
One cannot assume the viability of the kit if it is incredibly difficult to use effectively, and if a majority of the playerbase has not developed the skills or understanding to properly use it. I'd happily take 150% or so extra health and a machine gun that fires continuous minimum spread after a few seconds with minimal damage dropoff over an average Support loadout.

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14

Monday, January 16th 2017, 4:59am

Being able to do well with something doesn't necessarily make that thing good. It's hardly much better than actually just playing Support.
One cannot assume the viability of the kit if it is incredibly difficult to use effectively, and if a majority of the playerbase has not developed the skills or understanding to properly use it. I'd happily take 150% or so extra health and a machine gun that fires continuous minimum spread after a few seconds with minimal damage dropoff over an average Support loadout.


Seeing as how a good portion of the players seem to fail at using LMGs and even claim SMGs are superior to them, I am not surprised there is a bias towards the Villar Parosa.
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With this, I'll rid MGO3 of infestation. Sans bad gameplay MGO3 will be torn asunder. And then it shall be free. People will suffer, of course - a phantom pain.

Reddit and Konami will rewrite the records... And I will be demonized in human memory. But... The thirst for good gameplay that I have planted will infest MGO3. No one can stop it now. The Rebalance Mod will unleash that thirst unto the future.


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Posts: 105

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15

Monday, January 16th 2017, 7:02am

Being able to do well with something doesn't necessarily make that thing good. It's hardly much better than actually just playing Support.
One cannot assume the viability of the kit if it is incredibly difficult to use effectively, and if a majority of the playerbase has not developed the skills or understanding to properly use it. I'd happily take 150% or so extra health and a machine gun that fires continuous minimum spread after a few seconds with minimal damage dropoff over an average Support loadout.


Seeing as how a good portion of the players seem to fail at using LMGs and even claim SMGs are superior to them, I am not surprised there is a bias towards the Villar Parosa.
Agreed.

Though I sometimes wish DICE performed better implicit communication and explanation with their design; I would hope that if they added (mandatory) multiplayer tutorials explaining what each weapon is best/poor at and how to use them effectively, there would be less uninformed players complaining about features that don't need to be fixed.

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16

Monday, January 16th 2017, 7:11am

I would hope that if they added (mandatory) multiplayer tutorials explaining what each weapon is best/poor at and how to use them effectively, there would be less uninformed players complaining about features that don't need to be fixed.


Just because a tutorial is mandatory does not mean the information is actually absorbed and digested.

It'll probably wind up frustrating and wasting the time of people who are already familiar with how the mechanics work.

Meanwhile, the people the tutorial is designed to teach do not learn anything because it'll inevitably go through one ear and out the other.
Data Browser

Passive Spotting is the future!

With this, I'll rid MGO3 of infestation. Sans bad gameplay MGO3 will be torn asunder. And then it shall be free. People will suffer, of course - a phantom pain.

Reddit and Konami will rewrite the records... And I will be demonized in human memory. But... The thirst for good gameplay that I have planted will infest MGO3. No one can stop it now. The Rebalance Mod will unleash that thirst unto the future.


Are you a scrub?

If it flies, it dies™.

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: Jun 21st 2012

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17

Monday, January 16th 2017, 7:35am

Make it overheating after 50 shots, increase max damage from 23 to 27.
Also, I have an idea how to give Sentry gas mask and make it balanced: when you press a key to equip gas mask - you take off your helmet and equip a gas mask, so now you're very vulnerable to headshots but can storm a "GAS! GAS! GAS!" bunker.
Sorry for my bad english - it's not my native language and I have difficulties with acquiring speaking/writing practice in my country. If I accidently insult you or say something wrong - I'm sorry, you can feel free to correct me.

Posts: 105

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18

Monday, January 16th 2017, 7:44am

I would hope that if they added (mandatory) multiplayer tutorials explaining what each weapon is best/poor at and how to use them effectively, there would be less uninformed players complaining about features that don't need to be fixed.


Just because a tutorial is mandatory does not mean the information is actually absorbed and digested.

It'll probably wind up frustrating and wasting the time of people who are already familiar with how the mechanics work.

Meanwhile, the people the tutorial is designed to teach do not learn anything because it'll inevitably go through one ear and out the other.
I'd be inclined to agree, actually. I should emphasize the word, "hope", in my statement.

I do think that a monotonous tutorial is a small price to pay for players willing to put some investment and thought into their game. I'm a little optimistic about the ability of the average player to listen and grow their skill set. That being said, there are always going to be morons who don't listen and complain regardless.

If anything, I would find voluntary tutorials/5 minute training videos more appropriate for players who wish to learn more about the game. Better yet, competitive support for BF1, so the general community can be more dedicated towards development and game knowledge.

Unfortunately, DICE has never shown interest in doing the latter, in my eyes.

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: Apr 26th 2013

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19

Monday, January 16th 2017, 7:47am

Comparing the MG08/15 to the Villar Perosa:

Maxim MG08/15:

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RateOfFire 430.0
        ReloadTime 5.8
        ReloadThreshold 0.9
    Ammo::AmmoConfigData
        MagazineCapacity 200
        NumberOfMagazines 4
MG08/15 Gunsway:

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Stand::GunSwayStandData
        NoZoom::GunSwayBaseMoveJumpData
            BaseValue::GunSwayDispersionData
                MinAngle 0.4
                MaxAngle 4.0
                IncreasePerShot -0.45
                DecreasePerSecond 3.6
                NoFireDecreasePerSecond 15.0
Mauser Projectile:

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StartDamage 23.0
    EndDamage 17.5
    DamageFalloffStartDistance 11.0
    DamageFalloffEndDistance 42.49
Villar Perosa:

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RateOfFire 900.0
        ReloadTime 5.0
        ReloadTimeBulletsLeft 3.6
        ReloadThreshold 0.92
    Ammo::AmmoConfigData
        MagazineCapacity 25
        NumberOfMagazines 13

Villar Perosa Gunsway:

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Stand::GunSwayStandData
        NoZoom::GunSwayBaseMoveJumpData
            BaseValue::GunSwayDispersionData
                MinAngle 0.666667
                MaxAngle 2.0
                IncreasePerShot 0.05
                DecreasePerSecond 3.0
                NoFireDecreasePerSecond 15.0
Gilsenti Projectile:

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StartDamage 23.0
    EndDamage 12.0
    DamageFalloffStartDistance 6.0
    DamageFalloffEndDistance 42.16

The Villar Perosa is disturbingly better in almost every meaningful category.
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

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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


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: Mar 19th 2014

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20

Monday, January 16th 2017, 8:06am

The Field Gun is amazingly well balanced, and if you're in a tank you rightly treat it as a large threat. Planes similarly treat AA Turrets as a massive threat. The AT and AA Turrets are amazing, yet all the Anti-Infantry turrets are... basically just stationary loadout guns. There's no significant threat, there's no "fear" or having to flank or deal with it in any meaningful way.

The MG08, and all its mounted siblings, really should be 3HK-to-4HK.
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