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: Sep 7th 2016

Platform: PC

Location: Toronto

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11

Friday, January 20th 2017, 3:28am

With the good weapon balances in "Battlefield 1" currently, this has actually the first time around that I feel nervous about the introduction of new ones via the upcoming paid expansions. In my opinion, so many roles for each class of guns have been adequately filled with the existing weapons that I cannot imagine how additional choices will not upset this balance.

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: Mar 19th 2014

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12

Friday, January 20th 2017, 3:59am

With the good weapon balances in "Battlefield 1" currently, this has actually the first time around that I feel nervous about the introduction of new ones via the upcoming paid expansions. In my opinion, so many roles for each class of guns have been adequately filled with the existing weapons that I cannot imagine how additional choices will not upset this balance.


You can't think of more roles? For the France DLC, we have three guns that are as-good-as guaranteed:

The Mle 1917 RSC is another 5-round SLR, and I'm sure something creative can be done with that. The Chauchat is a 20-round MG firing at a very slow 240rpm, so basically an SLR for Support. And the Mle 1886 M93 (the Lebel rifle) is a 9-round, tube-fed bolt action, which is interesting in and of itself, and is another high-capacity BA.
Who Enjoys, Wins

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: Apr 26th 2013

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13

Friday, January 20th 2017, 4:20am

As long as DICE follows the same criteria as the current weapon balance, we need not worry about a thing. I doubt they will stray from their success with the clear and defined roles that each class retains regarding weapon stats. My concern is that an implementation could be bugged or glitched as that is a common issue with the Frostbite Engine due to its sheer complexity which I don't blame DICE for in the least. It must be a nightmare ensuring the fidelity of 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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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
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    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: 127

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: Aug 24th 2016

Platform: PS4

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14

Friday, January 20th 2017, 5:47am

Saying that I have noticed some artillery truck players are very adapt at engaging from a lOoooong way away. They've become the bush wookie snipers of the current era.


This is definitely a thing. I don't think it's always bad, the vehicle exists for that role, but at the same time I feel the Howitzer FT would be a more useful choice almost every time.


They're really a problem for me if I can't get my random squad to engage them. I see it laying hate on the teams positions with impunity, stalk it, and either get wasted by a decent kill farmer or worse have them drive away after the first AT-rocket hits. Dynamite can be great but a smart arty trucker will move around a lot and trucks must be the fastest land mobility around.

Zer0Cod3x

Can't get a title

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: Dec 23rd 2013

Platform: Xbox One

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15

Friday, January 20th 2017, 7:51am

This is definitely a thing. I don't think it's always bad, the vehicle exists for that role, but at the same time I feel the Howitzer FT would be a more useful choice almost every time.


The Howitzer basically has zero splash damage, whereas the Artillery Truck's main cannon has (IIRC) a larger lethal splash radius than the A7V Assault.

The only reason to use the Howitzer over the Artillery Truck is the smokescreen. Which, to be fair, is a pretty good ability.
something something Model 8 bestgun


How to ice an A-91

Next, wanna try adding a guy that you KNOW is bad, and just testing to see that? Example: PP-2000 (god I so wanna love this gun, and yet...)

Example: PP-2000 (god I so wanna love this gun, and yet...)

PP-2000 added. Y'know, it's not that bad....

Yes, it comes in last so far, but that is mostly because I'm making it shoot at 100m ADS - Not Moving as one of the criteria. Even then, between 50-100m Not Moving, when you include Useability, it is only 1.37% worse than the MTAR-21. Within 50m then it even beats the A-91.

Have a look, vs. the A-91 Carbine:




Using it with Muzzle Brake and Compensator is a wash in terms of overall performance. Comp is SLIGHTLY more accurate, while MB is SLIGHTLY more easy to use. Their overall scores are basically tied, with MB just ahead. I guess either can be recommended.

But... You can't be counting for the fact that it takes 9 bullets to kill at "long" range... Don't you dare tell me my A-91 is worse than a 9 BTK 650 RPM mediocre PDW.

Also. Just go heavy barrel. The recoil is low enough.

Well, technically...

Comparing a PP2K with HB and an A-91 with comp and stubby (as you suggested in an earlier post), at 50m not moving, the A-91 is only better by 4 damage per hitrate. While at 75m and 100m, surprisingly the PP2K does better than the A-91 (I'm pretty damn surprised as well).

And 10m and 50m moving the PP2K also does more damage per hitrate than the A-91. At 25m the A-91 is only better by about half a bullet's damage as well.

In addition, the PP2K has a much larger mag size and substantially less recoil. And it looks hella awesome. So comparing the A-91 to a PDW is of some worth after all, as the PP2K is better (technically, not practically) than the A-91.

Mind blown.

I... I...

*cries in a corner*

Zer0Cod3x explained it very well. If you look at the raw numbers right here on Symthic Comparison, you can see how that happened:

A-91 vs PP-2000 | BF4 Weapon Comparison | Symthic

A-91's "23%" RPM advantage only afforded it 1 extra round.

Reload times are wash.

Velocities are wash.

V-Recoil are wash (and this is HBar on PP2k vs. A-91 without).

Hipfire and ADS - Moving are better on the PP2k, but it's a PDW and not the surprising part.

The surprising part is that, as equipped (and we see above that PP2k HBar has almost same V-Recoil as A-91 without HBar so why not?), the PDW performs better at 50 - 100m than a bloody Carbine. Why?

H-Recoil Spread, 0.525 vs. 0.45, advantage PP2k.

SIPS, 42% better on the PP2k.

And here is the most important part. ADS - Not Moving Spread, 0.35 vs. 0.2, 43% improvement.

Without HBar then of course the PP2k loses, which is why when I add all the attachments together for an Overall Ranking, it would slot below the A-91. Run HBar on it, though, then... I'm sorry

@Veritable
@Zer0Cod3x
I... I...
But...
Wha...
I AM HAVING AN EXISTENTIAL CRISIS IN SCHOOL BECAUSE OF YOU TWO.

FUCK YOU NERDS AND YOUR FANCY NUMBERS

SEXY RUSSIAN BULLPUPS FTW.

In all seriousness, thank you both so much for giving me the numbers. I still don't want to accept them. You have led the horse to water. I still need to drink.


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: Dec 22nd 2016

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16

Friday, January 20th 2017, 12:44pm

Dynamite can be great but a smart arty trucker will move around a lot and trucks must be the fastest land mobility around.

Have you been on a rocket bike? that thing flies like Usain Bolt on cocaine

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: Sep 20th 2016

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17

Friday, January 20th 2017, 2:44pm

Saying that I have noticed some artillery truck players are very adapt at engaging from a lOoooong way away. They've become the bush wookie snipers of the current era.


This is definitely a thing. I don't think it's always bad, the vehicle exists for that role, but at the same time I feel the Howitzer FT would be a more useful choice almost every time.


Just played a round on St Quentin Scar. A teammate grabbed an arty truck, drove to our gimme flag (F), and proceeded to not move all game long. He wasn't even shooting at infy right in front of him, lost the flag three times. He'd just reverse into the redzone when things got hot.
Camping snipers are bad enough but this guy was doing the same thing *and* wasting a tank.
He got a massive 18-0 for some almost 8000 points.
I saw the guy sneaking up to kill him, and decided to let him finish before I defended the flag.
I ragequit after the game.

Posts: 127

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: Aug 24th 2016

Platform: PS4

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18

Friday, January 20th 2017, 5:52pm

Saying that I have noticed some artillery truck players are very adapt at engaging from a lOoooong way away. They've become the bush wookie snipers of the current era.


This is definitely a thing. I don't think it's always bad, the vehicle exists for that role, but at the same time I feel the Howitzer FT would be a more useful choice almost every time.


Just played a round on St Quentin Scar. A teammate grabbed an arty truck, drove to our gimme flag (F), and proceeded to not move all game long. He wasn't even shooting at infy right in front of him, lost the flag three times. He'd just reverse into the redzone when things got hot.
Camping snipers are bad enough but this guy was doing the same thing *and* wasting a tank.
He got a massive 18-0 for some almost 8000 points.
I saw the guy sneaking up to kill him, and decided to let him finish before I defended the flag.
I ragequit after the game.


Should have joined the enemy T-bagging...

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: Feb 1st 2017

Platform: PS4

Location: Somewhere safe and boring

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19

Thursday, February 2nd 2017, 12:48am

The preset system is fantastic. Instead of relying on people make a stupid choice and under-perform the weapon, The preset gives and suggests the strength of the weapon. And then depends on what do you need adapt the playstyle of the gun. Last time I played BF4, There was a guy running an AEK with 4x scope+lazer+Hbr+ergo in metro. I don't even know how and why he thought this was a good idea, especially it is on PS4.....

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: Jan 12th 2014

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20

Thursday, February 2nd 2017, 1:34am

This is definitely a thing. I don't think it's always bad, the vehicle exists for that role, but at the same time I feel the Howitzer FT would be a more useful choice almost every time.


The Howitzer basically has zero splash damage, whereas the Artillery Truck's main cannon has (IIRC) a larger lethal splash radius than the A7V Assault.

The only reason to use the Howitzer over the Artillery Truck is the smokescreen. Which, to be fair, is a pretty good ability.
The howitzer tank has the best short range anti tank capability of anything short of a multicrewed TH landship. It also has anti-tank splash damage. It is also the only vehicle that has all of it's weapons packaged so that you can maximize your uptime.

With it's small size and smokescreen + ereps it can actually win fights against other tanks, especially if I can score a disable when the enemy doesn't have their weapons facing pointing to you.

The main drawback is that you don't have a meaningful HE weapon (absurd on something called "howitzer") and so you have to farm infantry with the MG.

The arty truck has a powerful gun, but it will still lose 1v1 to an assault unless you make the assault miss, and that really means it is best use for very long range derp-cannoning and then kiting away.

As such, both vehicles are still second fiddle to the assault/landship.