Symthic Forum was shut down on January 11th, 2019. You're viewing an archive of this page from 2019-01-08 at 22:52. Thank you all for your support! Please get in touch via the Curse help desk if you need any support using this archive.
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.
![]() |
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 |
![]() |
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 |
![]() |
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 |
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
Date of registration
: Aug 24th 2016
Platform: PS4
Location: QLD, Australia/ NC, USA
Reputation modifier: 3
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.
Date of registration
: Dec 23rd 2013
Platform: Xbox One
Location: The Land of Multitudinous Kangaroos
Reputation modifier: 13
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.
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.
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.
Date of registration
: Aug 24th 2016
Platform: PS4
Location: QLD, Australia/ NC, USA
Reputation modifier: 3
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.
Date of registration
: Feb 1st 2017
Platform: PS4
Location: Somewhere safe and boring
Reputation modifier: 1
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.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.
Forum Software: Burning Board®, developed by WoltLab® GmbH
© Design by Symthic.com