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

  • "commandough" started this thread

Posts: 129

Date of registration
: Oct 8th 2016

Platform: PC

Battlelog:

Reputation modifier: 2

  • Send private message

1

Sunday, January 22nd 2017, 6:38am

I'd like a close range oriented 5 round SLR

I've been using a lot of the three current ones, all of which are, in their own way a blast to use, but also best at mid to long ranges. I like my engagements up close and in your face and would love to have a variant for that type of engagement.

Of course the auto 8 extended and cei rigotti trench are excellent firearms, but neither goes all the way making the trade off between the mag size and efficiency.

The easiest thing for Dice to do is to created an Auto 8 .25 trench variant, though that's possibly too weak. Perhaps another chambering of the auto 8 in .32, with a 3-4 damage profile that drops off faster than the .35 variants.

I'd imagine it something like much weaker but longer ranged 12g auto, rewarding the player with a TTK near or possibly even greater than the automatico in close quaters while still being dangerous to low health or stationary enemies at long range.

NoctyrneSAGA

PvF 2017 Champion

(10,292)

Posts: 7,279

Date of registration
: Apr 3rd 2012

Platform: PC

Battlelog:

Reputation modifier: 19

  • Send private message

2

Sunday, January 22nd 2017, 6:58am

What is wrong with the Auto 8 .35?
Data Browser

Passive Spotting is the future!

"Skill" may indeed be the most magical of words. Chant it well enough and any desire can be yours.

Are you a scrub?

If it flies, it dies™.

Posts: 3,671

Date of registration
: Mar 19th 2014

Platform: Xbox One

Location: Canada

Battlelog:

Reputation modifier: 16

  • Send private message

3

Sunday, January 22nd 2017, 6:59am

We already have it, it's the Rem .35 Factory. Seriously, it's one of the fastest-killing guns in the game and has amazing hipfire, I don't even have to rely on my pistol all that often.

I wish I could record my own gameplay simply for showing stuff like how good this gun is, but text will have to do. I played almost exclusively Domination today to work on those revives and syringe kills for the horoscope dog tag challenge thingy, and I was consistently winning fights at basically every range that exists in Domination. And despite generally being ineffective past ~50m due to becoming 4HK, the only things you really shoot at much at those ranges are stationary targets (snipers mostly, MG gunners, etc) who are super-easy to kill with the still-2HK headshots, extreme RoF, and low recoil, or sometimes wounded enemies or those other teammates are also shooting, where the 4HK doesn't matter.

It's a gun all about speed, in every way, rate of fire, your own movement, all of it; I strongly recommend removing the Bayonet, because that extra time to shoot out of sprint is a huge loss on this gun. A quick-ish draw pistol that's reasonably spammable but still decent at range (by pistol standards) is also a good idea (read: not a revolver); I use the Mle 1903. Flat 1x zoom also helps keep the perceived recoil, both real and visual, down to a minimum, and keeping your FoV the same as hipfire is also helpful for awareness/not being disorienting/seeing more up close/etc.

I should also note that I play on console with all Aim Assist off, so make of that what you will.
Who Enjoys, Wins

Posts: 27

Date of registration
: Nov 16th 2016

Platform: PC

Battlelog:

Reputation modifier: 1

  • Send private message

4

Sunday, January 22nd 2017, 7:07am

Apparently Sidearms dont exist.

Posts: 3,292

Date of registration
: Apr 26th 2013

Platform: PS4

Location: Arizona, USA

Reputation modifier: 15

  • Send private message

5

Sunday, January 22nd 2017, 8:18am

Apparently Sidearms Revolvers dont exist.

I think this is what you meant. Close range powerhouses.
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: 3,671

Date of registration
: Mar 19th 2014

Platform: Xbox One

Location: Canada

Battlelog:

Reputation modifier: 16

  • Send private message

6

Sunday, January 22nd 2017, 8:22am

Apparently Sidearms Revolvers dont exist.

I think this is what you meant. Close range powerhouses.


All sidearms really should be all-class, this is one of my biggest gripes with BF1's weapon setup.
Who Enjoys, Wins

Posts: 3,292

Date of registration
: Apr 26th 2013

Platform: PS4

Location: Arizona, USA

Reputation modifier: 15

  • Send private message

7

Sunday, January 22nd 2017, 10:16am

All sidearms really should be all-class, this is one of my biggest gripes with BF1's weapon setup.

Not so sure about this one. While Secondaries don't see the same exposure as Primaries, I am glad not every class has access to the Mars Automatic, for instance.

To explain:
Apparently Sidearms Revolvers dont exist.

I think this is what you meant. Close range powerhouses.

A Revolver, in essence, is the equivalent of a short range Self Loading Rifle with better characteristics for close quarters engagements in some aspects which would nullify the want or need for a close range 5 round Self Loading Rifle.

Autoloading 8 .35 vs. Auto Revolver

Weapon Comparison Details

Advantages of Auto revolver:

Much more max damage 53 vs 42; Auto revolver has 26% higher max damage

Bigger magazine 6 vs 5; Auto revolver has 20% bigger magazine

Significantly less spread (ADS, moving) 0.5 vs 0.79; Auto revolver has 37% lower ADS base spread (Moving)

Significantly less spread (HIP, Stand, Not moving) 0.8 vs 2; Auto revolver has 60% lower HIP base spread (Standing, Not moving)

Slightly less spread (HIP, Crouching, Not moving) 0.8 vs 1.5; Auto revolver has 47% lower HIP base spread (Crouch, Not moving)

Slightly less spread (HIP, Prone, Not moving) 0.8 vs 1; Auto revolver has 20% lower HIP base spread (Prone, Not moving)

Significantly less spread (HIP, Stand, Moving) 1.2 vs 2.5; Auto revolver has 52% lower HIP base spread (Standing, Moving)

Significantly less spread (HIP, Crouching, Moving) 1.2 vs 2; Auto revolver has 40% lower HIP base spread (Crouch, Moving)

Slightly less spread (HIP, Prone, Moving) 1.2 vs 1.5; Auto revolver has 20% lower HIP base spread (Prone, Moving)

A bit faster spread decrease (HIP) 9 vs 7.5; Auto revolver recovers 20% faster from spread (HIP)

Slightly quicker to fire after switching weapons 0.6 s vs 0.7 s; Auto revolver has 14% faster firing after weapon switch

Selbstlader 1906 vs. Auto Revolver

Weapon Comparison Details

Advantages of Auto revolver:

Much more max damage 53 vs 40; Auto revolver has 33% higher max damage

Bigger magazine 6 vs 5; Auto revolver has 20% bigger magazine

Significantly less spread (ADS, moving) 0.5 vs 0.85; Auto revolver has 41% lower ADS base spread (Moving)

Significantly less spread (HIP, Stand, Not moving) 0.8 vs 2.5; Auto revolver has 68% lower HIP base spread (Standing, Not moving)

Significantly less spread (HIP, Crouching, Not moving) 0.8 vs 2; Auto revolver has 60% lower HIP base spread (Crouch, Not moving)

Slightly less spread (HIP, Prone, Not moving) 0.8 vs 1.5; Auto revolver has 47% lower HIP base spread (Prone, Not moving)

Significantly less spread (HIP, Stand, Moving) 1.2 vs 3; Auto revolver has 60% lower HIP base spread (Standing, Moving)

Significantly less spread (HIP, Crouching, Moving) 1.2 vs 2.5; Auto revolver has 52% lower HIP base spread (Crouch, Moving)

Significantly less spread (HIP, Prone, Moving) 1.2 vs 2; Auto revolver has 40% lower HIP base spread (Prone, Moving)

A bit faster spread decrease (HIP) 9 vs 7.5; Auto revolver recovers 20% faster from spread (HIP)

Slightly quicker to fire after switching weapons 0.6 s vs 0.7 s; Auto revolver has 14% faster firing after weapon switch
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

This post has been edited 2 times, last edit by "JSLICE20" (Jan 22nd 2017, 10:41am)


Posts: 3,671

Date of registration
: Mar 19th 2014

Platform: Xbox One

Location: Canada

Battlelog:

Reputation modifier: 16

  • Send private message

8

Sunday, January 22nd 2017, 11:04am

I am glad not every class has access to the Mars Automatic, for instance.


And I don't understand why everyone gets so hung-up over the Mars. It's in the same pile as the Hellriegel, M1916, and M1907 Sweeper as far as I'm concerned; it's a handcannon for people who can't use revolvers.
Who Enjoys, Wins

Posts: 27

Date of registration
: Nov 16th 2016

Platform: PC

Battlelog:

Reputation modifier: 1

  • Send private message

9

Sunday, January 22nd 2017, 11:14am

Apparently Sidearms Revolvers dont exist.

I think this is what you meant. Close range powerhouses.
Last time i checked, revolvers were sidearms. :P



All sidearms really should be all-class, this is one of my biggest gripes with BF1's weapon setup.
I actually kinda like it this way, otherwise the only revolver used would be the Auto Revolver, which is arguably the best allrounder, the other classes have to make sacrifices in either reload speed or rate of fire. But what still bugs me is how underused they are overall, especially when "Support Mains" complain all the time about the Automatico, yet they have access to the Bulldog.

Posts: 3,292

Date of registration
: Apr 26th 2013

Platform: PS4

Location: Arizona, USA

Reputation modifier: 15

  • Send private message

10

Sunday, January 22nd 2017, 11:21am

@BleedingUranium

Mainly because it has a Min. Damage of 23 (which is the Max. Damage of all automatics) and 11 rounds.

Not to mention that the Bodeo 1889 is the only class specific Revolver for Scouts which is pretty lame in comparison.

Bodeo 1889 vs. Mars Automatic

Even the all class No. 3 Revolver is lacking.

No. 3 Revolver vs. Mars Automatic

Last time i checked, revolvers were sidearms. :P

True, but not all Sidearms are Revolvers. :D

But what still bugs me is how underused they are overall, especially when "Support Mains" complain all the time about the Automatico, yet they have access to the Bulldog.

Bad players will be bad until they change their strategies. Plus why would non-BAR/ Bulldog Revolver Supports even be attempting firefight engagements where Automicos rule? That's an example of a poor strategy if you ask me.

It has also been said that we are still very early in BF1's lifetime and a majority of the player base may not have even tried out all the game has to offer. I know I haven't.
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

This post has been edited 4 times, last edit by "JSLICE20" (Jan 22nd 2017, 11:41am)