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  • "Devildog461" started this thread

Posts: 2

Date of registration
: Jan 23rd 2017

Platform: Xbox One

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1

Monday, January 23rd 2017, 11:12pm

Hardcore Damage Models

I'll be honest, I hate the 125% hardcore damage model. I feel like it was way too much of a downgrade and only made the "sniper problem" that much more noticeable. I hate it so much that I stopped playing BF1 hoping DICE would increase the damage model, but I recently tried to get back into the game because I missed playing it. But with how weapons handle in hardcore now it's just painful. Example: I really enjoyed the Selbstlader 1906 in hardcore. It's fast, accurate enough to pick off targets at a good range for only having ironsights, and hit hard (2 shots was all it took). But that was with the 200% damage model. Now with the 125% damage model, it takes three, which is most of the 1906 mag capacity. But according to numbers on this sight it shouldn't be like that. Base damage for the 1906 is 40, add the 125% damage model that brings it to 50 damage at close range. It should be a 2-shot kill, if the bullets hit in the chest right? But why then do I need to shoot an enemy three times within 5 meters, which is way inside the 2-shot kill zone posted on this website? The weapons stats show that it kills in two hits within like 20-25 meters, but I have yet to encounter a 2-shot kill that wasn't on a already injured enemy. I find it thoroughly disappointing the state hardcore is in. I sincerely hope DICE adjusts the model with They Shall Not Pass, if not before.

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: Apr 26th 2013

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2

Tuesday, January 24th 2017, 12:50am

Body Part Damage Multipliers

Quoted

General Multipliers
For all bullets except ones in special multipliers category

Headshot 1.7x
Upper body 1.0x
Lower body and upper arms 0.96x
Legs and forearms 0.96x

It is extremely important you are hitting the upper body and not the lower body, arms, or legs. As the data suggests, it will decrease the maximum damage output if one or more of those sections is struck.

For Hardcore Selbstlader 1906:

50 × 0.96 = 48

Two arm, leg, or lower body shots will only inflict 96 damage on a 100 HP opponent naturally requiring a third to finish them off.
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

This post has been edited 2 times, last edit by "JSLICE20" (Jan 24th 2017, 12:56am)


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3

Tuesday, January 24th 2017, 2:45am

The damage reduction was really stupid. Now most guns are essentially the same as before, but BAs are still super-effective. Wow. Great job.

And we're still lacking basic HC features like losing mags on reload, something actually relevant in BF1 with only half the guns using detachable magazines.
Who has fun, wins.

  • "Devildog461" started this thread

Posts: 2

Date of registration
: Jan 23rd 2017

Platform: Xbox One

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4

Tuesday, January 24th 2017, 2:59am

Body Part Damage Multipliers

Quoted

General Multipliers
For all bullets except ones in special multipliers category

Headshot 1.7x
Upper body 1.0x
Lower body and upper arms 0.96x
Legs and forearms 0.96x

It is extremely important you are hitting the upper body and not the lower body, arms, or legs. As the data suggests, it will decrease the maximum damage output if one or more of those sections is struck.

For Hardcore Selbstlader 1906:

50 × 0.96 = 48

Two arm, leg, or lower body shots will only inflict 96 damage on a 100 HP opponent naturally requiring a third to finish them off.
I get what they are trying to go for. Having people be more accurate and all, but getting the arm multiplier just because it's in front of his chest makes weapons feel inconsistent and that is very annoying.

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Tuesday, January 24th 2017, 7:50am

I get what they are trying to go for. Having people be more accurate and all, but getting the arm multiplier just because it's in front of his chest makes weapons feel inconsistent and that is very annoying.


This is definitely a problem no matter the mode, and without hitscan weapons it isn't practical to check for different hitbox hits (rather than just what it hits first). Personally, I think "upper chest" should extend all the way down to one's elbows; I don't think it would have any notable impact on gameplay outside of consistency.
Who has fun, wins.

NoctyrneSAGA

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6

Tuesday, January 24th 2017, 9:17am

Limb multipliers have no effect on the majority of weapons.

The weapons that are affected are the Sniper Rifles and the slugs where it seems to be intended.

Of course, this all breaks in Hardcore which is fine. It's not the Official ruleset.
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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Tuesday, January 24th 2017, 9:47am

Limb multipliers have no effect on the majority of weapons.

The weapons that are affected are the Sniper Rifles and the slugs where it seems to be intended.

Of course, this all breaks in Hardcore which is fine. It's not the Official ruleset.


Making them inconsistent thanks to shoulders is not the primary intention, it's either an oversight or poor design. It does nothing helpful for gameplay and weapon roles and simply adds inconsistency (the worst thing to have in a game), as I just explained.

That's a non-statement, and irrelevant. The game isn't balanced around Hardcore, but that doesn't mean the official Hardcore preset shouldn't have a damage multiplier that works properly for that gamemode. That's like arguing it doesn't matter if game types besides Conquest are imbalanced, because Conquest is the main/"official" game type. If you're not interested in Hardcore, don't tell its players how the mode is supposed to play. And it's again mostly just a matter of consistency.

If you'd like to contribute, math for some damage multipliers between ~125% and ~200% that don't cause unnecessary problems with limb multipliers would be helpful.
Who has fun, wins.

NoctyrneSAGA

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Tuesday, January 24th 2017, 10:22pm

BF4 sniper rifles ohk only to the head at long range.

BF1 ohks to the head and chest.

Why should the arms be added when you can just aim at the chest properly?

You are also assuming DICE is interested in Hardcore.
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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Tuesday, January 24th 2017, 10:50pm

If you're not interesting in improving this portion of the game, you're welcome to leave it to those who are.
Who has fun, wins.

C0llis

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Wednesday, January 25th 2017, 12:15am

Why should the arms be added when you can just aim at the chest properly?
Not very easy when the enemy isn't facing directly towards or away from you.

Why should the enemy get damage resistance from not looking at you?

Things people said

And reading Youtube comments still gives me Turbo Cancer.

It really is quite frustrating when Helen Keller sets up her LMG in the only doorway in/out of an area.

What kind of question is that? Since when is cheese ever a bad idea?

Hardline is a fun and sometimes silly Cops and Robbers sorta thing and I think that's great. Or it would be if it didn't suck.