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Posts: 3,292

Date of registration
: Apr 26th 2013

Platform: PS4

Location: Arizona, USA

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81

Monday, February 27th 2017, 7:30am

I'd argue that the system should account for this more than it does.

'Splain dat! Haha. Are you saying moving while shooting should be penalized less on console or?
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

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 0.0
    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 1 times, last edit by "JSLICE20" (Feb 28th 2017, 4:57am)


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82

Monday, February 27th 2017, 2:33pm

due to it just takes longer to stuff in 2x stripper clips instead of 1x.

then load only one strip? i don't see the problem,, i do it all the time.

@commandough
depends, "hardscoping" i do believe it's easier with a controller, but i'm not sure you can apply that to slrs.... in fact, i feel like anything that requires irregular recoil control just won't work on conttroller.
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Posts: 127

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: Aug 24th 2016

Platform: PS4

Location: QLD, Australia/ NC, USA

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83

Monday, February 27th 2017, 6:09pm

Well seeing as very tiny, minute movements are more tricky with sticks, the ideal way to aim is to get roughly on target with the aim stick, then strafe to line up the last bit.

Oh my gosh, I am so guilty of this - you have no idea. It definitely screws up weapons using the Heavy Barrel (No moving) modifier of 0.667x stationary spread like the Marksman/ Sniper SLRs, MP18 Experimental, or Telescopic MGs when shooting before the strafe ends. It's one habit that needs to be eliminated or at least mitigated to perform better with these weapons.

Back in Bf4 I practised lifting my thumb off the left stick just before firing. Acc improved a lot after that. Nowadays if I find myself in a WTF situation with missing shots I was rather sure of being on target I go back to the lift off.
The worse thing for me with controllers is if my sensitivity is set for a decent aim my rate of turn is too slow and hence I have to turn and strafe to tighten the arc.



It's probably a real pain in the neck aiming with sticks.


The Rem 8 .35 Factory is by far my top weapon, and I play without Aim Assist; I wouldn't say it's as big a deal as people make it out to be, just different.

One thing to note though, console players generally rely on firing on the move more, specifically for precise aiming. Why? Well seeing as very tiny, minute movements are more tricky with sticks, the ideal way to aim is to get roughly on target with the aim stick, then strafe to line up the last bit. This also means that hold-still-to-shoot guns are drastically less desirable on console, like, say the MP 18 Experimental or Huot.

Part of that is personal style and preference of course, but I think it tends to hold true as a high-level concept.


I play with AA rotation off and slowdown on found the quickest way to get a good hold over by following rather than the ambush method. i.e pushing the point of aim in direction of target travel and shooting as it catches up as opposed to point of aim in front of target and releasing as it crosses. For me sticks ARE fiddly hence I found sweeping the point of aim in one direction towards target a lot more consistent than twiddling the stick left right up and down until I'm on.

BTW the 8 factory is also my top weapon although I believe I'm more accurate with the marksman. Just love it in desperate Alamo fights such getting overun on B flag in Fao. With the usual 20 snipers aiming at the point the 5 rd magazine is a life saver as you're guaranteed to have to keep moving cover to cover.

This post has been edited 1 times, last edit by "MCYL" (Feb 27th 2017, 6:21pm)


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84

Monday, February 27th 2017, 11:45pm

if my sensitivity is set for a decent aim my rate of turn is too slow and hence I have to turn and strafe to tighten the arc.


I do this as well; strafing and generally moving constantly are a key aspect of playing any shooter on console, something that is probably overlooked when the game is generally designed for PC.

Knowing how to and/or being good at combining your movement and aim together into a single fluid package is definitely something that separates skilled players from the rest, who tend to (to various degrees) do one or the other. This both makes them easier targets as well as makes their aim less effective. The Rem 8 is a gun that is perfect for exactly the sort of player that makes use of this ability, combined with good map knowledge and being unpredictable with movement and such.
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85

Tuesday, February 28th 2017, 9:53am

When I am caffeinated at the right level I've taken to doing an initial hip fire double tap with the Rem8 then follow up ADS triple.
What I hope to do is get to a constant 50% hit rate with the first 2 shots. I found the best tool for improving my hip fire is the standard spread shotguns as the damage done is a good indicator to close my POA is the X.

I think I have something broken in my gaming abilities. Have more trouble in close with a shotgun than a 5 shot.

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86

Tuesday, February 28th 2017, 3:42pm

it's the inability to get the first shot, nervousness can be a key factor into it, i know i suffer a lot from it, i guess somoene who's highly dependant on caffeine or things like nicotine(sigarettes) might have similar issues.
"I'm just a loot whore."


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bf4
on 13/05/2016
23rd M320FB user on pc(13/05/16)
rush mode score RANK:2794 TOP:2% OUT OF:215398
obliteration mode scoreRANK:994 TOP:1% OUT OF:159466
handgun medals RANK:2236 TOP:2% OUT OF:143874
longest headshot RANK:9512 TOP:4% OUT OF:257589
recon score RANK:10871 TOP:4% OUT OF:274899
general score per minute RANK:10016 TOP:4% OUT OF:294774

bf3
31/3/2012 4:58:

Headshot distance RANK:493* TOP:0%
Revives per assault minute RANK: 6019 TOP: 3%
Headshots / kill percentage RANK:25947 TOP:13%
MVP ribbons RANK:18824 TOP:11%

*= 6 if we not count the EOD BOT headshots

@kataklism

ARGUMENT DESTROYED 100

ENEMY KILLED [REASON] JSLICE20 100


WRITING SPREE STOPPED 500

link to full-size old avatar:
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