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Posts: 304

Date of registration
: Jun 21st 2012

Platform: PC

Location: Moscow, Russia

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391

Sunday, August 27th 2017, 1:14am

With only 100 max, you'll definitely get the occasional 75 (limbs) and 90 (lower body) hit markers, but that is probably how it is going to be balanced.
112 dmg isn't enought for lower arms and legs. BTW 20-50 sweetspot, 4 bullets in mag and 47RPM makes Martini-Henty a joke in comparison to Vetterli.
Sorry for my bad english - it's not my native language and I have difficulties with acquiring speaking/writing practice in my country. If I accidently insult you or say something wrong - I'm sorry, you can feel free to correct me.

Posts: 310

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: Jun 6th 2014

Platform: PS4

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392

Sunday, August 27th 2017, 1:27am

It does seem sorta obsolete now.

I wonder what we could do to it to make it relevant.

Posts: 3,291

Date of registration
: Apr 26th 2013

Platform: PS4

Location: Arizona, USA

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393

Sunday, August 27th 2017, 1:58am

Suspecting that it has (perino) a lower first shot RECOIL multiplier.

Perino - 1.25x FSM
Huot - 1.4x FSM

You would be correct, sir. Not that significant of a difference, but noticeable enough.
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

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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


Posts: 304

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: Jun 21st 2012

Platform: PC

Location: Moscow, Russia

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394

Sunday, August 27th 2017, 3:50am

40-23 from 14m-30.06m; 40, 14m
Actually,

Source code

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StartDamage 38.0
Not 40. Not a very significant difference, but 38 max base damage anyway =)
NWM, see post below.
Sorry for my bad english - it's not my native language and I have difficulties with acquiring speaking/writing practice in my country. If I accidently insult you or say something wrong - I'm sorry, you can feel free to correct me.

This post has been edited 1 times, last edit by "Diavol" (Aug 27th 2017, 8:12am)


Posts: 3,291

Date of registration
: Apr 26th 2013

Platform: PS4

Location: Arizona, USA

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395

Sunday, August 27th 2017, 4:41am

@Diavol

Hmm, Data Browser has some conflicting info.

Check this out.

Line 116 shows 40 at 14m

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FloatCurve f5ac0aafa1ec4f41bfbc0d69ba930a58
    $::DataContainer
    Points::array
        member(0)::FloatCurvePoint
            X 14.0
            Y 40.0
            K 0.0
        member(1)::FloatCurvePoint
            X 21.0
            Y 34.73
            K 0.0
        member(2)::FloatCurvePoint
            X 22.0
            Y 33.34
            K 0.0
        member(3)::FloatCurvePoint
            X 27.0
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            X 28.0
            Y 25.0
            K 0.0
        member(5)::FloatCurvePoint
            X 30.06
            Y 23.0
            K 0.0
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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    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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    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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    AccelerationMultiplier 5.0
    AccelerationDamping 4.0
    AccelerationTimeThreshold 0.15
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    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: 171

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: Dec 14th 2016

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396

Sunday, August 27th 2017, 10:52am

Perino - 1.25x FSM
Huot - 1.4x FSM


Interesting... So the base Perino has the same V-Recoil, H-Recoil, FSSM, FSRM, RoF, min spread and muzzle velocity as the base Benet Mercie.

VincentNZ

Holy War? No Thanks.

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: Jul 25th 2013

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397

Sunday, August 27th 2017, 11:36am

It does seem sorta obsolete now.

I wonder what we could do to it to make it relevant.


Obsolete is not necessarily bad or underpowered though. Technically every weapon was supposed to be obsolete in BF3. Trying to give each weapon individually their own niche is the beginning of a very unbalanced game. The Martini does seem worse in most ways but it still works in the intended way.

This post by "JSLICE20" (Tuesday, August 29th 2017, 12:34am) has been deleted by the author himself (Tuesday, August 29th 2017, 12:57am)

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399

Tuesday, August 29th 2017, 10:45pm

It does seem sorta obsolete now.

I wonder what we could do to it to make it relevant.


Obsolete is not necessarily bad or underpowered though. Technically every weapon was supposed to be obsolete in BF3. Trying to give each weapon individually their own niche is the beginning of a very unbalanced game. The Martini does seem worse in most ways but it still works in the intended way.


I don't think the majority of guns being garbage or irrelevant because of 3 specific rifles was an intended design feature. I think it was because of incompetence.

VincentNZ

Holy War? No Thanks.

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400

Wednesday, August 30th 2017, 10:21am

It does seem sorta obsolete now.

I wonder what we could do to it to make it relevant.


Obsolete is not necessarily bad or underpowered though. Technically every weapon was supposed to be obsolete in BF3. Trying to give each weapon individually their own niche is the beginning of a very unbalanced game. The Martini does seem worse in most ways but it still works in the intended way.


I don't think the majority of guns being garbage or irrelevant because of 3 specific rifles was an intended design feature. I think it was because of incompetence.


This is what you get when you have a massive amount of weapons and want to balance them out on a more individual basis instead of having one common ground and build up niches from there. I mean I see the point, 10 new weapons come out, you need to give them a niche, you do not want to copy&paste them, so you give them something unique that just touches another weapon's spot. I think power creep is an acceptable term, and I think it is deliberate as well.
BF4 had something similar as well with the PDWs, I'd say. The SR-2 and MPX were unique in their damage profile with a small accuracy trade-off. Technically I would say they made most of the SMGs obsolete, but becaus the underlying structure was not changed or only a little it still worked out alright in the end. And of course both weapons saw slight nerfs later, when the DLCs were sold.
In BF1 it is different that we have classes that fill very distinct roles and where every stat potentially differs greatly. Every new addition can indeed change the meta, but it is less bad for the BAs since they at least have the OHK mechanic that is more or less the same. I am very confident that some of the new weapons will be adjusted once the DLC is here for a couple of months. People want to play new powerful weapons after all.