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

Posts: 98

Date of registration
: Mar 4th 2017

Platform: PS4

Battlelog:

Reputation modifier: 2

  • Send private message

31

Monday, March 20th 2017, 3:03pm

Stat-wise the 1903 does look the best for all classes.

I play support and it's the Bulldog for me, 2-shot kills. The only times I deploy are CQB when im not running the BAR storm (tunnels, trenches) or hiding out with a nasty wound. So the slow motion reloads don't affect me.

Posts: 4

Date of registration
: Apr 18th 2017

Platform: PS4

Battlelog:

Reputation modifier: 1

  • Send private message

32

Wednesday, April 19th 2017, 11:29am

How were the firing scores done? Is it using a hit rate program to take into account spread and missed rounds? I've tried to use the MLE countless times as statistically it looks ace but I always seem to run out of bullets for a kill. Frommer stop suffers the same but the reload saves it. I always end up going back to the mars as it consistently makes a 3 shot kill with enough bullets left over to engage another 1 or 2 people before reloading. I also find the P08 to be really consistent and an allround good gun that I can fire as fast as the gun allows and still make a kill with bullets to spare. The frommer fired slowly can be more consistent but the TTK will then go right up?

Posts: 3,251

Date of registration
: Apr 26th 2013

Platform: PS4

Location: Arizona, USA

Reputation modifier: 15

  • Send private message

33

Wednesday, April 19th 2017, 1:42pm

@godsgifttoearth

Since you're new, I'll cut you some slack. :D

Methodology follows this: Scoring the BF1 Medic Rifles, except that a new Deploy Score is added, 100 / 600, which just scores the Deploy Time as listed on the individual Weapon Info pages. Firing and Recovery scores both reduced to also 100 / 600, thus still maintaining the scoring ratio of 50% Draw + Fire + Recover, 50% Useability.

Here's a quote from the first link:

Quoted

Methodology follows this post of mine: BF1 Medic Rifles - "The Race To...." - Featuring Shooting / Recovering / Reloading Times, but then I decided on a Damage Target of 200, added Useability components back in, and also Scored all the Times (fastest time gets top score, all others slot below)

The components are:

Firing Score: How quickly to target damage; lower the better - 150 / 600

Recovery Score: How quickly to recover from the necessary firing; lower the better - 150 / 600

Reload Score: How quickly to refill your gun after shooting the necessary bullets to reach the damage target; lower the better - 100 / 600

V-Recoil Score: How much V-Recoil you have to counter in order to shoot enough times to reach the damage target; lower the better - 100 / 600

Velocity Score: The listed Velocity value for the bullet that the gun fires according to the stats; higher the better - 100 / 600

Usability refers to factors that provide ease of use - reload, V-recoil, and velocity

---------------------------

Veritable uses the Hitrate Simulator which accounts for bullet dispersion at various ranges.

The thing with the Mars is that it's awful at close range which is typically what sidearms are used for. We've discussed the topic of successfully using poor TTK weapons in close quarters in various threads before, but since you weren't around for them I'll give you my assessment: doing well with slower TTK weapons up close is due to 3 possible facets - bad competition (competitors), unaware competition, or luck. Statistically, faster TTK up close against players of equal skill (ability) will be more advantageous than additional ammo. But if it works for you, then by all means continue to use the Mars. :)

Oh, and welcome to Symthic!
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: 4

Date of registration
: Apr 18th 2017

Platform: PS4

Battlelog:

Reputation modifier: 1

  • Send private message

34

Saturday, April 22nd 2017, 6:41pm

Thanks for the detailed response. It may also be that I can't actually click fast enough to take advantage of the fastest fire rates on the pistols. I've tested myself there and peaked at 300-310 clicks per minute, so never hit the full TTK potential of the frommer stop. I couldn't actually click that fast holding the mouse normally or a PS4 controller, which is probably why the revolvers or mars feel more effective for me. The chart really is an interesting reference point as I revisited the MLE with the mindset that it was the best and did ok with it!

I looked at the pistols I most commonly use based on 300rpm click rate and attempted a look at "DPS" at each range and it explains why i found the mars and P08 quite nice and the frommer stop very frustrating. The MLE should still be my best option due to the recoil on it, so I'm thinking it's just the reload that is hurting my opinion of it.

This post has been edited 3 times, last edit by "godsgifttoearth" (Apr 22nd 2017, 7:27pm) with the following reason: added extra bits