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## Playing Frontlines is the most fun I've had in BF1

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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: 3,218

Date of registration
: Apr 26th 2013

Platform: PS4

Location: Arizona, USA

Reputation modifier: 15

Saturday, March 18th 2017, 11:59pm

### Quoted from "BeefVellington"

no...Trench Fighter

Period. No planes, period. Definitely a nice change of pace from having to constantly scan the skies or sound-whore for propellers most of the round.
To Aim Assist or not to Aim Assist, that is the question.

### 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
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AttractSoftZone 0.75
AttractUserInputMultiplier 0.45
AttractUserInputMultiplier_NoZoom 0.5
AttractOwnSpeedInfluence 0.0
AttractTargetSpeedInfluence 0.85
AttractOwnRequiredMovementForMaximumAttract 0.0
AttractStartInputThreshold 0.1
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AttractYawStrength 1.0
AttractPitchStrength 0.34
MaxToTargetAngle 45.0
MaxToTargetXZAngle 45.0
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SnapZoomLateralSpeedLimit 1000.0
SnapZoomTime 0.2
SnapZoomPostTimeNoInput 0.2
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SnapZoomReticlePointPriority 999
SnapZoomAutoEngageTime 0.0
SnapZoomBreakTimeAtMaxInput 0.2
SnapZoomBreakMaxInput 0.2
SnapZoomBreakMinAngle 90.0
SnapZoomSpamGuardTime 1.2
SoldierBackupSkeletonCollisionData *nullGuid*
CheckBoneCenterOnlyDistance 40.0

### Source code

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AccelerationInputThreshold 0.98
AccelerationMultiplier 5.0
AccelerationDamping 4.0
AccelerationTimeThreshold 0.15
SquaredAcceleration 0.0
MaxAcceleration::Vec2
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y 2.0
YawSpeedStrength 1.0
PitchSpeedStrength 1.0
AttractDistanceFallOffs::Vec2
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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
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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

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 AccelerationInputThreshold 0.98
AccelerationMultiplier 5.0
AccelerationDamping 4.0
AccelerationTimeThreshold 0.15
SquaredAcceleration 0.0
MaxAcceleration::Vec2
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YawSpeedStrength 1.0
PitchSpeedStrength 1.0
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SnapZoomTime 0.2
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SnapZoomBreakMinAngle 90.0
SnapZoomSpamGuardTime 0.5
SoldierBackupSkeletonCollisionData *nullGuid*
CheckBoneCenterOnlyDistance 40.0
DisableForcedTargetRecalcDistance 7.0

### My "Contributions"

This post has been edited 1 times, last edit by "JSLICE20" (Mar 19th 2017, 12:32am)

Holy War? No Thanks.

Posts: 2,560

Date of registration
: Jul 25th 2013

Platform: PC

Battlelog:

Reputation modifier: 14

Sunday, March 19th 2017, 6:05pm

### Quoted from "VincentNZ"

I agree that Conquest is less strategic than in previous iterations of BF, but I do not see Frontlines as strategic at all, would you elaborate? For me it is just a frontline waging back and forth. At best it is like a stable Locker/Metro round. I had some fun rounds, but generally I still find the maps to open to employ movement tactics or think of strategic options.
Frontlines explicitly discourages backcapping which to me is probably the best feature. A cavalry unit running past your front line off on the side of the map can't just solo cap your gimme and force your team to move off their advance. The front line is always the best and most effective place to be and legitimate flanking requires some forethought and planning. You can't just potato rush a team's point and take it because it takes so long to capture points. You actually have to have your whole team advancing in a fashion that makes sense in the context of an actual battle.

Conquest is dead for me now, honestly. Frontlines is the superior gamemode in many ways with the possible exception of the rules making rounds potentially take a very long time.

Capping a flag alone takes awfully long when you are alone, and with backcapping disabled, which is a tactical, or strategic decision it rids the game of this feature. A backcaps makes the map dynamic because forces split up. While your team pushes, the other team pushes as well, so I do not see the planned flanking maneuvers at all. Also all routes are basically expised to at least one other side and you still cumulate on one farming spot. This is a flaw in map design though, I am particularly thinking of B on Vaux and Verdun. Generally the other maps lack a lot of stuff as well. Like undestroyable cover and sheltered paths between flags, especially on, what is the map called in English? In german it is Bruch. Here it is also heavily imbalanced once you get to point E and C because the indestructible buildings are on one team's side only. Plus the redzones for defenders should be reworked and covered to allow to engage vehicles that farm at the back, especially the Mortar truck.
Speaking of which, cover from above is essential as well on all four maps.

I see the appeal though, because it is a straightforward mode with no fancy mechanics, just a simple push. Every map like Metro and Locker, but with open ground for snipers. Basically what everybody thinks WW1 was like. I call the mode braindead, not the players of course, but I see that you jump into this mode to have some easy, straightforward fun, without thinking involved. The round you would play after getting home from work. Basically the equivalent of 64 player Metro/Locker with vehicles. I suggested in this very thread a mode with just a frontline and no objectives, basically a farming mode. I think Frontlines gets close. As somebody said, a no time limit would have appeal if you could jump in and out at any time. Right now it becomes a nuisance and one team just gives up after a while.

PvF 2017 Champion

Posts: 6,935

Date of registration
: Apr 3rd 2012

Platform: PC

Battlelog:

Reputation modifier: 19

Sunday, March 19th 2017, 7:33pm

@VincentNZ

Are you somehow unable to play Conquest? Or are you somehow forced to play Frontlines?

Why don't you complain about Operations not rewarding backcapping?

Or TDM?

Frontlines isn't supposed to be the same as Conquest. It's a different game mode.
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?

### Quoted from "blahdy"

If it flies, it dies™.

The Real Impostor

Posts: 84

Date of registration
: Feb 15th 2017

Platform: PC

Battlelog:

Reputation modifier: 2

Sunday, March 19th 2017, 8:20pm

### Quoted from "VincentNZ"

with backcapping disabled, which is a tactical, or strategic decision it rids the game of this feature. A backcaps makes the map dynamic because forces split up.
Backcapping is largely a potato move on maps such as Suez Canal. When your entire team is having a fight on Bravo point and a single calavryman runs past and takes Echo, it isn't interesting and it doesn't add much to the gameplay. It can take your team off the front line and force some squad or two to push back and only after that's done can your team get back to playing the game again.

It's an interesting tactical concept and it wins games in some cases but it's not engaging or interesting in practice to actually fight against. Usually one single cavalryman isn't going to hang around and defend the point he just backcapped and his team will rarely spawn on said point in large numbers to defend it either. It's not a real backcap if the backcapping team doesn't actually deploy soldiers to actually hold the position. At that point it's just stupid and annoying.

In any case, deriding Frontlines for not being like Conquest doesn't really make sense. It's not supposed to be the same gamemode and I really enjoy it because of this.

Can't get a title

Posts: 1,529

Date of registration
: Dec 23rd 2013

Platform: Xbox One

Location: The Land of Multitudinous Kangaroos

Reputation modifier: 12

Sunday, March 19th 2017, 9:03pm

I was initially sceptical about how it would play out, especially on some of the more grindy maps, but I actually find that it plays out a lot better than I thought it would. This is probably due to a reduced playercount and a gigantic capture radius.

That being said, going back and forth between the same two capture points over five times can get a little tedious. But overall I'm really enjoying this gamemode.
something something Model 8 bestgun

### Quoted from "Pastafarianism"

Next, wanna try adding a guy that you KNOW is bad, and just testing to see that? Example: PP-2000 (god I so wanna love this gun, and yet...)

### Quoted from "Pastafarianism"

Example: PP-2000 (god I so wanna love this gun, and yet...)

PP-2000 added. Y'know, it's not that bad....

Yes, it comes in last so far, but that is mostly because I'm making it shoot at 100m ADS - Not Moving as one of the criteria. Even then, between 50-100m Not Moving, when you include Useability, it is only 1.37% worse than the MTAR-21. Within 50m then it even beats the A-91.

Have a look, vs. the A-91 Carbine:

Using it with Muzzle Brake and Compensator is a wash in terms of overall performance. Comp is SLIGHTLY more accurate, while MB is SLIGHTLY more easy to use. Their overall scores are basically tied, with MB just ahead. I guess either can be recommended.

### Quoted from "Pastafarianism"

But... You can't be counting for the fact that it takes 9 bullets to kill at "long" range... Don't you dare tell me my A-91 is worse than a 9 BTK 650 RPM mediocre PDW.

Also. Just go heavy barrel. The recoil is low enough.

### Quoted from "Zer0Cod3x"

Well, technically...

Comparing a PP2K with HB and an A-91 with comp and stubby (as you suggested in an earlier post), at 50m not moving, the A-91 is only better by 4 damage per hitrate. While at 75m and 100m, surprisingly the PP2K does better than the A-91 (I'm pretty damn surprised as well).

And 10m and 50m moving the PP2K also does more damage per hitrate than the A-91. At 25m the A-91 is only better by about half a bullet's damage as well.

In addition, the PP2K has a much larger mag size and substantially less recoil. And it looks hella awesome. So comparing the A-91 to a PDW is of some worth after all, as the PP2K is better (technically, not practically) than the A-91.

Mind blown.

### Quoted from "Pastafarianism"

I... I...

*cries in a corner*

### Quoted from "Veritable"

Zer0Cod3x explained it very well. If you look at the raw numbers right here on Symthic Comparison, you can see how that happened:

A-91 vs PP-2000 | BF4 Weapon Comparison | Symthic

A-91's "23%" RPM advantage only afforded it 1 extra round.

Reload times are wash.

Velocities are wash.

V-Recoil are wash (and this is HBar on PP2k vs. A-91 without).

Hipfire and ADS - Moving are better on the PP2k, but it's a PDW and not the surprising part.

The surprising part is that, as equipped (and we see above that PP2k HBar has almost same V-Recoil as A-91 without HBar so why not?), the PDW performs better at 50 - 100m than a bloody Carbine. Why?

H-Recoil Spread, 0.525 vs. 0.45, advantage PP2k.

SIPS, 42% better on the PP2k.

And here is the most important part. ADS - Not Moving Spread, 0.35 vs. 0.2, 43% improvement.

Without HBar then of course the PP2k loses, which is why when I add all the attachments together for an Overall Ranking, it would slot below the A-91. Run HBar on it, though, then... I'm sorry

### Quoted from "Pastafarianism"

@Veritable
@Zer0Cod3x
I... I...
But...
Wha...
I AM HAVING AN EXISTENTIAL CRISIS IN SCHOOL BECAUSE OF YOU TWO.

FUCK YOU NERDS AND YOUR FANCY NUMBERS

SEXY RUSSIAN BULLPUPS FTW.

In all seriousness, thank you both so much for giving me the numbers. I still don't want to accept them. You have led the horse to water. I still need to drink.

Posts: 794

Date of registration
: Dec 3rd 2014

Platform: PS4

Battlelog:

Reputation modifier: 9

Monday, March 20th 2017, 10:09am

Liking the gamemode so far. My poor mortar's never had such a workout. Needs more stationaries though. This would be a great mode for them to shine.

Holy War? No Thanks.

Posts: 2,560

Date of registration
: Jul 25th 2013

Platform: PC

Battlelog:

Reputation modifier: 14

Monday, March 20th 2017, 10:55am

### Quoted from "Hau_ruck"

Liking the gamemode so far. My poor mortar's never had such a workout. Needs more stationaries though. This would be a great mode for them to shine.

After playing conquest on the new maps I would agree that Frontlines is the better mode. You are very right though, I love the stationaries in this game, both placement, handling and damage is great. I would say though, that they should be in other places, pointing in other directions than in Conquest and Operations, since it is often too easy one some maps to defend a certain objective. But a forward facing HMG would be really good.

Just checked, there are some HMGs on the maps, but only a few.

This post has been edited 1 times, last edit by "VincentNZ" (Mar 20th 2017, 11:39am)

Posts: 129

Date of registration
: Oct 8th 2016

Platform: PC

Battlelog:

Reputation modifier: 2

Sunday, March 26th 2017, 8:40am

Think something needs to be done about tank spawning. I just had a three hour long game that only dragged on that long because the enemy team had one really good assault tank pilot and some guy who was the the #20 light tank pilot in the world who of course used the flanker variant. With great difficulty we could destroy it, but when we attacked the next sector we'd have the same two guys rolling toward us.

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