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Posts: 205

Date of registration
: Sep 20th 2016

Platform: PC

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41

Thursday, March 30th 2017, 4:09am

Glint worked as a balancing factor for every sniper scope ever, why any different now?

Regarding the ghetto sniper:
March 29th Update : battlefield_live
"Fix for Martini Henry Sniper firing the SP bullet in MP."

Posts: 3,190

Date of registration
: Apr 26th 2013

Platform: PS4

Location: Arizona, USA

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42

Thursday, March 30th 2017, 7:51am

Thank jeebus. I knew the damage model wasn't changed intentionally.
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

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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


VincentNZ

Holy War? No Thanks.

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Posts: 2,531

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: Jul 25th 2013

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43

Thursday, March 30th 2017, 10:20am

Glint worked as a balancing factor for every sniper scope ever, why any different now?

Regarding the ghetto sniper:
March 29th Update : battlefield_live
"Fix for Martini Henry Sniper firing the SP bullet in MP."


Not in these ranges. It is suposed to be a hint where someone is, when you can not make out his body because he is so far away. Between 0-30m this would be rather useless, and rather a blinding factor. I mean if you can not see your enemy at that range, the glint would not help either.

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: Sep 20th 2016

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44

Thursday, March 30th 2017, 6:39pm

Glint attracts all kinds of negative attention at any range. It's not so much that it helps people see you, that it entices them to target you first. And it does that to all of them, often attracting a hail of bullets by simply ADSing.

VincentNZ

Holy War? No Thanks.

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Posts: 2,531

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: Jul 25th 2013

Platform: PC

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45

Thursday, March 30th 2017, 6:48pm

Yeah, but especially in BF1 you are totall outside of the effective range of everybody else except other guys that have glint. And vehicles probably, although they draw attraction themselves. The scope glint is really just used as a sign of danger.

I still think there is a minimal distance for the glint as well.

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: Jan 12th 2014

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46

Thursday, March 30th 2017, 7:46pm

Yeah, but especially in BF1 you are totall outside of the effective range of everybody else except other guys that have glint. And vehicles probably, although they draw attraction themselves. The scope glint is really just used as a sign of danger.

I still think there is a minimal distance for the glint as well.
Snipers are pretty juicy targets of opportunity when tanking for sure. Pretty low down the priority list though.

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: Sep 20th 2016

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47

Friday, March 31st 2017, 1:58am

The scope glint is really just used as a sign of danger.


Exactly. Players are condition to go 'Glint >> Danger >> take cover' but if you're close, you get 'Glint >> Danger >> SHOOT HIM'

I still think there is a minimal distance for the glint as well.


I'm very interested in this. I tend to play up close with BASR because PTFO so it would be a real benefit to know what the range is.