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Posts: 107

Date of registration
: Dec 20th 2016

Platform: PC

Location: Malta

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11

Saturday, April 1st 2017, 9:14am

I think it a fantastic system which solves the communities (or at least most) primary concern about Payed DLC maps, a player base split. It also has the potential consequence of making players work together more since they will be playing with friends.

As others have already pointed out the 0 score system is unnecessary. I have already had a friend who stopped playing as soon as they realized that there was no score progression. To make matters worse, their in game score is also at 0. The latter is unacceptable as it makes competing on the scoreboard useless.

Gecko99

thank mr skeltal

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Posts: 206

Date of registration
: Dec 17th 2016

Platform: PC

Location: Kauai

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12

Saturday, April 1st 2017, 9:21am

They are definitely adding a blimp for the amphibious expansion.

I'm not a huge fan of the TSNP maps, so there is lots of room for great map content
I am inclined to think you are right due to the mention of a "Sea Class Airship" in the blurb but it is still very large so I wouldn't be surprised if it just turned out to be a lame behemoth.

Out of curiosity why don't you like the TSNP maps? I don't care for Soissons or Rupture on conquest(though they are quite good on Frontlines) but Fort De Vaux and Verdun Heights are amazing! I can't put a finger on how but they manage to be intense infantry grinders like Locker and Suez, but unlike those two maps the frontline is hardly ever that static and there is plenty of room for flanking and such.
Autoloading 8 .25 extended user.

Posts: 1,847

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: Jan 12th 2014

Platform: PC

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13

Saturday, April 1st 2017, 8:53pm

They are definitely adding a blimp for the amphibious expansion.

I'm not a huge fan of the TSNP maps, so there is lots of room for great map content
I am inclined to think you are right due to the mention of a "Sea Class Airship" in the blurb but it is still very large so I wouldn't be surprised if it just turned out to be a lame behemoth.

Out of curiosity why don't you like the TSNP maps? I don't care for Soissons or Rupture on conquest(though they are quite good on Frontlines) but Fort De Vaux and Verdun Heights are amazing! I can't put a finger on how but they manage to be intense infantry grinders like Locker and Suez, but unlike those two maps the frontline is hardly ever that static and there is plenty of room for flanking and such.
You sort of just said why :P

I find Soissons and Rupture sort of very messy. Soissons is a giant hill fight with some incidentally cool fighting between AB-E. And Rupture is a split map with hills on each side which makes fluid cross-map pushes difficult. IOW I don't think they are great conq maps.

And I'm a mostly vehicle player so the other two maps aren't my cup of tea. Fort Vaux is solid for a grinder but I'm just not a fan of the grinder thing.

Posts: 3,247

Date of registration
: Apr 26th 2013

Platform: PS4

Location: Arizona, USA

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14

Sunday, April 2nd 2017, 12:54am

Premium Friends is now officially permanent.

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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


Posts: 1,847

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: Jan 12th 2014

Platform: PC

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15

Sunday, April 2nd 2017, 2:17am

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I'm still really surprised by just how much BF1 is such a grab-bag mix of amazing and awful choices.