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## Stationary weapon respawn times

Posts: 794

Date of registration
: Dec 3rd 2014

Platform: PS4

Battlelog:

Reputation modifier: 9

Tuesday, April 4th 2017, 6:34pm

### Stationary weapon respawn times

Hi all,
Would anyone be able to provide the respawn timers for the stationary weapons, particularly the Field Gun? It seems to take an absurd amount of time to respawn. This isn't a massive problem in most modes, but in Rush, where the attackers get 1, sometimes 2 tanks against 12 defenders, they are very important. I find the sole reason I don't enjoy rush is that once they go, even if you take out multiple tanks, the fight is lost. They certainly seem to take longer to come back than tanks. This creates stupid situations where you take out the tank, then an enemy mortar takes out the gun, and the tank comes back and just rolls over the defenders because the AT hasn't come back.

Posts: 3,247

Date of registration
: Apr 26th 2013

Platform: PS4

Location: Arizona, USA

Reputation modifier: 15

Thursday, April 20th 2017, 1:23pm

I wanted to answer this when the thread was created, but I couldn't find anything definitive in the Data Browser. Apparently respawn times are in the 'SpawnerPrefab' files, but that they aren't very readable. However in my recent testing session with SomeRandomGuy, I simply went the old fashioned way and timed it with a stopwatch. Both the Field Gun and the Stationary AA respawn 3 minutes after being destroyed. That's a fucking long time to have a vital anti-vehicle tool completely out of commission. I don't know if it's possible to Support wrench one from the dead though.
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
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

### 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
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

### 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
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

### Quoted from "Zer0Cod3x"

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

### My "Contributions"

Posts: 794

Date of registration
: Dec 3rd 2014

Platform: PS4

Battlelog:

Reputation modifier: 9

Thursday, April 20th 2017, 3:21pm

### Quoted from "JSLICE20"

I wanted to answer this when the thread was created, but I couldn't find anything definitive in the Data Browser. Apparently respawn times are in the 'SpawnerPrefab' files, but that they aren't very readable. However in my recent testing session with SomeRandomGuy, I simply went the old fashioned way and timed it with a stopwatch. Both the Field Gun and the Stationary AA respawn 3 minutes after being destroyed. That's a fucking long time to have a vital anti-vehicle tool completely out of commission. I don't know if it's possible to Support wrench one from the dead though.

Man, you are my favorite person right now, seriously. I thought this thread was dead with 0 responses lol. So do tanks take 2 mins or something? I knew I wasn't just imagining things. I know for a fact that you can keep stationary weapons alive with a wrench, but if they get destroyed then that's it. The annoying thing about stationaries and transports is that even though they die faster than tanks, they still take a long time to repair. An AC loses around 80% of its health from most AT weapons but takes a good 15-20 seconds of wrenching to fix back up. I assume that they have the same health as tanks in the stats but much worse armour modifiers so they take just as long to repair but die faster.