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  • "lope_a_dope" started this thread

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Date of registration
: Dec 26th 2015

Platform: PC

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1

Monday, April 24th 2017, 8:18am

Left/Right/Center recoil direct on SMGs/LMGs - does anybody use anything other than center?

It seems kind of odd to include this as a feature since horizontal recoil is hard, if not impossible to counter. So, I'm thinking, what benefit could this actually have on gameplay?
I'd hazard a guess that it would lower the vrecoil and change it either right or left, but I'm pretty sure that wouldn't be productive.

Do we have any stats regarding these left/right recoil settings? I'd really like to compare them to the center recoil direction as well.
I love the math behind the statistics
It's possible to find me online at almost any given time, due to the fact that my schedule is hectic and rather non-existent.

Who needs sleep anyways?
(PC/PS4 gamer)

Various bf4 spreadsheets: (nothing special, just raw data from the Symthic website put into a spreadsheet to analyze all values at once)

Spoiler Spoiler


General Weapon spreadsheet:
BF4_Weapons_enhanced_UPDATED_2016
Soldier Equipment:
BF4_Gadget_Damage
Interactive Damage Table
bf4_dmg_at_range - Google Sheets
Unsuppressed Sniper Rifle Bullet Drop Charts
bf4_sniper_guide
Suppressed Sniper Rifle Bullet Drop Charts
Suppressed bf4_sniper_guide
More user friendly Unsuppressed Sniper Rifle Bullet Drop Chart
Friendlier Sniper rifle Bullet Drop Chart
More user friendly Suppressed Sniper Rifle Bullet Drop Chart
Friendlier Suppressed Sniper Rifle Bullet Drop Chart

Posts: 3,247

Date of registration
: Apr 26th 2013

Platform: PS4

Location: Arizona, USA

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2

Monday, April 24th 2017, 8:45am

Personally, I only use Centered recoil because I see zero purpose for doing otherwise. My guess is that it was probably implemented because BF1's Hrecoil patterns on primaries are all equal to the left and right, whereas they would pull more to the left or right in BF3/4 so certain weapons would have the tendency to pull in whichever direction the higher Hrecoil value was. Since BF1's weapons do not shift in one direction and many players in BF3/4 learned to counter the Hrecoil drift, the option to induce an artificial drift to retain muscle memory was included. That's my idea anyway.

That said, Hrecoil is completely random because bullets can displace, for example from -0.4 to +0.4 Hrecoil units after the first shot on a weapon whose Hrecoil is -0.4 to +0.4. Any integer in between is possible after the first shot from what I understand.

The only details I found in the game files pertaining to this matter are
Recoil_Centered.dice
Recoil_Left.dice
Recoil_Right.dice
which explains literally nothing in how recoil itself is impacted.

I'll keep digging though.

I may have found something:

Each GSMOD_RecoilOffset file is associated with primary weapons in the GunSwayModifiers category:

Spoiler Spoiler

GSMOD_RecoilOffset_0L10.dice
GSMOD_RecoilOffset_0L15.dice
GSMOD_RecoilOffset_0L20.dice
GSMOD_RecoilOffset_0L50.dice
GSMOD_RecoilOffset_0LL5.dice
GSMOD_RecoilOffset_0LL6.dice
GSMOD_RecoilOffset_0LL7.dice
GSMOD_RecoilOffset_0LL8.dice
GSMOD_RecoilOffset_0LL9.dice
GSMOD_RecoilOffset_0R10.dice
GSMOD_RecoilOffset_0R15.dice
GSMOD_RecoilOffset_0R20.dice
GSMOD_RecoilOffset_0R50.dice
GSMOD_RecoilOffset_0RR5.dice
GSMOD_RecoilOffset_0RR6.dice
GSMOD_RecoilOffset_0RR7.dice
GSMOD_RecoilOffset_0RR8.dice
GSMOD_RecoilOffset_0RR9.dice

For example "0L10" is 0.1 while 0R10 is -0.1 indicating a potential pull to the right and pull to the left.

The BARM1918_GunSway.dice file applies
0LL8
and
0RR8
from the selections in the Spoiler above which I would assume to be a 0.08 pull to the left and right.

This is what I turned up, I could be completely false in my assumptions.


First Deploy - Centered
Second Deploy - Left
Third Deploy - Right

It also proves that an attachment is added when toggling the different recoil options.
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

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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

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


No Auto Rotation Data

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

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

This post has been edited 1 times, last edit by "JSLICE20" (Apr 24th 2017, 8:56am)


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: Mar 19th 2014

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3

Tuesday, April 25th 2017, 1:58am

With regard to the attachments, they're visible on the Automatico, Hellriegel, Hotchkiss, Madsen, MG 15, and BAR. The MP 18, Lewis, and Huot do not have visible changes due to their muzzle design. DLC guns also do not have them.

For MGs, the Centre attachment is the Madsen's WWII-era flashhider, the Right attachment is a custom-made Cutts-style compensator used on an M1907 rifle belonging to the Dillinger gang, while Left is no attachment. The SMGs swap Centre and Left, making no attachment the default.


Seeing as it really doesn't make much difference in terms of performance, I use Left on the Hotchkiss, Madsen, MG15, and BAR to remove the flashhider, with the exception of the Madsen LW; it seems appropriate for at least one Madsen to use its own flashhider, and the bipod is also WWII-era so they complement each other, on top of it being the most accuracy-focused variant, which means Centred also makes gameplay sense for the LW.

Most of the time I forget they're even different.
Who has fun, wins.

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4

Tuesday, April 25th 2017, 4:56am

I always guessed this was for thumbstick ergonomics

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: Jun 5th 2012

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5

Friday, April 28th 2017, 2:44pm

I watched a video a while back, about this. Claiming this is useful for controlling recoil.

Ie, when you are pulling down on the mouse, you may pull it down straight, or to one side etc. I pull to the right, so have been playing with mine set left.
This could be complete nonsense of course!