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## Bayonet Balancing Idea: Dynamic Movement Angle

Sona tank jungle

Posts: 7,904

Date of registration
: May 30th 2012

Platform: PS4

Location: SURROUNDED BY FUCKING MOUNTAINS

Battlelog:

Reputation modifier: 20

Tuesday, May 9th 2017, 9:50pm

### Quoted from "JSLICE20"

You're right. My mistake is that I mostly play Conquest.

I mostly play CQ too, but I just don't find myself dying to explodey things as much as you seem to do.

Now, if that was a hyperbole it flew right over my head, but otherwise I don't think there's that much explosive spam in CQ.
Bro of Legion, the lurker ninja mod | Tesla FTW | RNG is evil.

### Quoted from "MsMuchLove"

I find majority of the complaints I hear about this game somehow never appear in my games.

Posts: 3,292

Date of registration
: Apr 26th 2013

Platform: PS4

Location: Arizona, USA

Reputation modifier: 15

Tuesday, May 9th 2017, 9:56pm

Yeah, I was blowing it out of proportion to make a point that blast damage tools and weapons are much more common in BF1 than BF3/4. But I'm completely serious about the Martini-Henry crap and I lose my shit whenever I get panic, corner, or cover/surprise buttsex Bayonet-ed.

@iF1GHTx

Knows what I'm talkin' 'bout.
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

### My "Contributions"

Holy War? No Thanks.

Posts: 2,838

Date of registration
: Jul 25th 2013

Platform: PC

Battlelog:

Reputation modifier: 16

Wednesday, May 10th 2017, 12:21pm

### Quoted from "Atum675"

Bayonet charge is def 0 risk all reward though in so many circumstances you can't compare it to switching to a side arm and winning, in that scenario there's still accuracy and btk involved, with the bayonet it's turn sprint melee free kill with little effort.

Zero risk? So whenever you get killed by a bayonet you had no chance to retaliate? How is that exactly?

If you get bayoneted in the back, you were dead seconds ago, regardless. If you get bayoneted in a firefight with that guy, it begs the question, why you could not finish him in the first place? If you get bayoneted in a CQ environment, he was likely out of his engagement range and must have seen you before, so he used the bayonet tactically, as you can do with any other weapon. And you are always better off just shooting the enemy.

If you do not trust your own aim to finish the job, or are out of your range, than the bayonet is an option, any by that often a worse option than your sidearm or main weapon.

I use it when I exactly know where a guy is and I am so low on health that the high TTK can in no way let me come out on top. So the risk is the same, my life, I am just slightly increasing the odds. So it is all a question of adaption to a mechanic and nothing more.

Posts: 15

Date of registration
: Dec 22nd 2016

Platform: PC

Reputation modifier: 1

Wednesday, May 10th 2017, 1:26pm

### Quoted from "Atum675"

Bayonet charge is def 0 risk all reward though in so many circumstances you can't compare it to switching to a side arm and winning, in that scenario there's still accuracy and btk involved, with the bayonet it's turn sprint melee free kill with little effort.

Zero risk? So whenever you get killed by a bayonet you had no chance to retaliate? How is that exactly?

If you get bayoneted in the back, you were dead seconds ago, regardless. If you get bayoneted in a firefight with that guy, it begs the question, why you could not finish him in the first place? If you get bayoneted in a CQ environment, he was likely out of his engagement range and must have seen you before, so he used the bayonet tactically, as you can do with any other weapon. And you are always better off just shooting the enemy.

If you do not trust your own aim to finish the job, or are out of your range, than the bayonet is an option, any by that often a worse option than your sidearm or main weapon.

I use it when I exactly know where a guy is and I am so low on health that the high TTK can in no way let me come out on top. So the risk is the same, my life, I am just slightly increasing the odds. So it is all a question of adaption to a mechanic and nothing more.
Totally agree with you, jfc people are salty in this thread, ive shot loads of people bayonet charging me before any nerfs and never thought it was OP.

I use it to augment my short range capability with the iron sight rifles which i feel is tactical and makes me a more rounded player when assaulting flags.

Posts: 129

Date of registration
: Oct 8th 2016

Platform: PC

Battlelog:

Reputation modifier: 2

Thursday, May 11th 2017, 2:27am

### Quoted from "JSLICE20"

I agree with Westie here. It's a good start, but still needs more adjustments.
I honestly don't mind any of the changes except for the removal of strafing while charging and the over all limit to degrees of change. Being able to strafe while charging added the most technical skill by allowing a skilled player to smoothly maneuver through maps. It took skill to turn around corners while still using a regular sensitivity.

Westie's major suggestion of making only straight charges runs into the huge problem that this is video game with things like lag. Lower bullet velocity a hundred fold and see how well the game plays.

Posts: 172

Date of registration
: Jan 8th 2016

Platform: PC

Battlelog:

Reputation modifier: 5

Thursday, May 11th 2017, 8:46am

### Quoted from "JSLICE20"

Yeah, I was blowing it out of proportion to make a point that blast damage tools and weapons are much more common in BF1 than BF3/4. But I'm completely serious about the Martini-Henry crap and I lose my shit whenever I get panic, corner, or cover/surprise buttsex Bayonet-ed.

@iF1GHTx

Knows what I'm talkin' 'bout.

So, how does the game plays when everyone is a hacker officially? Genuine curiosity, no offense.