Welcome to symthic forums! We would love if you'd register!
You don't have to be expert in bit baking, everyone is more than welcome to join our community.

You are not logged in.

## Remember me from BF3? Well I finally got a PS4 and now I'm back...

Hey! If this is your first visit on symthic.com, also check out our weapon damage charts.
Currently we have charts for Battlefield 3, Call of Duty: Black Ops 2, Medal of Honor: Warfighter and Call of Duty: Modern Warfare 3

Posts: 774

Date of registration
: Sep 19th 2012

Platform: PS3

Location: Virginia, USA

Battlelog:

Reputation modifier: 9

Monday, May 8th 2017, 6:48am

### Remember me from BF3? Well I finally got a PS4 and now I'm back...

I didn't see a FAQ or sticky posted, so I just want to ask about any beginning tips or pointers before I fully dive in multiplayer (so far I've just been doing campaign).

Any advice to minimize my headaches from the learning curve is greatly appreciated

Holy War? No Thanks.

Posts: 2,740

Date of registration
: Jul 25th 2013

Platform: PC

Battlelog:

Reputation modifier: 16

Monday, May 8th 2017, 11:28am

Well, welcome back, my first tip is to to buy BF4.

Jokes aside, just look through the threads here, we are discussing an awful lot of everyday things, or take a look at the gameplay videos of the youtubers you like. First of all you should also take a look into the weapon stats as many things have changed regarding gunplay.

Ah and take your time playing the game with an open mind and with a thick skin regarding frustration and then form an opinion from there. BF1 is quite controversial in many regards, although it is likely better to have started now than on release.

Posts: 3,292

Date of registration
: Apr 26th 2013

Platform: PS4

Location: Arizona, USA

Reputation modifier: 15

Monday, May 8th 2017, 12:06pm

Yes, yes I remember you! Welcome back!

First things first, you'll want to set up your Options:

Most settings are restricted to personal preference, but I highly suggest turning off Stick Aiming Acceleration in the Advanced Controls Options. It only hinders the acquisition of good muscle memory.

Also, under the same Advanced Controls Options I recommend using Uniform Soldier Aiming as it essentially blends the sensitivities into one regardless of FoV or level of Magnification (that's how I interpret it anyway, could be mistaken). This is how the Coefficient works: for example a 16:9 aspect ratio equates to a 16/9 = 1.7777 which rounds up to 178%. A 4:3 would be 133-4%.

Onto Gameplay:

We'll start out with infantry,

### Assault

BF1's version of BF3's Engineer; your general purpose AT class.

AT Grenades are really good for AT as each grenade does a minimum of 200 damage to tanks, however they're best used up close. The throwing velocity on these things is really, really slow and they don't travel very far, so you have to lead moving targets and aim high for tanks beyond 20-30m or so.

The Rocket Gun is your straightforward AT projectile launcher. I'm not crazy about it as it does rather insignificant damage to tanks, but that's my impression of it; you could very well have an entirely different view.

Dynamite is WW1 C4 without the stickiness or ability to insta-kill tanks, but it's still very powerful. A decent one-two punch for tank combat is the Dynamite - AT Grenade combo especially for tanks oblivious to your location.

However, AT Mines can be detonated by any projectile or explosion and two is enough to destroy even the biggest and baddest of tanks. Mines are great in BF1 because they aren't easily spotted and IRNV vision doesn't exist. XD

### Medic

BF1's version of BF3's Assault. Self Loading Rifles, Syringes, Med-packs/ kits and Rifle Grenades = Assault Rifles, Defibrillators, Med-kit, and M320 GL in BF3 terms (fairly obvious in and if itself, but it's good to cover bases).

### Support

Well, it's still Support from BF3. Guns are more accurate, but other than that nothing has really changed here except for the addition of Ammo Pouches and some gadget reassignment.

MGs become more accurate as you hold the trigger (negative spread increase), not indefinitely mind you but for 10 shots or so (don't quote me on that, it's just a guess-timation, I'll link the thread that goes into more detail about this).

Mortars (Airburst --> intended for anti infantry, High Explosive --> intended for anti tank), Repair Tool, Limpet Charge, and Crossbow GL (Rifle Grenade). The Limpet Charge is a fabulous little tool. It sticks to objects like walls and vehicles, so it's good for demo work and decent AT damage if you can get close enough to throw them on. They have a 3-5m throwing range, so you gotta be careful. They detonate shortly after sticking to an object around 5s at the most.

### Scout

BF1's version of BF3's Recon. This class is pretty much restricted to long range now barring a couple medium range rifles. BF1 has introduced a mechanic known as the "Sweet Spot™" which enables one shot kills to the chest within very specific ranges according to each rifle. From the base game only: Russian 1895 > 60m-100m, Gewehr 98 > 80m-120m, SMLE > 40m-75m, M1903 > 100m-150m, Martini-Henry > 30m-80m (within this range we have an even Sweeter Spot™ of 42m-68m. You'll get familiar with the Martini-Henry soon enough with Aim Assist one shots to the arm and toe.

Scout Gadgets: Flare Gun - spots enemies within (insert value here) radius of the flare projectile; very powerful for helping out teammates on objectives

K-Bullets - anti vehicle ammunition that is loaded separately from standard ammunition one bullet at a time, pretty good for shooting at planes and decent enough at dealing with tanks and their internal repair cycles - we'll get to that later

Trench Periscope - literally functions like a periscope and allows you to spot enemies from behind cover in a red outline for your team to see. It shows scope glint though, so you can be easily located while using it if players are in front of you

Sniper Shield - Hahahahahahahahaha, it's really rather useless, but it's a shield with a small opening for 1337 $n1p3r$ to go prone and pwn from long range. Okay, enough with that haha

Sniper Decoy - these are heads on sticks that show scope glint and appear like actual players and can be 3D spotted like actual players, if shot the player who shot the head will glow red as if he were spotted by a Periscope

Tripwire Bombs - essentially the more primitive Claymore consisting of High Explosive, Gas, and Incendiary. HE doesn't kill outright but deals like 90 max damage and Gas/ Incendiary are AoE based over certain periods of time
To Aim Assist or not to Aim Assist, that is the question.

### Source code

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38

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

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39

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

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39

 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"

Posts: 774

Date of registration
: Sep 19th 2012

Platform: PS3

Location: Virginia, USA

Battlelog:

Reputation modifier: 9

Wednesday, May 10th 2017, 8:02am

Well, I've got a million questions and I'll have more to say tomorrow, but my first time out was brutal... I went 3-10 which isn't first time BF3-brutal, but still pretty bad... Enemies always seemed to pop up in places I wasn't expecting, and I lost almost every 1v1... I know things will improve a little once I get comfortable with classes, customizations and maps, but it's going to be a bigger uphill battle than I expected since I'm playing catch-up with most of the playerbase...

First impressions:

1. Best Battlefield ever... I had very high expectations and it didn't disappoint.

2. There's no real point in standing outside the vehicle to repair it, is there? I must have hit the armored truck 10-15 times with the wrench and it only got about half it's health back before an enemy blew it (and me) up for good...

3. Yes, I found out straying away from your squad is death... I'm glad that squad play was made into more of an emphasis this time. Not that I'm complaining, because it fits my style perfectly, but I noticed this game is *very* camper-friendly, at least on the map I played. 8 out of the 10 times I died were from an enemy who was prone and very well hidden. This is not the full-sprint run-and-gun track meet that many BF3 rounds ended up being...

4. I'm still getting used to the spotting mechanic... Still seems counter-intuitive...

5. Wasn't I supposed to get some vehicle skins or something from the Deluxe Early Enlister edition?

This post has been edited 1 times, last edit by "botafogo4life" (May 10th 2017, 8:38am)

Posts: 2,015

Date of registration
: Jan 12th 2014

Platform: PC

Battlelog:

Reputation modifier: 14

Wednesday, May 10th 2017, 8:11am

Repairing externally isn't really useful as the driver except for very, very, very rare situations where you can hot swap with a friend to tank through damage in a vehicle fight while the main gun reloads.

Posts: 3,292

Date of registration
: Apr 26th 2013

Platform: PS4

Location: Arizona, USA

Reputation modifier: 15

Wednesday, May 10th 2017, 8:21am

Spawns are fucked in this game both on squadmates and flags. Because of the new spawn, fly-in animation an enemy player can magically appear from recently killed players. DICE still hasn't found a way to cancel the spawn unlike on flags when they transfer over to enemy control. The game doesn't care about enemy proximity to spawns either. You can spawn on a flag at it'll place you within 5m of an enemy or vice versa. And there are a limited amount of actual spawn locations depending on if the flag is contested or safe. Both completely disregard nearby enemies and it's a bitch.

It's easy to blend in with the environment in BF1, especially in shadowed areas. I've been killed by players lying prone out in the open and it's still hard to detect where they are let alone corner campers or foxhole fuckers. The ground is a neutral color and the soldier's uniforms are neutral, so it isn't hard to simply go prone are rarely be seen unless spotted.
To Aim Assist or not to Aim Assist, that is the question.

### Source code

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38

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

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39

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

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39

 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: 2,015

Date of registration
: Jan 12th 2014

Platform: PC

Battlelog:

Reputation modifier: 14

Wednesday, May 10th 2017, 9:41am

### Quoted from "JSLICE20"

Spawns are fucked in this game both on squadmates and flags. Because of the new spawn, fly-in animation an enemy player can magically appear from recently killed players. DICE still hasn't found a way to cancel the spawn unlike on flags when they transfer over to enemy control. The game doesn't care about enemy proximity to spawns either. You can spawn on a flag at it'll place you within 5m of an enemy or vice versa. And there are a limited amount of actual spawn locations depending on if the flag is contested or safe. Both completely disregard nearby enemies and it's a bitch.

It's easy to blend in with the environment in BF1, especially in shadowed areas. I've been killed by players lying prone out in the open and it's still hard to detect where they are let alone corner campers or foxhole fuckers. The ground is a neutral color and the soldier's uniforms are neutral, so it isn't hard to simply go prone are rarely be seen unless spotted.

Or it spawns you like 100 meters away from the flag you spawned on, and forces you to cross a whole bunch of exposed terrain to get anywhere useful. The D flag spawn on Scar is the worst. It often puts you out in the middle of the plowed field away from anything where you can just be farmed by tanks in overwatch. I watch that field constantly during a flag burn and easily net 5 free kills or so during the flag cap as enemies try to spawn in and protect the flag.

1 guests