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.

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: 1,841

Date of registration
: Jan 12th 2014

Platform: PC

Battlelog:

Reputation modifier: 13

  • Send private message

61

Friday, June 30th 2017, 11:54pm

When people are discussing weapon popularity, are they taking into account the large section of the playerbase that don't own the DLC? I personally have found no use for the BAR storm now that the Chauchat exists. Other players gravitate to the hellriegal, but might have otherwise used the Rickroll if they had access to it. Then there's the fact that developing a mid range playstyle and managing your combat range is more complicated than just zerging into the nearest flag. Not trying to invalidate close range play or anything (if anything I avoid it because I suck at it), but sprinting into a flag might be easier for new players than relying on mid-long range accuracy and positioning.

I base my popularity statements on weapon kills on battlefield tracker. Newer players sprinting on the flag for CQC combat does not have influence on weapon kills because obviously most kills are obtained by the higher skilled players that kill them. However, I would argue that the lack of mid range effectiveness of weapons overall has led to more experienced players holding off until the less experienced has entered the "close range" required to reliably kill them. And this leads to the dominance of CQC weapons in terms of kills.


Not really.

Typical shitbuckets are doing about 2 KPM on conquest, the bottom feeders are doing about 0.4-0.5 KPM. There aren't enough shitbuckets out there and they aren't kiling at sufficiently high rates to dominate the kill statistics in the game. It's the weapon choices of the mid-tier, average-ish, pack fill players that determine the weapon usage stats.

  • "BleedingUranium" started this thread

Posts: 3,392

Date of registration
: Mar 19th 2014

Platform: Xbox One

Location: Canada

Battlelog:

Reputation modifier: 15

  • Send private message

62

Saturday, July 1st 2017, 4:40am

Part 2 is up!

And if anyone who likes this wants to swing by the CTE reddit, that would be appreciated.
Who has fun, wins.

This post has been edited 1 times, last edit by "BleedingUranium" (Jul 1st 2017, 7:36am)


Posts: 95

Date of registration
: Mar 4th 2017

Platform: PS4

Battlelog:

Reputation modifier: 2

  • Send private message

63

Friday, July 7th 2017, 8:51pm

BF1: | BF1 Multi-Weapon Comparison | Symthic

Share what now?

If you're getting killed by someone burst-firing an SMG (increasing its TTK) outside its effective range while you hold down the trigger to get even more accurate, he's better than you.
My post has nothing to do with skills. It not even about 1v1s. It is about weapon effectiveness. Look at your own link and compare TTK and BTK between 25-40 meters. Then look at where the medic rifles become dominant with TTK. There is simply too much overlap to leave room for the LMGs to have a space to compete. If the weapons are designed to fill range categories from short to long: SMG>LMG>DMR>BA then the current effective ranges are not working as intended.

You're right. The Autoloading 8 Factory/Extended and RSC dominate 3 out of the 4 SMGs in CQC. The SMGs need a buff too.

BF1: | BF1 Multi-Weapon Comparison | Symthic

Share what now?

If you're getting killed by someone burst-firing an SMG (increasing its TTK) outside its effective range while you hold down the trigger to get even more accurate, he's better than you.
My post has nothing to do with skills. It not even about 1v1s. It is about weapon effectiveness. Look at your own link and compare TTK and BTK between 25-40 meters. Then look at where the medic rifles become dominant with TTK. There is simply too much overlap to leave room for the LMGs to have a space to compete. If the weapons are designed to fill range categories from short to long: SMG>LMG>DMR>BA then the current effective ranges are not working as intended.

You're right. The Autoloading 8 Factory/Extended and RSC dominate 3 out of the 4 SMGs in CQC. The SMGs need a buff too.


What's your definition of CQC? The only thing that comes close to dominating SMGs is a shotgun, and that had better be with a perfect first shot.

SMGs already reach too far in to LMG territory. And it's suggested the Hellriegl do even more so, with an RPM higher than any any LMG and a 60 rnd mag on the factory? The only LMGs that match the capacity are the Lewis & MG15 and they're both WAY slower. In fact I can't figure out why the MG15s are so popular. In my experience, accuracy is pure shit and it takes about 20 rounds to drop an enemy in the LMG " sweet spot. By comparison, the Madsen seems to kill 50% faster despite only an extra 40 RPM.

The Hellriegl is supposed to bridge the gap between SMG & LMG? The Ribeye does that. Buff the Hellriegl at distance and we may as well make support & medics non-combatants. While we're at it, let's add a scope & make scouts irrelevant too! The majority of kills already occur at ranges right in the SMGs wheelhouse and assault is the most-played class.

Sorry, I have ZERO sympathy for assault being vulnerable while traversing a map. Capping an objective usually requires some CQC, so the other classes face even greater hazards if they try to pitch in. Even traversing a map, if you've got half a brain, you go cover-to-cover and there's ample opportunity to bump in to assault at close range.

The Hellriegl already dominates assault in usage and kills. I suspect it leads primaries across all classes as well.

So by all means, let's buff it up & make all other primaries irrelevant.

  • "BleedingUranium" started this thread

Posts: 3,392

Date of registration
: Mar 19th 2014

Platform: Xbox One

Location: Canada

Battlelog:

Reputation modifier: 15

  • Send private message

64

Friday, July 7th 2017, 9:19pm

I'm sorry, but it seems you've missed a very large chunk of what's actually being suggested here, claiming people are trying to simply buff the Hellriegel is absurd.

The Ribeyrolles is a bridge between SMGs and Machine Rifles, while the Hellriegel should inherently be a bridge between SMGs and Machine Guns (aka high capacity, suppressive fire types). They fill a similar role in different ways.
Who has fun, wins.

This post has been edited 1 times, last edit by "BleedingUranium" (Jul 7th 2017, 9:26pm)


Posts: 918

Date of registration
: Dec 14th 2014

Platform: PS3

Location: The Heart of Europe

Battlelog:

Reputation modifier: 6

  • Send private message

65

Saturday, July 8th 2017, 10:23pm

sry if I didnt read / do the math of all of it and I might miss something:

Does this ttk change, hurt the specialisation of weapons somehow ?

IMHO this special balancing for each weapon and variant makes BF1 so extremely interesting.
still playin' Motorstorm

Posts: 201

Date of registration
: Jun 9th 2012

Platform: PC

Battlelog:

Reputation modifier: 9

  • Send private message

66

Sunday, July 9th 2017, 5:23am

sry if I didnt read / do the math of all of it and I might miss something:

Does this ttk change, hurt the specialisation of weapons somehow ?

IMHO this special balancing for each weapon and variant makes BF1 so extremely interesting.


My proposed change is the decrease TTK for SLR, SMG and LMGs. It would extend the effective range for the 3 classes of weapons. Each type of weapon will still have their specialized range, just longer than the current ones. I suggest you read my proposal on p.2 and do some calculations. It would help if you want to participate in this discussion.

@OldBFAddict

I suggest you read up on my proposals on p.2, and tell us your opinion on it.

  • "BleedingUranium" started this thread

Posts: 3,392

Date of registration
: Mar 19th 2014

Platform: Xbox One

Location: Canada

Battlelog:

Reputation modifier: 15

  • Send private message

67

Sunday, July 9th 2017, 6:35am

sry if I didnt read / do the math of all of it and I might miss something:

Does this ttk change, hurt the specialisation of weapons somehow ?

IMHO this special balancing for each weapon and variant makes BF1 so extremely interesting.


As was stated repeatedly by MarbleDuck in the original videos for this, keeping weapons' feels and relationships to each other is extremely important.

Basically, everything would feel "the same" while being better at their roles.
Who has fun, wins.

Posts: 918

Date of registration
: Dec 14th 2014

Platform: PS3

Location: The Heart of Europe

Battlelog:

Reputation modifier: 6

  • Send private message

68

Monday, July 10th 2017, 12:32am

Well, then there is the opportunity to actually define the roles for some weapons and variants better as well.

I mena, some roles might be defined well, but is that role effective as well?
still playin' Motorstorm

Posts: 95

Date of registration
: Mar 4th 2017

Platform: PS4

Battlelog:

Reputation modifier: 2

  • Send private message

69

Friday, July 14th 2017, 9:35pm

I'm brand new to FPS so I have nothing for comparison.

Reducing BTK for all three classes is fine, but, IMO, SMG damage does not need to be extended. I think it's too long already. They're supposed to be CQC weapons.

I don't play medic much and know little about the SLRs. But the LMGs need a bit of a buff vs SMGs, IMO. As MD said, extend the max damage range and/or increase min.

Take my opinions with several grains of salt. I'm probably one of those shitbuckets (or worse) described earlier in the thread. I need high ROF and lots of ammo to score the kills, lol.

Posts: 918

Date of registration
: Dec 14th 2014

Platform: PS3

Location: The Heart of Europe

Battlelog:

Reputation modifier: 6

  • Send private message

70

Saturday, July 15th 2017, 3:12pm

I understand the demand to increase bullet end damage.

The SMGs are already CQB by their spread and recoil.

BUT the map design prevents the SMGs to be used as a frontlines pushing force, just a flag capture/defender unit.

It is simply not fun gameplay if the player is forced to stay at a spot at the map as the weapon doesnt help him anywhere else.

An increase in potential viability gives the player more freedom, while maintaining the specialisation.
still playin' Motorstorm