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  • "Iplaysgames96" started this thread

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Friday, July 7th 2017, 11:43pm

In response to Marvelduck's video

This thread is a response to Fixing Battlefield 1: Gunplay - YouTube marvelduck's video reguarding TTK in BF1 and how to make it more rewarding. I made this thread because what it will contain would be too vast and in depth to leave as a simple reply. The stat changes to weapons are a suggestion in order to increase TTK across all weapons bar the scout class

1) Scout class:
As prior stated, Leave it where it is now it is good as it is

2) assault:
Increase max damage to 25 on the mp18 and hellriegel.
Change dropoff start from 11.0m to 8.0m (4 shot kill within 8M)
EDIT: Increase hellriegel spread increase from 0.045 to 0.090
Leave automatico alone
Leave shotguns alone
Leave RB1918 damage alone but decrease 1st shot spread multiplier from 4 to 0 (less damage up close compared to 9mm SMGs but increased ranged performance)

What we have for assault is more potent SMGs with each performing better in each of their roles e.g Ribeyrolles more effective at range, 9mm smgs being more potent at CQC.

3) Support
increase max damage to 25 for all MGs bar the MG15 and Madsen MG
increase max damage to 26.5 for MG15 and Madsen MG
decrease dropoff start from 11M to 8M for all MGs bar the MG15 and Madsen MG
decrease dropoff start from 11M to 6M for MG15 and Madsen MG (trying to follow DICE's original pattern of giving 30-06 MGs better ranged performance and 8MM Mauser MGs better max damage)
Increase minimum damage to 22 on the following MGs: BAR 1918 and M1909 benet mercie
Increase minimum danage to 19 on the following MGs: Lewis Gun and Huot MG
Increase minimum damage to 20 on the following MGs: Madsen MG and Mg15
Double all 1st shot spread multipliers BUT cut spread increase in half. The reason for doing so is the spread will ultimately be the same but will take twice as long to recover to max accuracy (For example currently the chauchat has a 1st shot spread multiplier of x-4 and a spread increase of -0.106 . With this change the spread multiplier will be x-8 and the spread increase will be -0.053 but in both cases the max spread is 0.424 but it will take twice as long to recover)
decrease recoil decrease by 20% (in most cases from 6 to 4.8 )
Increase Vrecoil by 20% bar the chauchat
increase damage dropoff start from 10M to 15M for chauchat

What we have is more potent and specialized machineguns. the MGs have better all around damage and better ranged performance. To counter the increase in potency, the machineguns have increased recoil, settle from recoil slower, and regain accuracy slower. each MG is partially specialized based on calire with the 8mm MGs being more focused on point blank effectiveness, the 30 06MGs being more focused at range and the 303 inch MGs being more focused on controllabllity over raw damage (as they currently are)

Medic:
Decrease Hrecoil across all SLRs by approx 20%
Increase recoil decrease time by 20-25% across all SLRs
Increase spread decrease by approx 20%
EDIT: increase dropoff end range for each weapon by 20 meters or so
EDIT: increase minimum damage for mondragon and selbstlader from 35 to 38 (headshot reasons)

What we get in result is Self loading rifles they just simply perform better at a distance and excel better at precise shooting. I dont see the need to increase raw TTK for SLRS rather just make them excel at what they are made for: distance


You may agree or disagree or think Im onto something and missed the mark but Initially I found Myself in disagreement in increasing TTK in BF1 but after some consideration, thought and persuasive speech, I do agree with marvelduck.
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This post has been edited 4 times, last edit by "Iplaysgames96" (Jul 8th 2017, 12:02am)


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Saturday, July 8th 2017, 1:05am

@marbleduck

You've been rebranded.
To Aim Assist or not to Aim Assist, that is the question.

Nope. Aim Assist or bust; here's why:

Default Aim Assist Data

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    AttractOwnSpeedInfluence 0.0
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    AttractStartInputThreshold 0.0
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    MaxToTargetAngle 45.0
    MaxToTargetXZAngle 45.0
    ViewObstructedKeepTime 0.0
    SnapZoomLateralSpeedLimit 1000.0
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No Auto Rotation Data

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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


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Saturday, July 8th 2017, 2:11am

@marbleduck

You've been rebranded.


It should stick :D

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Saturday, July 8th 2017, 3:22am

Increase max damage to 25 on the mp18 and hellriegel.
[email protected]'s forehead vein bulges*

  • "Iplaysgames96" started this thread

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Saturday, July 8th 2017, 3:48am

You've been rebranded.


It should stick


Did I miss something?? Did I touch on something I shoudnt have??
Official heretic of the Symthic forums

  • "Iplaysgames96" started this thread

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Saturday, July 8th 2017, 3:51am

[email protected]'s forehead vein bulges*


Also thats why I suggested doubling the spread increase
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Saturday, July 8th 2017, 6:27am

You implied Duck is a member of the Avengers (now I'm wondering who). ;)

----

Giving the Hellriegel more damage but also making it even more shitty otherwise is, honestly, a terrible idea. To put it simply, you can't really make the Hellriegel, Automatico, BAR, M1916, melee weapons, bayonet, grenades, other explosives, and all that stuff any worse. They're already all bad.

The reason they're still so used is because all the other options are also bad. If you try to make any of these overused/problem tools any worse, you're just going to push them to be utterly unusable and not enjoyable at all for anyone. The low end of the "good"/effective scale is already at the very bottom, there's no room to push things any lower.


The Automatico is never going to be balanced with the same BTK as the MP 18, and the Hellriegel is much the same way. Keeping it at the same BTK means it will be both terrible and overused at the same time, because it's "good enough". This is exactly why rebalancing it into the SMG/LMG hybrid it should have always been is the best way forward with the gun. High RoF, high capacity, low recoil... but low damage at all ranges. This lets it be rather effective at most ranges, but handicapped by quite low raw DPS compared to most other options; this is much the same as the Rem 8 .35, but trading DPS instead of trading mag capacity.

This lets the Hellriegel be easy to use and effective at all ranges, but in reverse to the Rem 8, it would almost always be beaten by another weapon if within that weapon's effective range. Interestingly, this lets the weapon continue to be a rather "special" gun as the Rank 10 guns are, and remains a good "go-to" choice for all-round or "lower skilled" use, and though it makes it less dominant and effective up-close, it's more effective at range and feels nicer to use (drastically lower spread/recoil), but remains beaten by more "skilled" weapons/players. That said, "low skill" isn't really the right term, it's a different focus. Just as a Rem 8 user works around their mag limit by forcing 1v1s, a new-Hellriegel user would work around their lower raw DPS by forcing engagements with enemies who are outside their comfort zone, which is actually an excellent mark of a good player.


I really love this concept, because it not only fits the real style and role of the weapon, but manages to both shift its focus in the game while maintaining its overall feel and purpose, and likely would remain appealing to the same people who used it before. Really, everyone wins.

----

The SLRs absolutely need their RoF buff to go along with the damage buffs to SMGs and LMGs. Shotguns, Bolt Actions, and Pistols may actually be good pretty much right where they are, there isn't a lot that would need to change there.
Who has fun, wins.

This post has been edited 1 times, last edit by "BleedingUranium" (Jul 8th 2017, 6:34am)


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Monday, July 10th 2017, 2:03am

Hold on a sec, General auto weapon Max damage increase to 25? You really like inconsistency, don't you? 25 is a really bad choice for a max damage value. The damage multiplier will make the BTK inconsistent in CQB especially consider that the poor RPM MP18 and has. I would say either 26.5(consistent 4 BTK with no headshot)or 29.5(for two headshots kill in CQB) are good choices.

CobaltRose

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Wednesday, July 12th 2017, 3:24am

You implied Duck is a member of the Avengers (now I'm wondering who). ;)
bruh

he can't be a member of the Avengers and a Led Zeppelin tribute band at the same time.
Who knows what evil lurks in the hearts of men?

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I once tried to burn a bridge, but due to the half-assed levolution implementation it kept standing up just fine.

Compared to the MTAR, the PDR has the TTK of your average pack of cigarettes.

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"Oh don't mind me, I'm just out of ammo and I'll just POCKET SUN!!!!"

What can't be changed can be banned.

I'm completely serious. Well, seriously insane actually :P

If only more people left the wheel chair, adjustable hospital bed, and crutches behind and played HC. (aka Regen, Minimap, Killcam)

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The one time when "it's only three inches" is a good thing.

How do you guys control your FAMAS burst length since it fires its mag in just 1,5 seconds))
I consider each magazine a burst. :/

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Tuesday, July 18th 2017, 10:25pm

Which will it be for MG15 and Madsen drop off: 6 or 8m?

With a 20 Rd mag and 600 RPM, the BAR is not a great option for ranged support. Increase vrecoil and double return to base and you've burned through a mag before It settles down. This is the LMGs advantage over SMGs (plus higher min damage.)

I watched MDs video and I'm all for improving gunplay. Why not just buff primaries and nerf everything else? As much as possible, buff the primaries to bring them in to line a bit as to effectiveness, i.e. potential and actual TTK. I know this violates the sacred "each gun has its role" doctrine, but so what? Look at the stats for support & assault and some are hardly used at all.