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Posts: 3,277

Date of registration
: Apr 26th 2013

Platform: PS4

Location: Arizona, USA

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51

Saturday, August 5th 2017, 1:36pm

Bayonet increases time to transition to ADS when coming out of sprint.

TIme to ready is multiplied by 2.5. There are indeed no other penalties.

Confirmed by:
The time increase to get to a shooting-ready position after sprinting with bayonet is the only effect of using the bayonet.

But Labby was the first to know:

Labby's Genius at Work


Don't always trust the modifier names!

Look at MP18 gunsway.

Go down to the ModifierUnlocksArray.

Check the GUID for the unlock asset for the bayonet modifier: 19EE24CD2C77EF44A9EB97E29CA7202D

Now check MP18 unlocks for that GUID.

U_MP18_BayonetCenter has the GUID 42e1b3da1ef59d47a8487f9586858511 which is not what activates the bayonet modifier.

The unlock that actually has the right GUID is U_MP18_Package_Trench.

Even though the modifier is called bayonet, it's actually the modifier you get with a trench package equipped.

So what does U_MP18_BayonetCenter actually do? It's GUID doesn't appear in the gunsway file, so check the weapon blueprint.

It appears twice. Once in socket data, this stuff turns the visual parts of attachments on and off, which makes sense if the bayonet unlock is showing/hiding our bayonet.

And it appears in weapon modifier data as 00000045. So we'll see what 00000045 is referring to by seeing where that is referenced in the blueprint.

It refers to a WeaponSprintSettingsModifier that says to use SprintSettings 00000044. That happens to appear just above in the blueprint and it says "SprintRecoverTimeMultiplier 0.666". And just above that in the blueprint is the default SprintSettings which say "SprintRecoverTimeMultiplier 0.266".

So what the bayonet is actually doing is causing you to take 2.5x as long to transition out of sprinting before you can fire.

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

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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" (Aug 5th 2017, 1:44pm)


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52

Saturday, August 5th 2017, 1:49pm

Hrm, two and a half times as long for something I don't use that often.

I might just try ditching it for a while and see how that works out then.

Thanks man.

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53

Saturday, August 5th 2017, 9:04pm

Some of this is good, some is not. Overall not a fan this was prioritized over other stuff. Noctyrne's passive spotting or a sort of suppression confirmation sounds like the same area of expertise of the devs who worked on this. But I guess "satisfying" the community is put above actually making a good game. I might be a bit salty:)


Minor stat buffs add more complexity and menuwork than depth, they are terribly uninteresting. We saw some in Bf4, can't say I ever noticed the gameplay changed much. Flak did for instance make frag grenades unable to OHK, but I never really noticed this on either end. Same for Cover and Quick Regen, which are even less noticeable.

Furthermore, if Flak etc. is meant to reduce the impact of explosives, why not consistently change explosives instead of introduing this? Flak in Bf1 sounds annoying, inconsistently increasing tank shells to kill, like mentioned.

I'm opposed to ANY damage affecting perks, that means bullet, explosive or suppression damage. #AllDamagesMatter
Such specs make the game slightly more inconsistent, at really no gain except insignificant "customization".

Some of the more creative ones are interesting though. One or two should be standard traits, available to all players.

Crouching/standing still to avoid the spotting flare should be a default trait. The spotting flare gives an enourmous info advantage, often without the enemy even realising. It needs a counter.
A spec could allow walking without appearing.


To sum up and add a bit more.

Generic:
Flak - No. Maybe if changed, see further below.
Cover - No. As if suppression needs to be more unclear and inconsistent. Actually, it could work because of that, one wouldn't notice...
Quick Regen - Yes.
Quick Unspot - Yes.
Bayonet Training - Yes.
Hasty Reatreat - Yes.
Camo - Yes! But should be split into both a weak standard trait and a spec.

Assault:
Juggernaut - No. Maybe if changed.
Controlled Demolition- Yes. Sounds weak though.

Medic:
Stimulant Syringe - Interesting.
Concealed Rescue - Interesting.

Support:
Unbreakable. As of now, no. However, with the addition of a suppression confirmation to actually let you know you have no effect, I'd want it. Without, it's a poor idea: "Will supressing that MG have any effect? Who knows!". For those calling hypocrisy, this is more of an ability than a minor stat buff like "Cover".
Pin Down: Interesting, could maybe be a standard trait instead.

Scout:
Scapegoat. Yes.
Perimeter Alarm: If they add an indication you've been spotted, yes.


A suggestion of my own is to add a normal sprint boost. 5-10%, maybe only active with your sidearm or knife out.


Instead of Flak being a multiplier, which makes maximum blast damage inconsistent, it could refund 10-15 health if you survive an explosion. Same with Juggernaut. That way explosives retain a consistent deadly InnerBlastRadius, but we get a specialization.



Also, I feel like that's the way DICE is approaching this. The starting point is "add specializations", not "improve game".

signature 2.1

Things I support
ammo regen pls

Quoted from "NoctyrneSAGA"

_____

When I play with it [Autoloading 8] I feel like I am batman taking out 1 after 1 baddie while they feel helpless and don't know who is talking out their mates.
Remove 3D spotting. It’s a mechanic that rewards bad eyesight.
Wanna help your team by sneaking through enemy territory to provide spawns? THIS IS NOT TEAMWORK FGT I HOPE YOU RUN OUT OF MOTION BALLS TOO EARLY TO BE SUCCESSFUL
Wanna be Javelin squad but only have two guys? BETTER NOT GET YOUR SOFLAM KILLED FGT THIS IS NOT TEAMWORK WITHOUT A SUPPORT DUDE DROPPING AMMO ON YOU EVERY 2 MINUTES
Please post your best M1916 clips Magazines *fixed*.

Cool/Useful Links

What Makes the Best Player?
David Sirlin on Intuition
Archive - Wait But Why - I recommend the posts on AI, and Neuralink, in that order. They are long, but very interesting. Just skim parts of them.

Symthic Databrowser
Battlefield 1 DeployTimes

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54

Saturday, August 5th 2017, 9:08pm

Quoted

Also, I feel like that's the way DICE is approaching this. The starting point is "add specializations", not "improve game".

I agree. Much effort is wasted. It's like DICE is not seeing the more important things.
RIP Sraw

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55

Saturday, August 5th 2017, 9:24pm

Or it's more like DICE has a list of preplanned content and schedule to keep.

None of the quality of life things came in BF4 until after it's DLC cycle was finished, remember.

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56

Sunday, August 6th 2017, 2:23am

So much smoke
everywhere

Atleast that means there's medics active

  • "BleedingUranium" started this thread

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57

Sunday, August 6th 2017, 2:30am

So much smoke
everywhere

Atleast that means there's medics active


I'm willing to bet I had more smoke active in current build with the Smoke Rifle Grenade, Syringe, Smoke Grenade combo.

But take that and add Rescue, Unspot, and Camo and things should get extra fun. :thumbsup:
Who Enjoys, Wins

Zer0Cod3x

Can't get a title

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58

Sunday, August 6th 2017, 8:30am

How much does suppression actually affect you whilst bipodded anyway?
something something Model 8 bestgun


How to ice an A-91

Next, wanna try adding a guy that you KNOW is bad, and just testing to see that? Example: PP-2000 (god I so wanna love this gun, and yet...)

Example: PP-2000 (god I so wanna love this gun, and yet...)

PP-2000 added. Y'know, it's not that bad....

Yes, it comes in last so far, but that is mostly because I'm making it shoot at 100m ADS - Not Moving as one of the criteria. Even then, between 50-100m Not Moving, when you include Useability, it is only 1.37% worse than the MTAR-21. Within 50m then it even beats the A-91.

Have a look, vs. the A-91 Carbine:




Using it with Muzzle Brake and Compensator is a wash in terms of overall performance. Comp is SLIGHTLY more accurate, while MB is SLIGHTLY more easy to use. Their overall scores are basically tied, with MB just ahead. I guess either can be recommended.

But... You can't be counting for the fact that it takes 9 bullets to kill at "long" range... Don't you dare tell me my A-91 is worse than a 9 BTK 650 RPM mediocre PDW.

Also. Just go heavy barrel. The recoil is low enough.

Well, technically...

Comparing a PP2K with HB and an A-91 with comp and stubby (as you suggested in an earlier post), at 50m not moving, the A-91 is only better by 4 damage per hitrate. While at 75m and 100m, surprisingly the PP2K does better than the A-91 (I'm pretty damn surprised as well).

And 10m and 50m moving the PP2K also does more damage per hitrate than the A-91. At 25m the A-91 is only better by about half a bullet's damage as well.

In addition, the PP2K has a much larger mag size and substantially less recoil. And it looks hella awesome. So comparing the A-91 to a PDW is of some worth after all, as the PP2K is better (technically, not practically) than the A-91.

Mind blown.

I... I...

*cries in a corner*

Zer0Cod3x explained it very well. If you look at the raw numbers right here on Symthic Comparison, you can see how that happened:

A-91 vs PP-2000 | BF4 Weapon Comparison | Symthic

A-91's "23%" RPM advantage only afforded it 1 extra round.

Reload times are wash.

Velocities are wash.

V-Recoil are wash (and this is HBar on PP2k vs. A-91 without).

Hipfire and ADS - Moving are better on the PP2k, but it's a PDW and not the surprising part.

The surprising part is that, as equipped (and we see above that PP2k HBar has almost same V-Recoil as A-91 without HBar so why not?), the PDW performs better at 50 - 100m than a bloody Carbine. Why?

H-Recoil Spread, 0.525 vs. 0.45, advantage PP2k.

SIPS, 42% better on the PP2k.

And here is the most important part. ADS - Not Moving Spread, 0.35 vs. 0.2, 43% improvement.

Without HBar then of course the PP2k loses, which is why when I add all the attachments together for an Overall Ranking, it would slot below the A-91. Run HBar on it, though, then... I'm sorry

@Veritable
@Zer0Cod3x
I... I...
But...
Wha...
I AM HAVING AN EXISTENTIAL CRISIS IN SCHOOL BECAUSE OF YOU TWO.

FUCK YOU NERDS AND YOUR FANCY NUMBERS

SEXY RUSSIAN BULLPUPS FTW.

In all seriousness, thank you both so much for giving me the numbers. I still don't want to accept them. You have led the horse to water. I still need to drink.


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59

Sunday, August 6th 2017, 10:04am

I think it gives you idle sway.

NoctyrneSAGA

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60

Sunday, August 6th 2017, 11:05am

Every weapon gets sway.
Data Browser

Passive Spotting is the future!

With this, I'll rid MGO3 of infestation. Sans bad gameplay MGO3 will be torn asunder. And then it shall be free. People will suffer, of course - a phantom pain.

Reddit and Konami will rewrite the records... And I will be demonized in human memory. But... The thirst for good gameplay that I have planted will infest MGO3. No one can stop it now. The Rebalance Mod will unleash that thirst unto the future.


Are you a scrub?

If it flies, it dies™.