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  • "BleedingUranium" started this thread

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Friday, September 1st 2017, 9:10pm

Time To Kill rebalance is live on PC CTE! :3

Link to the reddit post.

Hi Everyone,

Today we are introducing a major update where we're tweaking many weapon values to get them to feel more powerful and to slightly reduce the disparity in raw time to kill between fast firing and slow firing weapons.

During the next days, we will be carefully monitoring these changes on the CTE to ensure that they meet balance and our expectations when it comes to overall gunplay.


What does this change means in general?

For most of the automatic weapons like LMGs and SMGs, this typically means you will be required one less bullet to secure a kill.

When it comes to the self loading rifles, their accuracy and effective fire rate are improved. These changes should make these weapons that require multiple hits to kill more effective relative to bolt action rifles, shotguns, and explosives.

This should get most of the weapons to reach a time-to-kill closer to that of Battlefield 4 and allow players with great weapon control and mechanical skills to have a better chance dealing with multiple enemies and coming out victorious of a duel even if they start with a health disadvantage.

We are also tweaking shotguns to reduce the random factor involved in pellets dispersion.


In details:

Light Machine Guns (Support):

The damage of all LMGs has been increased. This should make enemies feel less like "bullet sponges" when targeting them with LMGs, especially for the LMGs that previously could take up to 7 hits to kill. Now most LMGs will kill in 4-5 hits. Also tweaked recoil values of the LMGs that used to have low damage to offset their new damage model that is much closer to the others.

Chauchat (8mm Lebel heavy)

Maximum damage: 35 ---> 38
Minimum damage: 23 ---> 28
Extended 3 hits kill range


BAR and Benet Mercie (.30-06 heavy)

Maximum damage: 23 ---> 26.5
Minimum damage: 19 ---> 23


Madsen, MG15nA, MG14/17 (7.92x57 heavy)

Maximum damage: 23 ---> 28
Minimum damage: 17.5 ---> 21


Lewis, Huot, Perino (.303 heavy and 6.6 carcano heavy)

Maximum damage: 23 ---> 26.5
Minimum damage: 15 ---> 20


Since the Lewis, Huot, and Perino will no longer dropoff to a much lower BTK at range than other LMGs, their recoil has been increased slightly to compensate.

Lewis horizontal recoil: 0.34 ---> 0.48
Huot horizontal recoil: 0.16 ---> 0.28
Perino Horizontal recoil: 0.24 ---> 0.3


Submachine guns (Assault):

Increased damage for all SMGs at range, and for most up close. The Automatico did not receive higher close range damage, making its time to kill much closer to the other SMGs in close quarters. To compensate, its vertical recoil has been reduced slightly.

MP18, SMG 08/18 (9x19)

Maximum damage: 23 ---> 28
Minimum damage: 13.5 --->15


Hellriegel (9x23)

Maximum damage: 23 ---> 26.5
Minimum damage: 13.5 ---> 15


Automatico (9mm Gilsenti)

Minimum damage: 12 ---> 13.5
Vertical recoil: 0.4 ---> 0.36


Ribeyrolles (8x35)

Maximum damage: 23 ---> 28
Minimum damage: 15 ---> 17.5


M1903 Experimental (.30-18 Auto) yes, it's effectively an SMG

Minimum damage: 13.5 ---> 15
Extended 4, 5, and 6 hit kill ranges.


Self Loading Rifles (Medic rifles)

SLRs are getting improvements to accuracy and range. The standing aimed accuracy of all SLRs has been improved, along with increases in damage dropoff ranges for most of their bullets. These changes push the effective range of SLRs slightly farther out to better differentiate them from LMGs. Spread increase per shot has also been halved for all SLRs.

This increases the range at which they can be effectively fired at max rate of fire and reduces the recovery time needed between shots to help SLRs keep up with the decreased time to kill of automatic weapons in this update. As a result, players will now be able to have more consistent hits while keeping a high rate of fire and be stronger challengers on long range.

ALL SLRs

-0.03 to standing ADS minimum spread.
Spread increase per shot (SIPS): 0.2 ---> 0.1.
Increased range for most SLR bullets.


RSC (8mm Lebel semi)

increased two hit kill range: 47m ---> 70m


SL1906, SL1916, Mondragon, General Liu (7.92x57 semi)

Damage dropoff start distance: +50%
Damage dropoff end distance: +50%


Autoloading 8 (.35)

increased 3 hit kill range: 47m ---> 70m


Autoloading 8 Extended (.25)

3 hit kill range: 17m ---> 20m
4 hit kill range: 27m ---> 30m


m1907 (.351SL)

3 hit kill range: 27m ---> 30m
4 hit kill range: 36m ---> 45m


Cei Rigotti (6.5 carcano)

3 hit kill range: 36m ---> 45m


Shotguns

We have made some changes to how shotgun pellets work to add more consistency to them by reducing how much randomness plays a part in shotgun dispersion.

All shotguns will now fire 12 pellets. The dispersion is now broken down into 12 sectors, 6 in an inner circle, and 6 in an outer ring. Each sector will contain 1 pellet. This ensures that all 12 pellets are more evenly spread over the dispersion cone, and prevents all of the pellets from bunching up in one area which could cause lucky one hit kills at longer distances, or could result in a complete miss.

To compensate for this change, we slightly tuned all shotguns so that they can keep similar damage and range with now 12 pellets for all.

12g Automatic

Pellet count: 11 ---> 12
Max damage: 8.4 ---> 7.7
Min Damage: 4.2 ---> 3.85

Sjögren

Pellet count: 13 ---> 12
Max damage: 8.4 ---> 9.1
Min Damage: 4.2 ---> 4.55


M97 Trench Gun

Pellet count: 15 ---> 12
Max damage: 8.4 ---> 10
Min Damage: 4.2 ---> 5


M97 Sweeper

Pellet count: 22 ---> 12
Max damage: 7.2 ---> 12.5
Min Damage: 2.4 ---> 4.2


Model 10, Model 1900, and Sawed Off

Pellet count: 20 ---> 12
Max damage: 8.4 ---> 12.56
Min Damage: 4.2 ---> 6.25
Who has fun, wins.

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Friday, September 1st 2017, 9:20pm

Are these changes gonna be finalized and put into the live game in time for the DLC drop?

Also unsure how I feel about a general TTK buff to be honest. I had gotten used to the lower one and kinda liked it.

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Friday, September 1st 2017, 9:25pm

Chauchat (8mm Lebel heavy)

Maximum damage: 35 ---> 38
Minimum damage: 23 ---> 28
Extended 3 hits kill range


BAR and Benet Mercie (.30-06 heavy)

Maximum damage: 23 ---> 26.5
Minimum damage: 19 ---> 23

RSC (8mm Lebel semi)

increased two hit kill range: 47m ---> 70m



Also this means the hout will no longer suck as much.
You have just read a Post by The World Champion and now feel smarter for doing so.
-------
Cham·pi·on
noun \ˈcham-pē-ən\

1 : Warrior, Fighter
2 : a militant advocate or defender <a champion of civil rights>
3 : one that does battle for another's rights or honor <God will raise me up a champion — Sir Walter Scott>
4 : a winner of first prize or first place in competition; also : one who shows marked superiority <The champion of the World>

This post has been edited 1 times, last edit by "The World Champion" (Sep 1st 2017, 9:36pm)


  • "BleedingUranium" started this thread

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Friday, September 1st 2017, 9:32pm

Are these changes gonna be finalized and put into the live game in time for the DLC drop?

Also unsure how I feel about a general TTK buff to be honest. I had gotten used to the lower one and kinda liked it.


On the 5th? No way. But if there's also a patch on the 19th for when it rolls out to everyone, then it seems likely it would go live there.

I believe it will still be slower than BF4, but give it a try and see how it feels.
Who has fun, wins.

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Friday, September 1st 2017, 9:34pm

The TTK is still higher than that of Battlefield 4, even with these changes. Talking of the standard maximum damage automatic guns, Battlefield 3 has four-hit kill guns and has an average rate of fire of about 800 rounds per minute. Battlefield 4 initially had four-hit kill, but now five-hit kill, guns at an average rate of fire of about 750 rounds per minute. Battlefield currently has five-hit kill, may eventually be four-hit kill, guns at an average rate of fire of like 500-550 rounds per minute.



Personally, I like most of these changes! There seems to be no word for the Scout rifles, aside from the M1903 Experimental. Which I may point out, with it currently being arguably the most underpowered main-kit primary in the game, it is sure getting the smallest buff out of the confirmed buffs. It should have something along the lines of 30 maximum damage and 17.5 minimum damage. Otherwise, I'd imagine that the Russian 1895 Trench will get the same buffs as the RSC 1917, at the very least. I don't know about the other rifles. Will they be untouched? If anything could be buffed about them, I'd say probably messing with the multipliers, especially those on the arms, a bit more.

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Friday, September 1st 2017, 9:55pm

Eh, I guess. Some of them just seem a bit much though.

The RSC killing people in two body shots out to 70 meters is gonna be insane and the Hellreigel is going to get even more annoying.

And while it makes me very happy to see a Huot/Lewis buff the recoil changes make me wonder why I would use them over the Benet now.

And I'm not looking forward to the BAR changes.

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Friday, September 1st 2017, 10:01pm

This should make things fun.

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Friday, September 1st 2017, 10:10pm

RSC, 1907, BM stronk now 8| :D

Nice to see some distinction made between 1907 and auto .25 in terms of damage performance too. 1907 was badly depricated vs auto .25

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Friday, September 1st 2017, 10:18pm

Cant wait to try the new huot. Hopefully its stil a death laser :3

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Friday, September 1st 2017, 10:42pm

On the 5th? No way. But if there's also a patch on the 19th for when it rolls out to everyone, then it seems likely it would go live there.


Never happened with TSNP.


And while it makes me very happy to see a Huot/Lewis buff the recoil changes make me wonder why I would use them over the Benet now.


I don't know why you'd previously use them over the BM. But I am interested to see how reliable the 20 min damage will be for a 5 shot kill at range. BAR will become a God gun as this will somewhat also help its small mag issues.

But the Hellriegal is getting the buff Marbleduck (probably rightly) did NOT recommend.