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

  • "BleedingUranium" started this thread

Posts: 3,440

Date of registration
: Mar 19th 2014

Platform: Xbox One

Location: Canada

Battlelog:

Reputation modifier: 15

  • Send private message

31

Sunday, September 3rd 2017, 3:15am

Such an attitude is ironic when the golden rule behind the original TTK shift concept was that SMGs, SLRs, and LMGs must retain the same relationship they have now. To say nothing of that questionable concept of where SLRs should fit in, which does not in any way mesh with the game's design. At minimum 50% of SLRs are intended for use below about 30m, and they were already worse than automatics at that range before the TTK shift.

Congratulations, you just made the Avtomat, M1907, Cei, and Rem 8 .25 Extended obsolete, while removing the all-range skill-cannon status of the RSC and Rem 8 .35. The changes also make the Liu and M1906 even more questionable, while the M1916's TTK is that much worse in the new meta... so I guess literally everyone will use the Mondragon.


An SLR RoF buff would naturally come with SIPS changes to match, keeping the current, newly-buffed very good SIPS, but any higher than current RoF (into the newly added higher RoF zone) would demolish the rifle's accuracy. This lets SLRs stay competitive up close as they should, while not allowing them to use that RoF buff to absolutely dominate even more at mid-long range.
Who has fun, wins.

This post has been edited 1 times, last edit by "BleedingUranium" (Sep 3rd 2017, 3:22am)


Posts: 3,257

Date of registration
: Apr 26th 2013

Platform: PS4

Location: Arizona, USA

Reputation modifier: 15

  • Send private message

32

Sunday, September 3rd 2017, 4:08am

Yes, that's a fair observation to make. I did promote that SLRs should also receive RoF buffs to compensate previously, but the devs went with a different RoF buff that I wasn't expecting (since buffing min spread and SIPS is buffing effective RoF at longer distances which equates to higher DPS on target at longer ranges). And I appreciate their approach much more because I realized it does away with the AR meta.

What's wrong with giving mid range weapons better mid range performance at the expense of close range performance? I didn't say that the SLRs shouldn't get more mid range buffs, should they need them, just that the buffs they did get were really, really good for mid range. We come to the concept of raw DPS vs DPS on target. While SMGs and MGs got raw DPS buffs (which helps SMGs at closer ranges and MGs at closer and longer ranges), they did not get DPS on-target buffs meaning that they still have to contend with the same spread and Hrecoil values as before. SLRs did get a DPS on-target buffs which means they'll be more consistent than automatics even more.
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

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

No Slowdown Data

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


No Auto Rotation Data

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

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


  • "BleedingUranium" started this thread

Posts: 3,440

Date of registration
: Mar 19th 2014

Platform: Xbox One

Location: Canada

Battlelog:

Reputation modifier: 15

  • Send private message

33

Sunday, September 3rd 2017, 4:26am

The existing buffs were great for the M1916 and Mondragon, great for the Liu and M1906 until you realize that they're actually far less appealing than they were before, and only buffs half the effective range for the Rem 8 .35 and RSC. So only the long range half of SLRs.

The Avtomat, Rem 8 .25, M1907, and Cei are now significantly outclassed by every other weapon in their intended range; they were already a little inferior or at minimum much harder to use before, but now even just "viable" is a stretch. The Rem 8 .35 and RSC have also had a huge dent put in their all-range skill-cannon status.

So the question is, if not a RoF buff, how will these weapons be made viable in the new meta? This is the premise and question we're working with, so disagreeing with this premise amounts to saying the new SLR meta should stay broken.
Who has fun, wins.

Posts: 3,257

Date of registration
: Apr 26th 2013

Platform: PS4

Location: Arizona, USA

Reputation modifier: 15

  • Send private message

34

Sunday, September 3rd 2017, 4:41am

Less recoil could be a good candidate since recoil is just used a range cap anyway and spread values are fine. Maybe increase the default RDEC values instead.

A bump to velocity is also plausible since velocity is a necessary component for longer range shooting (okay it isn't an absolute necessity because one can learn the lead necessary to hit targets, but it definitely makes things easier).

Reload speeds could be improved, although I don't know how reload speeds are balanced to begin with regarding SLRs.
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

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

No Slowdown Data

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


No Auto Rotation Data

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

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


Posts: 287

Date of registration
: Jun 6th 2014

Platform: PS4

Battlelog:

Reputation modifier: 7

  • Send private message

35

Sunday, September 3rd 2017, 6:23am

Maybe it's just me but a lot of times it feels like the iron sights are the biggest problems with me shooting at range with the SLRs.

Iron sights in BF1 are so weird, the rear sights are waaaaaay too far apart and you gotta aim with the front post. I don't like it.

  • "BleedingUranium" started this thread

Posts: 3,440

Date of registration
: Mar 19th 2014

Platform: Xbox One

Location: Canada

Battlelog:

Reputation modifier: 15

  • Send private message

36

Sunday, September 3rd 2017, 7:00am

you gotta aim with the front post.


That's... exactly what a front sight is for? ?(

A gun's rear sight only exists to ensure you're looking at the front post from the correct angle, and since your soldier always does that in an FPS, the front post is all that actually matters.
Who has fun, wins.

Posts: 287

Date of registration
: Jun 6th 2014

Platform: PS4

Battlelog:

Reputation modifier: 7

  • Send private message

37

Sunday, September 3rd 2017, 8:52am

Yeah I know but the huge horizontal distance between the rear sights and the front post really bothers me and makes it hard to aim.

Posts: 106

Date of registration
: Nov 29th 2016

Platform: PS4

Location: Florida

Battlelog:

Reputation modifier: 3

  • Send private message

38

Sunday, September 3rd 2017, 9:05am

"The Avtomat, Rem 8 .25, M1907, and Cei are now significantly outclassed by every other weapon in their intended range; they were already a little inferior or at minimum much harder to use before, but now even just "viable" is a stretch."

@jslice20, this was all I was trying to say. Your smarmy response was unbecoming, please save that shit for Reddit.

Apparently you still don't get it. No amount of SIPS or recoil decrease is gonna make a 300rpm 3hk competitive with 6-700rpm 4hk in close range. Your blanket statements about medics being only for midrange are ridiculous; a quick glance at the 1907/Auto .25'S stats will show you these guns intended effective range, and it's well before SIPS comes into play.

Not all medics are interested in using scoped primaries, sitting back and taking potshots, padding their KD, never healing and rarely reviving. Some of us need a gun to take into the shit, support our team and help turn the tide of a battle. I'm definitely not asking for those guns to be more powerful than the assault/support options, only that they be at least somewhat competitive.

Posts: 127

Date of registration
: Dec 14th 2016

Platform: PS4

Location: UK

Battlelog:

Reputation modifier: 3

  • Send private message

39

Sunday, September 3rd 2017, 9:09am

I do also worry about the close range medic weapons now.

The Benet Mercie was the lowest DPS automatic weapon in close-quarters before, more or less on terms with the M1916. Now it's suddenly become a Fedorov Avtomat with shite hipfire but laser ADS accuracy. And that's the weakest LMG. What does that do for the Medic weapons?

  • "BleedingUranium" started this thread

Posts: 3,440

Date of registration
: Mar 19th 2014

Platform: Xbox One

Location: Canada

Battlelog:

Reputation modifier: 15

  • Send private message

40

Sunday, September 3rd 2017, 5:09pm

The M1909 being on par with the M1907 and Cei in CQB is both ridiculous and hilarious, in a bad way.
Who has fun, wins.