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

TheRadGamerDan

Hey! Could I get one of these title things?

(258)

Posts: 102

Date of registration
: Jul 8th 2014

Platform: PC

Location: Australia

Battlelog:

Reputation modifier: 7

  • Send private message

21

Sunday, October 15th 2017, 9:46am






Posts: 509

Date of registration
: Dec 24th 2011

Platform: PS3

Battlelog:

Reputation modifier: 10

  • Send private message

22

Sunday, October 15th 2017, 11:14am

There's going to be a spawn beacon in Incursions. So, it doesn't surprise me that it's coming to Battlefield 1's core experience. I just didn't know what form it'd come in, until meow.

Personally, I'd love to see Scout gaining more useful gadgets, but I don't think I want to see them with a mobile spawn point ever again. A hill at the back of the map is about the least useful place to put one of these things. I'd favor it for Medic or Support. Perhaps, some sort of "WW1 T-UGS" would be more fit, considering the flares are pretty much "WW1 motion Pokeballs." Jar of glowworms? Is Battlefield 1 too open and too mobile for a T-UGS sort of gadget? Or what about a pigeon MAV?

Every gun has to have an ironsight variant, this is a non-negotiable part of BF1 variant design, as it should be. Marksman and Sniper are so close that having both on one gun (especially if only those two) is a real waste of a variant anyway. No scope on the Arisaka and only scopes on the Carcano are both terrible ideas.

The Carcano is likely a free gun, so yeah, into SIR, that's half the point.


I see how both the Mosin-Nagant and Russian 1895 (bar Trench/Cavalry) are practically carbon copies of each other, aside from reload times. Due to both the Carcano and Type 38 firing a 6.5mm cartridge, albeit slightly different ones, I can imagine both of them will likely be very similar, as boring as that may sound. So, in terms of raw function, the Type 38 Infantry could be very similar to what a Scout-exclusive Carcano Infantry would be like. All speculation, really. Personally, less carbon copies, the better.

But the main point. The default filter should have Standard Issue Rifles as undecided, and as such, servers running any option wouldn't become "Custom" from that option alone (Custom servers generally just get buried). Also, official servers should have SIRs on, in addition to all other weapons, albeit faction-specific rifles. Though, the option to unlock all SIRs for all factions should be also be implemented if somebody wishes to do so with their rented server. People keep hounding DICE to give them the M1903 Infantry, but the M1903 already has three variants in the Scout class. If the M1903 gets another variant, then every other primary deserves another variant. As such, the best thing to do is to make the M1903 SIR, which is exactly a "raw" version of what the M1903 Infantry would be, more readily available. And as such, it does give the Carcano more excuse to have three variants for a "DLC gun" (still hoping it's free vanilla content).

Of course DICE could still go with a Carcano Infantry and a Carcano Marksman/Sniper (I'd prefer the Sniper variant if the rifle would end up being too similar to the Gewehr M.95, seeing as that's limited up to Marksman). I can assure at least one scoped Carcano, but not so much with the Type 38. The Type 38 Carbine and Type 44 Carbine both existed during WW1, and I'm sure DICE will add the former instead of a Marksman and Sniper variant of the rifle. But still, somehow, those SIRs, most specifically the M1903, need to be more readily available. And no, one faction-specific manual-action rifle for all classes doesn't invalidate Scout whatsoever when Scout currently has 23 (24 if you count Lawrence's SMLE MKIII) exclusive rifle variants, and more to come, that enjoy more customization.

This post has been edited 1 times, last edit by "CReaperDorian" (Oct 15th 2017, 12:25pm)


Posts: 287

Date of registration
: Jun 6th 2014

Platform: PS4

Battlelog:

Reputation modifier: 7

  • Send private message

23

Sunday, October 15th 2017, 1:27pm

I'd rather have the tanker/pilot weapons become all kit options before everyone gets a weak bolt action to share, tbh.

  • "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

24

Sunday, October 15th 2017, 4:29pm

The M1903 Infantry wouldn't be a new variant, it would be the alternate firemode for the Experimental, that's been the plan since before launch.

Wow, that's one enormous tripod!
Who has fun, wins.

Posts: 101

Date of registration
: Apr 4th 2014

Platform: PC

Battlelog:

Reputation modifier: 5

  • Send private message

25

Sunday, October 15th 2017, 4:56pm

#LeakGamerDan

I guess the Heliograph will function as a spawnbeacon?

This post has been edited 3 times, last edit by "DANNYonPC" (Oct 15th 2017, 5:07pm)


Posts: 509

Date of registration
: Dec 24th 2011

Platform: PS3

Battlelog:

Reputation modifier: 10

  • Send private message

26

Monday, October 16th 2017, 12:31am

That's the plan, Donneh. Incursions is already confirmed to have a spawn beacon. So, this has to be it.

The M1903 Infantry wouldn't be a new variant, it would be the alternate firemode for the Experimental, that's been the plan since before launch.

That makes sense. It seems like DICE really hasn't figured out how to work with two different primary ammo types, though. Which seems to be one of two reasons why the General Liu bolt-action mode was removed (along with premature animations for the mode). Which begs how such a versatile Infantry/Experimental gun would be balanced, if the Pedersen Device is ever brought up to par? Maybe 20 rounds for the Infantry mode and 40 rounds for the Experimental mode (one less full reload for each)?

Quoted

Wow, that's one enormous tripod!

All the better to Praise The Sun!

TheRadGamerDan

Hey! Could I get one of these title things?

(258)

Posts: 102

Date of registration
: Jul 8th 2014

Platform: PC

Location: Australia

Battlelog:

Reputation modifier: 7

  • Send private message

27

Monday, October 16th 2017, 6:19am

Forgot to post this last night, here's what the Martini Grenade Launcher looks like for those wondering


TheRadGamerDan

Hey! Could I get one of these title things?

(258)

Posts: 102

Date of registration
: Jul 8th 2014

Platform: PC

Location: Australia

Battlelog:

Reputation modifier: 7

  • Send private message

28

Monday, October 16th 2017, 7:02am

Rest of the weapon renders are up










Posts: 3,257

Date of registration
: Apr 26th 2013

Platform: PS4

Location: Arizona, USA

Reputation modifier: 15

  • Send private message

29

Monday, October 16th 2017, 8:26am

So you got all this shiz by inputting mesh data from the CTE game files?

What.
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


TheRadGamerDan

Hey! Could I get one of these title things?

(258)

Posts: 102

Date of registration
: Jul 8th 2014

Platform: PC

Location: Australia

Battlelog:

Reputation modifier: 7

  • Send private message

30

Monday, October 16th 2017, 8:51am

Something along the lines of the new elite class, internally named Infiltrator