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

Posts: 1,211

Date of registration
: Dec 7th 2011

Platform: PC

Battlelog:

Reputation modifier: 11

  • Send private message

31

Saturday, November 11th 2017, 9:11pm

Are the TTK changes in the current CTE build?


No - the new weapons are balanced around the old TTK right now. A rebalance appears postponed according to both Demize and RandomDeviation, but not dead either.


That's what they told us would be the case - as well as the fact we'd see the new Destroyer - but I found the LMGs certainly followed the new TTK balance when I played on Monday & Tuesday this week.

Semi-blind testing, perhaps.

Or just DICE style quality assurance. They seem to have little idea of exactly what goes into their patches sometimes. so it wouldn't surprise me if some weapons ended up with the experimental TTK stats by mistake.
bob

Posts: 1,888

Date of registration
: Jan 12th 2014

Platform: PC

Battlelog:

Reputation modifier: 13

  • Send private message

32

Sunday, November 12th 2017, 6:33pm

Are the TTK changes in the current CTE build?


No - the new weapons are balanced around the old TTK right now. A rebalance appears postponed according to both Demize and RandomDeviation, but not dead either.


That's what they told us would be the case - as well as the fact we'd see the new Destroyer - but I found the LMGs certainly followed the new TTK balance when I played on Monday & Tuesday this week.

Semi-blind testing, perhaps.

Or just DICE style quality assurance. They seem to have little idea of exactly what goes into their patches sometimes. so it wouldn't surprise me if some weapons ended up with the experimental TTK stats by mistake.


You mean like the tank glancing angle changes that were snuck in with the Nov patch that basically makes the landship impossible to destroy with most tank guns and the RG frontally because nearly everything bounces for 2 dmg?

Posts: 3,257

Date of registration
: Apr 26th 2013

Platform: PS4

Location: Arizona, USA

Reputation modifier: 15

  • Send private message

33

Sunday, November 12th 2017, 6:48pm

"...snuck in..."?

Right, like the excessive ricochet thing is intentional.
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: 1,888

Date of registration
: Jan 12th 2014

Platform: PC

Battlelog:

Reputation modifier: 13

  • Send private message

34

Sunday, November 12th 2017, 10:25pm

"...snuck in..."?

Right, like the excessive ricochet thing is intentional.


Never said it was, was replying to the: "Or just DICE style quality assurance. They seem to have little idea of exactly what goes into their patches sometimes."

Clearly a QA failure. There was no good reason those numbers even needed to be looked at, AFAIK there are no slated vehicle changes.

Posts: 3,257

Date of registration
: Apr 26th 2013

Platform: PS4

Location: Arizona, USA

Reputation modifier: 15

  • Send private message

35

Sunday, November 12th 2017, 11:50pm

All these bugs that happen aren't because of intentionally changed values. The coding is just a bitch and always has been for Frostbite games. They make a change here and somehow it affects another thing there. Even if QA knows about stuff like this even before they release the patch, it's still going to take a long ass time figuring out how X causes Y to fuck up when X isn't even connected to Y in a game mechanic sense.
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: 1,888

Date of registration
: Jan 12th 2014

Platform: PC

Battlelog:

Reputation modifier: 13

  • Send private message

36

Monday, November 13th 2017, 12:17am

All these bugs that happen aren't because of intentionally changed values. The coding is just a bitch and always has been for Frostbite games. They make a change here and somehow it affects another thing there. Even if QA knows about stuff like this even before they release the patch, it's still going to take a long ass time figuring out how X causes Y to fuck up when X isn't even connected to Y in a game mechanic sense.


No professionally written code should do that. If it does, that's frankly embarrassing as all fucking hell.

NoctyrneSAGA

PvF 2017 Champion

(9,607)

Posts: 6,968

Date of registration
: Apr 3rd 2012

Platform: PC

Battlelog:

Reputation modifier: 19

  • Send private message

37

Monday, November 13th 2017, 1:19am

Indeed.

Players are speculating something happened with the patch note that said something like "Fixed uncharacteristically loud impacts against vehicles."

Given that there are no tanks on the Turning Tides maps on the CTE, I am not surprised that this bug wasn't caught during CTE play sessions.

Esepcially since the session-based CTE has such targeted testing. It's really easy to miss things outside the scope of what the session is looking for feedback on.
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™.

Posts: 106

Date of registration
: Nov 29th 2016

Platform: PS4

Location: Florida

Battlelog:

Reputation modifier: 3

  • Send private message

38

Monday, November 13th 2017, 11:30am

Didn't they test the patch on a mixed map conquest server? I could swear that's what happened. If so, there's no excuse for this bug getting out.

I'm a big DICE/BF1 fanboy, but this IS getting a bit ridiculous.

Posts: 242

Date of registration
: Oct 30th 2014

Platform: PC

Battlelog:

Reputation modifier: 6

  • Send private message

39

Tuesday, November 14th 2017, 12:06am

SLR overall even in Live are worse than the SMGs , Shotguns and Sniper Rifles and LMGs. With the release of Russians dlc it really changed the meta of the game, leaving the Medic class being okay at everything but not really exceeding at anything.

Posts: 716

Date of registration
: Sep 19th 2012

Platform: PS3

Location: Virginia, USA

Battlelog:

Reputation modifier: 8

  • Send private message

40

Thursday, November 16th 2017, 5:12pm

Are the TTK changes in the current CTE build?


No - the new weapons are balanced around the old TTK right now. A rebalance appears postponed according to both Demize and RandomDeviation, but not dead either.


That's what they told us would be the case - as well as the fact we'd see the new Destroyer - but I found the LMGs certainly followed the new TTK balance when I played on Monday & Tuesday this week.

Semi-blind testing, perhaps.

Or just DICE style quality assurance. They seem to have little idea of exactly what goes into their patches sometimes. so it wouldn't surprise me if some weapons ended up with the experimental TTK stats by mistake.


You mean like the tank glancing angle changes that were snuck in with the Nov patch that basically makes the landship impossible to destroy with most tank guns and the RG frontally because nearly everything bounces for 2 dmg?


SO THAT'S WHAT THAT IS! I've been meaning to ask about it...