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CTE Battlefield Roots Initiative

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Posts: 3,292

Date of registration
: Apr 26th 2013

Platform: PS4

Location: Arizona, USA

Reputation modifier: 15

Monday, March 6th 2017, 12:18am

@BleedingUranium

I know, right? And get this. The BAR needs a minimum of 14.933s to do 1000 damage at 50m.

Here's how I determined that:

At 19 damage per shot 53 bullets are necessary to do that 1000 damage, and at 600 RPM and 20 bullets per mag the BAR expends 20 rounds in 2s. The long reload is 3.2s. At 820m/s, each bullet takes 0.061s to reach the target at 50m and with 53 bullets that leaves us with 3.233s overall. The time to expend all 53 rounds is 5.3s (the first 40 and remaining 13) with two long reloads needed at 6.4s.

Altogether, 2(2) + 3.2(2) + 1.3 + 3.233 = 14.933s; this is assuming no delays in between reloads and 100% accuracy. Bahahahahaha. XD If a fighter pilot remains in range for ~30s he should absolutely be shot down no problem. But then again, when do even decent pilots do this let alone aces?

For the hell of it, let's see how long it will take to shoot down an attack plane:

Allegedly, attack planes have a 0.25x resistance multiplier against projectiles. This means our 19 damage at 50m becomes 14.25 and now 71 bullets are necessary to do 1000 damage. This bumps our number of total magazines to 4; one initial mag and three extras with 11 rounds being necessary out of the 4th mag. Everything else still applies.

Altogether, 2(3) + 3.2(3) +1.1 + 4.331 = 21.031s

I could find out the TTK for the BAR against the bomber, but I feel that would be unnecessary.
To Aim Assist or not to Aim Assist, that is the question.

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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" (Mar 6th 2017, 1:03am) Salt Miner Posts: 3,663 Date of registration : Mar 19th 2014 Platform: Xbox One Location: Canada Battlelog: Reputation modifier: 16 Monday, March 6th 2017, 1:13am Who Enjoys, Wins PvF 2017 Champion Posts: 7,276 Date of registration : Apr 3rd 2012 Platform: PC Battlelog: Reputation modifier: 19 Monday, March 6th 2017, 3:02am You should know better than to expect anything from Reddit. BF4 CTE subreddit was pretty much as bad as Battlelog. I do not see how anyone could have thought BF1 CTE was going to be different. Data Browser Passive Spotting is the future! "Skill" may indeed be the most magical of words. Chant it well enough and any desire can be yours. Are you a scrub? Quoted from "blahdy" If it flies, it dies™. Salt Miner Posts: 3,663 Date of registration : Mar 19th 2014 Platform: Xbox One Location: Canada Battlelog: Reputation modifier: 16 Monday, March 6th 2017, 3:30am Quoted from "NoctyrneSAGA" You should know better than to expect anything from Reddit. BF4 CTE subreddit was pretty much as bad as Battlelog. I do not see how anyone could have thought BF1 CTE was going to be different. It's usually more good than bad, and regardless, I think it's important to not let them form complete circlejerks on these sorts of topics. Who Enjoys, Wins Posts: 2,015 Date of registration : Jan 12th 2014 Platform: PC Battlelog: Reputation modifier: 14 Monday, March 6th 2017, 4:10am 15 seconds to kill a tank is long? Most people aren't doing more than 1 kpm, total. TTK against the heavy armor tanks is slow for averything but the TH landship. It is slow because the tanks are slow as fuck. Faster (solo) TTK would mean tanks die instantly and without any recourse as soon as anyone started firing at them. Dumb. Can't get a title Posts: 1,531 Date of registration : Dec 23rd 2013 Platform: Xbox One Location: The Land of Multitudinous Kangaroos Reputation modifier: 13 Monday, March 6th 2017, 4:50am To be perfectly honest, I actually agree with most of LC's points. Well, except about the gunplay, obviously. Increasing recoil doesn't change anything meaningful about skill, it simply increases the skill floor without changing anything about the skill ceiling. And being able to use a weapon outside of its effective range? That's not called skill, that's called bad game balance. something something Model 8 bestgun How to ice an A-91 Quoted from "Pastafarianism" 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...) Quoted from "Veritable" Quoted from "Pastafarianism" 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. Quoted from "Pastafarianism" 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. Quoted from "Zer0Cod3x" 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. Quoted from "Pastafarianism" I... I... *cries in a corner* Quoted from "Veritable" 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 Quoted from "Pastafarianism" @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. Posts: 3,292 Date of registration : Apr 26th 2013 Platform: PS4 Location: Arizona, USA Reputation modifier: 15 Monday, March 6th 2017, 4:53am "Most people aren't doing more than 1 kpm, total." Yeah, because KPM is such a useful measurement for anything. To Aim Assist or not to Aim Assist, that is the question. Nope. 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Posts: 2,015

Date of registration
: Jan 12th 2014

Platform: PC

Battlelog:

Reputation modifier: 14

Monday, March 6th 2017, 5:14am

Quoted from "JSLICE20"

"Most people aren't doing more than 1 kpm, total."

Yeah, because KPM is such a useful measurement for anything.
It's actually a very useful metric. Just not a direct measurement of anything.

If, on average due to fire, cover, movement and healing, players are only killing infantry roughly once per minute. Why firing, moving, etc to net a hugely scoring tank kill "absurd"? 15s is not a huge amount of time for the toaster to escape unless it has cover within a few meters.

You guys keep throwing around things that don't mean anything either. There is zero context by you can judge if 15s is or isn't long to kill a tank. There is no context.

It's equivalent to throwing down a number and going, "OOOOOOOH SNAP!"

Posts: 75

Date of registration
: Sep 17th 2013

Platform: Xbox One

Location: Richmond, VA

Battlelog:

Reputation modifier: 6

Monday, March 6th 2017, 6:03am

@tankmayvin
You seriously just sound like a tank player who doesn't want his position challenged. Tanks may not have 360 rotation now and are therefore "weak" but AT damage against them is pathetic. Not to mention it's never "you v. tank" but "you v. tank + the 3 guys that just spawned on it". Tanks are way to strong as is and if the only counter is everyone go assault or our tank + assault there's a problem.

Posts: 3,292

Date of registration
: Apr 26th 2013

Platform: PS4

Location: Arizona, USA

Reputation modifier: 15

Monday, March 6th 2017, 7:03am

I actually took the time to watch MOST of the video. Once he began complaining commenting about how skilled players now can't use every weapon outside of its effective range and the oh-so-anticipated remarks on Suppression I wanted to claw my eyes out. "Random bullet deviation," hmmm now where have I heard this...oh that's right. xfaptor. What a coincidence. Plus he failed to provide any specific examples about which guns or class of guns he felt were affected the most. You know what is super funny and ironic? He called out Battlefront for being uber casual, which it was, but didn't identify or chose not to identify one of the reasons why: no bullet laser deviation. Gee wiz, who woulda thunk?

Anyway, the frag grenade timer could use a bit of tweaking. I thought it was cool when I first played, but now it's just obnoxious. Or maybe adjust the outer blast radius to 5.0m instead of 7.0m. While one can survive a grenade with 88+ health while prone, if you aren't a Medic with heals or a Medic with heals isn't nearby you'll probably get killed when the guy who tossed the nade charges right for you.

Bayonet charging is a legitimate mechanic as a whole, but some aspects about it are clearly broken and are continually exploited. Being able to enter the charge literally as soon as your soldier engages in sprint (which I think is a velocity of 3.4m/s) is pretty dumb. Same as the tight turn radius; that shit needs to be widened. 90° pinpoint turns are even possible on console which is beyond me.
To Aim Assist or not to Aim Assist, that is the question.

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