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## CTE Battlefield Roots Initiative

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: 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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### My "Contributions"

Posts: 2,013

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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