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Gecko99

thank mr skeltal

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241

Monday, March 20th 2017, 11:56pm

does anyone know what the Hellriegel's defensive variant is?

I can venture an obvious guess: even MORE ammo with an even BIGGER magazine. Other than that, no idea. :v

Well the drum it had in real life DID have an 160 round capacity, I talked with a dev a while back though and he said that the drum it had in real life didn't look like it attached so the one it has is fictional and they were initially intending to give it a 20 round stick mag.
Autoloading 8 .25 extended user.

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242

Monday, March 20th 2017, 11:57pm

Yeah, I had not thought about this. Ah and also the drum magazine was indeed supposed to be used in prone fire. While the standard 20 magazine was standard SMG. Obviously the Hellriegel must have been very heavy with a drum.


The drum on the real one wasn't even properly mounted to the gun, you had to hold/rest it separately as only the flexible ammo feed tube connected it to the gun. Considering it was a prototype with very few made, and the only evidence we have is a half a dozen photographs, it seems perfectly reasonable to me that DICE modified it a little into what could be considered a production version of the gun.
Who has fun, wins.

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243

Tuesday, March 21st 2017, 12:10am

Okay let's branch off this then: the Storm variant we have now holds 60 rounds with a total of 2 magazines for a, duh, 120 total rounds. The max capacity can theoretically be 160, so perhaps the Defensive variant is a 120-160 capacity Hellriegel with no additional reserve ammo and a bipod with reduction to accuracy (increased spread and Hrecoil).
To Aim Assist or not to Aim Assist, that is the question.

Nope. Aim Assist or bust; here's why:

Default Aim Assist Data

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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


Oscar

Sona tank jungle

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Posts: 7,815

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: May 30th 2012

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244

Tuesday, March 21st 2017, 12:22am

Whatever it is, it's a new and unique variant, so it's some combo we've never seen before. It could be Suppressive without optics (Bipod, more ammo). The 20-round stick mag is a nice thought, but would require new models and animations. Seeing as the drum is actually supposed to hold 160 rounds, they can easily give it well, any other amount up to that and handwave it.

Regardless of what exactly it is, I'm happy they've found something more interesting than Trench/Factory/Storm (rather similar), and the other three new weapons sound amazing, especially the Luger Sniper and Huot Optical. The Luger is definitely going to be my go-to ranged Medic weapon, opposite the Rem 8 .35 Factory for closer and more aggressive work.

Sorry for double post, phone sux.

I believe Ribeyrolles is actually the "bipod no optics" for Assault and the variant is called "Carbine". Source: got skin for Ribeyrolles, it read "Ribeyrolles 1918, Carbine". Haven't looked at the numbers but I'm sure the gun doesn't have the faster recovery Factory variants have (which technically further supports my claim that the bipod+no optic package for assault is a "Carbine" variant").

I mean it's probably nothing more than pure conjecture but oh well.
@Jslice20

Live: 150 blast

0.8-1.1 angle multiplier 120-175, 12-18% rounded

CTE: 150*1.16= 175.0(...)~

This becomes 140-192.5 or 14-19, rounded
Bro of Legion, the lurker ninja mod | Tesla FTW | RNG is evil.

Quoted from "MsMuchLove"

I find majority of the complaints I hear about this game somehow never appear in my games.

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245

Tuesday, March 21st 2017, 12:29am

Okay, I'll take your word for it. I'm just happy we're getting a damage increase of some sort and it could possibly be even better once numbers are fully tweaked.

Edit: Actually, hold the phone. A 1.1x, 90 damage multiplier isn't known and the same goes for 0.8x, X unless you know something I don't. It could be 0.77x - 0.83x or 1.1x - 1.16x for all we know. In which case we have a potential 11.55 - 12.45 min damage reading since these options and everything in between round to 12 and 16.5 - 17.4 max damage readings since these options and everything in between round to 17 (which is the only number a critical hit displays as far as I know).

11.55 1.167 = 13.50 (rounded)
12.45 1.167 = 14.53 (rounded)

16.5 1.167 = 19.30 (rounded)
17.4 1.167 = 20.31 (rounded)

Therefore, 14-19 or 15-20. But like I said, a very minor difference in either case. I'm curious though, are those actually the true angle multiplier ranges or just your own estimations?
To Aim Assist or not to Aim Assist, that is the question.

Nope. Aim Assist or bust; here's why:

Default Aim Assist Data

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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

This post has been edited 1 times, last edit by "JSLICE20" (Mar 21st 2017, 1:11am)


Oscar

Sona tank jungle

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246

Tuesday, March 21st 2017, 1:46am

You already did your own testing. I concluded that the multipliers are around that region (well specifically 0.8 min 1.1 max) through my own testing and in-game observations over 350 hours.

Same for plane health. Many people don't know the damage multipliers which for planes are incredibly easy (literally just requires an empty servers and arithmetic skills) to figure out.

Like for instance the Fighter, like all other vehicles, has 1000 HP. Through in game experience I deduced that the bullet multiplier is 1.0x as shots from my sniper rifles with sweet spot mechanic (excluding MH) dealt 8-10 on a consistent basis. Or stuff like most recently a RSC1917 shot dealing 5%.
I further confirmed this by going onto an empty server, landing a plane, making sure it was fully repaired and then shooting at it with the Pieper Revolver Carbine which has 40 max dmg (a nice and round number).

It took me 25 rounds, point blank, to destroy the plane. 25x40 is 1000.

Attack Planes took 34 shots

Bombers took 80 shots

Tank testing was done after you did your own research and the person I was testing with managed to get consistent 12% damage shots with the rocket gun. After multiple shots, the damage wasn't rounding up and 8 shots brought the tank to 4%. 96/8= 12.

Same procedure for maxdmg.

Of course if anyone can confirm or deny this with numbers and not in-game testing it would be great, but right now that's all I've got.
Bro of Legion, the lurker ninja mod | Tesla FTW | RNG is evil.

Quoted from "MsMuchLove"

I find majority of the complaints I hear about this game somehow never appear in my games.

Legion

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247

Tuesday, March 21st 2017, 2:08am

@JSLICE20
Click this
I might have to make a post with all the vehicle stats for reference at some point. Some of this stuff is a bit weird and I'm trying to figure it out but it's consistent with gameplay results.
Bro of Oscar, the gentleman ninja
Rules. Read them, follow them.

Quoted

[22:09:20] Failure117: Legion: Tank Expert and Pokemon Afficianado

[16:21:16] Oscar Perez Lijo: In soviet russia legion is top poster

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248

Tuesday, March 21st 2017, 2:12am

So far I've seen anything from 13-17 damage for hits with the Rocket Gun against heavy armor. Specifically: 13, 14, 15, 16, and finally 17. So I was incorrect in thinking that 21 damage was capable. 17 is the max damage as indicated by the max damage hitmarker which I have set to the color blue. The default damage of the Rocket Gun is 150 (15; or with other values divided by 10 for the UI's representation) which has been very consistent as the 45.X-59.X angle in past Battlefield titles. I would postulate that it's safe to assume this angle provides a 1.00x damage multiplier in BF1 as well.

150 damage and a 1.00x multiplier is our base. Starting with ~130, the multiplier could be anywhere from 0.84x - 0.89x, ~140 from 0.9x - 0.96x, ~160 from 1.04x - 1.09x, and ~170 from 1.1x - 1.6x. All are assuming the decimal is limited to tenths and not hundredths.

^Yeah, this here wasn't research haha. It was me playing Conquest and hunting down heavy armor and gathering the various damages inflicted at different angles, not all in one life or one game mind you. I didn't come across 12 at that time, but I have since then. Alright, your testing and observations are good enough for me though. So a 0.8x - 1.1x appears to be the case then. That's excellent to know. Thanks man.
To Aim Assist or not to Aim Assist, that is the question.

Nope. Aim Assist or bust; here's why:

Default Aim Assist Data

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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: 1,738

Date of registration
: Jan 12th 2014

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Tuesday, March 21st 2017, 2:12am

@JSLICE20
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I might have to make a post with all the vehicle stats for reference at some point. Some of this stuff is a bit weird and I'm trying to figure it out but it's consistent with gameplay results.
Were ricochets always pegged at < 20 deg?

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Tuesday, March 21st 2017, 2:30am

@JSLICE20
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I might have to make a post with all the vehicle stats for reference at some point. Some of this stuff is a bit weird and I'm trying to figure it out but it's consistent with gameplay results.
Were ricochets always pegged at < 20 deg?

I saw some references in Alpha files to ricochets starting around 15 deg, but the angle damage files don't seem to include ricochets in the alpha and beta builds we had access to. Seems like it was already 20 deg by the time the Origin Access was available.
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