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Posts: 294

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: Jun 9th 2012

Platform: PC

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41

Thursday, February 16th 2017, 1:23am

I don't know if anyone has noticed, but even before patch the gun sway of 1.25x and 2.0x magnification for any sight is lower than the rest of the sight/scopes. I was hoping that somebody at DICE would have noticed it and fixed this bug (I don't know if this is intentional, but I do not see the reason for that to be the case). But it was not fixed.
Proof:
1.25x
http://bfdata.juhala.io/#BF1_6_WinterUpd…/1_25xZoom.dice
SwayPitchMagnitude 0.001875
SwayYawMagnitude 0.0025
same for 2.0x
http://bfdata.juhala.io/#BF1_6_WinterUpd…s/2_0xZoom.dice

any other sight
http://bfdata.juhala.io/#BF1_6_WinterUpd…s/1_0xZoom.dice
SwayPitchMagnitude 0.0025
SwayYawMagnitude 0.005

I did confirm this behavior in game. Using a 2.0x sight for long range is better than a 2.5x due to less sway. And it is very noticeable for long range SLR shots due to they having no steady sight function.

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: Feb 16th 2017

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42

Thursday, February 16th 2017, 4:12am

So,Trench or Storm? which one did DICE really wanna nerf?

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: Apr 26th 2013

Platform: PS4

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43

Thursday, February 16th 2017, 5:00am

Storm. 'Trench' in the official patch notes was a typo.
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

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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

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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

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 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


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44

Thursday, February 16th 2017, 8:23am

I don't know if anyone has noticed, but even before patch the gun sway of 1.25x and 2.0x magnification for any sight is lower than the rest of the sight/scopes. I was hoping that somebody at DICE would have noticed it and fixed this bug (I don't know if this is intentional, but I do not see the reason for that to be the case). But it was not fixed.

.....

I did confirm this behavior in game. Using a 2.0x sight for long range is better than a 2.5x due to less sway. And it is very noticeable for long range SLR shots due to they having no steady sight function.

That's another plus for the newly-"Optical" 1906 and minus for the Auto-8 .35 Marksman, because you cannot get the Marksman scope to lower than 2.5x, while you can get either 1.25x and 2x with Iron Sights.

For that matter, CR-23... I mean ACE-Rigotti... well you know, that n00b weapon... Optical, 2x, Dot Ret, Select Fire. Sounds pretty good for a scrub like me.... 8)

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45

Thursday, February 16th 2017, 9:57am

lol the ACE Rigotti factory is actually my best SLR where I get almost 1KpM, and I dont play medic on shotgonne forest, where you can get much higher KpM.

I still wonder if Dice knows that though.

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46

Thursday, February 16th 2017, 11:00am


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47

Thursday, February 16th 2017, 4:21pm

''so now you can start firing at targets that are much farther away''.

Balance issue intensifying.
RIP Sraw

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48

Thursday, February 16th 2017, 4:31pm

Honestly you could already do that, you just had to hold the zoom button down.

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49

Thursday, February 16th 2017, 5:26pm

Honestly you could already do that, you just had to hold the zoom button down.

i actually had the opposite problem, i use hold down zoom but it was fixed to click to zoom
"I'm just a loot whore."


stuff mostly unrelated to BF4 that interests nobody



bf4
on 13/05/2016
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rush mode score RANK:2794 TOP:2% OUT OF:215398
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bf3
31/3/2012 4:58:

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*= 6 if we not count the EOD BOT headshots

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50

Thursday, February 16th 2017, 5:36pm

Honestly you could already do that, you just had to hold the zoom button down.

i actually had the opposite problem, i use hold down zoom but it was fixed to click to zoom


I noticed it was different for different vehicles. I use hold to zoom, but it was hold in fighters and click in tanks, click in bombers, hold on some gunners, click on others.....Man, control bindings in this game are a MESS.

They got much worse in the patch too (just keeping it ontopic) - gamepad/controller preset mappings have duplicate bindings (like accelerate and fire being on the same button, or brake and repair, etc) and to get around it you have to use custom bindings, but that same old bug from BF4 (and BF3 I think?) still exists where there are keybindings in the config file but they are not exposed in the menus, so some bindings have to be manually edited in the config - and you can't remove them or the game will re-create them, you have to overwrite the binding to an invalid key (255).

Oh, and if you make any bindings for a joystick, then the controller glitches out and makes movements that you didn't input. So, you can't use a flight stick at all if you want to use a controller ever. And controller is the ONLY way to make a horse run right since the controls on the horse are buggy. SO, no joystick support, still.

At least they supposedly fixed the bindings for the behemoth. There is no entry in the bindings table for it, so I guess it uses infantry bindings or something? Now if only they'd do that for the menus too. Tired of my scoreboard button changing depending on context.