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21

Wednesday, February 22nd 2017, 5:03pm

, it doesn't come near matching Model 8 in killing potential, a

you mean the .25? because killing potential refers to amount of kills per mag.
"I'm just a loot whore."


stuff mostly unrelated to BF4 that interests nobody



bf4
on 13/05/2016
23rd M320FB user on pc(13/05/16)
rush mode score RANK:2794 TOP:2% OUT OF:215398
obliteration mode scoreRANK:994 TOP:1% OUT OF:159466
handgun medals RANK:2236 TOP:2% OUT OF:143874
longest headshot RANK:9512 TOP:4% OUT OF:257589
recon score RANK:10871 TOP:4% OUT OF:274899
general score per minute RANK:10016 TOP:4% OUT OF:294774

bf3
31/3/2012 4:58:

Headshot distance RANK:493* TOP:0%
Revives per assault minute RANK: 6019 TOP: 3%
Headshots / kill percentage RANK:25947 TOP:13%
MVP ribbons RANK:18824 TOP:11%

*= 6 if we not count the EOD BOT headshots

@kataklism

ARGUMENT DESTROYED 100

ENEMY KILLED [REASON] JSLICE20 100


WRITING SPREE STOPPED 500

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22

Wednesday, February 22nd 2017, 6:00pm

I also believe that probabilistically it is easier to land two shots in a row rather than three, despite increased recoil of the 2HK variant vs other SLR. I don't have a working hitrater and thus do not have the associated data. However, for the sake of simplicity, let's compare a 2HK with a 3HK rifle with the same exact TTK. Furthermore, let's assume that both have the capacity to kill 3 opponents before reloading (6 and 9 rounds respectively). One final assumption we have to make is that we achieve the same hit rate n. As long as n<1, it will always be easier to achieve maximum efficiency with the 2HK rifle. Now for the math:

Let's assume n=50% (you hit half your shots). For the 2HK weapon, your probability of 3 kills in 6 bullets is 0.5^6=1.56%. For the 3HK weapon, the probability is 0.5^9=0.2%. I will run a more complex simulation for expected number of kills when not on mobile, but this result holds for any value of n. In this example, the 2HK rifle is an order of magnitude more efficient.

EDIT: I ran a simulation one million times: 10 round 3BK and 6 round 2BK. Above 25% accuracy, having that 10th bullet outweighs the probabilistic gain of only 2BK. The difference is minor (0.12 kills per magazine or 7.8% better at 60% accuracy down to equal kills per magazine at 25% accuracy). Below 25%, the 2HK rifle is slightly superior (10% improvement in expected kills at 20% accuracy). Bottom line is DICE did a fantastic job of choosing balanced capacities.

EDIT 2: Just because I can, I ran the same simulation for a 5 round 3BK. At 60% accuracy, your expected kills per capacity is only 0.68. For reference, the 10 round 3BK was 1.67 kills per capacity and the 6 round 2BK was 1.55 at the same accuracy.

EDIT 3: The threshold above which one can realistically expect to get 1 kill per reload with the Model 8 is 80% accuracy (0.95 kills per capacity). Skill cannon indeed.

EDITS 4-xx: Numbers from more refined simulations.

This post has been edited 12 times, last edit by "InterimAegis" (Feb 22nd 2017, 10:42pm)


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23

Monday, February 27th 2017, 6:55am




Can you make a chart for spread reset for different burst lengths?

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24

Monday, February 27th 2017, 7:47am

Can you make a chart for spread reset for different burst lengths?

You can get that from the Shoot-and-Recover Calculator.

#1 Find the row for the gun model you want to try.

#2 Enter the burst length you want to shoot.

#3 Column J will then show you the time in seconds that you have to wait to recover all Spread Increase and thus return back to Base Spread.

Right now it is set to BTK @ 48m+, so max BTK for all the Medic rifles.

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25

Monday, February 27th 2017, 3:00pm

So between 1907 SL Trench and Factory at 7 round burst.
There is a 0,266666666 difference for spread to recover.
So why use Factory at all, when with the Trench you have better hipfire.

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26

Friday, March 3rd 2017, 8:44am

If I understand things correctly, the Factory's reason for being is a faster pacing of shots at medium-long range, due to recoil decrease.

C0llis

Up and down. Bounce all around

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27

Friday, March 3rd 2017, 12:03pm

If I understand things correctly, the Factory's reason for being is a faster pacing of shots at medium-long range, due to recoil decrease.
The primary reason for faster pacing on Factory variants is the faster _spread_ decrease, so you can make single shots/small bursts starting at minspread more often. The recoil decrease does help a bit too, as was made clear by the recently published formula for recoil decrease, but spread decrease is the main factor for most guns you would consider using at range.

Factory is also good for making fast transitions between targets because you can "start from zero" faster, so less spread accumulated from shooting at the first targets remains when engaging the second target.

Things people said

And reading Youtube comments still gives me Turbo Cancer.

It really is quite frustrating when Helen Keller sets up her LMG in the only doorway in/out of an area.

What kind of question is that? Since when is cheese ever a bad idea?

Hardline is a fun and sometimes silly Cops and Robbers sorta thing and I think that's great. Or it would be if it didn't suck.

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28

Friday, March 3rd 2017, 6:41pm

@Veritable Can you make a score list for the Assault weapons?

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29

Wednesday, March 8th 2017, 8:13pm


Changes: "Burst Length" is set to 50m Bullets To Kill, which is just under 2x of how I looked at BF4 guns. BF1 is apparently a longer-ranged game, and also I feel this setup creates a more "realistic" Burst Length that people will most likely be shooting with these guns. This results in the following....

3 rounds fired-then-recover: 8mm Mauser (Luger 1906, M1916, Mondragon)
4 rounds fired-then-recover: 6.5mm Carcano (Cei-Rigotti) and .35 Rem (Autoloading-8 .35)
5 rounds fired-then-recover: .351SL Win (M1907) and .25 Rem (Autoloading-8 .25)



Is this still the same ? In your google doc BF Shoot and Recover Calculator these are the standard bursts

1 round fired-then-recover: ADS Autoloading 8 .35 Marksman
2 rounds fired-then-recover: 8mm Mauser (Luger 1906, M1916, Mondragon, RSC 1917)
3 rounds fired-then-recover: 6.5mm Carcano (Cei-Rigotti) and .35 Rem (Autoloading-8 .35, .35 Marksman Hipfire)
4 rounds fired-then-recover: .351SL Win (M1907) and .25 Rem (Autoloading-8 .25)

  • "Veritable" started this thread

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30

Wednesday, March 8th 2017, 10:07pm

Is this still the same ?

For the Shoot-and-Recover Calculator, anyone can use it to change the criteria. So someone probably used it to figure out the "optimal click rate" (as in, no Spread Increase) of the Auto-8 .35 Marksman, which is indeed 300rpm.

I even see someone's tried out the CTE's 0.2 SIPS value for Factory. That's good! That's what the Calculator is for.