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  • "JSLICE20" started this thread

Posts: 3,162

Date of registration
: Apr 26th 2013

Platform: PS4

Location: Arizona, USA

Reputation modifier: 14

  • Send private message

1

Monday, March 20th 2017, 3:53am

Gadget, Stationary, and Vehicle Weaponry Stats (Pre-Official)

At the request of a new member in this thread, I've taken it upon myself to find and list the damage, reload, and ballistics of the various gadgets, stationary emplacements, and vehicle armaments. This will be a work in progress beginning with the gadgets:

All info is derived from the 'Gadgets' section of the Data Browser, naturally as I am just a regular guy and not an expert there may be some incorrect values so be wary of potential mistakes.

Also note that these damage values will not be consistent with vehicles as they have various armor multipliers and various angle damage multipliers that are only known amongst DICE members and a few of our experts here on Symthic. However, damage *tends* to remain consistent against infantry.

Medic Gadgets

  • Medic:

Standard across all Rifle Grenade types -

Reload = 1.4s
Rate of Fire = 42 (special thanks to CReaperDorian)
Velocity = 45m/s
Gravity = 9.81m/s^2

Rifle Grenade Frag -

Blast Damage = 100
Inner Radius = 1.67m
Radius = 5m

Rifle Grenade HE -

Blast Damage = 40
Inner Radius = 2m
Radius = 6m

Assault Gadgets

  • Assault:

AT Grenade -

Reload = 0.7s
Velocity = 18m/s
Gravity = 9.81m/s^2
Blast Damage = 100
Inner Radius = 1.5m
Radius = 6m

AT Mine -

Blast Damage = 200
Inner Radius = 2.56m
Radius = 3m

Rocket Gun -

Reload = 3.15s
Velocity = 140m/s
Gravity = 7m/s^2
Drag = 0.006
Damage = 150
Blast Damage = 65
Inner Radius = 2m
Radius = 5m

Dynamite -

Reload = while there is definitely a delay before you can throw the next stick, I couldn't find the value
Velocity = 10m/s
Blast Damage = 100
Inner Radius = 1.28m
Radius = 6.4m

Support/ Scout Gadgets

  • Support:

Standard across all Mortar types -

Auto-replenish Delay = 45s
Reload = I couldn't find the time to load another shell
Velocity = 50m/s
Gravity = 45m/s^2

Airburst Mortar -

Damage = 40
Blast Damage = 65
Inner Radius = 2m
Radius = 7m

HE Mortar -

Damage = 80
Blast Damage = 60
Inner Radius = 2.4m
Radius = 5m

Trip Wire Bomb (for Support and Scout) -

HE -

Blast Damage = 80
Inner Radius = 3m
Radius = 6m

Incendiary -

Damage per Second = 15
Radius = 2.2m
Duration = 7.2s

Gas -

Damage per Second = 15
Radius = 5m
Duration =15s

Limpet Mine -

Velocity = 8m/s
Blast Damage = 150
Inner Radius = 2m
Radius = 4m

Crossbow -

Auto-replenish Delay = 25s
Reload = 2.5s
Rate of Fire = 24 (special thanks to CReaperDorian)
Velocity = 34m/s (special thanks to CReaperDorian)

*See Rifle Grenade, HE and Frag, for damage and ballistics

  • Scout:

K Bullet -

Gravity = 12m/s^2
Drag = 0.0025
Damage Start = 45
Damage End = 30
Drop Off Start = 100m
Drop Off End = 150m
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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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

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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

This post has been edited 5 times, last edit by "JSLICE20" (May 3rd 2017, 4:57am) with the following reason: Updated to Spring Patch.


  • "JSLICE20" started this thread

Posts: 3,162

Date of registration
: Apr 26th 2013

Platform: PS4

Location: Arizona, USA

Reputation modifier: 14

  • Send private message

2

Monday, March 20th 2017, 3:53am

Stationary Emplacements:

All info is derived from the 'Weapon Data' section of the 'Vehicles' tab of tbe Data Browser.

AA

Anti-Air -

Reload (Overheat Recharge) = 3.6s
Velocity = 267m/s
Gravity = 0m/s^2
Drag = 0
Start Damage = 75
End Damage = 30
Drop Off Start = 175m
Drop Off End = 300m
Blast Damage = 100
Inner Radius = 6m
Radius = 12m
Time to Live = 1.25s

Field Gun

Field Gun -

Reload = 4s
Velocity = 225m/s
Gravity = 9.81m/s^2
Drag = 0.006
Damage = 270
Blast Damage = 120
Inner Radius = 1m
Radius = 5m

Fortress Turret

Consistent across both Fortress Turret types -

Reload = 4.75s
Gravity = 9.81m/s^2
Damage = 100
Blast Damage = 60
Inner Radius = 2m
Radius = 6m

Fortress Turret (Coastal) -

Velocity = 200m/s
Drag = 0

Fortress Turret (Normal) -

Velocity = 150m/s
Drag = 0.006

HMG

HMG (Shielded and non-Shielded) -

Reload (Overheat Recharge) = 3s
Velocity = 740m/s
Gravity = 0m/s^2
Drag = 0.0025
Start Damage = 40
End Damage = 21
Drop Off Start = 20
Drop Off End = 50
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

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    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

This post has been edited 3 times, last edit by "JSLICE20" (May 3rd 2017, 5:14am) with the following reason: Updated to Spring Patch.


  • "JSLICE20" started this thread

Posts: 3,162

Date of registration
: Apr 26th 2013

Platform: PS4

Location: Arizona, USA

Reputation modifier: 14

  • Send private message

3

Monday, March 20th 2017, 8:31am

Tanks:

All info is derived from each vehicle type and its corresponding tab in the Data Browser. See the link above for reference.

A7V


Consistent with HE and AT Shells -

Reload = 3s
Velocity = 222m/s
Gravity = 9.81m/s^2

57mm HE -

Drag = 0.006
Damage = 180
Blast Damage = 112
Inner Radius = 1.75m
Radius = 5m

57mm AT -

Drag = 0.005
Damage = 240
Blast Damage = 70
Inner Radius = 1m
Radius = 3m

57mm Canister Shell -

Velocity = 450m/s
Gravity = 12m/s^2
Drag = 0.0025
Start Damage = 34
End Damage = 8
Drop Off Start = 36m
Drop Off End = 78m
Number of projectiles per Shell = 36
Max Spread = 1.8

20mm Gunner -

*See FT-17 values

Gunner HMG -

*See Stationary HMG values on previous page

Gunner Flamethrower -

Reload (Overheat Recharge) = 3.6s
Velocity = 60m/s?
Time to Live = 0.4s?
Range = 24m?
Damage per Second = 20

Mk. V Landship


Tankgewehr -

Reload = 3.23s
Velocity = 780m/s
Gravity = 12m/s^2
Drag = 0.002
Start Damage = 180
End Damage = 160
Drop Off Start = 40m
Drop Off End = 100m

20mm Becker -

*See FT-17 values

Driver LMG -

Reload = 3.6s
Rate of Fire = 599 (Really? Why not 600?...)
Velocity = 870m/s
Gravity = 15m/s^2
Drag = 0.0027
Start Damage = 21
End Damage = 15
Drop Off Start = 20m
Drop Off End = 50m

Sponson AT -

*See A7V 57mm AT values

Sponson HE -

*See A7V HE shell values

Sponson Canister Shell -

*See A7V 57mm Canister Shell

Gravity = 0m/s^2
Drag = 0

Airburst Mortar -

Reload = 4s
Velocity = 60m/s
Gravity = 50m/s^2
Drag = 0
Damage = 60
Blast Damage = 65
Inner Radius = 3.5m
Radius = 7m

Gas Mortar -

Reload = 25s
Velocity = 65m/s
Gravity = 59m/s^2
Drag = 0
Damage per Second = 15
Radius = 5m
Duration = 15s

Gunner LMG -

*See Landship Driver LMG values?

Pierce Arrow Artillery Truck


QF13pdr HE Shell -

Reload = 3.6s
Velocity = 222m/s
Gravity = 9.81m/s^2
Drag = 0.003
Start Damage = 270
End Damage = 200
Drop Off Start = 35m
Drop Off End = 175m
Blast Damage = 112
Inner Radius = 1.5
Radius = 5m

QF13pdr AA Cannon-

*See Stationary AA values in previous post

Airburst Mortar -

Reload = 4s
Velocity = 75m/s
Gravity = 65m/s^2
Drag = 0
Damage = 80
Blast Damage = 65
Inner Radius = 3.5m
Radius = 7m

HE Mortar -

Reload = 10s
Velocity = 75/ms
Gravity = 65m/s^2
Drag = 0
Damage = 60
Blast Damage = 60
Inner Radius = 2.6m
Radius = 5m

Gas Mortar -

Reload = 25s
Velocity = 75m/s
Gravity = 65m/s^2
Damage per Second = 15
Radius = 5m
Duration = 15s

LMG -

*See Landship Driver LMG values

HMG -

Reload = 3s
Rate of Fire = 480
Velocity = 740m/s
Gravity = 0m/s^2
Drag = 0.0025
Damage Start = 26.5
Damage End = 17.5
Drop Off Start = 20m
Drop Off End = 50m

FT-17


20mm HE -

Reload = 2.5s
Velocity = 160m/s
Gravity = 9.81m/s^2
Drag = 0.004
Start Damage = 15
End Damage = 10.5
Drop Off Start = 75m
Drop Off End = 100m
Blast Damage = 22
Inner Radius = 2.49m
Radius = 2.5m

37mm HE -

Reload = 3s
Velocity = 150m/s
Gravity = 9.81m/s^2
Drag = 0.006
Damage = 150
Blast Damage = 100
Inner Radius = 1.5m
Radius = 4m

75mm HE -

Reload = 5s
Velocity = 100m/s
Gravity = 9.81m/s^2
Drag = 0.006
Start Damage = 20
End Damage = 10
Drop Off Start = 100m
Drop Off End = 200m
Blast Damage = 350
Inner Radius = 0.3m
Radius = 4m

20mm Canister Shell -

Reload = 2.5s
Velocity = 450m/s
Gravity = 12m/s^2
Drag = 0.0025
Start Damage = 5*
End Damage = 8*
Drop Off Start = 15m
Drop Off End = 45m
Number of Projectiles per Shell = 10

*Not a typo, this IS what the files say believe it or not

37mm Canister Shell -

*See 57mm Canister Shell values

LMG -

*See Landship Driver LMG values

St. Chamond


Low Velocity 75mm HE -

The St. Chamond's files are more confusing concerning the low velocity HE, so I recommend asking one of our file experts about this one.

Low Velocity 75mm HE Delayed Fuse -

Same problem as above.

Low Velocity 75mm HE Gas -

Reload = 3s
Velocity = 150m/s
Gravity = 11m/s^2
Drag = ?
Damage per Second = 15
Radius = 5m
Duration = 22s

High Velocity 75mm -

Reload = 3s
Velocity = 222m/s
Gravity = 9.81m/s^2
Drag = 0.005
Damage = 180
Blast Damage = 112
Inner Radius = 1.75m
Radius = 5m

(It's essentially a blend of 57mm AT ballistics with 57mm HE damage output)

HMG -

*See Artillery Truck HMG values

Transport Vehicles


Open-Air, Turret Mounted Cars HMG -

*See Artillery Truck HMG values

Armored Car HMG -

*See Artillery Truck HMG values

Armored Car LMG -

*See Landship Driver LMG values

MAS Boat -

Torpedo - *See Bomber Torpedo values

HMG - *See Zeppelin Behemoth HMG values

20mm Becker - *See Attack Plane 20mm values
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

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    AccelerationMultiplier 5.0
    AccelerationDamping 4.0
    AccelerationTimeThreshold 0.15
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    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

This post has been edited 7 times, last edit by "JSLICE20" (Apr 7th 2017, 2:01am)


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4

Monday, March 20th 2017, 9:24am

Amy way of knowing the ROF for the various MGs?

From this it would appear the LMG does less damage than the HMG but has faster velocity and both do far less damage than the stationary version. Even though it isn't listed here, I'd assume the armoured cars have an HMG in the turret and LMGs in the other positions.

  • "JSLICE20" started this thread

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Location: Arizona, USA

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5

Monday, March 20th 2017, 9:34am

@Hau_ruck

Haha, I edited them in just now. And yeah I can include RoF for the HMGs and LMGs, just give me a second.
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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    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

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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

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    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


Miffyli

Symthic Developer

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: Mar 21st 2013

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6

Monday, March 20th 2017, 9:43am

Good work! While weapons are the ones used most of the time in game and tweaked, not having vehicle/gadget stats is like missing 30% of the things that matter.

Careful with weapon/gadget damages though. Normally weapons have ~1.0x multiplier against infantry so these vehicle damage numbers can be somewhat correct there, but vehicle multipliers player a significant role here when doing vehicle-vs-vehicle damages.
Maybe add highlighted warning that damage numbers should be taken with a bag of salt?
Links to users' thread list who have made analytical/statistical/mathematical/cool posts on Symthic:
  • 3VerstsNorth - Analysis of game mechanics in BF4 (tickrates, effects of tickrate, etc)
  • leptis - Analysis of shotguns, recoil, recoil control and air drag.
  • Veritable - Scoring of BF4/BF1 firearms in terms of usability, firing and other mechanics.
  • Miffyli - Random statistical analysis of BF4 battlereports/players and kill-distances. (list is cluttered with other threads).
Sorry if your name wasn't on the list, I honestly can't recall all names : ( . Nudge me if you want to be included

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7

Monday, March 20th 2017, 9:44am

@Hau_ruck

Haha, I edited them in just now. And yeah I can include RoF for the HMGs and LMGs, just give me a second.
Wait, so the AC's turret MG is the stationary HMG, not the one mounted in that one landship variant? That would explain why the AC's turret seems to kill so fast. Unfortunately it has very little zoom and overheats really fast. I think until this last patch the gun wasn't aligned with the sight properly either.

  • "JSLICE20" started this thread

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8

Monday, March 20th 2017, 9:50am

No I fucked that up, but it should be fixed now.

Essentially, non-Stationary HMGs all share the same ballistics and damage as well as tank-based LMGs (I've yet to look at Planes and Behemoths, but those will be coming soon). The Stationary HMG does much more damage that the Armored Car's/ Artilley Truck's/ FT-17's/ St. Chamond's; a max of 40 compared to 27.5.

I edited in the RoFs for HMG and LMG, but here they are anyway:

HMG - 480
LMG - 599

@Miffyli

I do have a 'be advised' in the original post, but it was rather unnoticeable. I have highlighted it in orange now, so that it is blatantly obvious. :D
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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    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
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    SnapZoomReticlePointPriority 999
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    SnapZoomSpamGuardTime 1.2
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    CheckBoneCenterOnlyDistance 40.0

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    AccelerationMultiplier 5.0
    AccelerationDamping 4.0
    AccelerationTimeThreshold 0.15
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    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
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    AttractOwnRequiredMovementForMaximumAttract 0.0
    AttractStartInputThreshold 0.0
    AttractMoveInputCap 0.0
    AttractYawStrength 0.0
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    MaxToTargetAngle 45.0
    MaxToTargetXZAngle 45.0
    ViewObstructedKeepTime 0.0
    SnapZoomLateralSpeedLimit 1000.0
    SnapZoomTime 0.2
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    SnapZoomSpamGuardTime 0.5
    SoldierBackupSkeletonCollisionData *nullGuid*
    CheckBoneCenterOnlyDistance 40.0
    DisableForcedTargetRecalcDistance 7.0


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    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
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    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

This post has been edited 1 times, last edit by "JSLICE20" (Mar 20th 2017, 9:57am)


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9

Monday, March 20th 2017, 10:30am

This is, by all means, great! It'd still be good to eventually know all of the vehicle multipliers. It doesn't help so much when apparently the FT-17, Mark V, and A7V all have 1,000 health (unless I'm reading something wrong). Clearly, there's most certainly large differences in multipliers, considering the FT-17 can't take nearly the beating of the A7V.



Another thing I want to note is the comparison of the Rifle Grenade and the Crossbow Launcher, which is something I've kind of wanted to talk about for a while meow. The Rifle Grenade can fire up to nearly 43 rounds per minute while the Crossbow Launcher can only fire up to 24 rounds per minute. Furthermore, the Rifle Grenade has a muzzle velocity of 45 m/s while the Crossbow Launcher only has 36 m/s (25% faster for the former). The Medic spawns with three grenades while the Support only spawns with two, and both weapons use the same grenades.

Now, of course, the one (and only, it seems) advantage the Support gadget has is that it auto-replenishes a grenade after 25 seconds. Meanwhile, the Medic would have to actively seek out a support player to replenish their grenades. Overall, the Medic gadget seems to be superior. If anything, the Crossbow Launcher is something that's best used if you want to opt out the Ammo Bag/Pouch for the Repair Tool, and thus become a tank's wrench monkey. Your lifespan would almost certainly be much longer in a tank, and thus you'd actually be able to make use of the long auto-replenish time. The gadget may even come in handy if you need to jump out and provide a bit of tank defense. For that reason, I think it can really use its own, more powerful grenades (separate from the Rifle Grenade). For instance, 20% larger blast radius (inner and outer) for the Frag (tank defense against infantry), and then 25% more damage for the HE (tank defense against other armored vehicles).

  • "JSLICE20" started this thread

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10

Monday, March 20th 2017, 12:34pm

Planes:

Attack Plane


20mm Becker -

Reload = 3.6s
Velocity = 250m/s
Gravity = 9.81m/s^2
Drag = 0.002
Damage = 10
Blast Damage = 22
Inner Radius = 2.49m
Radius = 2.5m

10kg Bombs (x8) -

Reload = 15s
Velocity = 0m/s
Gravity = 29.43m/s^2
Blast Damage = 40
Inner Radius = 5m
Radius = 8m

37mm Cannon -

Reload = 2.25s
Velocity = 222m/s
Gravity = 6m/s^2
Drag = 0.005
Damage = 200
Blast Damage = 65
Inner Radius = 2.5m
Radius = 5m

50kg HE Bombs (x2) -

Reload = 15s
Velocity = 0m/s
Gravity = 29.43m/s^2
Start Damage =10
End Damage = 40
Drop Off Start = 10m
Drop Off End = 200m
Blast Damage = 80
Inner Radius = 3m
Radius = 6m

Le Prieur Rockets -

Reload = 15s
Velocity = 80m/s
Rocket Acceleration = 50m/s^2 (special thanks to C0llis)
Max Speed = 200m/s (special thanks to C0llis)
Range = ~300m (special thanks to C0llis)
Gravity = 2m/s^2
Blast Damage = 34
Inner Radius = 1.99m
Radius = 2m

TuF HMG -

Reload = 3s
Rate of Fire = 380
Velocity = 480m/s
Gravity = 0m/s^2
Drag = 0
Damage = 32

Gunner LMG -

Reload = 3s
Velocity = 750m/s
Gravity = 0m/s^2
Drag = 0
Start Damage = 21
End Damage = 17
Drop Off Start = 100m
Drop Off End = 200m

Fighter Plane


Twin HMGs -

Reload = 3s
Rate of Fire = 960
Velocity = 750m/s
Gravity = 0m/s^2
Drag = 0
Damage = 14.5

Le Prieur Rockets -

*See Attack Plane Rocket values

Twin TuF HMGs-

*See Attack Plane TuF HMG values

Rate of Fire = 760
Damage = 20

Ranken Darts -

Reload = 15s
Velocity = 20m/s
Gravity = 18m/s^2
Blast Damage = 16.7
Inner Radius = 1.49m
Radius = 1.5m
Projectiles per Shot = 12
Min/Max Spread = 8

Bomber



250kg Bombs (x2) -

Reload = 15s
Velocity = 0m/s
Gravity = 29.43m/s^2
Start Damage = 10
End Damage = 150
Drop Off Start = 10m
Drop Off End = 200m
Blast Damage = 100
Inner Radius = 4m
Radius = 8m

50kg HE Bombs (x4)-

*See Attack Plane 50kg HE Bombs values

7kg Incendiary Bombs (x9) -

Reload = 15s?
Velocity = 0m/s
Gravity = 29.43m/s^2
Damage per Second = 20
Radius = 2.2m
Duration = 7.2s

10kg Bombs (x16) -

*See Attack Plane 10kg Bombs values

Torpedo -

Reload = 15s
Velocity = 0m/s
Gravity = 29.43m/s^2
Blast Damage = 250
Inner Radius = 3m
Radius = 8m

115kg Bomb (x2)-

Reload = 15s
Velocity = 0m/s
Gravity = 29.34m/s^2
Start Damage = 10
End Damage = 100
Drop Off Start = 10
Drop Off End = 200
Blast Damage = 100
Inner Radius = 3m
Radius = 8m

Gunner 40mm Auto-Cannon -

Reload = 2s
Rate of Fire = ?
Velocity = 160m/s
Gravity = 2.5m/s^2
Drag = 0
Start Damage = 150
End Damage =100
Drop Off Start = 100
Drop Off End = 150
Blast Damage = 65
Inner Radius = 2m
Radius = 5m

Gunner HMG -

*See Attack Plane Gunner HMG values

Miscellaneous



LMG -

Reload = 3s
Velocity = 600m/s
Gravity = 0m/s^2
Drag = 0
Damage = 23

(What's odd about this one is that the in-game description for the planes do not use LMGs as primary weapons. Strangely enough, all Gunner positions are labeled as 'LMG' in the game descriptions, yet the files mention that 'HMG' is the only Gunner-related weaponry)


Behemoths:

Zeppelin L30 Airship



20mm Becker-

*See Attack Plane 20mm values

Drag = 0.005
Blast Damage = 12.5
Inner Radius = 2.49m
Radius = 2.5m

HMG -

Reload = 3s
Rate of Fire = 480
Velocity = 740m/s
Gravity = 0m/s^2
Drag = 0.0025
Start Damage = 40
End Damage = 28
Drop Off Start = 75m
Drop Off End = 200m

Driver Bomb -

Reload = 5s
Velocity = 10m/s
Gravity = 30m/s^2
Blast Damage = 100
Inner Radius = 6m
Radius = 12m

Armored Train


Artillery Shell -

Reload = 7.592s
Velocity = 90m/s
Gravity = 29m/s^2
Drag = 0
Start Damage = 75
End Damage = 50
Drop Off Start = 30m
Drop Off End = 75m
Blast Damage = 100
Inner Radius = 3m
Radius = 9m

Super Heavy Mortar Shell -

Reload =7.592s
Velocity = 53m/s
Gravity = 20m/s^2
Start Damage = 75
End Damage = 50
Drop Off Start = 30m
Drop Off End = 75m
Blast Damage = 100
Inner Radius = 3m
Radius = 9m

HE Auto-Cannon -

Reload = 3.6s
Rate of Fire = 400
Velocity = 160m/s
Gravity = 9.81m/s^2
Drag = 0.002
Damage = 5
Blast Damage = 15
Inner Radius = 1m
Radius = 2.5m

HE AA -

*See Stationary AA values on previous post(s)

Blast Damage = 16.7
Inner Radius = 1.5m
Radius = 3m

Gunner MG -


*See Stationary MG values

Dreadnought



AA -

*See Stationary AA values on previous post(s)

343mm Shell -

Reload = 15s
Velocity = 100m/s
Gravity = 14m/s^2
Start Damage = 20
End Damage = 10
Drop Off Start = 100m
Drop Off End = 200m
Blast Damage = 100
Inner Radius = 6m
Radius = 12m

(I'll be the first to admit that this data may be associated incorrectly, this was a confusing one)

Char 2c



Main Cannon -

Reload = 4s
Velocity = 225m/s
Gravity =
9.81m/s^2
Drag = 0.006
Damage = 270
Blast Damage = 120
Inner Radius = 1m
Radius = 5m

Gunner 20mm -

Reload =3.6s
Velocity = 160m/s
Gravity = 9.81m/s^2
Drag = 0.004
Start Damage = 15
End Damage = 10.5
Drop Off Start = 75m
Drop Off End = 100
Blast Damage = 22
Inner Radius = 2.49m
Radius = 2.5m

Gunner HMG -

*See Artillery Truck HMG values in previous post
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

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 0.0
    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

This post has been edited 4 times, last edit by "JSLICE20" (May 3rd 2017, 6:20am) with the following reason: Updated to Spring Patch.