Welcome to symthic forums! We would love if you'd register!
You don't have to be expert in bit baking, everyone is more than welcome to join our community.

You are not logged in.

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

Miffyli

Symthic Developer

(5,875)

  • "Miffyli" started this thread

Posts: 3,609

Date of registration
: Mar 21st 2013

Platform: PC

Location: __main__, Finland

Reputation modifier: 16

  • Send private message

1

Sunday, April 30th 2017, 6:53pm

27th April 2017 Battlefield 1 Patch Notes - Symthic style

Exact patch weapon changes - Battlefield 1 27th April 2017 ("Spring update") Official Symthic Patch notes

Site database is up to date with this patch.
Here's a full list of weapon changes in the 27th April Battlefield 1 patch ("Spring Update")

Table of contents
Weapon changes



Weapon changes:
Chauchat Low Weight: Drag - from 0.002 to 0.0025
Chauchat Telescopic: Drag - from 0.002 to 0.0025
Lebel Model 1886 Infantry: HIPProneMoveSpreadDec - from 6.7 to 10.05
Lebel Model 1886 Infantry: HIPStandBaseSpreadDec - from 6.7 to 10.05
Lebel Model 1886 Infantry: HIPProneBaseSpreadDec - from 6.7 to 10.05
Lebel Model 1886 Infantry: ADSCrouchBaseSpreadDec - from 6.7 to 10.05
Lebel Model 1886 Infantry: HIPStandMoveSpreadDec - from 6.7 to 10.05
Lebel Model 1886 Infantry: HIPRecoilDec - from 3 to 4.5
Lebel Model 1886 Infantry: ADSProneBaseSpreadDec - from 6.7 to 10.05
Lebel Model 1886 Infantry: ADSRecoilDec - from 3 to 4.5
Lebel Model 1886 Infantry: ADSStandMoveSpreadDec - from 6.7 to 10.05
Lebel Model 1886 Infantry: HIPCrouchMoveSpreadDec - from 6.7 to 10.05
Lebel Model 1886 Infantry: HIPCrouchBaseSpreadDec - from 6.7 to 10.05
Lebel Model 1886 Infantry: ADSProneMoveSpreadDec - from 6.7 to 10.05
Lebel Model 1886 Infantry: ADSStandBaseSpreadDec - from 6.7 to 10.05
Lebel Model 1886 Infantry: ADSCrouchMoveSpreadDec - from 6.7 to 10.05
Martini-Henry Infantry: BRoF - from 23 to 25
Martini-Henry Infantry: RoF - from 23 to 25
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

Posts: 63

Date of registration
: Feb 1st 2017

Platform: PS4

Location: Somewhere safe and boring

Battlelog:

Reputation modifier: 1

  • Send private message

2

Sunday, April 30th 2017, 7:11pm

emmm... MH reload time is 2.3 secs. some quick math tells me the right rof should be 60/2.3=26.086 RPM. Am I right? The current ROF(25) suggests that it have a reload time of 2.4secs.Whatever it isn't that relevant to the core gameplay anyway.

Miffyli

Symthic Developer

(5,875)

  • "Miffyli" started this thread

Posts: 3,609

Date of registration
: Mar 21st 2013

Platform: PC

Location: __main__, Finland

Reputation modifier: 16

  • Send private message

3

Sunday, April 30th 2017, 7:15pm

emmm... MH reload time is 2.3 secs. some quick math tells me the right rof should be 60/2.3=26.086 RPM. Am I right? The current ROF(25) suggests that it have a reload time of 2.4secs.Whatever it isn't that relevant to the core gameplay anyway.

That is because I still haven't fixed these "one-shot-reload" weapons ^^'. The "RoF" on page is the "RateOfFire" from files which has minuscule effect even on one-shot-reload weapons.
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

Posts: 63

Date of registration
: Feb 1st 2017

Platform: PS4

Location: Somewhere safe and boring

Battlelog:

Reputation modifier: 1

  • Send private message

4

Sunday, April 30th 2017, 8:32pm

The "RoF" on page is the "RateOfFire" from files which has minuscule effect even on one-shot-reload weapons.
So... If that is true, You have to wait 0.1 secs after you reload the MH based on the in-game file RoF suggest. That is very interesting. But I would say it is very insignificant to the majority of the players.

Posts: 3,302

Date of registration
: Mar 19th 2014

Platform: Xbox One

Location: Canada

Battlelog:

Reputation modifier: 14

  • Send private message

5

Sunday, April 30th 2017, 9:26pm

I wonder what exactly that tiny adjustment was supposed to fix.
Who has fun, wins.

Miffyli

Symthic Developer

(5,875)

  • "Miffyli" started this thread

Posts: 3,609

Date of registration
: Mar 21st 2013

Platform: PC

Location: __main__, Finland

Reputation modifier: 16

  • Send private message

6

Sunday, April 30th 2017, 10:25pm

Wups I need to correct myself: For bolt-action weapons, where there is a "bolt action animation", the rate of fire on forums is calculated from delays caused by animation + delay from rate of fire.
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

Posts: 54

Date of registration
: Mar 31st 2015

Platform: Xbox One

Reputation modifier: 4

  • Send private message

7

Monday, May 1st 2017, 4:34am

Are the new variant stats available as well?

Posts: 4

Date of registration
: May 1st 2017

Platform: PS4

Battlelog:

Reputation modifier: 1

  • Send private message

8

Monday, May 1st 2017, 4:34am

When will you post the stats for the new rank 10 weapons. I'm curious to see if the 1906 sniper has any unique spread properties.

Posts: 3,200

Date of registration
: Apr 26th 2013

Platform: PS4

Location: Arizona, USA

Reputation modifier: 15

  • Send private message

9

Monday, May 1st 2017, 5:04am

When will you post the stats for the new rank 10 weapons. I'm curious to see if the 1906 sniper has any unique spread properties.

The 1906 Sniper should have the same spread as the Mondragon Sniper of 0.12.

---------------------------

Based on this analysis I can venture an educated guess as to what the Hellriegel Defensive and Huot Optical stats will reflect:

Hellriegel - Default Hellriegel Stats

H-recoil: 0.475 left/ right
V-recoil: 0.4
With the same remaining stats as the current variant (maybe some change in first shot spread multiplier)

Huot - Default Huot Stats

ADS min spread stationary: 0.135
ADS min spread moving: 0.615
ADS spread increase stationary: - 0.094
ADS spread increase moving: - 0.118 -0.126
ADS spread decrease stationary and moving: 4.687 4.7
H-recoil: 0.07 left/ right
With the same remaining stats as the current variant

I ALMOST had it. DICE screwed me by putting in another modifier called the "LMG Optical 5" whose ADS spread increase and decrease stationary is 1.1058824x and ADS spread increase and decrease moving is 1.482353x. :(
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

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
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

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
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

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
 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 6 times, last edit by "JSLICE20" (May 1st 2017, 1:22pm)


Posts: 4

Date of registration
: May 1st 2017

Platform: PS4

Battlelog:

Reputation modifier: 1

  • Send private message

10

Monday, May 1st 2017, 5:43am

When will you post the stats for the new rank 10 weapons. I'm curious to see if the 1906 sniper has any unique spread properties.

The 1906 Sniper should have the same spread as the Mondragon Sniper of 0.12.


I should have specified when I said "spread". I was referring to all spread values (standing, moving, increase, decrease) not just ads not moving . The reason I was curious is because the factory variant of the 1906 already has a standing ads of 0.135, while the mondragon sniper is 0.12. Decreasing it to 0.12 would be an almost imperceivable difference. Also, as the factory variant of the 1906 differs from all the other medic factory variants in all spread categories, I would assume that the sniper variant would differ from the mondragon sniper. Only time will tell though.