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Posts: 212

Date of registration
: Jun 9th 2012

Platform: PC

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11

Saturday, July 22nd 2017, 2:28pm

Thanks tank. I also saw that there are 2 more lines of options in the BF1 code regarding direction change:

DirectionChangeAccelerationGain 0.125
DirectionChangeThreshold 45.0

I wonder how they affect movement.

In addition I did some digging and found this.
CTE Initiative #2: Core Gameplay

It seems that BF4 retail is slightly slower than BF3 in SprintGain. I would be very excited to see how BF4 retail values play out in BF1.

Posts: 3,257

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: Apr 26th 2013

Platform: PS4

Location: Arizona, USA

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12

Saturday, July 22nd 2017, 7:27pm

In addition I did some digging and found this.
CTE Initiative #2: Core Gameplay

It seems that BF4 retail is slightly slower than BF3 in SprintGain. I would be very excited to see how BF4 retail values play out in BF1.

Muzzle velocities were overall slower in BF4 as well.
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


Posts: 509

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: Dec 24th 2011

Platform: PS3

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13

Saturday, July 22nd 2017, 8:49pm

Ballistically speaking, pistol-caliber weapons fare quite a bit worse in Battlefield 1 than in Battlefield 4. This also includes some of the lower velocity rifle-caliber weapons. All due to drag, which Battlefield 4 doesn't have.

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Platform: PC

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14

Thursday, July 27th 2017, 3:37pm

Also can anyone chime in on what the lines with TickRateMult and TickRatePower do? These two subvariables did not exist before the BF4 Final Stand patch.

Posts: 101

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: Apr 4th 2014

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15

Thursday, July 27th 2017, 10:53pm

Anything for BF3 and BFH?

Posts: 3,257

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: Apr 26th 2013

Platform: PS4

Location: Arizona, USA

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16

Friday, July 28th 2017, 1:57am

BF3: Data Files are completely fucked.

Hardline:

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CharacterStatePoseInfo 915175c39f6b884b867759488afc7530
    $::DataContainer
    PoseType CharacterPoseType_Stand
    Velocity 3.0
    AccelerationGain 0.05
    AccelerationGain_TickRateMult 0.0
    AccelerationGain_TickRatePower 1.0
    DecelerationGain 0.025
    DecelerationGain_TickRateMult 0.0
    DecelerationGain_TickRatePower 1.0
    SprintGain 0.35
    SprintGain_TickRateMult 0.0
    SprintGain_TickRatePower 1.0
    SprintMultiplier 1.6
    SpeedModifier::SpeedModifierData
        ForwardConstant 1.0
        BackwardConstant 0.34
        LeftConstant 0.5
        RightConstant 0.5
    ShallowWaterMultiplier 1.0
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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 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 1 times, last edit by "JSLICE20" (Jul 28th 2017, 7:10am)


NoctyrneSAGA

PvF 2017 Champion

(9,607)

Posts: 6,965

Date of registration
: Apr 3rd 2012

Platform: PC

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17

Friday, July 28th 2017, 4:26am

@JSLICE20

You are using SwimmingStateData.

BF3

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CharacterStatePoseInfo a266a8697cdfad4bb55f99536f2551f6
    $::DataContainer
    PoseType CharacterPoseType_Stand
    Velocity 4.0
    AccelerationGain 0.34999999404
    DecelerationGain -15.0
    SprintGain 0.25
    SprintMultiplier 1.625
    SpeedModifier::SpeedModifierData
        ForwardConstant 1.0
        BackwardConstant 0.75
        LeftConstant 0.75
        RightConstant 0.75


BF4

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CharacterStatePoseInfo a266a8697cdfad4bb55f99536f2551f6
    $::DataContainer
    PoseType CharacterPoseType_Stand
    Velocity 4.0
    AccelerationGain 0.280000001192
    AccelerationGain_TickRateMult 0.0379999987781
    AccelerationGain_TickRatePower 0.34999999404
    DecelerationGain -14.0
    DecelerationGain_TickRateMult -0.233999997377
    DecelerationGain_TickRatePower 0.629999995232
    SprintGain 0.25
    SprintGain_TickRateMult 0.0379999987781
    SprintGain_TickRatePower 0.34999999404
    SprintMultiplier 1.625
    SpeedModifier::SpeedModifierData
        ForwardConstant 1.0
        BackwardConstant 0.75
        LeftConstant 0.75
        RightConstant 0.75
    ShallowWaterMultiplier 0.649999976158


BFH

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CharacterStatePoseInfo a266a8697cdfad4bb55f99536f2551f6
    $::DataContainer
    PoseType CharacterPoseType_Stand
    Velocity 4.15
    AccelerationGain 0.43
    AccelerationGain_TickRateMult 0.002
    AccelerationGain_TickRatePower 1.0
    DecelerationGain -14.0
    DecelerationGain_TickRateMult -0.234
    DecelerationGain_TickRatePower 0.1
    SprintGain 0.5
    SprintGain_TickRateMult 0.038
    SprintGain_TickRatePower 0.35
    SprintMultiplier 1.625
    SpeedModifier::SpeedModifierData
        ForwardConstant 1.0
        BackwardConstant 0.75
        LeftConstant 0.65
        RightConstant 0.65
    ShallowWaterMultiplier 0.65


BF1

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CharacterStatePoseInfo a266a8697cdfad4bb55f99536f2551f6
    $::DataContainer
    PoseType CharacterPoseType_Stand
    Velocity 3.4
    AccelerationGain 0.27
    AccelerationGain_TickRateMult 0.038
    AccelerationGain_TickRatePower 0.35
    DecelerationGain -20.0
    DecelerationGain_TickRateMult -0.234
    DecelerationGain_TickRatePower 0.63
    DirectionChangeAccelerationGain 0.125
    DirectionChangeThreshold 45.0
    SprintGain 0.15
    SprintGain_TickRateMult 0.038
    SprintGain_TickRatePower 0.35
    SprintMultiplier 1.775
    SpeedModifier::SpeedModifierData
        ForwardConstant 1.0
        BackwardConstant 1.0
        LeftConstant 1.0
        RightConstant 1.0
    ShallowWaterMultiplier 0.75


Remember that BF3, BF4, and BFH all have Sprint Boost which is an extra 10% if you equip it. BF1 does not.
Data Browser

Passive Spotting is the future!

With this, I'll rid MGO3 of infestation. Sans bad gameplay MGO3 will be torn asunder. And then it shall be free. People will suffer, of course - a phantom pain.

Reddit and Konami will rewrite the records... And I will be demonized in human memory. But... The thirst for good gameplay that I have planted will infest MGO3. No one can stop it now. The Rebalance Mod will unleash that thirst unto the future.


Are you a scrub?

If it flies, it dies™.

This post has been edited 1 times, last edit by "NoctyrneSAGA" (Jul 28th 2017, 4:35am)


Posts: 88

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: Jun 23rd 2014

Platform: PC

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18

Friday, July 28th 2017, 9:12pm

Also can anyone chime in on what the lines with TickRateMult and TickRatePower do? These two subvariables did not exist before the BF4 Final Stand patch.

My suspicion is that they are modifiers for high tickrate servers. Acceleration and deceleration have to be done in ticks, so those subvariables are there to ensure that the acceleration and deceleration values stay the same even if the tickrate changes. Don't want acceleration to be twice as fast on 60 Hz servers! BF4 prior to the Final Stand patch didn't have high tickrate servers as far as I remember, and BF3 didn't have them either, so those values weren't present back then.

Anyways, this explains why strafing seems so fast in BF1: it is faster (3.4 vs. 4.0 * 0.75 = 3.0). I really wouldn't mind if they slowed it down a bit, maybe set that multiplier to 0.88 to get slightly less than 3.0 strafing speed.

Posts: 212

Date of registration
: Jun 9th 2012

Platform: PC

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19

Saturday, July 29th 2017, 1:53pm

Also can anyone chime in on what the lines with TickRateMult and TickRatePower do? These two subvariables did not exist before the BF4 Final Stand patch.

My suspicion is that they are modifiers for high tickrate servers. Acceleration and deceleration have to be done in ticks, so those subvariables are there to ensure that the acceleration and deceleration values stay the same even if the tickrate changes. Don't want acceleration to be twice as fast on 60 Hz servers! BF4 prior to the Final Stand patch didn't have high tickrate servers as far as I remember, and BF3 didn't have them either, so those values weren't present back then.

Anyways, this explains why strafing seems so fast in BF1: it is faster (3.4 vs. 4.0 * 0.75 = 3.0). I really wouldn't mind if they slowed it down a bit, maybe set that multiplier to 0.88 to get slightly less than 3.0 strafing speed.
These tickrate variables make number comparisons pretty much pointless, without knowing the exact formula of calculating actual acceleration and deceleration. For example the AccelerationGain and DecelerationGain for the latest BF4 is lower than BF4 Dragon's Teeth (retail), but I am pretty sure from the feel of it that the acceleration is noticeably higher.

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: Apr 4th 2014

Platform: PC

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20

Saturday, July 29th 2017, 8:32pm

Good points about the tickrate stuff

Thanks for posting btw