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Posts: 3,450

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31

Thursday, August 31st 2017, 1:31am

Thank goodness they nerfed the least used class to the benefit of the most used class.


It's almost like this is a small part of a much larger puzzle that's being worked on...


RPK-74 IRL can use both 5.45x39mm and 7.62x39mm(named RPK-203). It even has a modification that uses 5.56x45mm NATO cartridge(named RPK-201). So that was a legit move from DICE.


BF4's RPK has the model of an original RPK, it always did. The stats, mag size, and name were simply changed from all being incorrect, to all being correct. While we definitely got a neat weapon in terms of performance out if this, it was first and foremost an error correction, plain and simple. The gun was corrected, and the rest of its traits were adjusted so it fit into the meta from there, not the other way around. This is how guns are made in Battlefield.
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32

Thursday, August 31st 2017, 2:06am

Also those are completely separate models, not just RPK-74Ms in different calibers.

I mean they are but they aren't They've got separate production lines and designations and everything.

And none of them ever looked like the RPK that was introduced in BF4.

VincentNZ

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33

Thursday, August 31st 2017, 11:12am

Thank goodness they nerfed the least used class to the benefit of the most used class.


It's almost like this is a small part of a much larger puzzle that's being worked on...


Yeah the bigger picture. :D If DICE indeed has a bigger picture maybe they could release the whole puzzle when it's done instead of giving us single bits and pieces that only show sky, and no edge parts. Also unfortunately we do not have the cardboard box that shows the whole image, so what to do with the small puzzle parts other than speculate?

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34

Thursday, August 31st 2017, 4:58pm

Well, that depends if DICE cares about matching the real life caliber to the in game projectile, i.e. if Huot and Lewis are .303 british then both must have the same projectile. I think this is rather pointless honestly, considering that the SMLE also uses the same caliber. Speaking of, the RPK in BF4 did not receive any visual changes, and it still uses the 5.45 magazine. So they really did change the projectile without too much of a fuss on realism.


They do, and it's a good thing. Every gun in BF4 and BF1 follows this rule.

No, the RPK has a 7.62mm magazine and always did. The damage, magazine capacity, and name changes were corrections done to match the model. Ditto for the L115. They were wrong, and now they're entirely correct.

Damage sharing applies in-class, relative to other weapons in said class. Really, it's a very simple, straightforward, logical arrangement here. There's no need to break this consistency when other, more arbitrary traits like spread, recoil, and so forth can be adjusted instead. Ditto for mag capacity.
Sorry I was not aware of this. I think I misrepresented my point though.


The model corrections to BF4's weapons only seem like an excuse to create more interesting weapon balance between RPK 12 and 74. If there weren't any model corrections to be made, this approach would still have been a viable one.

My primary point; Is it really that illogical to have a gun of the same caliber having a different damage model?

This was the case with the vast majority of weapons in Bad Company 2. Considering that BF1 has far fewer differing weapon models, I do not think that this would be all that challenging to understand, especially considering that not everyone is aware of obscure weapon calibers. [In the sense that the in game stats would show that the Huot does more damage than the Perino/Lewis if that were the case]

Example from Bad Company 2:

Example, F2000 did a flat 12.5 @ 800RPM at all ranges, whilst lower fire rate guns such as the AUG A3 had a 16.7 - 12.5 damage model, even though both weapons are 5.56mm. Do not know if Bad company 2 used a universal projectile system attributed to weapons like in BF4/1

Adding to this, I do not think that Randomdeviation mentioned the low dmg lmgs in particular without the intention of altering their damage model somewhat.Whether that entails altering both the Lewis and Huot remains to be seen, especially considering that if they were to follow the BF1/BF4 projectile logic, the Perino would inherit the 23 - 15 .303 damage model as it is 6.52 Carcano. This furthers your argument that the Lewis and Huot would both receive changes if the .303 properties were altered.

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35

Thursday, August 31st 2017, 8:05pm

if they were to follow the BF1/BF4 projectile logic, the Perino would inherit the 23 - 15 .303 damage model as it is 6.52 Carcano. This furthers your argument that the Lewis and Huot would both receive changes if the .303 properties were altered.[/size]


This is most likely, and giving the lighter 6.5mm Carcano round lower damage makes sense too.

Rumour has it we should see major balance changes on CTE this week, meaning tomorrow.
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36

Thursday, August 31st 2017, 8:29pm

Yea it does make sense from a thematic perspective as well.

If that rumor is true than I colour my huot. Shame I won't be at home much tomorrow :[[[

Miffyli

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37

Monday, November 13th 2017, 4:48pm

Just FYI: There has been no weapon changes since this update was released till the date of this post.
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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38

Monday, November 13th 2017, 5:05pm

Not even the SDEC of the 1900 Factory?
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


Miffyli

Symthic Developer

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39

Monday, November 13th 2017, 10:22pm

Not even the SDEC of the 1900 Factory?

I could not detect any changes when putting all values into one file and doing diff on that when I used the current values from site as a base.
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