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Posts: 222

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: Mar 31st 2015

Platform: Xbox One

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31

Sunday, February 4th 2018, 6:45pm

I've noticed a few things:


  • Sjφgren has now 12 pellets, symthic stats still show 13 pellets
  • Storm should be added to Maschinenpistole M1912 in the sym weapon charts
  • Infantry should be added to Type 38 Arisaka in the sym weapon charts
  • Carbine should be added to Carcano M91 in the sym weapon charts
  • C93 Carbine is missing from Misc category


Not sure about the status of shotguns on here.

I don't really see why Storm/Infantry need to be added to these weapons, as there is only one of each - just extra work for already busy folks.

If you are looking for absolute accuracy, though, the Carcano is a Trench variant like the Russian.

Posts: 3,636

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: Mar 19th 2014

Platform: Xbox One

Location: Canada

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32

Sunday, February 4th 2018, 9:16pm

Carcano is Trench.
Who Enjoys, Wins

Posts: 548

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: Dec 24th 2011

Platform: PC

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33

Sunday, February 4th 2018, 10:27pm

The C93 Carbine has been missing from the chart ever since it was "added." (It was actually in the game files since like the beta or right at release.)

I believe the stats for the gun may still show recoil values that are MUCH lower than what the gun seemingly has in actual gameplay.

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: Feb 4th 2018

Platform: PC

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34

Sunday, February 4th 2018, 11:46pm

New AimingControllers have been added specifically for the MGs.

They are 300ms and 400ms, 300 for iron sights and 400 for lenses/ scopes.
How could I find the ads times for all the guns to compare them?

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: Jan 31st 2017

Platform: PC

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35

Monday, February 5th 2018, 2:12am

I've not tried the CR, but the FQ Storm, Mondragon Storm and AL8 . 25 Extended (weapons with low recoil that were previously spread limited) are now truly devastating against pretty much anything.
Shalan, any chance you can expand on this? I'm not doubting what you are saying, but according to this post, the biggest losers are the the Storm variants, and all Mondragons :

Medic Rifle Scoring: Prelim. TTK 2.0 Edition

Thanks.

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: Dec 21st 2017

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36

Monday, February 5th 2018, 2:43am

The C93 Carbine has been missing from the chart ever since it was "added." (It was actually in the game files since like the beta or right at release.)
Most importantly, the Kolibri is missing in sidearms as well.

Posts: 548

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: Dec 24th 2011

Platform: PC

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37

Monday, February 5th 2018, 2:58am

The C93 Carbine has been missing from the chart ever since it was "added." (It was actually in the game files since like the beta or right at release.)
Most importantly, the Kolibri is missing in sidearms as well.

Lol!

Well, I'd assume that's because the Kolibri statistically does 100 damage up to 8 meters, and then it drops down to 20 damage at 30 meters. Clearly, that's not the case, and there's a number of multipliers that decide the actual damage. These seemingly being 0.05 for torso shots and 0.25 for headshots (not sure about limbs).

As far as the C93 Carbine goes, that's either an oversight (Pilot/Tanker guns are like 99% ignored here), or there's some conflicting stats that are causing problems. My guess is the given recoil values in the data browser. The C93 Carbine definitely seems to have relatively hefty recoil in practice, but it's supposed to have only 0.35 degrees of vertical recoil (literally a quarter of the Artillery P08's vertical recoil).

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: Jun 21st 2012

Platform: PC

Location: Moscow, Russia

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38

Monday, February 5th 2018, 3:14am

Carcano is Trench.
Super correct name should be Carcano Carbine Trench, because "Carbine" is a part of weapon name, like "Automat" in Fedorov Automat, which translates as "Automatic" or "Assault RIfle".
P.S. super duper correct name should be "Carcano Cavalry Carbine M1891 Trench" (if translated to english, otherwise it's "Carcano Moschetto da Cavalleria Modello 1891"), but thats wayy too long, so Carcano Trench is the best option, IMO.


As far as the C93 Carbine goes, that's either an oversight (Pilot/Tanker guns are like 99% ignored here), or there's some conflicting stats that are causing problems. My guess is the given recoil values in the data browser. The C93 Carbine definitely seems to have relatively hefty recoil in practice, but it's supposed to have only 0.35 degrees of vertical recoil (literally a quarter of the Artillery P08's vertical recoil).
What I really want to know about C93 Carbine is its muzzle velocity, I fount in data browser value "390 m/s" but I highly doubt about that - from my experience with that weapon it feels like 230 m/s if not less.
Sorry for my bad english - it's not my native language and I have difficulties with acquiring speaking/writing practice in my country. If I accidently insult you or say something wrong - I'm sorry, you can feel free to correct me.

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: Apr 26th 2013

Platform: PS4

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39

Monday, February 5th 2018, 3:21am

How could I find the ads times for all the guns to compare them?

133, 200, 300, and 400ms are the available ADS times.

133 for iron sight SMGs and SLRs
200 for lense sight SMGs, SLRs, and iron sight rifles
300 for iron sight MGs and lense sight rifles
400 for lense sight and scoped MGs
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


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: Dec 14th 2016

Platform: PS4

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40

Monday, February 5th 2018, 10:52am

Shalan, any chance you can expand on this? I'm not doubting what you are saying, but according to this post, the biggest losers are the the Storm variants, and all Mondragons :

Medic Rifle Scoring: Prelim. TTK 2.0 Edition


I couldn't tell you what he means when he says that Storm variants are the biggest losers. He even admitted that the SIPS buff results in an effective buff to Storm, Trench and Sweeper variants in a previous thread he made. Also, his rankings assume that vertical recoil doesn't exist. That certainly doesn't hold true when I play with a controller (maybe it does for others).


Generally speaking, before the update I found Storm variants to be spread limited and Optical variants to be recoil limited. But with the spread buffs, Storm variants essentially have Storm and Optical modifiers applied, whereas Optical variants have Optical modifiers applied twice. It's pretty obvious which is now the more balanced between the two.


The Farquhar Hill Storm now feels as though it can fire it at max RPM without spread OR recoil throwing off your aim; it's seriously good now.