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  • "JSLICE20" started this thread

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Monday, June 24th 2013, 10:05pm

Proximity Scan

What is your opinion of the Proximity Scan specialization? Personally, it requires some downgrading as it enables a competent tank crew to ward off any infantry in close combat scenarios. It would be highly preferable if it behaved similar to a motion sensor rather than a gadget that enables complete omniscience within a ~20m radius of the vehicle. This allows players who have no anti-vehicle resources to hide from oncoming vehicles or simply sneak past them via crouch walking or prone crawling.
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


Mickey

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Monday, June 24th 2013, 10:11pm


MY CURRENT ORIGIN/BLOG NAME: Murrican-Mickey

I say what I want to say and I do what I want to do.
There is no in between.
People will either love you for it or hate you for it.
-Eminem
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LOL Riesig


Riesig seems like the type of person that would jack off in public and think nothing of it.
He does. And people join him anyways.
What, NO!

And then later:


Fapping and lifting 5 gallons of water is dumb.

Also, because i'm skinny asian.

/QQ

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Monday, June 24th 2013, 10:12pm

Would very much like to see it rebalanced to behave more like a motion sensor. Simply makes it too hard to evade a tank with that all seeing eye giving away your position no matter what you do.

Darktan13

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Monday, June 24th 2013, 10:15pm

What is your opinion of the Proximity Scan specialization?


It is a massive hindrance in the majority of situations in BF3. However, the effect on close infantry is a GOOD thing, it means that C4 and repair tools, the most powerful infantry AT in the game that can easily disable and destroy a tank in seconds ( or less in C4s case ) are incredibly risky to use. This is a good thing, you can take the high risk, high reward close up AT weapons, or the much safer, but lower instant-effectiveness AT, such as RPGs and Javelins.

also note that the proximity is just that, close proximity scanning, in BF4, where the CITY map we've seen is MUCH larger than the ones we've seen before, proxy will cover much less of the map at any one time, making it less valuable as a detection tool.

However, the bugs/side effects of using proximity scan are crippling in BF3, and should be fixed/removed for BF4.

Quoted from "J0hn-Stuart-Mill"

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Aenonar

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Monday, June 24th 2013, 10:53pm

Since there's a major lack in manpower / communication in a tank, it's pretty much impossible to not get C4'd without it. With it, you have a decent chance at avoiding it... Which is fair imo. It's way too easy to C4 a tank when your life doesn't matter and the tanks are such an important force.

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(14:06:57) Riesig: I should stop now. People might get sig material again

Pheozero

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Monday, June 24th 2013, 10:54pm

How does that glitch work with Prox and spotting?

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Monday, June 24th 2013, 11:01pm

How does that glitch work with Prox and spotting?

Equip prox. Now you can't see any infantry 2D spots beyond prox range.
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Darktan13

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Monday, June 24th 2013, 11:03pm

How does that glitch work with Prox and spotting?


When Proximity scan is active, NO enemy infantry ( and infantry only mind ) Show up on the minimap PAST the proximity scans area of effect. Regardless of who or what spotted the enemy infantry, or in which seat of the vehicle you are in, so long as someone in one or more of the seats has proximity scan equipped, all players in all seats are affected by this.

And I mean not a single enemy infantry will ever be displayed on your minimap past the proximity scans area of effect, ever, so long as it is active in the vehicle. This applies to all vehicles.

There is no known workaround.

Quoted from "J0hn-Stuart-Mill"

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Labby

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Monday, June 24th 2013, 11:09pm

How does that glitch work with Prox and spotting?


When Proximity scan is active, NO enemy infantry ( and infantry only mind ) Show up on the minimap PAST the proximity scans area of effect. Regardless of who or what spotted the enemy infantry, or in which seat of the vehicle you are in, so long as someone in one or more of the seats has proximity scan equipped, all players in all seats are affected by this.

And I mean not a single enemy infantry will ever be displayed on your minimap past the proximity scans area of effect, ever, so long as it is active in the vehicle. This applies to all vehicles.

There is no known workaround.

Except in scout helis where prox is only active in the pilot and copilot seats, it does nothing when sitting on the side. You can switch seats to toggle it on and off at will, allowing you to see enemies shooting at you a hundred meters away, or ones curled up in a corner in the building below you, just not both at the same time.
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Misnomer

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Tuesday, June 25th 2013, 12:02am

What is your opinion of the Proximity Scan specialization?


It is a massive hindrance in the majority of situations in BF3. However, the effect on close infantry is a GOOD thing, it means that C4 and repair tools, the most powerful infantry AT in the game that can easily disable and destroy a tank in seconds ( or less in C4s case ) are incredibly risky to use. This is a good thing, you can take the high risk, high reward close up AT weapons, or the much safer, but lower instant-effectiveness AT, such as RPGs and Javelins.

also note that the proximity is just that, close proximity scanning, in BF4, where the CITY map we've seen is MUCH larger than the ones we've seen before, proxy will cover much less of the map at any one time, making it less valuable as a detection tool.

However, the bugs/side effects of using proximity scan are crippling in BF3, and should be fixed/removed for BF4.


I completely disagree.

Prox scan is a wall hack built into the game. Even the tugs can be avoided by standing still, prox scan cannot. If you are detected by a tugs, you hear a beep. If a tank driver or his gunner is using prox scan you have no idea. There is no adjustment to behavior an intantry man can make to a tank with with prox because he doesn't know a tank has it until he dies. It is not a deep mechanic at all, but a crutch to hold up those who cannot manage their sight lines and keep moving in their tanks.

The fact that there is C4 and arepair tool is not justification for an undefeatable wall hack in the game. Both of those items existed in BF2 and 2142 without any need for a wall hack.

This is clearly a matter of the console players having too few players to man the top turret, limited main turret spin rate, and difficulty spotting infantry at HD resolutions on a large screen. If you truly cared about warning a tank about incoming infantry, then you make the prox scan beep or flash a red arrow. This pinpointing a person exactly on the minimap is clearly meant to be like the 3d doritos as an aiming guide.

The C4 user knows he is likely to die running to set that piece, but the guy carefully planning an ambush of a tank on a city map behind his cover has no clue until the magic scanny tank shows up and points its gun straight at that barrier he is waiting behind. That is where it is flat out unfair.

Proximity scan is simply a wall hack.



The only way I can see the prox scan being fair is to make it not show the exact location of infantry AND prevent it from detecting stationary infantry (like the tugs).

Otherwise, it is just another crutch DICE gave to tanks because console players needed lots of help that makes them unstoppable juggernauts when played well on PC. Stop giving the tanks these crutches while at the same time nerfing infantry AT tools. It's obnoxious.

This post has been edited 7 times, last edit by "Misnomer" (Jun 25th 2013, 12:48am)