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NoctyrneSAGA

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Tuesday, July 22nd 2014, 5:31pm

Suppression Redux Proposals Redux

I had a few suggestions in another thread for how Suppression would be redone but it was unfortunately buried even though I was really looking for feedback and suggestions before I brought ideas over to the CTE. Much to my own dismay, I believe I'll have to make another post detailing the exact same thing. I'll likely ask a mod to delete this.

Remember, this thread is not to debate Suppression's existence or application. Its sole focus will be tweaking what Suppression does. Anything else will be deemed off-topic.

EVERYTHING HERE NEEDS YOUR FEEDBACK, ESPECIALLY THE "OTHER IDEAS" SECTION. PLEASE GIVE IT!






What is Suppression meant to do? It lowers the enemy combatants' DPS. Why? To increase the survivability of you and your teammates. If your enemy has a harder time damaging you, you and your team have a greater chance of staying healthy. Suppression becomes especially useful in situations where damaging the enemy is not possible or a concern.

Purpose: To rebalance Suppression in such a way that it appears less frequently and that it can be dealt with by "skilled" players. Suppression's effects will also be proportionately buffed or changed to accommodate the this. Suppression will become less of an unintended result of bad aim and more of a conscious decision as well.

Proposed function by Labby is black function. The more Suppression you have, the stronger you feel it. Exponentially. This makes it hard to "accidentally" Suppress someone.

WHAT:

Increase Spread Increase Per Shot - It's been advocated before as the "skilled" Suppression. Want to maintain your accuracy? Limit your burst length.

Increase Maximum Spread - Limit your burst length and you won't see this. This is specifically to punish people who are firing for too long.

Increase Vertical Recoil - Easily counterable, should be no problem to handle for "skilled"players

Disable/Reduce Hold Breath Time - Random scope sway appears to have been added primarily so that Bolt Actions would be affected by Suppression, but it ultimately extended to other weapons as well. This will achieve the same effect for Bolt Actions only. Other weapons will have sights that stay still.

Vignette/Tunnel Vision - Lower situational awareness. Makes it harder to notice things in the peripherals. Will assist with flanking and keeping teammates alive.

Radial Blur - Lower situational awareness. Makes it harder to notice things in the peripherals. Will assist with flanking and keeping teammates alive.

Distorted Hearing - Lower situational awareness. This could possibly be a ringing in the soldier's ears or the sounds of bullet impacts and fly-bys could become greatly exaggerated. The goal of this is to make it uncomfortable for players to stay in the line of fire for extended periods of time.

Disable Automatic Health Regen - Need I say more?

Flinch once at 1.00 Suppression - Visual feedback that they are at their lowest combat strength. Signals player to fall back.

Disable Squad Spawn - Punishes for attempting to take on Suppression emplacements by themselves. If possible, place the trigger at a separate level. 0.25 Suppression may be a good number (see below with COVR and SUPP redux).


HOW:


All outgoing Suppression will be reduced across the board (except Buckshot, Flechette, and Battle Pickups). Exact numbers listed below.

ARs: 3.0 - 8.0 -> 1.0 - 3.0

Carbines: 3.0 - 8.0 -> 1.0 - 3.0

DMRs: 3.0 - 8.0 -> 1.0 - 3.0

LMGs: 12.0 - 16.0 -> 8.0 - 10.0

BAs: 6.0 - 16.0 -> 4.0 - 10.0

Pistols: 3.0 - 8.0 -> 1.0 - 3.0

PDWs: 3.0 - 8.0 -> 1.0 - 3.0

Before

Name: 9x19mm || Distance scale: 12.0m - 50.0m || Suppression scale: 3.0 - 8.0
Name: 9x19mm_AutoPistol || Distance scale: 12.0m - 50.0m || Suppression scale: 3.0 - 8.0
Name: 9x19mm_Pistol || Distance scale: 12.0m - 50.0m || Suppression scale: 3.0 - 8.0
Name: 9x21mm || Distance scale: 12.0m - 50.0m || Suppression scale: 3.0 - 8.0
Name: 12g_Buckshot || Distance scale: 7.0m - 30.0m || Suppression scale: 1.0 - 1.0
Name: 12g_DBD09 || Distance scale: 7.0m - 30.0m || Suppression scale: 1.0 - 1.0
Name: 12g_DBD09_Flechette || Distance scale: 7.0m - 30.0m || Suppression scale: 1.0 - 1.0
Name: 12g_Flechette || Distance scale: 20.0m - 30.0m || Suppression scale: 1.0 - 1.0
Name: 12g_Frag || Distance scale: 12.0m - 50.0m || Suppression scale: 6.0 - 16.0
Name: 12g_Frag_Pump || Distance scale: 12.0m - 50.0m || Suppression scale: 6.0 - 16.0
Name: 12g_Slug || Distance scale: 12.0m - 50.0m || Suppression scale: 6.0 - 16.0
Name: 12g_Slug_Pump || Distance scale: 12.0m - 50.0m || Suppression scale: 6.0 - 16.0
Name: 40mm_Flechette || Distance scale: 20.0m - 30.0m || Suppression scale: 1.0 - 1.0
Name: 40SW || Distance scale: 12.0m - 50.0m || Suppression scale: 3.0 - 8.0
Name: 40SW_Pistol || Distance scale: 12.0m - 50.0m || Suppression scale: 3.0 - 8.0
Name: 44Magnum || Distance scale: 12.0m - 50.0m || Suppression scale: 6.0 - 16.0
Name: 45cal || Distance scale: 12.0m - 50.0m || Suppression scale: 3.0 - 8.0
Name: 45cal_Pistol || Distance scale: 12.0m - 50.0m || Suppression scale: 3.0 - 8.0
Name: 46x30mm || Distance scale: 12.0m - 50.0m || Suppression scale: 3.0 - 8.0
Name: 50cal_Bolt || Distance scale: 12.0m - 50.0m || Suppression scale: 16.0 - 24.0
Name: 57x28mm || Distance scale: 12.0m - 50.0m || Suppression scale: 3.0 - 8.0
Name: 57x28mm_Pistol || Distance scale: 12.0m - 50.0m || Suppression scale: 3.0 - 8.0
Name: 58x21mmDAP92 || Distance scale: 12.0m - 50.0m || Suppression scale: 3.0 - 8.0
Name: 58x21mmDAP92_Pistol || Distance scale: 12.0m - 50.0m || Suppression scale: 3.0 - 8.0
Name: 58x42mmDAP87 || Distance scale: 12.0m - 50.0m || Suppression scale: 3.0 - 8.0
Name: 58x42mmDAP87_Carbine || Distance scale: 12.0m - 50.0m || Suppression scale: 3.0 - 8.0
Name: 58x42mmDAP87_Heavy || Distance scale: 12.0m - 50.0m || Suppression scale: 12.0 - 16.0
Name: 58x42mmDAP88_Bolt || Distance scale: 12.0m - 50.0m || Suppression scale: 6.0 - 16.0
Name: 58x42mmDAP88_Semi || Distance scale: 12.0m - 50.0m || Suppression scale: 3.0 - 8.0
Name: 65x25mmCBJ || Distance scale: 12.0m - 50.0m || Suppression scale: 3.0 - 8.0
Name: 338Magnum || Distance scale: 12.0m - 50.0m || Suppression scale: 6.0 - 16.0
Name: 357Magnum || Distance scale: 12.0m - 50.0m || Suppression scale: 6.0 - 16.0
Name: 408CheyTac || Distance scale: 12.0m - 50.0m || Suppression scale: 6.0 - 16.0
Name: 545x45mmWP || Distance scale: 12.0m - 50.0m || Suppression scale: 3.0 - 8.0
Name: 545x45mmWP_Carbine || Distance scale: 12.0m - 50.0m || Suppression scale: 3.0 - 8.0
Name: 545x45mmWP_Heavy || Distance scale: 12.0m - 50.0m || Suppression scale: 12.0 - 16.0
Name: 556x30mmMINSAS || Distance scale: 12.0m - 50.0m || Suppression scale: 3.0 - 8.0
Name: 556x45mmLSAT || Distance scale: 12.0m - 50.0m || Suppression scale: 12.0 - 16.0
Name: 556x45mmNATO || Distance scale: 12.0m - 50.0m || Suppression scale: 3.0 - 8.0
Name: 556x45mmNATO_Bolt || Distance scale: 12.0m - 50.0m || Suppression scale: 6.0 - 16.0
Name: 556x45mmNATO_Carbine || Distance scale: 12.0m - 50.0m || Suppression scale: 3.0 - 8.0
Name: 556x45mmNATO_Heavy || Distance scale: 12.0m - 50.0m || Suppression scale: 12.0 - 16.0
Name: 762x39mmWP_Semi || Distance scale: 12.0m - 50.0m || Suppression scale: 3.0 - 8.0
Name: 762x51mmNATO || Distance scale: 12.0m - 50.0m || Suppression scale: 3.0 - 8.0
Name: 762x51mmNATO_Bolt || Distance scale: 12.0m - 50.0m || Suppression scale: 6.0 - 16.0
Name: 762x51mmNATO_Carbine || Distance scale: 12.0m - 50.0m || Suppression scale: 3.0 - 8.0
Name: 762x51mmNATO_Heavy || Distance scale: 12.0m - 50.0m || Suppression scale: 12.0 - 16.0
Name: 762x51mmNATO_Semi || Distance scale: 12.0m - 50.0m || Suppression scale: 3.0 - 8.0
Name: 762x54mmR_Bolt || Distance scale: 12.0m - 50.0m || Suppression scale: 6.0 - 16.0
Name: 762x54mmR_Heavy || Distance scale: 12.0m - 50.0m || Suppression scale: 12.0 - 16.0
Name: 762x54mmR_semi || Distance scale: 12.0m - 50.0m || Suppression scale: 3.0 - 8.0


After

Name: 9x19mm || Distance scale: 8.0m - 50.0m || Suppression scale: 1.0 - 3.0
Name: 9x19mm_AutoPistol || Distance scale: 8.0m - 50.0m || Suppression scale: 1.0 - 3.0
Name: 9x19mm_Pistol || Distance scale: 8.0m - 50.0m || Suppression scale: 1.0 - 3.0
Name: 9x21mm || Distance scale: 8.0m - 50.0m || Suppression scale: 1.0 - 3.0
Name: 12g_Buckshot || Distance scale: 7.0m - 30.0m || Suppression scale: 1.0 - 1.0
Name: 12g_DBD09 || Distance scale: 7.0m - 30.0m || Suppression scale: 1.0 - 1.0
Name: 12g_DBD09_Flechette || Distance scale: 7.0m - 30.0m || Suppression scale: 1.0 - 1.0
Name: 12g_Flechette || Distance scale: 20.0m - 30.0m || Suppression scale: 1.0 - 1.0
Name: 12g_Frag || Distance scale: 8.0m - 50.0m || Suppression scale: 3.0 - 10.0
Name: 12g_Frag_Pump || Distance scale: 8.0m - 50.0m || Suppression scale: 3.0 - 10.0
Name: 12g_Slug || Distance scale: 8.0m - 50.0m || Suppression scale: 4.0 - 10.0
Name: 12g_Slug_Pump || Distance scale: 8.0m - 50.0m || Suppression scale: 4.0 - 10.0
Name: 40mm_Flechette || Distance scale: 20.0m - 30.0m || Suppression scale: 1.0 - 1.0
Name: 40SW || Distance scale: 8.0m - 50.0m || Suppression scale: 1.0 - 3.0
Name: 40SW_Pistol || Distance scale: 8.0m - 50.0m || Suppression scale: 1.0 - 3.0
Name: 44Magnum || Distance scale: 8.0m - 50.0m || Suppression scale: 3.0 - 10.0
Name: 45cal || Distance scale: 8.0m - 50.0m || Suppression scale: 1.0 - 3.0
Name: 45cal_Pistol || Distance scale: 8.0m - 50.0m || Suppression scale: 1.0 - 3.0
Name: 46x30mm || Distance scale: 8.0m - 50.0m || Suppression scale: 1.0 - 3.0
Name: 50cal_Bolt || Distance scale: 8.0m - 50.0m || Suppression scale: 10.0 - 24.0
Name: 57x28mm || Distance scale: 8.0m - 50.0m || Suppression scale: 1.0 - 3.0
Name: 57x28mm_Pistol || Distance scale: 8.0m - 50.0m || Suppression scale: 1.0 - 3.0
Name: 58x21mmDAP92 || Distance scale: 8.0m - 50.0m || Suppression scale: 1.0 - 3.0
Name: 58x21mmDAP92_Pistol || Distance scale: 8.0m - 50.0m || Suppression scale: 1.0 - 3.0
Name: 58x42mmDAP87 || Distance scale: 8.0m - 50.0m || Suppression scale: 1.0 - 3.0
Name: 58x42mmDAP87_Carbine || Distance scale: 8.0m - 50.0m || Suppression scale: 1.0 - 3.0
Name: 58x42mmDAP87_Heavy || Distance scale: 8.0m - 50.0m || Suppression scale: 8.0 - 10.0
Name: 58x42mmDAP88_Bolt || Distance scale: 8.0m - 50.0m || Suppression scale: 4.0 - 10.0
Name: 58x42mmDAP88_Semi || Distance scale: 8.0m - 50.0m || Suppression scale: 1.0 - 3.0
Name: 65x25mmCBJ || Distance scale: 8.0m - 50.0m || Suppression scale: 1.0 - 3.0
Name: 338Magnum || Distance scale: 8.0m - 50.0m || Suppression scale: 4.0 - 10.0
Name: 357Magnum || Distance scale: 8.0m - 50.0m || Suppression scale: 3.0 - 10.0
Name: 408CheyTac || Distance scale: 8.0m - 50.0m || Suppression scale: 4.0 - 10.0
Name: 545x45mmWP || Distance scale: 8.0m - 50.0m || Suppression scale: 1.0 - 3.0
Name: 545x45mmWP_Carbine || Distance scale: 8.0m - 50.0m || Suppression scale: 1.0 - 3.0
Name: 545x45mmWP_Heavy || Distance scale: 8.0m - 50.0m || Suppression scale: 8.0 - 10.0
Name: 556x30mmMINSAS || Distance scale: 8.0m - 50.0m || Suppression scale: 1.0 - 3.0
Name: 556x45mmLSAT || Distance scale: 8.0m - 50.0m || Suppression scale: 8.0 - 10.0
Name: 556x45mmNATO || Distance scale: 8.0m - 50.0m || Suppression scale: 1.0 - 3.0
Name: 556x45mmNATO_Bolt || Distance scale: 8.0m - 50.0m || Suppression scale: 4.0 - 10.0
Name: 556x45mmNATO_Carbine || Distance scale: 8.0m - 50.0m || Suppression scale: 1.0 - 3.0
Name: 556x45mmNATO_Heavy || Distance scale: 8.0m - 50.0m || Suppression scale: 8.0 - 10.0
Name: 762x39mmWP_Semi || Distance scale: 8.0m - 50.0m || Suppression scale: 1.0 - 3.0
Name: 762x51mmNATO || Distance scale: 8.0m - 50.0m || Suppression scale: 1.0 - 3.0
Name: 762x51mmNATO_Bolt || Distance scale: 8.0m - 50.0m || Suppression scale: 4.0 - 10.0
Name: 762x51mmNATO_Carbine || Distance scale: 8.0m - 50.0m || Suppression scale: 1.0 - 3.0
Name: 762x51mmNATO_Heavy || Distance scale: 8.0m - 50.0m || Suppression scale: 8.0 - 10.0
Name: 762x51mmNATO_Semi || Distance scale: 8.0m - 50.0m || Suppression scale: 1.0 - 3.0
Name: 762x54mmR_Bolt || Distance scale: 8.0m - 50.0m || Suppression scale: 3.0 - 10.0
Name: 762x54mmR_Heavy || Distance scale: 8.0m - 50.0m || Suppression scale: 8.0 - 10.0
Name: 762x54mmR_semi || Distance scale: 8.0m - 50.0m || Suppression scale: 1.0 - 3.0


The intended effect of this is to reduce the frequency and rate that unintended Suppression appears.

Bipods will provide a 1.5x Suppression modifier that will restore LMGs and BAs to extremely close to their previous Suppression models. This will encourage using Suppression as a defensive mechanic.

All weapons besides Bolt Actions and LMGs will be capped at 0.20 Suppression. 0.20 is the level at which the effects of Suppression begin to kick in. This change allows the majority of weapons in BF4 to inflict a negligible amount of it. Support and Recon will become roles intended for Suppression while all weapons can inflict to a certain extent. This rationale follows how soldiers have reduced healing and repair recovery by themselves.

Scrapped in favor of current model

Change the Suppression "bubble" to a Suppression "circle." Rather than have a bubble around the players head, the detection zone should be changed to a 2D billboard. This means that shots aimed directly at a player will not Suppress. Only shots that missed will. This is so that Suppression is separate from shooting to kill. In the below images, red lines denote shots that allegedly increase Suppression. By changing it to a 2D billboard, hits should no longer Suppress. This further separates Suppression from shooting to kill.





Reverse Suppression "fly-by" scaling. The closer the shot misses the target's head, the LESS Suppression it should do. While this may not make too much sense, this is another tweak designed to make Suppression a conscious decision instead of an accidental byproduct. This way, someone who was shooting to kill and misses will be punished with minimal Suppression and no damage inflicted.



Other ideas:

Increase FSM - Drastically increases weapon handling difficulty. Very effective at lowering enemy DPS.

Disable ADS - Extremely effective at lowering DPS.

Decrease Suppression Decay from 1.0 to 0.75. I'm not sure if I'm looking at the right number or field, but the point is, with Suppression's reduced frequency, prolonging its effect may be warranted.

Give the Stubby/Potato Grip increased Spread Decrease. Right now, most weapons have 15 Spread Decrease per second. Giving the Stubby/Potato Grip a 1.34x (or even smaller) multiplier to Spread Decrease would assist with resisting the effects of Suppression. Not enough to make a difference

Allow COVR to change the "cap" of Suppression from 0.2 to 0.15? in addition to lowering incoming Suppression. Allow SUPP to increase "cap" of Suppression from 0.2 to 0.25 in addition to increasing outgoing Suppression. (proposed by mmacola) Alternatively, have COVR change the minimum threshold for Suppression to kick in to 0.25 and have SUPP lower the threshold to 0.15. End result is that min, max, and Squad Spawn Disable thresholds change.

Make the controller vibrate. This is intended to make the player feel uncomfortable staying in the line of fire.

Suppression Increase Per Shot. Continuous fire increases the amount of Suppression dealt per bullet. This might require Suppression per bullet to be tweaked again. May be hard for DICE to engineer.

Distort or remove HUD elements/minimap. May be redundant or useless.

Stance multipliers for incoming Suppression -> Stance changes size of Suppression bubble. Lower profile decreases the size of the bubble.

Change Suppression decay to be continuous. ARs, Carbines, etc. would not be able to sustain their Suppression for very long and a 0.20 cap would not be needed. This'd also allow lolcomps to counterattack sooner.

Give each weapon their own Suppression multiplier for outgoing Suppression. Lower ROF weapons have generally higher multipliers but under 1.50x. Use of Bipod changes the Suppression multiplier to 1.50x.



The changes will lead to Suppression being marginalized for the majority of infantry engagements. Smaller, competitive games that frequently see the use of only the Assault kit will rarely see Suppression appear. On the other hand, the reduced frequency and potency of Suppression for the majority of weapons will allow a massive increase in potency in Suppression itself. While Suppression will be more challenging to handle, it will be far more possible.



Remember, I'll be porting the results of this over to the CTE so that hopefully, Suppression doesn't end up being completely fucked up. Suppression is probably going to be changed so what I want to do is impart a little FDR when it does: "Suppression may be a son of a bitch, but it's our son of a bitch!"
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This post has been edited 26 times, last edit by "NoctyrneSAGA" (Jul 24th 2014, 8:06pm) with the following reason: Forgot PDWs


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Tuesday, July 22nd 2014, 5:50pm

No arguments here. Spread increase and spread increase per shot are welcome prospects for me. The psychological effects displayed through tunnel vision, radial blur, and distorted hearing are well-thought solutions as well. I especially like the "billboard" approach to where Suppression will commence. It is evident you have invested a considerable amount of time and effort into this project and it shall not go unnoticed. Great work Noctyrne. :thumbup:
To Aim Assist or not to Aim Assist, that is the question.

Nope. Aim Assist or bust; here's why:

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    SnapZoomBreakMinAngle 90.0
    SnapZoomSpamGuardTime 1.2
    SoldierBackupSkeletonCollisionData *nullGuid*
    CheckBoneCenterOnlyDistance 40.0

No Slowdown Data

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AccelerationInputThreshold 0.98
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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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Tuesday, July 22nd 2014, 5:56pm

Change the Suppression "bubble" to a Suppression "circle." Rather than have a bubble around the players head, the detection zone should be changed to a 2D billboard. This means that shots aimed directly at a player will not Suppress. Only shots that missed will. This is so that Suppression is separate from shooting to kill.


Not getting this part. Does it billboard toward the shooter, or with the face of the subject of suppression?

Are you saying that it's a bubble with a circular bore of no suppression through the center, with the circular bore encompassing the target player's head, and extending toward the shooter's point of aim?

Platoon Marble Duck

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"you obviously don't know what an argument is as there is only one person battling. Do you really fucking think I want subs? You think you can act all big and powerful just because you sit on a computer at least 6 hours a day like the probably nerdy unwanted retard you are with 4.3k subs? You think 4.3k subs is a lot? LOL you need medicine man. I don't want any subs as i just have a google account for other media and writing comments. Think twice before you act. You even said in your video you aren't that great of a player, and the comments agree you aren't. Maybe you should once again think twice before you act, stop being such an annoying, ignorant bastard that everyone wants to shut up, and god, literally, just shut up. Your voice gave me a headache :s"

"As a youtuber shouldn't be trying to be reeling in your viewers with exciting stuff being said not your boring ass commentary for your video"

"The more you watch his vid the dumber he gets I swear he's borderline autistic look I got shot behind cover beacuase thin sheets metal are unpenetrable. Bf4 is just as quiet and tactical as bf3 random explosion in the background . Player has dissconected from chat
You started playing bf3 and never touched bfc1/2. Please do yourself a favor and shutdown your generic cod channel down"

"Nice clickb8 Faggot w8ting for your shit tier video to disable comments . Fucking newfag cancer go play some cod you activisiom cock faggot"

"I don't see why he [MarbleDuck] always tries to shit on levelcap he is better and has a million more subs...and also "there isnt a best gun in she game there are guns that are better that others at different engagement distances" yes thats true and whichever is the best/most average at all of them is the "best gun""

"Marbleduck you don't know shit lol levelcap knows more than you do you cant talk about how someone puts up garbage when you do yourself your a newcomer to YouTube acting like you know shit step up in the food chain first then you have the right to talk otherwise your just a fish trying to compete with sharks"

"Why don't we just witness "LevelCap vs MarbleDuck" One on One both on Battlefield 3 and Battlefield 4 seen as there is so much Controversy about the Two Youtubers"

"stfu cunt, BF3 was way better end of discussion"

"Stfu man, you're be littleing the most looked upon Battlefield Youtuber. No one cares about you, how much of an ego you have, or quite frankly your opinion. It's a fucking game.... Does it really fucking matter? Pathetic man."

"fuck you asshole, dont talk shit about total"

"Wtf is your problem? You have no subs and he has millions, yet you pick on him like some kind of stubborn, ignorant, rude child born with a silver spoon is his mouth. It's easy to do that, for example... You said there was no background noise yet there is. You say you're a fairly good player, you're not."

"please talk like a normal person and not like a professional"

NoctyrneSAGA

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Tuesday, July 22nd 2014, 5:58pm

Change the Suppression "bubble" to a Suppression "circle." Rather than have a bubble around the players head, the detection zone should be changed to a 2D billboard. This means that shots aimed directly at a player will not Suppress. Only shots that missed will. This is so that Suppression is separate from shooting to kill.


Not getting this part. Does it billboard toward the shooter, or with the face of the subject of suppression?


Shooter
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Tuesday, July 22nd 2014, 6:06pm

Change the Suppression "bubble" to a Suppression "circle." Rather than have a bubble around the players head, the detection zone should be changed to a 2D billboard. This means that shots aimed directly at a player will not Suppress. Only shots that missed will. This is so that Suppression is separate from shooting to kill.


Not getting this part. Does it billboard toward the shooter, or with the face of the subject of suppression?


Shooter


How is that different from a bubble? You just have a constantly rotating 2d plane dependent on the direction the bullet is fired from.

I think you need a picture explaining what your billboard looks like when you are shooting someone in profile. If that isn't any different, no reason to change from the bubble.

Otherwise I generally like the ideas. Not sure that increasing spread is that useful. In a suppression v. suppression situation it seems to mean everyone will just be wasting bullets. Since one of the problems with suppression psychologically is firing and not hitting what you are aiming at, this reads to me like something that will make people whine about dumping a mag on someone and having nothing hit.

More visual clue for suppression (and audio even) will help psychologically to make suppression work. You breath hold disable is great idea and I would like to see even more sway implemented before doing too much tunnel vision.

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Tuesday, July 22nd 2014, 6:07pm

A couple of comments.. I don't feel like typing so I'll just list them:
- I noticed you posted the slew of changes for all ammo types but you didn't include PDWs on the summary list previous to that
- Your 3d to 2d bubble change does not affect hits vs misses it only means suppression would depend on where your enemy is facing, which doesn't click at all with me. And if it rotates automatically to face the shooter, it's the same as the bubble. A better idea would be to replace the spherical bubble with a cylindrical one which goes just as much above your head but won't show through the sides. The logic behind this is that popping only your head is possible in many situations, but when you peek through the sides you must expose much more than just the head, especially without leaning: http://i.imgur.com/LcYXE15.png . The center of the radial fall off would still be the head, just the cylinder would determine if there was a suppression hit or not.
- Bipod multiplier for suppression should be 1.25 for all weapons and 1.5 for LMGs! That would work very nicely imo
- Agree that the visual indicator of when you are suppressed is very welcome. And a sound one would be very good too. Just muffled sound like when you're underwater or something like that, that fades as the suppression effect wears off. Would be nice if the audio effect only happened at full suppression
- Not sure about vertical recoil increase
- May I suggest base spread increase for bolt action rifles when at full suppression like AT launchers have? Most of these suppression mechanics do not work on sniper rifles otherwise
- I would also like to see DMR suppression kept where it's at. These weapons fire much much slower than their auto carbines/AR counterparts, so it takes a LOT of bullets to actually suppress in comparison. Here's a list of how I'd tweak the values as you listed base on this idea of ROF mixed in:

Spoiler Spoiler


Pistols: 1.0 - 1.0
PDWs: 1.0 - 2.0
Carbines: 1.0 - 3.0
ARs: 2.0 - 4.0
DMRs: 3.0 - 6.0
LMGs: 6.0 - 12.0
BAs: 6.0 - 16.0
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Tuesday, July 22nd 2014, 6:08pm

Change the Suppression "bubble" to a Suppression "circle." Rather than have a bubble around the players head, the detection zone should be changed to a 2D billboard. This means that shots aimed directly at a player will not Suppress. Only shots that missed will. This is so that Suppression is separate from shooting to kill.

Reverse Suppression "fly-by" scaling. The closer the shot misses the target's head, the LESS Suppression it should do. While this may not make too much sense, this is another tweak designed to make Suppression a conscious decision instead of an accidental byproduct. This way, someone who was shooting to kill and misses will be punished with minimal Suppression and no damage inflicted.


Im going to have to disagree on this part. Other than the main body the head is the other part where you try to suppress. It is almost unavoidable when suppressing a target that is behind a horizontal wall.

You dont try to shoot through the wall to suppress them, you shoot at the top of the wall which will be closer to the targets head. same for head glitchers.

If anything shouldnt suppression affects be greater the closer to the head? Yo usay concious decision instead of accidental byproduct. Dont most people aim for chest and thus miss more meaning that is more of an accidental byproduct?

perhaps different effects for the head? Like more snap crackle whizze and pops noises hear the head as bullets fly over it? (deafening the player)

NoctyrneSAGA

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Tuesday, July 22nd 2014, 6:10pm

How is that different from a bubble? You just have a constantly rotating 2d plane dependent on the direction the bullet is fired from.


@Hwanzike

AFAIK, the bubble iteration means that shots that hit soldiers also inflict Suppression in addition to damage.

With the billboard, it will either inflict Suppression or damage but not both.
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Tuesday, July 22nd 2014, 6:14pm

The World Champion admires your effort but knows it won't fly because it contains the dirtiest words in the Battlefield Community "Spread Increase". to say the community is divided on the subject is misleading because it's a 90/10 split. you nudged that spread increase up by 00000000000000000000000000000000000.00001 of % and people will be scratching their eyes out in a frothy rage.

Dig the reduction/resize/reconfiguration of the suppression bubble.

even in a "What If" scenario that No ADS when suppressed might get you a couple death threats.
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Tuesday, July 22nd 2014, 6:33pm

As for visual cues for suppression I am against anything that is on a hud. Proper suppression needs sound and environmental cues.

Sound in this game needs to be beefed the eff up.
Earlier post - Bullet impacts and simulated ricochets A mixture of muffling other sounds and perhaps a deafening that goes away as suppression stops? Note there should be a massive difference between a shot flying by your torso vs head.


Environmental
Dust kickup, water splashes. Dust/dirt getting on your "goggles". Darkening edges of screen? no. Why add things that remind you that you are in the game when you can enhance immersion at the same time. does same thing but one lets you feel like you are being shot at whilst the other one simply tells you that you are being shot at.