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: Dec 17th 2013

Platform: PC

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11

Monday, March 10th 2014, 4:59pm

Gone back to M67 Frag. All I ever wanted for nades was to throw them farther and cook them at my own risk, but DICE decided to give multiple grenades for spamtravaganza

V40 have a combined damage pool of 180DMG, and can cover a medium sized room. The RGO I never used until they forced it into the SW40 assignment. No timed fused to learn, two grenade supply and now 160DMG total; with the way nades are used to flush out a target you've shot at, the RGOs are almost always a guaranteed kill especially two available.

Actually like the new, improved and now usable flashbangs, now how about a flashlight buff?

Posts: 451

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: Nov 21st 2013

Platform: Xbox One

Location: Australia

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12

Tuesday, March 11th 2014, 3:41am


I never used the V40 Pocket Nukes too much, even when they were powerful, but TBH I've tried to stop using explosives as of late, grenades especially. I found myself relying on them way too much (I'm saying this as an infantry game mode player, btw) whether them be rockets or any type of grenade, and I figured that I should work on my gun play and movement instead of just playing the game like a re-skinned basketball simulator. So, M34, M84 and Hand Flares FTW.



Quoted from "Retribution Iv"



(As the grenade indicator is universal regardless of grenade type and the average player freaks out when a grenade is near them).

Uh, no it's not. All of the different grenades have unique indicator icons.
I stand corrected... The V40's, RGO and M67 indicators look very similar though. This still causes players to exit cover because most players don't have the time or can't tell the difference between these three grenade's indicators. Myself being an example apparently as I thought they were the same for these three... :S
"As I walk through the valley of the Shadow Of Death, I have no fear because I am the meanest mother ****er in the whole valley"
- Gen. George S. Patton

Posts: 3,292

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: Apr 26th 2013

Platform: PS4

Location: Arizona, USA

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13

Tuesday, March 11th 2014, 3:53am

Bounced one into a corridor in lockers and scored at least 8 kills. Jaw dropping that was.

That is probably due to the new damage model. The RGO Impact inflicts a maximum of 80 damage out to 3 meters after the latest update.

These are my unofficial test results for the explosive grenades:

The V-40 Mini:
0m : 58 Damage
0 - 3m : 55-58 Damage
3.1 - 4m : 55 Damage
4.1 - 5m : 42 Damage
5.1 - 6m : 26 Damage
6.1 - 7m : 11 Damage
7.1 - 8m : 0 Damage

The RGO Impact:
0m : 80 Damage
0 - 3m : 74-80 Damage
3m : 74 Damage
3.1 - 4m : ~64 Damage
4.1 - 5m : 26 Damage
5.1 - 6m : 0 Damage

The M67 Frag:
0m : 100+ Damage
0 - 3m : 100+ Damage
3.1 - 4m : 79 Damage
4.1 - 5m : 61 Damage
5.1 - 6m : 39 Damage
6.1 - 7m : 23 Damage
7.1 - 8m : 0 Damage

*If the actual values have been deciphered from the patch notes, report this post. :thumbup:
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


Nick 30075

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14

Tuesday, March 11th 2014, 3:56am

I'm still using V40s, but I've messed around with Impacts. I just can't get kills with the Impacts, but that's probably partially my lack of experience.

Three nades at low damage seems like enough for me. For grenades, quantity is usually more relevant as I play because you can flush people out of cover more easily. Just throw 2-3 from different angles, people scatter really quickly.
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I'm basically just a degenerate weeb who doesn't post much nowadays.

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I have the highest postcount. Nick doesn't count.

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23:44 Nick: *flips table*
23:44 Legion: Bye, happy stabbing
23:44 *** Lt_Col_Jesus quit (Quit: off to murder the public at large).

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... fuck. Damn you hindsight!

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23:58 Nick: AS A BIIIIRD NOW
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: Jul 8th 2013

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15

Tuesday, March 11th 2014, 4:53am

I want to know if this changes the V40's ability to "blow up the supports that then drop the balcony creating ramps" levolution most maps have.

It used to be M67 and V40 could and RGO couldn't. But if RGO is now stronger than V40 I wonder if it swapped?

yugas42

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: Sep 1st 2012

Platform: PC

Location: Pittsburgh, Pennsylvania

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16

Tuesday, March 11th 2014, 5:06am

I've always switched between Mini's and Rgo's, and will continue to do so. They have totally different uses. Minis are great for chasing people out of corners or detonating AT mines in the road if you can't risk being out of the tank long enough to magnum them. RGO's are much better for getting kills as they don't give the target a chance to get away from the inner radius. It's also hilarious to smack someone in the face with a grenade and watch them do a backflip and die.

On another note. I jumped out of the way from a mini over the weekend and didn't get hit by it, all is well in the world.

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: Feb 9th 2014

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17

Tuesday, March 11th 2014, 5:30am

Not using V40's anymore since splash is to low to push people back with 80 damage, it either killed them or make them fall back a bit. Now I use RGO's you need to be precise with them, and they won't back people away since they explode on impact. After a bit of practice with them I hope i'll be able to kill enemies with RGO's even after they start firing their gun.

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: Dec 16th 2013

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18

Tuesday, March 11th 2014, 2:15pm

I'm using flashbangs now, they are great. You get 3, they can be thrown pretty far, and they detonate when they reach the ground. Amazingly useful to push inside buildings and to blind armor driver/gunners before you peek to RPG :D


Wow, fascinating, to flashbangs actually blind drivers inside of vehicles?

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: Feb 23rd 2014

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19

Tuesday, March 11th 2014, 5:16pm

I use flash-bangs to detonate my c4.

It will show up as flash-bang kill.

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: Nov 5th 2013

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20

Tuesday, March 11th 2014, 5:29pm

I'm using flashbangs now, they are great. You get 3, they can be thrown pretty far, and they detonate when they reach the ground. Amazingly useful to push inside buildings and to blind armor driver/gunners before you peek to RPG :D


Wow, fascinating, to flashbangs actually blind drivers inside of vehicles?
Yeah, it's a pretty nifty tactic but you need to wait for your spot to wear off otherwise its kind of useless
This is where I'm coming from: Clicky

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