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Posts: 3,292

Date of registration
: Apr 26th 2013

Platform: PS4

Location: Arizona, USA

Reputation modifier: 15

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21

Monday, May 5th 2014, 8:37pm

Ok I can kinda see what you mean here
Although I'd put the problem down to the mortar love of walls as opposed to its damage. It seems like 85% of the time I try to clear rooftops with it I end up hitting a building or a wall (usually on fucking Dawnbreaker)

Yep, this is a common problem for elevated locations. The issue we encounter is that the trajectory is intended for targets of a similar altitude as the M224 Mortar's placement. It does not account for the fluctuation in height of your aimpoint. The only structures that you can reliably target are those of which stand below the apex of the projectile. To even attempt at landing a round atop a Skyscraper you must adjust your point of aim to well beyond the targeted building and engage in a bout of trial and error.

Edit: The first rough ;) sketch below displays the M224 Mortar's "trajectory" and why buildings whose elevation exceeds the Mortar's apex cause conflict with aiming.

The second represents what the theoretical aimpoint should be to impact the roof of the Skyscraper.

Key: The red Xs represent the point of impact or the user's aiming reticle based on the Mortar screen. The Xs along the base of each structure indicates the aimpoint.
JSLICE20 has attached the following images:
  • Screenshot_2014-05-05-11-57-12.png
  • Screenshot_2014-05-05-12-15-18.png
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

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 0.0
    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

This post has been edited 3 times, last edit by "JSLICE20" (May 5th 2014, 9:38pm)


Posts: 1,000

Date of registration
: Nov 5th 2013

Platform: PC

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22

Monday, May 5th 2014, 11:35pm

This can be remedied by trial and error and watching where the rounds land (both directly or on the mortar screen)
This is where I'm coming from: Clicky

C0llis

Up and down. Bounce all around

(3,334)

Posts: 3,100

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: Apr 15th 2013

Platform: PC

Location: Sweden

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23

Tuesday, May 6th 2014, 12:03am

This can be remedied by trial and error and watching where the rounds land (both directly or on the mortar screen)
But that doesn't mean that it isn't a problem. Having to waste multiple rounds just to know in what general area to aim in order to hit the top of a roof - let alone get rounds on target - is not what the mortar needs with it's slow ammo regen. The BF3 system where the round(s) teleported to a location on top of the target was far better, barring the glitch on metro where it could shoot through the roof.

Things people said

And reading Youtube comments still gives me Turbo Cancer.

It really is quite frustrating when Helen Keller sets up her LMG in the only doorway in/out of an area.

What kind of question is that? Since when is cheese ever a bad idea?

Hardline is a fun and sometimes silly Cops and Robbers sorta thing and I think that's great. Or it would be if it didn't suck.

Posts: 1,000

Date of registration
: Nov 5th 2013

Platform: PC

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24

Tuesday, May 6th 2014, 1:20am

This can be remedied by trial and error and watching where the rounds land (both directly or on the mortar screen)
But that doesn't mean that it isn't a problem. Having to waste multiple rounds just to know in what general area to aim in order to hit the top of a roof - let alone get rounds on target - is not what the mortar needs with it's slow ammo regen. The BF3 system where the round(s) teleported to a location on top of the target was far better, barring the glitch on metro where it could shoot through the roof.
I agree.
This is where I'm coming from: Clicky