Welcome to symthic forums! We would love if you'd register!
You don't have to be expert in bit baking, everyone is more than welcome to join our community.

You are not logged in.

Hey! If this is your first visit on symthic.com, also check out our weapon damage charts.
Currently we have charts for Battlefield 3, Call of Duty: Black Ops 2, Medal of Honor: Warfighter and Call of Duty: Modern Warfare 3

  • "Spartanlord" started this thread

Posts: 286

Date of registration
: Mar 18th 2014

Platform: Xbox One

Location: The Moon

Battlelog:

Reputation modifier: 2

  • Send private message

1

Sunday, June 22nd 2014, 1:57am

Unica-6 and DEagle

So now that some of the stats of these two new pistols have been released (and are floating around the forums), it occurred to me that the Unica-6 doesn't have a lot of hype. What role does the Unica-6 play in the game compared to the DEagle? Also, could someone draw up the stats of these pistols?

I'd like to go on record by saying I like you already :)

*Activates Jedi Mind Powers*

Posts: 192

Date of registration
: Aug 21st 2012

Platform: PC

Reputation modifier: 5

  • Send private message

2

Sunday, June 22nd 2014, 2:31am

I dont know why Dice thinks its a good idea to put the unica 6 in its basicly the same as the sw40. They could have put an lmg instead of a new revolver.

Posts: 171

Date of registration
: Feb 11th 2014

Platform: PC

Location: The guys who have good health care

Battlelog:

Reputation modifier: 2

  • Send private message

3

Sunday, June 22nd 2014, 2:43am

I'm guessing that the Unica6's stats are just placeholders; they're too similar to every other revolver. Unless, of course, that there's some secret marketing strategy with putting out reskinned versions of weapons.

And for the stats: Clicky!
"Teamwork is essential; it gives the enemy other people to shoot at."

Posts: 482

Date of registration
: Feb 17th 2014

Platform: 360

Battlelog:

Reputation modifier: 2

  • Send private message

4

Sunday, June 22nd 2014, 2:58am

The U 6 or Mateba Autorevolver is almost a straight upgrade from the naval strike revolver, the SW40 aka Swagnum aka buttcheek, which in turn will probably become obsolete. The mateba has better spread increase (0.4 instead of .5), better ADS accuracy (.4 stand/.6 move instead of .5/.6), slightly less higher velocity (440 m/s vs 400) and slightly less h recoil (.2 for each side rather than .22). The Swagnum does have a slightly faster ROF (220 vs 210) and faster tho less flamboyant reload (3.8 vs 4.0). Oh, and it's worth noting that currently both of these revolvers have NO delay.

Despite the similarities, I have a feeling the Mateba won't play out the same way the SW40 did - The Swagnum is slightly more spammy and less accurate all around. The Mateba will be slightly more of a skill cannon, especially since people who are looking for a spammy 2 shotter will soon have the Deagle (talk about that briefly in a second), and the Mateba will kill much like the REX, and it's worth noting the decent moving accuracy (0.6). But an HBAR on that and more happiness ensues. Even though the Rex (another soon to be obsolete revolver) is technically more accurate spread wise, the Mateba is better for moving targets because of the 40 m/s higher velocity and lack of trigger delay, which it WILL NOT have - it's called an "auto revolver" because IRL it's actually blowback operated, semi automatic firearm. The SW40 will probably get a delay soon however, and most likely DICE accidentally give it no delay instead of the Mateba. Still, why the hell did we get two more revolvers and still no IMI Negev?

It's also worth noting that the Deagle is essentially a straight upgrade of the Mateba, which is a straight upgrade of the Swagnum. The Deagle has better standing accuracy (.25 vs .4) ,+10 rpm (like the Swagnum), + 2 or 3 rounds, a faster reload, and the .44 magnum damage model (3 shots instead of four shots at range). Of course, the Mateba still wins in moving accuracy and velocity, so its safe to say that it will still best the best for headshoting targets on the move within 25m in Domination/Metro like maps.

I'm kinda upset about how terribly balanced all the revolvers and deagle are right now, but that could be fixed pretty easily: give all the revolvers and deagle a 1.5/2 hip fire except the SW40, give the REX the highest velocity (480 m/s?) and a 3.0 sec reload, give the SW40 a 240 rpm and .4 spread increase, and finally rechamber the fuckin Deagle in .357 and give it .4 ADS standing accuracy. But that's DICE's job, not mine. Fortunately, the Mateba is going to be one of the better revolvers, and I'm personally really looking forward to using it alongside my suppressed CZA3 in my Domination Engi load out.

Maveco

You can't stop the Smooze!

(610)

Posts: 2,351

Date of registration
: Mar 16th 2013

Platform: 360

Location: ~/

Battlelog:

Reputation modifier: 12

  • Send private message

5

Sunday, June 22nd 2014, 3:08am

could someone draw up the stats of these pistols?

I made Desert Eagle's main stats for you:

Spoiler Spoiler


Posts: 3,292

Date of registration
: Apr 26th 2013

Platform: PS4

Location: Arizona, USA

Reputation modifier: 15

  • Send private message

6

Sunday, June 22nd 2014, 4:17am

Also, could someone draw up the stats of these pistols?

*Re-Activates Jedi Mind-Powers*

"These ARE the stats you are looking for."
"You can go about your business."

desert eagle:
.44 magnum (56-37.5 damage, 12.5-50m dropoff, -15m/s^2 gravity)
220RPM
reload: 2.75s short, 3.2s long
velocity: 400m/s, 200m/s suppressed
mag size: 8+1, 4 mags

spread (standing)
ADS (stationary/moving): 0.25/1.0 (0.8125 effective with 0.75x ADS move speed multiplier)
hipfire (stationary/moving): 1.0/1.5
spread (crouch)
ADS (stationary/moving): 0.2/1.0 (0.8 effective with 0.75x ADS move speed multiplier)
hipfire (stationary/moving): 1.0/1.5
spread (prone)
ADS (stationary/moving): 0.1/1.0 (0.775 effective with 0.75x ADS move speed multiplier)
hipfire (stationary/moving): 1.0/1.5

spread increase (all stances): 0.5
spread recovery (all stances): 15/s

recoil (all stances):
vertical: 2.0, 1.0x FSM
horizontal: 0.3<->0.3
recoil recovery: 4

unica6:
.357 magnum (56-28 damage, 15-37m dropoff, -15m/s^2 gravity)
210RPM
reload: 4.1s
velocity: 440m/s
mag size: 6, 6 mags

spread (standing)
ADS (stationary/moving): 0.4/0.6 (0.55 effective with 0.75x ADS move speed multiplier)
hipfire (stationary/moving): 1.0/1.5
spread (crouch)
ADS (stationary/moving): 0.4/0.6 (0.55 effective with 0.75x ADS move speed multiplier)
hipfire (stationary/moving): 1.0/1.5
spread (prone)
ADS (stationary/moving): 0.4/0.6 (0.55 effective with 0.75x ADS move speed multiplier)
hipfire (stationary/moving): 1.0/1.5

spread increase (all stances): 0.4
spread recovery (all stances): 15/s

recoil (all stances):
vertical: 2.0, 1.0x FSM
horizontal: 0.2<->0.2
recoil recovery: 6


Sorry, tehmoriz, for quoting you, yet again, on these stats. :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

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
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

Source code

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
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

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
 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


  • "Spartanlord" started this thread

Posts: 286

Date of registration
: Mar 18th 2014

Platform: Xbox One

Location: The Moon

Battlelog:

Reputation modifier: 2

  • Send private message

7

Sunday, June 22nd 2014, 6:01am

@Jslice20
Organized it into a list:
Pros of Deagle vs Unica
>Higher RoF
>Faster reload
>larger mag
>Better ADS not moving spreads
>Better long range damage model

So the Deagle has a lot of potential - high RoF and reload/mag size make it ideal for CQC spamming, but it's accuracy and damage model allow it to do well at range as well.

Pros of Unica vs Deagle
>Lower Recoil
>Higher BV
>Lower Spread/Recoil Increase
>Better ADS not moving spreads
>More total bullets (only 4)
>Longer oneshot headshot range

The Unica actually reminds me of a bullpup weapon. What it excels in seems to be CQC due to its low recoil and longer OSOK range. It's mag size and damage model really hurt.
I think the biggest appeal (for me) of the Deagle is a large mag size while maintaining a high RoF. It is comparable to a magnum on most stats except these two things. The Unica, on the other hand, is a direct upgrade to the SW40 ignoring reload speeds and 10 RPM.

I'd like to go on record by saying I like you already :)

*Activates Jedi Mind Powers*

This post has been edited 1 times, last edit by "Spartanlord" (Jun 22nd 2014, 6:07am)


Posts: 3,292

Date of registration
: Apr 26th 2013

Platform: PS4

Location: Arizona, USA

Reputation modifier: 15

  • Send private message

8

Sunday, June 22nd 2014, 6:50am

What role does the Unica-6 play in the game compared to the DEagle?

Well the problem here is that these pistols do not fire the same round. The Unica 6 chambers the 357_magnum while the Desert Eagle uses the 44_magnum. The fundamental difference between the two bullets is the attributes of damage dropoff and model. The dropoff for the 357_magnum exists at 15 - 37m while the 44_magnum's is from 12.5 - 50m; the model of the .357 is 56 - 28, the .44 56 - 37.5. Comparing the two doesn't work because of these numbers. It is perfectly acceptable to contrast the Unica 6 against the M412 Rex or SW40 or the Desert Eagle with the .44 Magnum, however performing this action with cross-round type is not practical. That's why you don't see, for example, the SCAR-H pitched against the SAR-21 in discusssion. While they are both Assault Rifles with a similar Fire-Rate, the statistics for each differ drastically (Recoil, Damage Model, Spread Increase, etc.).
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

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
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

Source code

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
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

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
 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


  • "Spartanlord" started this thread

Posts: 286

Date of registration
: Mar 18th 2014

Platform: Xbox One

Location: The Moon

Battlelog:

Reputation modifier: 2

  • Send private message

9

Sunday, June 22nd 2014, 7:18am

What role does the Unica-6 play in the game compared to the DEagle?

Well the problem here is that these pistols do not fire the same round. The Unica 6 chambers the 357_magnum while the Desert Eagle uses the 44_magnum. The fundamental difference between the two bullets is the attributes of damage dropoff and model. The dropoff for the 357_magnum exists at 15 - 37m while the 44_magnum's is from 12.5 - 50m; the model of the .357 is 56 - 28, the .44 56 - 37.5. Comparing the two doesn't work because of these numbers. It is perfectly acceptable to contrast the Unica 6 against the M412 Rex or SW40 or the Desert Eagle with the .44 Magnum, however performing this action with cross-round type is not practical. That's why you don't see, for example, the SCAR-H pitched against the SAR-21 in discusssion. While they are both Assault Rifles with a similar Fire-Rate, the statistics for each differ drastically (Recoil, Damage Model, Spread Increase, etc.).

It would have been more apt to say 'What role will the Unica-6 play in the game upon release?' I agree its difficult to compare weapons with different damage models, but the only difference between these two models are max damage and drop offs. The way I see it, the Deagle leaves the Unica nearly obsolete.

I'd like to go on record by saying I like you already :)

*Activates Jedi Mind Powers*

Posts: 630

Date of registration
: Jan 27th 2013

Platform: PC

Battlelog:

Reputation modifier: 5

  • Send private message

10

Sunday, June 22nd 2014, 7:45am

I'm guessing that the Unica6's stats are just placeholders
Didn't we say the same thing about the naval strike weapons?