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Miffyli

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: Mar 21st 2013

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Location: __main__, Finland

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11

Friday, February 5th 2016, 9:23pm

You shouldn't judge which bullet goes to which gun based on name. They started off as somewhat realistic names, but even BF4 had weird ones (smaller round being for bigger gun or somethingsomething). You can see the projectile names on weapon info pages.
Links to users' thread list who have made analytical/statistical/mathematical/cool posts on Symthic:
  • 3VerstsNorth - Analysis of game mechanics in BF4 (tickrates, effects of tickrate, etc)
  • InterimAegis - Weapon comparisons/scoring.
  • leptis - Analysis of shotguns, recoil, recoil control and air drag.
  • Veritable - Scoring of BF4/BF1 firearms in terms of usability, firing and other mechanics.
  • pmax - Statistical analysis of BF4 players/games.
  • Miffyli - Random statistical analysis of BF4 battlereports/players and kill-distances. (list is cluttered with other threads).
Sorry if your name wasn't on the list, I honestly can't recall all names : ( . Nudge me if you want to be included

VincentNZ

Holy War? No Thanks.

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: Jul 25th 2013

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12

Friday, February 5th 2016, 9:46pm

So I am a bit hazy on the HArdline stats, but from what we presume are the values for the M416/M16 bullets, it means they have a drop-off start, where other ARs have already reached their minimum damage? And from what I recall, these two ARs also had a more or less manageable spread and recoil? So what is then the point of using any carbine or AR that does not use the "long range" calibre?

If this truly is what they are balancing for, I have no idea what their intent was.

That being said, why would the PC need specific balancing? DOesn't this overcomplicate things, just because our tickrate is higher?

Miffyli

Symthic Developer

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Posts: 3,750

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13

Friday, February 5th 2016, 9:59pm

Spoiler includes damage models for most weapons, some were skipped because silly stuff I am too lazy to fix now (just say if you want specific gun tho).

BFH CTE damage models

Name SDmg EDmg DOStart DOEnd
Scout_Elite 45 34 30 90
CAR-556 24 12 8 50
AKS-74u 24 12 12 32
MPX 25 10 8 25
37_Stakeout 15 6 8 18
ACWR 24 12 25 50
MP7 18 10 18 40
SCAR-H 34 22 20 50
45T 34 15 15 40
M16A3 25 13 40 60
M45 24 12 20 35
Saiga_12 15 6 8 15
RO933 19 12 15 50
SR-25_ECC 34 25 20 120
SOCOM16 34 25 20 120
M1911 34 18 10 30
AKM 28 18 30 50
G18C 20 10 8 24
M240B 34 22 30 60
SA-58_OSW 34 22 20 50
.40_Pro 25 18 15 30
FN_FAL 34 22 30 60
ARM 25 13 40 60
HCAR 34 22 30 60
FMG9 20 8 25 35
K10 20 8 5 25
MG36 33 20 30 40
RS357 60 30 25 37
G36C 24 12 30 50
P90 24 12 20 40
RO933_.300_BLK 24 15 30 60
CZ-75 25 15 10 20
KSG-12 20 6 5 15
TEC-9 24 12 20 40
.44_Magnum 34 20 12.5 50
HK51 34 22 20 50
Saiga_.308 34 25 15 60
M5_NAVY 20 8 25 35
RO933_M1 30 18 10 20
AugA3 24 12 25 50
Double-Barrel_Shotgun 30 5 3 8
L85A2 24 12 25 50
M9_TacFlashlight 34 12 10 20
.410_Jury 25 8 12 25
M249 25 18 25 37
SG553 24 12 30 50
MDC 28 18 30 50
.300_Knockout 90 50 50 80
FAMAS 24 12 25 50
1887 20 6 5 15
Uzi 24 12 20 35
.357_RS 60 30 25 37
M12S 24 12 20 35
M1 34 15 40 65
MG4 25 18 25 45
M110K5 34 18 20 50
M82_.416 50 34 10 130
R700_LTR 90 59 30 100
Nail_Gun 55 45 10 20
PTR-91 34 25 20 120
Bald_Eagle 34 22 10 50
M5SD 20 8 25 35
93R 20 10 8 24
SG_510 34 22 20 50
G17 25 15 10 20
M1A1 25 15 15 35
870P_Magnum 20 6 5 15
.38_Snub 25 18 20 30
SPAS-12 15 6 8 15
92FS 25 15 10 20
UMP-45 25 16 15 30
P226 25 18 15 30
CAR-556 24 12 8 50
Scorpion 20 10 8 24
RPK 28 18 30 50
F2000 25 13 40 60
AUG_PARA 24 10 8 20
MP5K 24 10 8 20
AWM 90 59 30 100
FN57 20 12 10 60

(It took less than a hour to half-implement the new parser I use for SWBF to BFH, plus it's way better and cleaner... *sigh* )
Links to users' thread list who have made analytical/statistical/mathematical/cool posts on Symthic:
  • 3VerstsNorth - Analysis of game mechanics in BF4 (tickrates, effects of tickrate, etc)
  • InterimAegis - Weapon comparisons/scoring.
  • leptis - Analysis of shotguns, recoil, recoil control and air drag.
  • Veritable - Scoring of BF4/BF1 firearms in terms of usability, firing and other mechanics.
  • pmax - Statistical analysis of BF4 players/games.
  • Miffyli - Random statistical analysis of BF4 battlereports/players and kill-distances. (list is cluttered with other threads).
Sorry if your name wasn't on the list, I honestly can't recall all names : ( . Nudge me if you want to be included

Posts: 273

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: Aug 6th 2014

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14

Friday, February 5th 2016, 11:20pm



Yep

Spoiler includes damage models for most weapons, some were skipped because silly stuff I am too lazy to fix now (just say if you want specific gun tho)
(It took less than a hour to half-implement the new parser I use for SWBF to BFH, plus it's way better and cleaner... *sigh* )
Oh my. First of all, why in gods name don't the snub and .357 have their projectile files in the weapon maps unlike almost every other weapon.

SECOND OF ALL, WHY DOES THE .357 STILL HAVE ITS DAMAGE. And what is the .357 magnum in the common files for then?

Also, on that note. M1 carbine is the only one untouched. My sides.


Also, why does the stakeout use the weak shotgun shells.

And did they actually also include the Double barrel in the damage nerf? I recall this thing having insane damage per pellet but now its hardly more than the pumps.





.....

Oh dear, the M1A1 is pretty much better than the UMP now.





From the window, to the wall. Too bad that the window was marginally more interesting to stare at

VincentNZ

Holy War? No Thanks.

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15

Friday, February 5th 2016, 11:23pm

This was a mess at release and it still is. There is no formula behind these stats at all. If they should have taken anything from BF4 than it would have been the gun balance.

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16

Friday, February 5th 2016, 11:26pm

This was a mess at release and it still is. There is no formula behind these stats at all. If they should have taken anything from BF4 than it would have been the gun balance.
Initially, i seconded the idea of not having insanely streamlined weaponstats and actually make every weapon unique and tuned for its usage.


Too bad Visceral doesn't understand how you do that. They should have kept those tags around that they had in the closed Beta Levelcap showed up. You know "manauvrability", "accuracy", "heavy hitter" 'controlability", "close range". Single tags showcasing the main strength of the gun because apperantly they need to be remdinded of what they want a weapon to do

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17

Friday, February 5th 2016, 11:36pm

Suddenly I don't regret getting this for PS4

Miffyli

Symthic Developer

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: Mar 21st 2013

Platform: PC

Location: __main__, Finland

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18

Friday, February 5th 2016, 11:41pm

Also, why does the stakeout use the weak shotgun shells.

And did they actually also include the Double barrel in the damage nerf? I recall this thing having insane damage per pellet but now its hardly more than the pumps.

I wouldn't trust those shotgun numbers just yet. That was just first output and shotguns are bit wonkier.

Tag thing sounds like a good idea, however I can't imagine it working too well with dozens of weapons. You would end up bunch of very similar weapons or somehow magically invent big group of unique tags.
Links to users' thread list who have made analytical/statistical/mathematical/cool posts on Symthic:
  • 3VerstsNorth - Analysis of game mechanics in BF4 (tickrates, effects of tickrate, etc)
  • InterimAegis - Weapon comparisons/scoring.
  • leptis - Analysis of shotguns, recoil, recoil control and air drag.
  • Veritable - Scoring of BF4/BF1 firearms in terms of usability, firing and other mechanics.
  • pmax - Statistical analysis of BF4 players/games.
  • Miffyli - Random statistical analysis of BF4 battlereports/players and kill-distances. (list is cluttered with other threads).
Sorry if your name wasn't on the list, I honestly can't recall all names : ( . Nudge me if you want to be included

VincentNZ

Holy War? No Thanks.

(2,427)

Posts: 2,836

Date of registration
: Jul 25th 2013

Platform: PC

Battlelog:

Reputation modifier: 16

  • Send private message

19

Saturday, February 6th 2016, 12:01am

This was a mess at release and it still is. There is no formula behind these stats at all. If they should have taken anything from BF4 than it would have been the gun balance.
Initially, i seconded the idea of not having insanely streamlined weaponstats and actually make every weapon unique and tuned for its usage.


Too bad Visceral doesn't understand how you do that. They should have kept those tags around that they had in the closed Beta Levelcap showed up. You know "manauvrability", "accuracy", "heavy hitter" 'controlability", "close range". Single tags showcasing the main strength of the gun because apperantly they need to be remdinded of what they want a weapon to do


But you can only do that with so many weapons. Now they included 13 more to the already huge amount so there are no niches left to cover. THat being said, even there the BF3/4 approach works better. Here the weapon classes define the general roles, and the stats define in nuances the special properties of the gun. So you can have PDWs that are very similar to carbines, but with the unique properties of the PDWs. You can have LMGs that work like basic ARs, and so forth. And therefore you can pick your favourite weapon from a chart, and it works. All in all there are still weapons that are less useful, and ARs are the general purpose guns, but in the end they all work, none is truly obsolete. Different in Hardline. Totally.

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: Jun 6th 2014

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20

Saturday, February 6th 2016, 12:47am

How are things gonna get organized when/if these changes go in effect?

Like how we gonna track the different stats between the PC and PS4 versions?