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Posts: 59

Date of registration
: May 20th 2014

Platform: PC

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11

Wednesday, June 11th 2014, 10:02pm

Having played Hardline, then going back to BF4 after, I was clamoring for the Hardline vehicle handling. The muscle car/interceptor were nice and fast, bikes agile but yeah it could do with an E-brake for powersliding goodness.
And cardboard boxes, boxes everywhere! If they're gonna do the cops and robbers theme do it right dammit!

Posts: 3,267

Date of registration
: Apr 26th 2013

Platform: PS4

Location: Arizona, USA

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12

Thursday, June 12th 2014, 1:03am

@C0llis

Well the collision physics haven't altered much from BF3 either. It's slightly better in BF4, but almost negligible (at least from my perspective). The files may indicate otherwise, but I don't know if that information would be located there.

That's why I say it may, possibly, be Engine limitation; that it can no longer be improved upon. Because there has not been a noticeable transformation since 2011.
To Aim Assist or not to Aim Assist, that is the question.

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

Default Aim Assist 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 0.2
    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


Posts: 829

Date of registration
: Jun 12th 2012

Platform: PS4

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13

Sunday, July 6th 2014, 4:09am

The lead designer for visceral said they had to go back and totally redesign how vehicles worked with regard to physics in some article where he tries to justify selling what is essentially a dlc pack for 60$. Guess that was a straight up lie. I'd love to see one of these 'gaming journalists' to just call these people out on their shit one day.
"Blood is the price of victory"
- Karl von Clausewitz

"Don't fight a battle if you don't gain anything by winning."
- Erwin Rommel

PSN: Suodeth_

NoctyrneSAGA

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Posts: 6,978

Date of registration
: Apr 3rd 2012

Platform: PC

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14

Sunday, July 6th 2014, 4:35am

The lead designer for visceral said they had to go back and totally redesign how vehicles worked with regard to physics in some article where he tries to justify selling what is essentially a dlc pack for 60$. Guess that was a straight up lie. I'd love to see one of these 'gaming journalists' to just call these people out on their shit one day.


I take it you didn't play it yourself?

When I did, there were no jerky collisions whatsoever. Hardline vehicles handled like a dream.
Data Browser

Passive Spotting is the future!

With this, I'll rid MGO3 of infestation. Sans bad gameplay MGO3 will be torn asunder. And then it shall be free. People will suffer, of course - a phantom pain.

Reddit and Konami will rewrite the records... And I will be demonized in human memory. But... The thirst for good gameplay that I have planted will infest MGO3. No one can stop it now. The Rebalance Mod will unleash that thirst unto the future.


Are you a scrub?

If it flies, it diesô.

Posts: 829

Date of registration
: Jun 12th 2012

Platform: PS4

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15

Sunday, July 6th 2014, 6:35am

The lead designer for visceral said they had to go back and totally redesign how vehicles worked with regard to physics in some article where he tries to justify selling what is essentially a dlc pack for 60$. Guess that was a straight up lie. I'd love to see one of these 'gaming journalists' to just call these people out on their shit one day.


I take it you didn't play it yourself?

When I did, there were no jerky collisions whatsoever. Hardline vehicles handled like a dream.



No, I didn't get a beta invite. Not really interested in the game. Seems like battlefield without the battlefield. There's too many other games coming out this fall that I'd rather play and I'm on a budget anyways, but at least the guy wasn't lying his ass off.
"Blood is the price of victory"
- Karl von Clausewitz

"Don't fight a battle if you don't gain anything by winning."
- Erwin Rommel

PSN: Suodeth_

Posts: 1,000

Date of registration
: Nov 5th 2013

Platform: PC

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16

Sunday, July 6th 2014, 6:38am

The lead designer for visceral said they had to go back and totally redesign how vehicles worked with regard to physics in some article where he tries to justify selling what is essentially a dlc pack for 60$. Guess that was a straight up lie. I'd love to see one of these 'gaming journalists' to just call these people out on their shit one day.


I take it you didn't play it yourself?

When I did, there were no jerky collisions whatsoever. Hardline vehicles handled like a dream.
Really? That would be so nice to have on BF4. I hope we can make it happen with some request to the devs on the CTE when the time comes
This is where I'm coming from: Clicky

Posts: 3

Date of registration
: Jul 22nd 2014

Platform: PC

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17

Tuesday, July 22nd 2014, 4:01pm

With a game so focused on agile cars, motorbikes and SUVs instead of big bulky tanks, I was really hoping they had refined the vehicle play. However, it is still as bad as it's been in bf3 and 4. Turn radius seems awfully big in the cars and the collision physics are still a joke.

There are plenty of other games with legitimate vehicle mechanics and It would seem like a game as "advanced" as battlefield should be up to par, but it just isn't even close.

Will this be big of a deal as I think it is?
That's because they simply made the game to run off the BF4 engine, no real code changes. :bestgun: