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

  • "josefrees" started this thread

Posts: 25

Date of registration
: Feb 26th 2012

Platform: PS4

Location: East

Battlelog:

Reputation modifier: 7

  • Send private message

1

Friday, December 23rd 2016, 3:19am

[BF1] Spotting range?

It definitely seems like different weapons or classes affect how far you can spot nonADS...

This post has been edited 1 times, last edit by "yugas42" (Dec 23rd 2016, 7:35am)


NoctyrneSAGA

PvF 2017 Champion

(9,974)

Posts: 7,147

Date of registration
: Apr 3rd 2012

Platform: PC

Battlelog:

Reputation modifier: 19

  • Send private message

2

Friday, December 23rd 2016, 7:26am

There is no evidence for a spotting distance modifier tied to weapon.

The spotting distance is 1200m, same as in previous titles.

What has changed is the Spotting FoV has been reduced to about 10% of its original width which makes it incredibly strict.

If the desired target is not within 0.4 degrees of your aimpoint, you will not spot the target.



This essentially requires laser precision from any weapon.

When it is this easy to not spot someone, it is very difficult to attribute the lack of spotting to some sort of hidden modifier tied to the weapon.
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 dies™.

Posts: 3,630

Date of registration
: Mar 19th 2014

Platform: Xbox One

Location: Canada

Battlelog:

Reputation modifier: 16

  • Send private message

3

Friday, December 23rd 2016, 8:33am

This does, however, make it easier the higher your zoom level, which effectively makes longer ranged optics better at spotting.
Who Enjoys, Wins

VincentNZ

Holy War? No Thanks.

(2,248)

Posts: 2,660

Date of registration
: Jul 25th 2013

Platform: PC

Battlelog:

Reputation modifier: 15

  • Send private message

4

Friday, December 23rd 2016, 9:47am

Yep I was just going to say. Naturally with a higher zoom it would appear that you have more leeway.

However spotting works fine in a huge arc, when you are the bomber front gunner for a weird reason. I've seen this multiple times specifically on Monte Grappa. You come from D and spot at B and basically everything is spotted on the whole flag.

elementofprgress

Wizard moderator

(3,544)

Posts: 1,619

Date of registration
: Jun 28th 2012

Platform: PC

Location: RI, USA

Battlelog:

Reputation modifier: 14

  • Send private message

5

Saturday, December 24th 2016, 7:44pm

Yep I was just going to say. Naturally with a higher zoom it would appear that you have more leeway.

However spotting works fine in a huge arc, when you are the bomber front gunner for a weird reason. I've seen this multiple times specifically on Monte Grappa. You come from D and spot at B and basically everything is spotted on the whole flag.


Not a weird reason. A good one. Vehicles can have their own spotting settings. Actually specific seats can.

Bomber gunner spotting data:
Name Gameplay/Vehicles/GER_GothaGIV/GER_GothaGIV

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
SpottingComponentData 00000183
    $::GameComponentData
        $::ComponentData
    CrosshairWorldspacePos::Vec3
    LookAtFov 10.0
    LookAtDistance 1200.0
    ViewUpdateInterval 0.25
    SpottingFov 5.0 <-------------
    SpottingDistance 1200.0
    TimeRequiredToPassiveSpot 2.0
    CoolDownHistoryTime 3.0
    CoolDownAllowedSpotsWithinHistory 3
    AutoSpottingTimeInterval 1.0
    ActiveSpottingTargetTimeMultiplier 1.0
    CrosshairVerticalAngleOffset 0.0
    OrderNeedAmmoPercentage 50.0
    OrderHealPercentage 50.0
    OrderRepairPercentage 65.0
    PickupOrderDistance 50.0
    HealOrderDistance 30.0
    AmmoOrderDistance 30.0
    RepairOrderDistance 50.0
    RequestsRadius 30.0
    OnlyAllowedToHaveOneSpottedPlayer False
    RequireLineOfSight True
    ActiveSpottingEnabled True
    PassiveSpottingEnabled False
    AutoSpottingEnabled False
    UseActiveSquadSpotting False
    UsePassiveSquadSpotting False
    AllowNeutralTargetSpotting False
    CrosshairUseWorldspacePos False




Lazy check its the right spotting comp for the gunner


The vehicle entry comp that uses the spotting data.

Source code

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
DiceShooterVehicleEntryComponentData 000000b7
    $::VehicleEntryComponentData
        $::PlayerEntryComponentData
            $::EntryComponentData
                $::GameComponentData
                    $::ComponentData
                        $::GameObjectData
                            $::DataBusPeer
                                $::GameDataContainer
                                    $::DataContainer
                                Flags 1852010519
                        Components::array
                            member(0) 00000059 -> CharacterAnimatableMeshProxyComponentData 00000059
                            member(1) 00000027
                            member(2) 00000022
                            member(3) 0000001b
                            member(4) 00000183 -> SpottingComponentData 00000183


Source code

1
2
3
4
5
6
7
8
9
10
11
12
13
14
CharacterAnimatableMeshProxyComponentData 00000059
    $::MeshComponentData
        $::GameComponentData
            $::ComponentData
                $::GameObjectData
                Components *nullArray*
                Transform::LinearTransform
                Excluded False
        BoneFakePhysics *nullArray*
        Mesh gameplay/weapons/vehicleweapons/beckerm2/beckerm2_Mesh/fd08c16389e49645b6b0e4792ae374a9
        Skeleton Animations/skeletons/WeaponSkeleton/0fafbdc6b2e47352de5b005efafa66b3
    MeshTransforms::array
	...
Mesh gameplay/weapons/vehicleweapons/beckerm2/ 

Becherm2 as in 20mmBecker
WeaponFiring Gameplay/Vehicles/common/WeaponData/Airplane_20mmBecker_Firing_Bomber/2d46ac88fc35f1b9a05d8cd972c4fb3e
WeaponUnlock *nullGuid*
DamageGiverName 20mmBecker

Symthic Forum Rules
Battlefield Data Browser
Come join us on teamspeak!!!
Symthic/Team Symthic Teamspeak: TeamSym.Nitrado.net

This post has been edited 1 times, last edit by "elementofprgress" (Dec 24th 2016, 7:49pm)


Miffyli

Symthic Developer

(6,584)

Posts: 3,715

Date of registration
: Mar 21st 2013

Platform: PC

Location: __main__, Finland

Reputation modifier: 17

  • Send private message

6

Saturday, December 24th 2016, 8:13pm

Hijacking this thread little: I added "refers to"/arrow things like element used in previous post (see codes in spoiler) to the databrowser (you need to enable "Parse local links"). Not sure why I didn't think of it earlier...

Edit: Also added clumsy-ish "go back" for local links by pressing [backspace]. (press local link -> press [backspace] -> takes back to you the link you clicked).
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)
  • leptis - Analysis of shotguns, recoil, recoil control and air drag.
  • Veritable - Scoring of BF4/BF1 firearms in terms of usability, firing and other mechanics.
  • 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.

(2,248)

Posts: 2,660

Date of registration
: Jul 25th 2013

Platform: PC

Battlelog:

Reputation modifier: 15

  • Send private message

7

Tuesday, December 27th 2016, 4:30pm

@elementofprgress

Ha it makes sense, in a weird kind of way, but I still do not get the difference, why you can spot your own stuff as the front gunner with no trouble and the tail gunner gets a bit shafted. Here it is a lot harder to mark anything for your mates.

And then, on the ground where I am constantly losing targets due to fog, muzzleflash etc. I have to spot with pinpoint accuracy.

So are there any other modifiers at work, that you know of?