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  • "JSLICE20" started this thread

Posts: 3,292

Date of registration
: Apr 26th 2013

Platform: PS4

Location: Arizona, USA

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41

Friday, April 28th 2017, 2:30am

@Kremlin

Hmm, not me I don't think but possibly Veritable and sid_tai. I think sid_tai is the one who discovered the 2.00x/ 1.25x magnification bugs.

My impression from the patch note is that the degrees of sway were disproportionate to those zoom levels, and now they are properly proportionate. Once the Data Browser is updated I can compare the changes.

Oh my god, turning off aim acceleration is the most amazing thing ever.

*Ahem* :P
Oh my goodness, oh my goodness. 0% Stick Acceleration is great. The analog stick movement is like butter now. Best patch.
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

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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 1 times, last edit by "JSLICE20" (Apr 28th 2017, 2:45am)


This post by "JSLICE20" (Friday, April 28th 2017, 2:36am) has been deleted by the author himself (Friday, April 28th 2017, 2:45am) with the following reason: Meant to edit above post.

Posts: 116

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: Dec 26th 2015

Platform: PC

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43

Friday, April 28th 2017, 3:32am

Oh my goodness, oh my goodness. 0% Stick Acceleration is great. The analog stick movement is like butter now. Best patch.


If this is what I think it is, I've been waiting for it since I started playing on the console.
I love the math behind the statistics
It's possible to find me online at almost any given time, due to the fact that my schedule is hectic and rather non-existent.

Who needs sleep anyways?
(PC/PS4 gamer)

Various bf4 spreadsheets: (nothing special, just raw data from the Symthic website put into a spreadsheet to analyze all values at once)

Spoiler Spoiler


General Weapon spreadsheet:
BF4_Weapons_enhanced_UPDATED_2016
Soldier Equipment:
BF4_Gadget_Damage
Interactive Damage Table
bf4_dmg_at_range - Google Sheets
Unsuppressed Sniper Rifle Bullet Drop Charts
bf4_sniper_guide
Suppressed Sniper Rifle Bullet Drop Charts
Suppressed bf4_sniper_guide
More user friendly Unsuppressed Sniper Rifle Bullet Drop Chart
Friendlier Sniper rifle Bullet Drop Chart
More user friendly Suppressed Sniper Rifle Bullet Drop Chart
Friendlier Suppressed Sniper Rifle Bullet Drop Chart

Oscar

Sona tank jungle

(1,948)

Posts: 7,896

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: May 30th 2012

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Location: SURROUNDED BY FUCKING MOUNTAINS

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44

Friday, April 28th 2017, 3:50am

Playing in-region yields me shit like this every now and then. My ping floats around 90-100 for my own region.



I tried to play out of region for a bit (EU to US East). It's virtually impossible to kill anything in any efficient matter. I'm talking 150-170 ping becoming so frustrating to play that you might as well not even boot up the game. Friends from the US reported the same when playing on EU, anyone at a ping over 130 or so wouldn't get to play the game.

And just like that, I am probably not playing battlefield until this is reverted. Gotta tip my hat on this one, because it's fucking retarded how the system is currently on live. Fuck being reasonable and all of that logical shit, you simply are not going to enjoy playing on a ping over 100 ever.
Bro of Legion, the lurker ninja mod | Tesla FTW | RNG is evil.

Quoted from "MsMuchLove"

I find majority of the complaints I hear about this game somehow never appear in my games.

  • "JSLICE20" started this thread

Posts: 3,292

Date of registration
: Apr 26th 2013

Platform: PS4

Location: Arizona, USA

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45

Friday, April 28th 2017, 3:53am

If this is what I think it is, I've been waiting for it since I started playing on the console.

Stick Aiming Acceleration: This only applies to hip aiming/ camera movement. Previously, stick acceleration was on by default with no option to remove it. Let's say non-ADS sensitivity is 20. With acceleration on it'll take X amount of time/ movement to reach the selected sensitivity. Without acceleration each input is a flat 20 sensitivity units instead of progressing to 20 from 0.

Example: acceleration - 0 --> 5 --> 10 --> 15 --> 20 (not saying this is the actual method DICE uses for acceleration) | no acceleration - 0 --> 20
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


VincentNZ

Holy War? No Thanks.

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46

Friday, April 28th 2017, 8:39am

What did they do with high ping players exactly?

When I first read something on here, I thought they had simply added a ping kicker script for private servers, something that is desperately needed, even on official. Players playing outside of their region is indeed a problem, but I can see the complaints and they are fully right, I mean what about playing in an area with few server options, or if you want to play with symthic guys from another continent. Also Europe is rather large as well, if I play on some Russian servers, my ping is higher than it would be on US East Coast servers. Also certain connectivity issues might keep your ping rahter high on locasl servers as well.

I usually draw the line at a ping higher than 120. I really think, that game starts to get more unenjoyable there for you, and the higher the ping goes it can affect the game of others as well, especially with 64 players. ALthough I have to admit, having a guy with a 230 ping now is less of a problem than it was before.

NoctyrneSAGA

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47

Friday, April 28th 2017, 8:43am

AFAIK if your ping is above a certain threshold, you no longer use client-side hit detection with server check.

You will switch to a pure server-side hit detection.

They're not going to prevent global communities from playing together, but they do want to stop people going into other countries to try and pad their stats.
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™.

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48

Friday, April 28th 2017, 9:17am

They're not going to prevent global communities from playing together, but they do want to stop people going into other countries to try and pad their stats.
I thoroughly agree with the idea of this, as I'm sick of dealing with high ping Asian players infesting NA West. But 100ms?

DICE right now is being stubborn and insisting on expanding servers into other regions instead of upping the ping threshold. They're completely missing the mark on what the community is complaining about, again. Why not just implement the server-side hit detection for anything over 150ms, and just autokick anyone who experiences an average ping well above 200ms?


The current netcode implementation is causing way more of a headache than dealing with 220ms Wong out of China

NoctyrneSAGA

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49

Friday, April 28th 2017, 9:24am

While it may sound surprising, apparently they only just realized some countries are unable to get good latency even inside their own borders.

They're considering upping the limit. As for a solid number, I have no idea.
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™.

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50

Friday, April 28th 2017, 10:59am

The latency restriction is game breaking


Look at that thread, and the tone-deaf justifications by a DICE staff member for the 100ms restriction. This is so painful to read, it's not even funny that they're doing stuff like this at a critical moment in BF1's lifespan. And now we wait an entire month, or two weeks minimum until a patch comes out to address this.