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Currently we have charts for Battlefield 3, Call of Duty: Black Ops 2, Medal of Honor: Warfighter and Call of Duty: Modern Warfare 3

Posts: 3,636

Date of registration
: Mar 19th 2014

Platform: Xbox One

Location: Canada

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91

Sunday, June 10th 2018, 1:06am

Here's a very helpful set of videos.

I'm loving pretty much everything I'm seeing so far. I'm especially loving how Visual Recoil is basically non-existent now, and as for real recoil, remember that videos of gameplay always look drastically easier than actual gameplay. Ammo scarcity and limited health regen, paired with looting corpses, all-class revives, and ammo/health stations looks to be working really well already; it's the perfect way to encourage teamplay and discourage hillcamping. Even vehicles have limited resources, which is amazing.
Who Enjoys, Wins

Posts: 769

Date of registration
: Sep 19th 2012

Platform: PS3

Location: Virginia, USA

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92

Sunday, June 10th 2018, 7:56am

All I'll say about Grand Operations is that it appears to demand a higher commitment of strategy, time and team coordination than you're likely to find in most random servers and as someone who plays random solo 90% of the time, this isn't good...

BF1's Campaign Operations already showed where the breaking point was.

Posts: 292

Date of registration
: Jun 9th 2012

Platform: PC

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93

Sunday, June 10th 2018, 9:25am

First impressions from the footage I have seen:

Graphics and look-and-feel seem like a BF1 reskin, kind of like BF3->BF4 transition. Not complaining or anything.

Grenade throwing is as fast as BF1. So they did not hear what the community was saying about grenade spam, and I guess that grenade spam is not going to be improved. I also have a feeling that the V1 rocket is going to resemble the cruise missile from BF4. Looking forward to getting killed by that. NOT.

Why no extra damage for tank ass shots? and why bring back ricochet?

I agree that gunplay looks really like CoD without spread, specifically CoD:WW2 due to overlapping of guns available. ARs, SMGs are hold MB1, DMRs are spam clicks. StG sounds like a 550rpm weapon 4HK up close, Bren sounds like a 500rpm weapon, 3HK up close.

Saw one clip where a guy went prone and almost immediately he can fire his MG42, without ADS. Firing continued as he was going into ADS. Dropshotting? CoD?

Throwing a grenade back looks like flicking a cigarette butt back to the enemy. Not liking this implementation. I was expecting a DoD style where you have to pick up the grenade and physically throw it back.

Only thing that I like is the building mechanic. It is not too fast like Fortnite where you can spam build, and it actually adds a layer to the gameplay. Not sure if it is enough to overcome the negatives so far though.

Not enough evidence to form impressions on map design and BA-sweetspot.

Posts: 3,292

Date of registration
: Apr 26th 2013

Platform: PS4

Location: Arizona, USA

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94

Sunday, June 10th 2018, 11:03am

RIP BF you will be missed.

Eh, not really :p
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


Riesig

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(814)

Posts: 5,065

Date of registration
: Mar 8th 2012

Platform: PC

Location: Philippines

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95

Sunday, June 10th 2018, 11:55am

Saw one clip where a guy went prone and almost immediately he can fire his MG42, without ADS. Firing continued as he was going into ADS. Dropshotting? CoD?


New mechanic, as long as the finger is still in the trigger, you can fire.



No bonus for the tank ass shot could probably mean the come back of that bug wherein due to desync, the game thinks that you hit somewhere else other than the rear.


Ricochets should be a crucial aspect of WW2 tank battles.
I'm a tsundere tentacle

Posts: 444

Date of registration
: Mar 25th 2014

Platform: PC

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96

Sunday, June 10th 2018, 12:03pm

What I liked though:

- new spotting system (or lack of)
- the ammo system and healsystem

- getting new abilities for squadleaders as ''squadrewards''
- the improved destruction

That's pretty much it.
RIP Sraw

Riesig

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(814)

Posts: 5,065

Date of registration
: Mar 8th 2012

Platform: PC

Location: Philippines

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97

Sunday, June 10th 2018, 3:56pm

I just noticed that the V1 continuously makes a sound now.



The noise and the sudden silence was authentic and a quick WHERE THE F WILL IT LAND moment.
I'm a tsundere tentacle

Posts: 1,420

Date of registration
: Jun 23rd 2012

Platform: PC

Location: Germany, Bavaria

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98

Sunday, June 10th 2018, 6:07pm

"If you're using a burst fire weapon for example and you decide to go fully automatic, you're gonna see the weapon start kicking and stuff like that, but we always want you to be able to mitigate that through player skill."

Better git gud with the MG42 then, because a full-sized rifle caliber machine gun at 1200 RPM with predictable and counterable recoil is then the best gun at all ranges. RIP weapon diversity.
Zormau - Battlelog / Battlefield 4

Memorable quotes not taken yet:


Of course, this ignores the non-constant cross-sectional first moment of area across the chest as well as non-constant material properties of the boob; it would be difficult to perform a more detailed analysis (as in, I'd have to have a shape function AND I'd need to derive a function for elastic modulus as a function of lateral breast coordinate) but whatever. It's 2am and I'm lazy.


I always believed science should be very hands on experience.

You should also answer this question I had posed in that thread: Would you be willing to pay your surgeon more if he was going to use a chainsaw for the opening incision of surgery? Clearly using a chainsaw isn't truly suited for surgery but that doesn't really matter. If he's "skilled" enough to be able to use the wrong tools of the trade, he should be rewarded for that skill right?


Posts: 292

Date of registration
: Jun 9th 2012

Platform: PC

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99

Sunday, June 10th 2018, 8:04pm

Some extra impressions after watching the actual reveal trailer and Levelcap's video:

Squad revives give more points than killing a person? Building fortifications give points? Why? Not sure if I agree with their vision of the point system.

A general impression I got from watching BFV footage is that I do not get the feel that it is a WW2 game. Sure it uses WW2 planes, vehicles, weapons, events, but I had 0 immersion. One of the reasons was presented in a shot from the trailer where it showcased 4 soldiers walking up. TBH I never consider cosmetics in video games, so gender, color of skin do not bother me. But showing that those were soldiers fighting in WW2 and you cannot expect sense of immersion and authenticity from me. Other reasons include the color palette, the movement, explosion, etc, and the combination of all of them. I get the feel that it is a conflict taking place in the 70s or 80s, but fought using WW2 weaponry. It probably is just me.

On contrary, despite the arcadey game mechanics of BF1, I actually feel that it is WW1, but an arcadey rendition of it. Maybe there is a tipping point somewhere in the middle? I am not sure.

Posts: 3,636

Date of registration
: Mar 19th 2014

Platform: Xbox One

Location: Canada

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100

Sunday, June 10th 2018, 9:37pm

Who Enjoys, Wins