bel

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Member Back to Top Post by bel on First things first, I'd make it a bit more obvious that this is now real data rather than practical testing. Can you change your thread title, or get Den to?



For the general weapon stuff, here's where it is in the files:



The fire rate is in the first heading:





FiringFunctionData

FireLogic

RateOfFire 600.0

RateOfFireForBurst 600.0

ReloadTime 2.84999990463

ReloadTimeBulletsLeft 2.25

ReloadThreshold 0.75





And just below that, ammo and reload data:





FiringFunctionData

[...]

Ammo

AmmoConfigData

MagazineCapacity 21

NumberOfMagazines 6

TraceFrequency 1

AmmoPickupMinAmount 0

AmmoPickupMaxAmount 0

AutoReplenishMagazine False

AutoReplenishDelay 5.0

AmmoBagPickupDelayMultiplier 1.0

AmmoBagPickupAmount 4294967295





Oh, also; initial bullet velocity looks like it's in the same section, a bit further up again:





Shot

ShotConfigData

InitialPosition

Vec3

x 0.0

y 0.0

z 0.0

InitialDirection

Vec3

x 0.0

y 0.0

z 1.0

InitialSpeed

Vec3

x 0.0

y 0.0

z 420.0





The z direction on InitialSpeed is going to be speed away from muzzle at spawn. Vec3 is directional relative to the gun, so it's moving directly away from the muzzle (0,0,1.0) at (0,0,420.0). Note that the chart is currently just using the bullet properties. The weapons seem to have their own muzzle velocities. We might have to actually test which value is used by the game.



I'll leave the actual collation up to the man with the chart (rule no. 57: always defer to the man with the chart), but that's where you can rip it from.

bel

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Member Back to Top Post by bel on dogeyedboy said: A little help with Horizontal Recoil, my brain's not quite getting it. For every shot will it pick a random value from the min-max? Wouldn't that make a gun like the SCAR predominantly move to one side more than the other, or am I just getting it ALL wrong?



I think the chart actually has the horizontal recoil values wrong, or at least is presenting it confusingly. Here's the actual rip for the SCAR again:





Recoil

GunSwayRecoilData

RecoilAmplitudeMax 10.0

RecoilAmplitudeIncPerShot 0.5

HorizontalRecoilAmplitudeIncPerShotMin -0.20000000298

HorizontalRecoilAmplitudeIncPerShotMax 0.20000000298

HorizontalRecoilAmplitudeMax 10.0

RecoilAmplitudeDecreaseFactor 15.0





Relevant numbers are horizontal min max, and amplitude max. I'm guessing, but my assumption is that these work differently to the min and max for spread.



I suspect that it randomly rolls a number between min and max (-0.2 and +0.2) upon firing and moves the gun's x axis by that amount. That would cause the gun to jitter back and forwards. It's capped at 10 degrees in any direction, but it's never going to get that far horizontally anyway.



I'm honestly not sure where the 0.5 on the chart comes from for the SCAR. I think the chart actually has the horizontal recoil values wrong, or at least is presenting it confusingly. Here's the actual rip for the SCAR again:Relevant numbers are horizontal min max, and amplitude max. I'm guessing, but my assumption is that these work differently to the min and max for spread.I suspect that it randomly rolls a number between min and max (-0.2 and +0.2) upon firing and moves the gun's x axis by that amount. That would cause the gun to jitter back and forwards. It's capped at 10 degrees in any direction, but it's never going to get that far horizontally anyway.I'm honestly not sure where the 0.5 on the chart comes from for the SCAR.

bel

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Member Back to Top Post by bel on I'm just going to keep dumping information here as I find it, since this looks like the best place to collate it all. I'm probably going to end up with like a sextuple post, but perhaps Den will forgive me.



I think I've found where the bullet types link in.



For the AEK:



SoldierWeaponData

WeaponClass wc545x45mmWP



That's definitely worth knowing. It's about halfway down the file in a the block after the recoil information.



Some other stuff that might be worth reporting:



SoldierWeaponData

[...]

RenderFov 55.0

ZoomRenderFov 20.0



...looks like it gives the amount of zoom on the ironsight.



Near the end of the file there's this kind of stuff:



WeaponSpeedData 3bdefcd6b0cccd48b36d82d4968b0a4c

ZoomOutSpeed 1.0

ZoomInSpeed 1.5

UnDeploySpeed 1.0

DeploySpeed 1.0

WeaponZoomModifier 9c601aefe517584ba17476c3f0fe2b48

$

WeaponModifierBase

ZoomRenderFov 15.0



Which is probably for the different scopes, but it's impossible to tell which attachment is which.



There's also:



WeaponMiscModifier b7c66a1862c1dc4eb934b1c80f84c02f

$

WeaponModifierBase

EnableBreathControl False

CanBeInSupportedShooting False

UnZoomOnBoltAction True

HoldBoltActionUntilZoomRelease True

IsSilenced True



...which, for this block, must correspond to the silencer, because of the last variable. The others are either redundant or obvious.

It's worth noting that the SCAR-H has no parameter wherre IsSilenced="True," which is consistent with the whole "appears on minimap" thing. That rip is from the AEK, which does silence properly according to the practical chart.



Some things I can't find:



How silencers affect bullet damage

Ads speeds for the guns themselves

Whether the fire modes alter anything (demize99 tweeted at one stage that burst fire had less spread and more recoil)

bel

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Member Back to Top Post by bel on symthic said:

I don't have to manually check every file, my script runs them through and parses the wanted values.



Trying to find some time today to add them to chart. I already have script for reload times, rpm and ammo capacity.I don't have to manually check every file, my script runs them through and parses the wanted values.Trying to find some time today to add them to chart.



I realise you have a script, you wouldn't have been able to do it all by hand in that timeframe. But you have to know what the variables are to parse them, and some aren't so obvious.



Also, your Horizontal recoil stat is wrong for a number of guns, as is muzzle velocity for all guns except the snipers.



Also, patch going live as we speak, so much of this will be obsolete in a few hours anyway. I realise you have a script, you wouldn't have been able to do it all by hand in that timeframe. But you have to know what the variables are to parse them, and some aren't so obvious.Also, your Horizontal recoil stat is wrong for a number of guns, as is muzzle velocity for all guns except the snipers.Also, patch going live as we speak, so much of this will be obsolete in a few hours anyway.

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Member Back to Top Post by rainydog on Thanks for the chart symthic, very much appreciated.



Have to say that the 'balancing' is very poor and lazy, however. There's so many variables they could have used to balance and make each weapon distinctive, yet it's basically copy and paste jobs across the board with minor changes in recoil numbers.



Providing the rates of fire on Battlelog are accurate, certain weapons are just outright worthless unless you want to intentionally hanticap yourself. And just lol at the AN-94 when compared to the F2000.



I know Dice were trying to be quasi-realistic by basing damage on real life ROF's and bullet calibers etc. but they still could've made some effort to compensate with all the variables they're working with. There should always be pro's and cons to every weapon in the game, its not hard to do.



And lol again at the Scar and G3 nerfs in the patch. They were two weapons that were actually nicely tuned and balanced.

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Member Back to Top Post by turdferguson on rainydog said:



Have to say that the 'balancing' is very poor and lazy, however. There's so many variables they could have used to balance and make each weapon distinctive, yet it's basically copy and paste jobs across the board with minor changes in recoil numbers.



Providing the rates of fire on Battlelog are accurate, certain weapons are just outright worthless unless you want to intentionally hanticap yourself. And just lol at the AN-94 when compared to the F2000.



I know Dice were trying to be quasi-realistic by basing damage on real life ROF's and bullet calibers etc. but they still could've made some effort to compensate with all the variables they're working with. There should always be pro's and cons to every weapon in the game, its not hard to do.



And lol again at the Scar and G3 nerfs in the patch. They were two weapons that were actually nicely tuned and balanced. Thanks for the chart symthic, very much appreciated.Have to say that the 'balancing' is very poor and lazy, however. There's so many variables they could have used to balance and make each weapon distinctive, yet it's basically copy and paste jobs across the board with minor changes in recoil numbers.Providing the rates of fire on Battlelog are accurate, certain weapons are just outright worthless unless you want to intentionally hanticap yourself. And just lol at the AN-94 when compared to the F2000.I know Dice were trying to be quasi-realistic by basing damage on real life ROF's and bullet calibers etc. but they still could've made some effort to compensate with all the variables they're working with. There should always be pro's and cons to every weapon in the game, its not hard to do.And lol again at the Scar and G3 nerfs in the patch. They were two weapons that were actually nicely tuned and balanced.



I don't think we completely understand these data yet. Once we understand how some of these variables interact with each other (via attachments, other modifiers per gun), we may quantitatively find some unique quirks and niches for some of these guns. I don't think we completely understand these data yet. Once we understand how some of these variables interact with each other (via attachments, other modifiers per gun), we may quantitatively find some unique quirks and niches for some of these guns.