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22-04-2012, 08:46 AM | Post: #141
Offline [HB]Akanto 
thx for clearing that up!

that sucks. >_<

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22-04-2012, 10:59 AM | Post: #142
Offline Healin4ev3r 
This comfirmed that effect of stand-off barrel is much less than expected. I regret buying that Confused

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Honey Badger
PTFO
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22-04-2012, 02:38 PM | Post: #143
Offline [HB]Akanto 
(22-04-2012 10:59 AM)Healin4ev3r Wrote:  This comfirmed that effect of stand-off barrel is much less than expected. I regret buying that Confused
anti-awesome. I have it for 3 classes... So heavybarrel is better?

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22-04-2012, 03:45 PM | Post: #144
Offline Healin4ev3r 
(22-04-2012 02:38 PM)Akantokiller Wrote:  
(22-04-2012 10:59 AM)Healin4ev3r Wrote:  This comfirmed that effect of stand-off barrel is much less than expected. I regret buying that Confused
anti-awesome. I have it for 3 classes... So heavybarrel is better?

close-in barrrel is, in most situations. Or predator. Predator seems to be better now Tongue

[Image: xhUzq]

Honey Badger
PTFO
(This post was last modified: 22-04-2012 04:01 PM by Healin4ev3r.)
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22-04-2012, 04:04 PM | Post: #145
Offline strangers123 
The precision barrel seems to be the only functional barrel right now...

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22-04-2012, 04:14 PM | Post: #146
Offline [Paki] 
Good work, guys,
thank You for clearing up this mystery
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23-04-2012, 12:06 AM | Post: #147
Offline Healin4ev3r 
(22-04-2012 04:04 PM)strangers123 Wrote:  The precision barrel seems to be the only functional barrel right now...

So do heavy barrel and predator barrel. But a small increase in mid range doesn't mean much right now.

[Image: xhUzq]

Honey Badger
PTFO
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23-04-2012, 12:48 AM | Post: #148
Offline CapValla 
Very nice work guys and thanks for revealing the secret.
Now i understand why i've never seen a 30 with AEK.

(This post was last modified: 23-04-2012 12:50 AM by CapValla.)
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24-04-2012, 02:08 PM | Post: #149
Offline [HB]Akanto 
*bump*

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24-04-2012, 03:05 PM | Post: #150
Offline strangers123 
I thought I might post some NUMBERS here (from my testing vids).

Click ME to go to the thread with some hand drawn CHARTS.

Click THIS text to go to the post containing the same numbers (and also stay up to date on any edits I make)


The first column is the damage I saw in XP, the second column is the damage wtfwtf took and the last one is the range, not the damage taken by wtfwtf.
Code:
M14BR +3 with CQC ammo. All ranges are approximate
strangers123    wtfwtf        range
40        39        24
38        39        27
33        33        33
35        35        32
37        37        32
35        35        32
36        37        --//--
33        33
33        33
34        34
34        35
37        37        30
37        37        31
37                --/--
34        34        --/--
35        36
35        35
36        37
34        34
36        36
35        35
36        37

32        32        42
38        38        30
36        36        --//--
36
34        34        
37        37
100 headshot point blank
52 points blank

Headshot damage/headshot damage divided by 2.1

92/43        92        14
93/44        93        --//--
97/46        97
89/42        89        1 step backwards from 14


37        37        30
37        37        31
37        37        32
34                31/33
36        36
37
34
34
37                30
30                34


Code:
This code box shall be for the MP7 +3. All ranges are approximate.
strangers123                 wtfwtf                range
27        27        0
27        28
28        28
26        26        1
28        28        2
26        27        3
25        25        5
24                10
26        27        11
25        25        13
24        25        15
22        23        18
21        22        19
21        21        26/27
16        16        
14        15
14        15
17        17
16        17
17        17
15        15    
15        16
16        16
18        18        25
17        17        24
21        22        23,5
21    
20        21
TRACER DARTS DONT HAVE HEADSHOT MULTIPLIERS!?!
19        19
18        19        25
13        13        27
16        17        27
18        18        26,5


Headshot damage/headshot damage divided by 2.1

34/16,1        34        26
40/19,04        40
40/19,04        39
37/1761            38
38/18,09        38
35/16,66        35
35/16,66        35
36/17,1428        36
37/17,61        37
37/17,61        38
34/16,19        34
36/17,14        36
40/19,04        39
39/18,57        40


Code:
PP19 CQC ammo and close in barrel.
Headshot damage/headshot damage divided by 2.1
All ranges are approximate

Strangers123      wtfwtf      range

57/27,14        57        15
29            29
58/27,619        58
26
56/26,666        56
26            27
61/29,047        61
28            28
56/26,666        56
24            24        24/25
50/23,509        50
25            25
24            24
55/26,19        55
24            25
27            27
53/25,238        53
24            24
54/253714        55
33/15,714        33        35/36
28/13,333        28
33/15714        34
12            12
12            13
13            14
13            13
12            13
16            16
14            14
14            14
13            14
15            15
15            16
12            12
14            15
13            14
13            13
15            16
14            15
12            12
14            13
12
14            14

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25-04-2012, 12:10 AM | Post: #151
Offline Healin4ev3r 
^ yea the new damage charts of comparison tool is taken from the mechanic here, and it's approved to be the correct mechanic, so no need to do that much tests lol.

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Honey Badger
PTFO
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26-04-2012, 10:58 AM | Post: #152
Offline Healin4ev3r 
/dabump

HATE is on teh forum *put hopes on*

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Honey Badger
PTFO
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03-05-2012, 02:35 PM | Post: #153
Offline ay.j.eng 
(25-03-2012 10:27 PM)wtfwtf Wrote:  And i also kinda think that the Hellfire/Jeep bug is somewhere in there

Your post here made me check the files again and I think the reason havoc's hellfires don't work correctly might be because they have the wrong "explosionMaterial" value. The Apache uses "33" which is Missile_Hellfire while Havoc uses "7005" which is Glass_AttackHeli (?!).

Here are some relevant lines from material file regarding damage done by "Glass_AttackHeli" against other materials:

PHP Code:
// soldier body: x1 = full damage (400)
MaterialManager.createCell 7005 24
MaterialManager
.damageMod 1


// 1014 = attack_heli_armor: x0.1 = 40 damage (400 x 0.1)
MaterialManager.createCell 7005 1014
MaterialManager
.damageMod 0.1

// 1019 = transport_heli_armor: x0.1 = 40 damage
MaterialManager.createCell 7005 1019
MaterialManager
.damageMod 0.1

// 4300 = tank_armor: x0.1 = 40 damage
MaterialManager.createCell 7005 4300
MaterialManager
.damageMod 0.1

// 4350 = tank_tracks: x0 = no damage on wheels
MaterialManager.createCell 7005 4350
MaterialManager
.damageMod 0

// 4500 = jeep_body: x0.1 = 40 damage
MaterialManager.createCell 7005 4500
MaterialManager
.damageMod 0.1 

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03-05-2012, 05:52 PM | Post: #154
Online roennel 
(03-05-2012 02:35 PM)ay.j.eng Wrote:  
(25-03-2012 10:27 PM)wtfwtf Wrote:  And i also kinda think that the Hellfire/Jeep bug is somewhere in there

Your post here made me check the files again and I think the reason havoc's hellfires don't work correctly might be because they have the wrong "explosionMaterial" value. The Apache uses "33" which is Missile_Hellfire while Havoc uses "7005" which is Glass_AttackHeli (?!).

Here are some relevant lines from material file regarding damage done by "Glass_AttackHeli" against other materials:

PHP Code:
// soldier body: x1 = full damage (400)
MaterialManager.createCell 7005 24
MaterialManager
.damageMod 1


// 1014 = attack_heli_armor: x0.1 = 40 damage (400 x 0.1)
MaterialManager.createCell 7005 1014
MaterialManager
.damageMod 0.1

// 1019 = transport_heli_armor: x0.1 = 40 damage
MaterialManager.createCell 7005 1019
MaterialManager
.damageMod 0.1

// 4300 = tank_armor: x0.1 = 40 damage
MaterialManager.createCell 7005 4300
MaterialManager
.damageMod 0.1

// 4350 = tank_tracks: x0 = no damage on wheels
MaterialManager.createCell 7005 4350
MaterialManager
.damageMod 0

// 4500 = jeep_body: x0.1 = 40 damage
MaterialManager.createCell 7005 4500
MaterialManager
.damageMod 0.1 

Nice one, maybe i defended them too muchTongue i actually just kinda 'overlooked' it, and it was some time ago...i just honestly thought it can't be that, because that would be entirely logical, not even really worth the name 'bug'.

I'll check again also, still got the formatted material lists up btw:

http://bfp4f.alchemical.ch/tmp/BFP4F-Materials_All.html

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03-05-2012, 06:30 PM | Post: #155
Online roennel 
Your right:o

at first i thought it can't be, since the effective material of the hellfire itself is right, but it's the explosion material which is different, and weirdly enough (like you said) "Glass_AttackHeli", whats up with that:o I mean they can at least try it, it looks perfectly logical.

[Image: 400px-Party_icon.svg.png]


Now i feel kinda bad for saying it wasn't that, on the other hand you found it because of that, so now i'm perfectly neutral, yay.

(This post was last modified: 03-05-2012 06:35 PM by roennel.)
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03-05-2012, 06:32 PM | Post: #156
Offline road-runn3r 
LOL that's nice, pls pm some dev and tell him. Big Grin

Oh and nice find ay.j.eng!

(This post was last modified: 03-05-2012 06:32 PM by road-runn3r.)
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04-05-2012, 11:08 PM | Post: #157
Offline ay.j.eng 
So.. I found a backup from around late october (when hellfires used to work against everything but US APCs) and compared the current files with those from the old version...

The explosionMaterial was wrong back then too (7005). But there were no damage modifiers defined for tank_armor, transport_heli_armor and attack_heli_armor; there was a damageMod 0 for apc_armor though.. explains why they did no damage against APCs but worked fine against other targets.

(This post was last modified: 04-05-2012 11:21 PM by ay.j.eng.)
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05-05-2012, 06:42 AM | Post: #158
Offline Healin4ev3r 
The mechanic for intial/mid/long range seems to be correct now, but a lot of people claim that the headshot multiplier they got with SR is less than 2,1 ( only 102-108 dmg with normal M95 per HS ).
Same occured with me and SV98 : HS a guy from 10 meters away and got just 105 damage, always 105. Something must be wrong here.

[Image: xhUzq]

Honey Badger
PTFO
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09-05-2012, 02:59 PM | Post: #159
Offline Army89Delta 
Wow, I just love finding out that my cool and special +3 weapons (sarcasm) don't actually give any true benefit against anything else.

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12-05-2012, 01:01 PM | Post: #160
Offline Abrams1 
In my opinion mg36 is the best,most ammo,super accuracy,super killpower,range.... and if i see one enemy close to me i knife him,or 2 headshots and dead
(This post was last modified: 12-05-2012 01:01 PM by Abrams1.)
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