Aa tank has 1200 range? What's the size of the map? Lol.
It should be reduced to 600
Range* This is not a number derived from the game files. For everything but rockets this is a simple speed * TTL. For rockets this includes initial velocity, engine strength (acceleration) and max speed. This does not factor in drag and gravity so currently range is an inflated inaccurate number. This number should only be used for rough comparison purposes between weapons until I can factor in drag and gravity.
So not quite 1200 - still far though. I think it's pretty consistent with past games if I recall correctly.
Did anyone figure out the German S-Mine Launcher blast damage and inner-outer radius, etc.?
I can get those. I already added launchers and mines but I forgot those. Will add tonight and update the thread.
*Update*
Added S Mine to RPG tab
Thanks so much!
I used them last night for the first time on the Panzer 38 and they are pretty lethal. I was using them defensively and getting frustrated as the enemy would rarely get super close to the tank and then I started using them offensively and that was fun!
Panzerfaust impact damage is correct. It was reduced recently from latest patch. Remember about multipliers though...
Yeah using them offensively with 38t is hilarious, but I use them mainly on Tiger defensively, although I think I may swap them back out for APCR or HEAT and give it another shot, it should surely do far more damage with those stats in mind.
Did anyone figure out the German S-Mine Launcher blast damage and inner-outer radius, etc.?
I can get those. I already added launchers and mines but I forgot those. Will add tonight and update the thread.
*Update*
Added S Mine to RPG tab
Thanks so much!
I used them last night for the first time on the Panzer 38 and they are pretty lethal. I was using them defensively and getting frustrated as the enemy would rarely get super close to the tank and then I started using them offensively and that was fun!
Panzerfaust impact damage is correct. It was reduced recently from latest patch. Remember about multipliers though...
Yeah using them offensively with 38t is hilarious, but I use them mainly on Tiger defensively, although I think I may swap them back out for APCR or HEAT and give it another shot, it should surely do far more damage with those stats in mind.
Yeah, mines brings a new offensive approach to targets. Someone hiding behind tree or wall or rock, don't bother trying to shoot them, just pull up and detonate.
That's good info and I'm glad it was shared on reddit (education = good!) but it is not new. Well I mean it will be new to a lot of people but as far as the angle stuff goes we've known where that's at in the files and what those ranges mean for awhile.
I really like the APCR on the Tiger because it emphasizes what the tiger needs to do which is stay away from everything and take advantage of its high shell velocity. I learned a very hard lesson about getting ranged last night when I in retrospect stupidly chose a howitzer equipped Churchill on Aerodome which I had done well with in the past but this game proceeded to get range mastered by a Panzer 38t with autocannon AND a Wirblewind AA. Neither could kill me outright but they effectively kept me pinned to base and my slow shells were useless at those engagement distances.
I'm less and less a fan of slower shells though as they seem more prone to richochet and they don't seem to reach full damage potential due to poor angles resulting from low velocities. You have to be pretty close in order to get max value and I don't see that happening much. The higher velocity shells like APCR may not pack as much punch as the slow power ones like HEAT-T on paper but they can allow you to pinpoint areas on tanks so you hit the best areas at the best angles with the fewest richochets.
Incidentally, anyone else have problems with the turret bobbing up and down arbitrarily even while still?
Uses game file names so might be confusing but I hear you guys are smart so you'll figure it out. If you have questions let me know and I can try to answer.
Jesus😂 That aint right. Those needs some update. IRL Tiger was invincible, they should improve tank damages against infantry and other vehicles. Blast damage against infantry is unrealistic.
That's good info and I'm glad it was shared on reddit (education = good!) but it is not new. Well I mean it will be new to a lot of people but as far as the angle stuff goes we've known where that's at in the files and what those ranges mean for awhile.
I really like the APCR on the Tiger because it emphasizes what the tiger needs to do which is stay away from everything and take advantage of its high shell velocity. I learned a very hard lesson about getting ranged last night when I in retrospect stupidly chose a howitzer equipped Churchill on Aerodome which I had done well with in the past but this game proceeded to get range mastered by a Panzer 38t with autocannon AND a Wirblewind AA. Neither could kill me outright but they effectively kept me pinned to base and my slow shells were useless at those engagement distances.
I'm less and less a fan of slower shells though as they seem more prone to richochet and they don't seem to reach full damage potential due to poor angles resulting from low velocities. You have to be pretty close in order to get max value and I don't see that happening much. The higher velocity shells like APCR may not pack as much punch as the slow power ones like HEAT-T on paper but they can allow you to pinpoint areas on tanks so you hit the best areas at the best angles with the fewest richochets.
Incidentally, anyone else have problems with the turret bobbing up and down arbitrarily even while still?
Yeah I agree, low velocity shells are only really useful for close quarter engagements, it’s why I’ve now set the Pz. IV up for closest range engagements as the shells have the best splash stats, I’ve also added the s-mines and turret traverse upgrade, plus it’s my only tank with emergency module repair cause the reverse is so good I’d prefer to just get my tracks or whatever back and then pop smoke and hop out to repair real fast from cover!
I’m going to set the Tiger back up with APCR but the s-mines just seems so valuable to me when I get overrun by mine flingers, they’re often the only thing keeping me alive!
Or is there some way I can copy the doc and make a new one to update it? Would also be great to add in the names of the tanks for the MGs
Yeah good call - I will update the angle modifiers. Regarding the tanks and mgs maybe I'll do an extra column that lists which ones they pertain to. Unless you have a better idea on how to convey it.
member(1)::InitialSpeedScaleByPitchData
Pitch 20.0 -> 0.0
InitialSpeedScale::Vec3
y 1.0 -> 5.0
z 1.0 -> 2.0
member(0)::InitialSpeedScaleByPitchData
Pitch 0.0 -> -14.0
InitialSpeedScale::Vec3
y 0.5 -> 5.0
z 0.5 -> 1.0
x 0.5 -> 1.0
InitialSpeed::Vec3
y 0.0 -> 1.0
z 45.0 -> 15.0
Ammo::AmmoConfigData
MagazineCapacity -1 -> 1
OverHeat::OverHeatData
HeatPerBullet 0.20000000298 -> 0.0
Doesn't look like it can overheat anymore but now needs to be reloaded? And the ROF and reload times got buffs. Not sure about speed as this one isn't as easy to figure out velocity like tank weapons.
Larger Blast radi but damage nerf along with that possibly faster shell speed when firing at 75 degree or more- These changes also apply to the stationary AA
I mean the case round on the regular 2-pounder Valentine medium tank, also potentially the Pz. IV.
I have heard others complain about the case round.
I can’t find the most recent files, seems on bfdata. website only the last patch is available
Nothing on case rounds for any faction/vehicle besides that one. They may have changed a material modifier but I doubt it. What is the complaint about them?
Comments
There’s a calculator here
http://forum.symthic.com/battlefield-1-general-discussion/10562-first-approach-to-air-drag-model-in-bf1/#post317578
For Flak tho the stat is TTL for when it detonates, then you wanna calculate that with speed and drag coefficient & drop to calculate range.
Yeah using them offensively with 38t is hilarious, but I use them mainly on Tiger defensively, although I think I may swap them back out for APCR or HEAT and give it another shot, it should surely do far more damage with those stats in mind.
Yeah, mines brings a new offensive approach to targets. Someone hiding behind tree or wall or rock, don't bother trying to shoot them, just pull up and detonate.
Works with P38T only due to its mobility.
That's good info and I'm glad it was shared on reddit (education = good!) but it is not new. Well I mean it will be new to a lot of people but as far as the angle stuff goes we've known where that's at in the files and what those ranges mean for awhile.
I really like the APCR on the Tiger because it emphasizes what the tiger needs to do which is stay away from everything and take advantage of its high shell velocity. I learned a very hard lesson about getting ranged last night when I in retrospect stupidly chose a howitzer equipped Churchill on Aerodome which I had done well with in the past but this game proceeded to get range mastered by a Panzer 38t with autocannon AND a Wirblewind AA. Neither could kill me outright but they effectively kept me pinned to base and my slow shells were useless at those engagement distances.
I'm less and less a fan of slower shells though as they seem more prone to richochet and they don't seem to reach full damage potential due to poor angles resulting from low velocities. You have to be pretty close in order to get max value and I don't see that happening much. The higher velocity shells like APCR may not pack as much punch as the slow power ones like HEAT-T on paper but they can allow you to pinpoint areas on tanks so you hit the best areas at the best angles with the fewest richochets.
Incidentally, anyone else have problems with the turret bobbing up and down arbitrarily even while still?
Jesus😂 That aint right. Those needs some update. IRL Tiger was invincible, they should improve tank damages against infantry and other vehicles. Blast damage against infantry is unrealistic.
Its happens when another vehicle is around you. Another annoying bug.
Also seems to happen when a player gets in and out of your tank!
Yeah I agree, low velocity shells are only really useful for close quarter engagements, it’s why I’ve now set the Pz. IV up for closest range engagements as the shells have the best splash stats, I’ve also added the s-mines and turret traverse upgrade, plus it’s my only tank with emergency module repair cause the reverse is so good I’d prefer to just get my tracks or whatever back and then pop smoke and hop out to repair real fast from cover!
I’m going to set the Tiger back up with APCR but the s-mines just seems so valuable to me when I get overrun by mine flingers, they’re often the only thing keeping me alive!
https://www.reddit.com/r/BattlefieldV/comments/a7mu56/tank_damage_multipliers_how_to_maximise_damage/
Or is there some way I can copy the doc and make a new one to update it? Would also be great to add in the names of the tanks for the MGs
Yeah good call - I will update the angle modifiers. Regarding the tanks and mgs maybe I'll do an extra column that lists which ones they pertain to. Unless you have a better idea on how to convey it.
That’s really great, thanks so much!
Yes 100%... What have you spotted? Also I swear they've done something to the Valentine's case round!
ReloadTime 0.75 -> 1.0
Only change I can find to Valentine Case round
More to come
\Gameplay\Vehicles\common\WeaponData\GBR\Tank\ChurchillCrocodile_Flamethrower_Firing.txt
FiringFunctionData c1e412346d1c2f4fb9213291dbfdb2b9
FireLogic::FireLogicData
PreFireDelay 0.5 -> 0.300000011921
RateOfFire 400.0 -> 600.0
Shot::ShotConfigData
InitialSpeed::Vec3
z 60.0 -> 75.0
OverHeat::OverHeatData
HeatPerBullet 0.0850000008941 -> 0.0599999986589
WeaponFiringData fc8d6011db68bb4b8a11c94879b4c90f
+ResetFiringOnDeactivation True
Faster, more damage, overheats slower - total buff
STAGHOUND_20mm_Firing.txt
\Gameplay\Vehicles\common\WeaponData\GBR\Tank\STAGHOUND_20mm_Firing.txt
WeaponFiringData 2d198b29c5434443b81674f67c6a00fc
+ResetFiringOnDeactivation True
BulletEntityData 2d57eb3bbef25342921370566fad8f6d
Drag 0.00300000002608 -> 0.00499999988824
More drop - nerf
VALENTINEAA_20mm_FLARE.txt
\Gameplay\Vehicles\common\WeaponData\GBR\Tank\VALENTINEAA_20mm_FLARE.txt
WeaponFiringData 78629c845634ab4db459a69292f2c13d
+ResetFiringOnDeactivation True
FiringFunctionData 31ca84a2345bbf42ba60138c53560ae7
FireLogic::FireLogicData
RateOfFireForBurst 8.60000038147 -> 450.0
RateOfFire 8.60000038147 -> 450.0
OverHeat::OverHeatData
HeatPerBullet 0.113333337009 -> 1.0
OverHeatDropDelay 0.10000000149 -> 0.0
HeatDropPerSecond 0.40000000596 -> 0.20000000298
OverHeatPenaltyTime 0.600000023842 -> 1.0
Not really sure what's going on with this one
/VALENTINEAA_20mm_SMOKE.txt
\Gameplay\Vehicles\common\WeaponData\GBR\Tank\VALENTINEAA_20mm_SMOKE.txt
FiringFunctionData bec90f4daadce24094721d139dc8a78a
FireLogic::FireLogicData
ReloadInfoArray::array
member(0)::ReloadInfo
ReloadTime 3.0 -> 1.0
WeaponFiringData a0c6dfef3efb6444954a6f37b546418e
+ResetFiringOnDeactivation True
Significant reload buff
\Gameplay\Vehicles\common\WeaponData\GBR\Tank\Valentine_AA_20mm_Firing.txt
BulletEntityData 03a282e2dcddb041a4b8738804cf46c6
Gravity -9.81000041962 -> -4.90500020981
DetonationTimeVariation 0.0149999996647 -> 0.0175000000745
VehicleDetonationRadius -1.75 -> 5.0
BFExplosionEntityData 8683c84cf3817943bc6b03ea2aa2e6af
$::ExplosionEntityData
BlastRadius 12.0 -> 19.8999996185
InnerBlastRadius 11.9899997711 -> 12.0
BlastDamage 20.0 -> 12.0
FiringFunctionData 848ad51dfeb074448c657043e6cd0a7f
FireLogic::FireLogicData
ReloadInfoArray::array
member(0)::ReloadInfo
ReloadTime 3.0 -> 1.0
Shot::ShotConfigData
+InitialSpeedScaleByPitch::array
+ member(1)::InitialSpeedScaleByPitchData
+ InitialSpeedScale::Vec3
+ y 1.0
+ z 1.5
+ x 1.0
+ Pitch 75.0
+ member(0)::InitialSpeedScaleByPitchData
+ InitialSpeedScale::Vec3
+ y 1.0
+ z 1.0
+ x 1.0
+ Pitch 45.0
Less drop but worse blast damage. If I read that last part right then it fires at faster velocity (1.5x) when you point gun at 75 degrees or higher.
Valentine_AA_40mm_FLARE_Firing.txt
\Gameplay\Vehicles\common\WeaponData\GBR\Tank\Valentine_AA_40mm_FLARE_Firing.txt
FiringFunctionData 67d55b6b820e41438053e8fb131e3deb
FireLogic::FireLogicData
RateOfFireForBurst 8.60000038147 -> 120.0
RateOfFire 8.60000038147 -> 120.0
OverHeat::OverHeatData
HeatPerBullet 0.416666656733 -> 1.0
HeatDropPerSecond 0.666666686535 -> 0.20000000298
OverHeatPenaltyTime 0.10000000149 -> 1.0
FireEffects3p::array
-member(0)::FireEffectData
WeaponFiringData d299cae778fef24882fcdf7cee74a49a
+ResetFiringOnDeactivation True
Again not sure what is going on with flares
Valentine_AA_40mm_Firing.txt
\Gameplay\Vehicles\common\WeaponData\GBR\Tank\Valentine_AA_40mm_Firing.txt
FiringFunctionData e79703cce65fe34aabd4176e8e5d27b8
FireLogic::FireLogicData
ReloadInfoArray::array
member(0)::ReloadInfo
ReloadTime 0.75 -> 1.0
Shot::ShotConfigData
+InitialSpeedScaleByPitch::array
+ member(1)::InitialSpeedScaleByPitchData
+ InitialSpeedScale::Vec3
+ y 1.0
+ z 1.5
+ x 1.0
+ Pitch 75.0
+ member(0)::InitialSpeedScaleByPitchData
+ InitialSpeedScale::Vec3
+ y 1.0
+ z 1.0
+ x 1.0
+ Pitch 45.0
OverHeat::OverHeatData
HeatPerBullet 0.40000000596 -> 0.395000010729
FireEffects3p::array
member(0)::FireEffectData
Effect FX/Weapons/MuzzleFlashes/FX_Muzz_FlakCannon_3P/ea81224773d8a445bbd164d9bf36179b -> FX/Weapons/MuzzleFlashes/FX_Muzz_Bofors40mm_3P/733af1afc257631ed6eb7979c08674a7
-member(0)::FireEffectData
BFExplosionEntityData 9fbcfdb4f0a9a842adf18632a209d507
$::ExplosionEntityData
BlastRadius 12.0 -> 19.8999996185
InnerBlastRadius 11.9899997711 -> 12.0
BlastDamage 165.0 -> 120.0
BulletEntityData eb5dcc900c194b4abf908e2e98cb400d
DetonationTimeVariation 0.0149999996647 -> 0.0175000000745
VehicleDetonationRadius -1.75 -> 5.0
WeaponFiringData e37c9bf554b4f04ba11e45aa5d5a6afa
+ResetFiringOnDeactivation True
Super small reload nerf and then blast damage radius buff and damage nerf. Sooed boost when firing at 75 degree or higher (speculating)
I mean the case round on the regular 2-pounder Valentine medium tank, also potentially the Pz. IV.
I have heard others complain about the case round.
I can’t find the most recent files, seems on bfdata. website only the last patch is available
\Gameplay\Vehicles\common\WeaponData\GER\Tank\38t_20mm_Autocannon.txt
WeaponFiringData c0dcf6d0c3e11a47a3b5b2f534067141
+ResetFiringOnDeactivation True
BulletEntityData 7cfa1af7ca39de40bf9fa094b440343b
Drag 0.00300000002608 -> 0.00499999988824
More drop - Nerf
STT_90mm_Grenade_Launcher.txt
\Gameplay\Vehicles\common\WeaponData\GER\Tank\STT_90mm_Grenade_Launcher.txt
WeaponFiringData 6dde0afcbb6d3545a11fdc9e0ee0dc5f
+ResetFiringOnDeactivation True
FiringFunctionData 00b2ba2e04fa494f8607695d5c3c9011
FireLogic::FireLogicData
RateOfFireForBurst 20.0 -> 200.0
ReloadInfoArray::array
member(0)::ReloadInfo
ReloadType rtSingleBullet -> rtMagazine
ReloadTime 3.0 -> 1.20000004768
RateOfFire 120.0 -> 200.0
Shot::ShotConfigData
InitialDirection::Vec3
y 0.054999999702 -> 0.0
InitialSpeedScaleByPitch::array
+member(2)::InitialSpeedScaleByPitchData
+ InitialSpeedScale::Vec3
+ y 0.0
+ z 2.5
+ x 1.0
+ Pitch 14.0
member(1)::InitialSpeedScaleByPitchData
Pitch 20.0 -> 0.0
InitialSpeedScale::Vec3
y 1.0 -> 5.0
z 1.0 -> 2.0
member(0)::InitialSpeedScaleByPitchData
Pitch 0.0 -> -14.0
InitialSpeedScale::Vec3
y 0.5 -> 5.0
z 0.5 -> 1.0
x 0.5 -> 1.0
InitialSpeed::Vec3
y 0.0 -> 1.0
z 45.0 -> 15.0
Ammo::AmmoConfigData
MagazineCapacity -1 -> 1
OverHeat::OverHeatData
HeatPerBullet 0.20000000298 -> 0.0
Doesn't look like it can overheat anymore but now needs to be reloaded? And the ROF and reload times got buffs. Not sure about speed as this one isn't as easy to figure out velocity like tank weapons.
SturmtigerGrenadeLauncher/90mm_Frag_Grenade.txt
\Gameplay\Vehicles\common\Projectiles\SturmtigerGrenadeLauncher\90mm_Frag_Grenade.txt
MissileEntityData e707e220592aac4fbba331191d74a0e7
+RicochetOutgoingSpeedThreshold 10.0
+RicochetSpeedMultiplier 0.20000000298
+RicochetAngleWeight 0.0
$::GhostedProjectileEntityData
$::MeshProjectileEntityData
InitialAngularVelocity::Vec3
z 30.0 -> 0.0
+RicochetMinSpeed 50.0
+RicochetMaterialHardnessThreshold 0.0
+ProcessRicochets MissileProcessRicochets_Never
BFExplosionEntityData 00000000
$::ExplosionEntityData
BlastRadius 4.0 -> 5.40000009537
$::SpatialEntityData
Transform::LinearTransform
trans::Vec3
y 0.0 -> 1.0
InnerBlastRadius 1.5 -> 2.0
BlastImpulse 400.0 -> 800.0
BlastDamage 70.0 -> 100.0
Big buff to the Grenade launcher projectiles in terms if damage and blast radius
-Bunch of Stug buffs (mostly shell velocity)-
WWIND_FLAK38_AA_Firing.txt
\Gameplay\Vehicles\common\WeaponData\GER\Tank\WWIND_FLAK38_AA_Firing.txt
BulletEntityData 0dcba8c68265f44da0accee2b45f932e
Gravity -9.81000041962 -> -4.90500020981
DetonationTimeVariation 0.0149999996647 -> 0.0175000000745
VehicleDetonationRadius -1.75 -> 5.0
FiringFunctionData bce41ed89e531f4b918c8f1b27459f26
Shot::ShotConfigData
+InitialSpeedScaleByPitch::array
+ member(1)::InitialSpeedScaleByPitchData
+ InitialSpeedScale::Vec3
+ y 1.0
+ z 1.5
+ x 1.0
+ Pitch 75.0
+ member(0)::InitialSpeedScaleByPitchData
+ InitialSpeedScale::Vec3
+ y 1.0
+ z 1.0
+ x 1.0
+ Pitch 45.0
-NumberOfBulletsPerShot *nullArray*
FireEffects1p::array
-member(0)::FireEffectData
FireEffects3p::array
-member(0)::FireEffectData
BFExplosionEntityData 83dcdf635c180440a2002fb0e616ffa8
$::ExplosionEntityData
BlastRadius 12.0 -> 19.8999996185
InnerBlastRadius 11.9899997711 -> 12.0
BlastDamage 15.0 -> 16.0
WeaponFiringData 14661b05b55ad847b2fcd7ae3bdb040d
+ResetFiringOnDeactivation True
Lower drop, larger blast radius and a pinch more damage along with that possibly faster shell speed when firing at 75 degree or more
WWIND_FLAK43_Firing.txt
\Gameplay\Vehicles\common\WeaponData\GER\Tank\WWIND_FLAK43_Firing.txt
BulletEntityData fef3d222c38d574892008d75adb7a713
DetonationTimeVariation 0.0149999996647 -> 0.0175000000745
VehicleDetonationRadius -1.75 -> 5.0
BFExplosionEntityData 56fc05f406c23848a720c588cdde44de
$::ExplosionEntityData
BlastRadius 12.0 -> 19.8999996185
InnerBlastRadius 11.9899997711 -> 12.0
BlastDamage 75.0 -> 60.0
WeaponFiringData 4aae131832543e4a9b75f5eab570f76a
+ResetFiringOnDeactivation True
FiringFunctionData 699160bd446575458b4fd3b19a7e5d3e
Shot::ShotConfigData
+InitialSpeedScaleByPitch::array
+ member(1)::InitialSpeedScaleByPitchData
+ InitialSpeedScale::Vec3
+ y 1.0
+ z 1.5
+ x 1.0
+ Pitch 75.0
+ member(0)::InitialSpeedScaleByPitchData
+ InitialSpeedScale::Vec3
+ y 1.0
+ z 1.0
+ x 1.0
+ Pitch 45.0
Larger Blast radi but damage nerf along with that possibly faster shell speed when firing at 75 degree or more- These changes also apply to the stationary AA
PaK40_Shell_Firing_VehicleMounted.txt
\Gameplay\Vehicles\common\WeaponData\PaK40_Shell_Firing_VehicleMounted.txt
BulletEntityData 067e9972af84daed99f2ce359731fa81
EndDamage 142.0 -> 170.0
StartDamage 142.0 -> 170.0
QF6PDR_Shell_Firing_VehicleMounted.txt
\Gameplay\Vehicles\common\WeaponData\QF6PDR_Shell_Firing_VehicleMounted.txt
BFExplosionEntityData 6951d67da123466d53b061f80b9f555e
$::ExplosionEntityData
DetonationEffect Sound/Core/Explosions/SFX_Explosion_FieldGun_Projectile/4eb123718cf4434ba6609b89c54cb68a -> FX/Vehicles/Weapons/FX_Tank_AP_Shell/680678deca5d6273ff37d7b9239f87aa
BulletEntityData 9c7660686174288c7d7e5b79e70194a1
EndDamage 142.0 -> 170.0
StartDamage 142.0 -> 170.0
Damage buffs to the callin mobile AT guns
Nothing on case rounds for any faction/vehicle besides that one. They may have changed a material modifier but I doubt it. What is the complaint about them?