Interesting... I'm going to try to put this to the test 👀 Big if true! Great vid as always
@taiguy537 ай бұрын
If possible, do you think you can do the same for water engagements? Like shooting into water vs. out of it because it's always wonky or inconsistent.
@emwols7 ай бұрын
@@taiguy53ace did a video on water engagements in MWII, I suggest you check it out, I am sure it’s consistent or at least similar between the two games
@rock-steady-yeti7 ай бұрын
First thing I thought was HV rounds on SMGs don't really make sense anymore, other then increasing first drop off?
@techninjahd7 ай бұрын
Love when my 2 fav cod mad scientists bounce off each other like I do their YT vids!
@Ueber40CoD7 ай бұрын
Does bullet velocity stay constant for the complete travel time of the bullet?
@masonjack77417 ай бұрын
Remember, high grain ammo increases the damage range by 15% as well. Especially on certain smg's that helps a bit.
@DoomJoy6667 ай бұрын
I think that makes hitscan happen until 57.5m instead of 50m like he showcased in the video. 15% of 50 is 7.5 so that's how I got my maths lol
@ChaosBahamut7 ай бұрын
@@DoomJoy666 He means the stat range. (so the range you deal max damage, range you deal med damage, etc.)
@cecilsparcel92247 ай бұрын
Fun fact MCW 6.8 is the only weapon capable in game of hitting 2000+ bullet velocity
@jonathanwilson15397 ай бұрын
The MORS with the charge barrel also hits 2k at full charge.
@prophetofwatersheep81007 ай бұрын
Crossbow faster
@cecilsparcel92247 ай бұрын
@@jonathanwilson1539 I had no idea. Well I guess the MCW 6.8 Was the only weapon capable of this feat
@FTFOSolo7 ай бұрын
MORS can
@cecilsparcel92247 ай бұрын
@@FTFOSolo Top reply beat you to it
@FatalFury0077 ай бұрын
That distance chart is clutch! Thank you for that!
@MrBmnmtfk7 ай бұрын
Ace the mad scientist of COD ❤
@aesru7 ай бұрын
I honestly had a feeling this was the case I just never really knew to what degree, thanks for clarifying, Ace
@Alpha_2-67 ай бұрын
I think this finally explains a balancing point with subsonic weapons and why they such a great ttk. This hitscan system balances it out, so sub weapons can not be as effective at even medium range without modifying your weapon for that. I would know because I did longshots for the chimera in MWII and the difference between hitting a shot at 15m and 40m is night and day on that gun, much less the 80m snipes I was trying (so much pain). I also think this is a big reason why high grain ammo exists, not only for warzone but boosted subsonic weapons to be a little more effective if you can handle the extra recoil. Either way, though, I'll definitely be thinking about this more since I make compact weapons a lot, and I already shared the chart in my group chat. Thanks, Ace, much appreciated!!
@dyfe31407 ай бұрын
I remember trying to get gold and then platinum on that gun. How painful it was
@M0D7767 ай бұрын
Wait, you can get High Grain ammo on Sub Sonics in the game? I tried it for the Chimera and the Shroud and I found none 😢
@maou50257 ай бұрын
MW2 subsonic are extremely slow compared to MW3. They never patched it.
@Alpha_2-67 ай бұрын
@@M0D776 There should be, at least for the COR-45 and P890 there is. Some special ammo types they never added more too, but the chimera should be one of them
@Alpha_2-67 ай бұрын
@maou5025 I didn't realize it was a bug, but MWIII has the same overall velocity between the JAK Raven Kit and the Chimera
@matheusmelisguerrapeixe23307 ай бұрын
5:38 So it's the bullet velocity divided by 20.
@TheXclusiveAce7 ай бұрын
Yep!
@matheusmelisguerrapeixe23307 ай бұрын
@@TheXclusiveAce Or 5% of the bullet velocity, to look fancy.
@crash_suppression7 ай бұрын
@@matheusmelisguerrapeixe2330Oui (to look fancy)
@jaynecobb79647 ай бұрын
@@TheXclusiveAce what's interesting is that in an attempt to be more realistic, this system made most of the weapons extremely unrealistic in terms of how ballistics work IRL. For example, in an M16A2, A3, and A4, with a standard 62 grain M855, the bullet is actually on an upward trajectory as it leaves the barrel ( this is by nature of the sight designs) and reaches it's highest point at roughly around 150 meters( if zeroed for 300m) where it begins its drop. Ideally if zeroed at 25m for a matching point of Aim/ point of impact, this will give you the exact same point of Aim/ point of Aim point of impact at 300m. So in theory, at just about all engagement distances in 6v6 and many engagement distances in GW and WZ with most guns outside of pistols, a hit scan system is closer to real life ballistics.
@elliottfussell35237 ай бұрын
@jaynecobb7964 I think it was more for balancing than for realism. It'd be funny if it was for realism tho
@BENZK-j9t7 ай бұрын
Man i happy this dude does all this testing , iv been watching his channel for years. Good shit.
@pong86r7 ай бұрын
man, i've been waiting a long time for this! thank you for breaking it down!
@xLeechcraftx7 ай бұрын
This clarifies a lot of stuff. I'll definitely be tweaking a few kits based off this info. Thanks, Ace.
@sadekur7 ай бұрын
At this point these studios should hire Ace for his inputs.
@Mindo10047 ай бұрын
The studios made this, he only researched and figured out what they made.
@BoxOfCurryos7 ай бұрын
he’s basically already on payroll let’s keep it real
@will_99107 ай бұрын
@@BoxOfCurryos So anybody that isn't bashing the game the way you like is on payroll?
@ShadowBlazeX7 ай бұрын
Lol he'd be a pretty good studio by himself if he knew how to code and make everything 😂
@Ccubed927 ай бұрын
@@will_9910well he is a cod partner
@youngflyness097 ай бұрын
I'm glad you made this video. There are plenty of reasons why people dislike the warzone era COD games so much, but I think bullet velocity is the number 1 reason as to why the new COD games play so much more differently than the older ones with out it. In MW3 I find it not enjoyable to play on the bigger maps. The game plays super slow if you don't play small map moshpit in my opinion, because all the guns are in hit scan range in that game mode. Where as maps like Afghan don't play all that well like they used to solely to the fact that you can't challenge anyone at long ranges with any gun that you want. You can't map people with the upm45 anymore. which is realistic but i think it slows the gameplay down because you're more focused on how to close the gap instead of just shooting at enemy players when you see them.
@DankRedditMemes7 ай бұрын
Rising Storm 2 has a VERY similar hybrid system, just tied to raw distance and not muzzle velocity, and I always suspected Call of Duty also did this as well.
@BSOTUIWTL7 ай бұрын
Literally only Ace would have a video like this! Appreciate it my G!! ❤️
@Demising7 ай бұрын
Jokes on you, my high velocity 5.56 rounds have cool tracers
@bbobson2k7 ай бұрын
Or not as never use tracers as I run stealth 98% of the time and tracers negate that advantage. 😂
@germainemcbounds98557 ай бұрын
Thanks for breaking the down
@cparks10000007 ай бұрын
I know this isn't a Warzone channel, but I think this isn't the same in Warzone. I definitely feel like I need to lead shots at 60 meters with the XRK which has 1300 m/s.
@mrpiratefox44977 ай бұрын
Cuz warzone has always had different stats from regular multiplayer
@Adam-pk7go7 ай бұрын
@@mrpiratefox4497all of the mechanics and bullet velocities are the exact same in warzone as multiplayer. The only different for weapon stats are damage, damage ranges, and body multipliers, everything else is the same
@re4ctor7 ай бұрын
I have the same feeling but I think it depends on other factors which, when added together, force you to lead your shots (e.g.: input lag, connection lag, server elaboration time, physical reaction time, etc.), especially if the target has high transverse velocity, of course.
@drigop.6267 ай бұрын
Thank you for this video. It explained a lot and will help me choose my attachments better considering I usually only play small map mosh pit
@puregoll7 ай бұрын
Thanks for this Ace, I had no idea of the hit scan, complete misunderstading of bullet velocity. I will definitely be looking at this, especially as I prefer small maps!
@drummaghua26877 ай бұрын
I'm still a little confused. I got the hitscan range fact, but beyond the hitscan range, do the projectiles suddenly gain their actual velocity (actual travel range is the [range - hitscan range]) or it completely removes the hitscan range (actual travel range is equal to the full range)? Also, I'm wondering how much the drop is in this game, is it just standard 9.81 m/s2 or something else. Great video for bringing details about the hybrid system!
@emwols7 ай бұрын
I think what he is saying that the bullet will take increments of 50ms to hit an enemy. If the bullet velocity stat would make it take less than 50ms to get to the enemy, it will be hitscan (0ms), if it would take between 50ms and 100ms to get to the enemy, it will take 50ms to hit the enemy, if it takes between 100ms and 150ms to hit the enemy, it will take 100ms, and so on. So basically, if you pass your hitscan range, it’s 50ms, if you double you hitscan range, it’s 100ms, if you triple it, it’s 150ms This probably excludes weapons like the crossbow though I would guess, but maybe not. Unless the crossbow is actually hitscan within 10m? That would be interesting
@rar234247 ай бұрын
Basically, for every bullet thats fired, your gun really shoots two: one that is hitscan and one that is not and has travel time from the gun barrel. If the target is in the "hitscan range", the game only uses the hitscan bullet and ignores the other one. If the target is outside of hitscan range, it ignores the hitscan bullet and uses the one with travel time. Hopefully that makes sense.
@graystripe877 ай бұрын
I just now noticed you are close to a million subs. I am happy for you. You deserve that!!!
@911djfreeza7 ай бұрын
*Raises hand "Excuse me Mr. Ace, is this gonna be on the final??" Lmao. Amazing content as always Exclusive Ace!! Been following since wayy back!
@MadKing7627 ай бұрын
Bro you’re the man for this💪🏽
@blobeyeordie7 ай бұрын
Since its implementation, its only seems to cause issues and disparity with regards to hit registration, gunplay between players and how the servers process/out put packets. Not dissimilar to Battlefield, where your bullets will fail to register damage, a hit indicator or neither of those. This is because each bullet is a packet that has to undergo map localization, simulation and frame checks during its travel across the playing field to the other players where there are very high probabilities of info being lost, processed wrong or not arriving on time amongst other things. Think magic and curving bullets etc. All this does is add extra processing, thus greater margin for errors, inconsistencies and ultimately hurts the gameplay experience. Especially when we have to play with other players having vastly differing game server connection qualities. IMO they should just ditch the system altogether and go back exclusively to hit scan as in the past except for snipers for balance reasons. Its cheaper, more effective and most importantly, less frustration for the players.
@mightywoll37 ай бұрын
Pretty good summary, i wonder if incidents of double damage occur in mw3 as well, especially with this system, and while a different system, BF4 early on had an issue with low velocity bullets hitting players twice enabling oneshots with pistols.
@blobeyeordie7 ай бұрын
@mightywoll3 Thats essentially what magic bullets are. Much of that is caused by low tick rate servers and guns with high rates. MW3 has alot of similar issues BF4 had sadly too
@sIayerz7 ай бұрын
Great video Ace, definitely screenshoting that hitscan range chart for future reference. I rarely use high velocity in mw3, I did on smgs in cw since base bullet velocity was so low. Like you said average engagement distance on 6v6 maps is within 30m. So using high velocity is just being wasted, as long as the base velocity is reasonable around 500+m/s that's fine for 6v6. I'd prefer hitscan however.
@S3BAST1AN6967 ай бұрын
So i have to say it...that hits can BV mix model is actuallly really smart fix... keeps closer fights feeling strong and consistent but really keeps gun in check on long ranges and gives you a reason to mod for bullet velocity etc at range!
@xPersianSkaterx7 ай бұрын
unrelated to the video (great vid btw), but i love how you were playing with someone named "Adam Killa Sloss" in your game lmao
@EvilXero3597 ай бұрын
I'm fine with this as it adds a decent challenge to the game. Skeet shooting makes this even more fun and challenging.
@cudderlover12167 ай бұрын
This is why the rival does so well at medium range against the MCW in competitive. I felt like BV wasn't that important in more engagements and this proved it
@DoomJoy6667 ай бұрын
I would love for a breakdown going further into this. How does the actual bullet drop work. How much does it drop by, how quickly does it drop. How would leading a shot work in this hybrid system. Thats my biggest struggle in wz is leading my shots properly. In battlefield you could tell by every 100 meters. If they were 100m away, youd use the first dot below the center scope, and the first dot on the sides of the scope. This game does not seem to work off that, and every scope is different. Might seem mundane or dumb as a video but it would help so many people who play wz and ranked wz
@Paper1Planes6 ай бұрын
This is why I always felt like the billeted brake on the MCW was better than the flash hider. You don’t even notice the extra bullet velocity from the flash hider until 40+ meters and even then it’s a minor difference
@MetaHead7 ай бұрын
The system kinda makes sense in a way. The true definition of point blank range is essentially a distance at which you don’t need to account for bullet drop or leading targets. Not within arms reach which most kinda associate the term with
@wisdumcube6 ай бұрын
Pretty sure there was real-ish ballistics and bullet drop in MW2019. The problem is that the weird quasi-hitscan system from Black ops: 4 and/or Cold War, somehow made its way into Warzone 2.0, removing Warzone 1.0's good mechanics. And now it's been so long everyone forgets how Warzone 1 actually felt, and it wasn't just due to animation/pacing differences and broader design changes. I believe some form of the exact code for how bullet velocity is handled was directly translated into Warzone 2.0 and MW2 from Cold War because they feel weird in almost the same way, and the way attachments affect guns are similar even though they are on different engines (I.e. the stats for bullet velocity matters more than your inherent understanding of what the average effect that gravity would have on traveling bullet and just kind of adjusting a tiny bit on a case-by-case basis). In modern warzone you really have to know exactly what range will be hitscan and what is beyond that. If you shoot beyond that you have to know where the bullet will hit before you shoot it because the game does not visually represent the bullet in any realistic capacity. It's a laser you cannot see. Even if you can get used to it, it's unnatural and doesn't inherently feel good like a system that actually simulates ballistics to some degree. Hitscan worked in pre-warzone cod because you were never shooting too far, and additionally, a pure hitscan system is predictable and easy to adjust to. Modern Warzone is the worst of both worlds. I speculate that a lot of the same devs are touching all the recent COD releases even though they are from different studios (mostly Treyarch), ever since Activision has made them start crunching like crazy and they are always in all-hands-on-deck mode after Warzone's success and due to the disaster of Sledgehammer's slated 2020 COD game going up in smoke, taking itself out of the 3 year cycle rotation, and then "forcing" BO:CW to release earlier than anticipated. This might be a reach but I think that a lot of knowledge for how MW2019's underlying mechanics worked might have been lost when a lot of Infinity Ward's senior devs left after the leads parted ways with Activision due to creative differences, (possibly because 2019's 2 year cycle got axed and Black ops Cold war was going to get shit out incomplete instead of being given the time it needed to cook). So, they had to rebuild it all, so everyone in house had full knowledge of the codebase, but like everything else recently, it was a day late and a dollar short. No way they just made Warzone 2 bad on purpose. The old mechanics, specifically how ballistics worked is one of the reasons why old warzone feels better, especially sniping, where you can more easily adjust for bullet drop because the physics actually made some sense.
@HFApizzamaker6 ай бұрын
Ain nobody gon read allat 😂
@wisdumcube6 ай бұрын
@@HFApizzamaker Fair
@MetalZeroFour7 ай бұрын
So pretty much take the bullet velocity value, cut it in half, and move the decimal to the left by 1 and that’s your hitscan range. Got it. Thank you Ace for finally clarifying this! I know this has been a point of confusion for a long time, and it’s really nice to have some clarification.
@mercifuldeath7 ай бұрын
Dude, you just divide by 20...
@MetalZeroFour7 ай бұрын
@@mercifuldeath For myself, and I’m sure quite a few others, this is how our brains see these numbers. Either way I’m breaking out a calculator when I’m making my classes now lol
@tsuikyit55117 ай бұрын
As long they keep it reasonable and not stupidly low like the Milano 821 in Cold War, I’m alright with it. That game had my least favourite SMGs simply because the bullet detection felt awful. Aside from the AK-74U, the rest were awful with 200m/a bullet velocities, and I always ran the Task Force barrel to make my SMGs feel better. I don’t mind bullet velocity. But for SMGs and pistols, it needs to be reasonable. Around 375m/s seems fair to me. So while they can still feel like hitscan out to a longer range, they’re not going to kill you across the map. That’s where assault rifles, battle rifles, LMGs and the other guns have the advantage. So while a better bullet velocity for SMGs and pistols means the hit detection feels better at slightly longer ranges, it doesn’t instantly make them overpowered. It is just to make them feel more usable instead of feeling like a Nerf Blaster after 10 metres.
@σεα-ψ9ε7 ай бұрын
The Cold War Ak74u having AR bullet velocities is comical
@oscarfunez38067 ай бұрын
300 M/S and above is a fair starting range. Pistols technically wouldn't have such high bullet velocity depending on its ammo type or the type of weapon used. Some smgs have lower bullet velocity than others due to having high damage (which is something the Milano had in CW. ) which I didn't find an issue with it either way since you would always stay within its maximum damage range. If you are pushing beyond the standard 15m its max damage range is, then you are definitely not going to win the gun fight against most other weapons that fire and kill faster.
@Meravokas7 ай бұрын
@@σεα-ψ9ε It's not, actually. Since MW2019 at least, they've attempted to keep (relatively) realistic bullet velocities (Hence why despite being so damn hard hitting, .50 snipers are harder to use at range.) accurate in velocities. The AK-74u might be a 7-10 inch (Don't remember exactly off the top of my head) barrel, but you're still getting high velocity shots than common pistol cartridges. Even then it's not like the 74u was the best SMG in Cold War anyways.
@σεα-ψ9ε7 ай бұрын
@@Meravokas Best is subjective but the Ak74u is definitely a top meta weapon, the preferred smg for pros in ranked play
@Meravokas7 ай бұрын
@@σεα-ψ9ε Pro use doesn't mean jack. Consider that the MCW has been "Eh." and only moderately used in pubs, but was the preferred and then locked ranked and pro rules AR.
@MaxSmalls7 ай бұрын
This is definitely going to make a difference for my mindset at non mid range builds Pistol / SMG / Shotgun play as well as Sniping. With Sniping especially not knowing when to lead and not to lead has probably lost me some mid range (for a sniper rifle) gunfights.
@SquirtMac177 ай бұрын
For the charts it’s easy to roughly know if you take the BV drop the last 0 and divide by 2 and that’s the hit scan range :)
@knight_rider42097 ай бұрын
Almost every setup in 6v6 is velocity and flinch optimized, after your video i will try to switch it up a bit, thanks for the input
@rbennett937 ай бұрын
Im one of those players that put extra bullet velocity rounds or suppressor into every weapon class. Learned a lot and shocked to hear its not super necessary for 6v6.
@hamza-chaudhry7 ай бұрын
When I play the game, I do typically put on High Velocity ammo, since MWII (& i think MW2019) which I may need to stop doing now. But it also increases your range with no downsides if I remember correctly. And in MW 2019 & MWII, I did play a lot of Ground War where it would've had an effect.
@louislamas69127 ай бұрын
Well you definitely open my eyes lol. I am bullet velocity junky 😅…. Definitely going to recheck my self now. Thank you brotha for always coming in clutch 🤙.
@Bizkete6 ай бұрын
Always been a fan ACE..appreciate the dedication
@jimbobsclayworld24396 ай бұрын
So based off 5:08, you could also calculate it as; hitscan range = bullet velocity / 20 (/ is a division symbol)
@ryanroper6287 ай бұрын
Nice info hybrid system is cool for a 6V 6 . I'll be saving that attachment slot cuz all my rifles have already high velocity to almost map
@TJ4A97 ай бұрын
I play on mouse and keyboard. I need my bullets to go exactly where I am aiming. I usually run with high velocity rounds and a muzzle and barrel that boosts bullet velocity. There is a huge difference in long gun fights.
@Phantomattack17 ай бұрын
Thank you! I've been waiting for a velocity video. 😅 super helpful
@brianpickin2912Ай бұрын
We need more people like ace we all Deserve it well done in the video ace
@nolanweber871218 күн бұрын
Does this work The same in BO6?
@nolanweber871218 күн бұрын
Including google and Reddit, this video (*specifically* YOU’RE comment), is the most recent involvement with this topic lol :)👍🏼
@razornv76037 ай бұрын
Ace coming with the most important info tgd lookin at you for info you a real one homie
@CrAzY6tothe66 ай бұрын
Bullet veolcity with hipfire in hardcore gonna be insane
@TheRobSJ7 ай бұрын
MCW 6.8 with spire point ammo is the hit scan machine.
@knolsey7 ай бұрын
Ace, i have been sitting on this info for almost a year now as i am not able to make the graphs that you have made, i'm not even a year into creation yet. it's wild how good you are at taking exactly what is in my brain and putting it out in a very simple to understand video.
@applejuice51736 ай бұрын
This game went from set it and forget it to I need a PHD degree for attachment selection.
@Powerslide156 ай бұрын
I play MWII, and I've only only ever used high velocity rounds for long distance MRs and SRs. I generally use the MCPR-300 if I'm trying to cross-map. Otherwise I'm just using barrel attachments for extra range.
@ShoppinBagLoso7 ай бұрын
Wow this is gonna completely change my smg builds.
@Meravokas7 ай бұрын
To a point I feel like it should be all or nothing. It MIGHT make things feel a tad more inconsistent with lower velocity weapons, but at the same time it would make stretching your range (Not just your damage range) more effective. While perhaps not giving you a better TTK, increasing your velocity on lower velocity, higher accuracy weapons would make them able to be built to challenge those fights. Where as in this case it's just "Oh he's hitting me instantly with that gun noticeably so when strafing or sprinting compared to me. But I have to lead my shots and he could more easily turn on me." Which explains a lot of what I felt like were questionable TTK moments that I now can't question latency in match for. Even small maps like Shipment can have SMGs or certain rifle ammo types (.300 black out comes to mind) where you're not getting hit scan on people from the end of one lane to the other. As the lanes do get sightlines that can be over 45 meters depending on the angle you're taking. Bullet Velocity should always matter, or just... Not. Makes little sense to me and has now actually made me realize why I've lost certain gun fights. My accuracy may have been on point, but because I was just out of the hit scan range they were able to land that final one or two rounds on me while mine were just slow enough that their strafe allowed a gap in the hitbox that wouldn't have otherwise mattered. Or I was actively missing because I was leading (Purposefully or instinctively) shots at which point I was just putting bullets in front of them pointlessly.
@helforsite31307 ай бұрын
I think this explains a lot of things in Warzone, because with Warzone 2 they very significantly reduced teh bullet velocities of builds and this shows that it has a massive impact.
@еблан-щ8х7 ай бұрын
We need fast bv from mw19 back Guns feel awful on longer ranges because of really slow bv
@SimbaDaSavage6 ай бұрын
This video opened my mind so I can't wait to start playing warzone again and test some new loadouts
@knrz25627 ай бұрын
What you should’ve done is also underwater tests it really shows the bullet trajectory and the speed!😮
@Arqae-6 ай бұрын
Actually amazing to get clarification on this, because funnily enough I always wondered why they didn't do this, but apparently they do 😂
@spartan_a11767 ай бұрын
I knew this felt like a hybrid, compared to like what you see in Battlefield or something
@tmx86866 ай бұрын
As a HC main, I always use a barrel that helps with the Bullet velocity
@kingoftherevolution48557 ай бұрын
this is roughly how it worked when it was first introduced in bo4. I definitely thought it changed in mw4 and later
@Predash0517 ай бұрын
There is no MW4
@Alpha_2-67 ай бұрын
@Predash051 He's just referring to MW2019, the fourth MW game. Yes it's a reboot but he's still not wrong
@BackupReal7 ай бұрын
Who the hell calling MW2019 MW4 lol. MWIII is MW6 😂
@jonathanwilson15397 ай бұрын
@@Alpha_2-6 😂 he's wrong, ad you're even more wrong for trying to defend the mistake.
@OsamaBinLaddle7 ай бұрын
Yall embarrassing fr it's the fourth game with modern warfare in the name in this sense old mw2 wouldn't be modern warfare 2009 right?
@golden51286 ай бұрын
Hit scan range is the mps divided by 2 besided the last number and put a decimal right after the first 2 numbers of your output
@Sideways_Singh7 ай бұрын
Would love to see the delay and dropoff after every 10 meters after the hitscan range, when does it really start to impact.
@ScenesByOmnic7 ай бұрын
Interesting but in many cases, in regular play, bullet velocity becomes essentially irrelevant given stats are tied mostly to categoy. Use SMG's close, use AR's farther, etc... and you really only have to worry if A) the stat is extremely low within class, or B) you are attempting to kit it (usually with an aftermarket) to do something the gun isn't normally supposed to do. This almost makes super pushing the effective range of a gun a half benefit given you're attempting to play the gun outside of its naturally effective range. I can say that given how some top ranked players sometimes use the RAM9, they kit it to extend the damage range and accuracy, but not velocity, and take gunfights well outside the normal SMG range. I would say in reviews you might tone down how relevant the velocity stat is given it seems like, for the vast majority of gunfights, playstyles, and at least how some of the best in the game like to play, it's a stat that is 'almost' irrelevant.
@davitdavid71657 ай бұрын
I heard about the idea of guns being hitscan up to a certain range in codm, thought that was just on mobile. Kinda cool how it applies to both
@canaldobruce7 ай бұрын
Interesting information, good to know how it works but, how this information could change the classes setups? I mean, usually bullet velocity comes with damage range, so people like this range + BL for all weapons, even for SMGs shooting under the hit scan range, the real range increase is also importante and usually the high grain ammunition or barrels comes with range + BL benefits.
@giorno48593 ай бұрын
Some attackments that states that increase bullet velocity also state that the damage is increased in the "damage bar", this is very confusing
@joechavez27436 ай бұрын
Ace, this is such a good video. Keep it up!
@rickfowler2737 ай бұрын
I kinda always knew this I guess just from playing a lot. After playing with all the weapons multiple times and building loadouts for different things like Invasion all the way down to HC Small Map Playlist I kinda don’t see an issue with this as long as your not pushing ranges that are very very far away. So Firing Aim Stability and AP ammo and Shadow Strike Suppressor is the only attachments I use.
@medleyfriends95257 ай бұрын
Thanks Ace. Is it possible you may be able to shed some light on bullet penetration, in light of the Mors quick fix that took away the majority of its wallbang potential?
@elg73657 ай бұрын
In real small maps you have zero advantage
@bbobson2k7 ай бұрын
Bullet penetration is all over the board. All the forged challenges that included it basically turned out to be wall bangs for the count. Sure there are maps one can shoot through a chain link fence and have them count (was successful at that) but overall I'm frankly lost at bullet penetration vs older CODs in which it was much more straightforward.
@potsy10137 ай бұрын
This is great to know and interesting. I love messing around building different guns. This will definitely be helpful 👍
@techninjahd7 ай бұрын
I know in competitive scene they always go for the fastest bullet velocity possible like on MCW and Rival 9 this year and even make choices to use L4R flashider muzzle on MCW even if it slows down ADS a ton. Maybe this will help us reconsider the using other muzzles.
@Paper1Planes6 ай бұрын
Exactly I’ve always like the billeted brake in ranked multiplayer over the flash hider and I’ve wondered if the pros know about this and if they would change their classes
@florinzam69647 ай бұрын
Great research, great video
@WSKY_TNG0_FXTR0T7 ай бұрын
Very helpful Ace!! I always try to add BV to guns if I can.
@ChantingInTheDark6 ай бұрын
Ace is the place with the helpful Warzone folks!
@2REAL2bFAKE7 ай бұрын
Ace has most definitely been in the Lab agin 🤣 Thank you !
@puregoll7 ай бұрын
@TheXclusiveAce what are your thoughts on small mp maps being much more popular than bigger maps? For me, I think people play mainly for the high kills/more/quicker xp. Eg playing shipment over and over because you want to prestige quickly etc. I think they should give higher xp in bigger maps and this would encourage people to play more variety of maps, and not lose out chasing xp etc
@brinaldi817 ай бұрын
Guns feel so much better with higher velocity all around. Maybe it's just me
@finder13357 ай бұрын
We love you ace
@someweeb36507 ай бұрын
High grain is pretty good yo more damage range means your hitscan point might actually fall behind your ideal range
@ulyssesthedm6 ай бұрын
And this is why tuning should still be a thing. But they removed that feature in the DLC.
@OperatingPear807 ай бұрын
This is awesome Info thank you so much
@angeltear21457 ай бұрын
Thank you for explaining why i was constantly missing
@skreph27176 ай бұрын
I dont watch many videos becasue I dont need to, but your info and deivery is solid. Iam a bullet velocity ammo junky, but going to swap ot out on my smg. I am going to subscribe. ✊🏻
@terribletimes9026 ай бұрын
Lol the way COD Mobile players have been knowing this. It’s even more inconsistent in that game because some weapons have this hybrid velocity system, others are pure hitscan only (the weapons introduced from before Cold War was the mainline COD), and all weapons have the hybrid velocity system in BR.
@Reece_Alp7 ай бұрын
9:17: Yes I think it will unless the weapon I’m using has a greater effective damage range than bullet velocity. Love the videos you make BTW. There’s no one I’ve seen that brakes down stats like you do apart from Drift0r but he doesn’t go in for that anymore. 😁😁😁
@merlebyu17 ай бұрын
I suppose I won’t worry about different types of ammo, well high velocity or high grain types. May use the attachment slot for something else.
@blood1177 ай бұрын
The spire tip rounds used to be fantastic until they were nerfed to oblivion.
@andrewsich42866 ай бұрын
great info!! and yes ill be goin through my classes.
@notsobigcheese2 ай бұрын
I feel like you should also find out if the ''bullet'' actually comes out of the barrel or the center of the screen.
@JediArbitrator7 ай бұрын
Bullet Velocity as a balancing mechanic and a realism feature is fine to me. The problem lies in weapon imbalance. Warzone especially has problems where SMG's have just been dominating everything else whether its up close, medium, or even longer ranges. The TTK is so low there is little opportunity for counterplay. There is no reason an SMG should beat everything else up close automatically either. SMG's should have more MOBILITY, not just automatically stronger. AR's are meant to be versatile but they are outclassed completely. LMG's are slower but should still be threatening up close. 9mm guns are doing more damage than 45ACP lol... Thats not balance nor realism at all.
@ChantingInTheDark6 ай бұрын
This changed how I build guns.
@Kingx-np4cb7 ай бұрын
Sweet vid Changing my classes now
@konman1817 ай бұрын
I always increase the bullet speed as much as possible. It works.
@zackerydilber43557 ай бұрын
100% going to be a factor on my end because I primarily play hard core so If I pair it with a one hit kill gun then its always meaningful
@dalberttran81347 ай бұрын
Hey Ace do you think Cod ghost perk system/Squad points should return because to me it gives some much variety/freedom and makes it much eaiser to balance perks
@TheXclusiveAce7 ай бұрын
I didn’t hate the system but I prefer a pick ten style of system as I feel perk tiers are important to prevent certain combinations from being possible
@gamerbg2947 ай бұрын
@@TheXclusiveAceI have a completely different perspective on this. Contrary to popular opinion, I think pick ten is the worst class system of all, as it allows aberrations like using perks from the same tier through wildcards. Additionally, the Ghosts perk system did manage to balance the specialist strike package, but in general its execution was flawed (but with the potential to be the best system, as long as it is done well). Unlike the guy who made the comment above, I believe that limitations on class choices make the balancing process less difficult. To illustrate, I've conceptualized a hypothetical system structured as follows: three tiers of perks with 2-point, 3-point, and 5-point, with a total of 9 points available for selecting perks in the primary class. In the specialist strike package, the perk points would correlate with the required "points" for acquisition (i prefer the point streak system over the score streak system). Furthermore, the specialist bonus would grant 6 points for choosing perks. Ideally, each tier would contain 5 perks, except for the 3-point tier, which would offer 8 perks.
@emwols7 ай бұрын
@@gamerbg294idk man, I will say I loved the ghosts perk system, but that’s because I abused it with things that shouldn’t have been allowed. Danger close, strong arm, 2x canister bombs and panzerfaust was hilarious on objective modes. Explosives literally killed anything within 10m of the blast zone even through EOD it was bonkers lol
@gamerbg2947 ай бұрын
@@emwols But that's where the problem lies, whenever people talk about class freedom being "fun" it's because they use that freedom to create classes that meet the player's desires (and most of us try to abuse the system to gain more advantages), but this can lead to greater balance problems in the game (I was upset by the fact that in ghosts, you could remove some items from the class to gain more points to use perks), and I would never allow things like the player being able to have 2 pieces of equipment simultaneously (I think the idea of the perk of replenishing equipment is better, but I would still make some changes to make it difficult to abuse it), which is another naturally bad thing about pick ten (I also wouldn't allow things like using two primaries or secondaries, not even being able to replace a secondary with a primary from a body and vice versa, also wouldn't allow using more than two attachments on weapons and the second attachment would only be accessible via perk).
@gamerbg2947 ай бұрын
@@TheXclusiveAce I have a completely different perspective on this. Contrary to popular opinion, I think pick ten is the worst class system of all, as it allows aberrations like using perks from the same tier through wildcards. Additionally, the Ghosts perk system did manage to balance the specialist strike package, but in general its execution was flawed (but has the potential to be the best system, as long as it is done well). Unlike the guy who made the comment above, I believe that limitations on class choices make the balancing process less difficult. To illustrate, I've conceptualized a hypothetical system structured as follows: three tiers of perks with 2-point, 3-point, and 5-point, with a total of 9 points available for selecting perks in the primary class. In the specialist strike package, the perk points would correlate with the required "points" for acquisition (i prefer the point streak system over the score streak system). Furthermore, the specialist bonus would grant 6 points for choosing perks. Ideally, each tier would contain 5 perks, except for the 3-point tier, which would offer 8 perks.
@RoBRoB12317 ай бұрын
Bullet velocity x 5% = hitscan range :) This will really help sniping!