Is High Velocity Useless in Modern Warfare II? (6v6 & Ranked Play)

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TheXclusiveAce

TheXclusiveAce

Күн бұрын

Пікірлер: 670
@TheXclusiveAce
@TheXclusiveAce Жыл бұрын
I see a lot of people asking about only using High Velocity on the TAQ-56 so I tested that as well and here's the data: Velocity = 850m/s 20m: 42ms 40m: 50ms 60m: 50ms 80m: 58ms
@afro_snake6458
@afro_snake6458 Жыл бұрын
Being real with you ace, i think ads is over hyped. Personally i try to max my ttk by adding damage range, and recoil control, sprint to fire is next, ads is behind that I play on xbox s, i can cross my heart, i swear your damage ranges are too short. I can't count the times i shot someone 1-4x more than what's needed but still, i die! Hell i can't even get hit markers sometimes not sure if it's ping, latency, or my wifi, but i can shoot someone running towards me center mass and it won't do damage sometimes, whether my imput lags and doesn't happen server side, or i miss on my screen and somehow hit someone. Barrel jamming doesn't even work it's useless! Afk or moving, my gun is 1ft from them and 2-3ft long, they are my entire diamond but the bullet plays groundhog day.
@mikep1212
@mikep1212 Жыл бұрын
I'm really glad you added this afterwards. I prefer without the Tundra on because I prefer the faster ADS speed.
@CmoIsDaNam3i
@CmoIsDaNam3i Жыл бұрын
Thanks for the share! Was personally interested in this myself! :D
@NotoriousGhostface
@NotoriousGhostface Жыл бұрын
Was about to ask about this. Thank you
@emti29
@emti29 Жыл бұрын
​@@afro_snake6458 i am pretty sure that is ping. How is your ping?
@rmw9420
@rmw9420 Жыл бұрын
honestly all the ammo types need to be given some improvements if they wanna reach their full potential
@OliveIsTyping
@OliveIsTyping Жыл бұрын
Agreed
@ThatsTypical
@ThatsTypical Жыл бұрын
true
@AC-hj9tv
@AC-hj9tv Жыл бұрын
Dude yes. Hard co-sign
@theretropleb3883
@theretropleb3883 Жыл бұрын
I actually think the flinch bullets are slept on. I use them in all my loadouts.
@KekusMagnus
@KekusMagnus Жыл бұрын
the ammo loadouts are pretty much always worth it, especially armor piercing, they dont need any more buffs
@g-spil2438
@g-spil2438 Жыл бұрын
I think the hitmarker is coded with 50ms increments. That is why all measurements hover over 50 and 100ms. As you said it doesn't make sense sometimes. A clearer test may be the death animation after 3 bullets to the chest in full auto.
@daniel-w-hall
@daniel-w-hall Жыл бұрын
You're close, but it's not "hard coded" to hitmark every 50ms. MW2 doesn't use hitscan (aka Single Raycasts) like older CoDs, it uses a proper projectile system, likely projecting a Raycast at every tick based on the bullet's current position. The reason it's once every 50ms is because the game's servers have a tickrate of 20Hz (1000ms / 20 = 50ms). Think of it as the server seeing the game as you would if you capped the FPS to 20. This means that any interpolated projectiles that hit between ticks only actually end up hitting once the new tick rolls around. So technically, even if the bullet hits at the same time as a slower/faster one, they aren't travelling at the same speed in terms of the game world. This only works properly with good lag compensation or slow gameplay, though. EDIT: Just to clarify, the 50ms isn't a "coded" value, it's just the speed of the server. If they increased the rate to 64, it would reduce the intervals to 15.625ms without having to change any code (assuming they used best practices). But this actually wouldn't increase the accuracy of projectile Raycasts by much, though it would benefit the visual models of the players since often the interpolation is incorrect for that as the velocity of the player model can change at any moment, while projectiles are largely constant and predictable, which is why you often see player models "jitter" when they move very fast or have bad latency.
@MNot00
@MNot00 Жыл бұрын
@@daniel-w-hall Software Engineer here. Gotta say man you nailed explaining this on a technical level and made it easy enough to understand in layman's terms. Good job bro!
@daniel-w-hall
@daniel-w-hall Жыл бұрын
@@MNot00 Thanks, that makes me feel a bit better about myself. I did mean to say hitscan rather than hitmarkers, though.
@CalumAtkinson
@CalumAtkinson Жыл бұрын
​@@daniel-w-halli don't mean to be antagonistic here, you say it's every 50ms because of the servers' tick rate when they're 20hz but would that change if so how in pro play(where they i believe, play on 60hz servers for matches)?
@daniel-w-hall
@daniel-w-hall Жыл бұрын
@@CalumAtkinson Yes, if he did the same testing on the pro servers, the results he gets should be more granular and be in increments of 16.6 recurring.
@thepunisherxxx6804
@thepunisherxxx6804 Жыл бұрын
Really appreciate you answering this question and putting in all the legwork to test all this, and being humble enough to make changes based on our feedback. Still think its a waste of an attachment for 6v6. Like you said, most distances are not at those longer engagement ranges, or its just a poor choice to engage at those ranges where a sniper is most likely posted up. It only applies to such a niche situation. More common situations have better attachments/slots to replace it with.
@CleanerCars
@CleanerCars Жыл бұрын
It almost seems like damage range is also impacting bullet registration as much as velocity.
@chrismiller5793
@chrismiller5793 Жыл бұрын
Based on your data, I'd be inclined to think that the High Velocity rounds are bugged. I am also surprised you didn't test the High Velocity rounds on its own.
@christopherasuncion9807
@christopherasuncion9807 Жыл бұрын
Was thinking the same thing for sure
@volishun
@volishun Жыл бұрын
Same
@mattdumesny2854
@mattdumesny2854 Жыл бұрын
Probably becaise in ranked at least the pro's GA means the Tundra barrel must be used. Although many will choose not to follow GAs like tuning etc.
@IzmGunner01
@IzmGunner01 Жыл бұрын
@@mattdumesny2854 the GA is NO tuning at all? I thought they just didn’t share their tunings with other teams but could theory craft amongst their own teams.
@nfamus540
@nfamus540 Жыл бұрын
​@@IzmGunner01 Tuning is completely GAd
@abelinkinxvi1735
@abelinkinxvi1735 Жыл бұрын
This feels like a more important setup in Warzone or DMZ given the distance scenarios. Thanks for this info, cheers!
@Just_a_commenter
@Just_a_commenter Жыл бұрын
In short, engagement distances in CoD make bullet travel time very insignificant. It's great for Ground War or DMZ/WZ2, where longer engagement distances are a thing, but 6v6 maps feel mostly like hitscan as is.
@NoMusiciansInMusicAnymore
@NoMusiciansInMusicAnymore Жыл бұрын
That's probably why he said exactly that a couple of times, thanks for adding this
@Buglife.352
@Buglife.352 Жыл бұрын
@@NoMusiciansInMusicAnymore LMAFO get ‘em lol
@NoMusiciansInMusicAnymore
@NoMusiciansInMusicAnymore Жыл бұрын
@@Buglife.352 haha, thanks, I like to point out when someone is being incredibly helpful by adding a lot to a conversation especially when doing it with few words... I like pointing out the opposite as well
@LucasJasche
@LucasJasche Жыл бұрын
It’s wrong tho’, high velocity does change it significantly ingame. He’s running low FPS and can’t see the difference
@Toolace
@Toolace Жыл бұрын
@@LucasJasche didn’t he say he was testing all of this at 120 fps? Most players (yes even PC) get around 120 fps give or take depending on settings… yes there are some 0.01% who have insane overkill setups combined with very low graphics to get 300 fps, but those are few and far between. Plus the server tick rates basically make it a moot point.
@the_lifeoftimbo
@the_lifeoftimbo Жыл бұрын
I use high velocity and then weapon tune it for recoil smoothness and recoil stabilization
@danielnguyen772
@danielnguyen772 Жыл бұрын
EXACTLY! I think Ace missed something key in his testing!
@theasus0115
@theasus0115 Жыл бұрын
​​@@danielnguyen772 Man has a grudge against weapon tuning or something, it really does a difference now that they have buffed it a lot lol
@the_lifeoftimbo
@the_lifeoftimbo Жыл бұрын
@@danielnguyen772 yea I’ve found the weapon tuning on high velocity rounds reduce the recoil pretty decently
@forcebreezy7515
@forcebreezy7515 Жыл бұрын
I feel like we need to take this steps further. Pro players and comp players use high velo rounds, and so do I on my comp classes. I’m starting to really reconsider.
@jonathandorozowsky4005
@jonathandorozowsky4005 Жыл бұрын
Should test high velocity rounds alone. They could be better than the muzzle attachment.
@masonjack942
@masonjack942 Жыл бұрын
You mean barrel, but the barrel gives damage range, hip fire accuracy and velocity. So in short, the barrel is better then the ammo
@jasonserkowski7194
@jasonserkowski7194 Жыл бұрын
The barrel is absolutely not worth it in ranked (I know it’s required for CDL players). The severe ADS speed penalty isn’t worth the small range increase
@AvieRaptor
@AvieRaptor Жыл бұрын
@@jasonserkowski7194 I only run 4 attachments on my taq in ranked, the barrel ADS penalty is way too high imo
@masonjack942
@masonjack942 Жыл бұрын
@@jasonserkowski7194 agreed 100%
@masonjack942
@masonjack942 Жыл бұрын
@@connorleyland8695 tv xline pro stock, demo cleanshot grip, 17.5" barrel, phase 3 grip, 45 round mag. A magnificent combo believe me
@feralnomad392
@feralnomad392 Жыл бұрын
The main use for high velocity rounds in ranked IMO is the fact you can tune it for recoil control without other penalties such as ADS speed. I'm a Kastov 7.62 user, and HV rounds are incredibly good to combat the slower handling speeds of that weapon while gaining recoil control. It means I don't need a foregrip that's going to slow me down, such as commando, ripper etc. I can rock a sharkfin to keep the stability in control, with no speed loss while gaining recoil control
@HragFarraGaming
@HragFarraGaming Жыл бұрын
I agree! I too use the Kastov 7.62 and HV rounds are a must. However I use the FTAC ripper, recoil control grip, muzzle attachment for added Recoil Stability and Steadiness. It's an absolute beast, but maybe you don't need the Ripper that much as the Sharkfin attachment works better, but I'll need to test that out. EDIT - also the tuning is important. You can increase damage range, and recoil Steadiness. That's what I do since I tune it for all weapons and shape it, or at least try, into a heptagon, 7-gon.
@navidmehdi6
@navidmehdi6 Жыл бұрын
@@HragFarraGaming stop sharing my secrets please.
@HragFarraGaming
@HragFarraGaming Жыл бұрын
@@navidmehdi6 lol ain't no secret anymore.
@phattjohnson
@phattjohnson Жыл бұрын
Ace doesn't seem to mention tuning much since seemingly brushing it off as an annoyance in an earlier vid..
@dukezap1
@dukezap1 Жыл бұрын
@@phattjohnson Because it's GA'd in competitive and some want to play just like the Pros
@jeremykim2644
@jeremykim2644 Жыл бұрын
i think the results are more a byproduct of something only running at 20 ticks rather than high velocity not having much of an effect. either the game itself runs at 20 ticks in which high velocity will probably give you a longer bullet "tracer" and therefore better feeling hit detection or the hitmarker system runs at 20 ticks so shotguns don't earrape you with hitmarker sounds or something like that
@OASY26
@OASY26 Жыл бұрын
What about the tuning benefits for the High Velocity Rounds like better Recoil stabilization. Does it make a noticeable difference?
@colorzFX
@colorzFX Жыл бұрын
if you really need to tune recoil for whatever reason, the only problem in this game is the horrible visual recoil and aiming stability.
@permafrost2064
@permafrost2064 Жыл бұрын
I would have liked to see a stock barrel with high velocity rounds to see what the rounds do on their own, unless you already have data on this.
@quickhandcam8596
@quickhandcam8596 Жыл бұрын
My question is : If you tune the high velocity rounds, how much does it affect ranges/velocities?
@azraelthegod8388
@azraelthegod8388 Жыл бұрын
Tuning affects everything by 8 percent
@Midas032
@Midas032 Жыл бұрын
@@azraelthegod8388 how do u know this? At what point is it “8%” in the slider lmao
@RSainman
@RSainman Жыл бұрын
@@Midas032 it's near the "cap 🧢" slider
@phattjohnson
@phattjohnson Жыл бұрын
You'll have to test for yourself I guess! Get capturin'
@redclaw72666
@redclaw72666 Жыл бұрын
​@@Midas032 test it lol don't be lazy 🤡
@nickg8100
@nickg8100 Жыл бұрын
It be interesting if you used just the high velocity rounds to compare them just to the barrel. See if they just have a weird interaction or it works in “steps”
@zangetsukurosaki4027
@zangetsukurosaki4027 Жыл бұрын
Always had the suspicion that the HV rounds were useless on these small maps but I saw every single meta build in existence using them so I just sat there confused and went with it thinking maybe they know something I don’t. Thank you for finally confirming my suspicions, will be swapping off when I wake up tomorrow
@BigOleJarOfDirt
@BigOleJarOfDirt Жыл бұрын
Glad you tested this because people were calling me crazy for not using High Velocity for the past 2 months.
@wilson0213
@wilson0213 Жыл бұрын
His test was flawed
@Sabadasz
@Sabadasz Жыл бұрын
@TheXclusiveAce You're one of the few youtubers where I feel that you actually pay attention to your community and genuinely try to answer questions from your community. I was a part of the comments discussions around this in the last video, and I feel incredibly 'seen' that you put out a video going more in depth into this topic, so Thank You. Edit: based on the testing data, it seems to show that adding high-v reproducibly adds ms to the hit register time especially in lower ranges (e.g just barrel at 40m is 45ms, barrel + high-v is 57ms) so the reduction to damage RANGE might also have an effect on this hit reg timing in the game engine. If i had to guess i'd say something like, RANGE determines the range breakpoint where a bullet goes from hitscan to true projectile, and velocity only affects it's flight time once that happens, but this is the only argument i can think to make. Maybe something to look into; the affect of damage range on hit reg of bullets at different ranges?
@MusmiBlackOps
@MusmiBlackOps Жыл бұрын
Very interesting video, great to see the stats actually being tested!
@Ccubed92
@Ccubed92 Жыл бұрын
I just think it's weird how people just copy pros and don't question anything about their gun setups when 99 percent of the player base don't play like them at all or be in lobbies equivalent to them lol
@linkerspinkers
@linkerspinkers Жыл бұрын
High velocity with snipers in-ground war kind of feels like hit scan compared to watching the bullet travel for like half a second
@Mitril47
@Mitril47 Жыл бұрын
Kudos to you doing the tests, but feel like the test results raise a few questions that I don't think you've covered within the video, and which could potentially lead to the test coming to wrong conclusions (though it could also be undisclosed mechanics or just flat out a bug). 1) As we have explicit numbers for the muzzle velocities (and assuming no drag effect causing a slowdown) we can calculate what the time-to-target *should* be in miliseconds. At 20 meters: 590 m/s should mean 33 ms, 664 should mean 30.12 ms and 957 m/s should mean 20.9 ms At 40 meters: 590 m/s should mean 66 ms, 664 should mean 60.24 ms and 957 m/s should mean 40.8 ms At 80 meters: 590 m/s should mean 132 ms, 664 should mean 120.5 ms and 957 m/s should mean 81.6 ms 2) This brings us to the question of whether hand-testing is "good enough". At 144 fps your system takes around 7 ms to Show you each individual frame. This means, that ignoring any other potential noise in the data (from system latency as a whole to random FPS fluctuations to server-to-client latencies) the best possible "resolution" you could have is increments of 7ms. Based on the theoretical numbers above, this means that even with the best will in the world you wouldn't be able to measure a difference between stock and just the barrel outside of random error. There's an almost perfect 50% chance that you'll record the same time on both guns under perfect conditions depending on when in the frame cycle you pull the trigger and when the frame with the hit marker gets generated. You should, however, be able to see a nearly consistent 2-frame improvement when comparing stock versus "full-velocity", and much more visible differences as you extend the ranges. 3) This could lead some to the conclusion that all that's happened is that the noise introduced by your input latency (anywhere between 8-20 ms), pings between client and server and back again (anywhere from 5 to 100 ms), the system latency of your computer/console generating an image and your screen displaying this (1-8 ms depending on the monitor/TV) just means that the testing is completely unreliable and offers no insight. However, if that was the case and only explained by these contributors of noise, the numbers that you got should all, at all times, be *higher* than the theoretical numbers we calculated earlier (i.e. physical travel time + all additional variations). But, outside of the 20 meter mark, they are not, and the "speed-up" exceeds a single frame's time. At 80 meters, you are getting the indicator 5-7 frames earlier than the bullet could have possibly travelled in, and that's assuming there's 0 slow-down to the bullet in flight. 4) So this raises some interesting questions and possibilities: a) Is the hit-marker actually a reliable indicator of the shot having landed? Perhaps the game runs a calculation out to a certain range, and if a shot "seems" guaranteed, it tells you your shot has landed before it actually has? Does the hit-marker follow a different tick-rate from the rest of the game on reporting to save on resources? To figure that out you could run a test where you measure the time between you pulling the trigger and the bot account taking damage (though I understand that this could be pretty much logistically impossible). b) Are the bullet mechanics actually as implied by the "muzzle velocity" stat? Perhaps the game literally just treats guns as hit-scan/hit-scan with delay out to a certain range (perhaps with the range depending on the muzzle velocity). In which case your findings would represent the actual truth for 6v6 maps.. but not necessarily for all guns and all attachments. c) Is there simply a bug where the stat doesn't actually do what it says on the tin/in the files? Wouldn't be the first time, what with recoil smoothness being a thing. And, finally, just wanted to point out that muzzle drop is a thing. Even if the travel speed is.. odd (as explained above), bullet drop *appears* to work correctly, at least out to longer ranges. The difference won't be massive out to 60 meters (around 2 inches between no-upgrade and full-velocity), so wouldn't lead you to missing fewer shots, but could mean the difference between landing an upper chest and headshot, or lower torso and leg - which could explain why you at least "felt" like the gun felt more consistent at longer ranges even if the actual speed mechanics don't work in the way they're implied to.
@NuZ1987
@NuZ1987 Жыл бұрын
Nerd!
@Mitril47
@Mitril47 Жыл бұрын
@@NuZ1987 *adjusts glasses*
@scottyg1834
@scottyg1834 Жыл бұрын
Great Humility mate. A rare commodity these days. Keep up the great work. Good bye High velocity rounds.
@ghostfacea.k.aadrian4944
@ghostfacea.k.aadrian4944 Жыл бұрын
My thoughts on the tuning are that when you tune the gun It’s recoil vs range And Recoil vs velocity, since the con in the attatchemnt is damage range, when u tune towards max range, on the bar graph that displays the stats of the gun, the negative red bar disappears for range meaning you’ve canceled out the con at the cost of the other stat which in this case is recoil control, so my thoughts as to why velocity rounds seems good is that it actually give you a recoil control boost when you leave the tuning at it’s default
@AJ_Sparten1337
@AJ_Sparten1337 Жыл бұрын
I use High Velocity Rounds on my sniper rifles to make up the lost bullet velocity from running shorter barrels to increase ADS speed.
@Saurygiel
@Saurygiel Жыл бұрын
Super weird results. Gives me the impression that there is a bullet velocity drop-off range, and increasing your bullet velocity only actually improves that range instead of just making your bullets faster overall. Would explain why you see sharp changes rather than anything more gradual. Still doesn't make sense though since if the bullet is travelling farther and it still takes the same amount of time to hit the target then it must be travelling faster as well as having a drop-off? Like with the high velocity rounds at 20m vs 80m.
@ralseiinabox3522
@ralseiinabox3522 Жыл бұрын
What would we do without you, Ace? Great video as usual.
@CheeseburgersAndBeer
@CheeseburgersAndBeer Жыл бұрын
We’d fumble through the darkness, devolving into a barbaric horde living in underground burrows, breeding generations bereft of the kiss from the Sun, skin becoming leathery, fingers shifting into claws, eyes now lost of purpose growing into antennae probing the air tasting for meat Bow condemned to exist in the bowels of the earth the species would become tribally cannibalistic, ritualistically consuming the weak and wounded, shamans working their foul magicks inciting the hordes into a bloodthirsty fever for a particularly powerful chieftain to lead crusades through the warrens consuming rival factions in a holocaust of violence Pack of subhumans roaming through the underground splintering into smaller groups before regrouping through the sheer brutality of various warlords until Ragnarok sweeps over the world heralding the End
@duke605
@duke605 Жыл бұрын
Even with averages, these times are within the margin of error considering the server runs independently from client frame rate. Servers typically run at 60 ticks per second meaning there is a tick every ~16ms. So these times could be plus or minus 16ms. Also, since the server code runs on non-dedicated servers, based on what else is running on the host's machine, the TPS may be lower than 60 causing the time to hit to be even higher. So there are a bunch of variables involved that make this data inconclusive
@masonjack942
@masonjack942 Жыл бұрын
Ive been saying this for so long. Then youtubers will say, but pros use it, thats why lmao
@Ccubed92
@Ccubed92 Жыл бұрын
Lol exactly
@masonjack942
@masonjack942 Жыл бұрын
@@Ccubed92 and i mean the math is pretty simple, 590m/s, average gun fight on a 6v6 is about 25-40mtrs
@Lembobwaii
@Lembobwaii Жыл бұрын
The succinctness of this answer had not ought to dissuade one from believing that it projects intellect or sophistication; let me elaborate further, though in the absence of ideas or information, something that has already happened before others hear about it, leaving them with no option except accepting it.
@Inaluogh
@Inaluogh Жыл бұрын
What baffles me is that did the pros not even test this? We are talking about the ULTIMATE SWEATS here, who will literally force gunfights at optimal ranges. For pros, engagements beyond 60 meters doesn't really exist anyway because they will always go for optimal engagements. So why would they bother?
@dree7211
@dree7211 Жыл бұрын
Honestly Ace is just an absolute giga chad doing these tests for us.
@ch3ckm8
@ch3ckm8 Жыл бұрын
the sharkfin underbarrel is a great choice since you can tune it for extra ADS speed
@Sike_Ward
@Sike_Ward Жыл бұрын
I only use it on the 56 because I like to have 5/5 attachments and HV rounds tuned for recoil control make a good throw away attachment
@GhostedGamer
@GhostedGamer Жыл бұрын
The ammo types just need a rework at this point, but that's not going to happen
@voorachter2733
@voorachter2733 Жыл бұрын
90% of the Dev team already working on the next game
@KekusMagnus
@KekusMagnus Жыл бұрын
why? they are perfectly balanced and are always a good attachment option
@GhostedGamer
@GhostedGamer Жыл бұрын
@@KekusMagnus Why, well because it feels like none of the ammo types have an impact on the gun. The only ones that are used are the slugs on shotguns, armor piercing on lmgs (to shoot down killstreaks), and the high velocity and that's about it. The other ammo types don't even hold up: Sure, you can use subsonic rounds but what's the point if red dots (traditional minimap red dots) don't even exist in the game? Hollowpoint is not very useful when the movement is already nerfed/ slow enough (and you have to aim for their limbs which isn't practical). Frangible stops enemies from healing but when players already die in 2-3 hits that healing delay isn't necessary. Overpressured, an ammo type meant to combat snipers, is useful, in theory, but because snipers (particularly marksman rifles) have so much mobility, and fast ads speed, you will die before you even have a chance to flinch your enemies- and the flinch isn't even great anyways.
@emmita2381
@emmita2381 Жыл бұрын
hey Ace!! I've been using the Kastov 762 in ranked too because despite it's slightly worse tk, the two shot hs and it's range potential makes it a good contender. Is there any possibility for a versus in the future? Great vid btw :)
@feralnomad392
@feralnomad392 Жыл бұрын
Kastov has faster TTK than the TAQ, it's the slower handling speeds that let it down as well as the recoil. I don't use the TAQ anymore in ranked unless I absolutely have to
@emmita2381
@emmita2381 Жыл бұрын
@@feralnomad392 based on the Ace's vid, the kastov is a tiny bit slower with ttk, maybe there's an update I missed?
@chrisYcsc
@chrisYcsc Жыл бұрын
I always assumed high velocity was for modes like Warzone and Groundwar
@NobleOtterNZ
@NobleOtterNZ Жыл бұрын
What the hell? 60m results are backwards. The underlying code and logic in this game must be horrible.
@Legendarycornet
@Legendarycornet Жыл бұрын
Damn, my go to attachment, with the max recoil tune
@DEMONITION1723
@DEMONITION1723 Жыл бұрын
Simple answer. No. It's useful in ground war getting longshots. Easier to hit from helicopter with high velocity for one.
@Gurka9999
@Gurka9999 Жыл бұрын
No, Ammo Types are one of THE BEST. *IF* you use them as a recoil reducing attachment. Tune them for recoil control you get even/ or better than recoil grip control, without the ADS/aiming stability cons of other attachments. I don't understand how no prominent content creator has catched on to this yet AFAIK.
@Arp5458
@Arp5458 Жыл бұрын
You should do a test with the standard barrel and the high velocity rounds to see how that affects it
@aaronfuller881
@aaronfuller881 Жыл бұрын
I know you are usually base game multiplayer or 6v6 stuff but I am generally curious to see what this does to a sniper. Does it considerably cut off the amount of leading my enemy with my sight? does it make me have to hit an enemy at range more to knock them? To me, this taq 56 test in 6v6 makes sense but I don't think the attatchment is even for 6v6 to begin with. It seams like a warzone slash DMz attachment. Great vid!!
@masonjack942
@masonjack942 Жыл бұрын
Your bullets will travel faster, so you dont have to lead your enemy as much. Thats basicly all it does.
@KekusMagnus
@KekusMagnus Жыл бұрын
this significantly reduces bullet drop. You can aim straight for tje head on most maps
@CDCI3
@CDCI3 Жыл бұрын
Slash slash/slash
@DWalter.27
@DWalter.27 Жыл бұрын
Those results don't make any sense. Seems like something is up, either in how they have bullet velocity modeled (stepped?) or how it's reporting (at a fixed interval?) whatever metric you were measuring.
@sigspearthumb7993
@sigspearthumb7993 Жыл бұрын
Definitely surprised. However I mostly run the HV rounds in DMZ (I’m either playing that or search). In base 6v6 if I run an ammo type it’s usually AP rounds for the added bullet penetration.
@wintersarmypaintball5942
@wintersarmypaintball5942 Жыл бұрын
I usually use high velocity rounds and tune for max emanate range and recoil steadiness tbh. I don’t even care for the bullet velocity
@BladeMcCloud
@BladeMcCloud Жыл бұрын
In DMZ, High Velocity is damn near mandatory, especially on sniper rifles.
@camarokidbb4347
@camarokidbb4347 Жыл бұрын
Thanks, I’m now pissed again because I actually can’t try out different attachment combos on private matches against bots. Like, WHY would they ever remove that option? Isn’t the customization the primary selling point of the Gunsmith feature? (Not your fault Ace, still love your videos)
@vcarnage23
@vcarnage23 Жыл бұрын
Sakin MG38 with attachments can hit 1570 m/s. Love to see the testing on this velocity.
@Fonzo125
@Fonzo125 Жыл бұрын
High velocity ammo might not be very useful in standard 6v6 or ranked, but I find them very nice to have when going for longshots and you don't want to harm your ads speed with a long barrel. Also good in warzone obviously.
@Real_American_DAD
@Real_American_DAD Жыл бұрын
GOOD information. Thank you.
@notagod7804
@notagod7804 Жыл бұрын
Everyone has been using it and I just did not like it when I tried it. Sucks because I haven’t been able to pick up ammo at all, guess being ahead of the curve has its downfalls
@ivnoskillvii4666
@ivnoskillvii4666 Жыл бұрын
naturally high velocity is a no brainer as to its benefits in 6v6, but slap it on a sniper for ground war or dmz and it makes a great difference, say goodbye to bullet drop
@CmoIsDaNam3i
@CmoIsDaNam3i Жыл бұрын
What about only the HVR without the barrel you mentioned? Probably losing other benefits there but at least for a thought experiment it would be interesting.
@Kuriketto
@Kuriketto Жыл бұрын
On paper you'd be gaining 293m/s in bullet velocity but losing out on the 20% extra range from the barrel, and at typical 6v6 engagement ranges for ARs the barrel makes more of a difference than HV rounds given the relatively slow fire rate of the TAQ-56.
@CmoIsDaNam3i
@CmoIsDaNam3i Жыл бұрын
@@Kuriketto Ah ok, yeah that makes a decent bit of sense. I guess really unless you were playing on a map like Shipment its not a good idea. Which ofc I don't think comp play that map is even gonna come up ever. lol
@Kuriketto
@Kuriketto Жыл бұрын
​@@CmoIsDaNam3i The barrel would still make more of a difference on Shipment, assuming a non-aggressive playstyle that favors locking down sight lines from the corners. Shipment is just large enough for the barrel's extra range to be useful in that scenario, especially against targets near the edges of the map.
@zion9344
@zion9344 Жыл бұрын
There is definitely a bug with this, all of the combinations have a point where the bullets travel a longer distance faster than the range before. With no attachments and with both attachments the bullets reach 80 meters faster than 60 meters, and with only the barrel they reach 60 meters faster than 40 meters.
@zion9344
@zion9344 Жыл бұрын
I think the next test to figure out where the game is bugging out would be to see if the damage ranges have a similar big (doing more damage at 80 meters than 60 meters), because if that is the case, then these attachments are affecting the way the game is calculating ranges. If not, then maybe the game changes the bullet velocity based on distance travelled?
@roXXXXXon
@roXXXXXon Жыл бұрын
interresting results. actually i removed high velocity from all my gun classes after i unlocked orion yesterday
@ASoberBear
@ASoberBear Жыл бұрын
High Velocity is the Democrat party of attachments. Serves zero purpose to most people and typically makes your stuff worse.
@jacobbonetti6335
@jacobbonetti6335 Жыл бұрын
My friend switched off for a night and complained the whole time that he was getting joked in a lot of gunfights. He switched back and it stopped. I think the biggest thing is hit reg. It improves it slights and the gun just feels better. The person with high velocity rounds seems to win most of the 50/50 gunfights which is why I hope all of u take high velocity off😂
@HragFarraGaming
@HragFarraGaming Жыл бұрын
Imo, HV are a must for high caliber weapons such as SCAR-H (TAQ 762 was it?) or AK-103 (Kastov 7.62). You can increase the damage range and add more recoil stability. As for grips.. I mostly use th FTAC ripper which adds more control. I mostly use the Kastov 7.62 and it's absolute laser beam with HV rounds. Had a couple of matches in Museum and Dome, and was surprised how accurate it was at long range.
@Chevalier_knight
@Chevalier_knight Жыл бұрын
Hv doesnt increase damage ranges ignore the bars they are pointless hes allready tested them they just increase bullet speed not damage
@HragFarraGaming
@HragFarraGaming Жыл бұрын
​@@Chevalier_knight I somewhat agree, and was surprised by the testing, but he didn't cover the tuning aspect. It could a minimal advantage, or not, but it's been working great for me. I increase damage range, and recoil steadiness and I guess I figured out what works for me. Just recently I had a 36-2 KD match in Museum with the Kastov 7.62 and HV rounds. About fkin time I've been getting consistent games just like in MW 2019.
@davidwu3076
@davidwu3076 Жыл бұрын
i seen in the patch notes that IW enhanced attachment tuning. i was wondering if you'll post a video about that soon?
@WigneyR
@WigneyR Жыл бұрын
Still seems better off just using the weapons without any attachments at this point, they’re meant to enhance the gun not make it worse in almost every way 🤷‍♂️
@HorusTortoise
@HorusTortoise Жыл бұрын
To me it just feels like my bullets get to my target faster. Which means at certain ranges, going against an SMG your bullets will hit your target before they hit you even if you fire a little late (talking milliseconds)
@lindigj
@lindigj Жыл бұрын
The bullets already will do that with or without hv rounds. There's basically a threshold where it won't matter anymore though, and that's what Ace is showing here.
@onkelirohsjasmintee5613
@onkelirohsjasmintee5613 Жыл бұрын
Battlefield players know how important every m/s is for the bullet velocity.
@AoDGTr
@AoDGTr Жыл бұрын
Seems somewhat like Insurgency Sandstorm where there is a hitscan distance which is bullet velocity*0.1 for each gun.
@Viper3220
@Viper3220 Жыл бұрын
High velocity being a mediocre attachment that only benefits you in very specific and rare instances seems about standard for this game
@kvngatlas633
@kvngatlas633 Жыл бұрын
does anyone know if incendiary rounds got a buff, have know idea why but ive been seeing more ppl use it lately
@kiraornot2580
@kiraornot2580 Жыл бұрын
Its super strange how the bullet with the duel barrel/ammo set up reaches 80 meters on average quicker than it does attempting to reach 60 meters.
@oned8167
@oned8167 Жыл бұрын
They need to re-analyze the statistics of ammunition types because most of them don’t really make sense.
@odststalker5117
@odststalker5117 Жыл бұрын
I use it a lot because worst case scenario it makes no real impact but hurts nothing in the process
@SmokeyOwOs
@SmokeyOwOs Жыл бұрын
That's why I don't use an ammo type. Stock is just the most consistent
@SCVIndy
@SCVIndy Жыл бұрын
FYI since season 2 I playing by myself getting dropped into games from 20 to 100 points behind in domination games .. used to get Loss Deferred but now I’m back to getting losses .. I’m stopping play till is fixed which it was prior to season 2 .. are you aware if this? My W/L tanking .. getting into un-winnable games w multiple quitters
@Jasper-Holland
@Jasper-Holland Жыл бұрын
Still waiting for the VEPR-12 build
@TheXclusiveAce
@TheXclusiveAce Жыл бұрын
It'll be a while for that one since I need to get all of the base shotguns fully tested first so I have a frame of reference. I'm going to finish off the Sniper Gun Guides first and then I'll move into the shotguns but I'll likely start shotguns off with the new one
@rmw9420
@rmw9420 Жыл бұрын
@@TheXclusiveAce no worries lad. Mad respect for not getting the bp
@Jasper-Holland
@Jasper-Holland Жыл бұрын
@@TheXclusiveAce Thank you for your insights, keep up with the content, you are the best!
@2siksticks
@2siksticks Жыл бұрын
What about using high velocity round to tune towards recoil steadiness and damage range? Since it have no ads or movement penalties is it worth using over one of the lower tier grips( referring to your video when you broke down which grips are best for recoil)?
@sibsart2039
@sibsart2039 Жыл бұрын
I only would want high velocity for guns and modes I’d want long distance. Like sniping in Warzone. I have the hardest time hitting shots in Warzone past a certain point.
@sirslickrock
@sirslickrock Жыл бұрын
1:30 was that ranked play? I just now realized that I got team killed a lot on that mode on my second game (I only played it twice), judging by what happened to Aces teammate (but I was out right being murdered)
@feetup-jf7kq
@feetup-jf7kq Жыл бұрын
If available as an option i always include high velocity rounds in my class setups. A question though, would the high velocity rounds have more effect if they were the only velocity increasing attachment? I recall Ace saying that attachment benefits don’t necessarily stack, meaning that with the barrel and HV rounds maybe the HV rounds benefit is capped? Thanks again Ace,
@guncolony
@guncolony Жыл бұрын
You can actually use the High Velocity ammo and tune it so that there's literally zero penalty to your damage range. The increase to velocity is still there and roughly 80% of what it is by default.
@janoks8603
@janoks8603 Жыл бұрын
Hmmm, to me that looks like 1 and 2 ticks on a 20 tick server. So, maybe that testing method didn't tell the whole truth. Since no matter how fast the bullet velocity, hit marker can't be faster than 1 server tick. Maybe there is some behind the scenes magic trickery calculations where bullet velocity is a factor. I have no idea how to test this, maybe repeat with ttk test. If results are the same, then bullet velocity probably doesn't matter.
@jimnash7726
@jimnash7726 Жыл бұрын
Just a thought did u test just high velocity ammo with no barrel at all ?
@stephen865
@stephen865 Жыл бұрын
just another thing that shows this game is more focused on dmz and warzone
@emwols
@emwols Жыл бұрын
My best guess is hitmarkers come in at 50ms increments regardless of when the bullet actually hits the person. I would be curious to see if a gun like the M4 shot two shots in a row, would they be in 50ms and then 100ms or 150ms increments (if rounded up or down), or would it be 50ms + 71ms (the time it takes to fire the second shot). If the former was the case, that would prove hitmarkers don’t line up with actual damage taken whereas if the ladder was the case, there’s something very fishy going on here
@Nate_the_Nobody
@Nate_the_Nobody Жыл бұрын
I still plan on using HV rounds because too many weapons require you to lead your target at relatively "short" ranges for rifles, if I'm shooting someone running horizontal to me at 40-50m I shouldn't have to lead their character by 15ft
@dumbestoyster
@dumbestoyster Жыл бұрын
Damn. HV ammo is my go-to, I guess I just been wasting a slot for nothing
@yordiscool2
@yordiscool2 Жыл бұрын
you should have done some testing on leading shots, your conculsion feels incomplete without it
@moguy1973
@moguy1973 Жыл бұрын
did you test it without the barrel since barrels hurt your ADS?
@darkf3lipe
@darkf3lipe Жыл бұрын
Maybe you should try the HVR alone i made an M4 build using a shorter barrel the 11.5" combined with the HVR and works great for me gets me that distance but with the ADS i need, just a thought may work or not for you but i'm really pleased with it, the full build is: 11.5" barrel, comando foregrip, cronen mini pro sakin ZX grip and HVR. I wanted it to look like my airsoft MK18 replica
@darkf3lipe
@darkf3lipe Жыл бұрын
this for 6v6 i forgot to specify
@Adam-pk7go
@Adam-pk7go Жыл бұрын
I know this would be impractical to test, but more important than bullet travel time to a still target is travel time when looking at moving targets. Even at 30-40 meters, with a 600m/s BV, your bullets aren’t going to land if you’re shooting the tail end of the player. As in the 50ms travel time, a player can move a whole foot or 1/3 m, which could easily make you miss your shot. Center mass will be ok for the most part, but you’ll have a more consistent aiming experience with high velocity. With the aim assist bubble accounting for bullet velocity, this might not even matter though. This also isn’t an argument for HV in 6v6 as I don’t play it and don’t know what’s best, but the importance of HV for moving targets at even mid range shouldn’t be overlooked.
@Dragoonsoul7878
@Dragoonsoul7878 Жыл бұрын
Aim Assist Bubbles don't influence velocity, the bubble is basically controller sensitivity changing, something that tends to happen when ADSing in a lot of shooters as well.
@Adam-pk7go
@Adam-pk7go Жыл бұрын
@@Dragoonsoul7878 no i mean the bubble will shift forward (or in the direction of the enemy's movement) at long distance to account for bullet velocity. It was like this in MW19 and warzone 1 as well, and if you try to shoot people flying in the sky or something, it's extremely noticeable and drastically helps tracking and finding the right amount to lead by on fast moving targets. It functions the same at shorter ranges, you probably won't really notice it though since the bubble doesn't really extend past the player model. Without this, it would be really hard, almost impossible for controller players to properly tracking really far targets, and parachuting or (sky) diving players, as they just wouldn't have aim assist since they'd have to be leading enough be past the aim assist bubble. I appreciate that you are trying to lightly suggest how aim assist works, but I am very familiar with it.
@thegreatgavino15
@thegreatgavino15 Жыл бұрын
Would high velocity be a more viable attachment to subsonic weapons? I’m getting camos for the Chimera and sometimes I do feel like I should be getting hit markers when I don’t
@nfmsWombat
@nfmsWombat Жыл бұрын
What about testing 1 for 1 at those same ranges one TAQ56 with the tundra barrel and one with High Velocity to see which attachments benefit more
@HypnotiKSykotiK
@HypnotiKSykotiK Жыл бұрын
So I know you always bring up that you are testing at 120fps but I want to remind you that the server tickrate is no more that 60hz and if it's anything like the previous mw, close to 12hz. this significantly changes many values.
@cool_cat007smoove3
@cool_cat007smoove3 Жыл бұрын
Indeed
@lukemosley1844
@lukemosley1844 Жыл бұрын
I feel high velocity rounds just make some guns feel a bit more consistent. If I find I'm using a low bullet velocity gun and I'm missing a lot of shots I shouldn't be high velocity rounds usually makes some guns feel better
@lecornup1982
@lecornup1982 Жыл бұрын
I'm gonna change it because I'm OCD and my brain is fried by this news.
@johnmcdevitt4750
@johnmcdevitt4750 Жыл бұрын
What about with only the high velocity rounds? I don't use two attachments to increase velocity on most weapons. It's typically a muzzle attachment or barrel if I'm looking for more power or range, but high velocity if one of those two attachments slows the gun too much. So what's it's efficacy as a replacement when taking range, ads and sprint to fire time into account?
@jerrysimon7847
@jerrysimon7847 Жыл бұрын
I rarely use barrels. Hurts your ads too much. So HVRs are my go especially with the tzq that already had little to no revoil
@skilldrain7823
@skilldrain7823 Жыл бұрын
Was there any consideration for high velocity rounds without the barrel? Better movement speed/ads speed etc
@Mexicanowhupazz
@Mexicanowhupazz Жыл бұрын
Just by raw numbers HV ammo doesn't seem to be much aid but the "good" smg/shotgun players know how to abuse the unlimited rotation speed of CoD movement and seem to skip entire animation frames when they're trying their asses off. HV ammo counters Mega Man sliding bunny hopping sweats because movement can be so fast in that zone around 8-20ish meters that regular ammo appears to lag behind where the enemy is and where your sights are sometimes, as well taking into account your connection vs their connection. So if the majority of the enemy team is playing pretty static then just opt for recoil control but if they sprint jump around every single corner then HV ammo comes in handy.
@kadebass6187
@kadebass6187 Жыл бұрын
If you’re using gyro aim aiming idle stability is just a non issue so go with laser if you’re using that
@Chevalier_knight
@Chevalier_knight Жыл бұрын
Incorrect, aim stability effects recoil in this cod as he and other youtubers have shown it doesnt turn off when you shoot like past cods and you cant counter it with recoil magment
@kadebass6187
@kadebass6187 Жыл бұрын
@@Chevalier_knight have you ever used gyro aim
@112131415191213
@112131415191213 Жыл бұрын
What about tuning HV rounds for recoil and how it affects the velocity, range and recoil?
@SureAce
@SureAce Жыл бұрын
So basically in the ammo video we narrowed down that everything was borderline bad expect incedrairy on killstreaks and high volicity was the way to go. Now were here that all the ammo types or more or less useless for gun fights. Crazy GG activision add a bunch of nonsence.
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