Bullet Velocity Isn't What You Think in Call of Duty!

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  • čas přidán 1. 06. 2024
  • Ever since the removal of the pure hitscan system in Call of Duty with Black Ops 4, I've always found some confusing results with Bullet Velocity not working exactly as expected and it turns out, this is due to the fact that hitscan is still present to a degree! Today, I wanted to share exactly how this hybrid system works and how to calculate hitscan ranges. What are your thoughts on this hybrid system that CoD has been using?
    Twitch: / thexclusiveace
    Twitter: / thexclusiveace
    0:00 Intro
    0:22 History of Hitscan vs Ballistics in CoD
    2:11 It's NOT a Pure Ballistics System
    2:41 How Hitscan Works Now
    3:08 In-Game Examples
    5:00 Hitscan Range Chart
    5:41 Why this Matters so Much
    9:00 Wrap Up
  • Hry

Komentáře • 460

  • @TrueGameData
    @TrueGameData Před měsícem +135

    Interesting... I'm going to try to put this to the test 👀
    Big if true! Great vid as always

    • @taiguy53
      @taiguy53 Před měsícem +5

      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.

    • @emwols
      @emwols Před měsícem

      @@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-yeti
      @rock-steady-yeti Před měsícem

      First thing I thought was HV rounds on SMGs don't really make sense anymore, other then increasing first drop off?

    • @techninjahd
      @techninjahd Před měsícem +3

      Love when my 2 fav cod mad scientists bounce off each other like I do their YT vids!

    • @Ueber40CoD
      @Ueber40CoD Před měsícem

      Does bullet velocity stay constant for the complete travel time of the bullet?

  • @cecilsparcel9224
    @cecilsparcel9224 Před měsícem +128

    Fun fact MCW 6.8 is the only weapon capable in game of hitting 2000+ bullet velocity

  • @masonjack7741
    @masonjack7741 Před měsícem +86

    Remember, high grain ammo increases the damage range by 15% as well. Especially on certain smg's that helps a bit.

    • @DoomJoy666
      @DoomJoy666 Před měsícem +3

      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

    • @ChaosBahamut
      @ChaosBahamut Před měsícem +11

      @@DoomJoy666 He means the stat range. (so the range you deal max damage, range you deal med damage, etc.)

  • @MrBmnmtfk
    @MrBmnmtfk Před měsícem +55

    Ace the mad scientist of COD ❤

  • @FatalFury007
    @FatalFury007 Před měsícem +15

    That distance chart is clutch! Thank you for that!

  • @Alpha_2-6
    @Alpha_2-6 Před měsícem +33

    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!!

    • @dyfe3140
      @dyfe3140 Před měsícem +2

      I remember trying to get gold and then platinum on that gun. How painful it was

    • @M0D776
      @M0D776 Před měsícem +1

      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 😢

    • @maou5025
      @maou5025 Před měsícem +1

      MW2 subsonic are extremely slow compared to MW3. They never patched it.

    • @Alpha_2-6
      @Alpha_2-6 Před měsícem

      @@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_2-6
      @Alpha_2-6 Před měsícem

      @maou5025 I didn't realize it was a bug, but MWIII has the same overall velocity between the JAK Raven Kit and the Chimera

  • @sadekur
    @sadekur Před měsícem +108

    At this point these studios should hire Ace for his inputs.

    • @Mindo1004
      @Mindo1004 Před měsícem +7

      The studios made this, he only researched and figured out what they made.

    • @BoxOfCurryos
      @BoxOfCurryos Před měsícem +3

      he’s basically already on payroll let’s keep it real

    • @will_9910
      @will_9910 Před měsícem +8

      @@BoxOfCurryos
      So anybody that isn't bashing the game the way you like is on payroll?

    • @ShadowBlazeX
      @ShadowBlazeX Před měsícem +1

      Lol he'd be a pretty good studio by himself if he knew how to code and make everything 😂

    • @Ccubed92
      @Ccubed92 Před měsícem

      ​@@will_9910well he is a cod partner

  • @matheusmelisguerrapeixe2330
    @matheusmelisguerrapeixe2330 Před měsícem +102

    5:38 So it's the bullet velocity divided by 20.

    • @TheXclusiveAce
      @TheXclusiveAce  Před měsícem +74

      Yep!

    • @matheusmelisguerrapeixe2330
      @matheusmelisguerrapeixe2330 Před měsícem +26

      @@TheXclusiveAce Or 5% of the bullet velocity, to look fancy.

    • @crash_suppression
      @crash_suppression Před měsícem

      @@matheusmelisguerrapeixe2330Oui (to look fancy)

    • @jaynecobb7964
      @jaynecobb7964 Před měsícem +20

      ​@@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.

    • @elliottfussell3523
      @elliottfussell3523 Před měsícem +9

      ​@jaynecobb7964 I think it was more for balancing than for realism. It'd be funny if it was for realism tho

  • @aesru
    @aesru Před měsícem +6

    I honestly had a feeling this was the case I just never really knew to what degree, thanks for clarifying, Ace

  • @pong86r
    @pong86r Před měsícem +3

    man, i've been waiting a long time for this! thank you for breaking it down!

  • @user-pe9ko8ck2y
    @user-pe9ko8ck2y Před měsícem +1

    Man i happy this dude does all this testing , iv been watching his channel for years. Good shit.

  • @BSOTUIWTL
    @BSOTUIWTL Před měsícem +1

    Literally only Ace would have a video like this! Appreciate it my G!! ❤️

  • @graystripe87
    @graystripe87 Před měsícem +1

    I just now noticed you are close to a million subs. I am happy for you. You deserve that!!!

  • @xLeechcraftx
    @xLeechcraftx Před měsícem +1

    This clarifies a lot of stuff. I'll definitely be tweaking a few kits based off this info. Thanks, Ace.

  • @Phantomattack1
    @Phantomattack1 Před měsícem

    Thank you! I've been waiting for a velocity video. 😅 super helpful

  • @drummaghua2687
    @drummaghua2687 Před měsícem +15

    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!

    • @emwols
      @emwols Před měsícem +1

      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

    • @rar23424
      @rar23424 Před měsícem +2

      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.

  • @MadKing762
    @MadKing762 Před měsícem +6

    Bro you’re the man for this💪🏽

  • @Bizkete
    @Bizkete Před 23 dny

    Always been a fan ACE..appreciate the dedication

  • @puregoll
    @puregoll Před měsícem +1

    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!

  • @911djfreeza
    @911djfreeza Před měsícem +3

    *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!

  • @DemisingEnd
    @DemisingEnd Před měsícem +47

    Jokes on you, my high velocity 5.56 rounds have cool tracers

    • @bbobson2k
      @bbobson2k Před měsícem +7

      Or not as never use tracers as I run stealth 98% of the time and tracers negate that advantage. 😂

  • @joechavez2743
    @joechavez2743 Před 28 dny

    Ace, this is such a good video. Keep it up!

  • @drigop.626
    @drigop.626 Před měsícem +1

    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

  • @MetalZeroFour
    @MetalZeroFour Před měsícem +16

    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.

    • @mercifuldeath
      @mercifuldeath Před měsícem +4

      Dude, you just divide by 20...

    • @MetalZeroFour
      @MetalZeroFour Před měsícem +7

      @@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

  • @sIayerz
    @sIayerz Před měsícem +1

    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.

  • @razornv7603
    @razornv7603 Před měsícem

    Ace coming with the most important info tgd lookin at you for info you a real one homie

  • @DankRedditMemes
    @DankRedditMemes Před měsícem +7

    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.

  • @Kingx-np4cb
    @Kingx-np4cb Před měsícem

    Sweet vid
    Changing my classes now

  • @cparks1000000
    @cparks1000000 Před měsícem +8

    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.

    • @mrpiratefox4497
      @mrpiratefox4497 Před měsícem +1

      Cuz warzone has always had different stats from regular multiplayer

    • @Adam-pk7go
      @Adam-pk7go Před měsícem +1

      @@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

    • @re4ctor
      @re4ctor Před měsícem

      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.

  • @xPersianSkaterx
    @xPersianSkaterx Před měsícem +3

    unrelated to the video (great vid btw), but i love how you were playing with someone named "Adam Killa Sloss" in your game lmao

  • @youngflyness09
    @youngflyness09 Před měsícem +1

    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.

  • @potsy1013
    @potsy1013 Před měsícem

    This is great to know and interesting. I love messing around building different guns. This will definitely be helpful 👍

  • @florinzam6964
    @florinzam6964 Před měsícem +1

    Great research, great video

  • @WSKY_TNG0_FXTR0T
    @WSKY_TNG0_FXTR0T Před měsícem

    Very helpful Ace!! I always try to add BV to guns if I can.

  • @ShiningT34r
    @ShiningT34r Před měsícem

    Great video as always also your background gameplay looks good your turning on people sometimes id like to know your KD

    • @Cristian_D63
      @Cristian_D63 Před měsícem

      He usually only plays with subs so it's a lot easier to stomp on players when your team is good. I've played with him before and I'm friends with him in game his KD is 2.22, highest kill streak is 31, and has a 2.29 win loss with 496 wins

  • @louislamas6912
    @louislamas6912 Před měsícem

    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 🤙.

  • @OperatingPear80
    @OperatingPear80 Před měsícem +1

    This is awesome Info thank you so much

  • @andrewsich4286
    @andrewsich4286 Před 22 dny

    great info!! and yes ill be goin through my classes.

  • @ryanroper628
    @ryanroper628 Před měsícem

    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

  • @germainemcbounds9855
    @germainemcbounds9855 Před měsícem +21

    Thanks for breaking the down

  • @blobeyeordie
    @blobeyeordie Před měsícem +4

    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.

    • @mightywoll3
      @mightywoll3 Před měsícem

      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.

    • @blobeyeordie
      @blobeyeordie Před měsícem

      @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

  • @mrteaandcrumpets2754
    @mrteaandcrumpets2754 Před měsícem

    Amazing vid this one.

  • @2REAL2bFAKE
    @2REAL2bFAKE Před měsícem

    Ace has most definitely been in the Lab agin 🤣 Thank you !

  • @leostark9379
    @leostark9379 Před 29 dny

    Wow great job Ace!!! Thx ..

  • @finder1335
    @finder1335 Před měsícem +1

    We love you ace

  • @DoomJoy666
    @DoomJoy666 Před měsícem +1

    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

  • @EvilXero359
    @EvilXero359 Před měsícem +1

    I'm fine with this as it adds a decent challenge to the game. Skeet shooting makes this even more fun and challenging.

  • @skreph2717
    @skreph2717 Před 28 dny

    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. ✊🏻

  • @S3BAST1AN696
    @S3BAST1AN696 Před měsícem

    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!

  • @MaxSmalls
    @MaxSmalls Před měsícem

    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.

  • @Paper1Planes
    @Paper1Planes Před 9 dny

    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

  • @scottphillip290
    @scottphillip290 Před 28 dny

    Great video

  • @SquirtMac17
    @SquirtMac17 Před měsícem

    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 :)

  • @hamza-chaudhry
    @hamza-chaudhry Před měsícem

    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.

  • @ShoppinBagLoso
    @ShoppinBagLoso Před měsícem

    Wow this is gonna completely change my smg builds.

  • @reecealp8200
    @reecealp8200 Před měsícem

    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. 😁😁😁

  • @LoliLoveJuice
    @LoliLoveJuice Před měsícem +3

    this explains so much on parachutes duck hunt where you try to lead your shots but theyre still inrange was just confusing

  • @MetaHead
    @MetaHead Před měsícem

    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

  • @knight_rider4209
    @knight_rider4209 Před měsícem +1

    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

  • @angeltear2145
    @angeltear2145 Před měsícem

    Thank you for explaining why i was constantly missing

  • @powerg3824
    @powerg3824 Před měsícem

    Very interesting. Thank you

  • @SimbaDaSavage
    @SimbaDaSavage Před 28 dny

    This video opened my mind so I can't wait to start playing warzone again and test some new loadouts

  • @cudderlover1216
    @cudderlover1216 Před měsícem

    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

  • @shannonjones8877
    @shannonjones8877 Před měsícem

    Whoa, early upload

  • @Arqae-
    @Arqae- Před 27 dny

    Actually amazing to get clarification on this, because funnily enough I always wondered why they didn't do this, but apparently they do 😂

  • @mekatalegal
    @mekatalegal Před 14 dny

    Thanks man!

  • @medleyfriends9525
    @medleyfriends9525 Před měsícem +4

    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?

    • @elg7365
      @elg7365 Před měsícem

      In real small maps you have zero advantage

    • @bbobson2k
      @bbobson2k Před měsícem +1

      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.

  • @knolsey
    @knolsey Před měsícem +1

    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.

  • @knrz2562
    @knrz2562 Před měsícem

    What you should’ve done is also underwater tests it really shows the bullet trajectory and the speed!😮

  • @Sideways_Singh
    @Sideways_Singh Před měsícem +1

    Would love to see the delay and dropoff after every 10 meters after the hitscan range, when does it really start to impact.

  • @puregoll
    @puregoll Před měsícem +1

    @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

  • @helforsite3130
    @helforsite3130 Před měsícem

    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.

  • @richardfowler6969
    @richardfowler6969 Před měsícem

    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.

  • @DanielQuick9
    @DanielQuick9 Před měsícem

    @TheXclusiveAce have you tested this with rhe Raptor sniper optic? Does the bullet drop indicator match your testing?

  • @rbennett93
    @rbennett93 Před měsícem

    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.

  • @GTOMAN04
    @GTOMAN04 Před měsícem +1

    This is the same for snipers in warzone? I know they like to change settings between warzone and multiplayer.

  • @dalberttran8134
    @dalberttran8134 Před měsícem +4

    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

    • @TheXclusiveAce
      @TheXclusiveAce  Před měsícem +11

      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

    • @gamerbg294
      @gamerbg294 Před měsícem

      ​@@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.

    • @emwols
      @emwols Před měsícem

      @@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

    • @gamerbg294
      @gamerbg294 Před měsícem

      @@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).

    • @gamerbg294
      @gamerbg294 Před měsícem

      @@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.

  • @hazwell6811
    @hazwell6811 Před 25 dny

    Hey, Ace. Thanks for putting this together. How were you able to confidently place the distance markers at 8:11 though? Did you ping these spots in the game and see what the distance was or use some other method? Thanks!

    • @TheXclusiveAce
      @TheXclusiveAce  Před 25 dny +1

      I pinged the spots in game. Keep in mind, they aren't necessarily accurate to the nearest cm or anything but it's accurate to the nearest meter at the very least

    • @hazwell6811
      @hazwell6811 Před 24 dny

      @@TheXclusiveAce thx!

  • @supersaiyanslowpoke3084
    @supersaiyanslowpoke3084 Před měsícem

    New vest class setup video coming soon?
    The Hit Scan class?

  • @Powerslide15
    @Powerslide15 Před 29 dny

    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.

  • @canaldobruce
    @canaldobruce Před měsícem +1

    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.

  • @paulkdragon
    @paulkdragon Před měsícem +3

    There is 1 question i want to ask Ace
    Are the Flashlight attachements have any benefit at all in this game? its a topic that really needs discussion

    • @TheXclusiveAce
      @TheXclusiveAce  Před měsícem +7

      Just the stated pros, there isn’t really any meaningful visibility benefit

    • @paulkdragon
      @paulkdragon Před měsícem +4

      @@TheXclusiveAce its a shame really the Flash light attachments were REALLY helpful in Cold war i was hoping these Flashlights attachments would do the same
      despite how graphically impressive MWII/MWIII looks...but if it makes enemy's extremely hard to see even blend in the background at a distance then it's going to be an absolute struggle
      is there any way to help with that? im on PS4 by the way

  • @nickrocha6263
    @nickrocha6263 Před měsícem

    Love your videos. Being awful at match. Can you post a general outline of velocities and ranges?

  • @Meravokas
    @Meravokas Před měsícem

    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.

  • @jimbobsclayworld2439
    @jimbobsclayworld2439 Před 28 dny

    So based off 5:08, you could also calculate it as; hitscan range = bullet velocity / 20 (/ is a division symbol)

  • @fazecrazy6266
    @fazecrazy6266 Před 16 dny

    Bullet veolcity with hipfire in hardcore gonna be insane

  • @TJ4A9
    @TJ4A9 Před měsícem +1

    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.

  • @golden5128
    @golden5128 Před 18 dny

    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

  • @merlebyu1
    @merlebyu1 Před měsícem

    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.

  • @davitdavid7165
    @davitdavid7165 Před měsícem

    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

  • @garrisonjasik5367
    @garrisonjasik5367 Před měsícem

    Hey exclusiveace! I have a good question! Now that we have another suppressor in the game, I wonder if all suppressors are the same in sound. Could some suppressors have a smaller sound range of it firing? We should test this!

  • @TheRobSJ
    @TheRobSJ Před měsícem +1

    MCW 6.8 with spire point ammo is the hit scan machine.

  • @ChantingInTheDark
    @ChantingInTheDark Před 29 dny

    Ace is the place with the helpful Warzone folks!

  • @jeremybear573
    @jeremybear573 Před měsícem

    Do these calculation still apply to muzzle attachments and barrels which increase bullet velocity as well?
    Also does velocity stack if I use a barrel, muzzle, and ammunition all which increase bullet velocity?

  • @AndrewTimothy91
    @AndrewTimothy91 Před měsícem

    Nice video

  • @NintendoConsoleGamer
    @NintendoConsoleGamer Před měsícem

    So, does the projectile behavior only kick in after it has already "travelled" the hitscan range? I.e. for a 30m shot at 500 m/s, does the bullet instantly travel 25m, and then travel the remaining 5m at 500m/s?
    Or, does a shot beyond the hitscan range trigger projectile behavior for the bullet's entire flight? In the example above the bullet would travel all 30m at 500m/s and take 6x longer to arrive.

  • @kelsipherzatozia840
    @kelsipherzatozia840 Před měsícem

    Would the high grain ammo still be good because by increasing velocity, you're also increasing your hitscan range?

  • @tmx8686
    @tmx8686 Před 29 dny

    As a HC main, I always use a barrel that helps with the Bullet velocity

  • @wisdumcube
    @wisdumcube Před 29 dny +1

    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.

  • @purpledude2
    @purpledude2 Před 29 dny

    do you get the "longshot" kill modifier when its outside the hitscan range? can you farm "longshot" kills if you drop velocity?