I just wish attachments didn’t give only one or two benefits but four or five negatives. For such an expansive gunsmith it’s like they don’t want you to customize your gun.
Honestly I wish this was massively simplified as the changes are so minute. I think attachments should each give one positive and you get to choose 3. I swear the current system just has everything cancel each other out
With recoil smoothness, just from the looking at the patterns, it seems to eliminate those sudden jumps in recoil. The spacing between shots seems to be a lot more even.
Exactly. It also (like the name states) smooths the hard angles out of your adjustments turning it into an S curve which is way easier for your thumb to adjust with.
It looks like the m4 has its first two shots almost on top of each other. Maybe it would help out on a burst or single shot wepon better than a full auto? The shot delay would let you take advantage of the more accurate first shot placement right?
Well that explains why my recoil got noticeably worse when I stacked attachments whose downside was Aiming Idle Stability. I could tell the difference, but couldn't tell where it was coming from.
Yeah, it used to be super fun to set up guns with different attachments. Now there's so many variables I just wait for the pro's setups. In fact, I'm not even using attachments to levels guns. I'm too afraid of hurting the gun more than I'm helping.
@@Spladoinkal I mean just mess around with stuff? If you don't like it then take it off? For all you know, you might be better at controlling one type of recoil over another so a pro's setup might not be the best setup for you
@@Plusimurfriend yeah pretty much. In mw2019 I for the most part used the same attachments on different weapons and never touched others like ranger grip or muzzle break.
@@Spladoinkal mf waiting for pro's. Do it yourself and stop relying on pros, no wonder everyone uses the same damn guns. Too damn scared to try new things lmao
Hey Ace it might be a good idea to show recoil patterns when you build negative recoil stats. For example show the recoil patterns of an m4 where you equip attachments that lower your horizontal recoil control. This would show how you could be harming your gun by using certain attachments
I can already tell I'm going to be coming back again and again to this video over the next year since they made it overly complicated this time around. Thanks for everything Ace
would be interesting to see what a build out of a gun looks like if you focused all attachments on a specific recoil type, or looked deeper at a gun to see what attachments could stabilise it's recoil most effectively.
Things like this make me miss the old attachment system. Yes, the new is better but back then you could simply put a handle and that was all about it. Now we have 40 types of recoil, and a ridiculous amount of stats that I don't even understand. At least I have your channel to understand all of this, your breakdowns are really appreciated.
One thing vanguard did well was giving all these stats number values. So you could see pretty easy how it would work. Shame the IW dont believe in numbers
yes but then 90% of the attachments back then were useless. Now you actually have to miss and match since there's a lot of tradeoffs with each attachments
@@ch3ckm8 literally none of the attachments on the original MW series was useless. each one did something very specific and thats why you could only have one or two.
I could tell the "sharkfin grip" that has no negatives but improves aiming stability actually helps quite a lot. I knew it would help with sway, but I did feel before you confirmed it that it somehow just felt like it did something with the recoil. It seems to help with side to side a lot and make it more "accurate". So that along with vertical reduction seems to be the best combination IMO. Also using a lot of attachment helping with aiming stability is great for sniping. Make less need for "focus" breathing when taking quick shots.
Yea probably so. I don't think it affects the kick distance or direction. I just think it affects the kick acceleration. Rather than quick acceleration to and from the kick spot it is less acceleration and a more constant velocity
@@ZombieRommel go for a recoil and aiming stabilization for side to side recoil. Sakin grip is op because it does aiming stabilization and has no draw back
Wish they reworked some of the attachments to have different categories for pros and cons. So many of them are counter productive, especially recoil ones. Like you said at the end, make sure you're not harming your aiming stability, but literally so many attachments do. That also makes it really hard for long range engagements like ground war. Almost like they wanted to add some more randomness to it to reduce the skill Gap
I noticed with Recoil Smoothness, the large gaps within the first shots of the MP5's recoil pattern are reduced. You can almost say the same with the M4, but it doesn't seem to be as consistent.
Planning on doing a video on the different ammo types soon? I assume frangible/hollow point still roughly work like in 2019, but in regards to stuff like AP vs incendiary for vehicle damage would be a nice comparison, not to mention how much damage incendiary burn does.
I'd also like to see over powered, or is it over powdered? Anyways, its the ammo that increases gun recoil but gives your target much more flinch. I got it on a 7.62 rifle and somehow was still getting killed by snipers (I'd start firing, my first shot lands and I can see the glare from their scope. Before my automatic rifle can chamber in a second round I'm already dead.) I blame aim assist, ain't no way a mouse can center back onto me that quickly.
@@TurkeyOW the right term is over pressured, for me I realized that I win duels way more frequently with this after unlocking it on the TAQ-56 it is a placebo effect or does it really work I don't know. Hope we got a video on that.
SA-B does like 90-91 damage incendiary on it leaves a player at literally like 1 hp. So incendiary isn't good for the damage it's good for the healing delay. I might get you an afterlife kill on ars lmgs but it's not a ohk anywhere with snipers. Now an actual sniper with incendiary might be different but marksmans are a waste of attachments
Any tests on stacking? For example, steadiness and control seem to be good so if you stack do you get 2x the assistance or would that be a waste of an attachment?
I am highly encouraged that you kick ass with this ping. I am playing with around the same and I was worried that I could never be competitive. Thx man
Would love a follow up video looking into the diminishing returns with combining recoil attachments. Am I wasting attachment slots by doubling/tripling up on recoil attachments?
Ace this is just a theory, but I've been testing stuff a lot too. What if Recoil smoothness by itself does nothing, but when it's paired with other recoil attachments it enhances them further somehow?
For recoil smoothness, I’m assuming there is a certain maximum distance one shot will deviate from the last shot. Recoil smoothness seems to reduce the variance of deviation for follow up shots. Notice the maximum distances between shots from the one without smoothness (the gaps between some shots are much wider).
Just commenting to THANK YOU for doing this. I was lost in the sauce on their clear as mud recoil stats, and was frustrated improving recoil but seeing things get worse in the shooting range. THANK YOU
After messing with recoil attachments on the signal, I see how each one works. Smoothness - rounds out the recoil movement after a shot is fired. Stabilization - decreases amount of time it takes to stabilize recoil movement after shot is fired, so I think it also reduces the total amount of recoil per shot as a result. Steadiness - reduces the amount of kick during recoil movement after shot is fired. So the screen won’t shake as violently. I figured out that steadiness and stabilization are the most important for the sniper. Smoothness was nice but I don’t care that it kicks sharply, I just want the kick to be minimal and for it to end faster so I can aim again.
I've been wondering what the differences were! Though I really wish they'd give stats on each cost and benefit of the attachments so I wasn't left guessing how much benefit I'll get from them.
Ace, could recoil smoothness be related to the repeatability of the recoil patterns? Looks like some of the patterns have a bit of variability to the path of travel, where as the smoothness patterns look fairly consistent.
I feel like it's bit overkill with all the different type of recoil values. I get they were trying to make this "the most advanced Call of Duty of all time," but it really only adds stress and confusion to the player when they, or even myself, try to decide how to set up our weapons. Thankfully, you're here to help us and we greatly appreciate it!
Frekkin brutal man! THE BEST breakdown of attachments was in Cold War; I wish they would've used something closer to that or AT LEAST stuck with MW2019s which once you understood each attachment, was juuuuust fine.
Ace, thank god we have you, this is amazing so thanks! saved me a ton of time trying to figure this out myself. I'm not surprised that some of the weapon stats aren't accurate (again) haha. Keep up the good work!
2:49 With recoil smoothness there are less outliers to the curve patern. So I think it reduces just reduces the deviation to allow you to maintain a smother pattern for mitigating recoil
I think you should look into how crouching and proving affects the patterns. If it affects aiming stability in the same way and nothing else, prone recoil comparisons will be more consistent and give you a clearer picture
I don’t like how many types of recoil there are. I understand it’s a complicated intricate web of physics and data but man I wish we had the gunsmith like it was in mw2019 but condensed. If I could just see what I was changing it would help so much.
Ever since MW3, everything from the perks to the attachments, guns, equipment and even killstreaks have just become weaker and weaker/less effective. It's so rare to get that feeling of being an unstoppable killing machine like when you got an AC-130 in Wasteland in MW2, or melted people up close with akimbo FMG9's in MW3. Was it unbalanced? Yes. But was it fun? Double YES!! I feel like IW's balancing has become a lot more fair, but the problem is they've made the most powerful things/aspects weaker instead of making the weaker things more powerful. It's to a point now where I often don't even bother to use my weaker killstreaks because I just don't feel like they achieve anything.
the aiming stability point surprised me (i didnt play vanguard for a lot of reasons) makes me rethink some setups and clears up some oddities i was noticing
On the M4 recoil stabilisation comparison it's very clear that the first 4 shots on "base" are right on target but on "stable" only the first two shots are followed by a decent kick for shot 3.
Thank you so much for this video I literally was thinking on my lunch break at work today I wish someone would make a video about about recoil control attachments on COD MW2 I just sat down on my break look at my RU-vid notification and this video pops up you made my day thank you!
Thank you as always Ace for these videos. Literally had no clue how to differentiate the different types of recoil based on these names other than the obvious vertical and horizontal recoil
This has been another part of the game that I felt was just made overwhelmingly complicated and confusing. So many different recoil terms and no stats to help us to understand. Thanks for simplifying.
I have a feeling they have such a convoluted structure to get you to play more. I have had times thinking I made a gun better only to go back to a previously saved one that is clearly better. Thanks for the testing.
I've been having so much fun with Vanguard... I can move around, I can run random set ups, I can go for camoes and I even finished the season 5 challenges yesterday... Good all the sweats are on MWII now lol
With Recoil Smoothness it looks like the overall (What I'm going to call)"Maximum Deviation from Recoil" is more still similar overall max and min values but has tighter "per-shot" deviation values. So like at the end of a 30 round mag you can still be just as far off target, but each shot will be closer together overall. Less Wild Max left, Max right recoil shots.
From looking at the whole "recoil smoothness" part, Id honestly say it seems that stat just more reduces the left and right direction of the gun when firing, basically looks like it "tires" to just straighten the pattern. It just doesn't do it enough. You can visually see slightly how it tires to make the recoil direction tighten it to be more vertical while reducing the horizontal, as oppsed to swaying hard right then left like the base recoil of the M4!
Thank you for the diligent testing and analysis. Your the attachment GOAT! AND thank you for being one of the few CoD content creators that play the game legit and doesn't use cheats and reverse boosting. Your a real one ACE!
Try re-testing recoil smoothness by tap-firing or burst-firing. Also Ace I noticed you had a short that said if you switch the battle rifles to full auto they reduce damage, this got me thinking… If you switch regular guns to semi auto fire will that INCREASE damage for them? They same way that it did in COD: Ghosts? That was the coolest thing ever, it was basically hidden stopping power. Please test these!! Love the channel
Maybe it's just a placebo then, but the first suppressor on the AK says it helps with recoil smoothness and it does *feel* better to play with. Could also be the reduced muzzle flash and smoke
Thank you so much for this video, I've been using the M16 and the recoil is really bad at range and I couldn't figure out which attachment to use to get it better, so I just put an attachment for each one, I'm almost done with the M16 but this'll certainly help with other guns.
In my personal testing of recoil smoothness what I found is that it decreases the "jerkiness" of the recoil. There is the same "amount" of recoil but it causes the motion to be more analog and thus should theoretically be easier to manually control.
I could be wrong, but when you display the side by side of the recoil smoothness, it looks like the frame on the left has more smoke coming from the gun than the one on the right when you were talking about the smoothness of the recoil
So what about when tuning ur attachments? Should I just stay away from recoil smoothness when it gives it to me as an option ? Whenever you put ammunition attachments on, you can choose between smoothness or damage range . I just want to make sure this only has to do with what the attachments says in its statblock or if this counts for all of the above or maybe just tuning 🤔
Recoil smoothness is for semi auto from what I've found, and your graphs show it too. Look at the first few shots with the attachment, much closer and tighter together. It helps a bunch on the m16, and any semi auto.
The easier way to understand the recoil stabilization (and horizontal recoil control) is that since we don’t shoot how the patterns he shows look; when you boost stabilization, the “circle” of bullets around and on what you’re shooting just gets smaller. There’s a few guns that really benefit from this and others that don’t as much.
@TheXclusiveace I know it has been 4 months since this video was released, but I came across something on redit about recoil smoothness, affecting how often the recoil changed directions or as the jaggedness of bullet to the path of the recoil. In other words how accurate are the bullets on the base recoil pathing.
Ace what about the huge amount of weapon sway after firing? I've notice in this game there is a lot of sway before the weapon centers again after firing, especially for battle rifles like the FTAC. This was not in modern warfare 2019. Is there anything to combat this?
Do they stack? Like, if I use recoil steadyness along with vertical recoil control, will the result be overall better than using just one? Forgive my wording I just woke haha
one thing I want to know is there any differences at all with attachments with the same stats. AR's have about 4 or 5 muzzles that do the exact same thing.
Hey Ace I played kill confirmed against you yesterday on el asilo and you demolished me 😅 just wanted to say you’re a beast at this game and keep up the great videos!
The problem with a test like this is that to build for one specific factor you also have to take the other factors affected by the attachments into account. So like I can build a weapon for all recoil control but some of the attachments may also lower my recoil steadiness, some may give recoil steadiness, some may lower recoil smoothness, etc. Without seeing exact numbers from the game files we can't say for sure what is causing the pattern we see. We can only get a broad idea. I'm not even sure if there is a way to control for it during the tests. Definitely interesting to think about.
If the Recoil Smoothness is like Recoil Smoothing in Apex Legends, you have to pan your gun left to right or right to left while firing before it kicks in. It basically keeps your gun from rising as you're tracking a target from left to right or right to left.
Mr. Ace, do you have to manually color in each of these dots or do you have a program/editor that does it now? That seems like a lot of work on top of a lot of work 😅
I always go for Vert/hor recoil & Idle away stability as I use the TacV and with a couple ADS attachments and a few recoil attachments the gun has decent ADS & is very accurate in long range engagements…
So recoil control grip/stock, a foregrip for steadiness, muzzle break and a laser for ads and idle stability is gonna be the setup for like 90% of guns. Would be interesting to see a similar video on hipfire accuracy you can get, would make a good video
Brings me back to BO2 competitive days where you would have more benefit from other attachments such as laser and extended mag rather than running a grip.
Just a tought from a r6 player... Could the recoil smoothness just affect single fire weapon? Helping as a faster re-centering to the point you were actually aiming? In r6 there's a muzzle break that does just that, doesn't affect continous rapid fire. Maybe you could test this out!
Recoil smoothness for me seems to affect the “violence” of the shot. It seems to be gentler and less input is needed to counter it. But one would think this would affect the actual pattern when one isn’t fighting it. The only thing I can think of is less input is needed to counteract it, otherwise I think it might be placebo.
With recoil smoothness. As someone else mentioned. Maybe it evens out the spacing of the bullets. With less jumping. Looking at the plot each bullet seems more evenly spaced without a jump.
The recoil smoothness I find effects the first few shots when you fire. If the first few shots are far apart compared to the rest of the plot recoil smoothness will even it out.
Recoil Smoothness is about how much your gun follows its recoil pattern. For example, MP7 has horizontal recoil as well as vertical. Recoil smoothness reduces the frequency of the horizontal bounce when you fire your gun. It is not giving so many changes that's why it is hard to see, but it is there to help that. If you carefully check your M4 recoil pattern when you compare between base and Recoil Smoothness, you will see less bounce on the horizontal recoil part.
I know this impossible to test, but I think recoil smoothness helps with compensating for recoil. It seems like it’s easier to follow moving targets while shooting full auto when I have a suppressor attached.
My biggest complaint is no real visuallation for the degree to which each attachment affects recoil, "accurancy *bigger green*" ok but is that comming from recoil control? Vertical? Horizontal? How much in either direction?
I run the Sharkin grip and EX silencer on everything and that’s it. Sometimes add a reticle if the gun needs it. They have so many stats on here, but a lot of the base guns are already good anyways so i try to add attachments that only help the gun just a little bit with negligible downsides to a weapon (aim walking movement speed, walking movement speed etc). I keep it as simple as possible. Definitely avoid attachments that hurt sprint to fire, or stacking attachments reducing ADS speed. With TTK in this game you are gonna want as much of ADS/Sprint to fire as you can with reasonable recoil control.