Hey Ace. Can you also take a look at Aiming Stability, Firing Aim Stability and Aiming Idle Sway and how they interact? For example, the WSP-9 Uzi seems to benefit from the Firing stability stock a lot more than the Recoil stock which has like -25% to recoil.
This might be a case of the weapon having a ton of idle sway. Idle sway continues during fire which could add to potential recoil. At least that's how I remember it.
In MWII, if you got a stockless SMG, you could focus on aiming idle sway to reduce the crazyness of the recoil. The initial kick was still strong, but if you were good at controlling recoil, you could use the SMG very efficiently.
Are you going to test all of the new perks? Most interesting to me would be: what activates l/r detector; how exactly threat identificaton system works; how much do you have to move for ghost camo to work; comparison of audio with and without bone conductor; how much strafe is incresed with stalker boots; how much flinch is reduced with marksman gloves; how much assault gloves help with mid-jump ads speed.
Ghost deactivates faster than any other COD I’ve seen. As soon as you stop moving, it deactivates immediately. Even if you’re strafing side to side, it’ll deactivate during the transitions. I never stop moving and have been wondering why I’m always getting tracked and pre-aimed with ghost on. I started paying attention to ghost activation and noticed that.
Wish we could have weapon and attachment simplification. Wierd body multipliers, and muzzles that help horizontal recoil yet hurt vertical. Its ridiculous.
Just play the old games then man. This new immersion is just the direction it's heading, and I personally absolutely love it! Finally, all this overthinking practice I have had my entire life comes in handy 😎😎😎
I'd like it if you showed a few weapons that were outfitted with a combination of attachments on higher recoil weapons to show how much you can change the recoil overall
I hear ya. I'm really not interested in going through all the stats of each attachment. That's why I watch these guys who make money figuring all that out for us. I just want to play with a gun as good as everyone else.
You're always appreciated Ace! For some strange reason, I've had a SERIOUS problem controlling recoil ever since MW II. The last game I was able to master and control recoil in was WWII. I'm an above average player and would say I have pretty decent gun skill…but ever since MWII I can't get any weapons to have that consistently controlled recoil that I notice a lot of streamers have. Like I know the difference between controlling recoil and a weapon appearing to have no recoil whatsoever…but thats a conversation for another time. Great/informative video as always!
just FYI....they introduced at least a little randomization to the recoil starting in Vanguard and it was especially bad in MW2 with visual recoil in addition to actual recoil, and they didn't necessarily match up to one another.
Im experiencing some weird feeling input on modern warfare 3. My aim just feels really off. Went back on warzone and fried, then tried mw3 again and just couldn't hit my shots as consistently as I usullay do. Something about my sens feels off
@@janebtar2167 Same man! My boys, who are “casuals,” are so confused when I try to explain this, but they're “late bloomers” when it comes to COD, so they don't understand the intricacies and nuances advanced/competitive players easily notice. We can tell when the server (not our internet) has serious desynch or lag issues. They just coin it as playing bad or “making excuses why you died”.
If gun kick is stabilization, the xten ported comp is probably the best muzzle for recoil. Biggest vertical recoil reduction AND very good reduction to gun kick
I like this, one of the things I am finding challenging right now is Aim Walking Steadiness, some guns just have a lot of visual sway while aiming and strafing sometimes. I hope we can explore options for that soon, because it feels like theres more harming it then benefitting it.
The only attachment I see giving major benefits to aim walking steadiness is the one laser/flashlight that’s always visible which is rough. You could always use some of the MWII vertical grips like the pineapple grip which helps a little bit but hurts ADS more than you would like
Feels like for people with decent recoil control skills, the kick control removing random bouncing could be advantageous? Will all depend on the negatives I think
I’m new to the genre since MW2 gave gyro to the PS… but recoil controls sounds like a different game depending on if you use a mouse, aim assist, or a gyro (gyro uses controllers, but we don’t get aim assist). A mouse player said gyro players have some unfair advantage with recoil control… I’m trying to figure that difference out, since gyro video instructional for CoD are rare. That’s why I always have to figure stats out from guys like XclusiveAce.
As a person who actually used guns, I was seeing "Gun kick" as an initial kick that you get when you start to shoot, and until you adjust yourself for constant recoil... And as you can see in the graphs, the gun that was adjusted for "Gun kick" has more bullets on the initial pattern, better group just on the first 5-6 bullets. At least it's how I see that ..
One thing I've seen people talk about on Reddit that I'm also really curious about, is if the integrated laser of the Cronen Intlas MSP-12 Aftermarket Part is visible to enemies or not. It's not stated as a Con, but some people say they are convinced it's visible. Please help test this if it's convenient for you! ❤
I have a suggestion for testing, it seems like switching to single fire on some weapons increase the damage they do, just like in MW2. I tested it briefly in zombies but would like to know if it's still the same on MP
Yes it absolutely does. Especially for the BAS-P. Semi auto on targets gets me two shot kills while full auto does 3 shot kills. It’s absolutely ridiculously hilarious. Idk that these game makers understand guns too well… Just make the shit realistic. Who cares if everyone is using the same weapon. The only thing that would make sense is just changing the weapon handling/ mobility if you wanna make pros and cons.
I feel like right now especially if you're uncontroller horizontal recoil control and a bit of gun kit control is most of what you need there's almost no use for vertical recoil control especially if you're playing at above 8 sensitivity because you can just pull straight down pretty easy Edit: as in it's a lot harder to pull down and side to side than just straight down; and in some cases if you have a tendency to aim mid-chest vertical recoil can help you bounce up to hit the head more often than not which is helpful obviously
yea some of the muzzle flash gets obstructive, ive just been defaulting to a suppressor seeing how the mini map functions in this game. Alot of people are relying on it more now.
As a general rule of thumb for me, I have two attachments that focus on sprint to fire speed and aim down sights speed and three attachments that focus on both types of recoil. Also, try getting used to iron sights as that's an attachment that could be used elsewhere. This rule is definitely changing with this game since suppressors are actually a worthwhile attachment now but we'll see...
Hey Ace, great video. I’m aware this is probably a rather large task, but I wondered if you have any plans to compare the mw2 vs mw3 guns for their TTK, and how much the mw2 guns may have been tweaked for the new game? Maybe it’s purely subjective but i equipped an 74U and it immediately felt like I was just melting people compared to when I was just going through all the new mw3 guns.
Awesome video and helpful. I really like how it has all these options- i think they need to make it as realistic as possible imo. So if there’s an unrealistically low amount of recoil or recoil kick etc then they should add more
These are my fav videos.. 🤓 I might actually like the two different kinds of recoil, I don’t like using the same attachments on every gun.. also, cutting down on the recoil kick is a huge W. Keep up the good work ace!
I don't like the fact that on some attachments you have Vertical and Horizontal recoil control shown, and on others it just says recoil control. It just adds more different terms and reduces clarity. Either always display both, or always bundle them together (preferably the first).
Generally, I prefer smoothing out the path since it's fairly easy to correct for vertical recoil without much trouble. I can generally deal with vertical as long as it's not some wild kick like we saw with some stuff in Vanguard.
And yes, attachments will tend to affect both parameters, for example the SKS in mw2019 has a lot of gunkick, but hardly any recoil, yet adding the "recoil" reducing attachments reduces both the gunkick and the recoil.
I’m just glad the MWIII don’t make me nauseous when I shoot them and eveything shoots reasonably flat with appropriate recoil deviation. I would use the MWII guns but they still have the visual recoil problem, screw that.
As someone who admittedly struggles to mitigate recoil on a controller (go ahead, call me a "casual", idgaf), I'm LOVING the MWIII guns! It's night and day from MWII. With just a couple of attachments (depending on the gun), they go from bouncy to .22LR recoil. It's amazing! My favorite full-auto gun is currently the BAS-B battle rifle (Sig Sauer MCX Spear in 6.8x51/.277 Fury). I can't wait until I unlock the MCW/ACR!
gunkick is how much the gun "shakes" around in your hands, while viewkick is how much the gun throws your aim off- horizontally and vertically. I would imagine that in general most guns in this game arent going to have a lot of gunkick, but you do want to reduce it as much as possible for the higher caliber or semi auto guns, while focusing more on viewkick / recoil control for the high velocity- low caliber weapons.
Mw2 and mw 2019 aimed to be more realistic with gun recoil/ muzzle flash/ smoke. The community complained so this year they pretty much went back to laser beam rifles making this video kind of useless
if you are on PC you should focus on horizontal recoil control as pulling the mouse down is much more effective than trying to control left to right movement when firing
RGK management is actually more important. You can control vertical recoil and even horizontal recoil to an extent. You can't control a random modifier like GK. The lower it is the more predictable your recoil will be. Guns in MW3 are lasers for the most part anyway, especially the 3 burst weapons where RGK is pretty much irrelevant as you aren't holding down the trigger. You just have to not spam the trigger too quickly.
Thanks for the clarification, Ace. Been wondering a lot about these two stats in particular. Personally I feel like it'd be better to simplify the recoil by incorporating the gun kick into the vertical/horizontal control. Too many stats, especially with names that don't do much to clarify their differences, just make for confusing bloat. I do feel the visual recoil really needed to be cut down from MW2, but it feels like they may have over-corrected a little too hard. These guns feel like absolute lasers. But it's better than the alternative. More than the visual recoil being cut down though I'm mostly happy they cut down on the freakin gas/smoke while firing from MW2.
Recoil control - it's the when You pull the stick down to prevent the weapon go up with more it's easy to do Gun kick- it's the visual recoil, when weapon moves when ADS (weapon shaking But doesnt go up) Vertical recoil- it's obvious when the weapon goes up at firing with attachments with VRC, we reduce the speed when weapon goes up The same for Horizontal Recoil,
Any idea yet if they tuned in any way the infamous smoke / bounce / random visual noise for MW2 guns in this game? Or are they still exactly the same as in MW2.
Yea imma need some help this year😂 usually I can just figure out what attachments are actually good but it’s a lot this year. You can make your gun worse so easily
Recoil Gun kick is mainly for sustained fire.. tracking targets, It is most useful playing mouse and key. Not sure on aim assisted controller (no pun intended). I have noticed some that without gun kick control; tracking on mouse and key from long ranges is near impossible.
Idk if I'm just missing something, but all the recoil plots shown in this video makes the recoil plot look worse when "decreasing" gun kick. Especially with the Uzi, both recoil plots with the reduced gun kick looked not only wider but also a lot my jagged when you switched to a line graph style. With no mods, it was still a lot of recoil but the line didn't look like a crypto chart, like the reduced gun kick line did.
I think for MW3 V/H recoil will matter a lot more than Gun Kick, since the shake is more manageable than MW2. I'd say focus on adjusting for the initial recoil, the number of shots it takes to kill, and don't focus so much on the entire mag's recoil pattern.
I’m surprised that they didn’t adjust visual recoil for any of the MW2 guns. Plus they do noticeably lower damage compared to the MW3 guns. That’s not a good philosophy for gun balance at all, even if they’re trying to encourage the use of MW3 guns. If the MW2 guns are going to be useless, then what was the point of bringing them in?
Carrying over of MWII guns is stupid decision due to the huge difference in performance between MWII and MWIII guns, it basically forces you to never use any old gun because they suck.
Yo Ace! Check out the Cronen Intlas msp12 optic if you haven’t already. It’s one of the two armory unlock optics. Built in laser for ads speed, clear sight picture, blue dot. Also zooms in a bit more than the mk23 reflector. I actually prefer it on all my assault rifles now, especially for these big maps ✌🏻
The attachments don’t do shit in these newer games 10-15% ain’t enough to mitigate some of these effects. My issue is hardly ever vertical recoil,it’s the horizontal recoil. Horizontal recoil coupled with flinch during take gun fights can and will make you lose engagements at a certain range. What is the purpose of attachments of the benefits are so minuscule?
Ill word it this way. As a mkb player if they hadnt made the changes they did i wasnt going to play this year. Dealing with OP rotat AA is bad enough, not being able to see at all thru barrel smoke and visual shake? No thanks.
I really don’t like these stats with changes that are very difficult to see. I remember the “recoil smoothness” stat in Mw2. Oh the fun I had watching video after video of reviewers claiming they are completely baffled as to what effect it might have.
This could all be solved with one sentence per attachment in the game, but that would reduce average play time (no need to unlock anything except for the best attachments).
Honestly gun kick is more annoying to deal with to me. Recoil control is easier to deal with by pulling my stick or mouse. But gun kick makes it hard to see what the hell my gun is doing from all the shaky movement
Im on the Sidewinder camo challenges and GD that thing is rough to use. Idk if its recoil or gun kick that makes it buck up veryically every shot like it does.
PSA: For users on Keyboard and Mouse, gun kick is a lot more important! You do not have artificial aim forcing your bullets to land regardless. The visual noise created by the gun kick makes aiming with a mouse way more difficult, so you might want to take that in. I've tried on both controller and kbm and the aim assist seems to just ignore the gun kick entirely.
@scottyg1834 my comment has nothing to do with which one is easier, im talking about the gun kick and visual recoil. I was a controller player for 3 different titles...
Gun kick control feels like what recoil smoothness should've been in MWII. Of course, with modern Infinity Ward being what it is, they took what could've been an excellent addition and rendered it completely useless, if not outright harmful when suppressors traded significant stat values to increase something that literally did nothing.