Let's check out the differences between the two reload animations sets in Modern Warfare 2. Normal animations vs Sleight of Hand animations! Check it out! #mw2 #modernwarfare2 #callofduty
Call of Duty: Modern Warfare 2 vs Modern Warfare 2019 - Attention to Detail Comparison ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-uvCFyyITrQU.html
The human error factor makes the animation much more alive. Notice how the operator misses a bit when he inserts the magazine. And with the Quick Hands perk that factor is removed, which is a great detail.
@@NeonChrome_ Yeah… for a Call of Duty video game… But if this was based around realism and real life, then they did a pretty damn good job. That’s also probably why they removed those insanely fast movements, like bunny hopping, or slide canceling.
oh man i love how the fast hands relaod animations makes it look like your character has trained and used the weapon multiple times to where now he can easily reload it with out making small errors in the reload its more fluent and stright forward than the regular normal reloads.
@@looksirdroids9134 you should develop your common sense more, rather than making your neurons think of ways to be negative in a cod RU-vid comment section, looking at your other comments.
I mean, what did you think it was going to do? Obviously someone who is familiar with a weapon is going to be able to reload it faster than someone who isn't familiar.
@@GOTTHEDAWGINME because you can use that ammo to get out of that life and death situation by shooting? And saving the mag so you don’t completely run out of ammo?
@@scp-682thehardtodestroyrep4 What I mean is that in a situation where every millisecond matters, where you’d die if you wasted that one second to put the mag back in your mag carrier, you wouldn’t bother saving those bullets at the cost of your life.
True, with the fast hands perk it entirely changed the reload, and it didn’t just “speed up” the reloading process it made it realistic for a fast reload. That attention to detail is insane.
The thing i love about these; is that they actually animated them being a legitimate faster reload, rather than animating the old reload to be faster. These need a satisfying animation compilation
Except that most of the fast hands reloads (I'm about 5 mins through so far) are just throwing away useful ammunition while the normal reloads actually conserve the ammo. I appreciate they tried to go above and beyond, but it's quite silly, honestly.
@@Murasame13 Oh yeah; dumb video game logic, I just threw away a perfectly good last fistful of bullets and they somehow end up back in my inventory. I don't get it
I love how much effort they put into the reload animations and details for _minimum_ 4 types of reload (tac, fast tac, full, fast full)... yet they still cant/wont do the +1 ammo count of tac reloading with one in the chamber.
That's gotta be my one pet peeve with this game, once you equip fast hands mag retention goes out the window. They could've just had the character present the new mag before dropping the old one to get the perk speed, like they already did with the standard pistol tac loads. That way your character's magazine count would reflect your actual ammo count, instead of the bullets magically staying in your inventory even after you ditch a half-full mag
Would be funny if they 'nerfed' the fast reloads by giving it a little quirk where you actually lose all the rounds in the magazine as a cost of being able to reload faster, forcing players to pick their reloads carefully.
They are really subpar compared to MW honestly. A lot of the fast hand reloads are just wasteful and unrealistic. Who dumps an entire cylinder of revolver rounds just for a quicker reload of 1 to 5 emptied shots? It's silly. A lot of the animations just throw the extra ammo away with fast hands while the default animations tend to conserve the ammunition in a realistic yet still "tactical" and quickly.
but the point of a tactical reload is to retain a partially spent magazine for later usage. The "fast hands" variants are just emergency reloads with one in the chamber, basically the same animation minus a part of the original one. Killing Floor 2, a zombie game, did this flawlessly in it's initial weapons roster. To this day, those weapon animations are some of the best imo.
Okay, let's do this again Smith & Wesson 500 Empty normal: flushes cylinder, drops casings - good Empty fast hands: barely touches the ejector rod, drops casings - plausible Tactical normal: replaces each casing - good, but it turns out you'll eject the last few rounds when you're low Tactical fast hands: flushes entire cylinder, drops all the rounds - bad Desert Eagle .50 AE Empty normal: drops empty, pulls slide - fine Empty fast hands: drops empty, slide release - good Tactical normal: funky L-shaped reload, retains partial - fine Tactical fast hands: drops partial - bad Glock 17 (assuming there's an editing mistake) Empty normal: drops empty, pulls slide - fine Empty fast hands: drops empty, slide release - good Tactical normal: v-shaped reload, retains partial - good Tactical fast hands: drops partial - bad P220 Empty normal: mag catch, L-shaped reload, retains empty - fine Empty fast hands: mag catch is removed, drops empty, slide release - plausible, but with this game's perk system, making such a modification in the field would be impractical. SIG users, help me with this one Tactical normal: L-shaped reload, retains partial - good Tactical fast hands: drops partial - bad PP-19 Bizon Empty normal: drops empty, right hand pull - good Empty fast hands: comically smacks away heavy empty, reach under pull - plausible Tactical normal: retains partial - good Tactical fast hands: smacks away even heavier partial - bad AR57 Empty normal: retains empty, pulls wrong charging handle - bad, also the frontal charging handle is missing from the model Empty fast hands: flicks away heavy empty, bolt release - plausible Tactical normal: retains partial - good Tactical fast hands: flicks away even heavier partial - bad MP7A2 Empty normal: drops empty, inspects chamber, bolt release - fine Empty fast hands: drops empty, bolt release - good Tactical normal: v-shaped reload, retains partial - good Tactical fast hands: drops partial - bad AUG Para Empty normal: v-shaped reload, retains empty, left hand pull - surprisingly plausible given that the hold open is known to wear out Empty fast hands: pulls empty, left hand pull - plausible Tactical normal - v-shaped reload, retains partial - good Tactical fast hands: pulls partial - fine Custom HK94A3 Empty normal: locks back, throws away empty, big slap - fine Empty fast hands: throws away empty, left hand pull - as I understand this would not feed Tactical normal: locks back, ejects 1, v-shaped reload, hooks charging handle on the way down to retain the partial - fine, this game doesn't account for chambered partials anyway Tactical fast hands: retains partial - fine, this will feed if you have the upper body strength to consistently get it right up on the chamber KP-9 Vityaz Empty normal: v-shaped reload, drops empty, right hand pull - good Empty fast hands - throws away empty, right hand pull - fine, these should really be the other way around Tactical normal: v-shaped reload, retains partial - good Tactical fast hands: retains partial - fine P90TR Empty normal: retains empty, left hand pull - fine Empty fast hands: same thing, but faster - fine Tactical normal: retains empty, little slap - fine Tactical fast hands: retains empty, single motion - good Vector .45 ACP Empty normal: drops empty, left hand pull - fine Empty fast hands: drops empty, bolt release - good Tactical normal: flicks away partial - bad Tactical fast hands: hard to tell at this fov, I think he retains it - good? URGI/M16A4/Custom .458 SOCOM AR15 Empty normal: throws away empty, bolt catch - fine Empty fast hands: drops empty, bolt catch on the way up - great! Tactical normal: L-shaped reload, retains partial - good Empty fast hands: drops partial - bad SCAR 16/17 Empty normal: inspects chamber, flicks away empty, left hand pull - fine Empty fast hands: drops empty, bolt release on the way up - great! Tactical normal: L-shaped reload, retains partial - good Tactical fast hands: drops partial - bad AK103 Empty normal: bumps out empty, reach under pull - fine Empty fast hands: same thing but faster - fine Tactical normal: v-shaped reload, retains partial - good Tactical fast hands: bumps out partial - bad Custom HK93A2 Empty normal: locks back, throws away partial, tap, big slap - fine, seriously flashy Empty fast hands: throws away partial, left hand pull - don't think this would feed either Tactical normal: locks back, ejects 1, v-shaped reload, retains partial, hooks charging handle on the way down to the handguard - great technique, obvious drawbacks Tactical fast hands: throws away partial - bad AUGA3 Empty normal: locks back, retains empty, hooks charging handle on the way down to handguard - plausible, it seems this AUG is also broken Empty fast hands: hold open fails, throws away empty, presses bolt release that doesn't do anything - this would not feed Tactical normal: v-shaped reload, retains partial - good Tactical fast hands: retains partial - fine AKS-74UN/AK105 (assuming editing mistake) Empty normal: holds open bolt, knocks away empty, releases - fine, didn't know this was a real method Empty fast hands: knocks away empty, reach under pull - fine Tactical normal: retains partial - fine Tactical fast hands: knocks away partial - bad Custom HK91A2 Empty normal: locks back, throws away empty, big slap - fine Empty fast hands: knocks away empty, left hand pull - there is a paddle release modification that makes this possible, but this rifle does not have it installed. Also it has the same feeding problem as the other HKs Tactical normal: locks back, ejects 1, L-shaped reload, hooks bolt handle on the way down to handguard - great technique, same issues as normal Tactical fast hands: knocks away partial - doubly impossible Custom M1A SOCOM 16 Empty normal: knocks away empty, right hand pull - fine Empty fast hands: knocks away empty, bolt release - better Tactical normal: v-shaped reload, retains partial - good Tactical fast hands: knocks away partial - bad Gonna go shotguns in double time. Unfortunately you can't quad feed them anymore, but they're all pretty good. The empty normal for the 590M has you pump it first and then reload, which would not feed, and both the tacticals throw the partials away Negev NG7: Very detailed AUG HBAR Empty normal: hold open fails, throws away empty, bolt release doesn't do anything - this would not feed Empty fast hands: same thing but sped up Tactical normal: retains partial - good Tactical fast hands: throws away partial - bad Fightlite MCR: my knowledge of this one's a little shaky, but a user on IMFDB recommended locking it back to me since the bolt catch doesn't engage in belt fed mode. As I understand the empties would not feed LWMMG: very detailed PM md. 64 Empty normal: throws away empty, right hand pull - good Empty fast hands: same thing but sped up Tactical normal: retains partial, tap - fine Tactical fast hands: retains partial - good HK21 Empty normal: locks back, retains empty, the belt he draws is missing a tab which causes some fumbling with the obstructed feed tray, big slap - fine Empty fast hands: locks back, pulls tab, hooks bolt handle on the way down - good Tactical normal: locks back, ejects 1, no tab - fine Tactical fast hands: locks back, ejects 1, pulls tab, holds bolt handle - good Mk14 Mod 0 Empty normal: knocks away empty, right hand pull - fine Empty fast hands: knocks away empty, bolt release - better Tactical normal: retains partial - fine Tactical fast hands: knocks away partial - bad
Love how many of the weapons are part of the same family. I've legit seen at least five different CETME style H&K weapons so far, and at least three AUGs.
As gun owner to many of these style of guns I LOVE mw19 and this ones gun sound, god hearing the polymer sounds and steel then the internal springs, its ear porn for gun nuts
@@darykeng Theyre disintegrating links if theres no round then theres nothing holding them together. There should be nothing present when its empty its a complete fuck up by the devs.
I just noticed how eerily similar the SoH empty reload for the M4 is to the OG Modern Warfare M4 reloads. It's faster and more snappy sure, but the resemblance is still there.
If animations could talk, I feel like the fast hands reload for most of the belt fed LMG's would go something like "Yeah yeah, I know I've done this many times before."
I don't own MW2(2022) but I was always thinking about the pistol reloads and how they looked weird. Now I know why, the slight of hand perk thing changes everything. I was like low-key just put off by the guy not using the slide release button. 😂
I just hope the developers are okay. Like, having to put this much effort into a game on such a tight schedule can't be easy. Mad for respect for the talented people who worked on this game and do this stuff in general ❤️
For revolvers this is a real thing. Specifically ejecting out all the bullets, spent or not. Back in the day wether you shot 2 or 5 shots, you’d perform an emergency reload it necessary. Fbi and police back then were taught to dump out all the shells and use a whole speedloader regardless of how much you shot. That way you always had it loaded to full capacity. But obviously reloading meant at your discretion, otherwise you’d get caught with brass in your hand and a sucking chest wound. This method was so you always had a fully loaded gun, despite sacrificing a few rounds. As for games its probably just a lazy way to not use another reload animation, since most use the speedloader method
@@BFF.Studios you might need to rephrase your question as I don’t understand what your saying. You have some parts mixed up If Im getting this. Normally in games you get 30 rounds for a revolver, you have 6 loaded. The 6 are loaded and the 30 is your reserve ammo. You shoot 4 then drop all the empty and non empty brass, then load another 6. You have 6 loaded again but 24 reserve. Not sure if this is what you’re asking.
@@BFF.Studios That's because they aren't wrong. People aren't stupid, they know how math works. There's something called "gameplay" and a lot of games will sacrifice realism for the sake of smoother gameplay. There are plenty of games that lean into realism where throwing away a mag will actually make you lose all the bullets in it, spent or not. Doesn't mean that every game needs to be like this.
I did notice a lot of tactical reloads used a proper retention reload without fast hands, but skipped over it with. Also many a tactical reload manually cycling the weapon when it wasn't necessary (as in, not a press check, just outright cycling the bolt.) To pad the reload long enough that the perk would make the reload faster simply by not taking the extra step. Also, someone tell the devs that if a magazine fits flush or nearly flush with the magazine well, and the receiver on a weapon has a block or button release and not a paddle release, you can't just lighly slap the magazine loose with another magazine. (That happened four seperate times I could count.) "It looks cool when you do it with an AK, so why not every gun?" Say the developers...
Wish they would put the same amount of love into online gameplay that they put into these animations. Team Deathmatch feels identical to how it felt in 2009, and I don't intend that as a compliment.
@@chrisprizzle278 game mechanics change and the meta is always the same. High fire rate, quick ads. No ones asking for the entire foundation changed but you can't blame him for disliking that it feels just the same as every other game before it.
its kinda sad not to see any magazine retention in Tactical Fast Hands. Operator just dumped the whole magz. then again, its COD. but you know, with such a level of "Details" that people often talk about, its bugging me pretty bad.
My favorite part is weapons of the same caliber doing more or less damage. Like two 5.56 guns and one does less damage than another on base stats. It's just mwah chefs kiss.
They're just as amazing as 2019, but lots of the SoH reloads always drop the magazine instead of retaining it. So it would be better if mags were always retained in tactical reloads.
Why does everyone still look up into the sky, in MWII your Y axis affects your perspective, so like 50% of the actual animation is blocked cause its lower relative to the player's point of view.
@@darykeng but in the AK family, you have 3 AK assault rifles and 2 AK SMGs in the same Class. Lachmann (HK Roller Delayed Platform) on the other hand have one weapon on each of the 5 classes, same goes to the AUG where it has one weapon on each of the 3 classes.
Now if he were to look down you would then see the all the discarded rounds and magazines number at least a couple hundred for the mags and a couple thousand of spent shells and casings.
@@CommanderKrieg presumably the justification is that the player character is smooth enough to drop the old half-filled magazine into his ammo pouch or fast hands give you FPS character abilities and the power to automatically refill and empty magazines by dropping them into the ether
@@medicindisquise4271 I get that, and the first one seems plausible, but it's the lack of attention to detail in this game that I dislike. It's a small nitpick, but I notice the details.
@@CommanderKrieg Don't know about the HK or mosaberg but all the Aug fast hands reloads use the slide release which is just behind the magwell like on the M4 pattern reloads.