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This Is Why You Miss Shots! Years Of Bad COD Hit Reg EXPLAINED! Instant Hitscan Dropoff in WZ/MW3 

TrueGameData
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6 сен 2024

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Комментарии : 682   
@TrueGameData
@TrueGameData 4 месяца назад
Thanks for watching! If you're new here, don't forget to drop a sub to the channel if you enjoyed the video! Insane mechanic that changes our understanding of the game. Link to XclusiveAce's video: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-2iLmsW3E90A.html
@xBebetin
@xBebetin 4 месяца назад
Hey Tony, it makes more sense to me that the ttk would be flatlined every 50ms, instead of growing. for example, for the first 50ms its hit scan, then for the entirety of the 2nd 50ms you have to lead a certain distance, then for the entirety of the 3rd 50ms lead another distance. basically every 50ms of distance has its own "hit-scan." this can be tested by shooting a target that just inside the 2nd 50ms distance, and shooting a target right at the end of it.
@Spe6xmeN
@Spe6xmeN 3 месяца назад
Since the arrival of mw2, games have been subject to an anomaly which concerns aiming management that no one understands and which is still relevant on mw3 (the reticles are blocked in the center of the aiming accessory linked to the player's lateral movement if the 2 joysticks do not follow the same tracking direction simultaneously on the target) Because you don't understand the anomaly Aiming management has been divided into 2 from the moment you press your 2 joysticks It was divided into 2 stages And explains why the left joystick impacts assisted aiming because assisted aiming has also been divided into 2 This is the difference with mw2019 and warzone 1 of the name in terms of gameplay: lateral movements had no impact on aim management because all aiming management was connected to ADS and includes (the aiming reticle in the aiming accessory and are the aim assist parallax effect associated with the aim assist) on mw2 and mw3 the management of horizontal aiming is linked to lateral movement and management of vertical pointing connected to the ADS One day the developers or someone else will have to realize that there is a problem with the management of viewfinders the aftertaste of It was better before mw2019 is real I explained it and targeted the problem of mw2 and mw3 here is the number 1 failure of the game at the moment they only half understand it
@TheDude778
@TheDude778 3 месяца назад
The only consistency in CoD is the store Every day it's something new but the game was broken for about 5 days or so when they did the new update Guns are very inconsistent in the game Hit boxes change randomly There is a hit box that is weird because you are essentially grazing the enemy with your shots but it still registers as hits And then there are times where just like that straight through the head but no hit maker or nothing The math doesn't always add up though
@TheShizoidMan
@TheShizoidMan 4 месяца назад
That clip with hit reg after the target passed the crosshair is wild,no wonder i die behind corners
@cparks1000000
@cparks1000000 4 месяца назад
That makes complete sense now.
@trA-K87
@trA-K87 4 месяца назад
Actually that happens (die behind a corner) because the other player has slower Internet and yours was faster. I know mind blowing and just Weird. But that's what I heard. Idk for sure how it works though.
@DC00P
@DC00P 4 месяца назад
@@trA-K87I believe that coincides with this to create more wildly unique scenarios
@MomoVantage
@MomoVantage 4 месяца назад
You are dying behind corners because of server Desync, which basically is why when people are sliding cancelling round corners, they will see you first before you see them if you are standing still. What is happening on the server is different to what you are seeing on your screen because the servers are tick rates are slower (how often the server transfers data from your console to the server itself). This is the main problem I have with cod, always have done for years but nobody talks about it apart from tgd. They really need to invest in some proper server infrastructure
@MomoVantage
@MomoVantage 4 месяца назад
Just to follow up on that actually, you are right about getting shot round corners within the hit scan damage range, if the enemy is 47m away from your corner and you're one shot, you run round the corner but because they are hit scan, they will down you even if you manage to get around the corner, because of the delay to register that hit scan shot. This explains why even though you get around corners you will still go down. This and a combination of bad servers in general
@djabouty47
@djabouty47 4 месяца назад
Tony going back to his WZ mechanic analysis days. You love to see it
@TheDandonian
@TheDandonian 4 месяца назад
He broke out the old.. "If a bullet is fired at a truck moving 35 meters per second..."
@Duke_Sen_Voldigoad
@Duke_Sen_Voldigoad 4 месяца назад
no, no one loves to see it not even you
@mustafaeddine
@mustafaeddine 4 месяца назад
The whole community should be aware of this fact. This is game changing. Xclusive Ace impacting warzone without covering warzone 😂
@OutSbrich
@OutSbrich 4 месяца назад
Servers are terrible too, they definitely need to upgrade those
@80Jasonmw
@80Jasonmw 4 месяца назад
thery have been absolute shit this past couple of weeks
@SLF1990
@SLF1990 4 месяца назад
We alll know everyone is going to keep playing it so they won’t even think about better servers.
@PJSM94
@PJSM94 4 месяца назад
Gotta avoid playing at night
@D_Rog79
@D_Rog79 4 месяца назад
Was playing MP on Rust today and had 130+ ms of latency. It was wild.
@dimebagou7219
@dimebagou7219 4 месяца назад
Why should they ? Thay are making money, a lot. People buy.
@tetsuogaming5838
@tetsuogaming5838 4 месяца назад
Activision should save on promotion and invest in 128hz servers. I have been complaining about the bad servers tick rate for years . Great to see big streamers talking about the issue . Thank you legend
@TurkeyOW
@TurkeyOW 4 месяца назад
That’s impossible on warzone servers. It would cost them an insane amount and would be really hard to run on your console/computer. A more realistic 45-64 tick server would do wonders.
@tetsuogaming5838
@tetsuogaming5838 4 месяца назад
@@TurkeyOW maybe not 128 but at least 64 like CS2. The money shouldn’t an issue because cod is extremely profitable. They should take exemple on apex legend, the game lunched with 0 promotion. And It could be a huge marketing move to announce next cod with the best servers & anti-cheat on the market.
@TurkeyOW
@TurkeyOW 4 месяца назад
@@tetsuogaming5838 yeah, CS2 isn’t 128 cause the game is already “hard” to run. Making it 128 tick the devs said it takes too many resources on your PC. CoD devs can barely make a stable game then break it every update. I don’t see how they could manage maintaining 64 tick
@tetsuogaming5838
@tetsuogaming5838 4 месяца назад
@@TurkeyOW 64 tick rate in 2024 it’s not too much to ask .Other games are doing it. COD is the biggest franchise in FPS history. It’s unacceptable that we still have lags,servers,poor bullet registration ect I started to play cod 15 years ago and never thought we’d still deal with the same BS in 2024 lol
@billyb9358
@billyb9358 4 месяца назад
​@@tetsuogaming5838 There are many more reasons to cod having as low tickrate as it does, it's just not server cost. Even if they decided to just ignore cost and do what you say alot of players would have even more performance issues. Even if they (unlikely) could make it work on current-gen consoles they still have previous gen to worry about and let's not forget most PC players are on actual potato rigs which could never run cod well on 64+ tickrate. They have all the data and the avg gamers hardware is much worse than you'd think. Valve released their CS player hardware stats a few years ago and you'd think it was a joke. But in the end they no company cares about the tryhard playerbase with amazing hardware, because it's a minority. And also most problems people blame on low tickrate prob has way more to do with outdated engine, bad lag compensation and other things rather than tickrate. High tick doesn't just magically fix the game. Let's not forget most of the playerbase wouldn't even notice the difference if they doubled it. Activision knows this and all the other problems aside, if they can't bring in enough extra players thanks to using better servers to actually cover the cost of running them, they won't. Don't take it from me tho I'm sure there are good videos from ppl who are actually educated on the topic as to why some games can use higher tickrates and some can't, could be worth a watch Imo most of the cod hit reg issues are probably more of a skill / ego issue from cod players rather than the game. There are some channels on youtube posting vids of blatantly potatoing shots for hours and blaming servers/cheats/SBMM/aliens/government you name it and everyone just agrees. I played csgo from 2012 until mw19 dropped and I've had way more hitreg issues on esea/faceit/esportal/official servers than in cod. CS have had problems with hitboxes not moving with models properly etc but that's alot harder to test in COD
@jaredodicio
@jaredodicio 4 месяца назад
That explains why hitting parachuters is so inconsistent
@RainOfChaos91
@RainOfChaos91 4 месяца назад
Wow… yea. Now we need to liveping parachutes to see the distance so we know if we are still in hitscan range
@jeremyg9305
@jeremyg9305 4 месяца назад
This was my immediate first thought, if they fly by you at say 40 meters you expect to have to lead them a little bit but if you have 50m of hitscan it won't be that way, so you get used to hitscan and break plates and as soon as they are 51 meters away you now need to lead them by a fair distance because of how fast they are going...
@RegionalRadioShackManager
@RegionalRadioShackManager 4 месяца назад
@@jeremyg9305i get that but my question is a bullet velocity (increases or decreases) even relevant anymore? Since anything at 50ms is hit scan?
@Ukzgamer1
@Ukzgamer1 4 месяца назад
@@RegionalRadioShackManager50ms is the time of the hitscan you have, the more bullet velocity you have the further your hit scan range. Basically bullet velocity is now even more important on all guns even smgs to increase hit scan range
@RainOfChaos91
@RainOfChaos91 4 месяца назад
@@RegionalRadioShackManager it’s only hitscan within the range the bullet would normally travel within 1 tick (50ms).
@konishiwoi
@konishiwoi 4 месяца назад
20 Hz servers is such a shame. I remember BF4 (2013 !) launched with 30 Hz servers and people complained so they allowed for 45Hz and even 60Hz for player rented servers. Granted Battlefield has higher range combat but still. 20 is yucky in 2024
@TrueGameData
@TrueGameData 4 месяца назад
Yeah that's the difference. The players owned the servers and were willing to pay more. Warzone has no competitors and no dedicated hosting so they go cheapest route possible :(
@toddbeef1569
@toddbeef1569 4 месяца назад
Do you think it's possible they prefer shit servers because they manipulate gunfights with demonware and lag compensation?​ If servers were better, then anything out of the ordinary would be much more obvious. @@TrueGameData
@Bjoern_1897
@Bjoern_1897 4 месяца назад
@@toddbeef1569 it's not that deep bro, it's just cheaper lmao
@user-qn9ku2fl2b
@user-qn9ku2fl2b 4 месяца назад
@@toddbeef1569 that's way too advanced for their devs 😂
@toddbeef1569
@toddbeef1569 4 месяца назад
@Bjoern_1897 I remember seeing the founder of demonware talk about how they can give an advantage to a player in gunfights. It was like a 2015 video on dailymotion. It wasn't specifically about call of duty, but it was about their capabilities. I don't think they're as dumb as you think. They were acquired for $70 billion... they have a ton of patents and technology.
@Binford2500
@Binford2500 4 месяца назад
This makes a lot of sense. This is why when you’re trying to snipe someone out of the air, it feels like sometimes you aim right at them, and sometimes you have to lead.
@THExJMC
@THExJMC 4 месяца назад
Something to note is that this also effects say when you get shot around a corner. Even though you moved before the bullets got to you, since they were registered as hit scan, you could be a couple steps past the corner until you finally take the damage after that 50ms or whatever occurs.
@RastaMonn
@RastaMonn 4 месяца назад
This comment rings so true! Can't say how many times I run or slide around corner while being low health and then just when I think I'm in the clear ... SLAP I drop outta nowhere...
@vutsxx
@vutsxx 4 месяца назад
Yeah, this explains The wallbang kills that dont make Sense.
@hovnocuc4551
@hovnocuc4551 4 месяца назад
How isn't this obvious? Pretty much all games utilize client side prediction and backward reconciliation on server for hitreg and it's been this way for over 20 years. Unless you have zero latency or you're not moving, you're ahead of the server and even more ahead of what other players see. This doesn't happen because netcode, this happens because physics (and because every other method of solving this issue creates even worse problems).
@THExJMC
@THExJMC 4 месяца назад
@@hovnocuc4551 it’s obvious that you are ahead of the server and player on the other side. It’s not obvious that the shots and hitmarkers even on the shooting player’s side would occur even after they themselves cannot see you.
@DickTangoTV
@DickTangoTV 4 месяца назад
Incredible find. I really wish stuff like this was well known. So many weird interactions make the game feel so much less consistent than it should.
@DonteDiMora
@DonteDiMora 4 месяца назад
I love that TGD uses his engineering skills to investigate these things
@jonthompson8807
@jonthompson8807 4 месяца назад
Dudes monitoring his houses heartbeat
@Zack-dw5op
@Zack-dw5op 4 месяца назад
I think the most interesting part is the delayed hitmarkers. Makes it feel like input lag where the hitmarkers for the shot you actually hit doesn't match up with where the bullets are visually, making it hard to determine which shots are hitting so you don't know where to aim (especially for full auto) This actually clears up a lot
@ghrave_
@ghrave_ 4 месяца назад
Yeah this will *dramatically* change how I think about engagements now. I will 100% be relying on the Hitscan@(Range) stat to build out guns because this is crazy info
@Zeigler_
@Zeigler_ 4 месяца назад
TGD and Ace are such a good combo for breaking the game down and learning on new things about how it works
@kyleanacker3114
@kyleanacker3114 4 месяца назад
"this is why you miss shots". I think the real answer for me is, I'm trash.😂
@OLDAD_
@OLDAD_ 4 месяца назад
😂
@Aaron-mn2ro
@Aaron-mn2ro 4 месяца назад
trying to find someone who asked, will let you know when I do
@mikethestoner
@mikethestoner 4 месяца назад
I did ​@@Aaron-mn2ro
@firewfire
@firewfire 4 месяца назад
​@@Aaron-mn2ro shut up nerd
@didyeaye117
@didyeaye117 4 месяца назад
​@Aaron-mn2ro who asked you?
@pbpager
@pbpager 4 месяца назад
My friends always ask me why Activision doesn't go main stream with Warzone and host tournaments with large cash prizes. I quickly tell them just how bad the coding in this game is and how terrible it would be for the company if that was revealed on a larger stage. This find along with peekers advantage, and terrible audio queues needs to be addressed. Punishing players because they aren't able to adjust and abuse bad coding is unnacceptable. Hit predicition was coded in Quake 3 arena 24 years ago - Activision is a 75 billion dollar company and this is the best they can do...unbelievable.
@TheShizoidMan
@TheShizoidMan 4 месяца назад
Quake 3 arena....good times
@Dr0pl3er1
@Dr0pl3er1 4 месяца назад
Wow, this is mindblowing! And with this discovery we also found the answer as to why mnk hitreg feels way off compared to controller. - Mnk FPS players have been trained for years to adjust crosshair placement for bullet travel time and lead their shots on longer ranges. This is why shooting games gives you visual ques like bullet traces/visual projectiles so its easier for the player to see where they should be aiming. BUT if youre a good fps gamer in cod and use this information that the game gives you, it actually hurts your aim inside the hitscan range. Good FPS players are actually being trolled by the game without them knowing. - Compare this to controller where aimassist helps you or even forces you to shoot directly at enemy bodies, where they get the hitscan magic sauce. So when people say aimassist does everything for you, they are not completely wrong atleast. I feel like this is wrong on so many levels, and should defiently not be a hidden thing people dont know about. Its an unfair advantage against mnk players where they think they are doing the right thing, but gets punished hard for it. Controller players gets an advantage from this where aimassist helps you stay locked to enemy bodies, just like visual recoil doesnt affect controllers players as hard as mnk players are.
@RuiN4265
@RuiN4265 4 месяца назад
You still have to lead shots on a controller lol, the aim assist extends beyond the physical character outline so it's not just holding you directly on someone's body and it's less effective/strong at range. You might be overthinking it a tad, I mostly play on controller and it's felt odd to me as well. Like you can never learn the lead properly like you could in battlefield for example. It's def affecting both inputs but might be worse for mnk
@crzydavidriveros5169
@crzydavidriveros5169 3 месяца назад
this is just a new lvl of cope man. like dude. what a nonsense I just read.
@_Kroniks_
@_Kroniks_ 4 месяца назад
Man I'm not tryna glaze, but Tony is that one cool smart guy in class that let's everyone look at his work
@nitroKenan
@nitroKenan 4 месяца назад
MAN is this why we die after turning a corner? like hitscan hits you but server back calculates it and you got hit? Also this should be interesting for cheaters, if they are able to respond to this hitscan range change not like a human it can tell something right? Maybe ricochet should consider it too.
@DM-qd7gw
@DM-qd7gw 4 месяца назад
Cheaters don't have "hit scan" They have soft aim bot which results in no bloom. Its very obvious when you start to notice it with 99% of streamers. So all their shots land. Just watch some of them you can tell they are not missing shots (usually locked on to the chest). Its not an accuracy thing, its that they don't have random bullets miss due to bloom thus resulting in the TTK being faster than normal. I can understand being really good that the game but when you are in top250 lobbies dropping 20 kills and getting the victory, it just doesn't make sense. Just from a gameplay standpoint its not possible. You have the best players in the world but somehow streamer x can kill them all with ease. No matter how good they are at hiding the cheats, you can't hide that concept.
@absolutelysobeast
@absolutelysobeast 4 месяца назад
@@DM-qd7gwyou are so sad. I wonder what other things in your life you have wasted hundreds or thousands of hour on just to come up with your own “conclusion” whoch is 100 percent wrong. There is not even a way for me to describe to you why you are wrong because you are beyond deceived. Someday in the future you will look back with terrible regret, and for your sake i hope it only applies to this videogame and not something more serious. You need to reevaluate your life and your beliefs
@MomoVantage
@MomoVantage 4 месяца назад
Yeah I think it explains why you get around the corner but still get hit, they are within the hit scan range, the game just delays it as if the bullet travels...
@hoagieland3716
@hoagieland3716 4 месяца назад
Does this same phenomenon happen after the next 50 ms? If it does, that means that guns would all be hitscan at 50 ms intervals. Maybe how they handle bullets is that they draw a parabolic line simulating bullet drop and essentially check every 50 ms if a target is within the 50 ms chunk that the bullet would be currently active in. This would mean that you don’t need to lead a target at all in your 1000 m/s bullet velocity ATV example within 50m, but then you’d only need to lead the target 1.75m within 50m and 100m, and then it would instantly change again after 100m to needing to lead the target by 3.5m until 150m
@TrueGameData
@TrueGameData 4 месяца назад
I am pretty sure it is linear after the 50 ms travel point, but I am definitely going to test this
@ppson
@ppson 4 месяца назад
Would make sense.
@rar23424
@rar23424 4 месяца назад
It could also be that your gun shoots two bullets for each you fire - one hitscan and one not. Then it chooses the hitscan bullet only inside the 50ms range.
@SkyzzV_
@SkyzzV_ 4 месяца назад
@@rar23424more than unlikely… two bullets per shot would be an insane amount of computing needed to be done, since there’s quite a lot of players… and we all know how cheap activision likes to be
@drumandbassob0007
@drumandbassob0007 4 месяца назад
I would say once the hit scan has been fired and not hit anything like a wall or player then a projectile will be fired , they will be using hitscan up close because most gun fights are close range and hitscan is cheaper to compute than tracking a projectile and in most cases you will prob hit a wall or a player and that way you will save on network traffic as you wont need to use a more costly projectile . I am surprised the snipers use hitscan tho thats dumb most games just code them with a projectile as you are only firing snipers at 1 bullet per second , i can understand using hitscan up close with 600-700 rmp smgs and assault rifles that makes more sense
@Oldo
@Oldo 4 месяца назад
This explains every time I slid behind cover 100% and then went down from a headshot snipe even though I'm totally not wallbangable.
@Stayler
@Stayler 4 месяца назад
This explains some of the weird kill cams where it looks like they missed. Great content as always.
@STYLERZ
@STYLERZ 4 месяца назад
Icredible work as usual This is absolutely crazy and it explains so many weird situations
@BLINKerlei
@BLINKerlei 4 месяца назад
Mach den Kopp zu du pflaume ❤
@iSeeTicks
@iSeeTicks 4 месяца назад
Do the same thing but knm vs controller. I swear there's big diff on how bullets register between k&m and roller.
@great_Caligola
@great_Caligola 4 месяца назад
It „feels“ like that cuz on KBM you just naturally miss some bullets even as a good player while with the help of AA you hit virtually everything
@boblawblaw6185
@boblawblaw6185 4 месяца назад
basically this game a huge piece of fucked up shit and we really don't know how far the rabbit hole goes just based on crap coding alone.
@JagsP95
@JagsP95 4 месяца назад
And you will continue to play it like a good little cod fanboy 😊
@firewfire
@firewfire 4 месяца назад
​​@@JagsP95 cant argue there 😂 I just hate when ppl constantly complain but continue to support them $30 at a time for skins that dont even exist in real life 😂
@Real_Beaky
@Real_Beaky 4 месяца назад
What do you mean? the dev who cooked this up is a genius. What do cod fans want, what has made cod "feel" good for a decade? Hitscan. It was the sauce that kept the gameplay feeling good since back in the day. It is what cod fans want. But cod can't have hitscans out to infinity distance (particularly in a BR game mode) so what do they do? Develop a compromise system that allows the good feeling hitscan up close, but turns into projectiles with physics at a farther range to keep the game balanced. Then the netcode engineers built a system that can do this math in milliseconds across various platforms and players that are many miles apart in the real world. Absolutely genius.
@cparks1000000
@cparks1000000 4 месяца назад
​@@Real_BeakyThere's nothing wrong with the hybrid system. The problem is the discontinuity in the distance/time graph. They should just start the bullet moving from 50ms away instead of this weirdness.
@Real_Beaky
@Real_Beaky 4 месяца назад
@@cparks1000000 do you not think they thought of this? Given the technological limits, this hybrid system is the best that could be implemented while still maintaining some semblance of the original hitscan system that we all enjoyed.
@bagelsquare
@bagelsquare 4 месяца назад
Great work as always. Unfortunately the more we learn about the game the less competitive it seems.
@BlackJesus8463
@BlackJesus8463 4 месяца назад
forealz
@lifestyle8544
@lifestyle8544 4 месяца назад
cod is never a competitive game
@krazykuz13cmc
@krazykuz13cmc 4 месяца назад
You can’t be competitive when 90% of the player base is 🐀 fucking cheaters.
@spakentruth
@spakentruth 4 месяца назад
​@@lifestyle8544then why is there SBMM?
@ohnobro3770
@ohnobro3770 4 месяца назад
@@spakentruthEOMM
@consciouscnote
@consciouscnote 4 месяца назад
The math on this made me extremely happy. This is extremely interesting and the fact that you added that to ttk is really remarkable.
@emp1985
@emp1985 4 месяца назад
oh snap I knew it! I wasn't crazy! So many damn shots I swore should've hit explained logically. This is a terrible coding decission that translates into inconsistent gameplay.
@Flux000
@Flux000 4 месяца назад
And similar times when you are like "that wasn't a hit but sure I'll take it"
@emp1985
@emp1985 4 месяца назад
@@Flux000 lol oh yeah, absolutely. Won't complain about those though.
@xxxmtb
@xxxmtb 4 месяца назад
It’s a game, not having this and needing to lead every single engagement would not be as fun. You want realism you’re playing the wrong game
@Flux000
@Flux000 4 месяца назад
@@xxxmtb it's not about realism - it's about consistency.
@jamesv6241
@jamesv6241 4 месяца назад
Legit the most interesting COD video I've watched in a while. And definitely more fun to watch than playing the game itself lol
@juanhowell2057
@juanhowell2057 4 месяца назад
At this point COD should hire you!!! Awesome job you do and thank you for your service to the COD community 😁
@DrThoritah
@DrThoritah 4 месяца назад
This makes total sense! I know we’ve all been killed and in the kill cam we can tell intuitively that the bullet was behind us but the hit reg was a kill shot. There’s no way to fix this except to play on LAN.
@bkg_parzival6484
@bkg_parzival6484 4 месяца назад
Sir I think you just figured out the mystery that is Skill Based Hit Reg. It's not skill based hit reg. It's HAS to be this everyone is feeling.
@kdante1621
@kdante1621 4 месяца назад
It is mind blowing how one day I feel unstoppable and I just shit on everyone. Then the next day I get instant killed by anyone who looks at me.
@cparks1000000
@cparks1000000 4 месяца назад
It's an algorithm.
@toddbeef1569
@toddbeef1569 4 месяца назад
This is why I believe they have 20hz servers. They manipulate gunfights with lag compensation. Nothing changes, and I go to ass.
@RealMTBAddict
@RealMTBAddict 4 месяца назад
Lol I got 13 kills on solo, next 6 games couldn't get 3 kills. It's definitely rigged.
@firewfire
@firewfire 4 месяца назад
🎯
@gondaljutt7059
@gondaljutt7059 4 месяца назад
No reason to play this game
@mikethestoner
@mikethestoner 4 месяца назад
I needed this video man I knew I wasn't crazy I feel every gun is inconsistent af no 2 gun fights feel the same regardless of distance or weapons and taking the shots being hit into consideration
@liggerstuxin1
@liggerstuxin1 4 месяца назад
Sometimes in Apex, it feels like using a 3X weapon at a particular distance is absolutely perfect and you hit all your shots. But then you miss all of your shots if they are not in that 3X zone. I always figured that certain gun velocity just blended well with certain ranges. I wonder if this is something similar though. Because sometimes all of your shots are just perfect with certain optics. Then they move forward or back and suddenly you can’t hit anything at all. I wonder if each zoom level has its own hit scan zone.
@theres1dentevil
@theres1dentevil 4 месяца назад
This Hurt my Brain. Awesome work as always Tony.
@Nintendo64billion
@Nintendo64billion 4 месяца назад
Extra data- cross bow in mw2 has a limit to drop. If u play ground war and select the right scope the very bottom of the scope is the benchmark for the lowest the arrow will drop after a certain range, so then all u have to account for is time it takes to travel. Hit a few shots on high rise in dmz.
@DurfDiggler
@DurfDiggler 4 месяца назад
Excellent information. Now, how do we explain the first 5-10 rounds not counting? Or my weapon mysteriously stops firing while I’m still holding the trigger? Did they integrate misfiring & jamming? Or do people have their lag router connected to their foot pedal?
@kryptikbeats
@kryptikbeats 4 месяца назад
the fact that people like you and ace can figure out stuff like this BLOWS MY MIND! ty for the info as always
@pitchatan
@pitchatan 4 месяца назад
I'll try and add a little bit to this. There are a couple of reasons why you probably do not want travel time on fast moving projectiles directly off of spawn. 1) Client prediction All shots are predicted and as such impact effects on players (blood,dust etc) are predicted as well, and are made a lot easier to lag compensate / perform lag reconciliation on with an initial hitscan as you are not having to deal with interpolated and extrapolated positions for both a traveling projectile as well as players (generally you are interpolating between X amount of buffered ticks client side, but also performing a fair amount of extrapolation based on missing or late packets, as well as mitigating for various other delays). No lag compensation is going to be perfect, much less so if tickrate is fluctuating a lot or a player is lagging (which can also be caused by the server not sending at a regular rate)... your prediction can't and won't care about any irregularities and will cause deviation between client and server.. This happens in EVERY game, projectiles just make this a lot worse, especially when dealing with animations states (which is why things like noregs on a server authoritative architecture happen at all) 2) Lag compensation and desync in general. Projectiles are extremely hard to get right when it comes to their actual motion, they are more or less forced to have a steady tick/update rate or motion will go out of sync, or in most cases move different enough and end up in a completely different end position. This is more or less "fine" when it comes to serverside projectiles, but they QUICKLY fall apart when dealing with predicted client side projectiles vs serverside (they more or less HAVE TO BE within a 98% accuracy rate or you will get massive discrepancies).. i.e client will update a bullet every frame.. meanwhile the server will update every 50ms (20hz in this case). There will be small discrepancies causing shots to just miss. To mitigate this you can use something like kinematic motion, where it will more or less move the exact same way based on a time delta.. then you get the next issue. Hit detection, you start dealing with irregular ticks and you will have hit detection with a lot less granularity (i.e a traceline/hitscan from point A to point B can miss a small part of a hitbox for instance). Imagine a circle but you draw a straight line every 50ms into said circle.. compared to the client drawing a line every 0.01ms. You are going to end up with a more "octagon" or jagged circle serverside while the client will have a perfectly smooth circle... i.e you are missing a lot of information between drawing the lines. When it comes to an intial traceline/hitscan for projectiles.. you have games like overwatch,diabotical,reflex and a lot more doing this for above mentioned reasons, it's also why predicting things like bouncing grenades is close to impossible to get right in terms of prediction as there is no way to do an initial hitscan check without them looking incredibly wonky. And before anyone says "then don't predict"... you are going to have to deal with a 50-100ms + ping delay on every shot you fire... you do not want this, go play something like quakeworld on 150ms ping and you will understand what i mean. And i am not trying to make excuses for activision or other developers here.. it's just the harsh truth of dealing with netcode as there is no way to get a perfect implementation. The only way to mitigate this is to maximize performance to it's utter extremes to where tickrate is as high as possible and overall latency is as low as reasonable possible.. for them to do this for warzone they would have to change the entire scope of the game (this is however more feasible for something like cod multiplayer), or just outright throw security to the wind and go client side hit reg (which you REALLY don't want from a cheat prevention perspective). The only issue with upping tickrates for warzone.. they can't even maintain a stable 20hz as is. People are already suffering from a ton of packet congestion even at low as 20hz, upping this to 60hz is only going to make it worse.
@awe8120
@awe8120 4 месяца назад
They actually do it up to 60hz downstream as well, upping it from 20 to 40 and then to 60 depending on the circle and the amount of people left. Last circle is usually 60hz (62hz) on regular WZ. Rebirth seems to stay at 20hz all the way through.
@iriebacon6272
@iriebacon6272 4 месяца назад
This is the nerdy type of stuff that is so intriguing. Legendary status confirmed
@blobeyeordie
@blobeyeordie 4 месяца назад
I commented on XAs vid giving a brief explanation as to why they should go back to purely hitscan and ditch projectile basic bullets. Basically, the bullets are individual bits of data that are processed at certain frames/rates and their own locations on the map, not unlike player localization(AKA player locations updating on everyones screen, where and when you navigate the map etc). All this system does is add extra back end load processing on servers that already seem to be unstable and struggle with everything being from and to players. Thus, the reasons why we get magic 1hk bullets, dying behind corners, poor or no hit reg, amongst many other disparities and ultimately poor experiences for the players. There is going to be a delay on hitscan registration due to all the processing that needs to happen, especially online with players having vastly varying connection qualities. And on low tick rate servers no less. So youll have to lead regardless more often than not but it SHOULD be less obvious than projectile based bullets. BUT who really knows what sort of additional algorithms are deciding things in the background on top of everything else.
@nemosaunders8807
@nemosaunders8807 4 месяца назад
Nice find, and epic testing. @TrueGameData Do you have a reason to think it is linear past the first tick? More likely to be tick steps all the way out IMO.
@TrueGameData
@TrueGameData 4 месяца назад
That is a good question, I can check that
@nemosaunders8807
@nemosaunders8807 2 месяца назад
@@TrueGameData Did you ever get around to testing this? I would be really interested to know the result. Thanks!
@Flux000
@Flux000 4 месяца назад
Great video. Now: is aim assist bubble centred around where you aim to hit the target or around the character model itself? Might be another area where controller players aren't impacted as heavily by the game design choices
@johndeer3927
@johndeer3927 4 месяца назад
Thank you Tony for this very informative video! Do you have an idea why developers use step functions for damage and not a continuous function which would be more natural? Have you seen this in other games?
@TrueGameData
@TrueGameData 4 месяца назад
Ease of balance most likely
@GI-Joe
@GI-Joe 4 месяца назад
wow bro this explains why some games i feel like i am better then others.... not a pro but a regular player, but i was thinking sometimes it was lack of skill.... which i cant fully rule out ever tho haha... thanks for all the work you put in this vids man
@canaldobruce
@canaldobruce 4 месяца назад
16:37 TONY, do you think Aim Assist lock into the character or it considers the hit reg/bullet travel when the aim is locked on the target? I mean, if the enemy is over this hit scan distance, aim assist helps to lock on the real target or on the server hit reg target position? Because I feel like aim assist hits better, like usually connect almost all bullets but looks like locked on the chest on the screen, not compensating the bullet travel even connecting the hit markers better than any MnK...
@firewfire
@firewfire 4 месяца назад
Aim assist seems absent past like 30 m anyways so wouldnt matter. Even strafing.. Aim assist is there to compete with mouse precision.. its powerful but super inconsistent probably due to the bad servers
@nrgplay26
@nrgplay26 4 месяца назад
Now add latency… playing on 35 vs 70 ms lag changes everything. Thoughts on this?
@firewfire
@firewfire 4 месяца назад
Yes. They need to fix their 🗑️ servers, its always been bad compared to other games
@Luke_81
@Luke_81 4 месяца назад
Thats pretty wild, the visuals are so far off of the actual bullet landing in the hitscan range but it really does make sense the way you explain it!
@growingoaks
@growingoaks 4 месяца назад
Yoooo ive been trying to find a formula to calculate bullet lead. This is why i love you content man keep it up!
@spakentruth
@spakentruth 4 месяца назад
This explains why SMGs feel like borderline ARs within 30m.
@bernhardtpaul
@bernhardtpaul 4 месяца назад
Tony you said the tick rate is 20. I tested this in warzone with wireshark and picked up between 8 and 12 (I'm on fiber) depending on server quality. Did this test in mid 2023. I did some napkin math and that means that kill resolution takes anywhere from 166 and 250 ms to resolve client to server to client. Can't wrap my head around how this works; can you? Certainly more impactful than anything else.
@emwols
@emwols 4 месяца назад
Did you confirm that the jumps in 50ms don’t continue? For example, if you are shooting at a target that is outside of your hitscan range, but inside of double your hitscan range, will it always take 50ms to get to the target in that range and then jump to 100ms when you reach double your hitscan range? I suspect this could be the case
@TrueGameData
@TrueGameData 4 месяца назад
Good question, I am confident it is linear after the 50 ms distance, but I will be doing a follow up video for this and a couple other questions people had
@emwols
@emwols 4 месяца назад
@@TrueGameData great, thanks for your awesome work!
@Spe6xmeN
@Spe6xmeN 3 месяца назад
Since the arrival of mw2, games have been subject to an anomaly which concerns aiming management that no one understands and which is still relevant on mw3 (the reticles are blocked in the center of the aiming accessory linked to the player's lateral movement if the 2 joysticks do not follow the same tracking direction simultaneously on the target) Because you don't understand the anomaly Aiming management has been divided into 2 from the moment you press your 2 joysticks It was divided into 2 stages And explains why the left joystick impacts assisted aiming because assisted aiming has also been divided into 2 This is the difference with mw2019 and warzone 1 of the name in terms of gameplay: lateral movements had no impact on aim management because all aiming management was connected to ADS and includes (the aiming reticle in the aiming accessory and are the aim assist parallax effect associated with the aim assist) on mw2 and mw3 the management of horizontal aiming is linked to lateral movement and management of vertical pointing connected to the ADS One day the developers or someone else will have to realize that there is a problem with the management of viewfinders the aftertaste of It was better before mw2019 is real I explained it and targeted the problem of mw2 and mw3 here is the number 1 failure of the game at the moment they only half understand it
@DaVizzle_Bro
@DaVizzle_Bro 3 месяца назад
being a traditional battlefield FPS player most of my life I've always hated how you can lead with your shots in that game and truly master it but I feel like COD was like learning how to walk again and that's why long distance has been SOOO frustrating with this game down through the years. I've still never really gotten truly used to it because I guess the way bullets travel in battlefield always felt more realistic and true to the physics of reality than COD's more arcade-life physics tbh.
@gel87Kjetil
@gel87Kjetil 4 месяца назад
If you think the inconsistency in cod is due to latency you can consider urself lucky who have not experienced true eomm. When i buy battle pass the game works perfect for me for 3-5 days. After those days my damage turns minimum 4 times as Worse as it was when spending cp coinz. Enemy audio starts getting inconsistent, arrows/bullets/utility all starts to bend mid air. Aim assist locks on right outside enemy hitbox and prevent you from entering it, you really have to squeze that aim onto target. A perfectly aligned headshot will whip to the side at the excact same frame you loose 1 ammo from ur mag. And you urself starts to die from 4 bullets fired from any gun at any range. And enemy cannot miss you basicly. Season 3 i had fun after buying the battle pass, then it turned shit 3-4 days after, so i extended the fun by buying a 20 dollar godzilla boundle, game immidiate turned good again and 3-5 days later it became unplayable again. And now its like 20-30 days since then and every 50/50 duel i will loose. Enemy just has superior damage and hit detection, and my I die faster in warzone than people do in hardcore. I can outplay enemy and put 10 bullets in his back and he will panic run into the wall, spin a circle to locate me and then slay me. I have done other tests before. One patch i did not Even buy battle pass, the game continued to be unplayable, i kept it like this for 10 days. People was litterally unkillable. I would drop full mags into them and they would survive it and delete me with 4 Stray bullets. Then i bought the blackcell. Boom, immidatly zero audio issues, dropped new personal kill record twice in first evening. Did not Even have to try. Take note that im on 11-23 latency servers, north west europe ps5. Almost never a laggy or buggy server. Most of my lobbies i have 13 latency in Rebirth. So next time you need 54 shots from a wsp swarm from 2 meter distance, between the shoulder blade to down a guy. Dont think it has anything to do with server latency, cause it does not. Your damage is simply nerfed due to activision sees upon you as a leecher who dont contribute earnings by buying a new bundle every 5th day. They have a patent for this, the patent is marked as active. If i throw a throwing knife towards enemy face, it will bend down 90 degrea, then strighten back out and hit him in the crought instead. Meanwhile as soon as a enemy click his throwing knife button i die. This is due to the server prediction is rigged. For me it will delay damage, validate and then modify for Worse results, meanwhile for my fully boundle decked enemy it will predict that it was a surgical hit as soon as he click the button, Even if he is not Even facing my direction. He also dont need to wait for the animation to finnish, im dead before the knife ever leaves his hands. Its more pay to win than Roblox. Other than that, Nice feature to know :)
@Tryc3
@Tryc3 4 месяца назад
Thank you king. Keep it up!
@DonteDiMora
@DonteDiMora 4 месяца назад
Shout out xclisive ace
@Xenoraze
@Xenoraze 4 месяца назад
To help visualize the hitscan range on TTK charts, you could make the colored lines bold for hitscan range.
@rileymorgan4879
@rileymorgan4879 4 месяца назад
I've been saying this for years. If anyone remembers the hdr when warzone 1 first came out, you can really notice this phenomenon on that sniper rifle. Up to a certain distance the gun would be basically hitscan and then only 1m over that threshold you would have to lead your shot by a mile. It made zero sense... these publishers or maybe the devs just love making things as complicated as possible.
@brannnnnnn
@brannnnnnn 4 месяца назад
Driftor and XclusiveAce walked so TGD and JGOD could run. I love them all.
@ROTMGmimighster
@ROTMGmimighster 4 месяца назад
This probably explains why I've always found sniping weird too. Because I've definitely been leading shots within hitscan ranges and that means even if I was leading by 1cm I would've got a miss due to it being hitscan. I'm kinda surprised people that use snipers hadn't worked that out yet though. Maybe snipers are a different case and always account for bullet travel and I just suck with them?
@ruggeropaccapelo2189
@ruggeropaccapelo2189 4 месяца назад
Are the multiplayer statistics for MW3 up to date? Because it says the best SMG is the WSP Swarm... or should we look at Warzone and see the time to kill with 150 health?
@tmak_clan6120
@tmak_clan6120 4 месяца назад
Wow this explains a lot... especially getting shot behind cover
@absolutelysobeast
@absolutelysobeast 4 месяца назад
Hey have you noticed getting shot behind cover ALOT more the last week or so? Of course thats jothing new its been happening since 2007, but this week in particular is happen at least half a dozen times a night for me. The people i play with say they havent noticed a difference but its drastic for me
@inflatablepeas6649
@inflatablepeas6649 4 месяца назад
I don’t see them changing this… good stuff Tony!
@r.j.bedore9884
@r.j.bedore9884 4 месяца назад
So basically, if they upgrade to servers with a better tick rate they will not only improve the TTK/TTD discrepancy, but they will also improve the hit registration consistency. Sounds like Activision needs to bite the bullet (pun intended) and spend some of that microtransactions money on new servers.
@angry_gopher3128
@angry_gopher3128 4 месяца назад
Love the content! Your deep dive into this can probably explain some of those instances where you "die around a corner" as well. I'm sure it's a huge undertaking, but COD really needs to upgrade their servers. It's long overdue
@dukisa8791
@dukisa8791 4 месяца назад
Can you look into the geographical server proximity? It makes for such a huge difference in gameplay giving massive advantage to players geographicly close to servers.
@Chorongy-
@Chorongy- 4 месяца назад
Xclusive Ace is great guys, I know he says he doesn't do warzone and his builds really don't quite work. The info he provides is great!
@somemistakes6091
@somemistakes6091 4 месяца назад
Careful everyone, he’s tricking us into liking Maths again 😂😂😂
@pauls1678
@pauls1678 4 месяца назад
with a 60Hz tickrate they could divide the hitscan time and ranges by 3 and we would have a way smoother transition between hitscan and having to lead shots
@JMitsuruDavis
@JMitsuruDavis 4 месяца назад
as always hands down the best CoD youtuber. Thank you for what you do!
@pjw4125
@pjw4125 4 месяца назад
How would this impact the way we build guns though? I first got excited thinking I could not worry about bullet velocity on SMGs. Then he explained bullet velocity increases the hit scan range. So I don’t think this changes anything.
@absolutelysobeast
@absolutelysobeast 4 месяца назад
Its basically just making us aware that there are big drop offs at certain ranges so to keep that in mind. If you like to take fights near the edge of your max damage range they are going to be more inconsistent. Same with people parachuting perpendicular to you. My biggest takeaway is that we are probably just scratching the surface on how significant the 20hz tickrate servers are impacting every game we play. I mean, honestly i havent been playing much because its maybe the most unfair playing field that calls itself “fair” i have ever been a part of. Its wearing on me how many hours i have put in and what a shameful state the game is in and the lack of acknowledgement of any of these serious fundamental issues to the gameplay itself. CoD was always popular because of the rock solid underlying gaming experience. Where is that in 2024? Somewhere buried in activisions 5 billion a year in revenue
@pjw4125
@pjw4125 4 месяца назад
@@absolutelysobeast yeah but he said it could change the way we build guns. It won’t though. Everyone built guns for high bullet velocity and that hasn’t changed.
@absolutelysobeast
@absolutelysobeast 4 месяца назад
@@pjw4125 well yeah but do all the subs have 500m/sec bullet velocity without any attachments? Also if you think about it, if you can achieve hitscan status with only 500m/sec then you may be able to remove a bullet velocity attachment or two even on your smg as long as you try to stay in that first damage range. So maybe you get a free recoil attachment out of it. Say your smg has 625 bullet velocity that doesnt benefit you in any way whatsoever in the first damage range so if thats mainly where you use it, that should absolutely change how you build your gun
@pjw4125
@pjw4125 4 месяца назад
@@absolutelysobeast the way he worded it the bullet velocity increases the hit scan range. That’s why I thought decreasing bullet velocity at all would be pointless. That’s why the attachments that increase it matter.
@TheLastTater
@TheLastTater 4 месяца назад
Holy crap. This is wild. Thanks for doing the tests! Glad ace brought this up.
@evocybernation8839
@evocybernation8839 4 месяца назад
Out of 3 games, the whole server lagged twice. That's BAD statistics. 66% of the servers are lagging today. The other thing that happened is, I watched a bullet travel through someone's head two times. This was with a scope from range. The further you go, the worse it is.
@PigeonDetective90
@PigeonDetective90 4 месяца назад
I wonder if this is why the SPR was hitscan when it was first introduced in Verdansk. Like did it accidentally have like a 4k bullet velocity making it hitscan to 200m or something like that
@slayridah
@slayridah 4 месяца назад
This is interesting because since MW 2019, they said that close-range fights will still be hit scan since that's when they added bullet velocity. So this makes sense and makes gunfights feel more consistent, not having to lead your shot at only 10 meters! 😃
@cparks1000000
@cparks1000000 4 месяца назад
You'd actually not have to lead very much at 10m.
@mickyblackgaming
@mickyblackgaming 4 месяца назад
It needs changing coz the consistency is so off. Ive noticed it playing plunder especially when you start shooting someone flying, what was obviously from inside the hitscan range to then past the hit scan range. It would jump drastically and I could never understand why. And I noticed it even more so with the lower bullet velocity ARs (mtz 556) and slower fire rate (holger) aswell as the weird sva burst fire rate between eqch ahot. Anything under 900ms BV felt sooo inconsistent shooting people flying. For weeks its been messing with me, its why the only gun that felt consistent shooting people flying was the RAM 7. Glad to have an explanation but i cant lie, this needs addressing so that the lead time goes consistently in tandem with the range. I wonder if its just the one time it occurs after the hit scan or if it continues to happen after the first, second, third damage range drop off...
@Siptogaming
@Siptogaming 4 месяца назад
The first 50 has been hit scan since at least 2019, you can literally feel it when you play. I’ve been gaming for over 20y and I know when something is hit scan.
@StoneMountain64
@StoneMountain64 4 месяца назад
Cod science is crazy
@aggressivefennec
@aggressivefennec 4 месяца назад
you know what really sux? the long range hitscan. not only you dont need to lead up to 50m, but the time you see your hit mark is delayed making you think there is actually bullet travel time when there isnt because its a hit scan!!!!
@Calel32
@Calel32 4 месяца назад
Maybe I’m not understanding but whenever I used smgs with low BV and I’m strafing and they’re strafing, I’ll be shooting behind them vs if I have a gun that has high bv. That’s one of the reasons why I didn’t like the chimera in wz2
@LifeWithYourMum
@LifeWithYourMum 4 месяца назад
This explains a lot but also I just feel like there have been soo many issues over the past few months with their servers. Every game hit regs feels so inconsistant compared to other shooter games. WZ is so much fun but equally frustrating because these are issues a player cannot fix.
@Sk74gaming
@Sk74gaming 4 месяца назад
Thank you for all the hard work you put in. You and Jgod both need statues when the bring back Verdansk. This is good to know but very aggravating of why get hit behind cover or lose fights when leading targets.
@Azherus
@Azherus 4 месяца назад
You and Ace are absolutely amazing for the community! Keep up the great work
@artnok927
@artnok927 4 месяца назад
I wonder how networking modulates this. I know in bf4 sometimes you can beam someone but they'll be fine because on their screen they've already killed you. in this case it'd be the accounting for the damage packets a player sends/receives.
@mohammadlatif1541
@mohammadlatif1541 4 месяца назад
I love the fact that you show the calculations
@speb1
@speb1 Месяц назад
0:39 the subscribe button turns rainbow when you say subscribe now
@nicholasgossic
@nicholasgossic 4 месяца назад
I've been getting some weird kills lately where I'll get into a gunfight, and disengage to run away or get behind cover and the other person will die 2 or 3 seconds after I stopped hitting them...not sure if this is server/internet latency or what. Actually got accused a few times of having a lag swtich which I thought was pretty funny.
@xCriZzZ
@xCriZzZ 3 месяца назад
What about removing bullet velocity? What would happen when bullet would hit instantly without matter of how far a target is?
@stefanrenn-jones9452
@stefanrenn-jones9452 4 месяца назад
Exclusive ace seemed to disagree with me about the influence of bullet velocity within hit scan range with lag compensation factors at play. Perhaps it is not bullet velocity but SBMM influencing the situation. 250ms or 95ms vs 05ms ping player interactions were not tested. I personally would always opt for higher velocity bullets in warzone because of the tick rate and ping differences. Another explanation is that with increased bullet velocity attachments such a barrels and muzzles, often comes increased weapon range. So, bullets may be directed onto the target more precisely to higher damage zones resulting in a lower ttk (decreased bloom and higher accuracy or aim/vector correction). SBMM may also do the same thing.
@neoand3rson
@neoand3rson 4 месяца назад
This is exactly what I was thinking when I watched Ace’s video. I mean I’m like a semisweat with 3.5KD and it just blew my mind. It’s just unfortunate if I happen to take a fight right between the max hit scan range and out of it. It would feel super inconsistent and there’s nothing we can do about it 😂
@absolutelysobeast
@absolutelysobeast 4 месяца назад
Your entire comment was the let us know that you have a 3.5kd and are a “semi-sweat”. Well i dont even “semi-care”how much you care about the game or how much time you spend farming the afk’s out of the plane to maintain that 3.5kd. No one who takes the game semi seriously has a 3.5kd unless you are the most dedicated camper in human history. I mean an entore comment to all of us here just to brag your kd is proof enough there is nothing “semi” about your level of dedication to the game
@neoand3rson
@neoand3rson 4 месяца назад
@@absolutelysobeast K.
@scottalexgray
@scottalexgray 4 месяца назад
It's not strange that at both ranges the hitmarker shows up after at least one tick. It seems like they're running their physics simulation incorrectly, or maybe to compensate for latency. Either way it would improve if they increased the physics tick rate.
@NoxMedicant
@NoxMedicant 4 месяца назад
TGD isnt a COD youtuber... He is a CODologict!
@JediArbitrator
@JediArbitrator 4 месяца назад
This explains so much inconsistency... Great work Ace and Tony!
@JzSupra505hp
@JzSupra505hp 4 месяца назад
🔥🔥 great info. Need to find out why we are fighting someone in a house and your shooting right at them muzzle on body and no hit markers. Maybe this is the issue
@PolishMoon2
@PolishMoon2 4 месяца назад
Love seeing your engineering background on display 🙂.
@3yujji61
@3yujji61 4 месяца назад
thank you for your info. In this video, there is no verification beyond the hit scan range. It is necessary to approximate the differences due to bullet speed beyond the hit scan range using a formula.
@BlackJesus8463
@BlackJesus8463 4 месяца назад
50ms hitscan is the range.
@taiguy53
@taiguy53 4 месяца назад
Could this explain the reason why most mw3 guns have exaggerated damage profiles (arms having the same damage multipliers as the chest)? The devs even mentioned that they did it this way so that TTK is more consistent. My gripe with these damage profiles is that you just get deleted faster, since you don't have to be more precise with your aim unlike previous cods. Hitting arms should not deal the same damage as hitting the chest.
@TheOrignial
@TheOrignial 4 месяца назад
In theory, this is all good in a vacuum. But you’re not accounting for the variables or lag or ping. These two factors will also affect how much you need to lead shots and are not consistent for each match.
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