@@kizbo69 it was far from perfect. Terrible maps, a terrible perk system, EOMM still infecting the game, the unnecessary amount of flinch that spawned from MW19 and only got worse with time, and a terrible update schedule that we got used to with Cold War.
Me too. They are the team which is passing with more suffering and it's understandable. At least they'll take a rest now, while Treyarch is working on the new CoD that I have so much hope and hype.
just fyi, some gun animation of MWIII's gun actually done by same animating team of IW (TYR/Rsh12.7 for example) , IW does give some help to SHG team. We dont know exactly who animating the MWIII's K98k, but with that level of details and same gun goof from MW19, it might come from IW's team.
The only thing that bugs me is the misaligned sights. Sledgehammer has a hatred of rear sights and always tilts the gun slightly upwards or cuts bits off that obscure your vision.
@@DominikMaslykitsa whole new World of military doctrine, who even wants to adopt the kar98k (other than 3rd world countries) as a main rifle. Or posibble for civilian use.
@@icommitwarcrime2239 It’s the only plausible reason as to why a brand like Schlager would make a Kar98k nowadays, cause it sure as hell is not a resto
I'm glad I'm not the only one that noticed this and got annoyed. An interesting note, when you mount the scope that comes with the K98k and reload it (single cartridges at a time) the bolt lock tab doesnt flip out. It only seems to do that whenever theres a clip fed reload.
I feel so bad for the guy who animated the takedown lever thinking "MAN THIS IS A COOL ASS EDIT TO THE 2019 ANIMATION!" only to get flamed because it's THE lever that's holding the bolt there...
I know MW3 was rushed, but it likely has more to do with competitive visuals than it does with time. Obviously time probably does play a role but one of the major critiques from the community of MW19’s MP was that there were sections of the maps where one player had a large advantage over another due to lighting and certain volumetric lighting and bloom effects.
@@lenzi5119 The lighting was very good but had to get toned down severely for gameplay. That's why MW19 looks so good till this day. I still prefer the better visibility in the newer games.
A very hot and SPICY take: If it's something small like this and doesn't mess with the actual game itself, it probably doesn't matter. Although I still agree, considering that these games are meant to be realistic.
I think it's cool that during the partial reload for the Kar98k in Vanguard it correctly shows the amount of rounds remaining on the clip instead of always having 2 remaining like MW.
Regarding that goof where the user ejects the chambered round on tactical reloads, Insurgency is a game where this also happens and it actually acknowledges it by making the user chamber an extra round in place of the ejected one. Though not sure how this mechanic would fit CoD
Another thing that’s wrong is the bolt rotation itself. It’s a Mauser, it has 2 lugs. It should rotate 90 degrees and yet in MW19 and MW3 it doesn’t rotate all the way. Also, the longggg extractor shouldn’t rotate like it does in game. Vanguard got all of this correctly. How did they mess it up again 😵💫
Imagine putting in extra work to add a detail that only makes the animation worse. I noticed the lever moving on my own while watching another video. I own an actual Kar98k, so I knew immediately that it was wrong. Also, this might be personal preference, but I hate how your character uses clips to top off the magazine. It's way more practical to just use individual loose rounds to do it, and saving clips only for doing full reloads on an empty mag. The exception being the Lee Enfield of course because it has a 10 round mag. In that case, you can use a clip if you have 5 or less rounds left and then use individual rounds for any extra you need.
Why is the one thing fps games chose to innovate on is rattly loose junk physics on guns? It’s like they’re trying to justify the Hollywood gun click clack foley.
Red Orchestra 2 had a cool detail where if you reloaded your rifle after rechambering, you would eject a live round and it would actually reduce your ammo count. If you have manual cycling on, you can reload before rechambering and that'll save you the hassle of reloading a round. Wonder if this animation thing was intentional or not, I've had my fair share of weird animation masking issues with trying to configure weapons in game engines - but this seems like it was intentionally animated.
I never noticed that the kar98k even has a lever to begin with. I in one way really admire people that can notice such small details and at the other I kinda pity them... Always noticing small problems might be difficult in life. Annoying to say the least.
Well, would you like a WW2 game where you play as a cyborg from the future with an AR-10, that claims it's fully historically accurate? Probably not. Same reason people don't like when a feature on a gun is used in the worst way it could, i.e the bolt lock tab popping out each time you pull the bolt back.
@@ukaszwalczak1154 That is a pretty massive jump tho. One is comitting blatant anachronism and the other is a little (and frankly insignificant to gameplay) little detail on a gun that is off.
@@DominikMaslyk Okay, perhaps my comparison wasn't really that correct, but even if it is mostly insignificiant, it's just something they didn't even had a reason to animate. I don't play these games, i do admit, but i'm a gun nerd, so that's the main issue i have.
Sledgehammer is the worst cod studio, they developed vanguard, and MW3, it's a fucking joke, MW2019 was the best quality cod, sledgehammer does not deserve to be a cod developer