This guide was very necessary. I was focusing ENTIRELY on the wrong stats with my support class. Wasting time with control being maxed. So pointless. Good video my friend.
Great guide, thanks. In the future I definitely hope to see some more “gimmick” attachments added. Like maybe underbarrel grenade launchers with class-specific ammo (impacts or flashbangs for assault, smokes for recon, etc), or possibly different ammo types (hollow, ap, etc).
The dev specifically said that launchers wouldn't be a thing but seeing the chaos that happens in normal matches I'm glad they made that decision. The second two waves of players meet and they realize they're in grenade range there's suddenly a no mans land.
Underbarrel smokes for Support and Underbarrel anti-vehicle for Engineers would be great, but I think Underbarrel Frags, Impacts and Flashes would be awful for the game.
Great vid. Actually insanely helpful. "People will turn and see you if your gun is loud" I highly disagree. At least when it come to your own teammates im pretty sure sound is just straight up disabled for them or something
Thank you so much for this video. The arrows at the end of the video are a terrific tool. I am a 61 yr old guy struggling with this game because I am old, slow & fat. Your insights proved that many of the assumptions I was making about these stats were dead wrong. I will likely still suck at this game but since I love it anyways I think this tutorial will give me a better chance at winning some gun battles.
Wait! youre 62? whats your name? It would be AN HONOR to play with someone older! Id love to hear any stories you have from older times. My girlfriend and I just got to interview one of the last WW2 veterans in Ohio.. he served under General MacArthur! Talking to him . was such a privelage.. if you play and want someone to heal you im a damn good medic! 😊 my name in game is Nickg0413
@@MNfightingsaintsgamingone more thing.. I am not interested in "winning" or getting most kills. just having fun and following my teammates. this game has brought me so much fun. it reminds me of th3 Old Battlefielf 1941 days!!!
Hey great resource, just like your recoil vid. I have a couple of questions I'm hoping you could explain or perhaps make another video on: - What zoom level do each of the scopes and sights have? - How does hipfiring work? Does it add extra inaccuracy or recoil? - Could you elaborate on what you meant by control affecting how the gun responds to mouse movements? Is it another multiplier on top of the sens + ads sens multipliers? If so, does 1.0 mean that it doesn't affect it at all? Can it go above that? - This one entails a lot more effort, but it'd be really useful if you could show at what ranges inaccuracy starts being a huge factor. Something like "hitting the head of a target dummy has a 100% chance until X meters for 70 accuracy, but only Y for 53 accuracy". Adding onto this, is there a blooming to the cone of fire: does a gun get less accurate over the length of the spray (ignoring recoil)? - Are there recoil patterns? If so, are they complex like in CS or Valorant or more straight-forward like in Rainbow Six Siege (complex meaning that the pattern keeps changing with every successive bullet fired in a spray, simple meaning that the gun follows a direction, such as straight up, or up with like a 7° tilt to either side) - Is vertical recoil consistent? Do successive shots in a burst make the gun climb by the same or almost the same amount, or does it vary? Is it different for tapfiring? - Does horizontal recoil have a preference of any kind, or does it have a 50% chance of jumping a bit to the left or right with each shot? Does that jump's size vary, or is that constant? Lots of questions, I know but maybe it'll give you enough topics to make several vids on
Thank you for this, I don't know why, but I was mixing up a LOT of stats. I was just looking at 'green is good, red is bad' but I had a feeling something was wrong. Finding this video has confirmed that I am in fact an idiot, but that I'm an idiot who knows it!
Haha thanks mate 🙏 in one of my earlier BattleBit videos I was pretty much talking out of my ass and revived a good amount of feedback. From then I always have tried my best to get the best and most accurate info!
i really like how since the ttk of weapons are rlly similar across all of them and basically identical within each weapon class, it means that what guns and attachments you pick are really up to personal preference and feel of the performance of the weapon that naturally makes using them for certain things easier; especially with how stuff like the recoil stats usually conflict with each other so if you want just good tracking youd lower horizontal or vertical depending on if dealing with a consistent recoil direction or caring more about only 1 axis is more important for you, and if you prefer burst firing and hit your shots and dont really prefire youd care alot more about first shot kick. for dmrs even small changes to first shot kick & vertical recoil & firerate can change the ideal range for a bodyshot->headshot by meters, and firerate self balances because high firerate weapons like the vector compound their recoil in a shorter time, making them miss more shots to keep a similar ttk. the only real exception to that is snipers because theyre already so slow that your followup shots are always going to be reaimed anyway also for whatever reason the control stat of all snipers is 0 which is especially annoying bcus theyre the only weapon class that can equip scopes where that would matter anyway
I look at a bunch of these things that you have mentioned i look at in my more recent video. All the guns mostly feel pretty good to use and one of the main things that kept me coming back to the game is the gun play. I would like to see some of that stats have more effect or implemented like armour damage.
Correction: I was not brought here by the algorithm; I was stalking your channel for over 36 hours until you uploaded again. I can also hear you when you sleep. That's right, I'm inside your walls. Keep uploading or I'll C4 your entire house.
When describing the accuracy and recoil stats... The practice range has time adjustment setting. You could slow down time when showing the vector so it would be better visible rather than a 1200 RPM blur.
Wow I knew about it but didn’t think to use it, that would have been good haha. I’ll keep that in mind for future things though thanks for the advice 🙌
Excellent! Now I'm not asking for juggernaut mode as a support. But even with armor, it feels like I'm melting 8 out of 10 times in 1 sec.. Does anyone experience this as well?
I’ll show you a clip of me shooting a support with a pp2000 😂 “dink dink dink dink dink dink” time to kill is very quick in the game so I can see what you mean though
Well, I don't think its worth it. Think about it, how many times you get armor shot down within seconds and just survive with normal health. Or when you are revived. I having all the penalties, but not having armor anymore.
Giving the support class even more shielding is not nevessary, if your playing support defensively they’re a real problem already, they don’t die in 1v1’s and their weapons hold down angles better than most rifles can. Supports strong enough already
The attachments should have more affect on ads, control, and movement. Adding bigger mags and scopes shouldnt hurt the recoil settings. Weight of them would reduce recoil.
If you have a loud weapon people will hear it and turn to you very easily, LOL😂 In theory yes, but in Praxis I have seen so many players that just lay prone on the ground and look in just one direction.🤭😉 So yeah, sounspread and the noise of a weapon is a thing in this Game. But nothing I would invest in a Sound-Supressor for🤷♂️
Haha it normally means 1 person will turn around when you are on a flank and can ruin it if you don’t prioritise them as the target. The main one is the flash which I speak more about in my next video 😄
Does control also affect the meter that shows you holding your breath when steadying your sights? I feel like when sniping, some guns have a meter that lasts forever while others have a meter that runs out really quickly
With any weapon generally I focus on reducing which ever is the most egregious of the recoils, if vertical recoil is greatest I reduce that first (most weapons is vertical recoil anyways)
6:39 wait what?? you're telling me that this game has artificial added input latency with every gun that doesn't have control maxed out? I haven't noticed anything like that, even when i compared the lowest possible control vs 1.00 control in the practice range.
When you move your mouse, your weapon sort of "follows" it rather than moving 1:1 with your mouse. I believe he's saying that the Control stat will reduce this effect.
@@BIGBodsta I understand fully auto weapons should not be able to laser people from hundreds of meters but getting a second shot on someone while using a dmr is almost impossible
you forgot bolt action speed. It's the stat that I'm most confused about and it doesn't appear to make any sense. The Weapons with the highest bolt action speed stat of 1.00 have the slowest bolt action speed. And the weapons with a 0.80 bolt action speed stat have the fastest bolt action speed. And what makes absolutely no sense is that the REM700, the weapon with the lowest bolt action speed stat of 0.65 has about the same actual bolt action speed as the weapons with a stat of 1.00. And the stat numbers from the attachments show up green if they give more bolt action speed indicating that a higher bolt action speed stat is better.
Have a look at my new video and I test it in there, the stat does actually compare the fire rate times between m200 and rem. Let me know what you think
I'm still a little confused with recoil vs accuracy. Is it more so you can predict where your shots will move to (vertical recoil will go upward) and low accuracy is hard to predict your shots?
ruclips.net/video/NXgGLExFwLg/видео.html Have a look at this video. So accuracy doesn't affect your recoil at all, only First shot kick and vertical/horizontal do. Accuracy is like bullet spread, will divert a tiny bit from where you are aiming.
At 6:40 you say control also controls how responsive your weapon is to your mouse, however I'm unsure what you mean. I went into the shooting range and made an m249 with absolutely no control, and it still feels perfectly responsive with mouse movement. My question is does it not effect mouse movement and what you said is wrong (That's ok btw I'm not hating or anything) or is it something I'm missing on my end? So far all I can tell is the sway.
@@BIGBodsta Yeah control seems to be to least important close to mid range Stat. Do you by any chance know why the short range "scopes" have a slight control debuff over the normal short range sights? They don't seem to have any different magnification and visually the only difference is they look "bigger" and you can't see the reticle while not aiming (as in the scope itself is black)
Control literally doesn't do anything. I tested it EXTENSIVELY, it has zero impact on Sway, not total movement or speed of the movement. I tested on two snipers with 56 control and 0 control, on 40x/6x/Acog And on two DMRs with 60 and 0 control. The footage literally lines up perfectly you cannot see a difference. Also would you mind explaining what do you mean by: "Also responsible for how responsive your mouse movement is to your weapon". That just sounds like sensitivity, and that clearly isnt a stat.
I didn’t know what control did, I had to ask the devs and that’s the answer I got 😅 I also couldn’t find much change in the testing so I agree it isn’t really a stat to worry about
Do you really want to have higher damage in some cases? If my gun deals 30 damage making it deal 32 with barrel attachment won't change shots to kill. Same other way, having 29 damage instead of 30 won't change anything.
It will only give you an advantage against targets that are already injured. However, if the damage drop off is severe at range, you could also have a lower shots to kill at extreme range. For example, if your max damage (at point blank or 0% dam reduction) is changing from 30 to 32, there isn't any difference. If your minimum damage (at x number of meters away or 100% damage reduction) is changing from 18 to 20 that's a 5 shot kill at long range over a 6 shot kill at long range which can be advantageous depending on positioning.
@@reallydontlikethem I might be wrong but I noticed that barrel attachments that decrease damage seems to change only max damage not overall damage, meaning lowest damage is unaffected. Might be mixing things up though.
You are correct in my eyes! I just gave that as an overall “this is a buff direction” type of thing. But yes it’s good to calculate damage to targets without armour as well as thinking of 125 hp with normal armour.
is first shot kick all that matters for semi automatic shooting? Like if I'm using an iron sight SVD, should I focus on first shot kick only? Or if I'm single fire with scar H?
Haha couldn’t tell you I’m afraid. This is what the devs told me seeing I had to ask because none of us knew 😅 I did testing and couldn’t find any difference changing the stat drastically
Does first shot kick do much for semi automatic weapons like marksman rifles? it feels like youre better off reducing vertical recoil instead of bothering with first shot kick,.
Where did you find out what control does? I tested the weapon ads sway with 0 and 1 control and there’s like 0 difference. The scope hovers around the same.
I want next video: explaining armour and how to count damage in different types of armour. Maybe somewho have table of armour and damage of different types of weapon?
So I thought the same, different armour will block % of damage or something. It actually is a lot easier. It’s just more hp that you can’t get back when you spawn in. So medium armour for example is 25. So just think of your health being 125. This only applies to being hit in the body though we’re your armour is located 🙏
yeah its the color graph that threw me, i assumed green always was better" but i see now that green just is an increase in general, and not always a positive.@@BIGBodsta
People always told me 1.5x damage but when I checked it wasn’t, hk was dealing 31 to body and then felt about 42.2 for headshots. It was way too late for me to do math so I just didn’t comment on it 😅
Hello I tried control with 0 on a sniper ACOG and control 61 it seems that it exactly sway the same way so.. it's not sway. And that "responsivness" needs a little bit of test :^)
I havent finished the video yet but hopefully you talk about bolt action speed, because that stat makes 0 logical sense, is lower better or higher (the number) because you would think lower is better but then if you add a bolt it increases the stat and its green implying its a good thing I did some piss poor attempt to test 2 snipers bolt speeds but i couldnt tell a diference now granted it was the rem700 vs the m200 which is 0.65 vs 0.80 and the difference isnt that massive but still if anything i feel like the rem is slower but like i said it doesnt relaly make any logical sense because a lower time should mean its faster, which is true for something similar which is reload speed *finished* hopefully the devs update the stats to make more sense, draw speed like you said you want it to be a higher number but logically it should be less is better/faster same for bolt action speed
This game needs Armor Piercing on guns. Because when you literally have Guns that have a calibre made to penetrate body armor will be outperformed by 9mm smgs
6:38 wait what? you brush over that so quickly but it's one of the most interesting things you say in the whole video. What does that mean "responsive mouse movement is to your weapon"??? what does that mean????
I couldn’t build on it because I don’t know haha. I was just quoting the dev. I will have a new video out soon with me testing and talking about the difference between having the stats high and low. To see the difference 😅
show the difference between that m4 without a vert grip, and one with a vert grip. and tell me how you think the experience is for newer players. wont be able to farm them for long budds. they gonna move on to a different game fast.
control and accuracy do nothing, from my testing at shooting range an ump with 60 accuracy full auto spray will still hit the target 100% of the time at 100m, only misses will be from horizontal recoil which even with ump's such low amount becomes apparent at those ranges, also tried out 1.0 control mp7 and 0.26 control ak15 and i see no difference in red dot / medium scope aiming or sway, also no difference in hipfire or shooting while moving
@@BIGBodsta Triple the RECOIL and double travel time. The M1 and L96 are insanely easy to use. They feel like hitscan at sub 150m. Sniper have little bullet drop and range finder makes that irrelevant. Even at 400m you only have to lead a few mm on a moving target..kinda insane when in real life a 50 cal would take almost 2 seconds to travel that.
@@BIGBodsta The snipers seem comically unbalanced vs each other, bolt speed seems practically meaningless in it's current state. Unless there's a mistake in my crude framedata testing, the L96, M200 and R700 are all within 1-2 RPM of each other (Around 33-34RPM)
finding out what control means is like cavemen discovering fire
I had to get official confirmation seeing that non of us knew after a year of playing haha
they should change to 'sway' instead of 'control'
@@sorrowleaves or Stability
@@BIGBodstajust kinda ignored it for a year, thanks for bringing it to my attention again xd
It's honestly so wild to me that no one knew what control was for. I came from hunt showdown, so it was normal for me to see.
I really hope they add weapon stats comparison. It's odd how they have it for the attachments but not for guns.
Yea that could be a good feature to add 🙌
This guide was very necessary. I was focusing ENTIRELY on the wrong stats with my support class. Wasting time with control being maxed. So pointless. Good video my friend.
Yea I always tried to keep control up, but I found focusing on the recoil was much better. Thanks mate 🙏
Battlebit gets billed as a battlefield clone alot, but I'm learning that it's more complex.
Yea there is a lot more Squad like elements but with the pace of Battlefield
That'll be the gun-nut/mil-sim DNA from before the remaster to a more arcadey game.
Great guide, thanks. In the future I definitely hope to see some more “gimmick” attachments added. Like maybe underbarrel grenade launchers with class-specific ammo (impacts or flashbangs for assault, smokes for recon, etc), or possibly different ammo types (hollow, ap, etc).
Yea that would be fun to hear the “thoump” sound of grenade launches haha
The dev specifically said that launchers wouldn't be a thing but seeing the chaos that happens in normal matches I'm glad they made that decision. The second two waves of players meet and they realize they're in grenade range there's suddenly a no mans land.
Underbarrel smokes for Support and Underbarrel anti-vehicle for Engineers would be great, but I think Underbarrel Frags, Impacts and Flashes would be awful for the game.
best way to show accuracy bloom is by equipping medium scope. you can really see the random bullet deviation further range
I tried that but it really didn’t look that bad haha 😅
@@BIGBodsta next time use the timescale feature with f3-f4 will be much easier to see what is going on. otherwise great video thank you!
@@anon5493 thanks mate! I’ll keep that in mind for the next one 🙏
Great vid. Actually insanely helpful.
"People will turn and see you if your gun is loud" I highly disagree. At least when it come to your own teammates im pretty sure sound is just straight up disabled for them or something
A few people do but more people just listen out for comms saying there is a guy behind
Thank you so much for this video. The arrows at the end of the video are a terrific tool. I am a 61 yr old guy struggling with this game because I am old, slow & fat. Your insights proved that many of the assumptions I was making about these stats were dead wrong. I will likely still suck at this game but since I love it anyways I think this tutorial will give me a better chance at winning some gun battles.
Glad I could help out! As long as your having fun that’s all that matters 😄
@@BIGBodsta I am having a blast. Even if I made by own video game Battlebit would still be my favorite game.
Wait! youre 62? whats your name? It would be AN HONOR to play with someone older! Id love to hear any stories you have from older times. My girlfriend and I just got to interview one of the last WW2 veterans in Ohio.. he served under General MacArthur! Talking to him
. was such a privelage..
if you play and want someone to heal you im a damn good medic! 😊
my name in game is Nickg0413
@@MNfightingsaintsgamingone more thing.. I am not interested in "winning" or getting most kills. just having fun and following my teammates.
this game has brought me so much fun. it reminds me of th3 Old Battlefielf 1941 days!!!
@@nicholasgrossman3194 61, no need to make it worse than it is. 62 will be here soon enough.
Hey great resource, just like your recoil vid. I have a couple of questions I'm hoping you could explain or perhaps make another video on:
- What zoom level do each of the scopes and sights have?
- How does hipfiring work? Does it add extra inaccuracy or recoil?
- Could you elaborate on what you meant by control affecting how the gun responds to mouse movements? Is it another multiplier on top of the sens + ads sens multipliers? If so, does 1.0 mean that it doesn't affect it at all? Can it go above that?
- This one entails a lot more effort, but it'd be really useful if you could show at what ranges inaccuracy starts being a huge factor. Something like "hitting the head of a target dummy has a 100% chance until X meters for 70 accuracy, but only Y for 53 accuracy". Adding onto this, is there a blooming to the cone of fire: does a gun get less accurate over the length of the spray (ignoring recoil)?
- Are there recoil patterns? If so, are they complex like in CS or Valorant or more straight-forward like in Rainbow Six Siege (complex meaning that the pattern keeps changing with every successive bullet fired in a spray, simple meaning that the gun follows a direction, such as straight up, or up with like a 7° tilt to either side)
- Is vertical recoil consistent? Do successive shots in a burst make the gun climb by the same or almost the same amount, or does it vary? Is it different for tapfiring?
- Does horizontal recoil have a preference of any kind, or does it have a 50% chance of jumping a bit to the left or right with each shot? Does that jump's size vary, or is that constant?
Lots of questions, I know but maybe it'll give you enough topics to make several vids on
Haha give me a minute, this will have to be a whole video 😅
Thank you for this, I don't know why, but I was mixing up a LOT of stats. I was just looking at 'green is good, red is bad' but I had a feeling something was wrong. Finding this video has confirmed that I am in fact an idiot, but that I'm an idiot who knows it!
Haha exactly, a lot for me as well I was like, “oh I’ve been wrong the whole time…”
Much appreciated. Very concise and well made, both content wise and visually/presentation.
Much appreciated! 🙏
Thank you I always thought control was related to spread, and accuracy was bullet drop. This was so helpful
Glad it helped! You can also see the differences in my comparison video 🙌
Out of all the battlebit guides ur the only one that seems to know what they are teaching !
Haha thanks mate 🙏 in one of my earlier BattleBit videos I was pretty much talking out of my ass and revived a good amount of feedback. From then I always have tried my best to get the best and most accurate info!
i really like how since the ttk of weapons are rlly similar across all of them and basically identical within each weapon class, it means that what guns and attachments you pick are really up to personal preference and feel of the performance of the weapon that naturally makes using them for certain things easier; especially with how stuff like the recoil stats usually conflict with each other so if you want just good tracking youd lower horizontal or vertical depending on if dealing with a consistent recoil direction or caring more about only 1 axis is more important for you, and if you prefer burst firing and hit your shots and dont really prefire youd care alot more about first shot kick. for dmrs even small changes to first shot kick & vertical recoil & firerate can change the ideal range for a bodyshot->headshot by meters, and firerate self balances because high firerate weapons like the vector compound their recoil in a shorter time, making them miss more shots to keep a similar ttk. the only real exception to that is snipers because theyre already so slow that your followup shots are always going to be reaimed anyway
also for whatever reason the control stat of all snipers is 0 which is especially annoying bcus theyre the only weapon class that can equip scopes where that would matter anyway
I look at a bunch of these things that you have mentioned i look at in my more recent video. All the guns mostly feel pretty good to use and one of the main things that kept me coming back to the game is the gun play. I would like to see some of that stats have more effect or implemented like armour damage.
fantastic video man. only good one up. thank you
Thanks mate! 🙏
I have been waiting for this video for like 1.5 years. Thank you very much,
good sir.
Haha no worries
you're incredibly underrated, keep it up!
I appreciate that! Thanks a bunch mate 🙏
Correction: I was not brought here by the algorithm; I was stalking your channel for over 36 hours until you uploaded again. I can also hear you when you sleep. That's right, I'm inside your walls. Keep uploading or I'll C4 your entire house.
😳
I knew control had something to do with Sway.
I had the idea to bump it for snipers but I remembered "wait, you can just hold your breath..." lol
Yeaaaaa control looks like it can be abused / not cared about for sure haha
If you hover over the 3D model of the gun in the stats editor and right click it fires the gun showing the muzzle flash.
A good tip for new players for sure!
When describing the accuracy and recoil stats... The practice range has time adjustment setting. You could slow down time when showing the vector so it would be better visible rather than a 1200 RPM blur.
Wow I knew about it but didn’t think to use it, that would have been good haha. I’ll keep that in mind for future things though thanks for the advice 🙌
Good production quality!
Glad you think so!
Light armor damage is super important for taking down choppers. LMG's make a pretty strong deterrent for chopper insertions.
I didn’t realise they can destroy the tail rotor as well
Excellent! Now I'm not asking for juggernaut mode as a support. But even with armor, it feels like I'm melting 8 out of 10 times in 1 sec..
Does anyone experience this as well?
I’ll show you a clip of me shooting a support with a pp2000 😂 “dink dink dink dink dink dink” time to kill is very quick in the game so I can see what you mean though
Well, I don't think its worth it. Think about it, how many times you get armor shot down within seconds and just survive with normal health. Or when you are revived. I having all the penalties, but not having armor anymore.
Giving the support class even more shielding is not nevessary, if your playing support defensively they’re a real problem already, they don’t die in 1v1’s and their weapons hold down angles better than most rifles can. Supports strong enough already
@@runek100yep. i think more people think like this. its true
Bro ur channel is blowing up
👀 been 10+ years in the making
The attachments should have more affect on ads, control, and movement. Adding bigger mags and scopes shouldnt hurt the recoil settings. Weight of them would reduce recoil.
balance
I didn’t think about extra weight helping recoil 😅 yea maybe some tuning on that side.
Thanks, dude!
No problem!
Thanks for the stat recap at the end - definitely confusing how some you want up vs down
Yea bit weird how some are based on actual seconds and some being multipliers
Love the video!
Thanks mate 🙌
thanks broski
No worries 🙏
Great content 👍
Thanks mate! 😄
If you have a loud weapon people will hear it and turn to you very easily, LOL😂
In theory yes, but in Praxis I have seen so many players that just lay prone on the ground and look in just one direction.🤭😉
So yeah, sounspread and the noise of a weapon is a thing in this Game.
But nothing I would invest in a Sound-Supressor for🤷♂️
Haha it normally means 1 person will turn around when you are on a flank and can ruin it if you don’t prioritise them as the target. The main one is the flash which I speak more about in my next video 😄
Does control also affect the meter that shows you holding your breath when steadying your sights? I feel like when sniping, some guns have a meter that lasts forever while others have a meter that runs out really quickly
I don’t think so, but I will give it a look and get back to you!
I would like to see side by side video, kinda like how Driftor or exclusiveace does with CoD in depth videos.
Might be coming soon 👀
would you consider making a vid on your favorite loadouts?
I’m currently making Loadout videos for weapons 😄
With any weapon generally I focus on reducing which ever is the most egregious of the recoils, if vertical recoil is greatest I reduce that first (most weapons is vertical recoil anyways)
Yea same, I feel vertical is more manageable though and I try snuff the horizontal
@@BIGBodsta only if you have a grip that helps, new players its basically impossible to even play with
6:39 wait what?? you're telling me that this game has artificial added input latency with every gun that doesn't have control maxed out? I haven't noticed anything like that, even when i compared the lowest possible control vs 1.00 control in the practice range.
I’m my new video I did side by side comparisons and found control having pretty much 0 effect on anything 😅
Control is also responsible for “how responsive your mouse movement is to your weapon”
Can you clarify this at all?
When you move your mouse, your weapon sort of "follows" it rather than moving 1:1 with your mouse. I believe he's saying that the Control stat will reduce this effect.
This is what I think also, but changing the stat from high to low it is very hard to find much difference at all
thanks for doing this so others dont have to
Haha no worries
very helpful
Glad it helped!
does draw speed also slow down or speed up how fast you can aim in and fire while already running with the weapon out?
Doesn’t effect sprinting to fire, I didn’t check the ads timing though
damn thats what control means damn thx BODSTA
The world needed to know 😅
They need to fix insane visual recoil with medium scopes
I also had this complaint early on, it’s mainly just there to keep it balanced. Try out the Aug, probably the easiest to use with them.
@@BIGBodsta I understand fully auto weapons should not be able to laser people from hundreds of meters but getting a second shot on someone while using a dmr is almost impossible
you forgot bolt action speed. It's the stat that I'm most confused about and it doesn't appear to make any sense. The Weapons with the highest bolt action speed stat of 1.00 have the slowest bolt action speed. And the weapons with a 0.80 bolt action speed stat have the fastest bolt action speed. And what makes absolutely no sense is that the REM700, the weapon with the lowest bolt action speed stat of 0.65 has about the same actual bolt action speed as the weapons with a stat of 1.00.
And the stat numbers from the attachments show up green if they give more bolt action speed indicating that a higher bolt action speed stat is better.
Have a look at my new video and I test it in there, the stat does actually compare the fire rate times between m200 and rem. Let me know what you think
I'm still a little confused with recoil vs accuracy. Is it more so you can predict where your shots will move to (vertical recoil will go upward) and low accuracy is hard to predict your shots?
ruclips.net/video/NXgGLExFwLg/видео.html Have a look at this video. So accuracy doesn't affect your recoil at all, only First shot kick and vertical/horizontal do. Accuracy is like bullet spread, will divert a tiny bit from where you are aiming.
At 6:40 you say control also controls how responsive your weapon is to your mouse, however I'm unsure what you mean. I went into the shooting range and made an m249 with absolutely no control, and it still feels perfectly responsive with mouse movement. My question is does it not effect mouse movement and what you said is wrong (That's ok btw I'm not hating or anything) or is it something I'm missing on my end? So far all I can tell is the sway.
That’s what I was told by the devs haha but I also did the same thing as you and couldn’t find much or any difference 😅
@@BIGBodsta Yeah control seems to be to least important close to mid range Stat.
Do you by any chance know why the short range "scopes" have a slight control debuff over the normal short range sights? They don't seem to have any different magnification and visually the only difference is they look "bigger" and you can't see the reticle while not aiming (as in the scope itself is black)
@@KingZedusPrime2009TyrentKaiju yea not to sure mate 😅
@@BIGBodsta Weird, thanks for responding
Control literally doesn't do anything. I tested it EXTENSIVELY, it has zero impact on Sway, not total movement or speed of the movement.
I tested on two snipers with 56 control and 0 control, on 40x/6x/Acog
And on two DMRs with 60 and 0 control. The footage literally lines up perfectly you cannot see a difference.
Also would you mind explaining what do you mean by: "Also responsible for how responsive your mouse movement is to your weapon". That just sounds like sensitivity, and that clearly isnt a stat.
I didn’t know what control did, I had to ask the devs and that’s the answer I got 😅 I also couldn’t find much change in the testing so I agree it isn’t really a stat to worry about
Let's gooooooooo , because I never understanded how this worked . This is so useful Bodsta Thanks !
Happy to help!
@@BIGBodsta Thanks💪
Is there any attachment that hides bullet tracers? Other game silencer stops that. This doesnt
Not at the moment, would be a powerful addition for an attachment to do that in this game for sure
Thanks🙏🏻
No worries 😄
I dont understand whats confusing about speed and time. Speed is always the higher the faster. Time is always less is faster cooldown.
Speed can also be counted as time though 😅 but yes that does make it a bit easier to see with your wording
the dmr's have so weird recoil, like sometimes the same vert but some shots half of it
It’s hard to use dmrs because they are so eh without attachments
@@BIGBodsta i am trying to grind m110 for that 2.5 dmg attach so I can make it 2 shot kill 😎
@@dannybrown4817 I used it in the DreamHack event when all attachments were on the table, I really enjoyed it 😄
Do you really want to have higher damage in some cases? If my gun deals 30 damage making it deal 32 with barrel attachment won't change shots to kill. Same other way, having 29 damage instead of 30 won't change anything.
It will only give you an advantage against targets that are already injured.
However, if the damage drop off is severe at range, you could also have a lower shots to kill at extreme range.
For example, if your max damage (at point blank or 0% dam reduction) is changing from 30 to 32, there isn't any difference.
If your minimum damage (at x number of meters away or 100% damage reduction) is changing from 18 to 20 that's a 5 shot kill at long range over a 6 shot kill at long range which can be advantageous depending on positioning.
@@reallydontlikethem I might be wrong but I noticed that barrel attachments that decrease damage seems to change only max damage not overall damage, meaning lowest damage is unaffected. Might be mixing things up though.
You are correct in my eyes! I just gave that as an overall “this is a buff direction” type of thing. But yes it’s good to calculate damage to targets without armour as well as thinking of 125 hp with normal armour.
is first shot kick all that matters for semi automatic shooting? Like if I'm using an iron sight SVD, should I focus on first shot kick only? Or if I'm single fire with scar H?
Try get both first shot and vertical recoil down, I’ll be testing them in depth soon
thanks man
Happy to help
You should do a weapon tier list!
I did one a while ago, but wanted to use all the new weapons before I make another 😅
"Control is also responsible for how responsive your mouse movement is to your weapon."
What exactly does this mean?
Haha couldn’t tell you I’m afraid. This is what the devs told me seeing I had to ask because none of us knew 😅 I did testing and couldn’t find any difference changing the stat drastically
Does first shot kick do much for semi automatic weapons like marksman rifles? it feels like youre better off reducing vertical recoil instead of bothering with first shot kick,.
I try and reduce both, I’m not exactly sure on the numbers of how much it effects it. I might have to do a deep dive with some of the stats
What's the effect of accuracy with bolt action sniper rifles?
Will still divert the bullet a little bit from where you are aiming
Where did you find out what control does? I tested the weapon ads sway with 0 and 1 control and there’s like 0 difference. The scope hovers around the same.
From Oki himself 😅
How does first shot recoil work on DMR's? Is every shot a first shot recoil?
Yea pretty much unless you are constantly firing, I’ll be looking at this further in a comparison video coming soon
For the algorithm!
Thank you!
I want next video: explaining armour and how to count damage in different types of armour. Maybe somewho have table of armour and damage of different types of weapon?
So I thought the same, different armour will block % of damage or something. It actually is a lot easier. It’s just more hp that you can’t get back when you spawn in. So medium armour for example is 25. So just think of your health being 125. This only applies to being hit in the body though we’re your armour is located 🙏
@@BIGBodsta thanks
So would a higher number for recoil stats be better? Or do I have that backwards?
Lower numbers for your recoil are better 😄
yeah its the color graph that threw me, i assumed green always was better" but i see now that green just is an increase in general, and not always a positive.@@BIGBodsta
@@Illmyst haha sorry, yea it’s all very confusing
What about attachments video? Talking about what is good for which situation etc.
Already have one haha 😄
@@BIGBodsta oh I see, but 4 months ago. You can make updated version, a lot of people would watch it
@@runek100 yea might do actually, seeing that those Ak attachments are out of date and I have learned a lot more haha
how do you hit shots on moving targets with snipers
Practice, have to lead them based on how far away you are from the target
whats the headshot multiplier like in this game? I feel alot of the times if i headshot someone even with an AR they instantly die.
Helmets change things with headshot multiplayer and more so depending on the class I believe support can tank headshots depending on armor.
Headshot multiplier is different between each class of gun. There isn't really any good answer as I believe it ranges from 1.2x to 2x
People always told me 1.5x damage but when I checked it wasn’t, hk was dealing 31 to body and then felt about 42.2 for headshots. It was way too late for me to do math so I just didn’t comment on it 😅
@@BIGBodsta I know for sure that SMG's do 1.2x to head.
Hello I tried control with 0 on a sniper ACOG and control 61 it seems that it exactly sway the same way so.. it's not sway. And that "responsivness" needs a little bit of test :^)
Yea I think we might have a special stat here haha 😅
Does the control stat affect weapon sway while holding breath?
Had a few people in the comments that tested it. Apparently not 😄
PLAying for a week and for the first time I see the range window
Haha 😄 it took me ages to realise a lot of things that weren’t shown to me
I havent finished the video yet but hopefully you talk about bolt action speed, because that stat makes 0 logical sense, is lower better or higher (the number) because you would think lower is better but then if you add a bolt it increases the stat and its green implying its a good thing
I did some piss poor attempt to test 2 snipers bolt speeds but i couldnt tell a diference now granted it was the rem700 vs the m200 which is 0.65 vs 0.80 and the difference isnt that massive but still if anything i feel like the rem is slower but like i said it doesnt relaly make any logical sense because a lower time should mean its faster, which is true for something similar which is reload speed
*finished*
hopefully the devs update the stats to make more sense, draw speed like you said you want it to be a higher number but logically it should be less is better/faster same for bolt action speed
Yea the stats are a bit wack haha
The higher the number the less recoil it has?
The lower the number the better
Does drawspeed affect how quickly you can fire after sprinting?
I didn’t test this! 😳 might give it a test and get back to ya!
@@BIGBodstaI need an answer too!
@@lllmadmatlll To the same question or? haha
@@BIGBodsta yeah I thought that if you test it and answer the comment, I wanna get a notification
This game needs Armor Piercing on guns. Because when you literally have Guns that have a calibre made to penetrate body armor will be outperformed by 9mm smgs
I think that’s what they intended to have but don’t have it in place right now.
Run speed impacts only work when yhe weapon is in hand right
Doesn’t matter if your holding a pistol or lmg, the overall weight of your kit is effecting it 😄
6:38 wait what? you brush over that so quickly but it's one of the most interesting things you say in the whole video. What does that mean "responsive mouse movement is to your weapon"??? what does that mean????
I couldn’t build on it because I don’t know haha. I was just quoting the dev. I will have a new video out soon with me testing and talking about the difference between having the stats high and low. To see the difference 😅
@@BIGBodsta oh I see! Why must devs always hide the da Vinci code in bars of gun stats lol
Subscribed! Thanks for making these videos
@@anubislee36 haha that’s a good one, thanks mate!
So many Aussies in this game, good to see something thriving in OCE. Gaming was stale.
Holy I didn’t expect so many, that’s the most Australian servers I’ve seen in a game for a solid minute for sure
show the difference between that m4 without a vert grip, and one with a vert grip. and tell me how you think the experience is for newer players. wont be able to farm them for long budds. they gonna move on to a different game fast.
I hope my other videos and tips have helped out people enough 😅
I can't find the gun skins for the support pack, where do i equip them?
Should be the ones top left in the skin menu
@@BIGBodsta I go to loadout and then camouflage?
@@Kossagubben it will be in the gun customisation - camo
@BIGBodsta I'm in loadout/attachments, is it supposed to be here?
@@Kossagubben yes!
Is bipod worth using? looks useless at first glance
Yea pretty useless haha, I’d recommend just using recoil control attachments
control and accuracy do nothing, from my testing at shooting range an ump with 60 accuracy full auto spray will still hit the target 100% of the time at 100m, only misses will be from horizontal recoil which even with ump's such low amount becomes apparent at those ranges,
also tried out 1.0 control mp7 and 0.26 control ak15 and i see no difference in red dot / medium scope aiming or sway, also no difference in hipfire or shooting while moving
Yea pretty nothing of a stat haha for the moment that is. Will probably be looked at in the future
me immedidetly jumping to see what control does
You happy with the result? Haha
Control. I assume higher value is better.
After a few of us doing tests, doesn’t seem to change much at all 🫠
i thought that accuracy does what control does and vice versa ^^
Glad it could help!
tbh this game needs to like triple the recoil and double the travel time on the snipers.
Triple the travel time would make them equal to an assault rifle 😅
@@BIGBodsta Triple the RECOIL and double travel time. The M1 and L96 are insanely easy to use. They feel like hitscan at sub 150m. Sniper have little bullet drop and range finder makes that irrelevant. Even at 400m you only have to lead a few mm on a moving target..kinda insane when in real life a 50 cal would take almost 2 seconds to travel that.
do you know if bolt speed converts to rate of fire? and if so what does it equate to?
Hmm I guess both go hand in hand and something I also forgot to mention 😳
@@BIGBodsta The snipers seem comically unbalanced vs each other, bolt speed seems practically meaningless in it's current state. Unless there's a mistake in my crude framedata testing, the L96, M200 and R700 are all within 1-2 RPM of each other (Around 33-34RPM)
big soda
Sub LIke Foll. keep up the great work. :)
Thanks for the sub! Will do my best!
okay cool, control is meaningless for most of my classes, can ignore it
Yea pretty much haha
The way say H please stop
Haha what?
hi I would subscribe but I don't want to pay the subscriber fee
Damn, I’ll pay you $0 to subscribe for free?
0:39 to skip begging 6:29 for 3 second vid
😩 bruh, begging for 5 minutes kinda 🧢
Bro you deserve more SUBS !
Thanks meme 🙌