One thing that wasn’t mentioned about the Molotov is that unlike in previous games, you can get “direct impact” kills with the Molotov. If an enemy hits you direct impact with a Molotov, you will continue to take burn damage and die even if you run outside of the fire area, and you will die regardless if you’re running flak jacket or not. I suspect diving into water might save you, but I haven’t tested that myself and most maps don’t have water anyway
Even with its holes I run flak jacket all classes too many spawn nade angels to worry about. If frags 1 shotting flak is intentional, add an exclamation point to the frag indicator when it's at point blank range from you.
@@kadenwood5292Either a direction key or let the frag glow to stand out a bit (maybe with a perk). I'll toss a grenade back quick, but alot of times I miss the hand icon just by a hair cuz it bounced off a wall or something.
What the heck would the world exclamation do that that “throwback” doesn’t already tell you, u dead regardless 😂😭 and they do technically indicate the direction but only subtly
@@kadenwood5292yeah but that’s bugged too. Hand the direction marker from a nade right behind me i run and move forward away from it and die. Check the kc and it shows me running straight into the nade even though i clearly moved the opposite direction
@@kadenwood5292and then add the times i dont get the direction marker from a nade because it’s literally in a different room from me yet i still died from it 😂
To be fair, even with these limitations, it's still a near essential perk for me in just about every map and mode, and it will be as long as everyone gets at least one Lethal on spawn. Return of Pick 10 when
yeah when everyone can also spam assault packs, it’s more like everyone has 3 grenades per life. i’m fighting for my life for a pick 10 so people have to sacrifice something
If the frag grenade is literally touching you, I think that's fine if it kills you with flak. If it is 1m or more radius that kills you with flak, that's not fine.
I think if you have the indicator on the screen saying you can throw it back then you’re close enough I’d classify that as a “direct impact” situation like the Semtex or impact grenade or the Molotov so I’d say that’s fine for a one shot through flak jacket. If you can’t throw it back then it should be too far. Seems fair I guess.
It seems like the damage clamp threshold with the frag stops right when the hand appears that would allow you to throw back. In my opinion the logic is that this is the equivalent of a stick since the frag which (makes sense to be slightly higher explosive than sticky or impact grenade) to kill you if you can literally pick it up. like you explained, a lot of the other lethals can kill in perfect scenarios even with flak jacket, so can frag. I think that makes sense.
Spring mines are my single biggest balancing complaint right now. They need to either deploy slower so we have more time to prone, or make crouching survivable. Nothing worse then getting your kill streak ruined by an uncounerable field upgrade that took no skill to deploy behind a door.
And yet they give everyone lethals and tacticals for free. Flak jacket either needs to compensate for the amount or grenade spam or pick 10 needs to return to reduce grenade spam.
I think with this, it’s a result of them all using the same engine now. So a whole bunch of bugs and other issues are shared. But I think what’s happening here is they’re using their own build, which was likely in development before those bugs were fixed in the live versions of the previous games, and those updates to the engine just aren’t getting applied properly to the in development builds, or they’re being forgotten about. And as such carry forward to the new titles. I’ve noticed a large number of returning issues like this over the last few years. Under the assumption this is a bug, and not intentional by design
One thing with spring mine is it doesnt count the animation of going into prone. It counts as soon as you hit the prone button. It's a little visually jarring when its exploding and you're barely even crouched but it does make dodging them a little more consistent.
This is why I use frag grenades. I also wonder if this is an intentional design choice from the devs. Air burst frags are extremely effective even if they take you out of the fight to cook them. I agree that the clamp should apply to frags, but im enjoying frags actually having some use instead of Semtex just being the go to explosive. Spring mines are a different story. They’re just annoying. If you’re in a sprint and you run over a mine, tough luck. If you spot one and a teammate bumbles blindly into it before you can pop it, tough luck. They’re bouncing Bettie’s from CoD ww2 all over again, but we do have shadow now which is a wonderful counter and something you should definitely do a video on.
I always liked frags Cookable to an almost instant explosion upon getting close to the enemy and you can also make them roll into spots as well as make them bounce on walls around corners
I always thought frags were just more versatile semtexs. Semtexs are nice when you wanna toss and forget, but if you put some thought into things frags are generally better. Also I dislike the idea of shadow just completely invalidating mines, I would prefer how it worked in older cods where it just was a delayed detonation. Although spring mines are stupid strong in this game, even crouching isn't enough to survive them. Which is weird when we have a game all about going fast fast fast
It feels fine to me, I very rarely die to one frag grenade or an Archangel. People say it's not that good, but it's the closest thing to a crutch perk in this game imo. It's good there aren't many of those like many of the older games, because making legitimate perk decisions with interesting trade offs is better than everyone running the same setups. I always run it with or without perk greed basically. Combine that with stims and you have a huge advantage, especially in objective modes.
I think it's a ridiculous perk I don't care if it was better before the concept of grenades bot working because you ran a perk is bullshit Same thing with tac mask
Quick tip for all of u. If you trigger a spring mine, u can avoid it by dolphin diving. Allowing you to at least maneuver into cover while baiting the mine simultaneously
I think explosives should kill through flak jacket if they get close enough. Thinking about it reasonably, i wouldn't expect someone to survive a c4 at their feet versus a semtex stuck on their chest. It would be under where the flak jacket would be protecting, if they were actually wearing one.
Could you make a video on grips? As far as I’m aware sprint to fire is only for hipfire and does not overlap with ads speed. Also ergonomic vs quickdraw, I can’t really feel a difference while slide canceling. Is it only for the dive speed ads and if so is it even worth it if you don’t dive a lot? Great vid as always!
Was sensitivity pre-update different when compared to previous games’? Was 7-7 in BO6 really 6-6 in MWIII or MWII? Post sensitivity update, were our sensitivities really converted properly? I’m so confused.
Important notice: flak jacket is bugged where it does not reduce your own semtex damage at all and it will always kill yourself once within 4m. Also, we gotta mention the possible chaining of explosivs. If one enemy explosive goes of it will trigger all allied and other enemy explosivs in range and therefore will do 70 +70 dmg and instakill you through flakjacket. Its ridiculous...
They probably made it so crouching doesn’t let you survive because of sliding. With everyone sliding all the time the spring mine would be significantly weaker if sliding enemies survived going over it
4:52 the a difference between semtex and frag grenade is that the frag peppers you with fragments. Perhaps its not the explosion taking you out, but the fragments
One thing I've noticed in hard-core is that flak jacket works the first time, but once full health it doesn't work for the second time. Or the other situation I've noticed is if you take any form of damage prior to explosion damage once full health still kills you.
Did you test how flak jacket works in hardcore? I’m interested to know if you are protected only from an initial blast during each life. Once you survive a hit, would any subsequent hit kill you regardless of how much later the second hit took place? Even fifteen seconds for instance? I’ve been noticing I can survive a big hit but not every time.
Kinda wished you tested launchers, seems like an important thing for flak jacket to counter. I don't think launcher camos this year require kills but still
They do require kills unfortunately, I've done Dark Matter for both and the Dark Matter challenge is 5 kills in a game 3 times on both. I think one of them before that is Also kill based but I forget
I agree with you Ace, also what is the issue trying to lie down after a slide or just standing? Seems like it is a real struggle, not a fluid transition?
I think the way to fix it while still rewarding good frag nades is to make it that nades that never bounce off a surface and explode in air have one shot potential against flak jacket. If it rolls or bounces under them, it doesn't. Kinda makes sense too because a flak jacket isn't going to save you from a nade exploding on your face
I’ve definitely noticed that grenades are killing me a lot more lately and spring ones are killing me all the time. The grenades are pretty OP in this game.
Hey Ace. Great explanation as always in your videos man! I have a quick question regarding the sensitivity changes in Black Ops 6. With the recent patch switching sensitivity from a 1-20 scale to 0.00-4.00, there’s been some confusion in the community. The issue stems from the old system being miscalibrated-specifically, the "1" sensitivity was equivalent to what should’ve been "5," throwing off the scaling entirely. For example, players like me who used 5/5 sensitivity on both axes (which matched 4/4 in older CoD titles) now see our settings converted to the corrected scale. The patch technically fixed the scaling and auto-converted everyone's settings, but it’s clear that Activision didn’t explain this well. Using the new scale, you have to account for a 1-point difference on the old system to match the same look/rotation speed. For instance, if you played on 7/7 before, that now translates to roughly 6/6 under the corrected scaling. Would you consider covering this in a video? It’d be really helpful for players who might be confused about why their sensitivity feels "off" even though the game updated it correctly. Cheers!
Ace, did you test the underbarrel launcher that has a fuse? It has similar properties to the frag grenade. I was wondering if that also ignored flak jacket if you were standing on it.
I think it would be interesting if flak jacket prevented frag grenades from one-shotting if you are standing over it, but not if you are crouched or prone over it. Would be an interesting dichotomy to the spring mine too
Hi Ace, I notice that after S1 reloaded, we started being able to hear enemies’ vocal reaction of grenades thrown by our team. Like I can hear enemy around a corner shouting “stun incoming!” - without anything related perk or gear equipped. I feel this change might be a bug, or if it’s intentional, Treyarch should note it openly. Could you look into it?
I know it would be hard to test, but I'm wondering how close the frag has to be for the damage clamp to be ignored. If it's within 1 meter, then I think that's fine. But what this issue brings up for me is how weak the impact grenade is, even when the target isn't using flak jacket. When I'm doing a daily challenge for them, I can't get any kills with them unless it's a direct hit. There's are a lot of issues with the lethals, tacticals, and similar field upgrades. The spring mine and blast trap are a little too fast. The thermo is way, way, way too slow. Etc..
I'm not sure I agree with the frag being a direct counter to flak jacket because it goes against the principle of my equipping it in the first place. This is one of the worst games for grenade spam in years, and I think it's cruel that I can't even stop them from killing me all the time lol. Thanks for the work you do, Ace
I don't know if there is any special implementation of the frag grenade but if there is and they have explosion damage as well as damage from the shrapnel, maybe that's where it comes from. Though I feel it is much more likely to just be the frag equivalent of sticking or impacting directly with semtex/impact grenade you mentioned. And I do agree it shouldn't be the case as it makes it more powerful than the rest.
Hmm this is a huge issue, indeed, but I think that while we are already on this topic, we also need to bring up the fact that the grenade warnings are pretty much non-existent it seems. They really need to increase the radius where the grenade warning triggers as it constantly throughout a match feels like an insta-death from a grenade that didn’t even have an indicator. Absolutely insane!
With the frag, is it because its the only lethal that can be thrown back? And if you see the throw back indicator it's 100% damage. And if it's outside throw back indicator then the clamp applies?
Something you didn't mention in the frag vs semtex comparison is that frags can be thrown back, and there is a perk that specifically allows you more time to throw them back. I would like to see the frag nerfed, but only to give a more obvious directional indicator when the frag is close enough to ignore FJ. In a game where headshots are so weak, we really need frags to deal with campers. I'd also like to see the spring mine nerfed as you suggested: crouched with FJ = damage capped at 70 but still lethal if standing.
Question. Does it still keep you alive after you revive? I have noticed some games it works as intended. After stim shot or waiting to revive I'll die to a second explosive. Mind you it's not every time. So maybe I'm just almost over a nade but just wondering if you tested it after reviving.
Some explosions shouldnt be negated or reduced by flak. Flak shouldn't protec Vs C4. Nades aoe from Semtex impacts etc? Yes. Stuck from Semtex and C4 shouldn't be impacted
This was also a problem with MWIII, at launch and in beta frags and breacher drones killed you even with EOD/Flak Jacket on, def carryover code like the idle sway issues that are still being patched
Ahhhh never fails to amaze me, they’ve been making CoD for 17+ years and still flak jacket, a perk that’s been in every game since CoD4 somehow seems to have been broken in the last few games, unbelievable
I’ve had issues where if I edit my class mid match and select flak jacket, it will not actually apply it. It shows that it’s equipped but it is not saving me from explosives. After the match it then shows the old perk I had and I have to reselect flak. So mid match class edits are glitched at least in this example.
They way that I’ve read it is that there is a clamp but it’s backwards. So instead of clamping the amount of damage it is doing to you, the damage as a whole is reduced so since the frag does so much damage up close, this reduction isn’t enough for you to survive?
What about the bigger explosive underbarrel? That has a fuse and I think is meant to give a bigger explosion so I guess so more damage than the regular underbarrel launcher.
I think the point blank frag kill could be fine if it hits you before going off or is airborne and within the throw-it-back radius when it detonates, because a well cooked and accurate frag would be about as tricky to land as a stick with a semtex.
4:46 I think they're fine. It feels like Frags have more top damage than the other grenades, is all, causing them to be more effective at their furthest damage area. Idblike molotovz to not be damage reduced by flack jacket, though. And quite possibly the He-1 being more effective vs. flack jacket
Ok, I’m glad I wasn’t going crazy when I’ve died to several frag grenades while at full health. I agree it shouldn’t kill. Also agree on the spring mine since it’s at least a field upgrade. I feel like flak jacket is a bit of crutch perk with the heavy nade spam due to the smaller maps
Worth noting that grenades that are in your hand while an enemy’s explosion goes off will cause both explosives to detonate, killing you even with flak jacket
I don’t mind dying to frags if I touch them. I don’t mind dying to spring mines, I do mind basically needing flak jacket as a crutch perk because there are so many explosives in the game. Why not have the lethal equipment recharge every 45 seconds regardless of deaths?
I swear I die to soooo many things with Flak Jacket on. It’s surprising to see you not die at all in testing. In my personal experience, it sometimes feels like there’s no point in wasting a perk slot if I'm still going to die anyway. Especially from constant spam.
Well as he's just pointed out, you'll survive all explosive damage from full hp except for a direct impact or a field upgrade. I wouldn't consider that to be "soooo many things".
Long time Frag Loyalist here. There is an obvious nerf to frags in my eyes that makes most sense. It would require them to add a medal, kill icon, and probably a few minor visual or audio effects to make it clear but I think making it so frags have the damage clamp applied to them the second they make contact with the ground (or maybe even walls) would make it so blind frags can be tanked by flack jacket users. But if the frag user successfully timed and placed an airburst right on an enemy, it should still kill. It's the most skill intensive thing you can do with a lethal equipment in a CoD game. It just needs to be conveyed well to the receiving player (some sort of visual or sfx) and the user (kill icon and medal).
@@thomased22legoyodagaming great at game! If you wanna be able to kill players that use FJ with one grenade, then pick Semtex and learn how to stick people. That's how it should be.
@ronniekregar3482 semtex takes no skill or planning. And is slower than shooting people. Semtexes aren't even good. They are just easy to use. That is the only reason they are spammed. Frags are more powerful inherently but take more skill and unconventional skill. Almost any time you can stick someone you are better off shooting them. Why would I use something worse and more niche than what I normally use for less reward?
spring mines are broken they’re literally impossible to dodge every time i try to prone my guy just stands there doing nothing shouldn’t even be a field upgrade
@@christofrinioff of the top of my head some other counters are: The new perk that allows you to walk over equipment without it detonating, with hacker you can see mines through walls, and the strategist field upgrade also lets you see mines through walls. So, 3 perks that counter mines.
My issue with Flak Jacket is the hit marker icon doesn’t ever work. My C4s detonate next to people and don’t kill them, and the flak jacket icon never appears on the hitmarker, and I know he has Flak Jacket because if he kills me, I see it on the killcam.
One more caveat, if you throw a semtex grenade yourself and it explodes anywhere near you (if you stick an errant throw onto a ceiling for instance), it kills you with full health. You don't even have to be that close to it. That's with flak jacket.
when I was in the Stakeout 24/7 playlist I got stuck a couple of times with the semtex with flak jacket on and I survived each time. Not sure how that worked.
Quartermaster is broken (listed effects don't work). And so are Blueprints keeping fixed accessories no matter what. Stims recharge rate is wayyyy to slow, Enforcer bonus heal on kill is delayed by 2s... And this has been since launch. Once again, it's a game made for campers with just omnimovement layered on top. What a useless update. It actually broke more than it fixed.
@alexmason5521 Read the effects of quartermaster again. You tell me if it works. Enforcer being delayed by design is simply bad design, that's it. Makes it completely useless if you're playing in any lobby that's slightly above average where everyone runs. It just happens that my SBMM is exactly matching me with full on ranked sweats... So enforcer is effectively a useless perk set
@wiggyj5795 yes when you get a kill you get a speed boost immediately, but HP regen is delayed by about 2 seconds. And yes... This makes it completely useless when you're going back to back in gunfights. It HAS to be like quick-fix for it to be useful. Otherwise it's just a complete waste of a perk set. Dexterity does basically nothing, double time is useless cos melee has infinite tac sprint, perks in slot 2 are assassin and bruiser, which are both useless...
Why does vigilance eye symbol activate even when I have ghost on, a suppressor and am not doing anything to reveal myself? I see the vigilance symbol even when there is no UAV? Am I confused or misunderstanding something?
Had cases where I threw a c4 at a person's feet and they still live. At that point flak jacket is too good. Also, what is the point of fire damage if flak can also work against it? Seriously why does an incendiary grenade exist. Takes too long to detonate and the kill radius seem at least smaller than others.
No it shouldn’t. The only lethal that should kill you AT FULL HEALTH with flak jacket is a score streak explosive that you EARN by getting multiple kills. If someone sacrifices a perk 1 slot, which has the best perks in the game, for flak jacket you shouldn’t be killed by a frag that you get by just respawning or using an assault pack
@@Bft149are you special mate, why the fk should a c4 kill a person with flak Jak, as someone who been using c4s since bo2, a c4 should never be able to kill someone with flat jacket
@@primemachine146 Flak just a bandaid fix to the grenade spam solution. The fact ALL EXPLOSIVE are hampered because of sentix and frag spam is stupid. Whats the point of having options if all other explosive are treated the same? But if they did the cod player like yourself complain and moan.
I think they can fix this by doing one simple thing. Don't change the damage that can be done but force explosives to only take the player down to 5 health allowing a 3rd explosive to kill them or even a feather brush. This would make flak jacket more viable while not making the player invincible if they have follow up shots.
The frag deserves this unique trait as you leave yourself vulnerable as you cook it. All other explosives are a quick toss. Frags are used to kill not to pressure and damage or area denial. It’s like switching to a rocket launcher.
The thing still has saved my life more times than I can count. But I noticed the frag grenade thing quickly and it's the only lethal I run now as a result. I like cooking them and bouncing them off corners into cover anyway though, to be fair.
I personally do not run Flak Jacket unless if have a Perk Greed build as I heavily use the Enforcer Specialty and Flak Jacket is also in very stiff competition with 4-5 other valuable perks in the Tier One slot.
I do think the clamp should be applied to the frag in the game. With the prox mine I’m a little torn since you don’t get it as much as you get a frag. Maybe make it so you go down to 50 health from crouching to the prox mine. This way it’s balanced to the point where the prox mine is still viable without making flak jacket completely useless against this.
Ace even if it’s only a few seconds of input, PLEASE include hardcore in topics like these. For example, I don’t think the clamp is on damage, I think it’s a minimum percentage of health you can be reduced to, otherwise with HC having 22 health flakjacket would be useless if it was a 70 damage clamp, and yet in HC flak jacket is being used as a major crutch and people can survive almost every explosive which makes zero sense. Even multiple explosive hits in a single life which is insane in a mode where many guns kill with 1 bullet.
Regarding your last point, I don't think they'll buff flak jacket against traps only because it would make the shadow perk even more useless. They should have never added a shadow perk to begin with IMO.
I think it's in an overall really good spot, I almost exclusively use it, and it's still really handy, and less frustrating to play against, especially with fast hands to help counter enemy frags, just takes a bit of practice
The transition to prone is so slow that you can never really avoid a spring mine, it needs to be much slower to jump up or prone speed needs to be quicker. Or have flak make you survive the spring mine.
Irdky how everyone forgot how the frag did the EXACT same thing in mw3 when the game first launched before they patched it, it's like they built their game based on that engine and they need to change that instantly.
Hey Ace, I know it isn’t your neck of the woods but could you cover the COD Zombies VA stuff(protection against use of VAs voice for AI in contracts) going down? Even if just a quick mention at the start of the vid. It’s tied to the other undisclosed use of AI by ABK/Microsoft (and against Steam policy) Thank you, zombies fans will really appreciate it!
I feel like Flak Jacket is a perk that literally cant be overpowered when it comes to lethals. If you are using a perk slot on it I think its perfectly fine for you to even be completely immune to lethal explosives. Not scorestreaks though. The game isn't balanced around grenades, they aren't meant to be the main mechanic of the game, they are a supplementary one, if someone wants to handicap the rest of their build to ignore spawn nades then more power to them.
Agreed, ESPECIALLY if that someone gives up the other powerful tier 1 perks such as ninja or ghost or commits to using perk greed. You sacrifice so much already, please just let me survive these random frags.
Facts, I hope they buff it tbh. The lethal spam in this game is egregious. I also think the blast traps need a nerf. Their explosion radio is is way too large for something that can’t be avoided (without shadow or engineer).
ehh. If a frag directly at your feet can't kill you than a semtex stick or impact hit shouldn't either. Personally, I just think it should work on all lethals all the time, or only work if you are outside of a foot radius.
Saw a video testing this about a month ago, under the comments it said something about the frag grenade also doing shrapnel damage? whatever that means
because explosives and tactical equipment are so often seen used, i have FlakJack and TacMask an nearly all classes (with perk greed). I will take having normal foot step audio as a penalty other not having to day because of a nade every 10 sec nearly in all modes
Yeah had a flak jacket hit marker for my ldbr scorestreak yesterday so it’s definitely bugged and working for some scorestreaks, which the tooltip for flak specifically states works against non scorestreak explosive damage.
One thing that wasn’t mentioned about the Molotov is that unlike in previous games, you can get “direct impact” kills with the Molotov. If an enemy hits you direct impact with a Molotov, you will continue to take burn damage and die even if you run outside of the fire area, and you will die regardless if you’re running flak jacket or not. I suspect diving into water might save you, but I haven’t tested that myself and most maps don’t have water anyway
Molotov direct impact kills have been a thing for a bit now
The Molotov bots in DMZ were notorious for this
Lowtown 60% water
This definitely isn't new
That’s been a thing since at least MW19.
Even with its holes I run flak jacket all classes too many spawn nade angels to worry about.
If frags 1 shotting flak is intentional, add an exclamation point to the frag indicator when it's at point blank range from you.
it literally has the hand telling you hey you are touching this frag.
@@kadenwood5292Either a direction key or let the frag glow to stand out a bit (maybe with a perk). I'll toss a grenade back quick, but alot of times I miss the hand icon just by a hair cuz it bounced off a wall or something.
What the heck would the world exclamation do that that “throwback” doesn’t already tell you, u dead regardless 😂😭 and they do technically indicate the direction but only subtly
@@kadenwood5292yeah but that’s bugged too. Hand the direction marker from a nade right behind me i run and move forward away from it and die. Check the kc and it shows me running straight into the nade even though i clearly moved the opposite direction
@@kadenwood5292and then add the times i dont get the direction marker from a nade because it’s literally in a different room from me yet i still died from it 😂
To be fair, even with these limitations, it's still a near essential perk for me in just about every map and mode, and it will be as long as everyone gets at least one Lethal on spawn.
Return of Pick 10 when
yeah when everyone can also spam assault packs, it’s more like everyone has 3 grenades per life. i’m fighting for my life for a pick 10 so people have to sacrifice something
I will gladly have no lethal or tactical. If it means I can get every perk I want or bring specialist back, please
Never again. Now they’re adding skins for tactical and lethals. If they have less players using it. Then less skins will be sold.
Pick ten system is what they’ll use to sell you the next game.
@@Nono-458people have been saying this for years since pick 10 has been gone, and I would LOVE for it to be back
so that's why perfect cooking grenades feels so viable
If the frag grenade is literally touching you, I think that's fine if it kills you with flak. If it is 1m or more radius that kills you with flak, that's not fine.
👏
Communicate that then, when it hasn't been the norm in the game for a decade+
I think if you have the indicator on the screen saying you can throw it back then you’re close enough I’d classify that as a “direct impact” situation like the Semtex or impact grenade or the Molotov so I’d say that’s fine for a one shot through flak jacket. If you can’t throw it back then it should be too far. Seems fair I guess.
The ONLY way a frag should kill you with flack jacket is if it blows up while you’re holding it. Don’t gimmie any of this under 1 mm crap
@@ronniekregar3482 how it's been since FJ was introduced
It seems like the damage clamp threshold with the frag stops right when the hand appears that would allow you to throw back. In my opinion the logic is that this is the equivalent of a stick since the frag which (makes sense to be slightly higher explosive than sticky or impact grenade) to kill you if you can literally pick it up. like you explained, a lot of the other lethals can kill in perfect scenarios even with flak jacket, so can frag. I think that makes sense.
then why can't c4? half a kilo of high explo should be a kill as well then
That's stupid because that allows luck to kill you. Also, people just cook the frag.
@@monox1de1 agree
Spring mines are my single biggest balancing complaint right now. They need to either deploy slower so we have more time to prone, or make crouching survivable. Nothing worse then getting your kill streak ruined by an uncounerable field upgrade that took no skill to deploy behind a door.
I hate this trend of making flak jacket useless in recent cods
Recent CODS? You should have seen Flat Jacket in Cold War. it was so good they had to nerf it twice
It works, tho I dont die to one gernade with it
One oversight is definitely not "useless"
And yet they give everyone lethals and tacticals for free. Flak jacket either needs to compensate for the amount or grenade spam or pick 10 needs to return to reduce grenade spam.
@@DanielHernandez-pq5cs I wonder if Black Ops 1 Flak Jacket is still the best, I remember tanking 3 nades like nothing with no stim shot back then
Its almost as if this issue has been happening at the launch of every CoD since Vanguard lol, why cant they just keep it the same as it was?
I think with this, it’s a result of them all using the same engine now. So a whole bunch of bugs and other issues are shared. But I think what’s happening here is they’re using their own build, which was likely in development before those bugs were fixed in the live versions of the previous games, and those updates to the engine just aren’t getting applied properly to the in development builds, or they’re being forgotten about. And as such carry forward to the new titles. I’ve noticed a large number of returning issues like this over the last few years. Under the assumption this is a bug, and not intentional by design
One thing with spring mine is it doesnt count the animation of going into prone. It counts as soon as you hit the prone button. It's a little visually jarring when its exploding and you're barely even crouched but it does make dodging them a little more consistent.
So happy I used a permanent unlock on perk greed pretty much exclusively for flak jacket
Same I always have it on no matter what
if most of your classes aren't with gunfighter I can't imagine you are very good at the game 😂
@buccagnar You can just glitch the blue print guns to fill up all your attachment options.
This is why I use frag grenades. I also wonder if this is an intentional design choice from the devs. Air burst frags are extremely effective even if they take you out of the fight to cook them. I agree that the clamp should apply to frags, but im enjoying frags actually having some use instead of Semtex just being the go to explosive.
Spring mines are a different story. They’re just annoying. If you’re in a sprint and you run over a mine, tough luck. If you spot one and a teammate bumbles blindly into it before you can pop it, tough luck. They’re bouncing Bettie’s from CoD ww2 all over again, but we do have shadow now which is a wonderful counter and something you should definitely do a video on.
I always liked frags
Cookable to an almost instant explosion upon getting close to the enemy and you can also make them roll into spots as well as make them bounce on walls around corners
shadow?
I always thought frags were just more versatile semtexs. Semtexs are nice when you wanna toss and forget, but if you put some thought into things frags are generally better.
Also I dislike the idea of shadow just completely invalidating mines, I would prefer how it worked in older cods where it just was a delayed detonation. Although spring mines are stupid strong in this game, even crouching isn't enough to survive them. Which is weird when we have a game all about going fast fast fast
Shadow and engineer. Mines are kind of crap in Bo6
@@kaleidoscopekaleidoscope9064 new tier 2 green perk we got from last month's event.
It feels fine to me, I very rarely die to one frag grenade or an Archangel. People say it's not that good, but it's the closest thing to a crutch perk in this game imo. It's good there aren't many of those like many of the older games, because making legitimate perk decisions with interesting trade offs is better than everyone running the same setups.
I always run it with or without perk greed basically. Combine that with stims and you have a huge advantage, especially in objective modes.
I think it's a ridiculous perk
I don't care if it was better before the concept of grenades bot working because you ran a perk is bullshit
Same thing with tac mask
Quick tip for all of u. If you trigger a spring mine, u can avoid it by dolphin diving. Allowing you to at least maneuver into cover while baiting the mine simultaneously
I think explosives should kill through flak jacket if they get close enough. Thinking about it reasonably, i wouldn't expect someone to survive a c4 at their feet versus a semtex stuck on their chest. It would be under where the flak jacket would be protecting, if they were actually wearing one.
It's just bullshit really
If my perfectly laid c4 decides not to work and the enemies take the objective and win, that's ridiculous
good thing its a video game and not real life where we don't have to worry about that.
A fragmentation grenade explodes… but also has shrapnel that does damage.
Could you make a video on grips?
As far as I’m aware sprint to fire is only for hipfire and does not overlap with ads speed.
Also ergonomic vs quickdraw, I can’t really feel a difference while slide canceling. Is it only for the dive speed ads and if so is it even worth it if you don’t dive a lot?
Great vid as always!
4:18 Flak jacket in previous games like BO2 also wouldn’t stop grenades if they were within the pickup range.
Pretty sure it did. It just never saved you if you were holding it when it explodes as it causes 50,000 damage when held.
It did bro
Was sensitivity pre-update different when compared to previous games’? Was 7-7 in BO6 really 6-6 in MWIII or MWII? Post sensitivity update, were our sensitivities really converted properly? I’m so confused.
Important notice: flak jacket is bugged where it does not reduce your own semtex damage at all and it will always kill yourself once within 4m. Also, we gotta mention the possible chaining of explosivs. If one enemy explosive goes of it will trigger all allied and other enemy explosivs in range and therefore will do 70 +70 dmg and instakill you through flakjacket. Its ridiculous...
They probably made it so crouching doesn’t let you survive because of sliding. With everyone sliding all the time the spring mine would be significantly weaker if sliding enemies survived going over it
Also realistically why would crouching save you?
The mine is at perfect head height
What’s not broken in this game?
The store and strict match making 💀
The HE-1
@@JT-Feeds And spam reporting... been shadowbanned twice now because clans spam reported me after having a 2.80 K/D game with a dreadnought.
Shop
The ingame store
4:52 the a difference between semtex and frag grenade is that the frag peppers you with fragments. Perhaps its not the explosion taking you out, but the fragments
You have no idea how much this helps… I swear they put something different in the Frags this year so I’m glad to know it’s not just me😭
One thing I've noticed in hard-core is that flak jacket works the first time, but once full health it doesn't work for the second time. Or the other situation I've noticed is if you take any form of damage prior to explosion damage once full health still kills you.
Health doesn't regen in hardcore. You just loose the visual damage onscreen. Hence why it only works the first time.
Did you test how flak jacket works in hardcore? I’m interested to know if you are protected only from an initial blast during each life. Once you survive a hit, would any subsequent hit kill you regardless of how much later the second hit took place? Even fifteen seconds for instance? I’ve been noticing I can survive a big hit but not every time.
Kinda wished you tested launchers, seems like an important thing for flak jacket to counter. I don't think launcher camos this year require kills but still
They do require kills unfortunately, I've done Dark Matter for both and the Dark Matter challenge is 5 kills in a game 3 times on both. I think one of them before that is Also kill based but I forget
I agree with you Ace, also what is the issue trying to lie down after a slide or just standing? Seems like it is a real struggle, not a fluid transition?
I think the way to fix it while still rewarding good frag nades is to make it that nades that never bounce off a surface and explode in air have one shot potential against flak jacket. If it rolls or bounces under them, it doesn't. Kinda makes sense too because a flak jacket isn't going to save you from a nade exploding on your face
Best cod channel, cause it's informative
I’ve definitely noticed that grenades are killing me a lot more lately and spring ones are killing me all the time. The grenades are pretty OP in this game.
Hey Ace. Great explanation as always in your videos man!
I have a quick question regarding the sensitivity changes in Black Ops 6.
With the recent patch switching sensitivity from a 1-20 scale to 0.00-4.00, there’s been some confusion in the community. The issue stems from the old system being miscalibrated-specifically, the "1" sensitivity was equivalent to what should’ve been "5," throwing off the scaling entirely. For example, players like me who used 5/5 sensitivity on both axes (which matched 4/4 in older CoD titles) now see our settings converted to the corrected scale.
The patch technically fixed the scaling and auto-converted everyone's settings, but it’s clear that Activision didn’t explain this well. Using the new scale, you have to account for a 1-point difference on the old system to match the same look/rotation speed. For instance, if you played on 7/7 before, that now translates to roughly 6/6 under the corrected scaling.
Would you consider covering this in a video? It’d be really helpful for players who might be confused about why their sensitivity feels "off" even though the game updated it correctly.
Cheers!
Ace, did you test the underbarrel launcher that has a fuse? It has similar properties to the frag grenade. I was wondering if that also ignored flak jacket if you were standing on it.
I think it would be interesting if flak jacket prevented frag grenades from one-shotting if you are standing over it, but not if you are crouched or prone over it. Would be an interesting dichotomy to the spring mine too
Hi Ace, I notice that after S1 reloaded, we started being able to hear enemies’ vocal reaction of grenades thrown by our team. Like I can hear enemy around a corner shouting “stun incoming!” - without anything related perk or gear equipped. I feel this change might be a bug, or if it’s intentional, Treyarch should note it openly. Could you look into it?
Interesting thought on frags - are they only lethal to flak jacket users if they're within the "throw back" radius?
I know it would be hard to test, but I'm wondering how close the frag has to be for the damage clamp to be ignored. If it's within 1 meter, then I think that's fine. But what this issue brings up for me is how weak the impact grenade is, even when the target isn't using flak jacket. When I'm doing a daily challenge for them, I can't get any kills with them unless it's a direct hit. There's are a lot of issues with the lethals, tacticals, and similar field upgrades. The spring mine and blast trap are a little too fast. The thermo is way, way, way too slow. Etc..
Really wish you did hardcore, I’ve been stuck multiple times with Semtex and just tanked them which I don’t got a problem with.
I'm not sure I agree with the frag being a direct counter to flak jacket because it goes against the principle of my equipping it in the first place. This is one of the worst games for grenade spam in years, and I think it's cruel that I can't even stop them from killing me all the time lol. Thanks for the work you do, Ace
3:54 it's for this same reason that in my opinion ghost should always keep you off the map.
In past CoDs it was pretty easy to go prone as soon as you see the spring mine icon. Does the mine blow up faster in this game or something?
Hey Ace, why you didn’t cover your feedback about xdefiant? I would love to hear your feedback.
I don't know if there is any special implementation of the frag grenade but if there is and they have explosion damage as well as damage from the shrapnel, maybe that's where it comes from. Though I feel it is much more likely to just be the frag equivalent of sticking or impacting directly with semtex/impact grenade you mentioned.
And I do agree it shouldn't be the case as it makes it more powerful than the rest.
Hmm this is a huge issue, indeed, but I think that while we are already on this topic, we also need to bring up the fact that the grenade warnings are pretty much non-existent it seems. They really need to increase the radius where the grenade warning triggers as it constantly throughout a match feels like an insta-death from a grenade that didn’t even have an indicator. Absolutely insane!
With the frag, is it because its the only lethal that can be thrown back? And if you see the throw back indicator it's 100% damage. And if it's outside throw back indicator then the clamp applies?
Something you didn't mention in the frag vs semtex comparison is that frags can be thrown back, and there is a perk that specifically allows you more time to throw them back. I would like to see the frag nerfed, but only to give a more obvious directional indicator when the frag is close enough to ignore FJ. In a game where headshots are so weak, we really need frags to deal with campers.
I'd also like to see the spring mine nerfed as you suggested: crouched with FJ = damage capped at 70 but still lethal if standing.
Question. Does it still keep you alive after you revive? I have noticed some games it works as intended. After stim shot or waiting to revive I'll die to a second explosive. Mind you it's not every time. So maybe I'm just almost over a nade but just wondering if you tested it after reviving.
Some explosions shouldnt be negated or reduced by flak. Flak shouldn't protec Vs C4. Nades aoe from Semtex impacts etc? Yes. Stuck from Semtex and C4 shouldn't be impacted
Ok cheers
c4 is crazy
C4 absolutely should be negated. Are you crazy? You must spam C4 all the time and are mad about flak jacket users. Skill issue don’t rely on C4s
Someone is mad they nerf c4s after bo2 and has never recovered since then
Hi ace, I have the feeling that ninja perk isnt working in ranked. At least not all the time. Can you take a look?
This was also a problem with MWIII, at launch and in beta frags and breacher drones killed you even with EOD/Flak Jacket on, def carryover code like the idle sway issues that are still being patched
Ahhhh never fails to amaze me, they’ve been making CoD for 17+ years and still flak jacket, a perk that’s been in every game since CoD4 somehow seems to have been broken in the last few games, unbelievable
I’ve had issues where if I edit my class mid match and select flak jacket, it will not actually apply it. It shows that it’s equipped but it is not saving me from explosives. After the match it then shows the old perk I had and I have to reselect flak. So mid match class edits are glitched at least in this example.
I miss being able to use Flak Jacket and Tac Mask as perks together, that is all I ever used and all I ever need.
That's what perk greed is for
lol, you’d go 2-20 in team death match then
They way that I’ve read it is that there is a clamp but it’s backwards. So instead of clamping the amount of damage it is doing to you, the damage as a whole is reduced so since the frag does so much damage up close, this reduction isn’t enough for you to survive?
What about the bigger explosive underbarrel? That has a fuse and I think is meant to give a bigger explosion so I guess so more damage than the regular underbarrel launcher.
I think the point blank frag kill could be fine if it hits you before going off or is airborne and within the throw-it-back radius when it detonates, because a well cooked and accurate frag would be about as tricky to land as a stick with a semtex.
4:46 I think they're fine. It feels like Frags have more top damage than the other grenades, is all, causing them to be more effective at their furthest damage area. Idblike molotovz to not be damage reduced by flack jacket, though. And quite possibly the He-1 being more effective vs. flack jacket
Can you test the mobility use of (tac Sprint -> jump -> slide as you land -> repeat)? I've found it very fast/evasive.
Ace, please do a video on the UAV. I call in a UAV and dont see any enemy players on the mini map when it scans. Is it working or no?
Ok, I’m glad I wasn’t going crazy when I’ve died to several frag grenades while at full health. I agree it shouldn’t kill. Also agree on the spring mine since it’s at least a field upgrade. I feel like flak jacket is a bit of crutch perk with the heavy nade spam due to the smaller maps
Worth noting that grenades that are in your hand while an enemy’s explosion goes off will cause both explosives to detonate, killing you even with flak jacket
I don’t mind dying to frags if I touch them. I don’t mind dying to spring mines, I do mind basically needing flak jacket as a crutch perk because there are so many explosives in the game. Why not have the lethal equipment recharge every 45 seconds regardless of deaths?
I swear I die to soooo many things with Flak Jacket on. It’s surprising to see you not die at all in testing. In my personal experience, it sometimes feels like there’s no point in wasting a perk slot if I'm still going to die anyway. Especially from constant spam.
I run it and almost never die to grenades in search almost right on me
@@jackhat8070blud is a hacker
Flak jacket is practically mandatory for this game, idk what you’re on about.
Well as he's just pointed out, you'll survive all explosive damage from full hp except for a direct impact or a field upgrade. I wouldn't consider that to be "soooo many things".
Try running 1 match on Nuketown hardpoint or domination without flak jacket. Guarantee that you'll have a bad time.
Long time Frag Loyalist here. There is an obvious nerf to frags in my eyes that makes most sense.
It would require them to add a medal, kill icon, and probably a few minor visual or audio effects to make it clear but I think making it so frags have the damage clamp applied to them the second they make contact with the ground (or maybe even walls) would make it so blind frags can be tanked by flack jacket users. But if the frag user successfully timed and placed an airburst right on an enemy, it should still kill. It's the most skill intensive thing you can do with a lethal equipment in a CoD game. It just needs to be conveyed well to the receiving player (some sort of visual or sfx) and the user (kill icon and medal).
@@thomased22legoyodagaming Na…if your not holding a frag, it shouldn’t kill you with FJ
@@ronniekregar3482 bad at game
@@thomased22legoyodagaming great at game! If you wanna be able to kill players that use FJ with one grenade, then pick Semtex and learn how to stick people. That's how it should be.
@ronniekregar3482 semtex takes no skill or planning. And is slower than shooting people.
Semtexes aren't even good. They are just easy to use. That is the only reason they are spammed. Frags are more powerful inherently but take more skill and unconventional skill.
Almost any time you can stick someone you are better off shooting them.
Why would I use something worse and more niche than what I normally use for less reward?
On todays episode of “Bug or Feature”, we have xclusive ace breaking down the frag vs flack jacket
There are multiple other counters to the Springmine and it also rewards you for using the new movement system 1of 3 perks. I think it's fine as is.
Serious question: what other counters? I feel like “dive backwards to prone” isn’t much of an alternative to “dive to prone”.
spring mines are broken they’re literally impossible to dodge every time i try to prone my guy just stands there doing nothing shouldn’t even be a field upgrade
@@tylers92spring mines have like 5 counters you’re just trash
@@christofrinioff of the top of my head some other counters are:
The new perk that allows you to walk over equipment without it detonating, with hacker you can see mines through walls, and the strategist field upgrade also lets you see mines through walls.
So, 3 perks that counter mines.
Shill
Is it killing when its "in contact" with the target? Its not sticky so not "stuck" but touching you?
My issue with Flak Jacket is the hit marker icon doesn’t ever work. My C4s detonate next to people and don’t kill them, and the flak jacket icon never appears on the hitmarker, and I know he has Flak Jacket because if he kills me, I see it on the killcam.
thanks for doing these investigations
One more caveat, if you throw a semtex grenade yourself and it explodes anywhere near you (if you stick an errant throw onto a ceiling for instance), it kills you with full health. You don't even have to be that close to it. That's with flak jacket.
when I was in the Stakeout 24/7 playlist I got stuck a couple of times with the semtex with flak jacket on and I survived each time. Not sure how that worked.
Quartermaster is broken (listed effects don't work). And so are Blueprints keeping fixed accessories no matter what.
Stims recharge rate is wayyyy to slow, Enforcer bonus heal on kill is delayed by 2s... And this has been since launch. Once again, it's a game made for campers with just omnimovement layered on top.
What a useless update. It actually broke more than it fixed.
Broke my minimap this update
Quartermaster works fine. And the enforcer thing is intentional. I am surprised they haven’t fixed blueprints for this long though.
@alexmason5521 Read the effects of quartermaster again. You tell me if it works. Enforcer being delayed by design is simply bad design, that's it. Makes it completely useless if you're playing in any lobby that's slightly above average where everyone runs. It just happens that my SBMM is exactly matching me with full on ranked sweats... So enforcer is effectively a useless perk set
Wait enforcer is delayed???? Is that for real? If so that is useless then
@wiggyj5795 yes when you get a kill you get a speed boost immediately, but HP regen is delayed by about 2 seconds. And yes... This makes it completely useless when you're going back to back in gunfights. It HAS to be like quick-fix for it to be useful. Otherwise it's just a complete waste of a perk set. Dexterity does basically nothing, double time is useless cos melee has infinite tac sprint, perks in slot 2 are assassin and bruiser, which are both useless...
what's your sensitivity setting? Gameplay is ridiculously fast
Why does vigilance eye symbol activate even when I have ghost on, a suppressor and am not doing anything to reveal myself? I see the vigilance symbol even when there is no UAV? Am I confused or misunderstanding something?
If the frag hits you it should be able to end you if it’s still at your feet. Take that -1 and respawn if you can’t get away after that.
Had cases where I threw a c4 at a person's feet and they still live. At that point flak jacket is too good. Also, what is the point of fire damage if flak can also work against it? Seriously why does an incendiary grenade exist. Takes too long to detonate and the kill radius seem at least smaller than others.
No it shouldn’t. The only lethal that should kill you AT FULL HEALTH with flak jacket is a score streak explosive that you EARN by getting multiple kills. If someone sacrifices a perk 1 slot, which has the best perks in the game, for flak jacket you shouldn’t be killed by a frag that you get by just respawning or using an assault pack
@@Bft149are you special mate, why the fk should a c4 kill a person with flak Jak, as someone who been using c4s since bo2, a c4 should never be able to kill someone with flat jacket
@@primemachine146 Flak just a bandaid fix to the grenade spam solution. The fact ALL EXPLOSIVE are hampered because of sentix and frag spam is stupid. Whats the point of having options if all other explosive are treated the same? But if they did the cod player like yourself complain and moan.
@@Bft149 flak Jak has always and should always prevent a death from explosives, otherwise the perk doesn’t have any business being in the game.
I think they can fix this by doing one simple thing. Don't change the damage that can be done but force explosives to only take the player down to 5 health allowing a 3rd explosive to kill them or even a feather brush. This would make flak jacket more viable while not making the player invincible if they have follow up shots.
how do you have ur minimap like that? mine is so zoomed in
The frag deserves this unique trait as you leave yourself vulnerable as you cook it. All other explosives are a quick toss. Frags are used to kill not to pressure and damage or area denial. It’s like switching to a rocket launcher.
The thing still has saved my life more times than I can count. But I noticed the frag grenade thing quickly and it's the only lethal I run now as a result. I like cooking them and bouncing them off corners into cover anyway though, to be fair.
I personally do not run Flak Jacket unless if have a Perk Greed build as I heavily use the Enforcer Specialty and Flak Jacket is also in very stiff competition with 4-5 other valuable perks in the Tier One slot.
I do think the clamp should be applied to the frag in the game. With the prox mine I’m a little torn since you don’t get it as much as you get a frag. Maybe make it so you go down to 50 health from crouching to the prox mine. This way it’s balanced to the point where the prox mine is still viable without making flak jacket completely useless against this.
how about high explosive grenade launcher ? is there any pros tu using this over the regular grenade launcher ?
Ace even if it’s only a few seconds of input, PLEASE include hardcore in topics like these. For example, I don’t think the clamp is on damage, I think it’s a minimum percentage of health you can be reduced to, otherwise with HC having 22 health flakjacket would be useless if it was a 70 damage clamp, and yet in HC flak jacket is being used as a major crutch and people can survive almost every explosive which makes zero sense. Even multiple explosive hits in a single life which is insane in a mode where many guns kill with 1 bullet.
Regarding your last point, I don't think they'll buff flak jacket against traps only because it would make the shadow perk even more useless. They should have never added a shadow perk to begin with IMO.
I think it's in an overall really good spot, I almost exclusively use it, and it's still really handy, and less frustrating to play against, especially with fast hands to help counter enemy frags, just takes a bit of practice
Does Flak jacket have any effect in Hardcore?
The transition to prone is so slow that you can never really avoid a spring mine, it needs to be much slower to jump up or prone speed needs to be quicker. Or have flak make you survive the spring mine.
Thanks so much for this video, and all your other break down videos
Irdky how everyone forgot how the frag did the EXACT same thing in mw3 when the game first launched before they patched it, it's like they built their game based on that engine and they need to change that instantly.
They actually made the frag change. Shout out you 💪🏼
When we getting the rear grip video man?
Hey Ace, I know it isn’t your neck of the woods but could you cover the COD Zombies VA stuff(protection against use of VAs voice for AI in contracts) going down? Even if just a quick mention at the start of the vid. It’s tied to the other undisclosed use of AI by ABK/Microsoft (and against Steam policy)
Thank you, zombies fans will really appreciate it!
I feel like Flak Jacket is a perk that literally cant be overpowered when it comes to lethals. If you are using a perk slot on it I think its perfectly fine for you to even be completely immune to lethal explosives. Not scorestreaks though. The game isn't balanced around grenades, they aren't meant to be the main mechanic of the game, they are a supplementary one, if someone wants to handicap the rest of their build to ignore spawn nades then more power to them.
Exactly totally agree scorestreaks is where the line should be drawn
Agreed, ESPECIALLY if that someone gives up the other powerful tier 1 perks such as ninja or ghost or commits to using perk greed. You sacrifice so much already, please just let me survive these random frags.
Facts, I hope they buff it tbh. The lethal spam in this game is egregious. I also think the blast traps need a nerf. Their explosion radio is is way too large for something that can’t be avoided (without shadow or engineer).
You say that like there weren’t people complaining at how overpowered flak was against launchers in CW, especially in hardcore
@@rockmycd1319 a launcher isn’t a lethal.
ehh. If a frag directly at your feet can't kill you than a semtex stick or impact hit shouldn't either. Personally, I just think it should work on all lethals all the time, or only work if you are outside of a foot radius.
Saw a video testing this about a month ago, under the comments it said something about the frag grenade also doing shrapnel damage? whatever that means
because explosives and tactical equipment are so often seen used, i have FlakJack and TacMask an nearly all classes (with perk greed). I will take having normal foot step audio as a penalty other not having to day because of a nade every 10 sec nearly in all modes
With the homing grenades changing direction mid air, its still essential
Yeah had a flak jacket hit marker for my ldbr scorestreak yesterday so it’s definitely bugged and working for some scorestreaks, which the tooltip for flak specifically states works against non scorestreak explosive damage.
any packet burst fixes ?
Can you update us on the blueprints not allowing us to use different attachments
i thought the idea if blueprints was if u change an attatchment, it causes the blueprint to not work as designed.. i might be wrong on that though.