Might be one of the most useful videos you've put out, over the past 5+ years or so I've had no idea that's how bullet velocity / hit scanned worked in COD
Honestly as many issues as i have with CoD, this is kind of about as close to realistic as they can get in terms of their hybrid hit detection and i really do appreciate that level of detail
@jaynecobb7964 yeah true, these are things I used to appreciate about battlefield when it was a great franchise, and this current system is black ops 6 is the best we are going to get with the warzone era CODs
@@yaniggasteve2497 I mean my personal feeling is that every game from MW19 onwards has brought it's own strengths (and plenty of weaknesses). I really only played the campaign on CoD up until 2019 and have since really been into the multiplayer ( having played Siege prior to that the transition to MW19 wasn't as jarring as it was for fans of the older titles). Also MW19 brought in some interesting modes and features ( their version of Ground War, Gunfight, and the gunsmith system). Cold War brought in the large scale battle maps and it's own take on Zombies. Vanguard had the different paced game modes and semi-destructible environments. MW2 had invasion and DMZ and MW3 brought in some solid takes on classic maps.
@@jaynecobb7964I couldn’t imagine coming from siege and not really playing g cod. It was a headache for me when I started playing siege coming from cod lol. N jus wondering lol what was your rank n siege bro?
As far as I'm aware, the moment you leave the hitscan range, the bullet travel doesn't just start, it also adds the time it would take the bullet to travel the distance of the hitscan range, so if the hitscan range is 35m and you're 36 meters away, the bullet travels as long as it takes for it to travel all 36 meters, not just the one meter beyond the 35. If your bullet velocity is 1000m/s, it takes 0ms to hit a target at 50m, but 51ms to hit a target at 51m.
Exactly, I think you are right, and this is why I believe bullet velocity is one of the most important stats for mid range and beyond. Unless you’re a rusher, these mid ranges are encountered on every map
I've been watching you for years. You're the only COD creator I trust with weapon builds because you actually put the time in to read the detailed stats, test, and compare. My only gripe is sometimes in past games I find some of your builds don't play as well with mouse that you test on controller. That aim assist really makes some guns and attachments play way better than kb/m. In this game though they've been pretty spot on. I really like how they cleaned up attachments and reduced a lot of the negative trade offs. This system is much more intuitive and easy to manage.
He is a controller player, so it makes sense that his "best" builds would reflect that. M+K have different advantages compared to controller, so it's dumb to just copy and paste what he has. Watch the video and use it as a baseline to create a build suitable for you and your input
@@Grumpisaurus Yeah no shit Sherlock. I'm just pointing out they don't translate 1:1 with mouse, I'm not going to just blindly use them. It really is wild how much assist controller gives in this game. You barely have to do any precise movement to keep up with people. Hitting sliding players and tracking with mouse is challenging with mouse, but controller does all the work for you. Only advantage mouse has vs controller is tracking at close range, outside of that controller+ COD heavy aim assist is superior unfortunately. No wonder all the pros use them exclusively. I'd even argue most attachments don't really matter for a controller user. Auto aim corrects so much for you. Just a silencer and a little recoil control maybe, the rest doesn't matter. Auto aim does the rest for you. Mixed lobbies should not be a thing.
@@thepunisherxxx6804 no shit Sherlock, huh. "... Some of your builds don't play as well with mouse", implying you did Infact use them exactly how ace built them.
@@thepunisherxxx6804 and to talk about your aim assist gripe with controllers, it's strongest in close range, and gets much weaker outside of 5-10 metres (in this game), not the other way around. Which makes tracking at close range much easier with controller compared to mouse, while mouse has the edge in longer range engagements. This is especially true when it comes to controlling recoil and tracking a moving target at range (due to a mouse's far superior ability to make small adjustments)
@@Grumpisaurus Man your takes are just objectively wrong lol. First off, when I say I tried his builds, if I really need to specify further for you that simply meant I loaded up firing range and tested. That's it. I didn't feel the need to elaborate on that minor detail, but I guess I will here. Secondly, how in Gods name does having no recoil close range make it much easier with controller? They specifically did that to NERF it and raise skill ceiling for these smaller maps. Auto aim by its definition assists aim. Removing it at close range is an objective nerf, there is no grey here. You're understanding of auto aim and mouse is just false as well. Tracking is harder on mouse because there is no target magnetism. Literally all ranges except close controller has the advantage. The game "snaps" on target when you ADS, and at every range except warzone extreme ranges it has the advantage. This is not up for debate. EVERY PRO in COD uses controller. Its the standard for a reason. When money is on the line you use the best tools available. This is proof alone of its dominance in this game.
Personally, I like to run the overpressure ammo with the damage range barrel, when they're unlocked early in progression. Most guns feel better with this combo, and as you're leveling the gun up and don't have every attachment unlocked, using two slots isn't as much a problem as later on when you might want slots to specialize more.
I'd be interested in seeing how the TTK is affected past the hitscan range to see whether it's more worthwhile to have long barrel for that extra distance for your damage ranges or if the reinforced barrel's increase to bullet velocity results in a faster TTK past the range buff given by the long barrel
It can mean the difference but only by the tiniest margin, having a slightly faster bullet velocity can give you the ability to beat them in a gun fight by one bullet meaning they can get one shot off in you first and you’ll likely still win before they can finish the kill
This is one of the most interesting videos you've done. I'd have had no idea how they calculate velocity and range attachments without it. It makes sense, but wouldn't have occurred to me. Thanks, Ace.
Also Idk about everyone else but I’m really looking forward to the specific gun videos, or even just best attachments for each weapon category. Particularly best setups without gunfighter, as I’m trying to move away from gunfighter and towards perk greed
imo only some guns truely benefit from gunfighter. most of the rifles are just fine with 5 attachments, and the only smg i can think of wanting more is the kompact because frankly everything about it except the fire rate sucks the swat on the other hand REALLY loves gunfighter if you want to play the obj with it and the bolt snipers appreciate it for quickscoping but dont really need it for traditional sniping (on the rare map where thats even possible that is) and overkill is more important for backup the shotties are terrible with and without gunighter and most of the attachments on them that arent related to handling and spread are worthless anyway and i do feel the first lmg does greatly benefits from it if you want a build thats versatile against both players and streaks, but the others i havent used enough to comment but the much better recoil patterns have me thinking it isnt as important on them all in all perk greed is just too good to pass up in the majority of scenarios with how stacked the first perk slot is, at least for me
I will say, the bullet velocity barrel does help to shoot down UAVs with just a regular gun. Something I found very effective and a good way to support the team without running a launcher.
this channel is so unbelievably helpful. been subbed since 2019 in this game I was always unsure which to pick and was often using 2 bullet velocity attachments lol
If you can increase your Hit scan it counts more in the smg in this game because, even if you don’t kill the enemy you still get the elimination xp regardless of kill the player or now.
Thank you so much for this The game doesn't do a great job explaining this. I felt like this is how it worked but a couple of my friends who've been consistently playing the last few CODs were saying something different. Always appreciate all ur hard work and insight on these things. Your videos are the best informative videos out there.
You are literally the perfect channel I was looking for, especially because I’m just getting back into cod. Feels like 1,000,000 different attachments lol
Honestly, I've never used barrels for velocity for reg guns. I only use them occasionally for recoil control and may be extra damage if available. I think these kind of attachments are more useful in big map modes like Ground War or Warzone. Thanks for being a boss with the info. Always valuable and helpful. Keep it up! You're almost at 1M subs!
Videos like this are why I consistently come back to your page and watch. You bring us the truth that we all need! If y’all haven’t subscribed to our young man here, please do it! Also, keep up the great work!
Yeah I wrote off the barrels for ARS. Their distances and bullet velocities are already so good. No need to waste an attachment slot on it when it does nothing for a rushing player.
Damage range is still good to prioritize because good players will know you can’t kill then from a distance if they get hit markered 6 times and they’ll choose to try and buzz you down from range rather than rush
Also it depends on the AR, harder hitting guns need bullet velocity because they already start really low, using an ak with no barrel you’ll notice the difference immediately because you can literally see the tracer of every bullet you fire that’s how slow your shots are
I had a feeling that would be the case, I often prefer to boost my Range as that *can* improve damage ranges in a way that could benefit my play style. I also appreciate some BV though, not needing to lead as much in this game where people are jumping around everywhere and can have its perks. So the reinforced was my go to pick
Pistols, especially in Hardcore, seem to benefit the most from improved bullet velocity. The 9mm PM and GS45 in particular can OHK at any range in HC but their hitscan ranges are under 20m, whereas stacking bullet velocity increases that to roughly 30m for both.
I’ve been playing around with all the attachments in the shooting range and what every sight you like to use, there is a muzzle, under barrel and barrel that will match with it to make it insanely accurate. I don’t care about range or velocity I care about keeping the gun with the most minimal amount of recoil possible.
This is what gun attachments should be. Calculated choices on what matters for your style and not just a "one size fits all/you're losing every gunfight if you don't have X attachment".
im kinda happy ive become a big enough degen with this game to *Feel* this in the gameplay. You dont need damage range on a sniper for quickscoping but you Do want damage range on smg's and maybe pistols etc etc.
Very cool. Easy to apply this to warzone with the great graphs and example pics I’d be curious to know about projectile offset at given distances with different bullet velocities - applies to warzone all the time
Thanks and ironically I've been using the long barrel on SMGs and gain twist on ARs. Thanks for the education as always as now I've reclaimed an attachment slot for my ARs (don't use Gunfighter). 👍
Idk man. Anecdotally, I find that when I maximize bullet velo for smgs and ars they perform significantly better at close, medium, and long ranges. Makes no sense, but with the AK especially it was night and day idk if the developers have changed the system from MW3
I have diamond snipers, and I’ve never used the velocity barrels. All of the maps are too small that there is little to no leading or adjustments needed. On the other hand, the damage drop offs seem noticeable at ranges, so increasing that damage range seemed to frequently be the difference in 1 shots and 2 from a bolt action with a 4-7 round mag.
Well I’ll be damned, here I was thinking that the gain twist barrel was best for any gun… thanks for the info, I’ll be using the long barrel on some of my guns now
Yeah, for most CoDs that aren’t pure hitscan, I’ve never really felt that bullet velocity increasing attachments have been very useful in 6v6, outside of some rare fringe occasions.
I base my barrel choice on the natural range of the gun. I'm looking for a close range around 40m so if I need to use the long barrel to get there then that is the one I pick. I like having bv on the aek a lot. I want to increase the chance the entire burst connects with someone running across my field of view.
even on a map as massive as warzone? beaming someone 200 meters away would be seriously ridiculous. cod has always been teetering the line of realism/arcade.
I prefer to run the reinforced barrel on most loadouts and play aggressively enough to try to break the other player’s aim assist. What I’ve found is that bullet velocity isn’t as big a factor…especially when I’m in lobbies where I see people not breaking away from ADS to reacquire targets faster. Will have to see how everyone’s play style adapts to WZ and larger maps to get a better feel for attachment selection going forward.
Love the Vids Ace ! seeing if you can make a video on about the Aiming in this game ..I see a lot of people tweaking a lot of things that they normally wouldn’t since the aiming in this game feels really off. I personally have been playing for 15 years and the aim is just horrendous in this. I’ve been changing settings around like crazy ..some matches it feels OK and then I can’t even stay on target at all…
This is disappointing news but glad you provided this info. Barrells are completely in most cases in MP - Pointless. Best off using another attachment. but also i don't get the design idea behind bullet velocity for multi if most cases it's hitscan either way. Just feels since MW19, Warzone was and still is the priority for the fundamentals where these mechanics like BV and damage range become a major factor in most cases.
Can you calculate the TTK difference between using Bullet velo barrel and the damage range barrel at the end of the max damage range of the damage barrel? So for example, what is the difference in TTK between the two at 55m with the XM4. It would still be in the max damage range for the range barrel (300ms) but outside hitscan, so there would be added time there. Also, for the BV barrel, it would be in the 2nd damage range 375ms but hitscan. I am wondering how much time would the lower BV add to its faster raw TTK
NVM, duh. Just did the math 67ms added on for slower BV with Range Barrel at 50m. So: Range Barrel at 50m - TTK is 367ms BV Barrel at 50m - TTK is 375ms So the range barrels do work well but not as much as you would think looking at the chart, the BV does make them almost equal. There will be unique situations(right at or after a damage range/BV hitscan range) where there are larger gaps but this is good to know.
I try to be around 700-750 bullet velocity on my ARs and LMGs. 550-600 for LMG and 350ish for pistols. A lot of times I will throw on the damage range or hybrid to get to that bullet velocity. On some weapons that have such a long 1st damage ranges and enough BV I just skip the attachment and will go with a stock, underbarrel or fire mod.
The distance visualization inside an actual map is SO helpful
When you ping in game its shows distance you can try it out on any map in private to get a visualization of distance
He’s been doing it for years
Literally just ping
"A foolish man chooses an attachment based off of stats, a wise man chooses what looks dope," - Sun Tsu
Hell yea
Amen.
Thought I was the only one ✊🏾✊🏾
Spoken like a call of duty veteran
He had the makings of a varsity athlete.
Congratulations on the baby
Sad you couldn't make it to CoD next
Thanks man
@@SoSeven30You’re welcome dude
Basically saying congrats for cumming in your wife
Bit late
Might be one of the most useful videos you've put out, over the past 5+ years or so I've had no idea that's how bullet velocity / hit scanned worked in COD
Honestly as many issues as i have with CoD, this is kind of about as close to realistic as they can get in terms of their hybrid hit detection and i really do appreciate that level of detail
This level of realism has no place in a cod game, and no one complained about the games that didn't have it
@yaniggasteve2497 I don't agree or disagree. I'm just saying from my perspective as a massive gun nerd, I appreciate it.
@jaynecobb7964 yeah true, these are things I used to appreciate about battlefield when it was a great franchise, and this current system is black ops 6 is the best we are going to get with the warzone era CODs
@@yaniggasteve2497 I mean my personal feeling is that every game from MW19 onwards has brought it's own strengths (and plenty of weaknesses). I really only played the campaign on CoD up until 2019 and have since really been into the multiplayer ( having played Siege prior to that the transition to MW19 wasn't as jarring as it was for fans of the older titles). Also MW19 brought in some interesting modes and features ( their version of Ground War, Gunfight, and the gunsmith system). Cold War brought in the large scale battle maps and it's own take on Zombies. Vanguard had the different paced game modes and semi-destructible environments. MW2 had invasion and DMZ and MW3 brought in some solid takes on classic maps.
@@jaynecobb7964I couldn’t imagine coming from siege and not really playing g cod. It was a headache for me when I started playing siege coming from cod lol. N jus wondering lol what was your rank n siege bro?
As far as I'm aware, the moment you leave the hitscan range, the bullet travel doesn't just start, it also adds the time it would take the bullet to travel the distance of the hitscan range, so if the hitscan range is 35m and you're 36 meters away, the bullet travels as long as it takes for it to travel all 36 meters, not just the one meter beyond the 35. If your bullet velocity is 1000m/s, it takes 0ms to hit a target at 50m, but 51ms to hit a target at 51m.
Exactly, I think you are right, and this is why I believe bullet velocity is one of the most important stats for mid range and beyond. Unless you’re a rusher, these mid ranges are encountered on every map
I think this will absolutely matter more in warzone. In Multiplayer just focus speed.
I've been watching you for years. You're the only COD creator I trust with weapon builds because you actually put the time in to read the detailed stats, test, and compare. My only gripe is sometimes in past games I find some of your builds don't play as well with mouse that you test on controller. That aim assist really makes some guns and attachments play way better than kb/m. In this game though they've been pretty spot on. I really like how they cleaned up attachments and reduced a lot of the negative trade offs. This system is much more intuitive and easy to manage.
He is a controller player, so it makes sense that his "best" builds would reflect that.
M+K have different advantages compared to controller, so it's dumb to just copy and paste what he has.
Watch the video and use it as a baseline to create a build suitable for you and your input
@@Grumpisaurus Yeah no shit Sherlock. I'm just pointing out they don't translate 1:1 with mouse, I'm not going to just blindly use them.
It really is wild how much assist controller gives in this game. You barely have to do any precise movement to keep up with people. Hitting sliding players and tracking with mouse is challenging with mouse, but controller does all the work for you. Only advantage mouse has vs controller is tracking at close range, outside of that controller+ COD heavy aim assist is superior unfortunately. No wonder all the pros use them exclusively.
I'd even argue most attachments don't really matter for a controller user. Auto aim corrects so much for you. Just a silencer and a little recoil control maybe, the rest doesn't matter. Auto aim does the rest for you. Mixed lobbies should not be a thing.
@@thepunisherxxx6804 no shit Sherlock, huh.
"... Some of your builds don't play as well with mouse", implying you did Infact use them exactly how ace built them.
@@thepunisherxxx6804 and to talk about your aim assist gripe with controllers, it's strongest in close range, and gets much weaker outside of 5-10 metres (in this game), not the other way around. Which makes tracking at close range much easier with controller compared to mouse, while mouse has the edge in longer range engagements. This is especially true when it comes to controlling recoil and tracking a moving target at range (due to a mouse's far superior ability to make small adjustments)
@@Grumpisaurus Man your takes are just objectively wrong lol.
First off, when I say I tried his builds, if I really need to specify further for you that simply meant I loaded up firing range and tested. That's it. I didn't feel the need to elaborate on that minor detail, but I guess I will here.
Secondly, how in Gods name does having no recoil close range make it much easier with controller? They specifically did that to NERF it and raise skill ceiling for these smaller maps. Auto aim by its definition assists aim. Removing it at close range is an objective nerf, there is no grey here.
You're understanding of auto aim and mouse is just false as well. Tracking is harder on mouse because there is no target magnetism. Literally all ranges except close controller has the advantage. The game "snaps" on target when you ADS, and at every range except warzone extreme ranges it has the advantage. This is not up for debate. EVERY PRO in COD uses controller. Its the standard for a reason. When money is on the line you use the best tools available. This is proof alone of its dominance in this game.
You got the most helpful videos of any COD youtuber, probably of all time. I use your tips and they always work
Personally, I like to run the overpressure ammo with the damage range barrel, when they're unlocked early in progression. Most guns feel better with this combo, and as you're leveling the gun up and don't have every attachment unlocked, using two slots isn't as much a problem as later on when you might want slots to specialize more.
Videos like this are why I don't get mad when I lose at this game. There are some very smart players out there. Good work sir
Yeah I’m smarter than everyone else by hacking cuz the points says I’m good.
Really enjoyed the multiple images of the most common gunfight spots on a multitude of maps to amplify your point +1
Bullet velocity is more for Warzone, really. Y'all aren't losing gunfights because of your bullet velocity in multiplayer.
Yup
Especially in this game w it’s map design
Yeah bunch of tiny maps ..
@reapersasmr5483 It doesn't matter in most maps. Can you guys shut up about the maps already?
since MW19 Warzone was and still is the priority it's a sad state we live and play in.
The work you do for the community is insane. Giving your flowers while you’re here brother 🙏🏾
i was waiting for this video after the muzzle video yesterday. thanks
I'd be interested in seeing how the TTK is affected past the hitscan range to see whether it's more worthwhile to have long barrel for that extra distance for your damage ranges or if the reinforced barrel's increase to bullet velocity results in a faster TTK past the range buff given by the long barrel
It can mean the difference but only by the tiniest margin, having a slightly faster bullet velocity can give you the ability to beat them in a gun fight by one bullet meaning they can get one shot off in you first and you’ll likely still win before they can finish the kill
This is one of the most interesting videos you've done. I'd have had no idea how they calculate velocity and range attachments without it. It makes sense, but wouldn't have occurred to me. Thanks, Ace.
Then there's me, the guy who'd rather use a nice looking okay attachment over an ugly good attachment. XD
i love how the gain twist barrel makes the xm4 look idc if its useless😂😂
@@2easy2hard56CHF and Gain Twist Barrel are the most drippy for the XM4, but the CHF actually somewhat benefits.
@@2easy2hard56
And I can't stand to use the range barrel on the AK, the wood furniture on the barrel is way too complex and expansive!
That’s one thing i hate about these new fps games,they lack styling
My friend always says that lmao 😂
Also Idk about everyone else but I’m really looking forward to the specific gun videos, or even just best attachments for each weapon category. Particularly best setups without gunfighter, as I’m trying to move away from gunfighter and towards perk greed
Gunfighter is so much better than perk greed tho, having a lot of attachments makes the guns so much better
@ skill issue
Yeah and flak jacket and tac mask are also super strong if you play obj
The issue with perk greed tho is that unless you have the perks you want permanently unlocked you still have to wait forever to be able to even use it
imo only some guns truely benefit from gunfighter. most of the rifles are just fine with 5 attachments, and the only smg i can think of wanting more is the kompact because frankly everything about it except the fire rate sucks
the swat on the other hand REALLY loves gunfighter if you want to play the obj with it and the bolt snipers appreciate it for quickscoping but dont really need it for traditional sniping (on the rare map where thats even possible that is) and overkill is more important for backup
the shotties are terrible with and without gunighter and most of the attachments on them that arent related to handling and spread are worthless anyway
and i do feel the first lmg does greatly benefits from it if you want a build thats versatile against both players and streaks, but the others i havent used enough to comment but the much better recoil patterns have me thinking it isnt as important on them
all in all perk greed is just too good to pass up in the majority of scenarios with how stacked the first perk slot is, at least for me
I will say, the bullet velocity barrel does help to shoot down UAVs with just a regular gun. Something I found very effective and a good way to support the team without running a launcher.
A whole attachment slot for that is a lot tho
@ true
Or you can just increase damage it does at range and lead your shots on a UAV😂😭 its flying straight slowly lmao
On most of the smgs I have been running the long barrel whereas on the ars I almost only run the reinforced barrel.
same this the way to go
Why?
Same i think that is the best option
this channel is so unbelievably helpful. been subbed since 2019 in this game I was always unsure which to pick and was often using 2 bullet velocity attachments lol
Came on youtube at the right time 🙏 for another ace banger
One of your best videos, Ace. Such a clear explanation. Very useful, thanks.
If you can increase your Hit scan it counts more in the smg in this game because, even if you don’t kill the enemy you still get the elimination xp regardless of kill the player or now.
Thank you so much for this
The game doesn't do a great job explaining this. I felt like this is how it worked but a couple of my friends who've been consistently playing the last few CODs were saying something different.
Always appreciate all ur hard work and insight on these things. Your videos are the best informative videos out there.
You are literally the perfect channel I was looking for, especially because I’m just getting back into cod. Feels like 1,000,000 different attachments lol
Finally I’ve been waiting for this. This video is extremely helpful thank you
Honestly, I've never used barrels for velocity for reg guns. I only use them occasionally for recoil control and may be extra damage if available. I think these kind of attachments are more useful in big map modes like Ground War or Warzone. Thanks for being a boss with the info. Always valuable and helpful. Keep it up! You're almost at 1M subs!
So nice to be watchin your vids again buddy. Very professional and well tested always.
Videos like this are why I consistently come back to your page and watch. You bring us the truth that we all need! If y’all haven’t subscribed to our young man here, please do it! Also, keep up the great work!
Man i love your analytical videos. You are doing a good service 👍
Congrats brother!!
What a great video Ace, I really appreciate your work
Yeah I wrote off the barrels for ARS. Their distances and bullet velocities are already so good. No need to waste an attachment slot on it when it does nothing for a rushing player.
Damage range is still good to prioritize because good players will know you can’t kill then from a distance if they get hit markered 6 times and they’ll choose to try and buzz you down from range rather than rush
Also it depends on the AR, harder hitting guns need bullet velocity because they already start really low, using an ak with no barrel you’ll notice the difference immediately because you can literally see the tracer of every bullet you fire that’s how slow your shots are
Yea same i only run a barrel if i got gunfighter on the class
@@Kangaroofilet true! AK without a barrel (long/reinforced) feels like a SMG at some situations lol
Grazie di cuore amico mio! Oggi proverò a mettere in pratica i tuoi consigli! Sei il migliore per sapere tutto su COD! Ti vogliamo bene❤
XclusiveAce with the KNAWLEDGE
Great work as always!!
Wow this video has helped me more than you know. I’m def going to be making some changes to my load outs. Thank you.
I had a feeling that would be the case, I often prefer to boost my Range as that *can* improve damage ranges in a way that could benefit my play style.
I also appreciate some BV though, not needing to lead as much in this game where people are jumping around everywhere and can have its perks.
So the reinforced was my go to pick
What an incredible research and effort, thank you very much 🙂
Pistols, especially in Hardcore, seem to benefit the most from improved bullet velocity. The 9mm PM and GS45 in particular can OHK at any range in HC but their hitscan ranges are under 20m, whereas stacking bullet velocity increases that to roughly 30m for both.
This is the kind of indepth video I want! Thank you
Lots of effort on this video, appreciate it.
Ace you are a legend, you prob already made this video before I asked for it but thankyou sir
Congratulations on the baby man!
Can you do a breakdown of which attachments help the most with recoil control?
Check his videos. He already did one for how muzzle attachments affect recoil control. He's also gonna do one for ubderbarrels and horizontal control.
This video is amazing, I never knew about that Hybrid System
nice gameplay during the video, was very fun to watch while listening!
I’ve been playing around with all the attachments in the shooting range and what every sight you like to use, there is a muzzle, under barrel and barrel that will match with it to make it insanely accurate. I don’t care about range or velocity I care about keeping the gun with the most minimal amount of recoil possible.
I love the ace debunking TikTok videos type episodes 🤣
I’d like a video on the SVD and LW3. This is where I come for stats and builds on weapons so thankyou
This whole cod I’ve been throwing long barrel vertical grip and comp on basically every gun
This is what gun attachments should be. Calculated choices on what matters for your style and not just a "one size fits all/you're losing every gunfight if you don't have X attachment".
Great info. I didnt fully understand the math behind it. Makes alot more sense now just looking st past engagements i was in.
Great video. I leaned more to a mixture of both. Might go to stock barrel after watching this though.
Which is best depends on the gun and what you're doing. But he covered that. Solid video even if i don't 100% agree with his conclusions.
Most cases i did the hybrid or Damage range for any gun. Guess I was in the right direction the whole time
im kinda happy ive become a big enough degen with this game to *Feel* this in the gameplay.
You dont need damage range on a sniper for quickscoping but you Do want damage range on smg's and maybe pistols etc etc.
Very cool. Easy to apply this to warzone with the great graphs and example pics
I’d be curious to know about projectile offset at given distances with different bullet velocities - applies to warzone all the time
Solid content thanks man
They need to make that killstreaks cutscene the cutscene for a nuke. That would be sick!
Thanks and ironically I've been using the long barrel on SMGs and gain twist on ARs. Thanks for the education as always as now I've reclaimed an attachment slot for my ARs (don't use Gunfighter). 👍
Thanks for yet another really useful video.
Idk man. Anecdotally, I find that when I maximize bullet velo for smgs and ars they perform significantly better at close, medium, and long ranges. Makes no sense, but with the AK especially it was night and day idk if the developers have changed the system from MW3
That was a banger gameplay in the background. I haven’t even tried to go for a dreadnought. Just seems impossible
great vid ditching the barrel tonight
Long barrel XM4 with FMJ. I have this if no one on my team has the sam turret since I'm a specialist main😄
I have diamond snipers, and I’ve never used the velocity barrels. All of the maps are too small that there is little to no leading or adjustments needed. On the other hand, the damage drop offs seem noticeable at ranges, so increasing that damage range seemed to frequently be the difference in 1 shots and 2 from a bolt action with a 4-7 round mag.
if you shoot down streaks a lot, having the bullet velocity makes it just that much easier, too.
Best Cod content creator hands down
LFG thank you for your time in doing the research and explaining in a more basic way.
Now are the lasers next? lol
I like the reinforced barrel on LMG's. It makes shooting down streaks just a little easier.
Well I’ll be damned, here I was thinking that the gain twist barrel was best for any gun… thanks for the info, I’ll be using the long barrel on some of my guns now
For ARs, I never feel like a need to run any of the barrels but for SMGs, I always throw the long barrel on.
Barrels are the most important attachment for any gun man
Yeah, for most CoDs that aren’t pure hitscan, I’ve never really felt that bullet velocity increasing attachments have been very useful in 6v6, outside of some rare fringe occasions.
Love your videos, but was wondering if you could do one on the drill charge and what maps and surfaces you can use it on. Thank you for your work!
Great idea
Thank you so much for this!
Very helpful. Thanks for this informative video
An excellently informative video. Thank you.
Honestly understanding this more, I might make some sniper builds with lower bullet velocity. I like trying to do the shot alignment
I base my barrel choice on the natural range of the gun. I'm looking for a close range around 40m so if I need to use the long barrel to get there then that is the one I pick.
I like having bv on the aek a lot. I want to increase the chance the entire burst connects with someone running across my field of view.
Was tryinna choose between em a round launch and was like I bet they’ll be a RUclips video about this specific thing lol
Thanks you so much. That’s been a burning question for me.
Such a great vid
For an arcade shooter, I would much prefer simple hitscan with no bullet drop for any gun, like the older CODs.
even on a map as massive as warzone? beaming someone 200 meters away would be seriously ridiculous. cod has always been teetering the line of realism/arcade.
I like using long barrel on the xm4 cuz it looks cooler than the other 2 imo
I prefer to run the reinforced barrel on most loadouts and play aggressively enough to try to break the other player’s aim assist.
What I’ve found is that bullet velocity isn’t as big a factor…especially when I’m in lobbies where I see people not breaking away from ADS to reacquire targets faster.
Will have to see how everyone’s play style adapts to WZ and larger maps to get a better feel for attachment selection going forward.
The only time I noticed low BV was when I was using the AEK. The hit detection with burst weapons feels terrible when not built for BV.
Great info! Thanks!
Very exciting
Great work
Love the Vids Ace ! seeing if you can make a video on about the Aiming in this game ..I see a lot of people tweaking a lot of things that they normally wouldn’t since the aiming in this game feels really off. I personally have been playing for 15 years and the aim is just horrendous in this. I’ve been changing settings around like crazy ..some matches it feels OK and then I can’t even stay on target at all…
I always figured this was the case and why I go for long barrel
This is disappointing news but glad you provided this info. Barrells are completely in most cases in MP - Pointless. Best off using another attachment. but also i don't get the design idea behind bullet velocity for multi if most cases it's hitscan either way. Just feels since MW19, Warzone was and still is the priority for the fundamentals where these mechanics like BV and damage range become a major factor in most cases.
It does feel weird, and if you think about it improving your bullet velocity probably should improve your damage range, but it doesn't.
W I tend to use the headshot barell because I am on mouse and keyboard. In depth video will be appreciated
Ace does the suppressor affect the range at all?
Nope
@@TheXclusiveAcethank goodness
Can you calculate the TTK difference between using Bullet velo barrel and the damage range barrel at the end of the max damage range of the damage barrel?
So for example, what is the difference in TTK between the two at 55m with the XM4.
It would still be in the max damage range for the range barrel (300ms) but outside hitscan, so there would be added time there.
Also, for the BV barrel, it would be in the 2nd damage range 375ms but hitscan.
I am wondering how much time would the lower BV add to its faster raw TTK
NVM, duh. Just did the math 67ms added on for slower BV with Range Barrel at 50m.
So:
Range Barrel at 50m - TTK is 367ms
BV Barrel at 50m - TTK is 375ms
So the range barrels do work well but not as much as you would think looking at the chart, the BV does make them almost equal.
There will be unique situations(right at or after a damage range/BV hitscan range) where there are larger gaps but this is good to know.
very comprehensive guide
Damn this is an excellent video
Very helpful!
I try to be around 700-750 bullet velocity on my ARs and LMGs. 550-600 for LMG and 350ish for pistols. A lot of times I will throw on the damage range or hybrid to get to that bullet velocity. On some weapons that have such a long 1st damage ranges and enough BV I just skip the attachment and will go with a stock, underbarrel or fire mod.