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Thanks for the explanation mate. Given that this gameand any other game are a bunch of algorithms, as a PS player, i really appreciate the fact that theyre programming in favor of console gamers 😂. The best thing ive done since coming back to COD in MW2, was to disable crossplay, and thus limit the crossplay sbmm that comes with it 😂
Stellar job with the app! I’m looking forward to learning how to combine attachments to mitigate the different kinds of actual and visual recoil in MW3
Have you tested a MW2 sight on a MW3 weapon Tony? I was told it removes all rotational aim assist, whether this is a bug or intentional remains to be seen. Also I was told if you put your right stick deadzone to 0.15 it is like aimbot, again could this be something you could test and see if it is indeed a reality? From watching your video it just backs up why a lot of KBM are using reWASD more than ever to mitigate the effects you have outlined. I have been on Starfield for the last 3 months and that also has the issues you have described in this video, ID Software actually did the gunplay for Bethesda and a lot of long range weapons like Hard Target have a lot of sway even with skill points added and hold breath enabled, similar to COD. I'm coming back next week for the new POI / MW3 Season 1 to see how things are but reading people's views on the current status quo of MW3 I don't have high expectations. Surprised Phil Spencer hasn't been on the phone and offered you a job with all the amazing work you do for the community.
Never once in all of gaming has someone said, "You know what...I really love this game, and would play the absolute F out of it, but there's just not enough aim sway in this SMG for me to really get into it."
now think about if ur not cheating on key board mouse ur aim is off a little bit. But people with soft aim or the increased aim assist scripts they have none of this going on for them
We need "Mouse only servers". It would also make more Mouse players play COD. It would grow the community. The "Aim Walking Steadiness" attachments can help with strafe accuracy. "Mouse Filtering" should be set to 2 as they added a delay to Mouse movement, which is inforgivable.
I would love to have the option to play against KBM players only, as at least if I lose gunfights it's because I messed up or got outplayed, not because some aim assist helped some noob or tryhard sweat win.
its not going to happen simply because the games DESIGN has completely moved away from making mouse viable and instead adding a bunch of systems and mechanics designed for controller to take advantage of. its unfortunate but what makes this frustrating was MW19 felt damn near perfect on MNK and it made COD realize that more people were willing to use MNK to play their game than controller, which was where the casual audience and the CASUAL COMPETITIVE audience exists. COD shot themselves in the foot, they curried the favor of PC players and moved COD towards improving the PC experience while also gutting the main input most PC players use
This video is so incredibly well done and I greatly appreciate you taking the time to do all this research and spend all this time. Will be sharing it everywhere!
@@upurweight Huskerrs and Sym are one of the very few pros left who are still on MnK and the way it’s looking rn..it’s not getting better for MnK this year
Here is my theory, do you think this cod became kinda of marketing campaign to force ppl to buy controllers to be better at the game?! Like activision receives some big money from those big controller manufacturers (scuf, ps, xbox) by making it a guaranteed game loss if you use m&k in mw3!! I understand that there are not many m&k players but if activision gives controller players this sweet illusion of being good at the game then they will for sure spend money on controller, including those who will move away from m&k to controller!! We are talking about millions of players worldwide here! Just think about it!
It’s so frustrating for MnK players. I’ve tried to switch/use a controller. But never having used one it just so awkward feeling. Appreciate the video 👍🏽
I was a lifetime MnK player and switched to controller in December 2022 for Warzone 2. Only took about two weeks to feel competent, BUT it took me a solid 3-6 months of almost daily play before it really started feeling “natural” like MnK does Edit: I actually really struggle going back to MnK in shooters despite having 20+ years on it. I gave up on COD in June and switched to Apex and just kept the controller train rolling, same when the Finals came out. Now I choose controller in everything but games where it’s just not possible
@@MeticulousTechTV how are the Finals after the aim assist nerf tho? I actually switched to the Finals from WZ because WZ2 and now WZ2.5 are far behind WZ1 in most aspects, and aiming mechanics especially.
@@MeticulousTechTV that’s kinda sad but I don’t blame you for making the switch. I’m really debating about it already been playing controller 2 days but it’s still feels so wonky. It’s like I’m restarting the game 😢 some guys are pooping on me on tdm lol I’m just like ugh let me have a rematch with my mouse lol!
Something I think would be nice to have tested would be whether or not this background sway affects the trajectory of your lethals, or whether or not trajectory is affected while moving.
@@default8973he understands game mechanics and what is causing frustration in the community, as well as potentially how to fix it - which seems like the complete opposite of the people currently working there
@@nemesisjrrrn would you prefer that he stopped "complaining" and just be cool with the broken mechanics in the game?🤔 I swear, you people just love dickriding Activision/CoD with these nonsensical comments.😂
Didn’t realize you were also a programmer, but that totally tracks now. A lot of people who aren’t programmers won’t realize that releasing 2 NATIVE apps on both major mobile OSes is a ton of work. Props man, you deserve it
Thank you! this makes total sense and it explains what I've been experiencing playing MW2 and MW3 with m&k I thought it was just bad luck but it makes me glad to see that there's an explanation to all this!! ❤
All of this data was collected on stationary targets. Add in the fact that the opposing players are also strafing, sliding, dolphin-diving, mantilng, jumping or drop-shotting and its amazing that we can even hit the broadside of a barn.
Is that even a Legit point? Cause those same actions you just said could literally all end up favoring you. In theory someone could strafe themselves into your bullets. They could dolphin dive into your fire. If it’s random then it can both benefit or hurt you
This is good to see. Im a pretty decent MnK player and Ive been telling my friends on controller that aiming in this game feels weird, even after playing it for 50+ hours now already. I hope they do something about this but I kinda feel like they dont care about us MnK players anyway
Well they do just not in the ways you want them to, from what I've gathered the goal is to normalize skill gap or rather trim down outliers. This is something devs have talked about
@@BlackCydoniai play mouse and keyboard and i havent changed my sense but i did change my fov. It does feel slightly different but not crazy different sensitivity wise. I have said that this game feels like reverse aim assist sometimes. Like the game is actually fighting against my aim and i am having to wrestle it harder onto the target. It makes sense why i have had to drop my sense so low overall. Many many micro adjustments during every gunfight make it very hard to run higher sensitivity. Have you heard of cm per 360? Measure out the distance it takes you to perform a 360 on your preferred sensitivity and then going forward when you switch to a new game you can benchmark it that way so you have an idea if your sensitivity is close enough to what you normally run
if i remember correctly the finals used to have a ton of movement based reticle shift. It was very noticeable when you jumped in the beta. They seemed to have toned it down a lot. It doesnt move when you jump anymore, and now its very consistent (matching your footsteps) and minimal.
I came in after the beta and i still dont like the gunplay in that game. Its the same as here, trying to make it super “realistic” when we arent playing in a very realistic setting. The recoil just feels weird in that game too, its like super turbo aggressive for like 6-10 shots and then it doesnt move at all
@@WockMonkey thats the complete opposite.. the finals weapon begin with straight recoil and then some movement but still its ez to learn way more ez than alex recoil and even them for both games you have aim smoothing
@@xRealUzz depends on the gun, I was recently testing this on Medium for a Reddit post. FCAR goes straight up for the first few rounds than pulls hard to the right for the rest of the mag. The AK is a bit of the opposite, pulls hard to the right then goes straight up for the majority of the mag with a tiny pull back to the left at the last 1-3 rounds. I can’t speak for heavy / light guns
I'm not even a KBM player... but the fact that the top echelon of FPS developers decided that "your inputs shouldn't result in a predicable output" makes me want to slam my head against a wall. CoD has always been an arcade FPS skinned to look realistic. The realism needs to stop where game balance begins for the CoD formula to work. Great information as always TGD!
@@berobass4589 thats nothing to do with skill... benefits the streamers and youtubers building weapons and at the end they dont even play the crap game thats is all about rotational aimassist and not skillls..mw3 also is a wank
@@berobass4589Makes boring gameplay imo. Then you just have guns that are good at one singel thing. and trash at any other engagements. Making every engagement a coinflip rather then measurement of skill
Makes no sense. If you shoot a gun sway isn’t a thing irl due to the power being emitted from the gunfire wouldn’t it just straighten out along with your own strength aiming? I get it for ads but the second you shoot it should just be recoil lol
This explains a lot for my experience with M&K, like why I'm finding myself trying to mimic opponent's movements while aim down sight and fire at them. Also why standing in one spot while pre-aiming is so effective.
Impressive depth of analysis. As a tarkov player I suspected weapon inertia or, as you showed, the reverse, was at the root of the problem. Hopefully the devs make the suggested changes
Always wanted to get into tarkov but cod animations was just so much better than tarkov animations that I was put off. Now people are complaining about how the better animations in cod make the game worse to play. Man I really wish there was a game out there with as realistic animations as cod does it.
@@WindowsPlaysFPS I've played tarkov. I was put off by how unrealistic their animations were compared to cod. Gun kicks way too much (probably because they modelled the pivot point at the middle of the gun instead of the butt of the gun, making it way too exaggerated and unrealistic), textures look way too noisy and flat, and tbh yes cod shouldn't be the game with the realistic animations, I wish it would be in a game like tarkov, but unfortunately I feel like a kid is handling a gun in Tarkov for the animations they have.
@@jammaschancheck out the next wipe they’re doing a full reowork of recoil. I also agree that recoil in Tarkov just isn’t realistic and other games like COD do it way better. Perhaps that will change your mind
Honestly, you surprised the crap out of me in the beginning of the video with the completely different ADS with your aim stability turned up. Like, I knew that it can be a factor with your recoil pattern, but I had no idea it affected your beginning point when ADSing. That's just honestly crazy and does help explain why my reticle is sometimes off when I start shooting at someone. Thank you so much. Just wow. That's so infuriating, and I even play on controller! I thought maybe my aim assist was just not being sticky or whatever. I can't imagine how frustrating it is for MNK players.
Thanks for the video. Just played warzone 3 on ps5 with keyboard and mouse. When standing still in the pre-lobby I can hit the opponents just fine,but in game I can't seem to hit anyone as soon as I am moving and the target too. And they kill me with ease. I am not the best player, average at best, but this is so different than mw2 and previous editions. Thought it was me, but this is not only annoying, but makes playing with keyboard and mouse almost impossible....🙄
Man this video answers a lot of questions for me for sure. I’m not some demon on COD, decent player, but since WZ3 dropped its just felt.. Weird. Something off. Couldn’t put my mouse on it.. And now it all makes sense. Thank you brother 🍻
Yep! I knew it from the start. I've always been wondering why it feels like some of my bullets are not registering even though the center dot is directly on the enemy. Feels worse when you are flicking with snipers or marksman rifles.
I gotta disagree the quickscoping is the only thing that feels comfortable and consistent for me but everyone’s different. Try using precision aim assist. I used snipers all first week cause I couldn’t kill a single person with a full auto
Ive been wondering why the longbow and other snipers feel so inaccurate. I have spent hours in the firing range adjusting the ADS speed and aim settings and such, but it still feels off. The ADS speed for the max speed longbow is ~400ms, which is apparently the same as it was for the intervention or MSR in OG MW2/MW3. However, idk if its the animation or what but it feels slower for sure. Also, if you make the max ADS speed build for the KV Inhibitor, its roughly ~400ms as well, but it definitely aims in slower. So for one, I think the advanced stats of the guns are not correct. Otherwise, most of my quickscopes are drag scopes just because thats how I have always unintentionally done it, and frequently I will move right up until I scope in, or until I shoot. This wasn't an issue in games prior to MW2019, but since then it makes it much more difficult to land a shot. I am unsure if blackscoping is more accurate, I have messed around with it a lot and sometimes it seems to be, but the further away a target is, the less accurate it seems to be, where even if the target is dead center of my crosshairs, it still wont land. Pop/pot shotting at close distances seems to be advantageous. The other thing is the decreased aim assist, which I actually find to be a compounding factor to what he said in the video. I play on max sensitivity and I always have, and now trying to hit targets from long distances is much more difficult. Anyway, this is a long comment. TLDR; due in large part to the things mentioned in the video, quickscoping got pseudo-nerfed and even with the same skill input it is way less effective than in older COD games. Which is lame.
@@AuNinjamuffin black scoping is only accurate at mid to short range and only registers if your reticle is directly on target before you start to scope and pull the trigger.
@@uncleulysses2328 Mouse doesn't get aim assist so that setting does nothing. On controller RAA is probably helping to mitigate the sway throwing you off. We don't get that on mouse, so when we flick, we get the center dot on someone and as we zoom in the crosshair is sometimes off to the side.
I've been trying to figure this exact thing out as well. I'm missing shots that I should be hitting constantly, and couldn't figure out why my aim feels so random. So thank you for putting this together. To me, there is a big difference in adding Aim Assist to a game that's cross-platform, but the ACTIVE NERF to MnK in addition to the Aim Assist is just insanity to me. They're working against their already dwindling player count with that nonsense. I'd rather go play something else than lose gunfights to dumb mechanics designed to force me to lose gunfights.
@@Meloncholiac classic PS5 user right here. ignorent and doesnt want the game changing back because you KNOW you will get trash heaped on a fair fight. clown
Leaving a comment to boost the algorithm. Now that I am aware of this, it explains many instances where I felt certain that a shot should've landed, and I just assumed that it didn't register, or it was due to latency, or I did just miss without realizing it. I believe this needs to be addressed as soon as possible.
This biggest issue is we arent actively holding this weapon so we cannot EVER account for its movement. So them trying to give mass to something we cannot feel is dumb
Another big thing that seems new to MW3 is how much the enemy character model leans back and forth while strafe spamming. That, on top of the sway makes it miserable to fight any competent player
God right, trying to hit a headshot when the target is bobbling back and forth behind cover is miserable. I'm assuming it impacts the hitbox and isn't just visual as well.
Instead of this manufactured randomness, imagine the “natural” randomness in a CoD game if they just let all inputs be direct input. As you said, all of us M&K players have been working these reflexes and coordination exercises for decades and when there’s an external variable injected it throws everything off. Direct input for controller and M&K let everyone’s aim land where they are directing their thumbs / fingers. The reticle movement would come all by itself! Any chance you have the underlying data for MW2 and MW3? I’m really interested in the deviation changes between the games. Awesome video.
Man I commented around half way point of the video and you already won a subscribe from me at that point but goddamn… The sheer effort you put into this is wild. You are greatly appreciated. Thanks brother! I normally watch Exclusive Ace’s cod videos on the fly and he’s good and all but the level of detail you put into this specific aspect is profound. I hope your page grows to that level of attention bare minimum. You definitely deserve it. 🍻✨
I thought I was going crazy, since playing MW3 my aim on MnK I struggled tracking players, constantly losing gunfights - Hardcore modes lessens the effects, but Core modes are rough. Thanks for sharing your RnD on this.
@@picklesdill9138bro yes 😭 man i thought i got bad at cod but that made no sense to me since my skill level on other cods are the same good level i’ve been at 😭😭 glad to see i’m not the only one who’s havin this problem
game is nearly unplayable- i watch my death replay and its a controller player that is strafing while not missing a single shot, while I'm sprinting and jumping. i have a 2.15kd, and struggle to kill
@@fenqe If you play against good controller players with movement and a little brain its always GG. I just cant hit every single shot so fast while they have and litteral aimbot with 0 MS reaction time .. pls lord help me to uninstall this game... I actually should not give a F... and get some aimbot or softaim myself ...
Yeah that shit drove me nuts using them. I couldn't hit the broad side of a barn with the revolver because I would just completely lose the front post.
If I drop warzone with the .50 GS I have to go somewhere quiet for this reason. Sometimes I feel like I hit the shot but it misses and I suspect this is the culprit. sigh in mnk player I just don' t find playing on controller as enjoyable...
This explains so much to me as a mouse and keyboard player. I was a 2.0 KD player in MW2019 and skipped MW2. I recently came back to MW3 and put some real hours in and just could not for the life of me understand why I was missing so many shots. This explains sooooo much. Dang, I guess I try a controller but that feels really bad man.
Agreed. I have no idea why they would change a winning formula. I really just don’t understand. They even reverted a bunch of changes they made at the end of caldera for the start of wz2, which they are bringing back now 🤦♂️
Thank you for creating this video. I’m sure it has provided a ton of validation to mnk players. I thought it was just me that felt it was off since everyone else I know plays controller. I really hope the devs see this and address it. If some adjustments were made this could be a much more enjoyable game.
Validation for sure! Felt off to me which I then switched to controller and with AA the aiming feels better since obviously you don't have to be as accurate, lol. They really need to fix this issue. I think at this point we'll just have to wait until the next CoD since we KNOW a rework like this is something CoD will milk with marketing to fans :(
When I switched back to controller from MNK my gameplay and KDA drastically increased within 20 games, but yet my accuracy is the same as MNK so the hitmarket and targets were regsitered that it was hitting but it wasnt in game its so weird thanks to packet burst.
This makes so much sense, I had such a great aim at 2019, slight worse on mw2 and now on mw3 its like i've never played fps before, always missing shots
it started with the overpowered rotational aim assist in MW1, the horrendous visual recoil in MW2, and it only got worse in MW3. At this point I think it's just blatant that Activision is making these games as anti-KBM as possible
I think they're doing what they're doing to try to balance keyboard and mouse with controller. They gave you the visual recoil that y'all wanted. Even though keyboard and mouse wasn't that hard on MW2 I did it for the first time. And now they're introducing this which means you can't just point ADS and click and immediately get 100% accuracy 100% of the time
@@lucky13sjno one asked for visual recoil, maybe more recoil which means we actually have to try and pull a certain direction. Like honestly if they just made recoil harder on kbm I’d take that but visual recoil is stupid.
I recall back when they were doing CoD next for MWII 2022, and I think the lead producer said how excited he was about the 'Inverse Kinematics' that were now in the game. Tony has illustrated so well in the video is that the modeling of this (inertia of the weapon in players hands -> vector of the ray cast from the weapon) is causing this problem. I don't think these mechanics currently serve any purpose in the game and is an empty feature set that is just noise. I think if CoD was planning on adding VR support very soon it makes sense that this be in the engine, because then you would need those dynamics. Otherwise they are superfluous and its better to just leave 'Quake' the way its been, snappy and responsive. Note: haven't done mechanics courses/calculations in a while so I might be describing things slightly incorrectly, i think generally I am on point XD
THIS VIDEO BRO. EXACTLY HOW I FEEL ABOUT COD, they really tried so hard to make the game feel realistic that they forgot to make it feel good first. ran too far off in one direction, thank you bro for helping bring them back to the middle
I discovered something to add to this and i doubt tony or many people will see this but it turns out another reason why the aim feels more off in WZ2 compared to pre MW22 engine upgrade was because they also DECOUPLED the sway from the centern of the screen along with the point of aim. Weapon idle sway has been a aprt of COD for a decade but what changed was increasing the intensity of the sway to to try to create a sense of realism. Problem is this also caused people to get motion sick when they were testing out the new sway values so they decoupled the sway from the cebterpoint of the screen and let the gun continuously sway. Independent of camera orientation. Compare this to MW19 and youll notice the camera and centerpoint of the screen were locked together even though there was SWAY. Recoil and weapon kick ALSO got decoupled from the center of the screen which is why MW2 has so many recoil/stability modifiers that indeoendently affect the state of the gun as its stationarybor being fired while moving when hipfiring or ADSing.
I've been trying to get the headshots with the marksman rifles, and I kept wondering why am I so bad with them. You explained everything perfectly and it makes much more sense now. MnK player btw
When watching through the game comparison, I noticed the games that are taken seriously in the PC / KBM space have neither reticle shifts. Goes to show that COD only cares about their controller players. I'm not sure why they continue to alienate a portion of their audience for absolutely no reason, but I find it incredibly odd that they're willing to give up players for things like this that add nothing to the game, and in fact make it worse.
Best thing to do is separate console and pc. Could even patch them differently. But guess what. They never will. Scumbag company that wants all the cash for the least amount of care.
Very well covered, but the strafe-issue in MWII that had me most ramped up was for iron sights pistols, where this exact effect caused the backside and frontside of the gun to be out of alignment. I never really figured out whether I should be putting the target between the two back pillars or behind the front bar on a iron sight pistol. Over time I just accepted that I could not compete with controller players when using a pistol. Such a shame, because the pistols was a blast in hardcore mode in MW2019. I find the aim sway when ads’ing fair. Sure it’s sad to miss, but you need to provide a benefit for the people who read the game well and pre-aim in the right direction.
I’m a controller player and I’ve definitely noticed how weird the aiming feels in this. I appreciate you for bringing this up and going so in depth on it!
Same, I changed all my setups according to his explanation and added an attached for gun kick control too, which reduces visual recoil and straightens up the recoil as well, now all my weapons feel like laser beams with zero sway.
IM SO GLAD YOU COVERED THIS!!! it felt like to me nobody was speaking on this. in mw19 my aim was amazing… whereas mw2 and this game on the other hand i noticed something off right away..
I loved playing MW (2019, PC), but I couldn't get over how much I struggled in terms of aiming initially (namely sniping, but other weapons exhibited this to a degree) versus other competitive FPSes (Counter-Strike, TF2). I honestly just chalked up my lack of ability to, well, lack of ability. I adjusted, and was able to play decently, but I could never shake the feeling that something was off. That I'd lose gunfights where I held an initiative advantage. I honestly wouldn't have guessed it was aiming reticle shift! I haven't picked up MWIII yet, but this kind of thing makes me think twice. I can't imagine having strafing shift along with aiming reticle shift. It's frustrating, and it makes me gravitate towards other FPSes, but I like the speed of the COD games. I really want to like these games, but I don't know if I could subject myself to this. This is really amazing work and something that really needs to be fixed.
MW 2019 felt absolutely amazing though. Gunplay was smooth, movement felt good... these new cods feel like ass. mw2/3 engine is a fucking downgrade from 2019. They knew this, because people perfered the MW 19 engine and kept playing it, thats why they shut the servers down in WZ1 cause it was 10x better than mw2/3. I really want to get into this new cod but the game just feels like shit. Movement, shooting, everything.
If you played the old MW3 the aim idol sway started in the center every time cause I remember in game battles and high kill pub lobbies I would spam LT to “reset” my aim point back to center of where my crosshairs were. The change they made makes the game over complicated
For the first time in years I had to lower my sens because for the love of god I could not track enemies without over adjusting and by the time I was finally on target I’d be dead already to RAA. Still feels odd, but I moved to play almost exclusively on Hardcore to grind camos. Will be rough to adapt to WZ3.
the only way to track players as mnk is legit by playing dg56 burst , its the only gun im consistent with and i can compte with any not shitty rollr player with AA , everyday i feel like my sens is different when adsing a gun idk wtf is going on
Did you test black ops cold war by any chance? I'm not sure but I feel like cold war guns in the MW engine didn't have all that sway since it's more of a classic cod, and that's why the guns felt so good and people really liked them. Obviously WZ1 no longer exists, but it might be possible to go back into old gameplay and analyse it. Great video btw! I loved how you used python to show how the point of ads could be improved!
I noticed this when testing some snipers out , this made me make my center dot bigger cause of how inconsistent it was. Also, it’s not just MNK, I’ve been having this problem on controller as well, people on high ground or behind ledges are impossible to hit.
@@jaweel6205 It's because everything is scripted. Sometimes you will be the God of the session and right after you will be destroyed. It makes no sense. Just like in fifa online match.
As a kbm player, it makes it difficult to casually play because of I’m not paying perfect attention and if every single neuron in my brain isn’t firing and adjusting for aim away I miss shots. Controller has less of an effect for this problem because aim assist puts you on target in the first place and helps the causalness of call of duty
Very good guide and explanation. I think if both effects were halved and speed halved it would dramatically improve gunplay. Gunplay in MW3 feels so bad, esp with 150 health now. Everything being halved would not only make gunfights feel crisper and better but would also help keep some skill gap. Keeping landing ridiculous long shots with ARs or SMGs more challenging. Effects being halved would reduce the WTF and I shot first but die first moments but still keep some randomness and skill requirement
@@skyhawk21& @kalleanka2796 No. They literally have a machine learning algorithm anti-cheat, in the name of Ricochet, who's sole purpose is to do just that. By virtue of the fact that it hinders the binary input of mouse and keyboard, and is nothing but a visual after thought at best for controller, due to aim assist, is by virtue a benefit for one and not the other. It's a nerf. Pure and simple
As you said this does effect Controller players less but i have noticed longer range gunfights feeling harder on Controller too. I havent really thought about why, but this explains it in a way i can recognize in game. Excellent work
You are 100 percent right about the muscle memory, this game is so bad I actually hurt my sciatic nerve trying to over compensate in this stupid game. I'm over it, I can't play on mouse and keyboard now because I'm being physically hurt trying. I can't just go back to controller after 20 years, I'm 51 now, it's too much of a mental pain to start from scratch again. I think I'll go to other FPS games, COD is literally hurting me.
yes explains alot, being mouse and keyboard and trying a load out from console content creatures where they say zero recoil, stable and the cross heirs are all over the place and i feel iam chancing the reticle all over the place while trying to track a player. changed my aim to chest and not head more consistent hit markers, great video
Tony this is so damn good lol. Thousands of people have felt this and been annoyed by it but nobody would’ve been able to explain it the way you just did. I know a crazy amount of effort went into making this video. I noticed a weird feeling on the Striker 9 where it felt like the gun had no recoil in terms of moving the gun but the spray pattern would be wonky. So it feels like no recoil but there’s plenty of recoil. Almost like the rear irons don’t move at all but the barrel recoils like any gun with moderate recoil. Felt different than the other subs
This is legitimately hilarious and impressive. Hilarious because of how random CoD has become and impressive because of the sheer amount of painstaking measurement and code writing. I’m glad I quit playing this game when rebirth died but I will always stay subbed because I feel like I always learn some new ridiculous piece of video game mechanic knowledge when you publish a video.
I can't believe how much data was gathered for this video. Crazy skills here. S-tier RUclips video, really. Well explained, super informative, and doesnt bore you. Thanks.
outside of the SBMM 100% of the issues with MWII (and therefore III) are caused by it having to be an extraction shooter, a battle royale, and a multiplayer arena-style shooter all at once. The ‘realism’ that a casual Tarkov clone needs is vastly different to a good COD MP. They _need_ to spin Warzone out into a continuously updating separate game to the mainline yearly released franchise.
The only thing I’ve noticed is when aiming at a target, sometimes when I try to move the crosshairs over the target, it feels like it’s resisting me. I’m pulling the crosshairs with the right stick but the crosshairs won’t move. Like they’re stuck just outside the enemies hit box. Very weird. Didn’t have this problem in MW2.🤷🏻♂️
You need to lower your deadzone. Having a bit of stick drift is ok. I found when I lowered my deadzone, I was better able to react to the random jumps in recoil
It’s funny because I don’t get that on this game but on Cold War I had that exact same issue even with all the same settings, up close gunfights I was fighting against my sticks to get my aim in target. Oddly enough haven’t felt that in any COD since then (maybe happened slightly in vanguard but I didn’t play that game much).
Especially when comparing the pace of any BF game vs cod, we’re moving around a lot faster with generally faster strafe speeds in gunfights, so a weird factor like this makes it significantly harder to be accurate or consistent. I knew I wasn’t crazy, thanks for the video.
There are actually plenty of FPS games where bullets don't go to the center of the screen. It's mostly arcade shooters where this is the case. Also, while your perspective is obviously CoD, I find it pretty funny how your preferences are pretty much opposite to what most tactical FPS players would want. In games like Squad or even Insurgency: Sandstorm, you don't want players to to be able to ADAD spam you at 50 meters. 😂 I appreciate the effort you put into this.
The amount of time & research for this analysis are incredible. Thank you so much, as a KBM player, its sad to play the game I love so much with this state, hope Sledgehammer resolve the issue soon since they have acknowledge it.
This explains so much.... Even when playing MWZ where you just shoot slow moving zombies the aiming feels bad for no apparent reason... Like I've been playing fps games for 20 years, 600 hours in Kovaaks and then suddenly I start missing easy shots against AI bots.
for #2, the reticle shift is a setting you can toggle, but the game states that if you turn it off, you need to know that your bullets aren't going to the middle. this means that the shifted reticle is actually where the bullet is going, not where the center of the screen is.
That’s WILD. I’ve always wondered what happened to my aim since 2019… because I used to have a nice 1.3 KD in MW19, which while not great, it was enough to be enjoyable for me. But since II I’ve STRUGGLED to hit shots, and I thought it might just be me getting too slow for the movement, which may still be true, but there’s been so many times where even hitting still targets is dubious at best. I don’t feel *as* bad now! Hopefully they either tone it down or eliminate it outright!
@@ComplexWork You see the problem is my KD in mw19 is 2.5 and I'm slaying in insurgency sandstorm PvP my KD in Battlefield 2042 is 2.8 my KD in Battlefield v is 1.9 I still play those games but when I play mw3 my KD drops to 1.03 😂 so as you can see my skill level is constant over a good deal of games except mw3 😂 something is off in that game
Very informative video, never knew about this technique. I'm so used to it in MW2 that it feels odd without it in other games. Funny enough my aim is worse without it... (I play with KBM, PC)
this is fully intentional by the cod devs. they want to introduce as much randomness into every part of the game so that good players cant be as good anymore. they want systems like this so that even if you're a great shot, you're still going to miss a lot.....means other players have a little better chance to kill you.
1. To shrink any possible skill gap. 2. To safeguard the experiences of average and lesser-skilled players (majority of the player base). 3. To stimulate longer session times among the majority of players, thus increasing the profitability of the player base. 4. To mask when server-side meddling kicks in to influence the outcome of a battle when 'needed'. All popular titles have their own mix of techniques to achieve this; competitive integrity is dead, and has been for quite some years now. Great video
@@123manny321 It is indeed to shrink the skillgap between mnk and controller. Still, when solely looking at controller, there are many factors that result in different amounts of aim-assist, recoil and other game mechanics that influence the outcome of a battle. Higher accuracy per bullet fired, equals, unfavorable gun handling, aim assist and hit registration. These mechanics gaslight both inputs, mnk & controller.
@@therayen disagree on that point. Controller is way over powered and there is no balance between controller and mnk. I used both, controller is far easier
@@123manny321 I'm not stating that a controller isn't overpowered against mnk; it is overpowered, by design. My initial comment touches on how competitive integrity is dead because developers try to cater to the majority of their player base in order to maximize profitability. However, this doesn't negate the deviations in the presence of aim assist, recoil, and other mechanics within the controller group themselves. Do they suffer as much as mnk against controller? Most of the time, no, but when the game sees fit, a mnk plebeian will easily destroy a controller demon. Especially if it's estimated that another death for the mnk plebeian might lead to a shorter session time, a.k.a., a decrease in profitability.
@@therayen mmm Om not so sure man, I play with "controller demon" top 1% players and they have no issues at all kerb stomping mnk players. They even turned aim assist off just to make a point to me that they can always 💩 on mnk players, regardless. The deviations in controller are not as big of an issue as some may think, in fact, the strength of aim assist makes rubbish controller players perform better against better roller players. So it isn't as much a case as needing good players as it is buffing bad ones. I don't know but I feel "the patent" was written up specifically to tame mnk players when cross plat finally became a thing because since then AA got stronger and mnk got weaker, demonstrably. I used to get accused of aimbot in cod only 5 years ago but in this latest title I look more like a regular bot with the way these algorithms are implemented.
I have a suspicion that the idle sway is only a visual thing on controller when aa is tracking targets. Like the center dot is where the bullet will always go when aa detects a player, "helping" the player track the target like it does for recoil.
MnK is at yet, another disadvantage. Would love to just see traditional center screen, true aim. Nobody wants aim sway, not a single person, and Im not saying ive specifically seen this. But there were times i was wondering where my shot was going
Mouse and keyboard is in no way at a disadvantage. I went 10-9 recently on mouse and keyboard and I didn't start using mouse and keyboard but for maybe 10 games on modern warfare 2 come on now
@@lucky13sj I played on controller after not using it for about 5 years on an FPS and the aim assist made it super easy to dominate lobbies. Also, 10-9 is not close to impressive
@@Motinhox did I have literally never used mouse and keyboard to play an FPS the fuck are you talking about. The fact that I could use it at all I call a win. I just kept forgetting my left hand
@@lucky13sjif you forgot how to move, but went positive, the people you’re up against were probably also new to fps. Mouse aiming at mostly static targets that you don’t have to react instantly to is both intuitive and relatively easy compared to basically everything else Maybe you are a natural at aiming though, but your single match experience does not at all represent mnk as a whole
PSA: the Jak Heretic (MTZ762 aftermarket kit) removes almost all sway for some reason, in case you wanted to see what MW3 would feel like with sway completely nullified. It's almost certainly bugged.
Young guns enjoy ads tho hipfire since original MW3 is the most effective or quickscoping while jumping 720 inverted into a slide with more hipfire. If you ADS longer than an F1 pit stop ur doomed 😂
Really appreciate the effort of this video and analytics. It breaks my heart getting these details confirmed for us MnK players. Only the top tier MnK players can compete with above average controller players imho thanks to the stacking effects of swaying and the aggressive aim assist correction.
Thanks for this video because of noticed in more than a couple of 1v1s in MW2 that I tracked the enemy perfectly but just one frame behind him. Now I know it's because we were both strafing right so my reticle was pushed to the right while I was tracking him left (+plus server latency) made me miss my shots by literally 1 frame. Maybe they can tone the reticle strafing down slightly, because I'm okay with the optic gabble, but if I'm doing things right moving my character trying to avoid shots, it doesn't make much sense that I'm punished for it not landing mine.
I definitely didn’t have as much of a problem with this in MWII, probably because movement was so slow and TTK was lower so tracking wasn’t as much of a problem. I have definitely wondered why I was missing shots that appeared to be directly dead center when I started strafing in a duel.
@@IvanIvanov-oo7bxthat’s literally it, I’ve tried to give mw2 and mw3 so many benefits of the doubt. You have to play on controller for an experience that isn’t absolutely dogshit.
Looks like competing against aim assist on M&K wasnt hard enough... they thought adding some randomness into it would add some flavour to our gunfights 😫
@@truetrax2 this video literally prooves otherwise or did you miss the point where he said m&k have to be precise its direct input we cant miss by a CM controller players can shoot in the general area and let aim assist take the wheel
@@truetrax2the fact you think there's barely any aim assist this year even though it's the same as mw2 (it's literally the same engine) is exactly why AA is so strong to help players like you who can't aim just learn how to properly trigger rotational AA and you will see the difference night and day
That controller rotational aim assist has hurt me many times as well personally. It is still the lesser punishment compared to Keybam, but a common way to fine adjust my aim in previous games was strafing and now it will keep me off target by "correcting it" the alternate direction. I don't think it's the smartest way of getting a good shot, but I got use to it, and struggle with fine tune aiming in general
Hopefully, in couple of years they may make WZ1 kind of experience. When WZ1 was about to end, I was like, why they don't just fix the bugs, the game is almost perfect!?
Hope you guys enjoyed the video! Don't forget to like, comment, subscribe if you appreciate the work I do!
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Thanks for the explanation mate. Given that this gameand any other game are a bunch of algorithms, as a PS player, i really appreciate the fact that theyre programming in favor of console gamers 😂. The best thing ive done since coming back to COD in MW2, was to disable crossplay, and thus limit the crossplay sbmm that comes with it 😂
I don’t understand why static does not fix the problem?.. isn’t that whats its there for ?
Stellar job with the app! I’m looking forward to learning how to combine attachments to mitigate the different kinds of actual and visual recoil in MW3
Have you tested a MW2 sight on a MW3 weapon Tony?
I was told it removes all rotational aim assist, whether this is a bug or intentional remains to be seen.
Also I was told if you put your right stick deadzone to 0.15 it is like aimbot, again could this be something you could test and see if it is indeed a reality?
From watching your video it just backs up why a lot of KBM are using reWASD more than ever to mitigate the effects you have outlined.
I have been on Starfield for the last 3 months and that also has the issues you have described in this video, ID Software actually did the gunplay for Bethesda and a lot of long range weapons like Hard Target have a lot of sway even with skill points added and hold breath enabled, similar to COD.
I'm coming back next week for the new POI / MW3 Season 1 to see how things are but reading people's views on the current status quo of MW3 I don't have high expectations.
Surprised Phil Spencer hasn't been on the phone and offered you a job with all the amazing work you do for the community.
NOOO U HAVE THE WHOLE ARM REEEEEEEEEEEE
Never once in all of gaming has someone said, "You know what...I really love this game, and would play the absolute F out of it, but there's just not enough aim sway in this SMG for me to really get into it."
Randomization helps lower the skill ceiling so no matter how good someone could be, there's innate rng.
🤣🤣🤣
@@iangfrazierand that is lowkey a terrible idea, there are bigger problems than "sway in a SMG", tbh that isnt even a problem
The irony of your statement is there are millions of people who WILL defend it and call you a shitter for having any type of differing opinion.
Unfortunately I'm that kinda person who is complaining about the lack of realism in recoil/sway animations in games.
This was really well made, props!
I love u mr waffles I used to watch u to learn how to make fire bow in bo3 der eisendrache
The goat himself
Meanwhile NOAHJ456 Tutorial 👀👀@@29mbj62
It's the zombies guide guy lol
Heyyy! It's MrRoflWaffles! Here?!
Dude... this video explains all my feelings. Thank you for your work!!
Bist einfach schlecht, Git Gud Kappa
Lazo oidaa
now think about if ur not cheating on key board mouse ur aim is off a little bit. But people with soft aim or the increased aim assist scripts they have none of this going on for them
Mine exactly as well!!
We need "Mouse only servers". It would also make more Mouse players play COD. It would grow the community. The "Aim Walking Steadiness" attachments can help with strafe accuracy. "Mouse Filtering" should be set to 2 as they added a delay to Mouse movement, which is inforgivable.
I would love to have the option to play against KBM players only, as at least if I lose gunfights it's because I messed up or got outplayed, not because some aim assist helped some noob or tryhard sweat win.
Mouse only servers would be great. Tired of fighting kids with jump bound to the scroll wheel brainlessly jumping and switching weapons 😂
its not going to happen simply because the games DESIGN has completely moved away from making mouse viable and instead adding a bunch of systems and mechanics designed for controller to take advantage of. its unfortunate but what makes this frustrating was MW19 felt damn near perfect on MNK and it made COD realize that more people were willing to use MNK to play their game than controller, which was where the casual audience and the CASUAL COMPETITIVE audience exists. COD shot themselves in the foot, they curried the favor of PC players and moved COD towards improving the PC experience while also gutting the main input most PC players use
@@spakentruth Sony paid them to nerf the Mouse input.
@@jacobfield4848 you slow if you actually believe that lmao😂
This video is so incredibly well done and I greatly appreciate you taking the time to do all this research and spend all this time. Will be sharing it everywhere!
I was thinking about you while watching this and pulled up the comments to see if you had commented lol
@@upurweight Huskerrs and Sym are one of the very few pros left who are still on MnK and the way it’s looking rn..it’s not getting better for MnK this year
@@great_Caligola And let's not forget breadman. they all goat af
@@upurweight LOL I did the same thing!
@@rollnrollnrollwhat about my boy Metaphor, show him some love too
Thank you for this. You should be on a COD dev team because I've never seen such rigorous testing. Bravo!
Totally agree.
He will never be on their team, they don’t want a game that’s predictable. They want a game that has a low skill gap as well as sbmm.
BT !!! Keep.up.the good fight
Codfather 💙
Here is my theory, do you think this cod became kinda of marketing campaign to force ppl to buy controllers to be better at the game?! Like activision receives some big money from those big controller manufacturers (scuf, ps, xbox) by making it a guaranteed game loss if you use m&k in mw3!! I understand that there are not many m&k players but if activision gives controller players this sweet illusion of being good at the game then they will for sure spend money on controller, including those who will move away from m&k to controller!! We are talking about millions of players worldwide here! Just think about it!
It’s so frustrating for MnK players. I’ve tried to switch/use a controller. But never having used one it just so awkward feeling. Appreciate the video 👍🏽
Same feeling, playing on controller is completely unnatural for me.
I was a lifetime MnK player and switched to controller in December 2022 for Warzone 2. Only took about two weeks to feel competent, BUT it took me a solid 3-6 months of almost daily play before it really started feeling “natural” like MnK does
Edit: I actually really struggle going back to MnK in shooters despite having 20+ years on it. I gave up on COD in June and switched to Apex and just kept the controller train rolling, same when the Finals came out. Now I choose controller in everything but games where it’s just not possible
@@MeticulousTechTV how are the Finals after the aim assist nerf tho? I actually switched to the Finals from WZ because WZ2 and now WZ2.5 are far behind WZ1 in most aspects, and aiming mechanics especially.
@@MeticulousTechTV that’s kinda sad but I don’t blame you for making the switch. I’m really debating about it already been playing controller 2 days but it’s still feels so wonky. It’s like I’m restarting the game 😢 some guys are pooping on me on tdm lol I’m just like ugh let me have a rematch with my mouse lol!
Something I think would be nice to have tested would be whether or not this background sway affects the trajectory of your lethals, or whether or not trajectory is affected while moving.
It's not
If it were you would not be able to snipe in a heli or while falling
@@atharvapandhare3206 not necessarily, your random sway could just happen to have put your bullet trajectory on the necessary path to hit the target..
That plus’s the enemy can strafe back and forth quickly which is even more unfair
Dude puts way more effort in a video than the devs on the game
lol
@@default8973he understands game mechanics and what is causing frustration in the community, as well as potentially how to fix it - which seems like the complete opposite of the people currently working there
Funny that all he does is complain when he has an income thanks to the same series of games que complains about, he should be thankful.
@@nemesisjrrrn that's such a dumb embarrassing comment. he is pointing out a problem using data and a scientific methodology.
@@nemesisjrrrn would you prefer that he stopped "complaining" and just be cool with the broken mechanics in the game?🤔 I swear, you people just love dickriding Activision/CoD with these nonsensical comments.😂
lets stop to appreciate how much work this guy puts in
We did. We watched. Simp 😂
We been stopping and appreciating his work for years at this point like what why does that even need to be said
@EternalChamp he's fishing for a heart, he's gonna be the man in school tomorrow if he gets it 😂
Yes, protect this man at all cost!
It’s sad because it worked as well 😂
Didn’t realize you were also a programmer, but that totally tracks now. A lot of people who aren’t programmers won’t realize that releasing 2 NATIVE apps on both major mobile OSes is a ton of work. Props man, you deserve it
Thank you! this makes total sense and it explains what I've been experiencing playing MW2 and MW3 with m&k I thought it was just bad luck but it makes me glad to see that there's an explanation to all this!! ❤
All of this data was collected on stationary targets. Add in the fact that the opposing players are also strafing, sliding, dolphin-diving, mantilng, jumping or drop-shotting and its amazing that we can even hit the broadside of a barn.
and last but not least....lag
forgot snaking
Aiming is so bad in mw3
talk for your self. i cant hit shit after this new warzone release.
gone from 3kd to like 1kd
Is that even a Legit point? Cause those same actions you just said could literally all end up favoring you. In theory someone could strafe themselves into your bullets. They could dolphin dive into your fire. If it’s random then it can both benefit or hurt you
This is good to see. Im a pretty decent MnK player and Ive been telling my friends on controller that aiming in this game feels weird, even after playing it for 50+ hours now already. I hope they do something about this but I kinda feel like they dont care about us MnK players anyway
I feel like they did this intentionally to hinder mnk, sbmm caters to casuals and they are usually controller players so it all makes sense
Well they do just not in the ways you want them to, from what I've gathered the goal is to normalize skill gap or rather trim down outliers. This is something devs have talked about
Trust me on controller it feels weird too
Did u changed your sens from MW2 to MW3? My sens feel different from the prev game
@@BlackCydoniai play mouse and keyboard and i havent changed my sense but i did change my fov. It does feel slightly different but not crazy different sensitivity wise. I have said that this game feels like reverse aim assist sometimes. Like the game is actually fighting against my aim and i am having to wrestle it harder onto the target. It makes sense why i have had to drop my sense so low overall. Many many micro adjustments during every gunfight make it very hard to run higher sensitivity. Have you heard of cm per 360? Measure out the distance it takes you to perform a 360 on your preferred sensitivity and then going forward when you switch to a new game you can benchmark it that way so you have an idea if your sensitivity is close enough to what you normally run
A shooting game where you can play as Nikki Minaj & Skeletor from HeMan trying to go for realism in shooting is baffling..
if i remember correctly the finals used to have a ton of movement based reticle shift. It was very noticeable when you jumped in the beta. They seemed to have toned it down a lot. It doesnt move when you jump anymore, and now its very consistent (matching your footsteps) and minimal.
I came in after the beta and i still dont like the gunplay in that game. Its the same as here, trying to make it super “realistic” when we arent playing in a very realistic setting. The recoil just feels weird in that game too, its like super turbo aggressive for like 6-10 shots and then it doesnt move at all
@@WockMonkey thats the complete opposite.. the finals weapon begin with straight recoil and then some movement but still its ez to learn way more ez than alex recoil and even them for both games you have aim smoothing
@@xRealUzz depends on the gun, I was recently testing this on Medium for a Reddit post. FCAR goes straight up for the first few rounds than pulls hard to the right for the rest of the mag. The AK is a bit of the opposite, pulls hard to the right then goes straight up for the majority of the mag with a tiny pull back to the left at the last 1-3 rounds. I can’t speak for heavy / light guns
@@MeticulousTechTV yes all this doesnt matter with aim smoothing anyway and again recoils are ez af in this game
in the beta the reticle moved but bullet still hit centre screen
I'm not even a KBM player... but the fact that the top echelon of FPS developers decided that "your inputs shouldn't result in a predicable output" makes me want to slam my head against a wall.
CoD has always been an arcade FPS skinned to look realistic. The realism needs to stop where game balance begins for the CoD formula to work.
Great information as always TGD!
I think it's a great mechanic for making weapon builds more challenging. You simply have to prioritize the appropriate attachments more
Part of why Cold War feels better to play
@@berobass4589 thats nothing to do with skill... benefits the streamers and youtubers building weapons and at the end they dont even play the crap game thats is all about rotational aimassist and not skillls..mw3 also is a wank
True we really have the worst of both worlds. weird quasi realistic gameplay with literal clown skins. Time for a cod4 revival.
@@berobass4589Makes boring gameplay imo. Then you just have guns that are good at one singel thing. and trash at any other engagements. Making every engagement a coinflip rather then measurement of skill
In the new CoDs, unlike previous games the sway does not stop while firing. So the sway also basically becomes part of the recoil too
TGD was the first one to figure that out, it started in MW19. IIRC that was the first video on this channel
Makes no sense. If you shoot a gun sway isn’t a thing irl due to the power being emitted from the gunfire wouldn’t it just straighten out along with your own strength aiming? I get it for ads but the second you shoot it should just be recoil lol
It definitely stacks in real life, but who cares? WE don't want an ultra realistic game.@@stanbarkworth6198
Pretty sure that's been a thing since mw2 (the og one)
This has been the case since at least MW19. My very first RUclips video on the channel over 3 years ago covered this exact topic!
This explains a lot for my experience with M&K, like why I'm finding myself trying to mimic opponent's movements while aim down sight and fire at them. Also why standing in one spot while pre-aiming is so effective.
This game wants everyone to camp.
Also a very underrated thing no one mentions is bullet velocity is being a key factor as well. The bullets shoot out way too slow in cod nowadays.
Impressive depth of analysis. As a tarkov player I suspected weapon inertia or, as you showed, the reverse, was at the root of the problem. Hopefully the devs make the suggested changes
Always wanted to get into tarkov but cod animations was just so much better than tarkov animations that I was put off. Now people are complaining about how the better animations in cod make the game worse to play. Man I really wish there was a game out there with as realistic animations as cod does it.
@@jammaschanyou’ve never played tarkov have you? The animations are insane
@@WindowsPlaysFPS I've played tarkov. I was put off by how unrealistic their animations were compared to cod. Gun kicks way too much (probably because they modelled the pivot point at the middle of the gun instead of the butt of the gun, making it way too exaggerated and unrealistic), textures look way too noisy and flat, and tbh yes cod shouldn't be the game with the realistic animations, I wish it would be in a game like tarkov, but unfortunately I feel like a kid is handling a gun in Tarkov for the animations they have.
@@jammaschancheck out the next wipe they’re doing a full reowork of recoil. I also agree that recoil in Tarkov just isn’t realistic and other games like COD do it way better. Perhaps that will change your mind
@@taboaconstrictr yea Im back to tarkov since dmz now takes forever to load up. Hopefully the recoil rework will make it more enjoyable to play
Honestly, you surprised the crap out of me in the beginning of the video with the completely different ADS with your aim stability turned up. Like, I knew that it can be a factor with your recoil pattern, but I had no idea it affected your beginning point when ADSing. That's just honestly crazy and does help explain why my reticle is sometimes off when I start shooting at someone. Thank you so much. Just wow. That's so infuriating, and I even play on controller! I thought maybe my aim assist was just not being sticky or whatever. I can't imagine how frustrating it is for MNK players.
Thanks for the video. Just played warzone 3 on ps5 with keyboard and mouse. When standing still in the pre-lobby I can hit the opponents just fine,but in game I can't seem to hit anyone as soon as I am moving and the target too. And they kill me with ease. I am not the best player, average at best, but this is so different than mw2 and previous editions. Thought it was me, but this is not only annoying, but makes playing with keyboard and mouse almost impossible....🙄
Man this video answers a lot of questions for me for sure. I’m not some demon on COD, decent player, but since WZ3 dropped its just felt.. Weird. Something off. Couldn’t put my mouse on it..
And now it all makes sense. Thank you brother 🍻
Yep! I knew it from the start. I've always been wondering why it feels like some of my bullets are not registering even though the center dot is directly on the enemy. Feels worse when you are flicking with snipers or marksman rifles.
exactly flicking is terribly inconsistent
I gotta disagree the quickscoping is the only thing that feels comfortable and consistent for me but everyone’s different. Try using precision aim assist. I used snipers all first week cause I couldn’t kill a single person with a full auto
Ive been wondering why the longbow and other snipers feel so inaccurate. I have spent hours in the firing range adjusting the ADS speed and aim settings and such, but it still feels off.
The ADS speed for the max speed longbow is ~400ms, which is apparently the same as it was for the intervention or MSR in OG MW2/MW3. However, idk if its the animation or what but it feels slower for sure. Also, if you make the max ADS speed build for the KV Inhibitor, its roughly ~400ms as well, but it definitely aims in slower. So for one, I think the advanced stats of the guns are not correct.
Otherwise, most of my quickscopes are drag scopes just because thats how I have always unintentionally done it, and frequently I will move right up until I scope in, or until I shoot. This wasn't an issue in games prior to MW2019, but since then it makes it much more difficult to land a shot.
I am unsure if blackscoping is more accurate, I have messed around with it a lot and sometimes it seems to be, but the further away a target is, the less accurate it seems to be, where even if the target is dead center of my crosshairs, it still wont land. Pop/pot shotting at close distances seems to be advantageous.
The other thing is the decreased aim assist, which I actually find to be a compounding factor to what he said in the video. I play on max sensitivity and I always have, and now trying to hit targets from long distances is much more difficult.
Anyway, this is a long comment. TLDR; due in large part to the things mentioned in the video, quickscoping got pseudo-nerfed and even with the same skill input it is way less effective than in older COD games. Which is lame.
@@AuNinjamuffin black scoping is only accurate at mid to short range and only registers if your reticle is directly on target before you start to scope and pull the trigger.
@@uncleulysses2328 Mouse doesn't get aim assist so that setting does nothing. On controller RAA is probably helping to mitigate the sway throwing you off. We don't get that on mouse, so when we flick, we get the center dot on someone and as we zoom in the crosshair is sometimes off to the side.
I've been trying to figure this exact thing out as well. I'm missing shots that I should be hitting constantly, and couldn't figure out why my aim feels so random. So thank you for putting this together. To me, there is a big difference in adding Aim Assist to a game that's cross-platform, but the ACTIVE NERF to MnK in addition to the Aim Assist is just insanity to me. They're working against their already dwindling player count with that nonsense. I'd rather go play something else than lose gunfights to dumb mechanics designed to force me to lose gunfights.
The only random thing is the off center ADS. If you're losing gun fights you're just bad.
@@Meloncholiacbruh I saw your valorant video, you can't aim for shit.
@@Meloncholiac classic PS5 user right here. ignorent and doesnt want the game changing back because you KNOW you will get trash heaped on a fair fight. clown
@@Meloncholiac🤡
@@Meloncholiac guess you commented this before watching the vid...
Leaving a comment to boost the algorithm.
Now that I am aware of this, it explains many instances where I felt certain that a shot should've landed, and I just assumed that it didn't register, or it was due to latency, or I did just miss without realizing it.
I believe this needs to be addressed as soon as possible.
This biggest issue is we arent actively holding this weapon so we cannot EVER account for its movement. So them trying to give mass to something we cannot feel is dumb
Another big thing that seems new to MW3 is how much the enemy character model leans back and forth while strafe spamming. That, on top of the sway makes it miserable to fight any competent player
Facts
They had it in MW2
Y’all know y’all can reduce aiming idle sway, and a moving sway😅
DMDL
God right, trying to hit a headshot when the target is bobbling back and forth behind cover is miserable. I'm assuming it impacts the hitbox and isn't just visual as well.
Instead of this manufactured randomness, imagine the “natural” randomness in a CoD game if they just let all inputs be direct input. As you said, all of us M&K players have been working these reflexes and coordination exercises for decades and when there’s an external variable injected it throws everything off.
Direct input for controller and M&K let everyone’s aim land where they are directing their thumbs / fingers. The reticle movement would come all by itself!
Any chance you have the underlying data for MW2 and MW3? I’m really interested in the deviation changes between the games.
Awesome video.
Man I commented around half way point of the video and you already won a subscribe from me at that point but goddamn… The sheer effort you put into this is wild. You are greatly appreciated. Thanks brother!
I normally watch Exclusive Ace’s cod videos on the fly and he’s good and all but the level of detail you put into this specific aspect is profound. I hope your page grows to that level of attention bare minimum. You definitely deserve it. 🍻✨
I thought I was going crazy, since playing MW3 my aim on MnK I struggled tracking players, constantly losing gunfights - Hardcore modes lessens the effects, but Core modes are rough. Thanks for sharing your RnD on this.
Yep. Does it feel also to you like your crosshairs go whereever they want...like they are AI bots all their own?
Truly.
@@picklesdill9138bro yes 😭 man i thought i got bad at cod but that made no sense to me since my skill level on other cods are the same good level i’ve been at 😭😭 glad to see i’m not the only one who’s havin this problem
game is nearly unplayable- i watch my death replay and its a controller player that is strafing while not missing a single shot, while I'm sprinting and jumping. i have a 2.15kd, and struggle to kill
@@fenqe If you play against good controller players with movement and a little brain its always GG. I just cant hit every single shot so fast while they have and litteral aimbot with 0 MS reaction time .. pls lord help me to uninstall this game... I actually should not give a F... and get some aimbot or softaim myself ...
Nice job Tony. The pistols, especially magnums, have a similar effect when strafing. So much in fact you lose the sight at the barrel tip completely.
Yeah that shit drove me nuts using them. I couldn't hit the broad side of a barn with the revolver because I would just completely lose the front post.
If I drop warzone with the .50 GS I have to go somewhere quiet for this reason. Sometimes I feel like I hit the shot but it misses and I suspect this is the culprit. sigh in mnk player I just don' t find playing on controller as enjoyable...
This explains so much to me as a mouse and keyboard player. I was a 2.0 KD player in MW2019 and skipped MW2. I recently came back to MW3 and put some real hours in and just could not for the life of me understand why I was missing so many shots. This explains sooooo much. Dang, I guess I try a controller but that feels really bad man.
Same, 3 + kd in any game that doesn't have this dumb mechanic stopped playing because of it & stayed on Mw 2019. Good luck to any mnk players on mw3
You're the g.o.a.t. I will no longer be restless on my deathbed, knowing it wasn't just me feeling the inconsistent aim.
MW19 had the smoothest aiming and gun mechanics in general.
God I miss that game.
for real. Just give us that back
Agreed. I have no idea why they would change a winning formula. I really just don’t understand. They even reverted a bunch of changes they made at the end of caldera for the start of wz2, which they are bringing back now 🤦♂️
@@NPFfumbitoo much MnK success these things we're added to reduce the effectiveness of MnK vs controller interactions. That's my theory anyway
Was the closest to old school shooters, hopefully they really replicate this mouse feeling and mechanics like they mentioned.
I played it yesterday after being frustrated in HC Rust and boy it feels so different. How good we had it😢
Thank you for creating this video. I’m sure it has provided a ton of validation to mnk players. I thought it was just me that felt it was off since everyone else I know plays controller. I really hope the devs see this and address it. If some adjustments were made this could be a much more enjoyable game.
Validation for sure! Felt off to me which I then switched to controller and with AA the aiming feels better since obviously you don't have to be as accurate, lol. They really need to fix this issue. I think at this point we'll just have to wait until the next CoD since we KNOW a rework like this is something CoD will milk with marketing to fans :(
@@LifeWithYourMumlol, try playing with controller without AA
When I switched back to controller from MNK my gameplay and KDA drastically increased within 20 games, but yet my accuracy is the same as MNK so the hitmarket and targets were regsitered that it was hitting but it wasnt in game its so weird thanks to packet burst.
I knew it wasn’t me!!! I don’t want to switch back to controller but it’s definitely making consider reverting back
I play on a controller and can’t hit shit either since the update.
I remember in cod iw, it would stay still in the center for a second after you ads, then after that it would start swaying
This makes so much sense, I had such a great aim at 2019, slight worse on mw2 and now on mw3 its like i've never played fps before, always missing shots
it started with the overpowered rotational aim assist in MW1, the horrendous visual recoil in MW2, and it only got worse in MW3. At this point I think it's just blatant that Activision is making these games as anti-KBM as possible
I think they're doing what they're doing to try to balance keyboard and mouse with controller. They gave you the visual recoil that y'all wanted. Even though keyboard and mouse wasn't that hard on MW2 I did it for the first time. And now they're introducing this which means you can't just point ADS and click and immediately get 100% accuracy 100% of the time
Trust me when I say this effects controller players too. They basically want nobody to strafe while shooting. Obviously effects mnk much more
@@lucky13sjno one asked for visual recoil, maybe more recoil which means we actually have to try and pull a certain direction. Like honestly if they just made recoil harder on kbm I’d take that but visual recoil is stupid.
I stopped trying to fight it and just dug up my old Xbox 360 Scuf controller.
It's been fun.
Dude it feels horrible on controller too even with aim assist compared to the last 4 games it’s not just m&k
I recall back when they were doing CoD next for MWII 2022, and I think the lead producer said how excited he was about the 'Inverse Kinematics' that were now in the game. Tony has illustrated so well in the video is that the modeling of this (inertia of the weapon in players hands -> vector of the ray cast from the weapon) is causing this problem. I don't think these mechanics currently serve any purpose in the game and is an empty feature set that is just noise. I think if CoD was planning on adding VR support very soon it makes sense that this be in the engine, because then you would need those dynamics. Otherwise they are superfluous and its better to just leave 'Quake' the way its been, snappy and responsive. Note: haven't done mechanics courses/calculations in a while so I might be describing things slightly incorrectly, i think generally I am on point XD
THIS VIDEO BRO. EXACTLY HOW I FEEL ABOUT COD, they really tried so hard to make the game feel realistic that they forgot to make it feel good first. ran too far off in one direction, thank you bro for helping bring them back to the middle
I discovered something to add to this and i doubt tony or many people will see this but it turns out another reason why the aim feels more off in WZ2 compared to pre MW22 engine upgrade was because they also DECOUPLED the sway from the centern of the screen along with the point of aim. Weapon idle sway has been a aprt of COD for a decade but what changed was increasing the intensity of the sway to to try to create a sense of realism. Problem is this also caused people to get motion sick when they were testing out the new sway values so they decoupled the sway from the cebterpoint of the screen and let the gun continuously sway. Independent of camera orientation.
Compare this to MW19 and youll notice the camera and centerpoint of the screen were locked together even though there was SWAY. Recoil and weapon kick ALSO got decoupled from the center of the screen which is why MW2 has so many recoil/stability modifiers that indeoendently affect the state of the gun as its stationarybor being fired while moving when hipfiring or ADSing.
I've been trying to get the headshots with the marksman rifles, and I kept wondering why am I so bad with them. You explained everything perfectly and it makes much more sense now. MnK player btw
When watching through the game comparison, I noticed the games that are taken seriously in the PC / KBM space have neither reticle shifts. Goes to show that COD only cares about their controller players. I'm not sure why they continue to alienate a portion of their audience for absolutely no reason, but I find it incredibly odd that they're willing to give up players for things like this that add nothing to the game, and in fact make it worse.
Best thing to do is separate console and pc.
Could even patch them differently.
But guess what. They never will. Scumbag company that wants all the cash for the least amount of care.
@@davestar4718 most people on PC play with controller so that doesn't solve the mnk vs controller issue
@@davestar4718bro, you're not understanding the issue here. What they need to do is remove this crap.
@@davestar4718 separating them is a terrible idea. crossplay is the future and will be the standard for a reason.
Crossplay isn't solution if you can play with the controller on the PC.
Very well covered, but the strafe-issue in MWII that had me most ramped up was for iron sights pistols, where this exact effect caused the backside and frontside of the gun to be out of alignment. I never really figured out whether I should be putting the target between the two back pillars or behind the front bar on a iron sight pistol. Over time I just accepted that I could not compete with controller players when using a pistol. Such a shame, because the pistols was a blast in hardcore mode in MW2019. I find the aim sway when ads’ing fair. Sure it’s sad to miss, but you need to provide a benefit for the people who read the game well and pre-aim in the right direction.
Thank you for taking the time to make this video. Surely this was a time sink. Thank you. I'm looking forward to downloading your app as well.
I’m a controller player and I’ve definitely noticed how weird the aiming feels in this. I appreciate you for bringing this up and going so in depth on it!
Yeah, the amount of horizontal recoil feels weird too, i mean, there is actually 0 vertical recoil, but suddenly your aim just get off the target
@@brunomonteiro7788 Ikr and Ive tried almost every setting combination but I just cant perfect it. RUclipsr make it look so easy lol
@@yahshua4928you’ll have that with reverse boosting 🥲 lol
@@brunomonteiro7788skill issue
Same, I changed all my setups according to his explanation and added an attached for gun kick control too, which reduces visual recoil and straightens up the recoil as well, now all my weapons feel like laser beams with zero sway.
IM SO GLAD YOU COVERED THIS!!! it felt like to me nobody was speaking on this. in mw19 my aim was amazing… whereas mw2 and this game on the other hand i noticed something off right away..
I swear man I was saying the same thing yesterday
exactly i feel the same
Finally some one debunked this. I couldn’t understand why I was so good in mw2019 and so bad in mw3
I loved playing MW (2019, PC), but I couldn't get over how much I struggled in terms of aiming initially (namely sniping, but other weapons exhibited this to a degree) versus other competitive FPSes (Counter-Strike, TF2). I honestly just chalked up my lack of ability to, well, lack of ability. I adjusted, and was able to play decently, but I could never shake the feeling that something was off. That I'd lose gunfights where I held an initiative advantage. I honestly wouldn't have guessed it was aiming reticle shift! I haven't picked up MWIII yet, but this kind of thing makes me think twice. I can't imagine having strafing shift along with aiming reticle shift. It's frustrating, and it makes me gravitate towards other FPSes, but I like the speed of the COD games. I really want to like these games, but I don't know if I could subject myself to this.
This is really amazing work and something that really needs to be fixed.
MW 2019 felt absolutely amazing though. Gunplay was smooth, movement felt good... these new cods feel like ass. mw2/3 engine is a fucking downgrade from 2019. They knew this, because people perfered the MW 19 engine and kept playing it, thats why they shut the servers down in WZ1 cause it was 10x better than mw2/3. I really want to get into this new cod but the game just feels like shit. Movement, shooting, everything.
If you played the old MW3 the aim idol sway started in the center every time cause I remember in game battles and high kill pub lobbies I would spam LT to “reset” my aim point back to center of where my crosshairs were. The change they made makes the game over complicated
For the first time in years I had to lower my sens because for the love of god I could not track enemies without over adjusting and by the time I was finally on target I’d be dead already to RAA.
Still feels odd, but I moved to play almost exclusively on Hardcore to grind camos.
Will be rough to adapt to WZ3.
I found it helpful to keep my base sensitivity high and lower the ads sensitivity by like .80
the only way to track players as mnk is legit by playing dg56 burst , its the only gun im consistent with and i can compte with any not shitty rollr player with AA , everyday i feel like my sens is different when adsing a gun idk wtf is going on
Did you test black ops cold war by any chance? I'm not sure but I feel like cold war guns in the MW engine didn't have all that sway since it's more of a classic cod, and that's why the guns felt so good and people really liked them. Obviously WZ1 no longer exists, but it might be possible to go back into old gameplay and analyse it. Great video btw! I loved how you used python to show how the point of ads could be improved!
I noticed this when testing some snipers out , this made me make my center dot bigger cause of how inconsistent it was.
Also, it’s not just MNK, I’ve been having this problem on controller as well, people on high ground or behind ledges are impossible to hit.
Yeah bro. I have games where I can’t miss then games where I miss every shot. Makes no sense
@@jaweel6205
It's because everything is scripted.
Sometimes you will be the God of the session and right after you will be destroyed.
It makes no sense.
Just like in fifa online match.
@TrueGameData BF3/4 Note: Bullets still go to the center of the screen despite the visual reticle shifts.
As a kbm player, it makes it difficult to casually play because of I’m not paying perfect attention and if every single neuron in my brain isn’t firing and adjusting for aim away I miss shots. Controller has less of an effect for this problem because aim assist puts you on target in the first place and helps the causalness of call of duty
Most of the time aim assist either doesn’t work or screws me over,my aim will just randomly get pushed to the ground in the middle of gunfights
Very good guide and explanation. I think if both effects were halved and speed halved it would dramatically improve gunplay. Gunplay in MW3 feels so bad, esp with 150 health now. Everything being halved would not only make gunfights feel crisper and better but would also help keep some skill gap. Keeping landing ridiculous long shots with ARs or SMGs more challenging. Effects being halved would reduce the WTF and I shot first but die first moments but still keep some randomness and skill requirement
Great Job.. please share it with the Dev's. My experience with mouse and keyboard is horrible in MW3
This man just single handedly proved that Activision is actively trying to nerf Mouse & Keyboard.
We are vindicated.
Subbed.
Probably to combat cheaters and aimbots but they are hurting normal players and cheaters still cjeating
@@skyhawk21 None of these features are going to combat cheating/aimbotting...
Could also be to lower the skill ceiling, more randomness etc.
@@skyhawk21& @kalleanka2796 No. They literally have a machine learning algorithm anti-cheat, in the name of Ricochet, who's sole purpose is to do just that. By virtue of the fact that it hinders the binary input of mouse and keyboard, and is nothing but a visual after thought at best for controller, due to aim assist, is by virtue a benefit for one and not the other.
It's a nerf. Pure and simple
As you said this does effect Controller players less but i have noticed longer range gunfights feeling harder on Controller too. I havent really thought about why, but this explains it in a way i can recognize in game.
Excellent work
You are 100 percent right about the muscle memory, this game is so bad I actually hurt my sciatic nerve trying to over compensate in this stupid game. I'm over it, I can't play on mouse and keyboard now because I'm being physically hurt trying. I can't just go back to controller after 20 years, I'm 51 now, it's too much of a mental pain to start from scratch again. I think I'll go to other FPS games, COD is literally hurting me.
yes explains alot, being mouse and keyboard and trying a load out from console content creatures where they say zero recoil, stable and the cross heirs are all over the place and i feel iam chancing the reticle all over the place while trying to track a player. changed my aim to chest and not head more consistent hit markers, great video
Tony this is so damn good lol. Thousands of people have felt this and been annoyed by it but nobody would’ve been able to explain it the way you just did. I know a crazy amount of effort went into making this video.
I noticed a weird feeling on the Striker 9 where it felt like the gun had no recoil in terms of moving the gun but the spray pattern would be wonky. So it feels like no recoil but there’s plenty of recoil. Almost like the rear irons don’t move at all but the barrel recoils like any gun with moderate recoil. Felt different than the other subs
Yes the striker 9 feels awful. I thought it was my controller
This is legitimately hilarious and impressive. Hilarious because of how random CoD has become and impressive because of the sheer amount of painstaking measurement and code writing. I’m glad I quit playing this game when rebirth died but I will always stay subbed because I feel like I always learn some new ridiculous piece of video game mechanic knowledge when you publish a video.
I can't believe how much data was gathered for this video. Crazy skills here. S-tier RUclips video, really. Well explained, super informative, and doesnt bore you. Thanks.
outside of the SBMM 100% of the issues with MWII (and therefore III) are caused by it having to be an extraction shooter, a battle royale, and a multiplayer arena-style shooter all at once. The ‘realism’ that a casual Tarkov clone needs is vastly different to a good COD MP. They _need_ to spin Warzone out into a continuously updating separate game to the mainline yearly released franchise.
The only thing I’ve noticed is when aiming at a target, sometimes when I try to move the crosshairs over the target, it feels like it’s resisting me. I’m pulling the crosshairs with the right stick but the crosshairs won’t move. Like they’re stuck just outside the enemies hit box. Very weird. Didn’t have this problem in MW2.🤷🏻♂️
1000% this, and it drives me insane lol
You need to lower your deadzone. Having a bit of stick drift is ok. I found when I lowered my deadzone, I was better able to react to the random jumps in recoil
Every single game, aim resist is real.
It’s funny because I don’t get that on this game but on Cold War I had that exact same issue even with all the same settings, up close gunfights I was fighting against my sticks to get my aim in target. Oddly enough haven’t felt that in any COD since then (maybe happened slightly in vanguard but I didn’t play that game much).
Yup. I was just saying that this morning
Especially when comparing the pace of any BF game vs cod, we’re moving around a lot faster with generally faster strafe speeds in gunfights, so a weird factor like this makes it significantly harder to be accurate or consistent. I knew I wasn’t crazy, thanks for the video.
It feels better to me than previous games. It’s actually going where I want it now.
There are actually plenty of FPS games where bullets don't go to the center of the screen. It's mostly arcade shooters where this is the case.
Also, while your perspective is obviously CoD, I find it pretty funny how your preferences are pretty much opposite to what most tactical FPS players would want. In games like Squad or even Insurgency: Sandstorm, you don't want players to to be able to ADAD spam you at 50 meters. 😂
I appreciate the effort you put into this.
Great video, hopefully the right people see this!
The amount of time & research for this analysis are incredible. Thank you so much, as a KBM player, its sad to play the game I love so much with this state, hope Sledgehammer resolve the issue soon since they have acknowledge it.
50k you coulda saved my mom oof
@@wcghavii7625it’s in IDR lol not usd
@@wcghavii7625I don’t think it’s USD
@terryjackson1 it's like $3.21 lol
@@wcghavii7625 could've been saved with £2.50? sheesh
This explains so much.... Even when playing MWZ where you just shoot slow moving zombies the aiming feels bad for no apparent reason... Like I've been playing fps games for 20 years, 600 hours in Kovaaks and then suddenly I start missing easy shots against AI bots.
This is extremely impressive man, well made and great explanation. Great content 👏
for #2, the reticle shift is a setting you can toggle, but the game states that if you turn it off, you need to know that your bullets aren't going to the middle. this means that the shifted reticle is actually where the bullet is going, not where the center of the screen is.
Thats what makes it feel so bad
That’s WILD. I’ve always wondered what happened to my aim since 2019… because I used to have a nice 1.3 KD in MW19, which while not great, it was enough to be enjoyable for me. But since II I’ve STRUGGLED to hit shots, and I thought it might just be me getting too slow for the movement, which may still be true, but there’s been so many times where even hitting still targets is dubious at best. I don’t feel *as* bad now! Hopefully they either tone it down or eliminate it outright!
Lol those are just lousy excuses. You just got worse or faced harder competition
I had a 5kd in rebirth on MKB and I am sub 1 now. Its not you, its the game.
@@ComplexWork You see the problem is my KD in mw19 is 2.5 and I'm slaying in insurgency sandstorm PvP my KD in Battlefield 2042 is 2.8 my KD in Battlefield v is 1.9 I still play those games but when I play mw3 my KD drops to 1.03 😂 so as you can see my skill level is constant over a good deal of games except mw3 😂 something is off in that game
Very informative video, never knew about this technique. I'm so used to it in MW2 that it feels odd without it in other games. Funny enough my aim is worse without it...
(I play with KBM, PC)
coming back to this video because they implemented your change sir, good one you
this is fully intentional by the cod devs. they want to introduce as much randomness into every part of the game so that good players cant be as good anymore. they want systems like this so that even if you're a great shot, you're still going to miss a lot.....means other players have a little better chance to kill you.
1. To shrink any possible skill gap.
2. To safeguard the experiences of average and lesser-skilled players (majority of the player base).
3. To stimulate longer session times among the majority of players, thus increasing the profitability of the player base.
4. To mask when server-side meddling kicks in to influence the outcome of a battle when 'needed'.
All popular titles have their own mix of techniques to achieve this; competitive integrity is dead, and has been for quite some years now.
Great video
It's just to push mnk out of the game, that's all. These issues don't affect controller players.
@@123manny321 It is indeed to shrink the skillgap between mnk and controller. Still, when solely looking at controller, there are many factors that result in different amounts of aim-assist, recoil and other game mechanics that influence the outcome of a battle. Higher accuracy per bullet fired, equals, unfavorable gun handling, aim assist and hit registration. These mechanics gaslight both inputs, mnk & controller.
@@therayen disagree on that point. Controller is way over powered and there is no balance between controller and mnk. I used both, controller is far easier
@@123manny321 I'm not stating that a controller isn't overpowered against mnk; it is overpowered, by design. My initial comment touches on how competitive integrity is dead because developers try to cater to the majority of their player base in order to maximize profitability. However, this doesn't negate the deviations in the presence of aim assist, recoil, and other mechanics within the controller group themselves. Do they suffer as much as mnk against controller? Most of the time, no, but when the game sees fit, a mnk plebeian will easily destroy a controller demon. Especially if it's estimated that another death for the mnk plebeian might lead to a shorter session time, a.k.a., a decrease in profitability.
@@therayen mmm Om not so sure man, I play with "controller demon" top 1% players and they have no issues at all kerb stomping mnk players. They even turned aim assist off just to make a point to me that they can always 💩 on mnk players, regardless. The deviations in controller are not as big of an issue as some may think, in fact, the strength of aim assist makes rubbish controller players perform better against better roller players. So it isn't as much a case as needing good players as it is buffing bad ones. I don't know but I feel "the patent" was written up specifically to tame mnk players when cross plat finally became a thing because since then AA got stronger and mnk got weaker, demonstrably. I used to get accused of aimbot in cod only 5 years ago but in this latest title I look more like a regular bot with the way these algorithms are implemented.
It now makes more sense why the Aim walking sway and idle sway stats exist on attachments.
I have a suspicion that the idle sway is only a visual thing on controller when aa is tracking targets. Like the center dot is where the bullet will always go when aa detects a player, "helping" the player track the target like it does for recoil.
MnK is at yet, another disadvantage. Would love to just see traditional center screen, true aim. Nobody wants aim sway, not a single person, and Im not saying ive specifically seen this. But there were times i was wondering where my shot was going
Mouse and keyboard is in no way at a disadvantage. I went 10-9 recently on mouse and keyboard and I didn't start using mouse and keyboard but for maybe 10 games on modern warfare 2 come on now
@@lucky13sj That is a horrible metric to base anything off of
@@lucky13sj I played on controller after not using it for about 5 years on an FPS and the aim assist made it super easy to dominate lobbies. Also, 10-9 is not close to impressive
@@Motinhox did I have literally never used mouse and keyboard to play an FPS the fuck are you talking about. The fact that I could use it at all I call a win. I just kept forgetting my left hand
@@lucky13sjif you forgot how to move, but went positive, the people you’re up against were probably also new to fps. Mouse aiming at mostly static targets that you don’t have to react instantly to is both intuitive and relatively easy compared to basically everything else
Maybe you are a natural at aiming though, but your single match experience does not at all represent mnk as a whole
PSA: the Jak Heretic (MTZ762 aftermarket kit) removes almost all sway for some reason, in case you wanted to see what MW3 would feel like with sway completely nullified. It's almost certainly bugged.
Well maybe it’s a shg thing. There were guns in caldera (vg guns) that had the same thing with certain attachments
Why are you giving away the secrets
@@COALEDasICEshutup clown u didn’t even know about this lmaooo
Young guns enjoy ads tho hipfire since original MW3 is the most effective or quickscoping while jumping 720 inverted into a slide with more hipfire. If you ADS longer than an F1 pit stop ur doomed 😂
No it doesn’t
So that explains why when I'm standing still I can laser an enemy but when I'm strafing I miss half my shots.
Never felt so helpless on MnK in any game before had to plug in my controller to compete
Really appreciate the effort of this video and analytics. It breaks my heart getting these details confirmed for us MnK players. Only the top tier MnK players can compete with above average controller players imho thanks to the stacking effects of swaying and the aggressive aim assist correction.
Thank you Tony, I hope every single developer gets to see this
Now they also has started with making your controller unresponsive, clumsy and making a 8/8 sensitivity feel as 3/3 to slow you down.
That’s exactly what I felt. Aim is not the same anymore
Thanks for this video because of noticed in more than a couple of 1v1s in MW2 that I tracked the enemy perfectly but just one frame behind him.
Now I know it's because we were both strafing right so my reticle was pushed to the right while I was tracking him left (+plus server latency) made me miss my shots by literally 1 frame. Maybe they can tone the reticle strafing down slightly, because I'm okay with the optic gabble, but if I'm doing things right moving my character trying to avoid shots, it doesn't make much sense that I'm punished for it not landing mine.
I definitely didn’t have as much of a problem with this in MWII, probably because movement was so slow and TTK was lower so tracking wasn’t as much of a problem. I have definitely wondered why I was missing shots that appeared to be directly dead center when I started strafing in a duel.
It's sad to think the devs will probably never address this issue. I wish they'd prove me wrong.
Thank you for explaining why we m&k users suffer so much. Is there any solution or at least something that we can do to reduce all this effects ?
switch to controller .... or don't play
@@IvanIvanov-oo7bxthat’s literally it, I’ve tried to give mw2 and mw3 so many benefits of the doubt. You have to play on controller for an experience that isn’t absolutely dogshit.
Looks like competing against aim assist on M&K wasnt hard enough... they thought adding some randomness into it would add some flavour to our gunfights 😫
Controller players are the majority. So they're gonna get all the love sadly
Against aim assist? Lol tell me you're bad without telling me you're bad 😂
@@truetrax2 this video literally prooves otherwise or did you miss the point where he said m&k have to be precise its direct input we cant miss by a CM controller players can shoot in the general area and let aim assist take the wheel
@@truetrax2 well the facts and data disagree with you buddy
@@truetrax2the fact you think there's barely any aim assist this year even though it's the same as mw2 (it's literally the same engine) is exactly why AA is so strong to help players like you who can't aim just learn how to properly trigger rotational AA and you will see the difference night and day
That controller rotational aim assist has hurt me many times as well personally. It is still the lesser punishment compared to Keybam, but a common way to fine adjust my aim in previous games was strafing and now it will keep me off target by "correcting it" the alternate direction. I don't think it's the smartest way of getting a good shot, but I got use to it, and struggle with fine tune aiming in general
For controllers, theres this “resisting” feeling to the AA which is so annoying. Mw19 or mw2 never had this problem
@@RoxyandChrisyou can turn it off.
having it start in the center would be such a good change thats why it will never be added
Hopefully, in couple of years they may make WZ1 kind of experience. When WZ1 was about to end, I was like, why they don't just fix the bugs, the game is almost perfect!?