dude I just wanna say how much I appreciate your hard work in making this info so digestible and accessible. when the developer sucks so bad at communication it's amazing to have resources like you. thanks again, you are so appreciated!
Why so we can have MW 2019 where everyone uses the same attachments on every gun? No, its fine the way it is, learn to adapt your play style to your weapon build.
@@Makavelli2127 this is such a silly take Most attachments have drawbacks so comical people already default to the handful that dont actively harm your gun more than they help it So instead of 2019 where everyone ran the same attachments because they were the best people run the same attachments per class because they suck the least lol But i guess having multiple GOOD options would allow for too much variety and we cant have that
@@rileybazan9747 we should just go back to the old days where attachments had zero downsides (aside from scopes sometimes having more recoil, and suppressors reducing range)
I'm mind blown and quite frankly PERPLEXED at the fact they buffed(INCREASED) FLINCH&CENTERING... if anything you would expect to see a nerf(DECREASE) to flinch.. I genuinely just can not comphrecomprehend why IW would make this change... even when looking at it from the perspective of; it now adds more viability to, thus making it more meaningful /impactful to run an attachment(s) to provide the PRO: Flinch resistance. Also when tuning your weapon(s), whenever you see/come across the choice to tune said attachment towards flinch resistance. But ever with all that said... they're are very few weapons that have attachments that provide a,..shall we say "Meta" stat improvement as well as giving flinch resistance. Likewise very few weapons in which one would choose to take an attachment that provides flinch resistance over said "Meta" attachment....only time and testing will tell...here's to hoping IW decides to revert this Flinch "adjustment" and leave it as it was
Did you by any chance check to see if the focus perk counters the recenter speed adjustment. Maybe its worth using now 🤷🏻♂️. Either way thanks for another great video!
thats what I was thinking, they probably increased flinch to indirectly buff focus. The bonus perk slot before this was dominated by fast hands and restock mainly, so itd be nice to see how focus fits itself into the balance of that category with these changes.
@XclusiveAce I think they increased the re-center time to balance out semi autos/bolt action/lever action a bit more, as I find in longer range gun fights, you have to pace your shots a bit. And against a low recoil AR such as the TAQ-56, it can be hard to get that second follow-up shot in if you're using something like the TAQ-M, or even the Lever action before the AR user is back on you. On the flip side, I think it rewards accurate shots by an AR/SMG user on an enemy at long range. Makes it more reliant on who gets their shot on target first at longer ranges, and is able to stay on target, where if you miss shots, you're punished by them being able to recover and return effective fire.
@@ch3ckm8 It does if you're getting shot. If you have kind of a concealed position or goof cover, and you can get your shot off on someone who might not be expecting you, you're good. But same as before, you'll end up having to move if your position starts getting lit up
i definitely noticed the flinch changes today. i was almost finished leveling the MCPR-300 post-patch and i finished it today. from what i can tell, the changes are killing the sniping community even more.
I feel flinch increase definitely benefits long range fights in Warzone/DMZ and makes it so that the first person to shoot and hit will have a greater advantage. I'm curious as how flinching affects between mouse/keyboard and controller.
While I don't play Warzone/DMZ I do play mouse+keyboard in normal 6v6. I honestly didn't even notice a difference while playing and I probably wouldn't have even known about it unless Ace pointed it out.
@@ryanchong9965 Yeah about that, I don't think you will experience any difference in normal multiplayer since player die so easy and fast that you won't be able to tell much.
They should buff the suppressors to hide enemy skulls or something, like reducing ads penalties because they’re still rather pointless in true stealth because that ghost perk interaction screws up routes. It’s not like Vanguard where ghost is tied into dead silence. The actual flanking and stealthy stick and move playstyle is near non existent which pains me because I enjoyed studying maps and rotations and being able to systematically dismantle teams. Vanguard had trade offs to the perks that made sense, like intuition and high alert that helped people counter flanking but it was still encouraged and possible with how much faster things were.
They're obsessed with buffing the sentinel play style. The buffs and changes to flinch make that obvious. I don't think Infinity Ward has ever liked people that run routes on the maps. There's no dead silence perk and now, like you said the suppressors have been nerfed.
I feel like the flinch adjustment was because most people, myself included, runs Fast Hands on all Loadouts. Maybe they want to see if people will switch to Focus.
Interesting theory. I also noticed sometimes the flinch seems more exaggerated, but another thing missing is the load out of the killcam, so I never know if I'm killed by those pressure bullets
This game needed some flinch. 100%. With the outrageously fast ttk, and weapons generally not having as much recoil and accuracy penalty as they use to (looking at you kastov and tac platforms) as well as the halo jumping/strafing problem, being able to perfectly land your shots easily while being brittled with bullets is just too much, we’re strong operators but we are not super soldiers
another thing for the launchers is they seemed to buff the velocity of the 40mm grenades, i noticed this morning while messing around with it the grenades actually fly farther now whereas before it was pissing distance.
The video didn't know the ADS reduction for Holo Sights, but judging from the SZ Holotherm going from 30 to 20m/s, we can guess the other holo sights are the same. So they might now be the same ADS speed as most of the Red Dot Sights.
I suspect the flinch changes are to encourage use of the flinch resistance attachments and perk. There’s always a counter but people aren’t likely to use it. I like that this change now forces us to assess the trade offs and add greater gunsmith variety.
Stoked about the under barrel buffs, I always go with the Gravedigger because it’s a nice balance of control vs ADS but now I can get the same ADS & more control with the Ripper, super excited thanks Ace!
I would really like if you tested the flinch ammo on the X13 Auto, it has a high rate of fire and low damage, so stacking flinch on it is something I try to include, just to secure a kill or harass someone who's too far away to really engage meaningfully. The other pistols are meaningless but the auto-pistol could be different
The Flinch adjustment was to lessen the proliferation of snipers in the game. Doesn't matter what your ADS or TTK is when you step around a corner and you're dead. Or get quick scoped. No gun in the game can compare to a quick scope sniper for TTK. They only have to contend with their ADS.
@@LukeKarang that’s the way it should work especially in a twitch shooter. I also think that flinch should be relative to distance and rounds used. However with that being said this should be a game where whoever is faster on the draw gets the kill in close-medium range.
It feels to me like they were looking at what attachments weren't getting used and decided to nerf the downsides so people actually feel they're worth using. Seems like a pretty smart move for now
great stuff Ace, I just wish you actually tested what it's like to be shot with OP rounds to see how the flinch increase actually is for the target. Just to see weather or not it's worth an attachment slot.
Ace, this means that the Tier 1 grips from that other video of yours are almost crutch attachments now. Could you do a vid on which one of the tier 1 is the best?
I think the Bas-p ads speed caught a secret nerf because I was using it before March 15 update and after the update before I noticed a significant drop in ads
One thing I notice is that not only do you spawn with two grenades for the launcher, but when you use the crates in ground war, it gives you two more if you used them up.
The flinch adjustment would explain why it sometimes feels like I'm shooting marshmallows... I'm actually getting thrown off target in a gunfight, so my shots are going just outside of hit boxes or multiplier zones. That's pretty punishing when trying to get DMR kills for the new gun. I already struggled enough getting consistent personally speaking due to most of the one shot kill zones being heads only for semi auto. And I'm not good enough to run the bolt guns for double kills. The other changes are generally good things. Though I would have liked to see attachments be more by weapon category than just globally (I know it's easier to do globally but, still.) or at least not decreased the ADS penalties for magnified optics above 5.5x. I feel like the quickscoping community is rejoicing in high sensitivity twirls in lobbies now...
Hopefully for S3 IW continues to reduce the ADS penalties and gives additional buffs to no stocks. Some of the suppressors in the game will harm your ADS by 100 MS or more.
Thanks for the vid. I only play hardcore so ads improvements are always good. I want the fastest ads I can get but I also get a lot of full auto mag dump long shots so I need accuracy as well. This is an improvement.
I'm sure they saw no one was using any flinch attachments and wanted to make it something to consider now by increasing it across the board. Now having us reevaluate how we set up our guns. But I also feel like I would only change up my flinch resistance on a load out when it was against the one player using flinch ammo lol
Being in sustained ADS to get headshots with snipers in Shipment was crazy with the flinch. Cant wait to see what it's like now. Felt like I got vertigo sometimes!
I do like the change to flinch. Gives those that land their shots first an advantage against their opponent, as it should be. If your skilled, shouldn't be a problem, honestly.
Not at all. If you’re gunned by multiple enemies, you’re now pretty much fucked. People that land their shots first already have the advantage of landing their shot first. Why should flinch serve to give additional advantages?
Feels like my Hemlock changed in a weird way. Got to be the flinch change. I use the Shakfin and a mini pro and it just don’t feel the same. Maybe I’m paranoid. Always am after an update.
Hey Ace, I think the Phase 3 grip may be in the +13ms Category rather than the +10ms after trying to do some tests myself (before I saw this video). I was just testing what I figured were the 4 most common in ranked based on setups I've seen online (Phase 3, edge 47, Sharkfin, and FTAC Ripper), and I was getting Edge 47 and FTAC Rpper both at +20, the sharkfin at +10, and the Phase 3 at +15, though I could be mistaken. Given I got the same results as you for the Ripper and Edge 47 I thought I might mention it.
Good shit as always, Ace. I'm glad to be able to use more than just the sharkfin lol. Although, as for the flinch adjustments, it really seems like they're trying to delete the kbm playerbase. shame i'm one of them.
Not bothered about flinch. In fact if they do bring back 1 shot snipers in BR it should limit sniping in assault or even smg ranges. That makes no sense. Sniping should be a long range activity.
@@Adam-mo2qw oh yes overpressured does but that’s a specific case as opposed to for ARs and SMGs they will always have worse flinch than before. But if you’re goal was to mess snipers up at close range while using smgs overpressured could definitely be viable
Hoping we also get some barrel and suppressor buffs. id like them to feel worth using in MP and Warzone again. there's no reason to not use high velocity rounds in warzone with how rough barrels are and most of the big BV boost suppressors
Imagine saying the words "They had to buff the grenade launchers in MW2 because people are rarely using them". How far we have come as a player base can astound me.
I notice that you can have the same ammo on two different guns and it'll have different bonuses, the main one that I caught was the p890 (the stand in for the 1911) gains the "no enemy skills" bonus when you put AP rounds on it but if you put those rounds on the deagle it'll just have the standard bonuses. And that's so odd don't you think ?
Can we just take a moment to talk about the underbarrel grenade launcher change. They make it seem like this a proper additional grenade but they used to have 2 shots before. They got rid of the second grenade and are just now adding it back.
These buffs will help a LOT in ranked. The elimination of tuning sucks, but this opens up the attachment meta a lot more. I feel like more muzzles and more foregrips/angled grips are viable now. Keep an eye on the Lockgrip Precision 40 and the Corvus Slash Gen2 (foregrip and muzzle respectively) they seem like the most "bang for your buck" as far as max bonus and min penalty.
Those ads buffs are huge tbh definitely a big W for sure, idk about the ammo since I never used them unless it was some Niche build armor piercing so I could shoot through walls easier
I can see why they made the flinch adjustments. If flinch is proving too difficult for players to manage then maybe they’d have to sacrifice some attachments for it? Maybe less ADS speed and more flinch resistance 🤷🏾♂️ idk how it’ll work out as I haven’t played I’ve been out of town but maybe that’s what they want is more build variety
Hey so fighting games measure speed in frames, I think it would help for the small adjustments to count out the difference in frames,. I didn't count but the first flinch demonstration looked like it got like 4 frames slower, which isn't a ton but it's still a fair amount of increase
fighting games are universally 60fps for online shooters, there are two different refresh rates that count when considering a competitive advantage - first is server tick rate (my assumption is somewhere between 48-128tick, maybe 64), and next is local gpu refresh rate. with top tier hardware and the right settings, MW2 can hit 240fps stable on PC, in which visual information is updated more frequently to the player thereby giving a competitive edge. all this to say that saying something is 4f faster does not translate well to a shooter like MW2.
@@munmunyee That’s fair actually, I didn’t think of that. I just hear him trying to estimate the differences and think “this would be a lot simpler if he just counted the frames”
what we actually need them to fix is the visual recoil on guns and get rid of the smoke that popped out from the gun while you shooting, plus the recoil control on all weapons in general needs to be increased a very little bit
Increased flinch seems to be a move towards buffing high fire-rate weapons and pistols to make them a little more competitive with the 3-shot killers and snipers imo
Love the changes , just wished they buffed the ammo types just a little bit more because i hardly see anyone use them even after these buffs. Also i wish they didn't nerf dragons breath to the ground to the point where it doesn't make any viable sense to use them.
I feel like there is alot more flinch to snipers. I also feel like focus needs a buff. And i feel like it doesnt help much. I also would like to see some ads speed buffs to the extended mags.
dude I just wanna say how much I appreciate your hard work in making this info so digestible and accessible. when the developer sucks so bad at communication it's amazing to have resources like you. thanks again, you are so appreciated!
Hire this man @infinityward
I mean he makes money making these videos lol
@@Ccubed92 True, but we get to benefit from his hard work while RUclips cuts his check and not us. Everyone wins !
You would think the people that work on this game would know what they changed and be able to put it all in the patch notes ?
Videos >
More in-depth and easier to comprehend
@@Classikh yeah but not everybody is subscribed to Ace, so it would be preferable if the patch notes were actually accurate
Two completely isolated departments.
There's gotta be some version control and documentation on their end
It couldn't be easier to work on template and just go from there
You ever made documentation? It’s a massive game of telephone. Humans make mistakes 😂
A lot more attachments need to have no downsides, or at least downsides that don't involve slowing your ADS down.
Why so we can have MW 2019 where everyone uses the same attachments on every gun? No, its fine the way it is, learn to adapt your play style to your weapon build.
@@Makavelli2127 this is such a silly take
Most attachments have drawbacks so comical people already default to the handful that dont actively harm your gun more than they help it
So instead of 2019 where everyone ran the same attachments because they were the best people run the same attachments per class because they suck the least lol
But i guess having multiple GOOD options would allow for too much variety and we cant have that
@@SimonBlueBerry stop with all that logic and reasoning, we can't have that here.
@@rileybazan9747 we should just go back to the old days where attachments had zero downsides (aside from scopes sometimes having more recoil, and suppressors reducing range)
@@Makavelli2127 LOL why do people always say adapt. They could take guns out the game and people would still say adapt..
Thank you Ace for helping us navigate this otherwise IMPOSSIBLE maze of attachments etc. You literally make the game somewhat tolerable.
Couldn't agree more he has made this game wayyyyyy less of a headache lol
Flinch just adds more inconsistencies and a smaller skill gap. Not surprised they raised it sadly
Most people don’t seem to understand that.
I think a video on how much optics affect ADS speed on "regular" weapons and snipers could be interesting.
Some of the ads speed values were in the video already
That would be great esp for the red dot sights.
Just check on true game data
Hopefully they continue this trend of speeding up the gameplay with reduced ads penalties and shortened animations.
I'm mind blown and quite frankly PERPLEXED at the fact they buffed(INCREASED) FLINCH&CENTERING... if anything you would expect to see a nerf(DECREASE) to flinch.. I genuinely just can not comphrecomprehend why IW would make this change... even when looking at it from the perspective of; it now adds more viability to, thus making it more meaningful /impactful to run an attachment(s) to provide the PRO: Flinch resistance. Also when tuning your weapon(s), whenever you see/come across the choice to tune said attachment towards flinch resistance. But ever with all that said... they're are very few weapons that have attachments that provide a,..shall we say "Meta" stat improvement as well as giving flinch resistance. Likewise very few weapons in which one would choose to take an attachment that provides flinch resistance over said "Meta" attachment....only time and testing will tell...here's to hoping IW decides to revert this Flinch "adjustment" and leave it as it was
I was hoping you would make this video! Thanks again ace!
I noticed the underbarrel improve yesterday while creating a slow build for the Tempus, just for fun, and noticed that bipod grips weren´t that bad
Bipods where already gr8 sometimes I feel like cod buffs things that weren't necessary.
And nerfs things that no 1 asked 4
@@knrz2562 the bipod grip was garbage it slowed down your ads way too much, it's actually viable now
Did you by any chance check to see if the focus perk counters the recenter speed adjustment. Maybe its worth using now 🤷🏻♂️. Either way thanks for another great video!
thats what I was thinking, they probably increased flinch to indirectly buff focus. The bonus perk slot before this was dominated by fast hands and restock mainly, so itd be nice to see how focus fits itself into the balance of that category with these changes.
@XclusiveAce I think they increased the re-center time to balance out semi autos/bolt action/lever action a bit more, as I find in longer range gun fights, you have to pace your shots a bit. And against a low recoil AR such as the TAQ-56, it can be hard to get that second follow-up shot in if you're using something like the TAQ-M, or even the Lever action before the AR user is back on you. On the flip side, I think it rewards accurate shots by an AR/SMG user on an enemy at long range. Makes it more reliant on who gets their shot on target first at longer ranges, and is able to stay on target, where if you miss shots, you're punished by them being able to recover and return effective fire.
i think it hurts battle rifle/marksman/snipers a lot more than lmg/ars.
Nah, it slows the game down and hurts all weapon classes.
@@ch3ckm8 It does if you're getting shot. If you have kind of a concealed position or goof cover, and you can get your shot off on someone who might not be expecting you, you're good. But same as before, you'll end up having to move if your position starts getting lit up
@CampersRuinCoD It's only slower if you choose to slow down 🤷🏻♂️
I came and watched the video still (like you mentioned on your stream the other day). Thanks for all you do.
i definitely noticed the flinch changes today. i was almost finished leveling the MCPR-300 post-patch and i finished it today. from what i can tell, the changes are killing the sniping community even more.
Good
@@Scott-mu4xw lmao butthurt 😂
I feel flinch increase definitely benefits long range fights in Warzone/DMZ and makes it so that the first person to shoot and hit will have a greater advantage.
I'm curious as how flinching affects between mouse/keyboard and controller.
While I don't play Warzone/DMZ I do play mouse+keyboard in normal 6v6. I honestly didn't even notice a difference while playing and I probably wouldn't have even known about it unless Ace pointed it out.
@@ryanchong9965 Yeah about that, I don't think you will experience any difference in normal multiplayer since player die so easy and fast that you won't be able to tell much.
@@ZeroChannal I was noticing it a lot a longer ranges, like on Museum.
They should buff the suppressors to hide enemy skulls or something, like reducing ads penalties because they’re still rather pointless in true stealth because that ghost perk interaction screws up routes. It’s not like Vanguard where ghost is tied into dead silence. The actual flanking and stealthy stick and move playstyle is near non existent which pains me because I enjoyed studying maps and rotations and being able to systematically dismantle teams. Vanguard had trade offs to the perks that made sense, like intuition and high alert that helped people counter flanking but it was still encouraged and possible with how much faster things were.
They're obsessed with buffing the sentinel play style. The buffs and changes to flinch make that obvious.
I don't think Infinity Ward has ever liked people that run routes on the maps. There's no dead silence perk and now, like you said the suppressors have been nerfed.
Ace, thank you for posting this and doing the work. Do you know if the unique underbarrel side grips that are only on some LMGs also caught a buff?
Finally a step in the right direction. Almost all the attachments made guns aim like lmgs pre-patch. Excited to try out these buffs.
there aren't that many guns with snappy ADS in this game. Even the p90 smg has a pretty slow ADS speed
I feel like the flinch adjustment was because most people, myself included, runs Fast Hands on all Loadouts. Maybe they want to see if people will switch to Focus.
Interesting theory. I also noticed sometimes the flinch seems more exaggerated, but another thing missing is the load out of the killcam, so I never know if I'm killed by those pressure bullets
This game needed some flinch. 100%. With the outrageously fast ttk, and weapons generally not having as much recoil and accuracy penalty as they use to (looking at you kastov and tac platforms) as well as the halo jumping/strafing problem, being able to perfectly land your shots easily while being brittled with bullets is just too much, we’re strong operators but we are not super soldiers
your content is so helpful, i appreciate the hard work and dedication
another thing for the launchers is they seemed to buff the velocity of the 40mm grenades, i noticed this morning while messing around with it the grenades actually fly farther now whereas before it was pissing distance.
Overall, I think these changes are a step in the right direction that should have been made months ago.
Flinch recenter time shouldn’t have been increased.
The video didn't know the ADS reduction for Holo Sights, but judging from the SZ Holotherm going from 30 to 20m/s, we can guess the other holo sights are the same. So they might now be the same ADS speed as most of the Red Dot Sights.
I suspect the flinch changes are to encourage use of the flinch resistance attachments and perk. There’s always a counter but people aren’t likely to use it. I like that this change now forces us to assess the trade offs and add greater gunsmith variety.
Stoked about the under barrel buffs, I always go with the Gravedigger because it’s a nice balance of control vs ADS but now I can get the same ADS & more control with the Ripper, super excited thanks Ace!
Great job by the way your videos are detailed I like it❤
Good stuff as always!
I would really like if you tested the flinch ammo on the X13 Auto, it has a high rate of fire and low damage, so stacking flinch on it is something I try to include, just to secure a kill or harass someone who's too far away to really engage meaningfully. The other pistols are meaningless but the auto-pistol could be different
The Flinch adjustment was to lessen the proliferation of snipers in the game. Doesn't matter what your ADS or TTK is when you step around a corner and you're dead. Or get quick scoped. No gun in the game can compare to a quick scope sniper for TTK. They only have to contend with their ADS.
The best thing the developers could do is make it so that you can’t ADS when you get shot.
@@Goyahkla6772 that just means whoever gets the first shot out wins every shootout. It totally could work in a game with more health tho
@@LukeKarang that’s the way it should work especially in a twitch shooter. I also think that flinch should be relative to distance and rounds used. However with that being said this should be a game where whoever is faster on the draw gets the kill in close-medium range.
It feels to me like they were looking at what attachments weren't getting used and decided to nerf the downsides so people actually feel they're worth using. Seems like a pretty smart move for now
I'm pretty sure Flinch attachment isn't in the most popular list...
It’s not “smart”, it’s common practice. Do you consider people just doing the basics to be “smart”?
@@campersruincod6134 I now present you with the "mad over nothing" award.
great stuff Ace, I just wish you actually tested what it's like to be shot with OP rounds to see how the flinch increase actually is for the target. Just to see weather or not it's worth an attachment slot.
Every time Ace apologizes for not having pre-patch testing I think “Not a big deal buddy, Infinity Ward doesn’t either”.
Ace, this means that the Tier 1 grips from that other video of yours are almost crutch attachments now. Could you do a vid on which one of the tier 1 is the best?
I think the Bas-p ads speed caught a secret nerf because I was using it before March 15 update and after the update before I noticed a significant drop in ads
I think so too
One thing I notice is that not only do you spawn with two grenades for the launcher, but when you use the crates in ground war, it gives you two more if you used them up.
Did it not before? Cuz that's why those crates exist
The grenade launcher is so much fun now
The flinch adjustment would explain why it sometimes feels like I'm shooting marshmallows... I'm actually getting thrown off target in a gunfight, so my shots are going just outside of hit boxes or multiplier zones. That's pretty punishing when trying to get DMR kills for the new gun. I already struggled enough getting consistent personally speaking due to most of the one shot kill zones being heads only for semi auto. And I'm not good enough to run the bolt guns for double kills. The other changes are generally good things. Though I would have liked to see attachments be more by weapon category than just globally (I know it's easier to do globally but, still.) or at least not decreased the ADS penalties for magnified optics above 5.5x. I feel like the quickscoping community is rejoicing in high sensitivity twirls in lobbies now...
Horizontal sensitivity: Extreme
Me: 🙄😒😑
thanks ace!! :D
Hopefully for S3 IW continues to reduce the ADS penalties and gives additional buffs to no stocks. Some of the suppressors in the game will harm your ADS by 100 MS or more.
The only supressors ill take are the ones that increase damage range. Thay way im not using a barrel.
They need to remove the glint from hybrid sights when using the non-magnified part
Thanks for the vid. I only play hardcore so ads improvements are always good. I want the fastest ads I can get but I also get a lot of full auto mag dump long shots so I need accuracy as well. This is an improvement.
Nice vid Ace, in your opinion what is the Best ammo?
I was hoping barrels would get some type of change. There should be more benefits to short barrels imo.
I haven't played yet but I really like what I see here. Makes it a lil harder with flinch and they are making never used attachments worth a try
W on the bipod fore grip now I can use it more aggressively
can you do an updated ranked class plz
Thx for the work you put in btw
Thank you Ace! With this update could you do some updated builds for ranked play?
Yep! I plan to revisit this within the next week
I'm sure they saw no one was using any flinch attachments and wanted to make it something to consider now by increasing it across the board. Now having us reevaluate how we set up our guns.
But I also feel like I would only change up my flinch resistance on a load out when it was against the one player using flinch ammo lol
great video!!!
Now that the under barrel speed has change would you change any on the Ranked gun setups now?
Some odd changes, but overall im very happy. 1 extra nade is PERFECT
Being in sustained ADS to get headshots with snipers in Shipment was crazy with the flinch. Cant wait to see what it's like now. Felt like I got vertigo sometimes!
Vertigo for real
there's a perk to reduce flinch if you didn't know
@@rileybazan9747 Which one? I tend to run the same ones for MP but if it helps, Ill try
@Mike Nunz I think it's called focus, and it's in the first bonus perk group(with fast hands)
@@rileybazan9747 Ill check it out, especially if the flinch increase turns out to be that bad. Thanks!
Can you please do a video on if focus is a viable perk now with the flinch update?
I do like the change to flinch. Gives those that land their shots first an advantage against their opponent, as it should be. If your skilled, shouldn't be a problem, honestly.
Not at all. If you’re gunned by multiple enemies, you’re now pretty much fucked.
People that land their shots first already have the advantage of landing their shot first. Why should flinch serve to give additional advantages?
I think the flinch might help keyboard and mouse players against controller aim assist players and level the field a bit
Feels like my Hemlock changed in a weird way. Got to be the flinch change. I use the Shakfin and a mini pro and it just don’t feel the same. Maybe I’m paranoid. Always am after an update.
Good stuff! Isn't flinch increased exponentially as range increases? Like, at 100m is flinch 4X more than at 25m?
Hey Ace, I think the Phase 3 grip may be in the +13ms Category rather than the +10ms after trying to do some tests myself (before I saw this video). I was just testing what I figured were the 4 most common in ranked based on setups I've seen online (Phase 3, edge 47, Sharkfin, and FTAC Ripper), and I was getting Edge 47 and FTAC Rpper both at +20, the sharkfin at +10, and the Phase 3 at +15, though I could be mistaken. Given I got the same results as you for the Ripper and Edge 47 I thought I might mention it.
I suggest you get a woman in your life
Good shit as always, Ace. I'm glad to be able to use more than just the sharkfin lol. Although, as for the flinch adjustments, it really seems like they're trying to delete the kbm playerbase. shame i'm one of them.
Not bothered about flinch. In fact if they do bring back 1 shot snipers in BR it should limit sniping in assault or even smg ranges. That makes no sense. Sniping should be a long range activity.
Flinch on snipers was not changed, it’s actually the ARs and smgs that were hurt so you could view it as a sniper buff
@@emwols so overpressure does no extra flinch?
@@Adam-mo2qw oh yes overpressured does but that’s a specific case as opposed to for ARs and SMGs they will always have worse flinch than before. But if you’re goal was to mess snipers up at close range while using smgs overpressured could definitely be viable
Grip changes already affecting ranked and pro meta, vaznev new build removes barrel and uses edge 47 grip
Can you come out with an updated rank play class setups since the patch?
As somebody that loves underbarrels, I am a happy man.
Let me get a cup of coffee… was really waiting for this video
Still haven't fixed the SZ Holotherm having a higher zoom than 4x optics when you have ADS Behavior set to Affected.
I personally think this flinch increase could be good, simply because it improves first-shot advantage for people using off-meta guns.
Did you test whether the Dark KX30 muzzle got an ADS buff?
I know it says they removed bullet velocity penalties on Hollow rounds, but why is it still in the cons description?
THANK YOU! WHYS NO ONE TALKING ABOUT THIS
I didn't realize S2R was this week and was very confused why my marksman rifles were feeling so much quicker but harder to shoot 😂😂makes sense now.
Hoping we also get some barrel and suppressor buffs. id like them to feel worth using in MP and Warzone again. there's no reason to not use high velocity rounds in warzone with how rough barrels are and most of the big BV boost suppressors
Definitely nice to know that ADS isn't nearly as punished anymore with underbarrels and scopes, along with the tuning being much more balanced.
Was watching some old mw3 footage.... I want to go back....
If they were changing flinch, I would've hoped that it would have been specifically one marksman rifle ironsight combinations
Definitely agree with you on the flinch changes, it doesn't improve the gameplay and it's just weird :/
Imagine saying the words "They had to buff the grenade launchers in MW2 because people are rarely using them". How far we have come as a player base can astound me.
I notice that you can have the same ammo on two different guns and it'll have different bonuses, the main one that I caught was the p890 (the stand in for the 1911) gains the "no enemy skills" bonus when you put AP rounds on it but if you put those rounds on the deagle it'll just have the standard bonuses. And that's so odd don't you think ?
Doesn't the p890 have no enemy skulls by default?
@@mr0sparkles4682 Oh duh it does. I missed that completely
Can we just take a moment to talk about the underbarrel grenade launcher change. They make it seem like this a proper additional grenade but they used to have 2 shots before. They got rid of the second grenade and are just now adding it back.
With this new flinch increase and the buff for the overpressured rounds, I'm afraid they're going to become *very* annoying
I wish they made the flash hiders reduce the visual of the muzzle flash, some guns are just extra gassy and obscure full auto.
I kinda like it ...its like find cover or go prone but you cant just keep shooting and win like in cold war
The flinch is actually ridiculous now
Surely this makes some of the underbarrel attachments a lot more attractive in ranked play instead of the sharkfin?
What about the lmg side grip underbarrel ads penalties?
I agree with you completely. Although I think that encouraging noob tubes, ammo that give the enemy debuffs and melee is a dumb idea.
These buffs will help a LOT in ranked. The elimination of tuning sucks, but this opens up the attachment meta a lot more. I feel like more muzzles and more foregrips/angled grips are viable now. Keep an eye on the Lockgrip Precision 40 and the Corvus Slash Gen2 (foregrip and muzzle respectively) they seem like the most "bang for your buck" as far as max bonus and min penalty.
Would to be nice to tune the default attachments on the gun
Over pressure the wave now Ima run it on my iso build now lol over black out rounds
Those ads buffs are huge tbh definitely a big W for sure, idk about the ammo since I never used them unless it was some
Niche build armor piercing so I could shoot through walls easier
I can see why they made the flinch adjustments. If flinch is proving too difficult for players to manage then maybe they’d have to sacrifice some attachments for it? Maybe less ADS speed and more flinch resistance 🤷🏾♂️ idk how it’ll work out as I haven’t played I’ve been out of town but maybe that’s what they want is more build variety
I think the flinch buff will help with detection of chronus
also looks like they took the velocity penalty away from armor-piercing ammo
Hey so fighting games measure speed in frames, I think it would help for the small adjustments to count out the difference in frames,. I didn't count but the first flinch demonstration looked like it got like 4 frames slower, which isn't a ton but it's still a fair amount of increase
fighting games are universally 60fps
for online shooters, there are two different refresh rates that count when considering a competitive advantage - first is server tick rate (my assumption is somewhere between 48-128tick, maybe 64), and next is local gpu refresh rate. with top tier hardware and the right settings, MW2 can hit 240fps stable on PC, in which visual information is updated more frequently to the player thereby giving a competitive edge.
all this to say that saying something is 4f faster does not translate well to a shooter like MW2.
@@munmunyee That’s fair actually, I didn’t think of that. I just hear him trying to estimate the differences and think “this would be a lot simpler if he just counted the frames”
what we actually need them to fix is the visual recoil on guns and get rid of the smoke that popped out from the gun while you shooting, plus the recoil control on all weapons in general needs to be increased a very little bit
is eight point flash hider also among the buffs?
I don't really understand the flinch change, I've never heard anyone say this game has too little flinch.
They could honestly cut all the barrel cons in half as well
Increased flinch seems to be a move towards buffing high fire-rate weapons and pistols to make them a little more competitive with the 3-shot killers and snipers imo
did they buff all flash hiders or just the ones listed?
Love the changes , just wished they buffed the ammo types just a little bit more because i hardly see anyone use them even after these buffs. Also i wish they didn't nerf dragons breath to the ground to the point where it doesn't make any viable sense to use them.
I was really interested in sniper's flinch and if it changed :(
Do the ammo work the same on resurgence?
I feel like there is alot more flinch to snipers. I also feel like focus needs a buff. And i feel like it doesnt help much. I also would like to see some ads speed buffs to the extended mags.