This Is Why You Miss Shots! Years Of Bad COD Hit Reg EXPLAINED! Instant Hitscan Dropoff in WZ/MW3

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  • Опубликовано: 4 окт 2024

Комментарии • 688

  • @TrueGameData
    @TrueGameData  5 месяцев назад +72

    Thanks for watching! If you're new here, don't forget to drop a sub to the channel if you enjoyed the video! Insane mechanic that changes our understanding of the game. Link to XclusiveAce's video: ruclips.net/video/2iLmsW3E90A/видео.html

    • @xBebetin
      @xBebetin 5 месяцев назад +5

      Hey Tony, it makes more sense to me that the ttk would be flatlined every 50ms, instead of growing. for example, for the first 50ms its hit scan, then for the entirety of the 2nd 50ms you have to lead a certain distance, then for the entirety of the 3rd 50ms lead another distance. basically every 50ms of distance has its own "hit-scan." this can be tested by shooting a target that just inside the 2nd 50ms distance, and shooting a target right at the end of it.

    • @Spe6xmeN
      @Spe6xmeN 4 месяца назад

      Since the arrival of mw2, games have been subject to an anomaly which concerns aiming management
      that no one understands and which is still relevant on mw3
      (the reticles are blocked in the center of the aiming accessory linked to the player's lateral movement if the 2 joysticks do not follow the same tracking direction simultaneously on the target)
      Because you don't understand the anomaly
      Aiming management has been divided into 2 from the moment you press your 2 joysticks
      It was divided into 2 stages
      And explains why the left joystick impacts assisted aiming because assisted aiming has also been divided into 2
      This is the difference with mw2019 and warzone 1 of the name in terms of gameplay: lateral movements had no impact on aim management
      because all aiming management was connected to ADS and includes
      (the aiming reticle in the aiming accessory and are the aim assist parallax effect associated with the aim assist)
      on mw2 and mw3 the management of horizontal aiming is linked to lateral movement
      and management of vertical pointing connected to the ADS
      One day the developers or someone else will have to realize that there is a problem with the management of viewfinders
      the aftertaste of It was better before mw2019 is real I explained it and targeted the problem of mw2 and mw3 here is the number 1 failure of the game
      at the moment they only half understand it

    • @TheDude778
      @TheDude778 4 месяца назад

      The only consistency in CoD is the store
      Every day it's something new but the game was broken for about 5 days or so when they did the new update
      Guns are very inconsistent in the game
      Hit boxes change randomly
      There is a hit box that is weird because you are essentially grazing the enemy with your shots but it still registers as hits
      And then there are times where just like that straight through the head but no hit maker or nothing
      The math doesn't always add up though

  • @TheShizoidMan
    @TheShizoidMan 5 месяцев назад +98

    That clip with hit reg after the target passed the crosshair is wild,no wonder i die behind corners

    • @cparks1000000
      @cparks1000000 5 месяцев назад +7

      That makes complete sense now.

    • @trA-K87
      @trA-K87 5 месяцев назад +4

      Actually that happens (die behind a corner) because the other player has slower Internet and yours was faster. I know mind blowing and just Weird. But that's what I heard. Idk for sure how it works though.

    • @DC00P
      @DC00P 5 месяцев назад +1

      @@trA-K87I believe that coincides with this to create more wildly unique scenarios

    • @MomoVantage
      @MomoVantage 5 месяцев назад +14

      You are dying behind corners because of server Desync, which basically is why when people are sliding cancelling round corners, they will see you first before you see them if you are standing still. What is happening on the server is different to what you are seeing on your screen because the servers are tick rates are slower (how often the server transfers data from your console to the server itself). This is the main problem I have with cod, always have done for years but nobody talks about it apart from tgd. They really need to invest in some proper server infrastructure

    • @MomoVantage
      @MomoVantage 5 месяцев назад +5

      Just to follow up on that actually, you are right about getting shot round corners within the hit scan damage range, if the enemy is 47m away from your corner and you're one shot, you run round the corner but because they are hit scan, they will down you even if you manage to get around the corner, because of the delay to register that hit scan shot. This explains why even though you get around corners you will still go down. This and a combination of bad servers in general

  • @djabouty47
    @djabouty47 5 месяцев назад +178

    Tony going back to his WZ mechanic analysis days. You love to see it

    • @TheDandonian
      @TheDandonian 5 месяцев назад +2

      He broke out the old.. "If a bullet is fired at a truck moving 35 meters per second..."

    • @Duke_Sen_Voldigoad
      @Duke_Sen_Voldigoad 5 месяцев назад

      no, no one loves to see it not even you

  • @FORZEFUL
    @FORZEFUL 5 месяцев назад +158

    That explains why hitting parachuters is so inconsistent

    • @RainOfChaos91
      @RainOfChaos91 5 месяцев назад +3

      Wow… yea. Now we need to liveping parachutes to see the distance so we know if we are still in hitscan range

    • @jeremyg9305
      @jeremyg9305 5 месяцев назад +11

      This was my immediate first thought, if they fly by you at say 40 meters you expect to have to lead them a little bit but if you have 50m of hitscan it won't be that way, so you get used to hitscan and break plates and as soon as they are 51 meters away you now need to lead them by a fair distance because of how fast they are going...

    • @RegionalRadioShackManager
      @RegionalRadioShackManager 5 месяцев назад

      @@jeremyg9305i get that but my question is a bullet velocity (increases or decreases) even relevant anymore? Since anything at 50ms is hit scan?

    • @Ukzgamer1
      @Ukzgamer1 5 месяцев назад +2

      @@RegionalRadioShackManager50ms is the time of the hitscan you have, the more bullet velocity you have the further your hit scan range. Basically bullet velocity is now even more important on all guns even smgs to increase hit scan range

    • @RainOfChaos91
      @RainOfChaos91 5 месяцев назад

      @@RegionalRadioShackManager it’s only hitscan within the range the bullet would normally travel within 1 tick (50ms).

  • @mustafaeddine
    @mustafaeddine 5 месяцев назад +38

    The whole community should be aware of this fact. This is game changing. Xclusive Ace impacting warzone without covering warzone 😂

  • @OutSbrich
    @OutSbrich 5 месяцев назад +161

    Servers are terrible too, they definitely need to upgrade those

    • @80Jasonmw
      @80Jasonmw 5 месяцев назад +21

      thery have been absolute shit this past couple of weeks

    • @SLF1990
      @SLF1990 5 месяцев назад +11

      We alll know everyone is going to keep playing it so they won’t even think about better servers.

    • @PJSM94
      @PJSM94 5 месяцев назад +2

      Gotta avoid playing at night

    • @D_Rog79
      @D_Rog79 5 месяцев назад +4

      Was playing MP on Rust today and had 130+ ms of latency. It was wild.

    • @dimebagou7219
      @dimebagou7219 5 месяцев назад +1

      Why should they ? Thay are making money, a lot. People buy.

  • @tetsuogaming5838
    @tetsuogaming5838 5 месяцев назад +68

    Activision should save on promotion and invest in 128hz servers.
    I have been complaining about the bad servers tick rate for years . Great to see big streamers talking about the issue . Thank you legend

    • @TurkeyOW
      @TurkeyOW 5 месяцев назад +12

      That’s impossible on warzone servers. It would cost them an insane amount and would be really hard to run on your console/computer. A more realistic 45-64 tick server would do wonders.

    • @tetsuogaming5838
      @tetsuogaming5838 5 месяцев назад +13

      @@TurkeyOW maybe not 128 but at least 64 like CS2. The money shouldn’t an issue because cod is extremely profitable.
      They should take exemple on apex legend, the game lunched with 0 promotion.
      And It could be a huge marketing move to announce next cod with the best servers & anti-cheat on the market.

    • @TurkeyOW
      @TurkeyOW 5 месяцев назад +6

      @@tetsuogaming5838 yeah, CS2 isn’t 128 cause the game is already “hard” to run. Making it 128 tick the devs said it takes too many resources on your PC. CoD devs can barely make a stable game then break it every update. I don’t see how they could manage maintaining 64 tick

    • @tetsuogaming5838
      @tetsuogaming5838 5 месяцев назад +11

      @@TurkeyOW 64 tick rate in 2024 it’s not too much to ask .Other games are doing it.
      COD is the biggest franchise in FPS history.
      It’s unacceptable that we still have lags,servers,poor bullet registration ect
      I started to play cod 15 years ago and never thought we’d still deal with the same BS in 2024 lol

    • @billyb9358
      @billyb9358 5 месяцев назад

      ​@@tetsuogaming5838 There are many more reasons to cod having as low tickrate as it does, it's just not server cost. Even if they decided to just ignore cost and do what you say alot of players would have even more performance issues. Even if they (unlikely) could make it work on current-gen consoles they still have previous gen to worry about and let's not forget most PC players are on actual potato rigs which could never run cod well on 64+ tickrate.
      They have all the data and the avg gamers hardware is much worse than you'd think. Valve released their CS player hardware stats a few years ago and you'd think it was a joke. But in the end they no company cares about the tryhard playerbase with amazing hardware, because it's a minority.
      And also most problems people blame on low tickrate prob has way more to do with outdated engine, bad lag compensation and other things rather than tickrate. High tick doesn't just magically fix the game. Let's not forget most of the playerbase wouldn't even notice the difference if they doubled it.
      Activision knows this and all the other problems aside, if they can't bring in enough extra players thanks to using better servers to actually cover the cost of running them, they won't.
      Don't take it from me tho I'm sure there are good videos from ppl who are actually educated on the topic as to why some games can use higher tickrates and some can't, could be worth a watch
      Imo most of the cod hit reg issues are probably more of a skill / ego issue from cod players rather than the game. There are some channels on youtube posting vids of blatantly potatoing shots for hours and blaming servers/cheats/SBMM/aliens/government you name it and everyone just agrees. I played csgo from 2012 until mw19 dropped and I've had way more hitreg issues on esea/faceit/esportal/official servers than in cod. CS have had problems with hitboxes not moving with models properly etc but that's alot harder to test in COD

  • @konishiwoi
    @konishiwoi 5 месяцев назад +53

    20 Hz servers is such a shame.
    I remember BF4 (2013 !) launched with 30 Hz servers and people complained so they allowed for 45Hz and even 60Hz for player rented servers. Granted Battlefield has higher range combat but still.
    20 is yucky in 2024

    • @TrueGameData
      @TrueGameData  5 месяцев назад +26

      Yeah that's the difference. The players owned the servers and were willing to pay more. Warzone has no competitors and no dedicated hosting so they go cheapest route possible :(

    • @toddbeef1569
      @toddbeef1569 5 месяцев назад +7

      Do you think it's possible they prefer shit servers because they manipulate gunfights with demonware and lag compensation?​ If servers were better, then anything out of the ordinary would be much more obvious. @@TrueGameData

    • @Bjoern_1897
      @Bjoern_1897 5 месяцев назад +7

      @@toddbeef1569 it's not that deep bro, it's just cheaper lmao

    • @user-qn9ku2fl2b
      @user-qn9ku2fl2b 5 месяцев назад

      @@toddbeef1569 that's way too advanced for their devs 😂

    • @toddbeef1569
      @toddbeef1569 5 месяцев назад +7

      @Bjoern_1897 I remember seeing the founder of demonware talk about how they can give an advantage to a player in gunfights. It was like a 2015 video on dailymotion. It wasn't specifically about call of duty, but it was about their capabilities.
      I don't think they're as dumb as you think. They were acquired for $70 billion... they have a ton of patents and technology.

  • @DonteDiMora
    @DonteDiMora 5 месяцев назад +105

    I love that TGD uses his engineering skills to investigate these things

    • @jonthompson8807
      @jonthompson8807 5 месяцев назад +9

      Dudes monitoring his houses heartbeat

  • @THExJMC
    @THExJMC 5 месяцев назад +23

    Something to note is that this also effects say when you get shot around a corner. Even though you moved before the bullets got to you, since they were registered as hit scan, you could be a couple steps past the corner until you finally take the damage after that 50ms or whatever occurs.

    • @RastaMonn
      @RastaMonn 5 месяцев назад +3

      This comment rings so true! Can't say how many times I run or slide around corner while being low health and then just when I think I'm in the clear ... SLAP I drop outta nowhere...

    • @vutsxx
      @vutsxx 5 месяцев назад

      Yeah, this explains The wallbang kills that dont make Sense.

    • @hovnocuc4551
      @hovnocuc4551 5 месяцев назад

      How isn't this obvious? Pretty much all games utilize client side prediction and backward reconciliation on server for hitreg and it's been this way for over 20 years. Unless you have zero latency or you're not moving, you're ahead of the server and even more ahead of what other players see. This doesn't happen because netcode, this happens because physics (and because every other method of solving this issue creates even worse problems).

    • @THExJMC
      @THExJMC 5 месяцев назад

      @@hovnocuc4551 it’s obvious that you are ahead of the server and player on the other side. It’s not obvious that the shots and hitmarkers even on the shooting player’s side would occur even after they themselves cannot see you.

  • @Binford2500
    @Binford2500 5 месяцев назад +24

    This makes a lot of sense. This is why when you’re trying to snipe someone out of the air, it feels like sometimes you aim right at them, and sometimes you have to lead.

  • @kyleanacker3114
    @kyleanacker3114 5 месяцев назад +335

    "this is why you miss shots". I think the real answer for me is, I'm trash.😂

    • @OLDAD_
      @OLDAD_ 5 месяцев назад +5

      😂

    • @Aaron-mn2ro
      @Aaron-mn2ro 5 месяцев назад +2

      trying to find someone who asked, will let you know when I do

    • @mikethestoner
      @mikethestoner 5 месяцев назад

      I did ​@@Aaron-mn2ro

    • @firewfire
      @firewfire 5 месяцев назад

      ​@@Aaron-mn2ro shut up nerd

    • @didyeaye117
      @didyeaye117 5 месяцев назад +30

      ​@Aaron-mn2ro who asked you?

  • @Zack-dw5op
    @Zack-dw5op 5 месяцев назад +15

    I think the most interesting part is the delayed hitmarkers. Makes it feel like input lag where the hitmarkers for the shot you actually hit doesn't match up with where the bullets are visually, making it hard to determine which shots are hitting so you don't know where to aim (especially for full auto)
    This actually clears up a lot

    • @ghrave_
      @ghrave_ 5 месяцев назад +1

      Yeah this will *dramatically* change how I think about engagements now. I will 100% be relying on the Hitscan@(Range) stat to build out guns because this is crazy info

  • @Zeigler_
    @Zeigler_ 5 месяцев назад +23

    TGD and Ace are such a good combo for breaking the game down and learning on new things about how it works

  • @Dr0pl3er1
    @Dr0pl3er1 5 месяцев назад +16

    Wow, this is mindblowing! And with this discovery we also found the answer as to why mnk hitreg feels way off compared to controller.
    - Mnk FPS players have been trained for years to adjust crosshair placement for bullet travel time and lead their shots on longer ranges. This is why shooting games gives you visual ques like bullet traces/visual projectiles so its easier for the player to see where they should be aiming. BUT if youre a good fps gamer in cod and use this information that the game gives you, it actually hurts your aim inside the hitscan range. Good FPS players are actually being trolled by the game without them knowing.
    - Compare this to controller where aimassist helps you or even forces you to shoot directly at enemy bodies, where they get the hitscan magic sauce. So when people say aimassist does everything for you, they are not completely wrong atleast.
    I feel like this is wrong on so many levels, and should defiently not be a hidden thing people dont know about. Its an unfair advantage against mnk players where they think they are doing the right thing, but gets punished hard for it. Controller players gets an advantage from this where aimassist helps you stay locked to enemy bodies, just like visual recoil doesnt affect controllers players as hard as mnk players are.

    • @RuiN4265
      @RuiN4265 5 месяцев назад +2

      You still have to lead shots on a controller lol, the aim assist extends beyond the physical character outline so it's not just holding you directly on someone's body and it's less effective/strong at range. You might be overthinking it a tad, I mostly play on controller and it's felt odd to me as well. Like you can never learn the lead properly like you could in battlefield for example. It's def affecting both inputs but might be worse for mnk

    • @crzydavidriveros5169
      @crzydavidriveros5169 4 месяца назад +2

      this is just a new lvl of cope man. like dude. what a nonsense I just read.

    • @MrJesusdoesntsave
      @MrJesusdoesntsave День назад

      @@crzydavidriveros5169 You're literally coping rn. It's okay if you can't aim without help, nobody's judging

    • @crzydavidriveros5169
      @crzydavidriveros5169 День назад

      @@MrJesusdoesntsave You're just giving me a point. No argument needed. Thanks man.
      No one is judging.

  • @pbpager
    @pbpager 5 месяцев назад +12

    My friends always ask me why Activision doesn't go main stream with Warzone and host tournaments with large cash prizes. I quickly tell them just how bad the coding in this game is and how terrible it would be for the company if that was revealed on a larger stage. This find along with peekers advantage, and terrible audio queues needs to be addressed. Punishing players because they aren't able to adjust and abuse bad coding is unnacceptable. Hit predicition was coded in Quake 3 arena 24 years ago - Activision is a 75 billion dollar company and this is the best they can do...unbelievable.

    • @TheShizoidMan
      @TheShizoidMan 5 месяцев назад

      Quake 3 arena....good times

  • @boblawblaw6185
    @boblawblaw6185 5 месяцев назад +61

    basically this game a huge piece of fucked up shit and we really don't know how far the rabbit hole goes just based on crap coding alone.

    • @JagsP95
      @JagsP95 5 месяцев назад +9

      And you will continue to play it like a good little cod fanboy 😊

    • @firewfire
      @firewfire 5 месяцев назад +4

      ​​@@JagsP95 cant argue there 😂 I just hate when ppl constantly complain but continue to support them $30 at a time for skins that dont even exist in real life 😂

    • @Real_Beaky
      @Real_Beaky 5 месяцев назад +4

      What do you mean? the dev who cooked this up is a genius. What do cod fans want, what has made cod "feel" good for a decade? Hitscan. It was the sauce that kept the gameplay feeling good since back in the day. It is what cod fans want. But cod can't have hitscans out to infinity distance (particularly in a BR game mode) so what do they do? Develop a compromise system that allows the good feeling hitscan up close, but turns into projectiles with physics at a farther range to keep the game balanced. Then the netcode engineers built a system that can do this math in milliseconds across various platforms and players that are many miles apart in the real world. Absolutely genius.

    • @cparks1000000
      @cparks1000000 5 месяцев назад

      ​@@Real_BeakyThere's nothing wrong with the hybrid system. The problem is the discontinuity in the distance/time graph. They should just start the bullet moving from 50ms away instead of this weirdness.

    • @Real_Beaky
      @Real_Beaky 5 месяцев назад +3

      @@cparks1000000 do you not think they thought of this? Given the technological limits, this hybrid system is the best that could be implemented while still maintaining some semblance of the original hitscan system that we all enjoyed.

  • @Stayler
    @Stayler 5 месяцев назад +4

    This explains some of the weird kill cams where it looks like they missed. Great content as always.

  • @_Kroniks_
    @_Kroniks_ 5 месяцев назад +4

    Man I'm not tryna glaze, but Tony is that one cool smart guy in class that let's everyone look at his work

  • @STYLERZ
    @STYLERZ 5 месяцев назад +10

    Icredible work as usual
    This is absolutely crazy and it explains so many weird situations

    • @BLINKerlei
      @BLINKerlei 5 месяцев назад

      Mach den Kopp zu du pflaume ❤

  • @consciouscnote
    @consciouscnote 5 месяцев назад +3

    The math on this made me extremely happy. This is extremely interesting and the fact that you added that to ttk is really remarkable.

  • @Oldo
    @Oldo 5 месяцев назад +3

    This explains every time I slid behind cover 100% and then went down from a headshot snipe even though I'm totally not wallbangable.

  • @bagelsquare
    @bagelsquare 5 месяцев назад +55

    Great work as always. Unfortunately the more we learn about the game the less competitive it seems.

    • @BlackJesus8463
      @BlackJesus8463 5 месяцев назад +1

      forealz

    • @lifestyle8544
      @lifestyle8544 5 месяцев назад +6

      cod is never a competitive game

    • @krazykuz13cmc
      @krazykuz13cmc 5 месяцев назад

      You can’t be competitive when 90% of the player base is 🐀 fucking cheaters.

    • @spakentruth
      @spakentruth 5 месяцев назад

      ​@@lifestyle8544then why is there SBMM?

    • @ohnobro3770
      @ohnobro3770 5 месяцев назад

      @@spakentruthEOMM

  • @jamesv6241
    @jamesv6241 5 месяцев назад +2

    Legit the most interesting COD video I've watched in a while. And definitely more fun to watch than playing the game itself lol

  • @nitroKenan
    @nitroKenan 5 месяцев назад +13

    MAN is this why we die after turning a corner? like hitscan hits you but server back calculates it and you got hit? Also this should be interesting for cheaters, if they are able to respond to this hitscan range change not like a human it can tell something right? Maybe ricochet should consider it too.

    • @DM-qd7gw
      @DM-qd7gw 5 месяцев назад +3

      Cheaters don't have "hit scan" They have soft aim bot which results in no bloom. Its very obvious when you start to notice it with 99% of streamers. So all their shots land. Just watch some of them you can tell they are not missing shots (usually locked on to the chest). Its not an accuracy thing, its that they don't have random bullets miss due to bloom thus resulting in the TTK being faster than normal.
      I can understand being really good that the game but when you are in top250 lobbies dropping 20 kills and getting the victory, it just doesn't make sense. Just from a gameplay standpoint its not possible. You have the best players in the world but somehow streamer x can kill them all with ease. No matter how good they are at hiding the cheats, you can't hide that concept.

    • @absolutelysobeast
      @absolutelysobeast 5 месяцев назад

      @@DM-qd7gwyou are so sad. I wonder what other things in your life you have wasted hundreds or thousands of hour on just to come up with your own “conclusion” whoch is 100 percent wrong. There is not even a way for me to describe to you why you are wrong because you are beyond deceived. Someday in the future you will look back with terrible regret, and for your sake i hope it only applies to this videogame and not something more serious. You need to reevaluate your life and your beliefs

    • @MomoVantage
      @MomoVantage 5 месяцев назад

      Yeah I think it explains why you get around the corner but still get hit, they are within the hit scan range, the game just delays it as if the bullet travels...

  • @mikethestoner
    @mikethestoner 5 месяцев назад +4

    I needed this video man I knew I wasn't crazy I feel every gun is inconsistent af no 2 gun fights feel the same regardless of distance or weapons and taking the shots being hit into consideration

  • @hoagieland3716
    @hoagieland3716 5 месяцев назад +21

    Does this same phenomenon happen after the next 50 ms? If it does, that means that guns would all be hitscan at 50 ms intervals. Maybe how they handle bullets is that they draw a parabolic line simulating bullet drop and essentially check every 50 ms if a target is within the 50 ms chunk that the bullet would be currently active in. This would mean that you don’t need to lead a target at all in your 1000 m/s bullet velocity ATV example within 50m, but then you’d only need to lead the target 1.75m within 50m and 100m, and then it would instantly change again after 100m to needing to lead the target by 3.5m until 150m

    • @TrueGameData
      @TrueGameData  5 месяцев назад +21

      I am pretty sure it is linear after the 50 ms travel point, but I am definitely going to test this

    • @ppson
      @ppson 5 месяцев назад +1

      Would make sense.

    • @rar23424
      @rar23424 5 месяцев назад

      It could also be that your gun shoots two bullets for each you fire - one hitscan and one not. Then it chooses the hitscan bullet only inside the 50ms range.

    • @SkyzzV_
      @SkyzzV_ 5 месяцев назад +2

      @@rar23424more than unlikely… two bullets per shot would be an insane amount of computing needed to be done, since there’s quite a lot of players… and we all know how cheap activision likes to be

    • @drumandbassob0007
      @drumandbassob0007 5 месяцев назад +1

      I would say once the hit scan has been fired and not hit anything like a wall or player then a projectile will be fired , they will be using hitscan up close because most gun fights are close range and hitscan is cheaper to compute than tracking a projectile and in most cases you will prob hit a wall or a player and that way you will save on network traffic as you wont need to use a more costly projectile . I am surprised the snipers use hitscan tho thats dumb most games just code them with a projectile as you are only firing snipers at 1 bullet per second , i can understand using hitscan up close with 600-700 rmp smgs and assault rifles that makes more sense

  • @DickTangoTV
    @DickTangoTV 5 месяцев назад +55

    Incredible find. I really wish stuff like this was well known. So many weird interactions make the game feel so much less consistent than it should.

  • @emp1985
    @emp1985 5 месяцев назад +15

    oh snap I knew it! I wasn't crazy! So many damn shots I swore should've hit explained logically. This is a terrible coding decission that translates into inconsistent gameplay.

    • @Flux000
      @Flux000 5 месяцев назад +4

      And similar times when you are like "that wasn't a hit but sure I'll take it"

    • @emp1985
      @emp1985 5 месяцев назад

      @@Flux000 lol oh yeah, absolutely. Won't complain about those though.

    • @xxxmtb
      @xxxmtb 5 месяцев назад

      It’s a game, not having this and needing to lead every single engagement would not be as fun. You want realism you’re playing the wrong game

    • @Flux000
      @Flux000 5 месяцев назад +2

      @@xxxmtb it's not about realism - it's about consistency.

  • @theres1dentevil
    @theres1dentevil 5 месяцев назад +3

    This Hurt my Brain. Awesome work as always Tony.

  • @iSeeTicks
    @iSeeTicks 5 месяцев назад +5

    Do the same thing but knm vs controller. I swear there's big diff on how bullets register between k&m and roller.

    • @great_Caligola
      @great_Caligola 5 месяцев назад +2

      It „feels“ like that cuz on KBM you just naturally miss some bullets even as a good player while with the help of AA you hit virtually everything

    • @MrJesusdoesntsave
      @MrJesusdoesntsave День назад

      @@great_Caligola Nah there's something else at work here. Look at the superi, for example. When it first came out, it was unusable with iron sights on mnk because the hitreg was so bad, but controller players had next to no issues with it. I would bet everything I own that there's something really wrong there

  • @kryptikbeats
    @kryptikbeats 5 месяцев назад +1

    the fact that people like you and ace can figure out stuff like this BLOWS MY MIND! ty for the info as always

  • @DrThoritah
    @DrThoritah 5 месяцев назад +1

    This makes total sense! I know we’ve all been killed and in the kill cam we can tell intuitively that the bullet was behind us but the hit reg was a kill shot. There’s no way to fix this except to play on LAN.

  • @juanhowell2057
    @juanhowell2057 5 месяцев назад +3

    At this point COD should hire you!!! Awesome job you do and thank you for your service to the COD community 😁

  • @kdante1621
    @kdante1621 5 месяцев назад +14

    It is mind blowing how one day I feel unstoppable and I just shit on everyone. Then the next day I get instant killed by anyone who looks at me.

    • @cparks1000000
      @cparks1000000 5 месяцев назад +5

      It's an algorithm.

    • @toddbeef1569
      @toddbeef1569 5 месяцев назад +7

      This is why I believe they have 20hz servers. They manipulate gunfights with lag compensation. Nothing changes, and I go to ass.

    • @RealMTBAddict
      @RealMTBAddict 5 месяцев назад +2

      Lol I got 13 kills on solo, next 6 games couldn't get 3 kills. It's definitely rigged.

    • @firewfire
      @firewfire 5 месяцев назад

      🎯

    • @gondaljutt7059
      @gondaljutt7059 5 месяцев назад +1

      No reason to play this game

  • @bkg_parzival6484
    @bkg_parzival6484 5 месяцев назад +3

    Sir I think you just figured out the mystery that is Skill Based Hit Reg. It's not skill based hit reg. It's HAS to be this everyone is feeling.

  • @GI-Joe
    @GI-Joe 5 месяцев назад +1

    wow bro this explains why some games i feel like i am better then others.... not a pro but a regular player, but i was thinking sometimes it was lack of skill.... which i cant fully rule out ever tho haha... thanks for all the work you put in this vids man

  • @Luke_81
    @Luke_81 5 месяцев назад +1

    Thats pretty wild, the visuals are so far off of the actual bullet landing in the hitscan range but it really does make sense the way you explain it!

  • @Nintendo64billion
    @Nintendo64billion 4 месяца назад

    Extra data- cross bow in mw2 has a limit to drop. If u play ground war and select the right scope the very bottom of the scope is the benchmark for the lowest the arrow will drop after a certain range, so then all u have to account for is time it takes to travel. Hit a few shots on high rise in dmz.

  • @growingoaks
    @growingoaks 5 месяцев назад +1

    Yoooo ive been trying to find a formula to calculate bullet lead. This is why i love you content man keep it up!

  • @iriebacon6272
    @iriebacon6272 5 месяцев назад +5

    This is the nerdy type of stuff that is so intriguing. Legendary status confirmed

  • @liggerstuxin1
    @liggerstuxin1 5 месяцев назад +1

    Sometimes in Apex, it feels like using a 3X weapon at a particular distance is absolutely perfect and you hit all your shots. But then you miss all of your shots if they are not in that 3X zone. I always figured that certain gun velocity just blended well with certain ranges.
    I wonder if this is something similar though. Because sometimes all of your shots are just perfect with certain optics. Then they move forward or back and suddenly you can’t hit anything at all. I wonder if each zoom level has its own hit scan zone.

  • @Tryc3
    @Tryc3 5 месяцев назад +5

    Thank you king. Keep it up!

  • @spakentruth
    @spakentruth 5 месяцев назад +1

    This explains why SMGs feel like borderline ARs within 30m.

  • @blobeyeordie
    @blobeyeordie 5 месяцев назад

    I commented on XAs vid giving a brief explanation as to why they should go back to purely hitscan and ditch projectile basic bullets. Basically, the bullets are individual bits of data that are processed at certain frames/rates and their own locations on the map, not unlike player localization(AKA player locations updating on everyones screen, where and when you navigate the map etc). All this system does is add extra back end load processing on servers that already seem to be unstable and struggle with everything being from and to players. Thus, the reasons why we get magic 1hk bullets, dying behind corners, poor or no hit reg, amongst many other disparities and ultimately poor experiences for the players.
    There is going to be a delay on hitscan registration due to all the processing that needs to happen, especially online with players having vastly varying connection qualities. And on low tick rate servers no less. So youll have to lead regardless more often than not but it SHOULD be less obvious than projectile based bullets. BUT who really knows what sort of additional algorithms are deciding things in the background on top of everything else.

  • @tmak_clan6120
    @tmak_clan6120 5 месяцев назад +1

    Wow this explains a lot... especially getting shot behind cover

    • @absolutelysobeast
      @absolutelysobeast 5 месяцев назад

      Hey have you noticed getting shot behind cover ALOT more the last week or so? Of course thats jothing new its been happening since 2007, but this week in particular is happen at least half a dozen times a night for me. The people i play with say they havent noticed a difference but its drastic for me

  • @inflatablepeas6649
    @inflatablepeas6649 5 месяцев назад +1

    I don’t see them changing this… good stuff Tony!

  • @brannnnnnn
    @brannnnnnn 5 месяцев назад

    Driftor and XclusiveAce walked so TGD and JGOD could run. I love them all.

  • @nemosaunders8807
    @nemosaunders8807 5 месяцев назад +4

    Nice find, and epic testing. @TrueGameData Do you have a reason to think it is linear past the first tick? More likely to be tick steps all the way out IMO.

    • @TrueGameData
      @TrueGameData  5 месяцев назад +5

      That is a good question, I can check that

    • @nemosaunders8807
      @nemosaunders8807 3 месяца назад

      @@TrueGameData Did you ever get around to testing this? I would be really interested to know the result. Thanks!

  • @pitchatan
    @pitchatan 5 месяцев назад

    I'll try and add a little bit to this.
    There are a couple of reasons why you probably do not want travel time on fast moving projectiles directly off of spawn.
    1) Client prediction
    All shots are predicted and as such impact effects on players (blood,dust etc) are predicted as well, and are made a lot easier to lag compensate / perform lag reconciliation on with an initial hitscan as you are not having to deal with interpolated and extrapolated positions for both a traveling projectile as well as players (generally you are interpolating between X amount of buffered ticks client side, but also performing a fair amount of extrapolation based on missing or late packets, as well as mitigating for various other delays).
    No lag compensation is going to be perfect, much less so if tickrate is fluctuating a lot or a player is lagging (which can also be caused by the server not sending at a regular rate)... your prediction can't and won't care about any irregularities and will cause deviation between client and server.. This happens in EVERY game, projectiles just make this a lot worse, especially when dealing with animations states (which is why things like noregs on a server authoritative architecture happen at all)
    2) Lag compensation and desync in general.
    Projectiles are extremely hard to get right when it comes to their actual motion, they are more or less forced to have a steady tick/update rate or motion will go out of sync, or in most cases move different enough and end up in a completely different end position.
    This is more or less "fine" when it comes to serverside projectiles, but they QUICKLY fall apart when dealing with predicted client side projectiles vs serverside (they more or less HAVE TO BE within a 98% accuracy rate or you will get massive discrepancies).. i.e client will update a bullet every frame.. meanwhile the server will update every 50ms (20hz in this case).
    There will be small discrepancies causing shots to just miss.
    To mitigate this you can use something like kinematic motion, where it will more or less move the exact same way based on a time delta.. then you get the next issue.
    Hit detection, you start dealing with irregular ticks and you will have hit detection with a lot less granularity (i.e a traceline/hitscan from point A to point B can miss a small part of a hitbox for instance). Imagine a circle but you draw a straight line every 50ms into said circle.. compared to the client drawing a line every 0.01ms.
    You are going to end up with a more "octagon" or jagged circle serverside while the client will have a perfectly smooth circle... i.e you are missing a lot of information between drawing the lines.
    When it comes to an intial traceline/hitscan for projectiles.. you have games like overwatch,diabotical,reflex and a lot more doing this for above mentioned reasons, it's also why predicting things like bouncing grenades is close to impossible to get right in terms of prediction as there is no way to do an initial hitscan check without them looking incredibly wonky.
    And before anyone says "then don't predict"... you are going to have to deal with a 50-100ms + ping delay on every shot you fire... you do not want this, go play something like quakeworld on 150ms ping and you will understand what i mean.
    And i am not trying to make excuses for activision or other developers here.. it's just the harsh truth of dealing with netcode as there is no way to get a perfect implementation.
    The only way to mitigate this is to maximize performance to it's utter extremes to where tickrate is as high as possible and overall latency is as low as reasonable possible.. for them to do this for warzone they would have to change the entire scope of the game (this is however more feasible for something like cod multiplayer), or just outright throw security to the wind and go client side hit reg (which you REALLY don't want from a cheat prevention perspective).
    The only issue with upping tickrates for warzone.. they can't even maintain a stable 20hz as is. People are already suffering from a ton of packet congestion even at low as 20hz, upping this to 60hz is only going to make it worse.

    • @awe8120
      @awe8120 5 месяцев назад

      They actually do it up to 60hz downstream as well, upping it from 20 to 40 and then to 60 depending on the circle and the amount of people left. Last circle is usually 60hz (62hz) on regular WZ. Rebirth seems to stay at 20hz all the way through.

  • @JMitsuruDavis
    @JMitsuruDavis 5 месяцев назад +1

    as always hands down the best CoD youtuber. Thank you for what you do!

  • @DonteDiMora
    @DonteDiMora 5 месяцев назад +23

    Shout out xclisive ace

  • @TheLastTater
    @TheLastTater 5 месяцев назад

    Holy crap. This is wild. Thanks for doing the tests! Glad ace brought this up.

  • @angry_gopher3128
    @angry_gopher3128 5 месяцев назад

    Love the content! Your deep dive into this can probably explain some of those instances where you "die around a corner" as well. I'm sure it's a huge undertaking, but COD really needs to upgrade their servers. It's long overdue

  • @DurfDiggler
    @DurfDiggler 5 месяцев назад +2

    Excellent information. Now, how do we explain the first 5-10 rounds not counting? Or my weapon mysteriously stops firing while I’m still holding the trigger? Did they integrate misfiring & jamming? Or do people have their lag router connected to their foot pedal?

  • @Flux000
    @Flux000 5 месяцев назад +3

    Great video. Now: is aim assist bubble centred around where you aim to hit the target or around the character model itself?
    Might be another area where controller players aren't impacted as heavily by the game design choices

  • @Xenoraze
    @Xenoraze 5 месяцев назад

    To help visualize the hitscan range on TTK charts, you could make the colored lines bold for hitscan range.

  • @somemistakes6091
    @somemistakes6091 5 месяцев назад +2

    Careful everyone, he’s tricking us into liking Maths again 😂😂😂

  • @Chorongy-
    @Chorongy- 5 месяцев назад

    Xclusive Ace is great guys, I know he says he doesn't do warzone and his builds really don't quite work. The info he provides is great!

  • @Azherus
    @Azherus 5 месяцев назад

    You and Ace are absolutely amazing for the community! Keep up the great work

  • @bernhardtpaul
    @bernhardtpaul 5 месяцев назад +1

    Tony you said the tick rate is 20. I tested this in warzone with wireshark and picked up between 8 and 12 (I'm on fiber) depending on server quality. Did this test in mid 2023.
    I did some napkin math and that means that kill resolution takes anywhere from 166 and 250 ms to resolve client to server to client.
    Can't wrap my head around how this works; can you? Certainly more impactful than anything else.

  • @mohammadlatif1541
    @mohammadlatif1541 5 месяцев назад

    I love the fact that you show the calculations

  • @Sk74gaming
    @Sk74gaming 5 месяцев назад +2

    Thank you for all the hard work you put in. You and Jgod both need statues when the bring back Verdansk.
    This is good to know but very aggravating of why get hit behind cover or lose fights when leading targets.

  • @LifeWithYourMum
    @LifeWithYourMum 5 месяцев назад

    This explains a lot but also I just feel like there have been soo many issues over the past few months with their servers. Every game hit regs feels so inconsistant compared to other shooter games. WZ is so much fun but equally frustrating because these are issues a player cannot fix.

  • @JediArbitrator
    @JediArbitrator 5 месяцев назад

    This explains so much inconsistency... Great work Ace and Tony!

  • @ROTMGmimighster
    @ROTMGmimighster 5 месяцев назад

    This probably explains why I've always found sniping weird too. Because I've definitely been leading shots within hitscan ranges and that means even if I was leading by 1cm I would've got a miss due to it being hitscan. I'm kinda surprised people that use snipers hadn't worked that out yet though. Maybe snipers are a different case and always account for bullet travel and I just suck with them?

  • @speb1
    @speb1 2 месяца назад

    0:39 the subscribe button turns rainbow when you say subscribe now

  • @NoxMedicant
    @NoxMedicant 5 месяцев назад

    TGD isnt a COD youtuber... He is a CODologict!

  • @papaduplar6508
    @papaduplar6508 5 месяцев назад

    This explains why the one shot mors has very inconsistent bullet lead wow this blew my mind

  • @timmytenders8536
    @timmytenders8536 5 месяцев назад

    Y'all are savage. Good to know, it's good to have y'all shine a light on these things. They're more likely to be addressed.

  • @StoneMountain64
    @StoneMountain64 5 месяцев назад

    Cod science is crazy

  • @johndeer3927
    @johndeer3927 5 месяцев назад +1

    Thank you Tony for this very informative video! Do you have an idea why developers use step functions for damage and not a continuous function which would be more natural? Have you seen this in other games?

    • @TrueGameData
      @TrueGameData  5 месяцев назад

      Ease of balance most likely

  • @dukisa8791
    @dukisa8791 5 месяцев назад

    Can you look into the geographical server proximity? It makes for such a huge difference in gameplay giving massive advantage to players geographicly close to servers.

  • @nrgplay26
    @nrgplay26 5 месяцев назад +2

    Now add latency… playing on 35 vs 70 ms lag changes everything. Thoughts on this?

    • @firewfire
      @firewfire 5 месяцев назад +1

      Yes. They need to fix their 🗑️ servers, its always been bad compared to other games

  • @DaVizzle_Bro
    @DaVizzle_Bro 4 месяца назад

    being a traditional battlefield FPS player most of my life I've always hated how you can lead with your shots in that game and truly master it but I feel like COD was like learning how to walk again and that's why long distance has been SOOO frustrating with this game down through the years. I've still never really gotten truly used to it because I guess the way bullets travel in battlefield always felt more realistic and true to the physics of reality than COD's more arcade-life physics tbh.

  • @theb4r138
    @theb4r138 5 месяцев назад

    This is fantastic. Fascinating to see these details and why

  • @Spe6xmeN
    @Spe6xmeN 4 месяца назад

    Since the arrival of mw2, games have been subject to an anomaly which concerns aiming management
    that no one understands and which is still relevant on mw3
    (the reticles are blocked in the center of the aiming accessory linked to the player's lateral movement if the 2 joysticks do not follow the same tracking direction simultaneously on the target)
    Because you don't understand the anomaly
    Aiming management has been divided into 2 from the moment you press your 2 joysticks
    It was divided into 2 stages
    And explains why the left joystick impacts assisted aiming because assisted aiming has also been divided into 2
    This is the difference with mw2019 and warzone 1 of the name in terms of gameplay: lateral movements had no impact on aim management
    because all aiming management was connected to ADS and includes
    (the aiming reticle in the aiming accessory and are the aim assist parallax effect associated with the aim assist)
    on mw2 and mw3 the management of horizontal aiming is linked to lateral movement
    and management of vertical pointing connected to the ADS
    One day the developers or someone else will have to realize that there is a problem with the management of viewfinders
    the aftertaste of It was better before mw2019 is real I explained it and targeted the problem of mw2 and mw3 here is the number 1 failure of the game
    at the moment they only half understand it

  • @micosworld
    @micosworld 5 месяцев назад

    Got to respect the man that tells you find and build your meta!

  • @emwols
    @emwols 5 месяцев назад +2

    Did you confirm that the jumps in 50ms don’t continue? For example, if you are shooting at a target that is outside of your hitscan range, but inside of double your hitscan range, will it always take 50ms to get to the target in that range and then jump to 100ms when you reach double your hitscan range? I suspect this could be the case

    • @TrueGameData
      @TrueGameData  5 месяцев назад +3

      Good question, I am confident it is linear after the 50 ms distance, but I will be doing a follow up video for this and a couple other questions people had

    • @emwols
      @emwols 5 месяцев назад +1

      @@TrueGameData great, thanks for your awesome work!

  • @pauls1678
    @pauls1678 5 месяцев назад

    with a 60Hz tickrate they could divide the hitscan time and ranges by 3 and we would have a way smoother transition between hitscan and having to lead shots

  • @mattguardino5875
    @mattguardino5875 5 месяцев назад

    This is an Awesome Video, I love educational Content like this. Great Work man!

  • @PolishMoon2
    @PolishMoon2 5 месяцев назад

    Love seeing your engineering background on display 🙂.

  • @JzSupra505hp
    @JzSupra505hp 5 месяцев назад

    🔥🔥 great info. Need to find out why we are fighting someone in a house and your shooting right at them muzzle on body and no hit markers. Maybe this is the issue

  • @narwhalguy3829
    @narwhalguy3829 5 месяцев назад

    this is insane lol thank you, always running high grain

  • @96kylar
    @96kylar 5 месяцев назад

    Jesus. Great work by both you and X-ace. Damn nice work. EDIT- When the "new' cod comes out, and everyone screams, about what they want to see/have, I just sit here and pray they upgrade their servers every new title.

  • @3yujji61
    @3yujji61 5 месяцев назад

    thank you for your info.
    In this video, there is no verification beyond the hit scan range. It is necessary to approximate the differences due to bullet speed beyond the hit scan range using a formula.

  • @Siptogaming
    @Siptogaming 5 месяцев назад

    The first 50 has been hit scan since at least 2019, you can literally feel it when you play. I’ve been gaming for over 20y and I know when something is hit scan.

  • @smokyx
    @smokyx 5 месяцев назад

    i LOVE these type of content from you, gg Tony.

  • @Th3BadThing
    @Th3BadThing 5 месяцев назад

    I dont even play warzone anymore but these videos are always interesting to watch / listen to.

  • @slayridah
    @slayridah 5 месяцев назад

    This is interesting because since MW 2019, they said that close-range fights will still be hit scan since that's when they added bullet velocity. So this makes sense and makes gunfights feel more consistent, not having to lead your shot at only 10 meters! 😃

    • @cparks1000000
      @cparks1000000 5 месяцев назад

      You'd actually not have to lead very much at 10m.

  • @rileymorgan4879
    @rileymorgan4879 5 месяцев назад

    I've been saying this for years. If anyone remembers the hdr when warzone 1 first came out, you can really notice this phenomenon on that sniper rifle. Up to a certain distance the gun would be basically hitscan and then only 1m over that threshold you would have to lead your shot by a mile. It made zero sense... these publishers or maybe the devs just love making things as complicated as possible.

  • @neoand3rson
    @neoand3rson 5 месяцев назад

    This is exactly what I was thinking when I watched Ace’s video. I mean I’m like a semisweat with 3.5KD and it just blew my mind. It’s just unfortunate if I happen to take a fight right between the max hit scan range and out of it. It would feel super inconsistent and there’s nothing we can do about it 😂

    • @absolutelysobeast
      @absolutelysobeast 5 месяцев назад

      Your entire comment was the let us know that you have a 3.5kd and are a “semi-sweat”. Well i dont even “semi-care”how much you care about the game or how much time you spend farming the afk’s out of the plane to maintain that 3.5kd. No one who takes the game semi seriously has a 3.5kd unless you are the most dedicated camper in human history. I mean an entore comment to all of us here just to brag your kd is proof enough there is nothing “semi” about your level of dedication to the game

    • @neoand3rson
      @neoand3rson 5 месяцев назад

      @@absolutelysobeast K.

  • @Nick-ux5vr
    @Nick-ux5vr 5 месяцев назад

    Wow so that puts even more weight on bullet velocity. Higher BV = higher distance for hit scan

  • @gel87Kjetil
    @gel87Kjetil 5 месяцев назад +1

    If you think the inconsistency in cod is due to latency you can consider urself lucky who have not experienced true eomm.
    When i buy battle pass the game works perfect for me for 3-5 days. After those days my damage turns minimum 4 times as Worse as it was when spending cp coinz. Enemy audio starts getting inconsistent, arrows/bullets/utility all starts to bend mid air. Aim assist locks on right outside enemy hitbox and prevent you from entering it, you really have to squeze that aim onto target. A perfectly aligned headshot will whip to the side at the excact same frame you loose 1 ammo from ur mag. And you urself starts to die from 4 bullets fired from any gun at any range. And enemy cannot miss you basicly.
    Season 3 i had fun after buying the battle pass, then it turned shit 3-4 days after, so i extended the fun by buying a 20 dollar godzilla boundle, game immidiate turned good again and 3-5 days later it became unplayable again. And now its like 20-30 days since then and every 50/50 duel i will loose. Enemy just has superior damage and hit detection, and my I die faster in warzone than people do in hardcore. I can outplay enemy and put 10 bullets in his back and he will panic run into the wall, spin a circle to locate me and then slay me.
    I have done other tests before. One patch i did not Even buy battle pass, the game continued to be unplayable, i kept it like this for 10 days. People was litterally unkillable. I would drop full mags into them and they would survive it and delete me with 4 Stray bullets.
    Then i bought the blackcell. Boom, immidatly zero audio issues, dropped new personal kill record twice in first evening. Did not Even have to try.
    Take note that im on 11-23 latency servers, north west europe ps5. Almost never a laggy or buggy server. Most of my lobbies i have 13 latency in Rebirth.
    So next time you need 54 shots from a wsp swarm from 2 meter distance, between the shoulder blade to down a guy. Dont think it has anything to do with server latency, cause it does not. Your damage is simply nerfed due to activision sees upon you as a leecher who dont contribute earnings by buying a new bundle every 5th day.
    They have a patent for this, the patent is marked as active.
    If i throw a throwing knife towards enemy face, it will bend down 90 degrea, then strighten back out and hit him in the crought instead. Meanwhile as soon as a enemy click his throwing knife button i die. This is due to the server prediction is rigged. For me it will delay damage, validate and then modify for Worse results, meanwhile for my fully boundle decked enemy it will predict that it was a surgical hit as soon as he click the button, Even if he is not Even facing my direction. He also dont need to wait for the animation to finnish, im dead before the knife ever leaves his hands.
    Its more pay to win than Roblox.
    Other than that, Nice feature to know :)

  • @thescapeartist
    @thescapeartist 5 месяцев назад

    This explains why you get killed running around a corner without it being a wallbang.

  • @Pandorium_Man
    @Pandorium_Man 5 месяцев назад

    This is fuckin awesome. Love this interesting shit I don’t even play wz that much anymore but this is useful

  • @coldfries8976
    @coldfries8976 5 месяцев назад

    Dude this makes so much more sense now... this is literally gamechanging. Your gameplay will change a lot with this in mind!

  • @canaldobruce
    @canaldobruce 5 месяцев назад +3

    16:37 TONY, do you think Aim Assist lock into the character or it considers the hit reg/bullet travel when the aim is locked on the target?
    I mean, if the enemy is over this hit scan distance, aim assist helps to lock on the real target or on the server hit reg target position? Because I feel like aim assist hits better, like usually connect almost all bullets but looks like locked on the chest on the screen, not compensating the bullet travel even connecting the hit markers better than any MnK...

    • @firewfire
      @firewfire 5 месяцев назад

      Aim assist seems absent past like 30 m anyways so wouldnt matter. Even strafing..
      Aim assist is there to compete with mouse precision.. its powerful but super inconsistent probably due to the bad servers

    • @MrJesusdoesntsave
      @MrJesusdoesntsave День назад

      @@firewfire stop the cap

  • @vandy8510
    @vandy8510 5 месяцев назад

    Dude that’s crazy this prolly easily effect multiplayer and ranked for long range fights

  • @udoheinz7845
    @udoheinz7845 5 месяцев назад

    ohhhh...
    thats how it works. i am sniping all the time and that explains so much