Hey Ace. Can you also take a look at Aiming Stability, Firing Aim Stability and Aiming Idle Sway and how they interact? For example, the WSP-9 Uzi seems to benefit from the Firing stability stock a lot more than the Recoil stock which has like -25% to recoil.
This might be a case of the weapon having a ton of idle sway. Idle sway continues during fire which could add to potential recoil. At least that's how I remember it.
In MWII, if you got a stockless SMG, you could focus on aiming idle sway to reduce the crazyness of the recoil. The initial kick was still strong, but if you were good at controlling recoil, you could use the SMG very efficiently.
Are you going to test all of the new perks? Most interesting to me would be: what activates l/r detector; how exactly threat identificaton system works; how much do you have to move for ghost camo to work; comparison of audio with and without bone conductor; how much strafe is incresed with stalker boots; how much flinch is reduced with marksman gloves; how much assault gloves help with mid-jump ads speed.
Ghost deactivates faster than any other COD I’ve seen. As soon as you stop moving, it deactivates immediately. Even if you’re strafing side to side, it’ll deactivate during the transitions. I never stop moving and have been wondering why I’m always getting tracked and pre-aimed with ghost on. I started paying attention to ghost activation and noticed that.
Wish we could have weapon and attachment simplification. Wierd body multipliers, and muzzles that help horizontal recoil yet hurt vertical. Its ridiculous.
Just play the old games then man. This new immersion is just the direction it's heading, and I personally absolutely love it! Finally, all this overthinking practice I have had my entire life comes in handy 😎😎😎
I'd like it if you showed a few weapons that were outfitted with a combination of attachments on higher recoil weapons to show how much you can change the recoil overall
I hear ya. I'm really not interested in going through all the stats of each attachment. That's why I watch these guys who make money figuring all that out for us. I just want to play with a gun as good as everyone else.
If gun kick is stabilization, the xten ported comp is probably the best muzzle for recoil. Biggest vertical recoil reduction AND very good reduction to gun kick
You're always appreciated Ace! For some strange reason, I've had a SERIOUS problem controlling recoil ever since MW II. The last game I was able to master and control recoil in was WWII. I'm an above average player and would say I have pretty decent gun skill…but ever since MWII I can't get any weapons to have that consistently controlled recoil that I notice a lot of streamers have. Like I know the difference between controlling recoil and a weapon appearing to have no recoil whatsoever…but thats a conversation for another time. Great/informative video as always!
just FYI....they introduced at least a little randomization to the recoil starting in Vanguard and it was especially bad in MW2 with visual recoil in addition to actual recoil, and they didn't necessarily match up to one another.
Im experiencing some weird feeling input on modern warfare 3. My aim just feels really off. Went back on warzone and fried, then tried mw3 again and just couldn't hit my shots as consistently as I usullay do. Something about my sens feels off
@@janebtar2167 Same man! My boys, who are “casuals,” are so confused when I try to explain this, but they're “late bloomers” when it comes to COD, so they don't understand the intricacies and nuances advanced/competitive players easily notice. We can tell when the server (not our internet) has serious desynch or lag issues. They just coin it as playing bad or “making excuses why you died”.
As a person who actually used guns, I was seeing "Gun kick" as an initial kick that you get when you start to shoot, and until you adjust yourself for constant recoil... And as you can see in the graphs, the gun that was adjusted for "Gun kick" has more bullets on the initial pattern, better group just on the first 5-6 bullets. At least it's how I see that ..
Feels like for people with decent recoil control skills, the kick control removing random bouncing could be advantageous? Will all depend on the negatives I think
I’m new to the genre since MW2 gave gyro to the PS… but recoil controls sounds like a different game depending on if you use a mouse, aim assist, or a gyro (gyro uses controllers, but we don’t get aim assist). A mouse player said gyro players have some unfair advantage with recoil control… I’m trying to figure that difference out, since gyro video instructional for CoD are rare. That’s why I always have to figure stats out from guys like XclusiveAce.
yea some of the muzzle flash gets obstructive, ive just been defaulting to a suppressor seeing how the mini map functions in this game. Alot of people are relying on it more now.
I like this, one of the things I am finding challenging right now is Aim Walking Steadiness, some guns just have a lot of visual sway while aiming and strafing sometimes. I hope we can explore options for that soon, because it feels like theres more harming it then benefitting it.
The only attachment I see giving major benefits to aim walking steadiness is the one laser/flashlight that’s always visible which is rough. You could always use some of the MWII vertical grips like the pineapple grip which helps a little bit but hurts ADS more than you would like
I have a suggestion for testing, it seems like switching to single fire on some weapons increase the damage they do, just like in MW2. I tested it briefly in zombies but would like to know if it's still the same on MP
Yes it absolutely does. Especially for the BAS-P. Semi auto on targets gets me two shot kills while full auto does 3 shot kills. It’s absolutely ridiculously hilarious. Idk that these game makers understand guns too well… Just make the shit realistic. Who cares if everyone is using the same weapon. The only thing that would make sense is just changing the weapon handling/ mobility if you wanna make pros and cons.
One thing I've seen people talk about on Reddit that I'm also really curious about, is if the integrated laser of the Cronen Intlas MSP-12 Aftermarket Part is visible to enemies or not. It's not stated as a Con, but some people say they are convinced it's visible. Please help test this if it's convenient for you! ❤
I’m just glad the MWIII don’t make me nauseous when I shoot them and eveything shoots reasonably flat with appropriate recoil deviation. I would use the MWII guns but they still have the visual recoil problem, screw that.
I feel like right now especially if you're uncontroller horizontal recoil control and a bit of gun kit control is most of what you need there's almost no use for vertical recoil control especially if you're playing at above 8 sensitivity because you can just pull straight down pretty easy Edit: as in it's a lot harder to pull down and side to side than just straight down; and in some cases if you have a tendency to aim mid-chest vertical recoil can help you bounce up to hit the head more often than not which is helpful obviously
As a general rule of thumb for me, I have two attachments that focus on sprint to fire speed and aim down sights speed and three attachments that focus on both types of recoil. Also, try getting used to iron sights as that's an attachment that could be used elsewhere. This rule is definitely changing with this game since suppressors are actually a worthwhile attachment now but we'll see...
I don't like the fact that on some attachments you have Vertical and Horizontal recoil control shown, and on others it just says recoil control. It just adds more different terms and reduces clarity. Either always display both, or always bundle them together (preferably the first).
Mw2 and mw 2019 aimed to be more realistic with gun recoil/ muzzle flash/ smoke. The community complained so this year they pretty much went back to laser beam rifles making this video kind of useless
Recoil control - it's the when You pull the stick down to prevent the weapon go up with more it's easy to do Gun kick- it's the visual recoil, when weapon moves when ADS (weapon shaking But doesnt go up) Vertical recoil- it's obvious when the weapon goes up at firing with attachments with VRC, we reduce the speed when weapon goes up The same for Horizontal Recoil,
RGK management is actually more important. You can control vertical recoil and even horizontal recoil to an extent. You can't control a random modifier like GK. The lower it is the more predictable your recoil will be. Guns in MW3 are lasers for the most part anyway, especially the 3 burst weapons where RGK is pretty much irrelevant as you aren't holding down the trigger. You just have to not spam the trigger too quickly.
gunkick is how much the gun "shakes" around in your hands, while viewkick is how much the gun throws your aim off- horizontally and vertically. I would imagine that in general most guns in this game arent going to have a lot of gunkick, but you do want to reduce it as much as possible for the higher caliber or semi auto guns, while focusing more on viewkick / recoil control for the high velocity- low caliber weapons.
These are my fav videos.. 🤓 I might actually like the two different kinds of recoil, I don’t like using the same attachments on every gun.. also, cutting down on the recoil kick is a huge W. Keep up the good work ace!
As someone who admittedly struggles to mitigate recoil on a controller (go ahead, call me a "casual", idgaf), I'm LOVING the MWIII guns! It's night and day from MWII. With just a couple of attachments (depending on the gun), they go from bouncy to .22LR recoil. It's amazing! My favorite full-auto gun is currently the BAS-B battle rifle (Sig Sauer MCX Spear in 6.8x51/.277 Fury). I can't wait until I unlock the MCW/ACR!
Carrying over of MWII guns is stupid decision due to the huge difference in performance between MWII and MWIII guns, it basically forces you to never use any old gun because they suck.
Hey Ace, great video. I’m aware this is probably a rather large task, but I wondered if you have any plans to compare the mw2 vs mw3 guns for their TTK, and how much the mw2 guns may have been tweaked for the new game? Maybe it’s purely subjective but i equipped an 74U and it immediately felt like I was just melting people compared to when I was just going through all the new mw3 guns.
And yes, attachments will tend to affect both parameters, for example the SKS in mw2019 has a lot of gunkick, but hardly any recoil, yet adding the "recoil" reducing attachments reduces both the gunkick and the recoil.
Generally, I prefer smoothing out the path since it's fairly easy to correct for vertical recoil without much trouble. I can generally deal with vertical as long as it's not some wild kick like we saw with some stuff in Vanguard.
if you are on PC you should focus on horizontal recoil control as pulling the mouse down is much more effective than trying to control left to right movement when firing
Awesome video and helpful. I really like how it has all these options- i think they need to make it as realistic as possible imo. So if there’s an unrealistically low amount of recoil or recoil kick etc then they should add more
Honestly gun kick is more annoying to deal with to me. Recoil control is easier to deal with by pulling my stick or mouse. But gun kick makes it hard to see what the hell my gun is doing from all the shaky movement
I think for MW3 V/H recoil will matter a lot more than Gun Kick, since the shake is more manageable than MW2. I'd say focus on adjusting for the initial recoil, the number of shots it takes to kill, and don't focus so much on the entire mag's recoil pattern.
I’m surprised that they didn’t adjust visual recoil for any of the MW2 guns. Plus they do noticeably lower damage compared to the MW3 guns. That’s not a good philosophy for gun balance at all, even if they’re trying to encourage the use of MW3 guns. If the MW2 guns are going to be useless, then what was the point of bringing them in?
Any idea yet if they tuned in any way the infamous smoke / bounce / random visual noise for MW2 guns in this game? Or are they still exactly the same as in MW2.
Recoil Gun kick is mainly for sustained fire.. tracking targets, It is most useful playing mouse and key. Not sure on aim assisted controller (no pun intended). I have noticed some that without gun kick control; tracking on mouse and key from long ranges is near impossible.
Idk if I'm just missing something, but all the recoil plots shown in this video makes the recoil plot look worse when "decreasing" gun kick. Especially with the Uzi, both recoil plots with the reduced gun kick looked not only wider but also a lot my jagged when you switched to a line graph style. With no mods, it was still a lot of recoil but the line didn't look like a crypto chart, like the reduced gun kick line did.
Thanks for the clarification, Ace. Been wondering a lot about these two stats in particular. Personally I feel like it'd be better to simplify the recoil by incorporating the gun kick into the vertical/horizontal control. Too many stats, especially with names that don't do much to clarify their differences, just make for confusing bloat. I do feel the visual recoil really needed to be cut down from MW2, but it feels like they may have over-corrected a little too hard. These guns feel like absolute lasers. But it's better than the alternative. More than the visual recoil being cut down though I'm mostly happy they cut down on the freakin gas/smoke while firing from MW2.
Yea imma need some help this year😂 usually I can just figure out what attachments are actually good but it’s a lot this year. You can make your gun worse so easily
The attachments don’t do shit in these newer games 10-15% ain’t enough to mitigate some of these effects. My issue is hardly ever vertical recoil,it’s the horizontal recoil. Horizontal recoil coupled with flinch during take gun fights can and will make you lose engagements at a certain range. What is the purpose of attachments of the benefits are so minuscule?
Gun kick control feels like what recoil smoothness should've been in MWII. Of course, with modern Infinity Ward being what it is, they took what could've been an excellent addition and rendered it completely useless, if not outright harmful when suppressors traded significant stat values to increase something that literally did nothing.
Press L3 to focus press L3 to focus press L3 to focus don't forget to press L3 to focus as if it's not completely obvious that we figured it out by now why are creators still putting press L3 to focus on the freaking middle of the Dam scope. It's unnecessary give us an option to remove everything off the screen so it's more immersive
Ill word it this way. As a mkb player if they hadnt made the changes they did i wasnt going to play this year. Dealing with OP rotat AA is bad enough, not being able to see at all thru barrel smoke and visual shake? No thanks.
Can we just go back to the days of COD4-MW3 (2011) where we had a set amount of recoil and not all this other bullshit? COD has become so unnecessarily complicated to the point its a fukn joke.
I really don’t like these stats with changes that are very difficult to see. I remember the “recoil smoothness” stat in Mw2. Oh the fun I had watching video after video of reviewers claiming they are completely baffled as to what effect it might have.
This could all be solved with one sentence per attachment in the game, but that would reduce average play time (no need to unlock anything except for the best attachments).
Hey Ace. Can you also take a look at Aiming Stability, Firing Aim Stability and Aiming Idle Sway and how they interact? For example, the WSP-9 Uzi seems to benefit from the Firing stability stock a lot more than the Recoil stock which has like -25% to recoil.
Agreed
DEFINITELY NEED THIS
This might be a case of the weapon having a ton of idle sway. Idle sway continues during fire which could add to potential recoil.
At least that's how I remember it.
In MWII, if you got a stockless SMG, you could focus on aiming idle sway to reduce the crazyness of the recoil. The initial kick was still strong, but if you were good at controlling recoil, you could use the SMG very efficiently.
Are you going to test all of the new perks?
Most interesting to me would be: what activates l/r detector; how exactly threat identificaton system works; how much do you have to move for ghost camo to work; comparison of audio with and without bone conductor; how much strafe is incresed with stalker boots; how much flinch is reduced with marksman gloves; how much assault gloves help with mid-jump ads speed.
Ghost deactivates faster than any other COD I’ve seen. As soon as you stop moving, it deactivates immediately. Even if you’re strafing side to side, it’ll deactivate during the transitions. I never stop moving and have been wondering why I’m always getting tracked and pre-aimed with ghost on. I started paying attention to ghost activation and noticed that.
Ace will be covering all of what you mentioned guaranteed. These are standard now for him every year
Wish we could have weapon and attachment simplification. Wierd body multipliers, and muzzles that help horizontal recoil yet hurt vertical. Its ridiculous.
To me, I like the way you get control over the specifics of what you are changing, to get exactly the effect you want rather than an approximation
Just play the old games then man. This new immersion is just the direction it's heading, and I personally absolutely love it! Finally, all this overthinking practice I have had my entire life comes in handy 😎😎😎
nah that's cringe@@Drakshl
@Drakshl me too! But you also achieve that goal (more easily too) with simpler and clearer attatchements that arent self-contradictary
@@walrusdojo the gun behaving the way you want it too is cringe? What is the point of attachments otherwise
I'd like it if you showed a few weapons that were outfitted with a combination of attachments on higher recoil weapons to show how much you can change the recoil overall
Don't forget to also look out for idle sway! That can really mess up your accuracy
That’s what I’m saying that shit is ridiculous
Haven't looked too much at the new MW3 underbarrel attachments yet but FTAC Ripper still helps so much with idle sway.
Yep. This is why the ftac ripper became so popular in warzone2.
I found that the best attachment in warzone 2 for this are stocks
I’m assuming idle sway is an additive effect on top of the deviations created by recoil?
@creshexacs64 pretty much, yeah.having good sway will make your recoil more consistent. That is why the gray felt so good back in warzone 1.
Tested gun kick control on the MW2 ARs and it helped tremendously for most of em.
We need a video guide on the best 3 attachments in each category! The gunsmith is so confusing and overwhelming. I just want my gun to be good 😂
The game gives you all the information. Press. L2 over the attachments for details.
It depends on each gun
I hear ya. I'm really not interested in going through all the stats of each attachment. That's why I watch these guys who make money figuring all that out for us. I just want to play with a gun as good as everyone else.
I feel like a lot of the attachments don’t really work at all
I just open advanced stats and scroll through to see what offers the most of what I want and then if the cons aren’t bad I choose that
If gun kick is stabilization, the xten ported comp is probably the best muzzle for recoil. Biggest vertical recoil reduction AND very good reduction to gun kick
You're always appreciated Ace! For some strange reason, I've had a SERIOUS problem controlling recoil ever since MW II. The last game I was able to master and control recoil in was WWII. I'm an above average player and would say I have pretty decent gun skill…but ever since MWII I can't get any weapons to have that consistently controlled recoil that I notice a lot of streamers have. Like I know the difference between controlling recoil and a weapon appearing to have no recoil whatsoever…but thats a conversation for another time. Great/informative video as always!
just FYI....they introduced at least a little randomization to the recoil starting in Vanguard and it was especially bad in MW2 with visual recoil in addition to actual recoil, and they didn't necessarily match up to one another.
Im experiencing some weird feeling input on modern warfare 3. My aim just feels really off. Went back on warzone and fried, then tried mw3 again and just couldn't hit my shots as consistently as I usullay do. Something about my sens feels off
@@natefiet4961 you're definitely right about that. They’re doing all the wrong things to this game man!
@@janebtar2167 Same man! My boys, who are “casuals,” are so confused when I try to explain this, but they're “late bloomers” when it comes to COD, so they don't understand the intricacies and nuances advanced/competitive players easily notice. We can tell when the server (not our internet) has serious desynch or lag issues. They just coin it as playing bad or “making excuses why you died”.
The clip of getting stuck on that post in the middle on terminal is too relatable
As a person who actually used guns, I was seeing "Gun kick" as an initial kick that you get when you start to shoot, and until you adjust yourself for constant recoil... And as you can see in the graphs, the gun that was adjusted for "Gun kick" has more bullets on the initial pattern, better group just on the first 5-6 bullets.
At least it's how I see that ..
Feels like for people with decent recoil control skills, the kick control removing random bouncing could be advantageous? Will all depend on the negatives I think
I’m new to the genre since MW2 gave gyro to the PS… but recoil controls sounds like a different game depending on if you use a mouse, aim assist, or a gyro (gyro uses controllers, but we don’t get aim assist). A mouse player said gyro players have some unfair advantage with recoil control… I’m trying to figure that difference out, since gyro video instructional for CoD are rare. That’s why I always have to figure stats out from guys like XclusiveAce.
this is a fire video ace, just what I was thinking of
Is it just me or are some MW2 weapons still hard AF to see what ur shooting?
yea some of the muzzle flash gets obstructive, ive just been defaulting to a suppressor seeing how the mini map functions in this game. Alot of people are relying on it more now.
Bro everything is broken in this DLC wouldn’t be surprised
I like this, one of the things I am finding challenging right now is Aim Walking Steadiness, some guns just have a lot of visual sway while aiming and strafing sometimes. I hope we can explore options for that soon, because it feels like theres more harming it then benefitting it.
The only attachment I see giving major benefits to aim walking steadiness is the one laser/flashlight that’s always visible which is rough. You could always use some of the MWII vertical grips like the pineapple grip which helps a little bit but hurts ADS more than you would like
So mitigating gun kick does fuck all, good to know
Great video as always, hoping there’s one for aiming stability/firing stability coming soon!
I was literally wondering about this last night. Good stuff, thanks Ace. 👊
I love how ace be making sometimes two videos a day I look forward to his videos so much it’s basically the only reason I pay and use RUclips now haha
Great video bro. I swear I don't think I could play this game without your channel.
Man I miss the days of sticking on a grip and away you go
3:35
Hahaha bro
I know why you're aiming at those. They are so annoying
Great video as always!
I have a suggestion for testing, it seems like switching to single fire on some weapons increase the damage they do, just like in MW2. I tested it briefly in zombies but would like to know if it's still the same on MP
Yes it absolutely does. Especially for the BAS-P. Semi auto on targets gets me two shot kills while full auto does 3 shot kills. It’s absolutely ridiculously hilarious. Idk that these game makers understand guns too well…
Just make the shit realistic. Who cares if everyone is using the same weapon. The only thing that would make sense is just changing the weapon handling/ mobility if you wanna make pros and cons.
One thing I've seen people talk about on Reddit that I'm also really curious about, is if the integrated laser of the Cronen Intlas MSP-12 Aftermarket Part is visible to enemies or not. It's not stated as a Con, but some people say they are convinced it's visible. Please help test this if it's convenient for you! ❤
Thank you been waiting for this video to break it into more details.
I’m just glad the MWIII don’t make me nauseous when I shoot them and eveything shoots reasonably flat with appropriate recoil deviation. I would use the MWII guns but they still have the visual recoil problem, screw that.
so its basically this years recoil smoothness just ever so slightly more useful
I feel like right now especially if you're uncontroller horizontal recoil control and a bit of gun kit control is most of what you need there's almost no use for vertical recoil control especially if you're playing at above 8 sensitivity because you can just pull straight down pretty easy
Edit: as in it's a lot harder to pull down and side to side than just straight down; and in some cases if you have a tendency to aim mid-chest vertical recoil can help you bounce up to hit the head more often than not which is helpful obviously
God bless you and the work you put into these games x. Thank you
Glad I'm not the only one that looked at those stands in the gift shop when I noticed they just completely stop you from moving
2:00 this is basically bloom without technically being bloom because the bullet goes where reticle is (because the reticle goes all over the place).
As a general rule of thumb for me, I have two attachments that focus on sprint to fire speed and aim down sights speed and three attachments that focus on both types of recoil. Also, try getting used to iron sights as that's an attachment that could be used elsewhere. This rule is definitely changing with this game since suppressors are actually a worthwhile attachment now but we'll see...
The best attachment for me is the uninstall button I used when Verdansk was gone 😅
Game went south after the first Verdansk COD merge
I don't like the fact that on some attachments you have Vertical and Horizontal recoil control shown, and on others it just says recoil control. It just adds more different terms and reduces clarity.
Either always display both, or always bundle them together (preferably the first).
I'm new to MW3, what's the difference between the 2? Isn't recoil just recoil?
Mw2 and mw 2019 aimed to be more realistic with gun recoil/ muzzle flash/ smoke. The community complained so this year they pretty much went back to laser beam rifles making this video kind of useless
Recoil control - it's the when You pull the stick down to prevent the weapon go up with more it's easy to do
Gun kick- it's the visual recoil, when weapon moves when ADS (weapon shaking But doesnt go up)
Vertical recoil- it's obvious when the weapon goes up at firing with attachments with VRC, we reduce the speed when weapon goes up
The same for Horizontal Recoil,
RGK management is actually more important. You can control vertical recoil and even horizontal recoil to an extent. You can't control a random modifier like GK. The lower it is the more predictable your recoil will be.
Guns in MW3 are lasers for the most part anyway, especially the 3 burst weapons where RGK is pretty much irrelevant as you aren't holding down the trigger. You just have to not spam the trigger too quickly.
gunkick is how much the gun "shakes" around in your hands, while viewkick is how much the gun throws your aim off- horizontally and vertically. I would imagine that in general most guns in this game arent going to have a lot of gunkick, but you do want to reduce it as much as possible for the higher caliber or semi auto guns, while focusing more on viewkick / recoil control for the high velocity- low caliber weapons.
Well yeah, I always go for vertical control. Haven't got this game yet though. Always good to have some insight.
These are my fav videos.. 🤓 I might actually like the two different kinds of recoil, I don’t like using the same attachments on every gun.. also, cutting down on the recoil kick is a huge W. Keep up the good work ace!
As someone who admittedly struggles to mitigate recoil on a controller (go ahead, call me a "casual", idgaf), I'm LOVING the MWIII guns! It's night and day from MWII. With just a couple of attachments (depending on the gun), they go from bouncy to .22LR recoil. It's amazing!
My favorite full-auto gun is currently the BAS-B battle rifle (Sig Sauer MCX Spear in 6.8x51/.277 Fury). I can't wait until I unlock the MCW/ACR!
I like how sledgehammer does attatchments more when compared to IW and treyarch.
Carrying over of MWII guns is stupid decision due to the huge difference in performance between MWII and MWIII guns, it basically forces you to never use any old gun because they suck.
Thanks for keeping the community informed Ace !
Hey Ace, great video. I’m aware this is probably a rather large task, but I wondered if you have any plans to compare the mw2 vs mw3 guns for their TTK, and how much the mw2 guns may have been tweaked for the new game? Maybe it’s purely subjective but i equipped an 74U and it immediately felt like I was just melting people compared to when I was just going through all the new mw3 guns.
Check out truegamedata he is working on that right now
And yes, attachments will tend to affect both parameters, for example the SKS in mw2019 has a lot of gunkick, but hardly any recoil, yet adding the "recoil" reducing attachments reduces both the gunkick and the recoil.
exactly the question i was asking myself last night!
Thank you very much, good sir! You're doing the lords work
Generally, I prefer smoothing out the path since it's fairly easy to correct for vertical recoil without much trouble. I can generally deal with vertical as long as it's not some wild kick like we saw with some stuff in Vanguard.
Here to make my loadouts more optimal and therefore matches more sweaty. LFG!
if you are on PC you should focus on horizontal recoil control as pulling the mouse down is much more effective than trying to control left to right movement when firing
Awesome video and helpful. I really like how it has all these options- i think they need to make it as realistic as possible imo. So if there’s an unrealistically low amount of recoil or recoil kick etc then they should add more
Lmao @3:38 I hate those little stations blocking any strafe there...
I really hate those things inside the library like you at 3:31
I just hope they update mw2 Battle rifles to have less recoil and adequate damage to bring them up to speed with the mw3 ones.
I'd love to see a gun guide for the Sidewinder. The recoil on that gun unmodified is totally crazy. It even kicks downwards sometimes.
Great video. Any chance of looking into visibility issues?. Frequently dieing to players i cant see. This and connection issues ruining the game atm.
The graphical fidelity in this game is definetly worse than mw2 and possibly even mw19
At least on console (new gen)
I miss it when choosing attachments for your gun used to be simple
Top notch content my dude
More vids like this, please and thank you. Love these
All details are available if you press left trigger or l2 while you’re hovering over the attachment
Bro you are a saint. My fav RUclipsr no doubt.
Very helpful video mate. Thanks heaps :)
Great content 👌
I despise the new recoil system of having different dimensions of recoil. MW22 was already so frustrating
we are so lucky to have you bro
I’m just excited Ace is excited. Such a good dude and important for this community.
You should compare mw3 recoil with mw2 guns see how much they have changed it would be cool with most of the used weapons.
Honestly gun kick is more annoying to deal with to me. Recoil control is easier to deal with by pulling my stick or mouse. But gun kick makes it hard to see what the hell my gun is doing from all the shaky movement
THIS! this is what i need to know, thank you so much
The lag comp in this game is so damn insane… down right unbearable.
On video the gun kick looks toy-ish, but it feels sooo gud when you actually play
I think for MW3 V/H recoil will matter a lot more than Gun Kick, since the shake is more manageable than MW2. I'd say focus on adjusting for the initial recoil, the number of shots it takes to kill, and don't focus so much on the entire mag's recoil pattern.
Thanks god we don't have visual recoil anymore
I hope we will get recoil buff for all mw22 weapons too
I’m surprised that they didn’t adjust visual recoil for any of the MW2 guns. Plus they do noticeably lower damage compared to the MW3 guns. That’s not a good philosophy for gun balance at all, even if they’re trying to encourage the use of MW3 guns. If the MW2 guns are going to be useless, then what was the point of bringing them in?
marketing
Well done video!
I think the term I like to use is gun kick is how "bouncy" the gun is.
Any idea yet if they tuned in any way the infamous smoke / bounce / random visual noise for MW2 guns in this game? Or are they still exactly the same as in MW2.
Cod scientist, respect
Recoil Gun kick is mainly for sustained fire.. tracking targets, It is most useful playing mouse and key. Not sure on aim assisted controller (no pun intended). I have noticed some that without gun kick control; tracking on mouse and key from long ranges is near impossible.
Great Video. I wouldt really like to See one about wich impact gears/perks have in the game
Idk if I'm just missing something, but all the recoil plots shown in this video makes the recoil plot look worse when "decreasing" gun kick. Especially with the Uzi, both recoil plots with the reduced gun kick looked not only wider but also a lot my jagged when you switched to a line graph style. With no mods, it was still a lot of recoil but the line didn't look like a crypto chart, like the reduced gun kick line did.
Thanks for the clarification, Ace. Been wondering a lot about these two stats in particular.
Personally I feel like it'd be better to simplify the recoil by incorporating the gun kick into the vertical/horizontal control. Too many stats, especially with names that don't do much to clarify their differences, just make for confusing bloat.
I do feel the visual recoil really needed to be cut down from MW2, but it feels like they may have over-corrected a little too hard. These guns feel like absolute lasers. But it's better than the alternative. More than the visual recoil being cut down though I'm mostly happy they cut down on the freakin gas/smoke while firing from MW2.
With gun kick control look at your actual weapon and its recoil compaired to vertical/horizontal control (bullet recoil)
I miss pick 10.
Do you also have recoil smoothness, just recoil, etc.
I cannot tell the difference between the standard and the gun kick patterns for the Wasp. Looks like it basically does nothing.
Yea imma need some help this year😂 usually I can just figure out what attachments are actually good but it’s a lot this year. You can make your gun worse so easily
Ace, are you planning on making a video regarding how balanced or unbalanced the MW2 weapons are in MW3?
The attachments don’t do shit in these newer games 10-15% ain’t enough to mitigate some of these effects. My issue is hardly ever vertical recoil,it’s the horizontal recoil. Horizontal recoil coupled with flinch during take gun fights can and will make you lose engagements at a certain range. What is the purpose of attachments of the benefits are so minuscule?
Gun kick control feels like what recoil smoothness should've been in MWII. Of course, with modern Infinity Ward being what it is, they took what could've been an excellent addition and rendered it completely useless, if not outright harmful when suppressors traded significant stat values to increase something that literally did nothing.
Press L3 to focus press L3 to focus press L3 to focus don't forget to press L3 to focus as if it's not completely obvious that we figured it out by now why are creators still putting press L3 to focus on the freaking middle of the Dam scope.
It's unnecessary give us an option to remove everything off the screen so it's more immersive
Great video
Ill word it this way. As a mkb player if they hadnt made the changes they did i wasnt going to play this year. Dealing with OP rotat AA is bad enough, not being able to see at all thru barrel smoke and visual shake? No thanks.
Perfect vidéo 👍🏻
hahahha 3:35 the collision with those things. i had the same issue, its aweful. why would they do that
Hey Ace, are you considering doing a video talking about how MW2 guns have changed if they did at all?
Can we just go back to the days of COD4-MW3 (2011) where we had a set amount of recoil and not all this other bullshit?
COD has become so unnecessarily complicated to the point its a fukn joke.
Agreed!
Awesome mate, clear and easily said for us Noobs.
GG’s
I really don’t like these stats with changes that are very difficult to see. I remember the “recoil smoothness” stat in Mw2. Oh the fun I had watching video after video of reviewers claiming they are completely baffled as to what effect it might have.
This could all be solved with one sentence per attachment in the game, but that would reduce average play time (no need to unlock anything except for the best attachments).