This is one of the most comprehensive overviews of these weapon mechanics I've seen. Everything you presented agrees with what I've found to be true in testing. I think the part about weapons having a "sweet spot" for aim assist is especially interesting, I've noticed this in a lot of testing and also from watching back clips with various weapons where it awarded a headshot from a bullet that was WAY off target. Great work! 10/10
It makes sense if you think about the accuracy cone. If you're too close like in the video the cone is too tight and doesn't encompass the player when aiming at health bar. Creating more space will allow the cone to get bigger and contain the target, which allows aim assist to take over.
Came here lurking to see if Papa Fallout was gonna be in the comments. Not saying Drewsky would get me in the divorce, but I'd at least want him to have Wednesdays and every other weekend unsupervised. That's how much I loved this video
@@jamesjordan139 I agree but before taken king the game was more satisfying. When taken king came out the game got way more balanced and even though the game was more fair the game became less satisfying when you got kills.
"Oh yeah, its all coming together." This explains so much! It explains why Jade Rabbit and Polaris have Zen Moment for seemingly no reason -- improves the AA circle! It explains why Zen Moment and Tap The Trigger feel so great on full auto weapons! It explains why low stability Sidearms can't seem to hit anything despite having fantastic range.
My eyes have been opened fam, I actually understood everything you were saying and I'm not very good at understanding things like this. Well presented and well explained, it was bless 😎
Concerning the "sweet spots:" The sweet spot is the very edge of the aim assist cone, where the aim assist is at it's widest. Any further, aim assist begins to drop off and and shots miss. Any closer, the aim assist cone is tighter, and the weapon becomes less forgiving. At least, that's how it is in Halo, and I can only assume is also true for Destiny.
Dude drew! You outdid yourself on this one! I consider my self extremely knowledgeable (in a non cocky way) but man this video was just absolutely beautifully made. I’ve seen a lot of break down videos but this one hits on another level. I just wish you added a small little segment in the video about “weapon sweet spot”, for example I’m just like you. I use Max stability waking vigil with slide shot and opening shot. I use max stability or max range spare rations interchangeably and use either range finder or slide shot. And now, they released old fashioned which I’ve been luckily able to get my hands on firmly planted/ slide shot paired with kill clip. But it would of been nice if you went over (maybe In another video ) the possible “perfect” mix you think of range or stability paired with stability boosting perks on hand cannons. For example on your spare, you have most likely from what I can tell, ricochet rounds, stability masterwork, snapshot and slideshot which is a combination of both stability and range but not completely stability. But regardless, this video was absolutely amazing in displaying some crucial knowledge.
Thank you so much for the kind words, glad the video was enjoyable, definitely put a lot of work in to try and do it right as this is a topic I'm passionate about and I believe has a lot of misinformation around it. I'm definitely open to going more in depth with those things in the future, and most likely will!
After watching your slide shot / stability vid, it helped my understanding and I used a Trust to over come the final stage of Precision HC kills for my Luna's. Was struggling with all sorts of different archetypes till I came across your previous vid. This new vid threw another spanner in the works but at least I now I have a better understanding and will now look at stats/perks differently.
I am pretty sure Stability has an effect on flinch. With higher stability you will get less flinch than with lower stability. I noticed that particularly on a low stability nightwatch compared to a high stability nightwatch on console!
I honestly hate reticle friction. I can’t count how many times I’ve lost a 2v1, though I had both weak, solely because the friction sometimes drags your crosshair away from your prioritized target to another one. Or having a headshot lined up with a sniper and not getting said shot because someone else runs across. Obviously I can play around these things, but man is it annoying.
I feel the same; even being primarily a pve player being scoped in on an orange or yellow bar about to spawn and having the crosshair pulled downtown because some random ass legionary decided to fly in front of you is infuriating
This is a great video, thanks for answering a lot of questions. There's one question I'd love to get your answer to - and that's how does the "resting" period to reset bloom impact firing rate? For example, how fast can I fire a 150 hand cannon while allowing the time needed for the weapon to rest? Is it 140? 150? Something in between? I could probably do the test myself, but thinking you may already have the answer in your footage somewhere.
Seems to me like the weapon "sweet spot" is relevant to the distance the bullet has to bend on your screen from the crosshair. Regardless of how far you are from the target it looks like the bullet will only travel X distance from your crosshair to hit the target (relevant to your screen), and since a target further away will require less distance traveled on your screen to hit the head from the healthbar, it is much more consistently able to bend the bullet onto the target. This also reinforces why lower zoom scopes feel so much better to use, even lately people are saying the rangefinder roll on spare rations, while it gives extra range changes the feel of the gun. If we could see the aim assist circle while aiming down sights it would probably show that up close the circle isn't touching the head of the target while far away the head is inside the circle even though you are aiming at the health bar.
This the circle gets bigger and if you are in effective range magnetism tries to bend the bullet to the head. As you get even further away the circle is even wider but AA is no longer bending you towards the hitbox in the circle so the hits become pure percentage base.
I think this is why amongst all of my spare rations rolls max range/rapid hit/etc., I always go back to my roll of Hammer Forged, RR, Snapshot, Rangefinder, Stability masterwork. It’s just the perfect blend for me, high range (rangefinder) with 68 stability (RR, Stability MW). Rapid hit is good, but snapshot I keep switching back to and can’t seem to put down, higher chance at first shot and stability is high enough where I don’t need rapid hit. Fellow controller player on PC here.
Fantastic work! I can tell this took a lot of time to put together so I truly appreciate the amount of effort that went into making this. From one crucible scientist to another, great job.
Excellent video! Doing God's work right here. Especially that explanation for the crosshair, always wondered what the circle was for. Thank you so much! Also never knew stability had an effect on bullet magnetism, so I'll have to keep an eye out for that.
Great video, best breakdown of these things, and what makes it 10x better is that it contextalises all these stats against each other. Great scientific expose. Thank you.
Brilliant work. Thank you for taking your time to make this. It is valuable and important information and you presented it brilliantly. PS I am here because of Cool Guy using your theory in his vid. Its awesome seeing people come together to share knowledge, intelligence, open mindedness and to better understand our abilities within the game with science not just opinion that is presented as fact. Great work!
Your content is fantastic and I share it regularly with my clan. You're helping us all improve at the game! Its great to see all the info about aim assist, stability and input methods being condensed into a few really well made videos.
The point about having a weapon sweet spot is extremely interesting and im glad that stability actually appears to have tangible benefits on weapons that dont appear to need it. Really thorough breakdown, Drew. Great job!
I found out that there is one more factor that plays a big role concerning aim assist which is the ping inside a match. I'm on ps4 and recently made a video showing that every single throwing knife would always be a crit no matter how far I was or where I aimed. What I noticed was that it was in a private match with my brother who was in the same home network so our ping was pretty much zero and somehow that gives you more aim assist. Tried it with a friend who lives on another continent and aim assist acted like a roll of the dice as per usual lol. Here's the video with the throwing knife for reference: streamable.com/hm72w You know well enough that these crazy crits don't happen so regularly in normal crucible play. Hope you can shed more light on this or maybe I'm wrong I don't know :/
I got a max stability spare rations on console and it's actually awesome. Pair it with knock em down on bottom tree gunslinger and holy shit it's crazy! Love this thing now in crucible
13:04 i think the clips for keyboard and controller were swapped here, because you can clearly see the "mouse & keyboard" reticle blooming but not the "controller" one
Boi, call my old fashioned but I do miss the good ol' days. What the little dot on your weapon is pointed at, it's where the bullet goes. Idk sounds simple.
As always great content bro you never disappoint. Really love your comprehensive breakdowns and I always share with my buddies who care about these things the way I do.
Based on that idea, I'm supposing Magnificent Howl and Opening Shot are way stronger than we initially used to think. I always noticed how Opening Shot somehow seemingly made even my follow-up shots more consistent, mainly for trying a Ten Paces with Opening Shot and one with Timed Payload. Then other weapons with Opening Shot. What I'm assuming is that by ramping up accuracy and range at the first shot, it doesn't reset to default range in the subsequent ones, but blooms from THAT starting point, which at this point just makes the weapon bloom generally less. Mag Howl how it currently is would work the opposite way - probably tightening the cone at that first shot. Lots of people probably saw dudes using freehand with it to tighten that last shot and secure the kill from the hip - so what I'm assuming is that it tightens the cone so much it kills at ranges it would never most of the time by bypassing both bloom and drop-off. Which would make the infamous Magnificent Howl "glitch" not a glitch at all, but an intended feature - which is interesting on it's own.
Chevy suggested I watch, thoroughly enjoyed, super informative and deserving of a sub (annoyed with RUclips that you've not been recommended before now)
I have a few spare rations but my favorite one has got to be my fluted, flared, rapid hit and rangefinder with a stability mw. It has a range stat of 39 and feels better and more effective than my other with a 66 range stat. I play on pc and I feel so many devalue anything besides range.
I really want to see how these fundamentals affect Sidearms. Maybe this explains why my max range Drang can't hit squat. It fires so fast but has no stability, so despite appearing on-target, I could actually be suffering AA loss from my tiny Stability bar, since Sidearms are CQC weapons either way. Conversely, SirD has been using The Rattler, a sidearm with no Range but high Stability, and it seems to register shots more often because the Stability could compensate for the AA decay that a high RoF brings. Interesting...
Gonna be a slap to the face for all the m/k players that have been complaining about controllers being "OP" because of AA. lul. I play on a controller and find that with most weapons I prefer ones with a lower AA value. IME, the "slow-down/stickyness" portion throws me off when trying to flick/snap to an opponents head and simultaneously fire the shot. I end up shooting just before the reticle is on the head because of the slow down since it seems to occur when your aiming in the general vicinity of the head rather than when your actually on it. I seem to hit far more shots when NOT using the targeting adjuster mod on single shot weapons or specific weapon targeting perks on the helmets.
Excellent, I had reversed the functions of the reticle ring and crosshairs. I miss JW’s revelations on Crucible Radio, once or twice followed by “maybe I shouldna said that...” or “I better not have another beer...” to which the CR boys would say “Get him another beer immediately! Drink more!” Here’s another topic that I’ve never heard any comment on; AOE grows in size at longer distances. So if you shoot an exploding barrel in many games including Destiny, the explosion has a larger AOE the further away that you are. Same for grenades or any AOE damage.
What blows my mind is that Bungie has all these different variables that essentially help determine the effectiveness of a given weapon, yet 90% of the time they only touch range or damage when balancing. There was the recent exception with sidearms and their target acquisition buff, and it just goes to show how far these other variables can go to making weapons viable/effective
Also I have both a pc and a PS4 and at 60 FPS guns have better hit registration and do slightly more damage perbullet....have tested it multiple times.....higher framerate equal less bloom and better hit registration
So does this mean that Luna's Howl is better than Not Forgotten now? I just tested them out and Luna's start falling off at 25m and NF starts falling off at 27m. I don't know if stability is that important on precisions though.
As a heads up at like 15:15 you still have the sound from the crucible match mixed into your testing scenario which is ever so slightly disorienting as if a second tab is open on my browser.
Speaking of things Bungie brought over from Halo, driving controls on PC! The only games I've really seen where you steer vehicles with your mouse are Halo 1, Borderlands, and Destiny 2. Why? Because Bungie didn't make the PC port for Halo 1; they didn't really do PC (except some really really old stuff). It was Gearbox that adapted Halo 1 to PC. Mouse steering was their thing, and they kept it around in the Borderlands series. My guess is that when Bungie (finally) made a PC game, and it came time to determine what controls they will use for steering, they went with what they knew: Halo 1. D2 Sparrows are just faster Halo 1 Ghosts.
There was a video a while back proving that Hand Cannons with targeting mods is no different with or without them. Not sure if has changed since that video was released, but yeah, no point is wasting space on your armor for a Hand Cannon Targeting mod, they don't work.
Awesome vid. You can hear the extreme level of CYA in the language, this mans trying not to start a war in the comments. Ppl be too toxic. Lol. This is great info
08:32 "Destiny PVP scientists"....had to double back...for a second I thought that was a real career with medical benefits, paid vacation, share options and a 401k retirement plan... Good info!
Wow that circle equaling aim assist blew my mind it makes so much sense now. Also if you want to duel with scouts you want low to mid range and zoom to bring the sweet spot in to normal duelling ranges.
This is an very nice indepth on how things should work but what i see is rather more erratic. The spaghetti code of this game causes erratic behavior in bullet registration, magnetism and damage. Also the poor server implementation plays its part in this as when you are in a pvp match and the host is a server with 150+ ping, the damage is erratic, on the planet Mars is an good example of this. Even the tribute hall you can test this on the ogre or other enemies. This is why you sometimes see these "freak-kills" that means that sometimes you or the other is doing waay more damage than they should and 2 tap you while that is not even possible. This game is fun for an hour or so but after that these things begin to bug me so i go do something else or play another game. anyway, nice explaining from your part.
Hey! what is about the skill balanced aim assist destiny 2 gives each teams in the background?! There was a official post in D1 that developers are "randomly" boosting teams to get them better balanced. Thats actually the part of the game we didnt know. Tested a lot, have a state to this but wihout a proof its hard ;)
@@drewskyschannel I don't think it is part of fps games as a must have/understand mechanic, but of course for bungie's fps games it is literally another mechanic to help players hit shots, they've designed halo from the very start to work with it and around it, even the crosshair natural position has a justification for that, but if you look the market...80% of the fps games with at least some competitive scene doesn't have that mechanic involved on the game itself, i can name you CSGO by example, a large fps competitive scene without any bullet magnetism or aim assist mechanic involved, or R6 siege, etc... What i'm trying to say is that a bullet magnetism mechanic on a p2p pvp game has no place for skilled matchs, it narrows the gap between good and average players imo, plus add the delay between players from a lot of countries, add the netcode of this game, the vpn little delay that sometimes happens (using expressvpn of course, can't talk about other vpn service), it's a lagfest sometimes. Don't get me wrong, i like and even sometimes fully enjoy the pvp scene of this game, but half of the pvp encounters i don't feel like i'm doing my best if the game is just gifting me kills without my sight being on my target at all, or trading kills when: i clearly had the advantage on reaction time/clearly reacted slower than my enemy due to sbmm pairing me with players around the world and a controlled hit registration, or sweet spots on weapons as you reffer on the video. Edit: I forgot to thank you so much for all the testing and deep info that you've clearly explained here (i did this for me some time ago for my personal knowledge, and i know how much testing you've done here), it involves a LOT of game core mechanics understanding and the community probably apreciates this as much as me, now i have a video to show to my clanmates for them to understand some more of the game core (even if they're old hags that plays arena fps, now i don't have to explain anything, you did a better and deeper job than i could do)
I want to nominate this for an Oscar.
This is one of the most comprehensive overviews of these weapon mechanics I've seen. Everything you presented agrees with what I've found to be true in testing. I think the part about weapons having a "sweet spot" for aim assist is especially interesting, I've noticed this in a lot of testing and also from watching back clips with various weapons where it awarded a headshot from a bullet that was WAY off target. Great work! 10/10
Thank you senpai
It makes sense if you think about the accuracy cone. If you're too close like in the video the cone is too tight and doesn't encompass the player when aiming at health bar. Creating more space will allow the cone to get bigger and contain the target, which allows aim assist to take over.
Drewsky your videos are by far the most accurate , even more than Cammycakes.
James Jordan drewskys are amazing. Also watch patty cakes!!! His guides are all worth watching 100%
@@connorrichardson368 Thanks Connor!
I love you
I love you too
Imagining Patrick's pink face
Came here lurking to see if Papa Fallout was gonna be in the comments. Not saying Drewsky would get me in the divorce, but I'd at least want him to have Wednesdays and every other weekend unsupervised. That's how much I loved this video
This is beautiful. Two nerds who love explaining destiny come together
Fallout Plays well shotgun guy, you need to redo all testing and account for stability now 🌚
The first game was just satisfying.
Right up until The Taken King.
Lol it's funny how history repeats itself
He as fever taken king was what made Destiny 1 . Before taken king destiny was shit
He sniped Indica a few times.
@@jamesjordan139 I agree but before taken king the game was more satisfying. When taken king came out the game got way more balanced and even though the game was more fair the game became less satisfying when you got kills.
"Oh yeah, its all coming together."
This explains so much!
It explains why Jade Rabbit and Polaris have Zen Moment for seemingly no reason -- improves the AA circle!
It explains why Zen Moment and Tap The Trigger feel so great on full auto weapons!
It explains why low stability Sidearms can't seem to hit anything despite having fantastic range.
17:34 YO that incoming grenade launcher shot bounces off that guy's grenade LOL
Yoooo wtf😂😂
KOBE!
When you have 200 IQ
Absolutely amazing video
Thank you friend ♥️♥️
My eyes have been opened fam, I actually understood everything you were saying and I'm not very good at understanding things like this. Well presented and well explained, it was bless 😎
Juan Amado I don’t get what you mean
@@jamesjordan139 he didn't understand it and now he did. idk if you were being sarcastic.
Concerning the "sweet spots:"
The sweet spot is the very edge of the aim assist cone, where the aim assist is at it's widest. Any further, aim assist begins to drop off and and shots miss. Any closer, the aim assist cone is tighter, and the weapon becomes less forgiving. At least, that's how it is in Halo, and I can only assume is also true for Destiny.
Thank you!!
Makes sense
Havent even finished the video yet and I can tell itll be good.
Dude drew! You outdid yourself on this one! I consider my self extremely knowledgeable (in a non cocky way) but man this video was just absolutely beautifully made. I’ve seen a lot of break down videos but this one hits on another level. I just wish you added a small little segment in the video about “weapon sweet spot”, for example I’m just like you. I use Max stability waking vigil with slide shot and opening shot. I use max stability or max range spare rations interchangeably and use either range finder or slide shot. And now, they released old fashioned which I’ve been luckily able to get my hands on firmly planted/ slide shot paired with kill clip. But it would of been nice if you went over (maybe In another video ) the possible “perfect” mix you think of range or stability paired with stability boosting perks on hand cannons. For example on your spare, you have most likely from what I can tell, ricochet rounds, stability masterwork, snapshot and slideshot which is a combination of both stability and range but not completely stability. But regardless, this video was absolutely amazing in displaying some crucial knowledge.
Thank you so much for the kind words, glad the video was enjoyable, definitely put a lot of work in to try and do it right as this is a topic I'm passionate about and I believe has a lot of misinformation around it. I'm definitely open to going more in depth with those things in the future, and most likely will!
By the way, where’s the Xbox Elite Controller follow up vid? It feels like forever since the unboxing and first impressions
Coming up next!
I really like but my battle beaver with buttons, smart trigger and Xbox 360 tension on my thumb sticks is amazing but pricey.
Cherry no it’s worth
how can I pay attention to the vid when your back there making sick plays. Holy Cow.
Can second this, got consumed by the gameplay. Will have to rewatch without the video in front of me lol 😂
After watching your slide shot / stability vid, it helped my understanding and I used a Trust to over come the final stage of Precision HC kills for my Luna's. Was struggling with all sorts of different archetypes till I came across your previous vid. This new vid threw another spanner in the works but at least I now I have a better understanding and will now look at stats/perks differently.
Next level insight as always. Great work Drew!
Thank you senpai
I am pretty sure Stability has an effect on flinch.
With higher stability you will get less flinch than with lower stability. I noticed that particularly on a low stability nightwatch compared to a high stability nightwatch on console!
The attention to detail and level of reasoning put into these videos impresses me every time
"Im never afraid....but that person..."
*Drewsky*
"He scares me..."
The dude has over 35,000 kills with just that Twilight Oath, maybe more 😱
42069 to be exact
@@drewskyschannel 😵
@@drewskyschannel What a chad.
I honestly hate reticle friction. I can’t count how many times I’ve lost a 2v1, though I had both weak, solely because the friction sometimes drags your crosshair away from your prioritized target to another one. Or having a headshot lined up with a sniper and not getting said shot because someone else runs across. Obviously I can play around these things, but man is it annoying.
That shit pisses me off
I feel the same; even being primarily a pve player being scoped in on an orange or yellow bar about to spawn and having the crosshair pulled downtown because some random ass legionary decided to fly in front of you is infuriating
Austringer is just beast, personally my favorite hand canon on console
This video will prove to be beneficial in crossplay discussion. Thank you, amazing work!
This is a great video, thanks for answering a lot of questions. There's one question I'd love to get your answer to - and that's how does the "resting" period to reset bloom impact firing rate? For example, how fast can I fire a 150 hand cannon while allowing the time needed for the weapon to rest? Is it 140? 150? Something in between? I could probably do the test myself, but thinking you may already have the answer in your footage somewhere.
Seems to me like the weapon "sweet spot" is relevant to the distance the bullet has to bend on your screen from the crosshair. Regardless of how far you are from the target it looks like the bullet will only travel X distance from your crosshair to hit the target (relevant to your screen), and since a target further away will require less distance traveled on your screen to hit the head from the healthbar, it is much more consistently able to bend the bullet onto the target. This also reinforces why lower zoom scopes feel so much better to use, even lately people are saying the rangefinder roll on spare rations, while it gives extra range changes the feel of the gun. If we could see the aim assist circle while aiming down sights it would probably show that up close the circle isn't touching the head of the target while far away the head is inside the circle even though you are aiming at the health bar.
This the circle gets bigger and if you are in effective range magnetism tries to bend the bullet to the head.
As you get even further away the circle is even wider but AA is no longer bending you towards the hitbox in the circle so the hits become pure percentage base.
That makes a lot of sense thank you for your comment
I think this is why amongst all of my spare rations rolls max range/rapid hit/etc., I always go back to my roll of Hammer Forged, RR, Snapshot, Rangefinder, Stability masterwork. It’s just the perfect blend for me, high range (rangefinder) with 68 stability (RR, Stability MW). Rapid hit is good, but snapshot I keep switching back to and can’t seem to put down, higher chance at first shot and stability is high enough where I don’t need rapid hit. Fellow controller player on PC here.
Fantastic work! I can tell this took a lot of time to put together so I truly appreciate the amount of effort that went into making this. From one crucible scientist to another, great job.
Thank you
OMG YOUR AMAZING THANK YOU FOR TAKING THE TIME TO DO THIS IVE BEEN LOOKING EVERYWHERE FOR INFO LIKE THIS!!!!!
Excellent video! Doing God's work right here. Especially that explanation for the crosshair, always wondered what the circle was for. Thank you so much! Also never knew stability had an effect on bullet magnetism, so I'll have to keep an eye out for that.
Nice video bro, I've felt the sweet spots too with Redrix, it crits 3 times at around 40 meters or so
Great video, best breakdown of these things, and what makes it 10x better is that it contextalises all these stats against each other.
Great scientific expose. Thank you.
Brilliant work. Thank you for taking your time to make this. It is valuable and important information and you presented it brilliantly. PS I am here because of Cool Guy using your theory in his vid. Its awesome seeing people come together to share knowledge, intelligence, open mindedness and to better understand our abilities within the game with science not just opinion that is presented as fact. Great work!
Your content is fantastic and I share it regularly with my clan. You're helping us all improve at the game! Its great to see all the info about aim assist, stability and input methods being condensed into a few really well made videos.
Glad its been useful/enjoyable, thanks for sharing!
I wish you'd dropped this knowledge over some lesser quality game-play... I was too engrossed watching it to pay attention to what was being said! 😄
Same!
The point about having a weapon sweet spot is extremely interesting and im glad that stability actually appears to have tangible benefits on weapons that dont appear to need it. Really thorough breakdown, Drew. Great job!
I found out that there is one more factor that plays a big role concerning aim assist which is the ping inside a match. I'm on ps4 and recently made a video showing that every single throwing knife would always be a crit no matter how far I was or where I aimed. What I noticed was that it was in a private match with my brother who was in the same home network so our ping was pretty much zero and somehow that gives you more aim assist. Tried it with a friend who lives on another continent and aim assist acted like a roll of the dice as per usual lol. Here's the video with the throwing knife for reference: streamable.com/hm72w You know well enough that these crazy crits don't happen so regularly in normal crucible play. Hope you can shed more light on this or maybe I'm wrong I don't know :/
It's either related to ping or host. Too hard for me to quantify though, so much of a "feel" thing.
I got a max stability spare rations on console and it's actually awesome. Pair it with knock em down on bottom tree gunslinger and holy shit it's crazy! Love this thing now in crucible
Great video. Best in the business deep dives.
Holy shit, this is literally all the answers I was looking for ever since I started playing. Thank you so much!
Subscribed
Thanks for the info, gives me more options to consider on what to masterwork.
13:04 i think the clips for keyboard and controller were swapped here, because you can clearly see the "mouse & keyboard" reticle blooming but not the "controller" one
Boi, call my old fashioned but I do miss the good ol' days. What the little dot on your weapon is pointed at, it's where the bullet goes. Idk sounds simple.
Truly awesome in depth explanation!
As always great content bro you never disappoint. Really love your comprehensive breakdowns and I always share with my buddies who care about these things the way I do.
Got my notepad out for this one man. Solid video as always.
Based on that idea, I'm supposing Magnificent Howl and Opening Shot are way stronger than we initially used to think. I always noticed how Opening Shot somehow seemingly made even my follow-up shots more consistent, mainly for trying a Ten Paces with Opening Shot and one with Timed Payload. Then other weapons with Opening Shot. What I'm assuming is that by ramping up accuracy and range at the first shot, it doesn't reset to default range in the subsequent ones, but blooms from THAT starting point, which at this point just makes the weapon bloom generally less. Mag Howl how it currently is would work the opposite way - probably tightening the cone at that first shot. Lots of people probably saw dudes using freehand with it to tighten that last shot and secure the kill from the hip - so what I'm assuming is that it tightens the cone so much it kills at ranges it would never most of the time by bypassing both bloom and drop-off. Which would make the infamous Magnificent Howl "glitch" not a glitch at all, but an intended feature - which is interesting on it's own.
Chevy suggested I watch, thoroughly enjoyed, super informative and deserving of a sub (annoyed with RUclips that you've not been recommended before now)
Aww Chevy is the best. Thanks for watching man, and for subbing!
I have a few spare rations but my favorite one has got to be my fluted, flared, rapid hit and rangefinder with a stability mw. It has a range stat of 39 and feels better and more effective than my other with a 66 range stat. I play on pc and I feel so many devalue anything besides range.
The biggest thing I have noticed is while on console is an how an enemy waling across your path while ADS will pull your reticle HARD off the target
Great breakdown man. Thanks for your work!
Great job! Keep up with the great vids!
watching in september in 2021 and I appreciate your hard work and dedication!
Great vid! Effectiveness at its best!
You made a great job on this one, thanks! cheers
I loved this video. So clear and complete.
I really want to see how these fundamentals affect Sidearms. Maybe this explains why my max range Drang can't hit squat. It fires so fast but has no stability, so despite appearing on-target, I could actually be suffering AA loss from my tiny Stability bar, since Sidearms are CQC weapons either way.
Conversely, SirD has been using The Rattler, a sidearm with no Range but high Stability, and it seems to register shots more often because the Stability could compensate for the AA decay that a high RoF brings. Interesting...
Gonna be a slap to the face for all the m/k players that have been complaining about controllers being "OP" because of AA. lul.
I play on a controller and find that with most weapons I prefer ones with a lower AA value. IME, the "slow-down/stickyness" portion throws me off when trying to flick/snap to an opponents head and simultaneously fire the shot. I end up shooting just before the reticle is on the head because of the slow down since it seems to occur when your aiming in the general vicinity of the head rather than when your actually on it. I seem to hit far more shots when NOT using the targeting adjuster mod on single shot weapons or specific weapon targeting perks on the helmets.
*sigh 7:51 try spamming that with a mouse and tell me how it goes, I'll wait.
@@IsEarthHollow Are you suggesting that there is not bullet magnetism on m/k?
@@Mr_Ruhl I'm still waiting, afterwards I'll answer your dodging replies.
@@IsEarthHollow Lol, well enjoy your wait as it's gonna be a long one.
@@Mr_Ruhl no worries, I've got low expectations and I've just finished making dinner as well.
Amazing work as always, thanks for the awesome video. I don't want to start any M/K vs Controller wars, so I'm gonna stop my comment right here.
Excellent, I had reversed the functions of the reticle ring and crosshairs.
I miss JW’s revelations on Crucible Radio, once or twice followed by “maybe I shouldna said that...” or “I better not have another beer...” to which the CR boys would say “Get him another beer immediately! Drink more!”
Here’s another topic that I’ve never heard any comment on; AOE grows in size at longer distances. So if you shoot an exploding barrel in many games including Destiny, the explosion has a larger AOE the further away that you are. Same for grenades or any AOE damage.
What blows my mind is that Bungie has all these different variables that essentially help determine the effectiveness of a given weapon, yet 90% of the time they only touch range or damage when balancing. There was the recent exception with sidearms and their target acquisition buff, and it just goes to show how far these other variables can go to making weapons viable/effective
It's crazy how much goes into each weapon. Easy to see why bungie is one of the best in the business.
Hey really strong stuff here yet again, Drew. Keep it up! 👊💪😎✌️
Also I have both a pc and a PS4 and at 60 FPS guns have better hit registration and do slightly more damage perbullet....have tested it multiple times.....higher framerate equal less bloom and better hit registration
Thank you for testing and view on this subject
Perfectly done Drewsky!
Nice job Drew!
Great video, man!
This might sound stupid but: what is the current god roll Trust? And what would be the best (exotic) kinetic HC on console?
So does this mean that Luna's Howl is better than Not Forgotten now? I just tested them out and Luna's start falling off at 25m and NF starts falling off at 27m. I don't know if stability is that important on precisions though.
This is why Drewsky is #1
Great video. Stat effect talk is the bro-science of Destiny. Good discussion.
As a heads up at like 15:15 you still have the sound from the crucible match mixed into your testing scenario which is ever so slightly disorienting as if a second tab is open on my browser.
Yeah my bad realized that after :/ sorry
@@drewskyschannel no need for apologies for it's just some constructive criticism for an excellent vid is all.
On a lightweight bow should I go for draw time or accuracy masterwork
Incredible work.
Speaking of things Bungie brought over from Halo, driving controls on PC! The only games I've really seen where you steer vehicles with your mouse are Halo 1, Borderlands, and Destiny 2. Why? Because Bungie didn't make the PC port for Halo 1; they didn't really do PC (except some really really old stuff). It was Gearbox that adapted Halo 1 to PC. Mouse steering was their thing, and they kept it around in the Borderlands series. My guess is that when Bungie (finally) made a PC game, and it came time to determine what controls they will use for steering, they went with what they knew: Halo 1. D2 Sparrows are just faster Halo 1 Ghosts.
There was a video a while back proving that Hand Cannons with targeting mods is no different with or without them. Not sure if has changed since that video was released, but yeah, no point is wasting space on your armor for a Hand Cannon Targeting mod, they don't work.
Nice info man. Cheers.
yeah thanks now i know why i cant land any shots with my hand cannon after the first 1
Fantastic video
Awesome vid. You can hear the extreme level of CYA in the language, this mans trying not to start a war in the comments. Ppl be too toxic. Lol. This is great info
LMAOOOOO ngl u ain't wrong
08:32 "Destiny PVP scientists"....had to double back...for a second I thought that was a real career with medical benefits, paid vacation, share options and a 401k retirement plan...
Good info!
Great shit bruvvv
Thank you for the help ♥️
Handcannon shots go EXACTLY where you point them.
That first game had some really good matchmaking lol
A Heart for my Boy drew❤️
Love u drewn
Wow that circle equaling aim assist blew my mind it makes so much sense now. Also if you want to duel with scouts you want low to mid range and zoom to bring the sweet spot in to normal duelling ranges.
Nice Video!
So eye of the storm increases accuracy meani that it’ll in turn increase aim assist right?
Great video 👌👍
well done, thank you
Does lower sense affect aim assist?
This is EXTRAORDINARY
OMG Drewskys,
What are your controller settings? Teach me your ways Sensei! Any help would be greatly appreciated...
-A Loyal Subscriber
Does anyone know if aim assist value work like tiers in armor? as in 89 AA is the same as 82AA because they are in Tier 8.
This is an very nice indepth on how things should work but what i see is rather more erratic. The spaghetti code of this game causes erratic behavior in bullet registration, magnetism and damage. Also the poor server implementation plays its part in this as when you are in a pvp match and the host is a server with 150+ ping, the damage is erratic, on the planet Mars is an good example of this. Even the tribute hall you can test this on the ogre or other enemies. This is why you sometimes see these "freak-kills" that means that sometimes you or the other is doing waay more damage than they should and 2 tap you while that is not even possible. This game is fun for an hour or so but after that these things begin to bug me so i go do something else or play another game.
anyway, nice explaining from your part.
Drewsky the only utuber who becomes a developer for bungee just to not assume how aim assist really works .
Drewskys gots smarts words
Hey! what is about the skill balanced aim assist destiny 2 gives each teams in the background?! There was a official post in D1 that developers are "randomly" boosting teams to get them better balanced. Thats actually the part of the game we didnt know. Tested a lot, have a state to this but wihout a proof its hard ;)
Already knew a lot of this things, but i want to know only 1 thing, are you ok with bullet magnetism on a p2p fps?
Yes, it's literally part of FPS games (why I showed examples dating all the way back to Halo 1/3)
@@drewskyschannel I don't think it is part of fps games as a must have/understand mechanic, but of course for bungie's fps games it is literally another mechanic to help players hit shots, they've designed halo from the very start to work with it and around it, even the crosshair natural position has a justification for that, but if you look the market...80% of the fps games with at least some competitive scene doesn't have that mechanic involved on the game itself, i can name you CSGO by example, a large fps competitive scene without any bullet magnetism or aim assist mechanic involved, or R6 siege, etc...
What i'm trying to say is that a bullet magnetism mechanic on a p2p pvp game has no place for skilled matchs, it narrows the gap between good and average players imo, plus add the delay between players from a lot of countries, add the netcode of this game, the vpn little delay that sometimes happens (using expressvpn of course, can't talk about other vpn service), it's a lagfest sometimes.
Don't get me wrong, i like and even sometimes fully enjoy the pvp scene of this game, but half of the pvp encounters i don't feel like i'm doing my best if the game is just gifting me kills without my sight being on my target at all, or trading kills when: i clearly had the advantage on reaction time/clearly reacted slower than my enemy due to sbmm pairing me with players around the world and a controlled hit registration, or sweet spots on weapons as you reffer on the video.
Edit: I forgot to thank you so much for all the testing and deep info that you've clearly explained here (i did this for me some time ago for my personal knowledge, and i know how much testing you've done here), it involves a LOT of game core mechanics understanding and the community probably apreciates this as much as me, now i have a video to show to my clanmates for them to understand some more of the game core (even if they're old hags that plays arena fps, now i don't have to explain anything, you did a better and deeper job than i could do)
What sniper is being used in the first game?
Twilight Oath
Still a AMAZING VIDEO....bungie devs should watch this and make small adjustments
Scary how many players tell me Range only affects damage falloff to this day. 💀