@@andrewlegare6032 Not exactly. Treyarch also have the same mechanics in their game, they just mask them with simpler names. Also this is bullet spread and idle sway, neither horizontal nor vertical recoil.
@@FlowKom Exactly, they group many mechanics in easy sounding names, but that's not as helpful as you can see. The mechanic in this video is bullet spread and idle sway, neither horizontal, nor vertical recoil.
This explains why the bruen heavy support grip is such a goated attachment. It’s my go to cuz it helps with recoil gun kick horizontal recoil, and firing aim stability along with aiming idle sway. All this together makes this one attachment a must have on all my builds
Ace has been in it lately for mw3. Can really tell he has a lot of passion for the franchise, this game in particular. Get this man to 1mil he deserves it!
I hated the M4 because of the recoil but once I threw on a “firing aim stability” attachment it felt wayyy better. Will definitely be using more of that stat when I can
I had a wicked m4 build in MW2. Only slightly more recoil than the taq-56, but very easy to control and with a superior ADS. Tried that same m4 build in MW3 firing range and it was crazy how much it jumped around. Perhaps in a month I've grown more accustomed to less visual recoil, but still... Now I have to rethink that m4 build, like you, based on the firing aim stability. Interesting. And even if I don't use the m4 in MW3, I still want it available because hey, who knows. Was my favorite overall by a long shot in MW2. Now on to play with attachments with this in mind...
I noticed this as soon as the game came out. The pros and all my buddies use the MCW “heavy” stock, but the one that states firing aim stability always felt much better. I put all of them on.
You are the actual golden MVP when it comes to the details and the value/essence of COD in itself! i hope you really dont back down - and sledge hammer turn this into a better game than what we have had :)
I get why people are upset but most people will copy the meta anyway so the enhanced customization for players fine tuning the setup to their playstyle is appreciated
Hot take. Since they aren't going to ultimately do anything about cheaters/Cronus Zen users, they shoudl get rid of recoil all together and just even the playing field out across the board.
It was the same in MW2 as well. A lot of weapon builds completely ignore the stability stat, but I found that usually when I also focused on improving that (especially with Marksman rifles) along with the recoil stats, I had very good results.
That’s why the Ripper foregrip was so good in mw2 because it helped the most with recoil stabilisation which is basically this firing aim stability, they’ve just given it a fancy new name!
This is *really* important on mouse and keyboard. No aim assist making microadjustments for you with 0ms reaction time means that the consistency really helps, because you can't manually adjust to the random variance as well, at minimum due to reaction time. You also need to see what you're shooting at, and the sight shake helps a lot with that, but firing aim stability also noticeably helps a lot with screen shake, which Ace didn't mention but also does a lot to help visibility while firing.
That fact that you even said this about aim assist on Ace's channel is ridiculous and a bit insulting, considering he put out a video back in the MW2019/Warzone days detailing exactly how aim assist actually works. I suggest you go back and watch that video before making anymore ignorant comments on the subject. SMH.😔
Aim Assist doesn't make micro adjustments, it reduces your sensitivity. You're outright lying for clout. The closest an form of AA does to this is close range strafing where it does slightly rotate your aim as it has to compensate for how a mouse user can adjust their sensitivity as needed. I played both with and without Mouse.
@@Dragoonsoul7878 The Rotational form of AA does micro adjustments based on the opponents movement. . and like said in the main comment it has 0ms adjustment. It will literally track strafing (see Hecksmith's video on youtube). Ace's testing is extremely lacking for that MW19 video. Hecksmith's AA video is much superior in every single aspect.
There’s no way people in here are still blindly defending aim-assist. There’s been dozens of videos on the subject with examples to show that AA does exactly what op explained. TrueGameData just put out the video of the year explaining the crazy weapon sway they added in MW3 and how it doesn’t affect controller players nearly as much as mnk, because of AA. There’s literally random, uncontrollable reticle/weapon sway that happens both when moving your character and moving your aim (these stack). Mnk has no way to get around this, while controller doesn’t even have to worry about it due to AA sticking to the target and preventing the sway from going all over the place. It’s a well known problem rn.. It is nothing like it was in MW19, his video is outdated. Seriously go watch TrueGameData’s video, specifically the rust controller/mnk comparison and get back to me. This isn’t debatable anymore it’s been shown, tested, and proven.
@@HAZYGOTEMYou’re speaking to low iq biased controller players. They have no clue that they are running a soft Aimbot because they don’t have the mental capacity for it
In MW2 we only had Aiming Stability but it was the same there. The aiming sway continued while you were firing your gun, you just dont notice it but it affected your pattern there too.
Firing aim stability is great because there is a lot less sway when firing. This is because it is helping you control the right hand more so you stay on target from the back/stock of the gun while vertical/horozontal recoil only affects the front/muzzle part of the gun. So you could essentially have terrible recoil control but still stay on target. You can control the recoil as much as you want but if the back of the gun doesn’t agree with you then there’s almost no point in that. Muzzle/underbarrel and stock/rear grip combo is a must. Gun kick on the other hand affects the angle of the direction of the gun. So a gun without any kick could have terrible recoil but still stay in a 1 degree radius while gun kick could increase the radius to 5 just by pushing the gun further back and increasing recoil
I'm definitely still 100 confident that the devs dont accurately put anything in the game and randomly make a blueprint op or attachment bugged so they have content creators continue talking about the game and getting views. No other game changes every two seconds lol
Oh 100% they do that. Streamers/youtubers are the most direct connection to the playerbase. Control them and you can control the playerbase more easily. You can generate interest or target player retention by always having new discussion. 90% of what activision/shg does is not for the betterment of the game or its players, but for the manipulation of the playerbase for whatever multitude of reasons; profit/retention/store/engagement. One big manipulative scam as far as I’m concerned. But this is capitalism and as with everything, quality goes down and prices go up over time. Maximize profit or die. COD is in its dying stage as every last penny is extracted to activision’s fullest capability.
My approach with any medium range to long range gun is to first improve aim stability and then horizontal recoil. Vertical recoil really doesn't matter because that is so easy to compensate for if the gun is repeatable and doesn't bounce from side to side. The other weakness of high aiming stability is the randomness of reticle positioning after ADS. TGD did a great video on this. First shots are so important in this game and guns that have high aiming stability are impossible to consistently land first shots. This can be mitigated with attachments that reduce aiming idle stability but what can't be reduced is strafe sway. This game is a disaster for MnK for so many reasons.
Great question, and I personally do think that Recoil Smoothness was supposed to function similarly. If I recall correctly, attachments that improved recoil smoothness provided little to no benefit to overall accuracy.
I remember players observed that their recoil patterns had less of a horizontal zigzag, as well as tightening up the gaps between shots when compared to not using a suppressor. So, this stat could very well be doing what recoil smoothness does. Honestly, I wish they'd just give us a legend that gives a brief explanation on the different types of recoil in the game like Stabilization, Smoothness, Steadiness, etc.
ok, so in conclusion, Aiming Stability is Recoil Smoothness (no benefit) Firing Aim Stability is Bullet Spread (huge benefit as explained by Ace) Aiming Idle Sway is idle sway. Am I right?
I’m so glad I that I don’t have to test attachments for hours to come to my own conclusions about this. There are A LOT of recoil variables in MWIII. I wish they’d just simplify it instead of having aiming stability, idle sway stability, gun kick, horizontal and vertical recoil control.
If you stack them (muzzles have that stat too, under grips, rear grips, some barrels and stocks) the visual recoil is basically gone, i personally try to use attachments that have this stat (as a mk player it is easier to hit targets if the gun isn't wobbeling all over the place)
I really wish they would simplify all of this stuff back down to vertical recoil, horizontal recoil, and aiming stability. It’s overly complicated and bloated now and shouldn’t need super detailed breakdowns on what the 57 different types of recoil are. But hey, gotta have a use for the 100 different underbarrels.
For all the people saying recoil stats should be simpler, the reason they can't be is because recoil is far more complicating than just "vertical" and "horizontal". Games that had simpler stats likely only had attachments that modified 1 aspect of recoil horizontally and vertically, or that value applies to every aspect in some fashion. If we want more attachment variety, like in these games, there needs to be attachments that affect the different aspects of recoil in different ways.
Fire stability is under Accuracy, you see how the bar goes green but the numbers are or could be red. (2:44) (it’s not Recoil Control like “you pointed out” on 0:38) . I’ve been noticing this for weeks that you won’t see Fire Aim Stability in Advanced Stats, but you’ll see a bar go green in “Accuracy” but no #s are affected . Ace you should have went a little deeper and used an attachment that only focuses on Fire Aim Stability, and you’ll see the green bar go up but no #s in Red or Green. . I think that would have been a major factor in your video. If you just looked at some more guns, just some more guns . It’s been a few days since I played the game so I would have to go back and look and probably edit the comment but I use the Striker, MCW, Bas P, so you’ll have to check those guns but I’m sure it’s on other guns too
I always test the different attachments after applying them in the firing range. Still loads of hidden stats until the absolute meta builds are found. Great work for all your testing Ace.
This is a significant adjustment to walking speed stocks. Making weapons with Semi auto/burst capabilities faster and easier to handle while reducing the long range effectiveness of automatic fire from a speed build. Recoil in the hands of a skilled player can be countered. Aim stability can't because it's literally random wobbling. We talk about how speedy MW3 is, but this is the devs trying to restrict long-range effective automatic fire headshots to slower builds and it's pretty smart.
Recoil control=how easy to pull stick when firing to prevent gun going up , left or right Vertical Recoil=weapon goes up at firing , increase the VR to slow the weapon and prevent to go up too fast. Horizontal Recoil=same as VR but the gun moves right or left Gun kick control=Reduces the visual recoil (the weapon shakes while firing) Aim stability=its the spread shots, affect when firing from the hip. Idle aim stability= the weapon moves while ADS, because of the weigh of the weapon, when ads with a sight attachment the reticle moves side by side, this affect more the snipers, sorry for my bad english
Also, Colossus supppressor, xten muzzle and few other suppressors also help A LOT for visual recoil. Throw on the attachments that have the Firing Aim Stability stat on the MTZ 556, and see the difference for yourselves.
I discovered this hidden recoil stat pretty early when playing the game. Even tried it on my modern warfare 2 guns and they now fit in a little more with the MW3 guns in terms of visual recoil. That’s not saying they do complete fit in, but guns like the M4 don’t kick as much with this attachment
The fact the casual community can't see this important information, and now the competitive/tryhard/guide community does know of it and will use it in casual matches we have justified SBMM. There is no winning with CoD, you either get screwed by a random hidden mechanic or justify SBMM.
Chad pick 10: If you want less recoil, equip a foregrip Virgin gunsmith: If you want less recoil, first open the stats viewer. You must view every single percentage and calculate the exact amount of recoil you're negating. Next manage the 100 different stats recoil has. Then FINALLY, go into the firing range since recoil patterns aren't shown in gunsmith THEN see if you like it or not. If not, repeat steps 1 and 2 until you've achieved what pick 10 achieved in 10 seconds.
Despite Vanguard's hate, I really liked how they did the recoil stats. There was recoil control (both verticle and horizontal), horizontal recoil control, vertical recoil control, recoil during sustained fire (how recoil acts the longer you shoot), and initial firing recoil (the initial kick or jump of the recoil upon firing) There was nice variety that you can tune your weapon with. If it had a very high initial kick (which would typically come from weapons that are semi auto), you can tailor your attachments for "initial firing recoil." And if a gun's recoil was hard to control the longer you shoot, you'd choose attachments tailored to "recoil during sustained fire."
The fire aim stability is kinda the horizontal recoil reduction.. even without understanding why, I went and checked my build and what i saw was that almost all of them where using more attachments with that specification.. interesting..great job Ace!
I've been playing with MCW yesterday building from attachments I currently have. I remember that first build I made I clearly disregarded a stat that wasn't showing on advanced stats. And after playing a bit with the gun it felt quite off. Like it was hard to keep the recoil. I then completely switched the attachments and the gun became much more usable. I believe that's exactly that stat that I've tanked down with the first build.
From what I'm understanding from the words used in the game stats, isn't this "firing aim stability" the idle sway WHILE you're firing the weapon? Because there are some while you fire IIRC. It would make sense to have less deviation and your sights moving less if you build into this stat, if that's so.
I had noticed this before the video, and I have been equipping it. Sometimes I do not put too much attention to the stats but how the gun feels to me when firing
i've been using 2 attachments for recoil and focusing the rest on firing aim stability and mobility stats, the 2 attachments are the t51r billeted brake and lockgrip precision, those 2 together give you a 41.7% vertical recoil decrease for a 1% horizontal increase, really nice with firing aim stability on another attachment
Casus break L IS A MUST HAVE TO MAKE ANY MW2 WEAPON good it has horizontal recoil control and SIGNIFICANTLY REDUCES FIRING AIM STABILITY and makes a significant noticable difference in how the weapon fires pair that with the bruen heavy grip and its insanely good
Iv always tuned my weapon to have the smoothest straight line recoil pattern regardless of how much vertical kick it has because it much easier to control one variable (right stick straight down) rather that all over the place with less recoil…. Idk just me?
Could you make a list of guns you think would benefit most from this attachment ? Would be very informative to know what guns you think we should focus on for specific attachments period .
So going by your previous recoil vid it’s pretty much the same as ‘gun kick control’ so these are both basically recoil stabilisation from previous CODs. They like to over complicate things!
I think it's a bit too complex. Vertical recoil (as it is) is of course needed, but when every gun have some kind of a pattern, i think there should be only something like recoil stability (which is pretty much the stat from the video + gun kick). Sway should be masured only in idle state, and that's another stat that is ok. And pretty much that would do. I think this could work, every gun still have it's own specific recoil, and that gives you something to learn and master. It would be quite easy to balance if needed. Horizontal recoil control stat takes a little bit of soul out of each gun, giving us a possibility to streighten up these recoil patterns, making everything quite similar. I don't think we need that kind of thing. MW 2019 was imo almost perfect.
Awesome, I had begun to suspect there is more to the stats than are displayed. I’ve noticed that some attachments show an increase in the green bar at the top of the stat whilst not indicating any percentage improvement in the details for that given stat.
I feel dumb but I hardly see much difference in many of these comparisons, outside of the one that shows a drastic change in overall magnitude. The side-to-side and shot spacing differences seem really minimal to me.
I have a feeling the attachements tuning department is run by 5-10 different people, all of whom have never and never plan to comunicate with one another. We now have recoil stability, recoil smoothness, recoil control, gun kick recoil, vertical recoil, firing aim stability, and probably some other recoil affecting stats that I'm missing. Why? Why do we have at least 6 different recoil affecting stats? It's so convoluted and completely unneccessary.
Because people will min-max, with ADS and Recoil being the two most important stats often. If you get these two stats to the highest possible you're going to have an advantage against almost any gun at any range and in turn make any gun that can't get as high struggle. Stuff like Range and such are nice but if you're aiming faster you're firing another bullet sooner, and with less recoil you'll miss fewer shots then normal meaning Range once again won't matter.
They're not making sense with how they're naming these attributes.. They call it Firing Aim Stability that doesn't get affected by any recoil control stat, but a gun will obviously only have recoil while you're firing it
I’ve been saying that stocks that help recoil gun kick don’t have accurate advanced stats… turns out it’s just a hidden advanced stat. Why is there always something convoluted in these games
I don't get what the actual point of the horizontal recoil stat is if there are other stats like aim stability and recoil gun kick that do a better job of smoothing out recoil spread
Hi Ace, what is "Aiming Stability"? We have "Aiming Stability", "Firing Aim Stability" and "Aiming Idle Sway". Now we know Firing Aim Stability controls recoil and Aiming Idle Sway is the idle sway we all know, what else can "Aiming Stability" be?
Seems like Fire Aim Stability should be folded into the gun kick stat. It feels like a lot of the stats in the gunsmith were put together with the spaghetti code assembled from both MW2 and 3.
With this being discovered Ace is this really a game changer when it comes to accuracy builds? Hrz and Vert recoil are my biggest issues so my attachments compensate for those things.
TGD just did a video on ADS drift that's also Super informative. Both of these videos are painting a picture that for some reason call of duty devs are trying to make aiming and shooting way more complicated than it needs to be. This is not a milsim and I don't understand why they keep on trying to push it.
Can you please test the stun grenade against other Cod games. I am absolutely convinced that it is bugged. It's getting me through walls and also when I am on a second story and it's thrown on the ground. It's definitely super strong in this game and it's more noticeable because Tac Mask isn't anywhere near as effective as older cods. It's basically useless.
Why can't you find what works by playing the game? You don't even need to look at the stats. Just try the attachments and use whatever you think is the best. It might not technically be the "best" but it will be good enough, as long as you don't just suck at putting guns together.
@@jridenour31 how when certain stats are hidden in the game…I shouldn’t be spending multiple hours trying search through attachments to find which has the best pros/cons ratio. This call of duty…suppressor,grip, red dot, laser sight. Make it simple and make the game be about playing a fast paced 6v6 game.
I remember a video from MW2019 focussing on aiming stability having a huge impact on recoil patterns even though it wasn’t stated. I think it was the FSS Sharkfin grip that had no cons and aiming stability as the lone pro that actually ended up being the best overall grip choice. This seems to be similar. Always hidden things that don’t make sense lol
No the best grip was always the Ripper coz it had more stability than the sharkfin plus the most recoil stabilisation as well which is basically what this firing aim stability is
I’ve noticed this on a lot of the rear grips that have recoil and gun kick control pros and aiming stability cons I’d have to take it off and use the stocks instead
I wish they’d just make “horizontal recoil control” and “vertical recoil control” and that’s it. Simplicity, treyarch style
This. There are way too many variables to recoil now. And now this new one too, which is hidden from the stats of the gun.
i bet there are hidden stats in treyarch games aswell
yes, but the way treyarch named them were not akin to the actual mechanics. Also this is bullet spread, not horizontal or vertical recoil.
@@andrewlegare6032 Not exactly. Treyarch also have the same mechanics in their game, they just mask them with simpler names. Also this is bullet spread and idle sway, neither horizontal nor vertical recoil.
@@FlowKom Exactly, they group many mechanics in easy sounding names, but that's not as helpful as you can see. The mechanic in this video is bullet spread and idle sway, neither horizontal, nor vertical recoil.
This explains why the bruen heavy support grip is such a goated attachment. It’s my go to cuz it helps with recoil gun kick horizontal recoil, and firing aim stability along with aiming idle sway. All this together makes this one attachment a must have on all my builds
I put this grip on any weapon that I can!
Ace has been in it lately for mw3. Can really tell he has a lot of passion for the franchise, this game in particular. Get this man to 1mil he deserves it!
agree but gotta give Truegamedata some love too, his vid on aim sway was insanely eye opening
Money will do that too you..
This game is much better than recent ones so it's prob not as painful as usual
Tgd videos make me wanna die tbh
too bad activision is f'in us with EOMM. Who ever thought you'd rather have SBMM back... Emulated games
I hated the M4 because of the recoil but once I threw on a “firing aim stability” attachment it felt wayyy better. Will definitely be using more of that stat when I can
I had a wicked m4 build in MW2. Only slightly more recoil than the taq-56, but very easy to control and with a superior ADS. Tried that same m4 build in MW3 firing range and it was crazy how much it jumped around. Perhaps in a month I've grown more accustomed to less visual recoil, but still...
Now I have to rethink that m4 build, like you, based on the firing aim stability. Interesting. And even if I don't use the m4 in MW3, I still want it available because hey, who knows. Was my favorite overall by a long shot in MW2.
Now on to play with attachments with this in mind...
🇵🇸This would be even more important to mnk players🇵🇸
I noticed this as soon as the game came out. The pros and all my buddies use the MCW “heavy” stock, but the one that states firing aim stability always felt much better. I put all of them on.
T51r, cyclone barrel, regal stock is still the best imo literally doesnt move
You are the actual golden MVP when it comes to the details and the value/essence of COD in itself! i hope you really dont back down - and sledge hammer turn this into a better game than what we have had :)
Just imagine how much good you could do if you had a say in how the developing process went. I would support you
My god scari that was the most meatriding pick me comment I've read all day. You're gay I bet lmao
@@scari_3656.... too far.
However, your enthusiasm is noted.
It’s nice to have more control over weapon recoil but with so many options it would be nice to see spray pattern in the advanced stats
I get why people are upset but most people will copy the meta anyway so the enhanced customization for players fine tuning the setup to their playstyle is appreciated
@@cixtos spray pattern? this is not csgo. spray pattern in cod is random
@@lifestyle8544its definitely not random lol there's a bit of variance, but the general pattern is the same.
Even cod mobile has spray patterns
Hot take. Since they aren't going to ultimately do anything about cheaters/Cronus Zen users, they shoudl get rid of recoil all together and just even the playing field out across the board.
It was the same in MW2 as well. A lot of weapon builds completely ignore the stability stat, but I found that usually when I also focused on improving that (especially with Marksman rifles) along with the recoil stats, I had very good results.
That’s why the Ripper foregrip was so good in mw2 because it helped the most with recoil stabilisation which is basically this firing aim stability, they’ve just given it a fancy new name!
This is *really* important on mouse and keyboard. No aim assist making microadjustments for you with 0ms reaction time means that the consistency really helps, because you can't manually adjust to the random variance as well, at minimum due to reaction time.
You also need to see what you're shooting at, and the sight shake helps a lot with that, but firing aim stability also noticeably helps a lot with screen shake, which Ace didn't mention but also does a lot to help visibility while firing.
That fact that you even said this about aim assist on Ace's channel is ridiculous and a bit insulting, considering he put out a video back in the MW2019/Warzone days detailing exactly how aim assist actually works. I suggest you go back and watch that video before making anymore ignorant comments on the subject. SMH.😔
Aim Assist doesn't make micro adjustments, it reduces your sensitivity. You're outright lying for clout.
The closest an form of AA does to this is close range strafing where it does slightly rotate your aim as it has to compensate for how a mouse user can adjust their sensitivity as needed. I played both with and without Mouse.
@@Dragoonsoul7878 The Rotational form of AA does micro adjustments based on the opponents movement. . and like said in the main comment it has 0ms adjustment. It will literally track strafing (see Hecksmith's video on youtube). Ace's testing is extremely lacking for that MW19 video. Hecksmith's AA video is much superior in every single aspect.
There’s no way people in here are still blindly defending aim-assist. There’s been dozens of videos on the subject with examples to show that AA does exactly what op explained. TrueGameData just put out the video of the year explaining the crazy weapon sway they added in MW3 and how it doesn’t affect controller players nearly as much as mnk, because of AA. There’s literally random, uncontrollable reticle/weapon sway that happens both when moving your character and moving your aim (these stack). Mnk has no way to get around this, while controller doesn’t even have to worry about it due to AA sticking to the target and preventing the sway from going all over the place. It’s a well known problem rn..
It is nothing like it was in MW19, his video is outdated. Seriously go watch TrueGameData’s video, specifically the rust controller/mnk comparison and get back to me. This isn’t debatable anymore it’s been shown, tested, and proven.
@@HAZYGOTEMYou’re speaking to low iq biased controller players. They have no clue that they are running a soft Aimbot because they don’t have the mental capacity for it
Definitely will lean more towards firing aim stability now that I know this. Thank you Ace, was very helpful
In MW2 we only had Aiming Stability but it was the same there. The aiming sway continued while you were firing your gun, you just dont notice it but it affected your pattern there too.
But the strength of the attachments depended on the classes (more pronounced on lmgs, less on smgs)
No I’m mw2 and even older cods we had ‘recoil stabilisation’ which is basically what this is
Firing aim stability is great because there is a lot less sway when firing. This is because it is helping you control the right hand more so you stay on target from the back/stock of the gun while vertical/horozontal recoil only affects the front/muzzle part of the gun. So you could essentially have terrible recoil control but still stay on target. You can control the recoil as much as you want but if the back of the gun doesn’t agree with you then there’s almost no point in that. Muzzle/underbarrel and stock/rear grip combo is a must. Gun kick on the other hand affects the angle of the direction of the gun. So a gun without any kick could have terrible recoil but still stay in a 1 degree radius while gun kick could increase the radius to 5 just by pushing the gun further back and increasing recoil
It's cool to see you use different builds and class setups now in mw3, almost like each bit of footage is a new build you're testing.
I'm definitely still 100 confident that the devs dont accurately put anything in the game and randomly make a blueprint op or attachment bugged so they have content creators continue talking about the game and getting views. No other game changes every two seconds lol
Oh 100% they do that. Streamers/youtubers are the most direct connection to the playerbase. Control them and you can control the playerbase more easily. You can generate interest or target player retention by always having new discussion. 90% of what activision/shg does is not for the betterment of the game or its players, but for the manipulation of the playerbase for whatever multitude of reasons; profit/retention/store/engagement. One big manipulative scam as far as I’m concerned. But this is capitalism and as with everything, quality goes down and prices go up over time. Maximize profit or die. COD is in its dying stage as every last penny is extracted to activision’s fullest capability.
@@thomassimmons1306great insight king, stay true to the movement💪🏻 🔨
@@YahwehSaves thanks, comrade.
My approach with any medium range to long range gun is to first improve aim stability and then horizontal recoil. Vertical recoil really doesn't matter because that is so easy to compensate for if the gun is repeatable and doesn't bounce from side to side. The other weakness of high aiming stability is the randomness of reticle positioning after ADS. TGD did a great video on this. First shots are so important in this game and guns that have high aiming stability are impossible to consistently land first shots. This can be mitigated with attachments that reduce aiming idle stability but what can't be reduced is strafe sway. This game is a disaster for MnK for so many reasons.
Firing aim stability is goated, been using it on the MTZ since day 1 and it makes that thing shred at long ranges
Do you think firing aim stability was what recoil smoothness was supposed to be?
Great question, and I personally do think that Recoil Smoothness was supposed to function similarly. If I recall correctly, attachments that improved recoil smoothness provided little to no benefit to overall accuracy.
Bullet spread and idle sway are the actual mechanics.
Aim stability is 100% smoothness from prior games.
I remember players observed that their recoil patterns had less of a horizontal zigzag, as well as tightening up the gaps between shots when compared to not using a suppressor.
So, this stat could very well be doing what recoil smoothness does.
Honestly, I wish they'd just give us a legend that gives a brief explanation on the different types of recoil in the game like Stabilization, Smoothness, Steadiness, etc.
ok, so in conclusion,
Aiming Stability is Recoil Smoothness (no benefit)
Firing Aim Stability is Bullet Spread (huge benefit as explained by Ace)
Aiming Idle Sway is idle sway.
Am I right?
How many midgets can you take in a fight Mr Ace?
I’m so glad I that I don’t have to test attachments for hours to come to my own conclusions about this. There are A LOT of recoil variables in MWIII. I wish they’d just simplify it instead of having aiming stability, idle sway stability, gun kick, horizontal and vertical recoil control.
Legend! Thanks for investigating and sharing this with us! :)
There’s a RUclipsr who swears by a stability. I brushed it off. Ace brought the stats. I’m a believer now. I wish I could remember the dudes name.
If you stack them (muzzles have that stat too, under grips, rear grips, some barrels and stocks) the visual recoil is basically gone, i personally try to use attachments that have this stat (as a mk player it is easier to hit targets if the gun isn't wobbeling all over the place)
I really wish they would simplify all of this stuff back down to vertical recoil, horizontal recoil, and aiming stability.
It’s overly complicated and bloated now and shouldn’t need super detailed breakdowns on what the 57 different types of recoil are. But hey, gotta have a use for the 100 different underbarrels.
For all the people saying recoil stats should be simpler, the reason they can't be is because recoil is far more complicating than just "vertical" and "horizontal". Games that had simpler stats likely only had attachments that modified 1 aspect of recoil horizontally and vertically, or that value applies to every aspect in some fashion. If we want more attachment variety, like in these games, there needs to be attachments that affect the different aspects of recoil in different ways.
The sidewinder's horizontal is wild
Grateful they gave us stats. Grateful you do these deep dives. Incredibly good to know. Thank you.
Fire stability is under Accuracy, you see how the bar goes green but the numbers are or could be red. (2:44) (it’s not Recoil Control like “you pointed out” on 0:38)
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I’ve been noticing this for weeks that you won’t see Fire Aim Stability in Advanced Stats, but you’ll see a bar go green in “Accuracy” but no #s are affected
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Ace you should have went a little deeper and used an attachment that only focuses on Fire Aim Stability, and you’ll see the green bar go up but no #s in Red or Green.
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I think that would have been a major factor in your video. If you just looked at some more guns, just some more guns
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It’s been a few days since I played the game so I would have to go back and look and probably edit the comment but I use the Striker, MCW, Bas P, so you’ll have to check those guns but I’m sure it’s on other guns too
The complexity in making class setups is insane. So many types of recoils to account for it’s so confusing
I always test the different attachments after applying them in the firing range. Still loads of hidden stats until the absolute meta builds are found. Great work for all your testing Ace.
This is a significant adjustment to walking speed stocks. Making weapons with Semi auto/burst capabilities faster and easier to handle while reducing the long range effectiveness of automatic fire from a speed build. Recoil in the hands of a skilled player can be countered. Aim stability can't because it's literally random wobbling. We talk about how speedy MW3 is, but this is the devs trying to restrict long-range effective automatic fire headshots to slower builds and it's pretty smart.
Recoil control=how easy to pull stick when firing to prevent gun going up , left or right
Vertical Recoil=weapon goes up at firing , increase the VR to slow the weapon and prevent to go up too fast.
Horizontal Recoil=same as VR but the gun moves right or left
Gun kick control=Reduces the visual recoil (the weapon shakes while firing)
Aim stability=its the spread shots, affect when firing from the hip.
Idle aim stability= the weapon moves while ADS, because of the weigh of the weapon, when ads with a sight attachment the reticle moves side by side, this affect more the snipers, sorry for my bad english
Also, Colossus supppressor, xten muzzle and few other suppressors also help A LOT for visual recoil. Throw on the attachments that have the Firing Aim Stability stat on the MTZ 556, and see the difference for yourselves.
I must say, I’ve learned about this a while back on my own and always customize to maximize aim stability if possible for better control.
I discovered this hidden recoil stat pretty early when playing the game. Even tried it on my modern warfare 2 guns and they now fit in a little more with the MW3 guns in terms of visual recoil. That’s not saying they do complete fit in, but guns like the M4 don’t kick as much with this attachment
I acttually knew this. People forger that aiming idle stability goes haywire when full auto if you wobble a lot, esp when strafing
The fact the casual community can't see this important information, and now the competitive/tryhard/guide community does know of it and will use it in casual matches we have justified SBMM.
There is no winning with CoD, you either get screwed by a random hidden mechanic or justify SBMM.
Chad pick 10: If you want less recoil, equip a foregrip
Virgin gunsmith: If you want less recoil, first open the stats viewer. You must view every single percentage and calculate the exact amount of recoil you're negating. Next manage the 100 different stats recoil has. Then FINALLY, go into the firing range since recoil patterns aren't shown in gunsmith THEN see if you like it or not. If not, repeat steps 1 and 2 until you've achieved what pick 10 achieved in 10 seconds.
Ace a top 10 guns in mw3 vid would be fire.
Despite Vanguard's hate, I really liked how they did the recoil stats. There was recoil control (both verticle and horizontal), horizontal recoil control, vertical recoil control, recoil during sustained fire (how recoil acts the longer you shoot), and initial firing recoil (the initial kick or jump of the recoil upon firing)
There was nice variety that you can tune your weapon with. If it had a very high initial kick (which would typically come from weapons that are semi auto), you can tailor your attachments for "initial firing recoil." And if a gun's recoil was hard to control the longer you shoot, you'd choose attachments tailored to "recoil during sustained fire."
The fire aim stability is kinda the horizontal recoil reduction.. even without understanding why, I went and checked my build and what i saw was that almost all of them where using more attachments with that specification.. interesting..great job Ace!
We love you and the information you share, Ace!!
I've been playing with MCW yesterday building from attachments I currently have. I remember that first build I made I clearly disregarded a stat that wasn't showing on advanced stats. And after playing a bit with the gun it felt quite off. Like it was hard to keep the recoil. I then completely switched the attachments and the gun became much more usable. I believe that's exactly that stat that I've tanked down with the first build.
Dope vid. I always prioritize a straight recoil pattern I can pull down on the joy stick to compensate for vertical recoil.
I completely agree. Aiming stability has way more to do with hitting shots than people know. Great content!
Another great video short easy to understand and to the point :)
From what I'm understanding from the words used in the game stats, isn't this "firing aim stability" the idle sway WHILE you're firing the weapon? Because there are some while you fire IIRC.
It would make sense to have less deviation and your sights moving less if you build into this stat, if that's so.
firing aiming stability is recoil while shooting
aiming idle sway is the bounce while aiming down sight generally
I had noticed this before the video, and I have been equipping it. Sometimes I do not put too much attention to the stats but how the gun feels to me when firing
i've been using 2 attachments for recoil and focusing the rest on firing aim stability and mobility stats, the 2 attachments are the t51r billeted brake and lockgrip precision, those 2 together give you a 41.7% vertical recoil decrease for a 1% horizontal increase, really nice with firing aim stability on another attachment
I’d recommend saying “Firing Aim Stability” about 100x and then think on it.
Aim stability seems better than min-maximizing my vertical and horizontal recoil.
Casus break L IS A MUST HAVE TO MAKE ANY MW2 WEAPON good it has horizontal recoil control and SIGNIFICANTLY REDUCES FIRING AIM STABILITY and makes a significant noticable difference in how the weapon fires pair that with the bruen heavy grip and its insanely good
If you put it on the chimera its broken af hah 😂
It also seems to drop the amount your camera shakes while you shoot. It is indeed a game changer!
The only channel I have ever gone to for gamer stats, because he's like a mathematician on a nuke base for gaming.
Iv always tuned my weapon to have the smoothest straight line recoil pattern regardless of how much vertical kick it has because it much easier to control one variable (right stick straight down) rather that all over the place with less recoil…. Idk just me?
Definitely noticed this in my own games, aim stability for the win!!!!
Remember when we just had "grip" and "stock"?? Lowkey missing that after seeing how complicated the past 4 cods gunsmith's...
Could you make a list of guns you think would benefit most from this attachment ? Would be very informative to know what guns you think we should focus on for specific attachments period .
So going by your previous recoil vid it’s pretty much the same as ‘gun kick control’ so these are both basically recoil stabilisation from previous CODs. They like to over complicate things!
This is a great thing to know spacially to mnk players
This video is more proof you’re the man Ace. Great work
This dude is the goat, very helpful vid Ace
We need to go back to when we could just slap a foregrip attachment and be fine desperately.
I think it's a bit too complex.
Vertical recoil (as it is) is of course needed, but when every gun have some kind of a pattern, i think there should be only something like recoil stability (which is pretty much the stat from the video + gun kick). Sway should be masured only in idle state, and that's another stat that is ok. And pretty much that would do.
I think this could work, every gun still have it's own specific recoil, and that gives you something to learn and master. It would be quite easy to balance if needed. Horizontal recoil control stat takes a little bit of soul out of each gun, giving us a possibility to streighten up these recoil patterns, making everything quite similar. I don't think we need that kind of thing.
MW 2019 was imo almost perfect.
Been loving the aim stability stat for things like LMG builds.
Great video, very well thoughtout.
This is why I run the laser that helps with this, because it has no downsides unlike other attachments.
huh, im happy i watched this. tnx ace
Awesome, I had begun to suspect there is more to the stats than are displayed. I’ve noticed that some attachments show an increase in the green bar at the top of the stat whilst not indicating any percentage improvement in the details for that given stat.
Love that they add advanced stats, but still are never able to show the differences adequately. Been like this every single year.
I feel dumb but I hardly see much difference in many of these comparisons, outside of the one that shows a drastic change in overall magnitude. The side-to-side and shot spacing differences seem really minimal to me.
I have a feeling the attachements tuning department is run by 5-10 different people, all of whom have never and never plan to comunicate with one another. We now have recoil stability, recoil smoothness, recoil control, gun kick recoil, vertical recoil, firing aim stability, and probably some other recoil affecting stats that I'm missing. Why? Why do we have at least 6 different recoil affecting stats? It's so convoluted and completely unneccessary.
Because people will min-max, with ADS and Recoil being the two most important stats often.
If you get these two stats to the highest possible you're going to have an advantage against almost any gun at any range and in turn make any gun that can't get as high struggle. Stuff like Range and such are nice but if you're aiming faster you're firing another bullet sooner, and with less recoil you'll miss fewer shots then normal meaning Range once again won't matter.
They're not making sense with how they're naming these attributes.. They call it Firing Aim Stability that doesn't get affected by any recoil control stat, but a gun will obviously only have recoil while you're firing it
I’ve been saying that stocks that help recoil gun kick don’t have accurate advanced stats… turns out it’s just a hidden advanced stat. Why is there always something convoluted in these games
so far you can pretty much just replace horizontal recoil with firing aim stability and stack vertical/gunkick and seems better.
i was using firing aim and gun kick from the beginning, because i do spamfire a lot and it help a ton
I really appreciate you and what you do. I know its your career but keep it up, you're doin great.
Thank you Ace !!!😊
I don't get what the actual point of the horizontal recoil stat is if there are other stats like aim stability and recoil gun kick that do a better job of smoothing out recoil spread
Who else thinks that pick 10 or something similar coming back for a year would be refreshing
Not me. Pick 10 was a good system, but not as good as the gunsmith.
I wish. I don’t have time to do recoil tests and look at 50 different attachments
Pick 10 is superior to Gunsmith. Gunsmith is a mess.
Me!!! Fuck gunsmith
@@MostCedric Pick 10 isn't superior. It's more limiting.
Did everyone just forget that this is how it worked for MW2019 and MWII?
i knew u would talk about this before even watching lol
Hi Ace, what is "Aiming Stability"? We have "Aiming Stability", "Firing Aim Stability" and "Aiming Idle Sway". Now we know Firing Aim Stability controls recoil and Aiming Idle Sway is the idle sway we all know, what else can "Aiming Stability" be?
Seems like Fire Aim Stability should be folded into the gun kick stat. It feels like a lot of the stats in the gunsmith were put together with the spaghetti code assembled from both MW2 and 3.
With this being discovered Ace is this really a game changer when it comes to accuracy builds? Hrz and Vert recoil are my biggest issues so my attachments compensate for those things.
It depends on how you engage enemies. Up close lots of recoil, long distance less recoil.
Thank you for this video Ace, thank you very much sir. 💯
This also makes the MW2 weapons somewhat usable.
Nice1 bruv.. 'preciate the breakdown n time to put this together.. subscribed, amigo 😎🤙
TGD just did a video on ADS drift that's also Super informative. Both of these videos are painting a picture that for some reason call of duty devs are trying to make aiming and shooting way more complicated than it needs to be. This is not a milsim and I don't understand why they keep on trying to push it.
Thank you Ace
Thanks for the heads up 😎
Can you please test the stun grenade against other Cod games. I am absolutely convinced that it is bugged. It's getting me through walls and also when I am on a second story and it's thrown on the ground. It's definitely super strong in this game and it's more noticeable because Tac Mask isn't anywhere near as effective as older cods. It's basically useless.
It was like this in the last game too, it's annoying as fuck
Without even knowing it… most of my weapons already have attachments that help this specific stat
I’m genuinely tired of all these different stats and how some are hidden…I want to be able to hop on and find what works by playing the game.
Why can't you find what works by playing the game? You don't even need to look at the stats. Just try the attachments and use whatever you think is the best. It might not technically be the "best" but it will be good enough, as long as you don't just suck at putting guns together.
@@jridenour31 how when certain stats are hidden in the game…I shouldn’t be spending multiple hours trying search through attachments to find which has the best pros/cons ratio. This call of duty…suppressor,grip, red dot, laser sight. Make it simple and make the game be about playing a fast paced 6v6 game.
Nice! Thanks for this video
I remember a video from MW2019 focussing on aiming stability having a huge impact on recoil patterns even though it wasn’t stated. I think it was the FSS Sharkfin grip that had no cons and aiming stability as the lone pro that actually ended up being the best overall grip choice. This seems to be similar. Always hidden things that don’t make sense lol
Yeah Jgod made a video talking about how aiming stability actually made your recoil patterns better in MW2019 and og warzone.
No the best grip was always the Ripper coz it had more stability than the sharkfin plus the most recoil stabilisation as well which is basically what this firing aim stability is
Like Ace said.. you can compensate for vertical recoil but you can’t do anything about horizontal
I’ve noticed this on a lot of the rear grips that have recoil and gun kick control pros and aiming stability cons I’d have to take it off and use the stocks instead
I’ve mainly only use burst or single for weapons since ghosts….aiming idle stability is literally everything on semi auto/burst weapons.
Interesting. Guess I will consider this stat more in the future.