What do "Recoil Control" and "Recoil Stabilization" actually DO in Modern Warfare?
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- Опубликовано: 21 авг 2024
- An explanation of what recoil control and recoil stabilization actually do!
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I’m an average player but as someone who really enjoys understanding in depth mechanics, these videos are like crack to me.
Same. I’m pretty bad at it but enjoy the detail. These videos are great.
Same, average player and I like data about fps games. It's like when you play any game (video, cards, sport...), a deep understanding of the mechanics won't necessarily make you the best but it will help you get better by appreciating all those small details about mechanics.
Plus when you play with friends you can brag about all that.
- listen, the ram7 has a different recoil pattern. You need recoil stabilization. It's clear that you're using it wrong. I can see that in your bullets pattern that shifts to the left by square PI minus integral K.
- man you know so much!
- I know right!
knowing game mechanics add up man
i'm a total noob, but b/c i'm aware munition boxes can blow up when shot,
i downed 2 dudes
@Ely Velez i got these cheeseburgers MAAAAN....
XD
I’m definitely blaming recoil stabilisation for all my missed shots 😂
Agreed
Same here lmao
True
With every new video he makes I blame a new thing.
Soon I'm gonna blame the whole game for making me miss all my shots :-D
Hahaha
This guy has made the biggest contribution to Warzone that anyone will ever make with his website and videos. THANK YOU BROTHER!
Jgod Did it!!!!!!!!
Nooo dude he is extremely late to the game. There's already 100 people that have done videos on this
@@CY3ER this man has a website that indicates everything that every attachments in the game does for every single weapon. No one else has done this.
Others have done it. But I’m not watching those you tubers that always look like their ready for a load in their mouths.
k lol thanks
After finding out about your site I’ve always tested muzzle break and commando on all my guns and they definitely feel better. Recently however I’ve been using compensator with commando for an extremely balanced gun.
ok
Does it seem like that compensator hit a little harder?
@@jchaney229 you're probably landing 2 shots where you normally would've only had 1 hit in the same bullet grouping. The second marker begins before the first has began to fade. Looks like 1 hit marker, really its 2.
Why not merc foregrip? Is that not the best? Thats what I've always used and it basically makes all guns super stable
@@BONZAImusik no for straight recoil control the commando is best, merc should only be used on subs for the hipfire bonus
Just to save you time when you do your tests. Use tactical insertion and tune up. Also go to settings and change field upgrade to x10. That way you get tac insertion every 5 seconds. That way you don’t have to constantly run back to your position.
The aim point shifting away from the center of the screen is called "gun kick", in contrast to the whole camera moves with the recoil which is called "view kick". These are recurring mechanics in COD series, but I actually didn't expect recoil stabilization to help with it. Great job!
Yes, gunkick is essentially visual recoil (it does affect the impact of bullets however), while viewkick is the actual muzzle climb and away of the weapon. The KILO 141 has positive adsGunKick values therefore even as the muzzle climb increases the point of aim is shifted Downward, causing the illusion of counteracting the muzzle climb.
You can test all of this in CoD UO
The only reason why he has no dislikes is because they know he’s right
Well a karen showed up and gave a dislike
There's always one person who wants to be special. For some people, they're so ordinary that their claim to fame is being "that guy" who gave the dislike LOL
the screen is not shaking he got it wrong,
the green dot shows the center of your monitor without commando grip the guns will shoot off the center of your monitor for balance issues i guess ram7 m4 will go below the center m13 go above bizon is the worst it goes way below the center of your monitor cuz the gun has no grip and its just pure trash
you can test it yourself i have a software that puts a tiny dot on your center of the monitor for this kinda tests and quick scoping with snipers
I almost feel like when a comment like this is made, someone immediately goes and dislikes the video hahaha
There's 12 now but I'm pretty sure they're mostly people that accidentally fat thumbed the dislike instead of the like
Woah, this is really interesting, I had no idea! :O As a side note, it's also worth pointing out that even though the reticle drifts off-centre, unlike other FPS games bullets in MW actually *DO* go where the reticle is pointing (as opposed to spawning from the centre of the screen no matter what). So while it's definitely far more awkward when it drifts off-centre like that, the good news is your reticle is NOT "lying" to you.
That sort of Visual Recoil was a huge issue in some of the Battlefield games (and a lot of work went into fixing it in BF4), and I'm so happy MW got away from that outdated FPS mechanic.
Well not exactly, it's a mixture of both reticle and center. When hip firing the bullet always goes wherever you're pointing, you don't need to compensate for your barrel pointing at something else. Also notice how you can shoot through cover? like how you are pointing at an enemy but the actual barrel of your gun is literally behind cover? it's quite a unique system I might say.
Still don't really like the hipfire mechanics ever since the classic cods, Roblox Phantom Forces did hip fire 100x better
@@altaccountforanotheraccoun5725 Yeah, the bullet still spawns from your camera, but it doesn't spawn from the CENTRE of your camera.
The headglitch fix from BF4/1/V is absolutely something I want in COD, where bullets spawn ~10cm below the camera.
@@BleedingUranium yeah it doesnt spawn from the center, it spawns on the reticle. i literally just said it's a mixture of both center and reticle, center for hipfire and reticle for ADS
@@altaccountforanotheraccoun5725 idk bout that tbh. Im not sure bout this, but when I use a laser sight and hipfire, the bullets still have a random spread/bloom.
@@jeremylim2421 center with cod logic deviation, cause that's how guns work for some reason
The "red dot shift" is something I didn't know about at all, great find.
For people who want to test this themselves: Some monitors allow you to put a green dot up on the screen, I know Asus had that feature for a couple of years now, might be more handy than trying to get en overlay on top of your game through software!
That's actually not really useful in MW, because unlike other/older FPS games, your shots actually go to your reticle (wherever it is), not just spawning from the centre of your screen.
It would definitely be useful for *testing* how much your gun moves around though, like in this video. :)
@@BleedingUranium I meant purely for getting a feel if it shifts, not for an actual ingame advantage even if it makes hipfiring easier in hardcore modes.
I never want to see a dislike on any of these videos for a few reasons. He presents a question. And he answers it in great detail.
I'm just gonna be petty here but that's just one reeason lol
@@roflstompkillr that's fair that's fair. Another reason. He is straight to the point and never wastes anyone's time. He give facts and real time examples to proves those facts. The List goes on
I like your profile picture
With the Monolithic being mandatory almost. This is the reason why the Commando Foregrip is such a good attachment.
I only use mono on Warzone classes and some smgs, you rlly don’t need it in mp
@@fro5ty347 the assumption is for Warzone as mono longest barrel builds are almost a liability for most multiplayer builds
@@fro5ty347 Yes i agree. My comment was meant for Warzone.
Yep, but in a "perfect" world or game they would nerf these stuff only in warzone so we had more attachs being used and I won't feel burnout with these meta guns always being the most accurate weapon BECAUSE of how you usually build AR's/LMG's with silencer, largest barrel+commando, feelsbadman ;-;
You are my new favorite RUclipsr.
Thx I have been grinding pretty hard my guy
Thanks buddy :)
@@gravclan_ who is u
hey expel :3
5:06 - I can think of one key instance of “screen shake” in another FPS game. In Destiny 2, there is an Auto Rifle (i.e. Assault Rifle) called Hard Light. For the longest time, the main selling points of Hard Light were that it had no damage falloff, a good recoil pattern, and bullets that would over-penetrate and bounce off of walls (you could very well spray the gun at a wall and hit someone behind a corner). The only issue with the gun? It had a terrible amount of screen shake. It had so much going for it, but the screen shake when firing while ADSing make the gun useless in PvP. Bungie decided to remove/severely reduce the screen shake in one of the patches, and the gun instantly became meta. It was so dominant that they had to actually give It damage falloff to balance it. Last I played, the gun was still good, but nowhere near as broken.
I was shredding with had light yesterday, it's definitely still great but I'd rather get Monte Carlo
@@stasis760 just use gnawing hunger like every else
@@zotic1516 idk man I'm outgunning gnawing hunger with hard light
Its important to note that some attachments seem to have different effects on different guns. From my own testing I saw that the commando grip has zero effect on the MP5
Yea I've noticed this screen shake especially with high fire rate guns. The ram and fennec to me is unusable without commando. I always thought it was just the gun shaking and not the whole screen that's crazy.
But the screen isn't shaking more really when looking at say the roof or column. It's just the center moves, and the gun moves back and forth more (not left/right/up/down)). I expected there to be more whole screen shake without stabilization actually.
especially the RAM
I play the Fennec without a foregrip and it handles decent up close, tbh you can't use it further than 40 meters
@@davseblord yea I agree it is usable but for me when I'm dealing with bunny hoppers in a dark room and there is gun flinch on top of recoil. That smaller screen shake is a godsend.
The scar prob counts too. Ive noticed that even mounting the gun with some recoil control attachments, the gun bounces around, but im not actually compensating for recoil at all, because there wasnt a recoil pattern, just the random camera/visual recoil
The EBR I feel has the worst reticle displacement. The gun actually centers pretty well even though the reticle is still way up and to the right.
It feels off to me too
I think we’re all going to look at guns differently once aiming stability is able to be quantified. For example: the Ram 7 destroys the grau in ttk at all ranges and bullet velocity...but the grau just stays still and subjectively feels better for me. I feel like this has something to do with more built in aiming stability in the grau but I have no data whatsoever to back this up
Yep i feel like grau doesnt have idle sway at all
in terms of handling, the grau is truly excellent and i understand now why it was THE meta gun.
problem is though, that the damage is so weak (like the M13) that it's just not worth using. you are FORCED to land every shot to get a decent TTK.
it (and the M13) pass the point where accuracy and handling matter, where it's better to have a slightly less accurate gun that deals more damage.
this is why I always do better with the M4 and the Kilo.
@@GenericInternetter you should look up ttk for the m4, kilo, grau and m13, they arent that far apart...
@@TheRoflSandwich idk what he's talking about lol I feckin slay with the m13
@@kernhitlal2667 Every couple days I cycle through the ARs and keep ending up back at the m13. I even use the no tracer barrel so my dmg range is shorter than most m13s and it still slays.
I think you should do this but in context of the three meta weapons being the Kilo, Amax and M4 along with aiming stability. Like how they all interact to build the best. There’s def some debate on how to build the amax grip wise. I found none of them help enough to just not learn the S pattern and go tac laser which feels like it makes the holo and vlk shake less - similar to your red dot test.
Try out the amax with tac laser big barrel commando mono suppressor and rubberized grip
I remember one of the very first things I noticed when playing this game for the very first time was how unpleasant the shakiness of some guns was, only very recently did I start noticing that stabilization made some of them feel better, wish I'd known this back in January - great vid, great insights! Community's lucky to have you and not just sticking max control on everything and calling it "ZERO RECOIL LASER BEAM WARZONE GOD GUN BUILD"
It's a good thing there are dedicated people to sort out how this game works and why things go wonky. Great job T
Wow! After months playing the game i still discover new things because of you. You should def have more subscribers
I’ve gotta hand it to the MW devs. There are so many little nuances to the gunsmith and each attachments characteristics. I really do think almost every gun is viable if you kit it right and play to its strengths. Videos like this are a huge help, and make experimenting with builds fun. Thanks
Oh absolutely, they are. I have only like 0.70 KD and ive gotten most of my little over dozen wins with an ak made to AK74U (5.45mm, 8.1 barrell, skeleton stock and either stipled grip or 5mw laser) second most kills/wins ive had with the short af holger build "the catacombs" (no stock, short barrell, 30rnd mag and merc grip) its a blueprint and i dont even own the base gun so it does not have even a suppressor.
@@WuKuVex if you’re gonna use that type of ammo on the ak just use the Amax, its the same but better.
@@sauron1414 There no possible way to make the amax as fast mobility wise as the ak with the 5.45mm ammo and 8.1inch barrell, skeleton stock
etc.
See kids, school pays off. He's playing and teaching.
I KNEW IT I KNEW IT. EVERYTIME I USED THIS ON THE SCAR, M13, OR M4 WITH A SHORT BARREL I ALWAYS FELT LIKE MY VISUAL/ GUN RECOIL WAS REDUCED AND EVERYONE TOLD ME I WAS CRAZY. THANK YOU
Got any gun setups to share 😁
Dude… you know what you’re doing! I’ve been through data modeling courses, so I sorta understand why you set things up like you do, but you’re obviously a pro at this process. Great stuff
You're like the opposite of Batman: The hero we need, but not the one we deserve. Love your work.
I actually had to watch this again cuz its so right & informing. Keep makin this vids so i can unsubscribe from some of these other streamers who sometimes get this all wrong...keep up the good work
If it wasn't for you actually testing and informing us and what recoil control, recoil stabilization and aiming stability are, I would be building loadouts that isn't actually what I really need and want. So much misinformation and hidden stats making the average players use the incorrect attachments to fit their needs or playstyle and don't why it still doesn't feel right.
You're the True hero of the Game who analyzes the Data and clarifies it for the people. Thanks man.
BTW, best part about your videos is that you explain everything pretty easily to understand without me having to no freaking algebra.
YES! I've always thought that recoil stabilization was something along these lines, not just the simple vertical VS horizontal reduction. Appreciate the effort dude!
Awesome video! I always see people refer to your data and say “there’s no horizontal recoil so you don’t need a commando” but certain guns without it feel awful because of that bounce
I’ve noticed the Ram having wonky recoil, thanks for clearing my sanity Truegamedata🙏🏻
I personally havent fount it to be strange at all, almost 2k kills with it and a 3.85 kd, it melts people left, center and right
Thank you for this bro
Just while we're at it, the RAM is so damn nice with the right attachments. It just shreds everyone, people just don't like it because it takes slightly more effort to land shots
Unbelievable work! You had me sold with the last video on recoil stabilization for the sks. This just seals it. Commando foregrip for the win.
When I see your videos I feel like you are one of the game programmers and your information is very accurate at the time I try it in the game. I think you do better work on the game than many youtubers. The company should hire you.
I had definitely noticed the point of aim deviation but had no idea recoil stabilization affected it! Good find!
1:10 Control -- Shrinks the overall recoil on both X/Y axis (horizonal/vertical)
3:05 Stabilization - Brings shots closer to the mean (green arrow)
Stabilization makes it easier to hit targets at RANGE, because you cannot correct for/predict the horizontal bounce
Battlefield 4 (I dont know about other Battlefield titles) had a couple similar effects when using red dot sights with laser or tac laser equipped. While firing you could see the red dot deviate from where the laser hit but the laser was always where the bullet would hit. It was much more noticeable at range when using a LMG with mid range scope and laser equipped. When first viewing, the green laser would be in the very center of the mid range scope crosshairs, but when you fired a single shot you would very quickly notice the deviation when you put the crosshairs back on target, and the laser hadn't "caught up". If you fired again, you would miss. but if you waited till you saw the green laser, you could put the green laser on target using the scopes zoomed vision, and fire on target regardless that the target wasn't in the crosshairs of the scope. The bullet always hit where the laser was touching in these cases.
EDIT: Im watching super slowmo videos of automatic weapons firing and its very obvious the weapons are flexing. This could be the representation of the forces we would be fighting with "Recoil Stabilization" mods. Lookup AK47 super slowmo firing and it seems easy to see that if it had a red dot sight, and a laser attached down barrel, that the flexing during firing would cause the red dot and laser to separate. Seems like a natural symptom of using automatic fire, on older designed guns that flexed a lot after taking a shot, instead of waiting for everything to settle to take the next shot. I would think that a bullpup like RAM7 wouldn't have this issue, but I could be wrong. Also, due to balancing, weapons don't always behave in games, how they do in real life. What do you all think?
This was a really smart way to talk about these topics. Thank you for all the work you do.
Holy crap! The second I saw that weird red dot deviation so many guns in the game instantly made sense. Time to revisit my loadouts. And I guarantee no one talks about this because virtually no one knows about this. So Helpful!
This kind of man is what we need in youtube
As someone who uses the Ram-7 quite a bit i have noticed some builds i try feel soooo bad but in hindsight im taking no recoil stab. on those builds. Thanks for this eye opener.
I'm so happy I found this channel. Like others have stated, I dont even play this game anymore (havent since last year) but I absolutely love these in depth "scientific method" type videos.
in short:
recoil control is reducing both sideways and upwards recoil.
recoil stabilisation is reducing the distance of the bullets away from the recoil path.
It's like recoil control = vertical and horizontal recoil. Recoil stabilisation = spread ?
thanks for allowing me to not watch this whole thing
I personally find the muzzle break to be vastly superior to the compensator on almost all guns that arent semi auto or slow firing
Man i'm going to watch every video you make once i get the game, this is super helpful
Another great video bro this is the type of knowledge that kicks your game to the next lvl
These knowledge bombs are incredible. Game-changing. You need WAY more subs!
I hope your channel blows up my dude. Godspeed
This is something I always felt but could not explain but u did it here so nicely I liked and subscribed
The fact that the actual gun shifts is mind-blowing, now it makes sense why leveling up some guns felt so weird and unusual
Liking and commenting because you deserve it for all the work you put in. You're the best there is at this.
The downward kick effect is present in Bullpup weapons primarily. This is likely something they did to account for the different way a weapon with a bullpup configuration would handle in real life.
Love the videos man! Quick tip tho, often time u say you'll show something in a video and you don't. It would have been cool to see the other guns you mentioned along side the ram and also what a normal guns red dot looks like. Keep it up my dude!
Bro with what you are doing youll get more subs real quick! Other youtubers just show class setup but you actually go into detail with the attachments and we all love that!
Nice! I literally had no idea what recoil stabilization was, but now I know I'm missing out.
You are a star bro. Keep the good work, we all appreciate it very much!
this actually really helped
I knew recoil control was different but I could never pinpoint the difference. Thanks man for clearing this up!!
I hope you'll get the credit and the recognition for your grind at some point
Thank you for making this video! You've obviously done your research and as a big user of the Ram-7, this was very helpful for me!
this deserves more exposure
Finally a simple and clear explanation! Thanks!
Alien Colonial Marines tried that, balancing recoil by making certain gun's aim point shift from the centre of the screen when shooting, but the game also had a weird ads system that made the sight also bounce counterintuitively to the aimpoint shift and also lots of bloom so it is remembered as a bad feature on that game.
I wonder if IW intentionally made the recoil as confusing as it is so that nobody could actually use the gunsmith system to it's full effect
Sickest video man. Great having your cam there too. Legendary for not asking for subs. Now I sub.
I think they should change the name of the trait from recoil stability to accuracy, because that's what is happening. The bullets are deviating from ur point of aim, or reticle, and like you said, it can't be corrected. The weapon is becoming less accurate. That's why you're reticle will be on target at 50-75 meters, but you're only getting hit markers every 3 or 4 bullets, even though ur reticle is on target, the bullets are actually missing.
This is another reason monolithic suppressors need to be gotten rid of in warzone. You have to use it or you're dicked. Maybe on an smg or cqb gun you don't but this doesn't really effect that. In mp I almost never use a suppressor because I don't have to. We have meta weapons but I don't like how we also have meta attachments.
nothing forces you to use suppresors. its meta because its good. not showing up radars in a game where teams push red dots on their minimaps
mp has had meta attachements before even warzone came out. Typically for ARs: compensator, long barrel, tac laser, no stock, commando. SMGs: merc foregrip, 5mw laser, no stock, sleight of hand, +damage mag
@@rifie1495 muzzle velocity
Let people push me, idc. But when running a silencer ALSO gives you extra damage range. Idk, I feel like that's a bit much.
Yes mp does have some meta attachments but I don't think its nearly like warzone. At least not it how I build different guns, and I'm pretty decent at mp.
Thanks for putting in the work to give us this info!
Dude Anthony you're a beast thanks for all the great stats and videos keep up the good work!
Although you subtlety did still mention the sub/like the video thing I have to give you some respect for not begging for subs or showing data on how many people don't sub but watch.. if people are aware of how to navigate to a video they want on RUclips then they know how to like and subscribe. Keep doing youre thing man stay original
I used to be a great shot in older COD games. But this one made look like ass but I got it together thanks you TGD. Wish more games had people like you to give us insight about in game stuff and etc.
Absolutely fantastic breakdown of these weapon perks. Thank you so much for taking the time and effort to put this together. I'm going to hit the gunsmith and see how best I can optimize my weapons using this knowledge you dropped on us. Thanks again.
Damn, this is something I felt but never could explain. Thanks for making this video, it's nice to have more knowledge about it.
This channel is truly the best technical analysis of COD MW ever.
Thanks for the vid that clears things up what you said about the red dot bounce makes perfect sense i was using the max stabilization and noticed it wasnt as tight but felt much more controlled. What you said about the ram7 and recoil stabilization i first noticed with smgs i put muzzle breaks on the higher fire rate guns and compensators on the lower fire rate which seemed to work well but its more individual to gun i now think, so thanks again for clearing that up.
The Kilo 141 also shifts down and to the left when firing with no recoil stabilization.
The gun itself also seems to tilt. I always found that weird until now
Can’t believe people at this point don’t know about all this yet.
Great video, one of the most informative I've seen, subbed
Thank you for this video! I always wondered the difference between recoil control and recoil stabilization. I'm going to go back and check out those patterns. Thanks, man!
Great video, really appreciate the work you put in to give us this information!
How has this guy only got 30K subs!! Great stuff as always man
You're actually insane. Keep it up
Is there any theory on gun kicks? Like EBR14 kicks like an elephant but the actual spray pattern isn't that bad. Uzi is an example of automatic guns though it has great 2-shot headshot range it is quit hard to land 2 headshots. Is recoil stabilization the only affecting factor?
I tested a bit with various setups and for those 2 weapons the ideal would be to just shrink down the entire pattern. Those 2 guns kick pretty much only vertical and the animation is quite annoying too. I've found using recoil control definetly helps with that. Go give it a try in a private match c:
@@Artiick I usually put a lot of recoil control for grinding headshot challenges. But some guns are not salvageable. Just wonder is there any specific attachment or factor to the visual gunkick.
@@user-xs9oo9gc7u it's an animation so there's not really any way to reduce it
@@user-xs9oo9gc7u the only way for me is getting used to the gun feel, that's the best thing you can do
@@Artiick some guns i can't use iron sights because the visual kick makes me lose my target. Optics helps in that case.
I actually said out loud "Huh, would you look at that" when you demonstrated on the truck.
Awesome video! I actually didn’t realize how solid those attachments were
This is pretty good guide, I always thought Recoil Stabilisation just re-centered your weapon faster (better for semi-autos) but this was an eye opener, might rock muzzle brake on those weapons with a bit more view kick than others
Really awesome info again my man.
Still gonna stick to my standard RAM Mono-Ranger-Tac-Optic-50 Mag
I think switching the tac for commando isn't worth it for me bc:
-the reliability the aiming stability (tac) gives over the recoil stabilization (commando) in terms of recoil pattern
-better ADS
-last but not least the better ADS movement speed with the tac setup
These advantages seem more impactful to me than the negatives (less recoil stabilization, laser visible)
I tried Mono-Eclipse-Commando-Optic-50 Mag but the "standard" RAM setup is better for me to control the recoil since the ranger barrel gives a little more vertical recoil reduction than the commando-eclipse combo, which seems to be especially important for moving targets. Not even putting the better bullet velocity into consideration here.
Yea and having iron sights with the RAM is not in the equation since all the recoil reduction isn't worth anything if you can't see the enemy.
Bro please please do these types of videos for Cold War. I dont think I'm alone in saying that these are very VERY useful. I quit playing modern warfare after last season so I'm not burnt out by November but these videos man...
Might use muzzle brake now instead of monolithic suppressor, could make guns like the RAM and AMAX even better, and considering no one uses suppressor on shotguns anyway there's no need to be kept off the map anymore on your primary
Those two probably shift downward because they’re bullpup rifles. The chamber is in the back of the rifle. Kind of like mid engine vehicles. They’re meant for tighter spaces and in some cases can have better linear accuracy. Who knows if IW took that into consideration 🤷♂️
Honestly with the ram-7 example, I found a build for it that made it really good with people surprised that they were being destroyed by a ram-7. If you really have a good build and enough skill, you can really take people down
Nice work man
Reminds me of my buddy that use to constantly play Fields of Battle on the computer for the stabilization stat. Because on that game the way the screen looks while someone is fighting recoil is absolutely awful. The player would literally be looking at the ground almost while still hitting the enemy right in the head.
Bro SO GLAD I found you. You give damn good information! Keep grindin brotha 🙏 💯
Now I get why the grau was and still is a popular weapon despite of having mediocre stats. I bet the grau by default have great recoil stabilization. Would like to see more of this red-dot-gree-dot tests for more weapons. You rock sir!
I typically use commando foregrip on anything built for mid to long range and merc foregrip for anything short to mid range
Basically, recoil control and/or stab is very very nice for you at longer ranges
This is nuts! Thanks man.
Recoil control = Good at all ranges.
Recoil Stabilisation = Good for longer range.
Aim stability = Good for "first-shot" accuracy.
Bullet Velocity = Good for Assault rifles but not SMG's.
....This is my experience.