Sorry about the stereo audio balance on this one. It looks like I mis-clicked in my editing software and it shifted the balanced of my voice track to the left.
From how consistent the measured travel time is for the Vaznev, it looks like the game uses hitscan up until a certain distance, _then_ starts actually calculating travel time and drop, and the hitscan range value might change based on both the base velocity and whether you have high velocity ammo equipped.
@@bobthebuilder9509no, BO4 used hit scan for all “long range” guns. Only smg’s had bullet travel time as a way to nerf them at longer ranges. This was changed about 3/4 of the way through the year and all weapons became hit scan, hence why the saug became much more powerful at the end of the year.
@@johkyare you talking about the base game, or blackout. Because this is how I remember blackout being described. Hit scan up close, projectile further out
I made some replies to a similar comment regarding this on his last video about High Velocity since people were also making their own theories. They should show you the most likely way that it works based on my own experiences with game development. I've copied and pasted them below without context so I don't have to write out the walls of text again, it's midnight here.
You're close, but it's not "hard coded" to hitmark every 50ms. MW2 doesn't use hitscan (aka Single Raycasts) like older CoDs, it uses a proper projectile system, likely projecting a Raycast at every tick based on the bullet's current position. The reason it's once every 50ms is because the game's servers have a tickrate of 20Hz (1000ms / 20 = 50ms). Think of it as the server seeing the game as you would if you capped the FPS to 20. This means that any interpolated projectiles that hit between ticks only actually end up hitting once the new tick rolls around. So technically, even if the bullet hits at the same time as a slower/faster one, they aren't travelling at the same speed in terms of the game world. This only works properly with good lag compensation or slow gameplay, though. EDIT: Just to clarify, the 50ms isn't a "coded" value, it's just the speed of the server. If they increased the rate to 64, it would reduce the intervals to 15.625ms without having to change any code (assuming they used best practices). But this actually wouldn't increase the accuracy of projectile Raycasts by much, though it would benefit the visual models of the players since often the interpolation is incorrect for that as the velocity of the player model can change at any moment, while projectiles are largely constant and predictable, which is why you often see player models "jitter" when they move very fast or have bad latency.
The reason you can’t use HV on 9mm sub is because that negate the effects of the bullet being subsonic in the first place. It would be a cool idea to have that as a feature to turn subsonic guns into supersonic ones, along with the trade off of them not hiding skulls.
Regarding the 50ms time-to-hit, my guess is that each gun (based on bullet velocity) is essentially hitscan (instant hit) up to a certain range, and bullet velocity will affect the range of this hitscan. Then, beyond hitscan range, velocity will then work as intended (m/s). That's my guess. Would love to see a test of this theory, and what each gun's effective hitscan ranges were.
Could you do the some comparisons between Standard vs High Velocity when shooting underwater with the Pistols, specifically with the FTAC Siege? I'm curious if the extra velocity would make a difference in underwater combat over another attachment.
My only application of HV ammo was get pistol headshots and levels in DMZ. If I had to guess HV ammo is more defensive ammo, easier to land headshots and longshots at less-than-ideal ranges. burst fire MP5?, Stocked X12 or Tec-9? add some flinch resistance. heavy recoil control. Either way it makes daily and event challenges easier. I know I've twisted weapons into pretzles when the daily says "SMG" but I want "LMG"
high velocity bullets are a scam, use either op or just use a different attachment overall, every single test that anyone has done about hv rounds shows it adds nothing esp now making recoil worse unless youre playing wz where youre gonna be shooting far its pointless in any 6v6 map
@@Latinblood59Literally placebo, you won't even notice a different in 6v6, the only reason why people use it is to shoot parachuting players easier in warzone.
The meta setup somewhere towards the middle to end of the competitive life cycle of the game (Major 3 - champs) everyone changed the muzzle to 3.5mm Flash Hider.
@@crnocommentary They temporarily changed to broadside but changed back. Otrezat was too good to swap out of. The only reason to use broadside was in SnD because of the crouch walk movement speed. The strafe speed from Otrezat was too good to not use due to
@@roberttaylor4213 The flash hider became meta after an update. I would strongly recommend it. It's the final build that was used in CoD Champs. There is even some sort of flash hider for the TAQ but idk what it's called.
Honestly with the spray patterns you showed the first ten rounds fired don’t have much deviation with the high velocity rounds and since most fights are over within ten rounds fired you really shouldn’t notice much of a difference using them.
@@marcuscain9150 There's really no need to tune for the damage range though. It's only a -0.3x decrease, which is only a meter or two. Very negligible especially for long range guns. Best to just tune for recoil
Warzone is 20Hz correct? Played cod since 2007 but mainly only wz last few years. Feel the bullet velocity would have a larger impact on the larger maps especially if you run a sniper support smg (as you demonstrated at 50m in your video) but the time difference to register is what made me think of the server tick rate potentially having an effect in some cases.
If you're playing hard core you absolutely want to use high velocity on any SMG or Pistol that can take it, makes shots feel more consistent at medium range
HV rounds on some of the close range weapons is a nice option to have, but unless the weapon's BV is very low, how much BV do you actually need up close?
It doesn't matter sbmm will ruin your connection and you won't even see half of your opponents. Or you gonna delete everyone in the lobby. Then you turn crossplay off you go 35 and 10 but you have to wait 15 minutes for a game. Net coding is a joke. Velocity and hit detection my ass
Try Kastov 545 with High Bullet Velocity please. I've been playing with it for a while as it is my number 1 weapon in HC. I would love to get your opinion on it. Thank you!
@@RUclipsIsSeriouslyFucked I'm using FTAC Castle Comp, Commando Foregrip, Prolite TL3 Stock, Demo-X2 Grip and High Velocity.... It is super solid on MP Core and HC.
Once again another attachment with only minor improvements to further bloat the already over complicated attachment system. Truly a Call of Duty moment.
If this attachment system is too complex for you to understand that’s your own problem because it’s pretty simple imo. Saying that, I’m also against useless attachments.
Wouldn't say pointless, although SMGs are built for CQB, high velocity rounds can save your ass in warzone or dmz. I'll agree if you mean it's pointless in 6v6
@@feariex I mean I guess over complicated is a fair bit exaggerated on my part. But its just pointless and I feel like all the time they take to make it all could’ve been used to make more maps.
That is the unfortunate reality when you can have 5 attachments for free. People are going to stack positive effects and few effects actually matter. To avoid everyone having fast lasers you need to have weaker attachments.
Is the recoil effect as bad on other calibres which have a high velocity variant because when I used to play this game, I had high velocity on all of my classes?
Whoops, looks like I accidently adjusted the slider for this one in my editing software. Just turn your headset around or swap earbuds and watch it again to balance it out!
I think your voice audio is a bit too much in the left ear in this video? Apart from that, making hitscan better but adding more recoil just doesn't seem worth it to me
It's a bug. The same way akimbo on the 9mm Daemon was locked for a while, despite the gun being maxed. The minibak just isn't popular enough for people to complain about the barrel and for the devs to even put priority on fixing it.
Sorry about the stereo audio balance on this one. It looks like I mis-clicked in my editing software and it shifted the balanced of my voice track to the left.
I thought I was drunk at first
Hy Ace is it possible to do a video regqrding strafe play how it affects your aim and if its good or not to use ?
Thanks for confirming this, thought something was wrong with my headphones
i can’t tell
From how consistent the measured travel time is for the Vaznev, it looks like the game uses hitscan up until a certain distance, _then_ starts actually calculating travel time and drop, and the hitscan range value might change based on both the base velocity and whether you have high velocity ammo equipped.
Wasn’t this the same way BO4 calculated its “projectile” bullets too?
@@bobthebuilder9509no, BO4 used hit scan for all “long range” guns. Only smg’s had bullet travel time as a way to nerf them at longer ranges. This was changed about 3/4 of the way through the year and all weapons became hit scan, hence why the saug became much more powerful at the end of the year.
@@johkyare you talking about the base game, or blackout. Because this is how I remember blackout being described. Hit scan up close, projectile further out
I made some replies to a similar comment regarding this on his last video about High Velocity since people were also making their own theories. They should show you the most likely way that it works based on my own experiences with game development.
I've copied and pasted them below without context so I don't have to write out the walls of text again, it's midnight here.
You're close, but it's not "hard coded" to hitmark every 50ms. MW2 doesn't use hitscan (aka Single Raycasts) like older CoDs, it uses a proper projectile system, likely projecting a Raycast at every tick based on the bullet's current position.
The reason it's once every 50ms is because the game's servers have a tickrate of 20Hz (1000ms / 20 = 50ms). Think of it as the server seeing the game as you would if you capped the FPS to 20. This means that any interpolated projectiles that hit between ticks only actually end up hitting once the new tick rolls around. So technically, even if the bullet hits at the same time as a slower/faster one, they aren't travelling at the same speed in terms of the game world. This only works properly with good lag compensation or slow gameplay, though.
EDIT: Just to clarify, the 50ms isn't a "coded" value, it's just the speed of the server. If they increased the rate to 64, it would reduce the intervals to 15.625ms without having to change any code (assuming they used best practices). But this actually wouldn't increase the accuracy of projectile Raycasts by much, though it would benefit the visual models of the players since often the interpolation is incorrect for that as the velocity of the player model can change at any moment, while projectiles are largely constant and predictable, which is why you often see player models "jitter" when they move very fast or have bad latency.
The reason you can’t use HV on 9mm sub is because that negate the effects of the bullet being subsonic in the first place. It would be a cool idea to have that as a feature to turn subsonic guns into supersonic ones, along with the trade off of them not hiding skulls.
Would love this for the chimera. We get HV 300BLK but at the cost of its in game stealth capabilities.
you can already boost the bullet velocities on 9mm sub weapons to supersonic speeds, and it still doesn’t remove the hiding skulls buff
the bullet velocities in this game are pretty out of control though
@@davixn is that with the barrels? do they actually help enough to make them standard smg bullet velocity levels? they make u ads slower though.
@@bobdarrick2628 barrels, muzzles, tuning ammo types, there’s various ways to achieve super sonic velocities.
I agree with you, I would only use 9M HV on the X12 or Daemon. The horizontal recoil is not worth it for automatics.
I already know theres gonna be that one guy whos going to have an excuse to make a long range SMG
some ppl just tryna have fun
Yea that guy is me. Im kinda backwards, ill try to use an AR like an SMG, and an SMG like an AR.
Already done, bro. And it smacks.
I’m wanting a long range smg for the long shot platinum camo. I have none of them platinum yet.
Two words: platinum camo.
This would have been great when doing longshots for the platinum camos lol
I wonder if it will help the pistols shoot enemies under water who are a bit further away like 15m or so
Regarding the 50ms time-to-hit, my guess is that each gun (based on bullet velocity) is essentially hitscan (instant hit) up to a certain range, and bullet velocity will affect the range of this hitscan. Then, beyond hitscan range, velocity will then work as intended (m/s). That's my guess. Would love to see a test of this theory, and what each gun's effective hitscan ranges were.
Could you do the some comparisons between Standard vs High Velocity when shooting underwater with the Pistols, specifically with the FTAC Siege?
I'm curious if the extra velocity would make a difference in underwater combat over another attachment.
An underwater video in general too. I'm sure some guns have different range underwater than others for example.
Seems counterintuitive to use high velocity for long range engagements, give the huge increase in recoil.
In real life as well, usually a lighter grain bullet with the same powder load can be "snappier" so it tracks
My only application of HV ammo was get pistol headshots and levels in DMZ. If I had to guess HV ammo is more defensive ammo, easier to land headshots and longshots at less-than-ideal ranges. burst fire MP5?, Stocked X12 or Tec-9? add some flinch resistance. heavy recoil control.
Either way it makes daily and event challenges easier. I know I've twisted weapons into pretzles when the daily says "SMG" but I want "LMG"
Ace have you noticed that they just removed Gun Kick control and replaced it with recoil control
Lets not forget opportunity cost here. Worse recoil one of your 5 very valuable attatchement slots, for a few frames at 50m.. with an smg 😂
high velocity bullets are a scam, use either op or just use a different attachment overall, every single test that anyone has done about hv rounds shows it adds nothing esp now making recoil worse unless youre playing wz where youre gonna be shooting far its pointless in any 6v6 map
HV definitely has a noticeable difference in hit reg with faster fire rate guns. M4, FR Avancer, M13B, etc.
@@Latinblood59Literally placebo, you won't even notice a different in 6v6, the only reason why people use it is to shoot parachuting players easier in warzone.
The meta setup somewhere towards the middle to end of the competitive life cycle of the game (Major 3 - champs) everyone changed the muzzle to 3.5mm Flash Hider.
@crnocommentary8221 no one used broadside they tried it out but no one actually used it for pro play
Would you recommend the flash hider for multiplayer?
@@crnocommentary They temporarily changed to broadside but changed back. Otrezat was too good to swap out of. The only reason to use broadside was in SnD because of the crouch walk movement speed. The strafe speed from Otrezat was too good to not use due to
@@roberttaylor4213 The flash hider became meta after an update. I would strongly recommend it. It's the final build that was used in CoD Champs. There is even some sort of flash hider for the TAQ but idk what it's called.
@@tommyslocker ok I may have to give it a try now thanks
Honestly with the spray patterns you showed the first ten rounds fired don’t have much deviation with the high velocity rounds and since most fights are over within ten rounds fired you really shouldn’t notice much of a difference using them.
What about using high velocity but tuned all the way for recoil?
What about tuning? Can you mitigate recoil like the Ar high velocity? (Unless they already patched that)
High velocity rounds on the bigger guns only negatively affect the damage range, not recoil
@@taiguy53 you can tune that to fix it. And yes you can tune for recoil too
@@marcuscain9150 There's really no need to tune for the damage range though. It's only a -0.3x decrease, which is only a meter or two. Very negligible especially for long range guns. Best to just tune for recoil
@@taiguy53 yeah I don’t really worry about that. I just like the recoil steadiness increase
Since when did XclusiveAce have the mastery camo? I thought he doesnt go for camos
Have always felt like hit detection is better with higher velocity guns.. probably has to do with more bullets registering in the 20Hz servers...
6v6 MP uses 60-70Hz servers
Warzone is 20Hz correct? Played cod since 2007 but mainly only wz last few years.
Feel the bullet velocity would have a larger impact on the larger maps especially if you run a sniper support smg (as you demonstrated at 50m in your video) but the time difference to register is what made me think of the server tick rate potentially having an effect in some cases.
No idea, I don't play WZ and haven't even booted it up in almost a year.
For someone who does the smg longshots now, like me, this now ammo is amazing, but other than that...
If you're playing hard core you absolutely want to use high velocity on any SMG or Pistol that can take it, makes shots feel more consistent at medium range
4:09 Wonder why the gun on the left screen is more closely zoomed in 🤔
Perhaps MW3 physics and / or hit registration are affected by such things 🤷♂️
this is purely warzone designed
HV rounds on some of the close range weapons is a nice option to have, but unless the weapon's BV is very low, how much BV do you actually need up close?
Fantastic informative video!!!
Why is no body talking about the minibak barrel not unlocking properly
Thank you for this Video Ace!!
About damn time they added this, one of the rare times you actually WANT to use high velocity rounds
Not really the one time, it's really useful on ARs, HV Snipers with long barrel and suppressor are technically hitscan up to ~90 ish meters
Can you make another hardcore update perhaps?
My left ear enjoyed this :D
OMG, you really do the leg work
By default a lot of the people running the Vaz in ranked have and extra attachment slot open anyway seems like a no brainer.
I don’t know what’s more placebo, taking vitamins or high velocity rounds
If it's in a form of a question, the answer is no
I actually hate how the bullets are projectiles instead of hitscans. Cod hasnt' felt like cod since before the change.
It doesn't matter sbmm will ruin your connection and you won't even see half of your opponents. Or you gonna delete everyone in the lobby. Then you turn crossplay off you go 35 and 10 but you have to wait 15 minutes for a game. Net coding is a joke. Velocity and hit detection my ass
Isn’t subsonic and ammo type irl? Can they just made that into the game so you can use high velocity on the other 9mm guns that need it?
Measurements in game can be different. I don't trust private games
Try Kastov 545 with High Bullet Velocity please. I've been playing with it for a while as it is my number 1 weapon in HC. I would love to get your opinion on it. Thank you!
Use the 5.45 with the XTEN ported or Sakin Tread 40 muzzle if you play warzone or dmz, any other attachments is whatever you see fit
@@RUclipsIsSeriouslyFucked I'm using FTAC Castle Comp, Commando Foregrip, Prolite TL3 Stock, Demo-X2 Grip and High Velocity.... It is super solid on MP Core and HC.
@@ramino47I’ll try this setup out in MP
@@ramino47 I will test it out too.
Once again another attachment with only minor improvements to further bloat the already over complicated attachment system. Truly a Call of Duty moment.
If this attachment system is too complex for you to understand that’s your own problem because it’s pretty simple imo. Saying that, I’m also against useless attachments.
Wouldn't say pointless, although SMGs are built for CQB, high velocity rounds can save your ass in warzone or dmz. I'll agree if you mean it's pointless in 6v6
@@feariex I mean I guess over complicated is a fair bit exaggerated on my part. But its just pointless and I feel like all the time they take to make it all could’ve been used to make more maps.
That is the unfortunate reality when you can have 5 attachments for free. People are going to stack positive effects and few effects actually matter.
To avoid everyone having fast lasers you need to have weaker attachments.
Is the recoil effect as bad on other calibres which have a high velocity variant because when I used to play this game, I had high velocity on all of my classes?
Over pressed +P tuning is faster than high velocity ammo is that theory true or false?
Is it just me or is audio a bit off in this video. Sounds like your voice is in my left ear while all the other videos sound fine
I wish Devs knew about guns and ammo and how they work to make a game that’s more realistic
why do you like my left ear so much Ace?
Whoops, looks like I accidently adjusted the slider for this one in my editing software. Just turn your headset around or swap earbuds and watch it again to balance it out!
Vaznez < mp7
What's the "Demon"? Is it a variant of the "Daemon"?
MY LEFT EAR OMG!
Your voice is a bit left-side-heavy in the audio for me. Thought my headphone broke^^
Is Honeymoons over yet?
good video thanks
I think your voice audio is a bit too much in the left ear in this video?
Apart from that, making hitscan better but adding more recoil just doesn't seem worth it to me
XTEN Ported muzzle: 🗿
At 2:39, you have 702/s, how did you get that number?
did bro call it a “9 mil DEMON”??😂
Apparently that's the proper pronunciation as I was called out a bunch for calling it "damon" in the past
@@TheXclusiveAce :O interesting cause that’s how i read it/pronounce it in my head (damon)
Should've been out at release.
Just give all guns high velicity rounds. And no downside either. Attatchements need a BIG simplification, fr.
I’d reduce the upside for high velocity and remove all downsides. It’s such a crutch in warzone
@@feariex do anything you want to it WZ, balance both modes totally different and independent of eachother
Not all guns, like the ones that use subsonic anmo. If it were given HV Rounds it most likely get rid of the no death skull effect to enemies
ughh i been in warzone with it its really good?
LOL why did you completely gloss over the fact the 9mm Daemon is how you UNLOCK the 9mm HV ammo type??
YO ACE: Any idea how to unlock that new Minibak barrel? Says Minibak must be level 6, but Ive been maxed at 15 all year...
It's a bug. The same way akimbo on the 9mm Daemon was locked for a while, despite the gun being maxed. The minibak just isn't popular enough for people to complain about the barrel and for the devs to even put priority on fixing it.
Mine isn’t bugged out
Day Mon :)
Apparently not. I used to say it like that until a bunch of people corrected me
@@TheXclusiveAce I think you were right BEFORE! Ahh who cares, thought it was Canadian thing.
900 likes 0 dislike! wow
The strange thing is that i use high velocity ammo for better accuracy 🤔🤷♂️ anyone else?
Guess not 😂
I believe it's worth using especially on the basp
🔥🔥🔥🔥
High velocity on subsonic rounds would have been a dream
300° like 👍 👌
Why tf doesn’t the shroud have it? It has stupid low velocity bc it’s so garbage
For real. Guns like the Chimera, M13C, and the Shroud really need those velocity boosts
Because it's a subsonic gun? putting on "high velocity ammo" makes it supersonic, he addressed this in the video come on now.
@@rymd1875 back on older games u could choose to put that disadvantage on yourself
I only use like 3 attachments with most of my guns because most attachments include too many downsides
What about HV ammo on X13 pistol?
HV Rounds for SMGs I don't find 100% pointless but HV on a full auto pistol? It might as well be pointless
First
Flash hider shouldn't be allowed in ranked because it hides players from the compass
People are still playing this game....?
You really shouldn't be surprised. DMZ is still good while it's lasting, and WZ2 is basically what everyone has since warzone 1 is being shut down
Noti gang 💯💯
This is such a janky, inconsistent game. Its just so annoying.
So more useless gimmicks.
I hate his outro... lol
Why?
@@UserUser-pc9xu Exactly, just stop the gimmick and close naturally
I thought i unsubscribed after your cried about birdman, smh, im out ✌️
I think you have me confused with someone else. I don't even know who birdman is...
I don’t recall Xclusive Ace ever mentioning Birdman lol