This Is Why You Miss Shots! Years Of Bad COD Hit Reg EXPLAINED! Instant Hitscan Dropoff in WZ/MW3
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0:00 Intro
0:06 Xclusive Ace's Video
0:45 Past Tests in Verdansk
2:54 Testing Methodology/Math
5:30 Slight Difference than Ace's Video
6:41 Test Examples And Results
10:33 Worst Case Scenarios
13:30 Hitscan Range on TGD
15:50 Practical Examples
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This Is Why You Miss Shots! Years Of Bad COD Hit Reg EXPLAINED! Instant Hitscan Dropoff in WZ/MW3
This Is Why You Miss Shots! Years Of Bad COD Hit Reg EXPLAINED! Instant Hitscan Dropoff in WZ/MW3
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Thanks for watching! If you're new here, don't forget to drop a sub to the channel if you enjoyed the video! Insane mechanic that changes our understanding of the game. Link to XclusiveAce's video: kzread.info/dash/bejne/ZJ2Az9WQY6ifYKQ.html
@xBebetin
Ай бұрын
Hey Tony, it makes more sense to me that the ttk would be flatlined every 50ms, instead of growing. for example, for the first 50ms its hit scan, then for the entirety of the 2nd 50ms you have to lead a certain distance, then for the entirety of the 3rd 50ms lead another distance. basically every 50ms of distance has its own "hit-scan." this can be tested by shooting a target that just inside the 2nd 50ms distance, and shooting a target right at the end of it.
@Spe6xmeN
26 күн бұрын
Since the arrival of mw2, games have been subject to an anomaly which concerns aiming management that no one understands and which is still relevant on mw3 (the reticles are blocked in the center of the aiming accessory linked to the player's lateral movement if the 2 joysticks do not follow the same tracking direction simultaneously on the target) Because you don't understand the anomaly Aiming management has been divided into 2 from the moment you press your 2 joysticks It was divided into 2 stages And explains why the left joystick impacts assisted aiming because assisted aiming has also been divided into 2 This is the difference with mw2019 and warzone 1 of the name in terms of gameplay: lateral movements had no impact on aim management because all aiming management was connected to ADS and includes (the aiming reticle in the aiming accessory and are the aim assist parallax effect associated with the aim assist) on mw2 and mw3 the management of horizontal aiming is linked to lateral movement and management of vertical pointing connected to the ADS One day the developers or someone else will have to realize that there is a problem with the management of viewfinders the aftertaste of It was better before mw2019 is real I explained it and targeted the problem of mw2 and mw3 here is the number 1 failure of the game at the moment they only half understand it
@TheDude778
20 күн бұрын
The only consistency in CoD is the store Every day it's something new but the game was broken for about 5 days or so when they did the new update Guns are very inconsistent in the game Hit boxes change randomly There is a hit box that is weird because you are essentially grazing the enemy with your shots but it still registers as hits And then there are times where just like that straight through the head but no hit maker or nothing The math doesn't always add up though
That clip with hit reg after the target passed the crosshair is wild,no wonder i die behind corners
@cparks1000000
Ай бұрын
That makes complete sense now.
@trA-K87
Ай бұрын
Actually that happens (die behind a corner) because the other player has slower Internet and yours was faster. I know mind blowing and just Weird. But that's what I heard. Idk for sure how it works though.
@DC00P
Ай бұрын
@@trA-K87I believe that coincides with this to create more wildly unique scenarios
@MomoVantage
Ай бұрын
You are dying behind corners because of server Desync, which basically is why when people are sliding cancelling round corners, they will see you first before you see them if you are standing still. What is happening on the server is different to what you are seeing on your screen because the servers are tick rates are slower (how often the server transfers data from your console to the server itself). This is the main problem I have with cod, always have done for years but nobody talks about it apart from tgd. They really need to invest in some proper server infrastructure
@MomoVantage
Ай бұрын
Just to follow up on that actually, you are right about getting shot round corners within the hit scan damage range, if the enemy is 47m away from your corner and you're one shot, you run round the corner but because they are hit scan, they will down you even if you manage to get around the corner, because of the delay to register that hit scan shot. This explains why even though you get around corners you will still go down. This and a combination of bad servers in general
Tony going back to his WZ mechanic analysis days. You love to see it
@TheDandonian
Ай бұрын
He broke out the old.. "If a bullet is fired at a truck moving 35 meters per second..."
@Duke_Sen_Voldigoad
Ай бұрын
no, no one loves to see it not even you
That explains why hitting parachuters is so inconsistent
@RainOfChaos91
Ай бұрын
Wow… yea. Now we need to liveping parachutes to see the distance so we know if we are still in hitscan range
@jeremyg9305
Ай бұрын
This was my immediate first thought, if they fly by you at say 40 meters you expect to have to lead them a little bit but if you have 50m of hitscan it won't be that way, so you get used to hitscan and break plates and as soon as they are 51 meters away you now need to lead them by a fair distance because of how fast they are going...
@DoctorTauri
Ай бұрын
@@jeremyg9305i get that but my question is a bullet velocity (increases or decreases) even relevant anymore? Since anything at 50ms is hit scan?
@Ukzgamer1
Ай бұрын
@@DoctorTauri50ms is the time of the hitscan you have, the more bullet velocity you have the further your hit scan range. Basically bullet velocity is now even more important on all guns even smgs to increase hit scan range
@RainOfChaos91
Ай бұрын
@@DoctorTauri it’s only hitscan within the range the bullet would normally travel within 1 tick (50ms).
The whole community should be aware of this fact. This is game changing. Xclusive Ace impacting warzone without covering warzone 😂
Servers are terrible too, they definitely need to upgrade those
@80Jasonmw
Ай бұрын
thery have been absolute shit this past couple of weeks
@Steve0thegreat
Ай бұрын
We alll know everyone is going to keep playing it so they won’t even think about better servers.
@PJSM94
Ай бұрын
Gotta avoid playing at night
@D_Rog79
Ай бұрын
Was playing MP on Rust today and had 130+ ms of latency. It was wild.
@dimebagou7219
Ай бұрын
Why should they ? Thay are making money, a lot. People buy.
Activision should save on promotion and invest in 128hz servers. I have been complaining about the bad servers tick rate for years . Great to see big streamers talking about the issue . Thank you legend
@TurkeyOW
Ай бұрын
That’s impossible on warzone servers. It would cost them an insane amount and would be really hard to run on your console/computer. A more realistic 45-64 tick server would do wonders.
@tetsuogaming5838
Ай бұрын
@@TurkeyOW maybe not 128 but at least 64 like CS2. The money shouldn’t an issue because cod is extremely profitable. They should take exemple on apex legend, the game lunched with 0 promotion. And It could be a huge marketing move to announce next cod with the best servers & anti-cheat on the market.
@TurkeyOW
Ай бұрын
@@tetsuogaming5838 yeah, CS2 isn’t 128 cause the game is already “hard” to run. Making it 128 tick the devs said it takes too many resources on your PC. CoD devs can barely make a stable game then break it every update. I don’t see how they could manage maintaining 64 tick
@tetsuogaming5838
Ай бұрын
@@TurkeyOW 64 tick rate in 2024 it’s not too much to ask .Other games are doing it. COD is the biggest franchise in FPS history. It’s unacceptable that we still have lags,servers,poor bullet registration ect I started to play cod 15 years ago and never thought we’d still deal with the same BS in 2024 lol
@billyb9358
Ай бұрын
@@tetsuogaming5838 There are many more reasons to cod having as low tickrate as it does, it's just not server cost. Even if they decided to just ignore cost and do what you say alot of players would have even more performance issues. Even if they (unlikely) could make it work on current-gen consoles they still have previous gen to worry about and let's not forget most PC players are on actual potato rigs which could never run cod well on 64+ tickrate. They have all the data and the avg gamers hardware is much worse than you'd think. Valve released their CS player hardware stats a few years ago and you'd think it was a joke. But in the end they no company cares about the tryhard playerbase with amazing hardware, because it's a minority. And also most problems people blame on low tickrate prob has way more to do with outdated engine, bad lag compensation and other things rather than tickrate. High tick doesn't just magically fix the game. Let's not forget most of the playerbase wouldn't even notice the difference if they doubled it. Activision knows this and all the other problems aside, if they can't bring in enough extra players thanks to using better servers to actually cover the cost of running them, they won't. Don't take it from me tho I'm sure there are good videos from ppl who are actually educated on the topic as to why some games can use higher tickrates and some can't, could be worth a watch Imo most of the cod hit reg issues are probably more of a skill / ego issue from cod players rather than the game. There are some channels on youtube posting vids of blatantly potatoing shots for hours and blaming servers/cheats/SBMM/aliens/government you name it and everyone just agrees. I played csgo from 2012 until mw19 dropped and I've had way more hitreg issues on esea/faceit/esportal/official servers than in cod. CS have had problems with hitboxes not moving with models properly etc but that's alot harder to test in COD
I love that TGD uses his engineering skills to investigate these things
@jonthompson8807
Ай бұрын
Dudes monitoring his houses heartbeat
20 Hz servers is such a shame. I remember BF4 (2013 !) launched with 30 Hz servers and people complained so they allowed for 45Hz and even 60Hz for player rented servers. Granted Battlefield has higher range combat but still. 20 is yucky in 2024
@TrueGameData
Ай бұрын
Yeah that's the difference. The players owned the servers and were willing to pay more. Warzone has no competitors and no dedicated hosting so they go cheapest route possible :(
@toddbeef1569
Ай бұрын
Do you think it's possible they prefer shit servers because they manipulate gunfights with demonware and lag compensation? If servers were better, then anything out of the ordinary would be much more obvious. @@TrueGameData
@Bjoern_1897
Ай бұрын
@@toddbeef1569 it's not that deep bro, it's just cheaper lmao
@user-qn9ku2fl2b
Ай бұрын
@@toddbeef1569 that's way too advanced for their devs 😂
@toddbeef1569
Ай бұрын
@Bjoern_1897 I remember seeing the founder of demonware talk about how they can give an advantage to a player in gunfights. It was like a 2015 video on dailymotion. It wasn't specifically about call of duty, but it was about their capabilities. I don't think they're as dumb as you think. They were acquired for $70 billion... they have a ton of patents and technology.
Something to note is that this also effects say when you get shot around a corner. Even though you moved before the bullets got to you, since they were registered as hit scan, you could be a couple steps past the corner until you finally take the damage after that 50ms or whatever occurs.
@RastaMonn
Ай бұрын
This comment rings so true! Can't say how many times I run or slide around corner while being low health and then just when I think I'm in the clear ... SLAP I drop outta nowhere...
@vutsxx
Ай бұрын
Yeah, this explains The wallbang kills that dont make Sense.
@hovnocuc4551
Ай бұрын
How isn't this obvious? Pretty much all games utilize client side prediction and backward reconciliation on server for hitreg and it's been this way for over 20 years. Unless you have zero latency or you're not moving, you're ahead of the server and even more ahead of what other players see. This doesn't happen because netcode, this happens because physics (and because every other method of solving this issue creates even worse problems).
@THExJMC
Ай бұрын
@@hovnocuc4551 it’s obvious that you are ahead of the server and player on the other side. It’s not obvious that the shots and hitmarkers even on the shooting player’s side would occur even after they themselves cannot see you.
"this is why you miss shots". I think the real answer for me is, I'm trash.😂
@OLDAD_
Ай бұрын
😂
@Aaron-mn2ro
Ай бұрын
trying to find someone who asked, will let you know when I do
@mikethestoner
Ай бұрын
I did @@Aaron-mn2ro
@firewfire
Ай бұрын
@@Aaron-mn2ro shut up nerd
@didyeaye117
Ай бұрын
@Aaron-mn2ro who asked you?
Incredible find. I really wish stuff like this was well known. So many weird interactions make the game feel so much less consistent than it should.
This makes a lot of sense. This is why when you’re trying to snipe someone out of the air, it feels like sometimes you aim right at them, and sometimes you have to lead.
I think the most interesting part is the delayed hitmarkers. Makes it feel like input lag where the hitmarkers for the shot you actually hit doesn't match up with where the bullets are visually, making it hard to determine which shots are hitting so you don't know where to aim (especially for full auto) This actually clears up a lot
@ghrave_
Ай бұрын
Yeah this will *dramatically* change how I think about engagements now. I will 100% be relying on the Hitscan@(Range) stat to build out guns because this is crazy info
TGD and Ace are such a good combo for breaking the game down and learning on new things about how it works
My friends always ask me why Activision doesn't go main stream with Warzone and host tournaments with large cash prizes. I quickly tell them just how bad the coding in this game is and how terrible it would be for the company if that was revealed on a larger stage. This find along with peekers advantage, and terrible audio queues needs to be addressed. Punishing players because they aren't able to adjust and abuse bad coding is unnacceptable. Hit predicition was coded in Quake 3 arena 24 years ago - Activision is a 75 billion dollar company and this is the best they can do...unbelievable.
@TheShizoidMan
Ай бұрын
Quake 3 arena....good times
Man I'm not tryna glaze, but Tony is that one cool smart guy in class that let's everyone look at his work
Great work as always. Unfortunately the more we learn about the game the less competitive it seems.
@BlackJesus8463
Ай бұрын
forealz
@lifestyle8544
Ай бұрын
cod is never a competitive game
@krazykuz13cmc
Ай бұрын
You can’t be competitive when 90% of the player base is 🐀 fucking cheaters.
@spakentruth
Ай бұрын
@@lifestyle8544then why is there SBMM?
@ohnobro3770
Ай бұрын
@@spakentruthEOMM
Icredible work as usual This is absolutely crazy and it explains so many weird situations
@BLINKerlei
Ай бұрын
Mach den Kopp zu du pflaume ❤
Wow, this is mindblowing! And with this discovery we also found the answer as to why mnk hitreg feels way off compared to controller. - Mnk FPS players have been trained for years to adjust crosshair placement for bullet travel time and lead their shots on longer ranges. This is why shooting games gives you visual ques like bullet traces/visual projectiles so its easier for the player to see where they should be aiming. BUT if youre a good fps gamer in cod and use this information that the game gives you, it actually hurts your aim inside the hitscan range. Good FPS players are actually being trolled by the game without them knowing. - Compare this to controller where aimassist helps you or even forces you to shoot directly at enemy bodies, where they get the hitscan magic sauce. So when people say aimassist does everything for you, they are not completely wrong atleast. I feel like this is wrong on so many levels, and should defiently not be a hidden thing people dont know about. Its an unfair advantage against mnk players where they think they are doing the right thing, but gets punished hard for it. Controller players gets an advantage from this where aimassist helps you stay locked to enemy bodies, just like visual recoil doesnt affect controllers players as hard as mnk players are.
@RuiN4265
Ай бұрын
You still have to lead shots on a controller lol, the aim assist extends beyond the physical character outline so it's not just holding you directly on someone's body and it's less effective/strong at range. You might be overthinking it a tad, I mostly play on controller and it's felt odd to me as well. Like you can never learn the lead properly like you could in battlefield for example. It's def affecting both inputs but might be worse for mnk
@crzydavidriveros5169
23 күн бұрын
this is just a new lvl of cope man. like dude. what a nonsense I just read.
basically this game a huge piece of fucked up shit and we really don't know how far the rabbit hole goes just based on crap coding alone.
@JagsP95
Ай бұрын
And you will continue to play it like a good little cod fanboy 😊
@firewfire
Ай бұрын
@@JagsP95 cant argue there 😂 I just hate when ppl constantly complain but continue to support them $30 at a time for skins that dont even exist in real life 😂
@kgoodrum49
Ай бұрын
Its not just this game. Every COD since Modern Warfare 2019 had this mechanic in it. Just now people are figuring it out.
@Real_Beaky
Ай бұрын
What do you mean? the dev who cooked this up is a genius. What do cod fans want, what has made cod "feel" good for a decade? Hitscan. It was the sauce that kept the gameplay feeling good since back in the day. It is what cod fans want. But cod can't have hitscans out to infinity distance (particularly in a BR game mode) so what do they do? Develop a compromise system that allows the good feeling hitscan up close, but turns into projectiles with physics at a farther range to keep the game balanced. Then the netcode engineers built a system that can do this math in milliseconds across various platforms and players that are many miles apart in the real world. Absolutely genius.
@cparks1000000
Ай бұрын
@@Real_BeakyThere's nothing wrong with the hybrid system. The problem is the discontinuity in the distance/time graph. They should just start the bullet moving from 50ms away instead of this weirdness.
This explains some of the weird kill cams where it looks like they missed. Great content as always.
I needed this video man I knew I wasn't crazy I feel every gun is inconsistent af no 2 gun fights feel the same regardless of distance or weapons and taking the shots being hit into consideration
This explains every time I slid behind cover 100% and then went down from a headshot snipe even though I'm totally not wallbangable.
Thank you king. Keep it up!
This Hurt my Brain. Awesome work as always Tony.
This is an Awesome Video, I love educational Content like this. Great Work man!
oh snap I knew it! I wasn't crazy! So many damn shots I swore should've hit explained logically. This is a terrible coding decission that translates into inconsistent gameplay.
@Flux000
Ай бұрын
And similar times when you are like "that wasn't a hit but sure I'll take it"
@emp1985
Ай бұрын
@@Flux000 lol oh yeah, absolutely. Won't complain about those though.
@xxxmtb
Ай бұрын
It’s a game, not having this and needing to lead every single engagement would not be as fun. You want realism you’re playing the wrong game
@Flux000
Ай бұрын
@@xxxmtb it's not about realism - it's about consistency.
excellent insight. thanks for making the video!
Amazing video, Tony. Thanks as always.
Awesome information! Great work
Top tier work as always, grateful for your efforts ❤
Holy crap. This is wild. Thanks for doing the tests! Glad ace brought this up.
MAN is this why we die after turning a corner? like hitscan hits you but server back calculates it and you got hit? Also this should be interesting for cheaters, if they are able to respond to this hitscan range change not like a human it can tell something right? Maybe ricochet should consider it too.
@DM-qd7gw
Ай бұрын
Cheaters don't have "hit scan" They have soft aim bot which results in no bloom. Its very obvious when you start to notice it with 99% of streamers. So all their shots land. Just watch some of them you can tell they are not missing shots (usually locked on to the chest). Its not an accuracy thing, its that they don't have random bullets miss due to bloom thus resulting in the TTK being faster than normal. I can understand being really good that the game but when you are in top250 lobbies dropping 20 kills and getting the victory, it just doesn't make sense. Just from a gameplay standpoint its not possible. You have the best players in the world but somehow streamer x can kill them all with ease. No matter how good they are at hiding the cheats, you can't hide that concept.
@absolutelysobeast
Ай бұрын
@@DM-qd7gwyou are so sad. I wonder what other things in your life you have wasted hundreds or thousands of hour on just to come up with your own “conclusion” whoch is 100 percent wrong. There is not even a way for me to describe to you why you are wrong because you are beyond deceived. Someday in the future you will look back with terrible regret, and for your sake i hope it only applies to this videogame and not something more serious. You need to reevaluate your life and your beliefs
@MomoVantage
Ай бұрын
Yeah I think it explains why you get around the corner but still get hit, they are within the hit scan range, the game just delays it as if the bullet travels...
so interesting and useful as always keep up the great work
Great video as always really appreciate your work
It is mind blowing how one day I feel unstoppable and I just shit on everyone. Then the next day I get instant killed by anyone who looks at me.
@cparks1000000
Ай бұрын
It's an algorithm.
@toddbeef1569
Ай бұрын
This is why I believe they have 20hz servers. They manipulate gunfights with lag compensation. Nothing changes, and I go to ass.
@RealMTBAddict
Ай бұрын
Lol I got 13 kills on solo, next 6 games couldn't get 3 kills. It's definitely rigged.
@firewfire
Ай бұрын
🎯
@gondaljutt7059
Ай бұрын
No reason to play this game
The math on this made me extremely happy. This is extremely interesting and the fact that you added that to ttk is really remarkable.
the fact that people like you and ace can figure out stuff like this BLOWS MY MIND! ty for the info as always
SUPER interesting! Thanks for the vid!
i LOVE these type of content from you, gg Tony.
Amazing work as usual Tony
Great video, this is crazy!!
Great vid Tony!
Thats pretty wild, the visuals are so far off of the actual bullet landing in the hitscan range but it really does make sense the way you explain it!
Great video, i love the nerdy stuff!
Legit the most interesting COD video I've watched in a while. And definitely more fun to watch than playing the game itself lol
This is fantastic. Fascinating to see these details and why
You and Ace are absolutely amazing for the community! Keep up the great work
Sir I think you just figured out the mystery that is Skill Based Hit Reg. It's not skill based hit reg. It's HAS to be this everyone is feeling.
Amazing! Your stuff is great!
Yoooo ive been trying to find a formula to calculate bullet lead. This is why i love you content man keep it up!
I don’t see them changing this… good stuff Tony!
wow bro this explains why some games i feel like i am better then others.... not a pro but a regular player, but i was thinking sometimes it was lack of skill.... which i cant fully rule out ever tho haha... thanks for all the work you put in this vids man
as always hands down the best CoD youtuber. Thank you for what you do!
Love it. Awesome info to know
Love these style videos
Awesome work
Love the content! Your deep dive into this can probably explain some of those instances where you "die around a corner" as well. I'm sure it's a huge undertaking, but COD really needs to upgrade their servers. It's long overdue
Really cool video dude.
Great video!
Tony breaking down the science! Love it!
excellent work ......... thank you
Does this same phenomenon happen after the next 50 ms? If it does, that means that guns would all be hitscan at 50 ms intervals. Maybe how they handle bullets is that they draw a parabolic line simulating bullet drop and essentially check every 50 ms if a target is within the 50 ms chunk that the bullet would be currently active in. This would mean that you don’t need to lead a target at all in your 1000 m/s bullet velocity ATV example within 50m, but then you’d only need to lead the target 1.75m within 50m and 100m, and then it would instantly change again after 100m to needing to lead the target by 3.5m until 150m
@TrueGameData
Ай бұрын
I am pretty sure it is linear after the 50 ms travel point, but I am definitely going to test this
@ppson
Ай бұрын
Would make sense.
@rar23424
Ай бұрын
It could also be that your gun shoots two bullets for each you fire - one hitscan and one not. Then it chooses the hitscan bullet only inside the 50ms range.
@SkyzzV_
Ай бұрын
@@rar23424more than unlikely… two bullets per shot would be an insane amount of computing needed to be done, since there’s quite a lot of players… and we all know how cheap activision likes to be
@drumandbassob0007
Ай бұрын
I would say once the hit scan has been fired and not hit anything like a wall or player then a projectile will be fired , they will be using hitscan up close because most gun fights are close range and hitscan is cheaper to compute than tracking a projectile and in most cases you will prob hit a wall or a player and that way you will save on network traffic as you wont need to use a more costly projectile . I am surprised the snipers use hitscan tho thats dumb most games just code them with a projectile as you are only firing snipers at 1 bullet per second , i can understand using hitscan up close with 600-700 rmp smgs and assault rifles that makes more sense
At this point COD should hire you!!! Awesome job you do and thank you for your service to the COD community 😁
Nice find, and epic testing. @TrueGameData Do you have a reason to think it is linear past the first tick? More likely to be tick steps all the way out IMO.
@TrueGameData
Ай бұрын
That is a good question, I can check that
This is the nerdy type of stuff that is so intriguing. Legendary status confirmed
You are so cool man, this a great video!
To help visualize the hitscan range on TTK charts, you could make the colored lines bold for hitscan range.
Great stuff
This explains so much inconsistency... Great work Ace and Tony!
Tony killed it dope video
Got to respect the man that tells you find and build your meta!
Do the same thing but knm vs controller. I swear there's big diff on how bullets register between k&m and roller.
@great_Caligola
Ай бұрын
It „feels“ like that cuz on KBM you just naturally miss some bullets even as a good player while with the help of AA you hit virtually everything
cool video man, breaking it all down
I dont even play warzone anymore but these videos are always interesting to watch / listen to.
This makes total sense! I know we’ve all been killed and in the kill cam we can tell intuitively that the bullet was behind us but the hit reg was a kill shot. There’s no way to fix this except to play on LAN.
I love the fact that you show the calculations
Good insight gg
Ty!
This explains why SMGs feel like borderline ARs within 30m.
This explains so so much
This is amazing.
Dope video nerd out bro!
Y'all are savage. Good to know, it's good to have y'all shine a light on these things. They're more likely to be addressed.
Great vid
Extra data- cross bow in mw2 has a limit to drop. If u play ground war and select the right scope the very bottom of the scope is the benchmark for the lowest the arrow will drop after a certain range, so then all u have to account for is time it takes to travel. Hit a few shots on high rise in dmz.
This explains why the one shot mors has very inconsistent bullet lead wow this blew my mind
Excellent information. Now, how do we explain the first 5-10 rounds not counting? Or my weapon mysteriously stops firing while I’m still holding the trigger? Did they integrate misfiring & jamming? Or do people have their lag router connected to their foot pedal?
Wow this explains a lot... especially getting shot behind cover
@absolutelysobeast
Ай бұрын
Hey have you noticed getting shot behind cover ALOT more the last week or so? Of course thats jothing new its been happening since 2007, but this week in particular is happen at least half a dozen times a night for me. The people i play with say they havent noticed a difference but its drastic for me
Sometimes in Apex, it feels like using a 3X weapon at a particular distance is absolutely perfect and you hit all your shots. But then you miss all of your shots if they are not in that 3X zone. I always figured that certain gun velocity just blended well with certain ranges. I wonder if this is something similar though. Because sometimes all of your shots are just perfect with certain optics. Then they move forward or back and suddenly you can’t hit anything at all. I wonder if each zoom level has its own hit scan zone.
this is insane lol thank you, always running high grain
Great video. Now: is aim assist bubble centred around where you aim to hit the target or around the character model itself? Might be another area where controller players aren't impacted as heavily by the game design choices
thank you for your info. In this video, there is no verification beyond the hit scan range. It is necessary to approximate the differences due to bullet speed beyond the hit scan range using a formula.
@BlackJesus8463
Ай бұрын
50ms hitscan is the range.
Top work TGD and XA. Does this mean you can’t do any damage before 50ms, regardless of how close the target is?
Shout out xclisive ace
I assume this would potentially impact things like correcting for aim when people are b-hopping or dropshotting too, even without perpendicular movement.
thanks!
Thanks professor im ready for my math test
with a 60Hz tickrate they could divide the hitscan time and ranges by 3 and we would have a way smoother transition between hitscan and having to lead shots