Something fun for everyone to try: if you equip two MW2 weapons and the IFF Strobe, you will spawn in with no guns whatsoever. The only thing you’ll have is a single frag grenade (you can’t even melee or throw tactical grenades). Fun challenge for anyone interested before the IFF Strobe is fixed
@@seidious8798 Possible, or it depends on the weapon. For example pistol reloads are really fast with the mag holster, but smg's are reaaaally slow. Needs to be twice as fast.
@TheXclusiveAce a hidden benefit of the quick grip gloves also allows you to use/throw field upgrades much faster (like Trophy System) so it’s like the Amped perk from previous games. Not sure why they don’t say it in the glove description in game.
i suggest the Medic vest: effect: health regen starts upon kill + health regen starts after 2 seconds when on active objective + primary/secnodary - no tactical (so no stacking with stims to balance) + lethal equipment + field upgrade + gloves + boots + 1 gear slot (to not make this the default crutch vest)
I like this idea, but I would have 0 equipment slots to balance how strong you've become and have the objective health regen after 1 second. Instant health regen was too much in MW2 but 2 seconds feels like not enough to encourage aggresive objective play.
I think the lightweight boots could use a buff too, like the stalker boots. If they double down on it and make it make you move even Faster, they'd be a pretty solid option.
@dwshade9479 lightweight buffs movement speed, you mean the running sneakers which gives you the longer tac sprint and infantry vest that also does it Lightweight uniquely buffs movement and sprint speed. Very helpful for the Shmooooove
I thought it would be a difficult choice between Ninja boots and Stalker boots, but Stalker boots turned out to be weak anyway, and you can get decent ADS move speed with attachments, making Ninja boots an easy choice.
One way to make covert sneakers less of a crutch is to add some counter to them. Because bone conduction doesn't work against them and L/R detector doesn't work as high alert should, it only reacts to lasers and sniper scopes.
brain dead perk. So useless. I did however realize that even tho you cant hear footsteps since half if not all the fckn lobby has gone "COVERT" you can hear the little gun metal noises like when they changing weapons or just the equipments on them clanking, if that makes sense. It's something to be aware of otherwise you wont notice it/hear it cuz its very subtle. Mw2 attachments dont do anything either. Bryson series from mw2 are completely useless, Lockwood, beast of a shotgun, useless but I can see why tho. Either way I think theres just something fundamentally flawed about this game cz Deady was a perk back in bo4 but into didnt plunge into "covert epidemic". There was variety in that game and a lot of it. Shit actually worked. I personally think B04 didnt deserve the BS hate it got, people turned their backs on blackout but play warzone religiously. There was a lotta love poured into that game.
A similar investigation of all Field Upgrades would be extremely valuable for many people, for example the Med Box is awkward/bugged beyond imagining, the quick heal is triggered by stuns and flashes so you lose it (even though they do 0 damage in death feeds), you can't reuse the same box after dying and if you die while regenerating health you can't use a Med Box in your next life even if you drop a new one or try to pick up a teammate's box. Gear is important too, for example how much flinch resistance do Marksman gloves actually give? How do Vests compare to their gear counterparts? Lots of video ideas for you this year Ace :)
they do damage u tho i was 1 shot and died to a stun not from impact either it landed on the floor by me it exploded and killed me even showed in the kill feed that i died by stun grenade
@@xkingxrud3nx either way, it shouldn't happen... Oh also somehow I got direct impacted by a frag for 43 damage, did it bounce on my head 15 times or something? Lmao
@@ivanfranebijelic7009 medbox is very weak in its current state i agree 5 damage shouldnt negate its whole purpose maybe implement it stop working after a certain damage threshold like if u lose more then half you health or if u lose that much health over the course of multiple encounters
I like the perk system in this game but there is very little completion when it comes to what I am using, engineer vest, reload while sprinting gloves, covert sneakers, eod, and ghost
I think the Stalker Boots should boost strafe speeds by 33% and general Aim walking movement speed by 25%. They should also make all strafing and aim walking completely silent as well. Would make them more competitive, especially if normal aim walking isn't silent by default, and would provide and alternative to people slide canceling and jumping around corners.
I like this, another thing they could do is have the boost your aim walking steadiness because that can be an annoying factor to increasing strafe speeds since you take steps more aggressively it hurts accuracy
My main gripe with Ghost is not only the insta-reveal when stopping, but also it's not that the dimming isn't quite clear when it's active (making the dot darker than it is now would be a good fix). About that activation nerf, it would be good to make it activate at 50% base movement speed.
From my experience the Quick Grip gloves are essential for throwing knives. It vastly buffs the time to throw a knife with the Gloves verses without. I was testing this with KVD Enforcer, pretty sure same results with Renitti. If possible can you do testing for how Quick Grip gloves affect use of equipment? Your videos are awesome btw.
Hey Ace, someone already did a video on the 680 and riveter shotguns, but these two shotguns are in a wtf situation currently. The usual pellets a shotgun has in a COD game is 8 pellets. The 680 has 6 pellets, and the riveter has FOUR pellets.(which is why that shotgun is inconsistent) The 680’s barrel the heavy defender long barrel that gives 10 rounds to shoot with gives 10 pellets. It makes it a viable one shot consistent but it’s a little slower. The riveter, you’re gonna have to build it a tac stance build, incendiary build or tac stance with the gauge ball build.
Ace, not sure if you've noticed this in your own testing but the quick swap gloves have the added benefit (not stated in it's description) of reducing equipment and field upgrade usage time (for the trophy system especially). I can't be the only one who's noticed this, but I still agree a fix or buff should still be in the works for the perk's current state when it comes to actually swapping weapons.
Yeah that's what I use it for on builds that I might rely on throwables or field upgrades more. If i have a demo vest + launcher on my class its pretty nice for time savings. If anything the ordinance gloves are hard to justify using because longer throw range doesn't matter if you throw it slower and have no aiming indicator to have accurate throws. Only case I could see it useful for is if you use prox mines + throwable field equipment.
I think the high alert perk is underperforming… hard to know directions some times and not as clear/as much help as I would like. Always loved that perk, but atm I do not like it. Sad
Something I do like that the Quick-Grip Gloves do that isn’t stated is that you can use/throw Lethals, Tacticals and Field Upgrades faster. For that very reason I’ve been using it because also don’t know what other advantages other gloves has that can compare to that.
I feel like the Gear slot is the only one that really matters. Yeah, there’s Dead Silence in the boots category, but that’s really all I care about running outside of Gear. And if they add more perks post-launch, they’re either going to need to buff all the gloves and boots, or the game will become too Gear dependent imo
The gear being so strong also makes it so the only vests that matter are the ones that give two gear slots. Imagine using Gunner's Vest and sacrificing a gear slot _and_ your boots.
It would be great if they added the fast reload perk to the hands category to make it more of a buffed category and then made it where the tactical pads were buffed where if you were using them it’s basically like mw19 movement where there’s no delay of tactical sprint at all and you can just use it all the time like mw19. Also PLEASE ADD QUICK FIX we desperately need it in this game with how slow the health regen is. Also having high Alert would be good too
Yeah, that'd be neat. I honestly thought stalker boots would work that way. I haven't unlocked it yet. I guess it works more like an additional attachment that increases ADS strafing speed.
I think one of the main problems is that they put everything useful on the gear tab. Why isn't EOD a vest? Cold blooded never used to be in the same tab as ghost afaik. Mag holster could've been gloves also. And for the people saying that it would be a crutch perk, I don't think they care about that seeing as dead silence is the only worthwhile boots option in that category.
You can already move around just enough in a corner to keep Ghost activated though, so there should be no more added difficulty in activity the perk. On perk balance in general, I think it's pretty horrible, especially when there are a bunch that aren't working as expected.
Personally think covert sneakers are broken as in they are basically a crutch perk. There needs to be a counter to them being the bone conduction headset
Nah they are fine, with the mini map being back to normal people need to build into stealth builds, if anything suppressors need a nerf, in old CODs when we had dead silence suppressors always lowered your damage so stealth gmcame at a cost
Agree, you should also not be able to have ghost and covert sneakers in the same class, max stealth slows the game down to a halt and the reason why no one are moving in no objective modes.
I think basic running, walking, sliding and climbing should be silent but tac sprint should have a 10% speed buff and be countered with bone conduction. They wanna have a tactical game we can have it that way!
Correct me if I'm wrong, but I dont think there is a perk that hides your red name when enemy's hover over you with their crosshair, most of the times I shoot at the red name instead of the actual enemy character itself. So a perk that hides your red name for enemy's would be nice, but maybe a little bit overpowered
It shouldnt cause thats what fucked CoD Ghost over. Dudes used Amplify to sit in corners with their UAV or w/e that streak was. Same as now in MW3, they only want Ghost thinking they can camp with it. Dudes just need to play the game better!
@@jeremybrown9611 it makes footsteps louder? But it cant return, covert sneakers back to normal volume. Its just relatively useless perk then at that point. Imo
I dont necessarily disagree with your point. Though. It may lead to the same toxic play style it had then. But honestly its a perk that exists with almost 0 purpose if it doesn’t do it in some capacity. Its not entirely necessary to use to hear people without covert sneakers. Thats my opinion but. As someone who likes to run around the map. Because I cant honestly sit too long in one area. It’s nice not to have everyone hear that lmao
The weapon variety needs work most IMO, game has the worst that’s ever been simply because so many under performe. Judging by there last balancing update… they’re wanting to go down the same route as brain dead IW and making unnecessary changes for the sake of change
Boots and gloves category need work. Right Now Marksmen gloves and covert sneakers are basically the best. I dont want these nerfed, just buff the other options.
@@butteredbread100personally, I can't really tell that much of a difference with stalker boots on or off. Using it to strafe doesn't net me any benefit in situations where Covert sneakers would be better 9/10. It needs to be buffed to 25 percent like it used to be.
@@butteredbread100 they are good, just not good enough to warrant not using covert. Why move a bit faster when the enemy heard me coming 10 seconds ago anyway?
Glad to hear eod is being fixed. Even in mw2 it would occasionally just not work even very late in the year, i had eod on every class but i was consistently getting spawn naded in snd
Covert sneakers need to make a tiny bit more noise. It can make search unplayable when you can’t use audio queues at all. Not much sound but enough to make a little noise when it’s completely silent around you
Its crazy how Cods (especially MW2022) have so many design problems that have already been solved by Treyarch Hell even forced SBMM by Activision overlords was reduced somehow in Cold War and more random when playing with friends.
Covert Sneakers are so good, that everything else is bad by comparison. They're practically a must-pick because the perks of the other boots pail by comparison. It's like the developers played the old CODs and decided that this was the go-to counter solution for "Soundwhoring" that punished the "run and gun" playstyle that Activision always wanted in COD.
The quickswap gloves do habe another bonus that is not in the description. I think they reduce equipment placement time. I noticed this with the trophy system, which I can plant much faster with these gloves.
In previous games (especially MWII) Overkill used to be such a fun way to change up your game, but in this game Gunner's Vest is so heavily nerfed it's hard to ever justify using it. Looking at it in a vacuum it doesn't seem so bad because it has the extra buffs now but compare it to a full stealth build with one of the vests that gives extra gear and you can see quite clearly it's far weaker. I don't understand why having two primaries is evaluated as such an extreme benefit, in MWII how often did you see someone abusing it with anything other than the gimmick riot shield loadout? It has never been a perk that could compete with the very best perks and it especially can't compete with two perk slots combined. Hell, the reason no one is talking about this is because the vast majority just don't give a shit about Overkill. Why don't they care? Because they don't use it because it isn't very strong.
Quick swap gloves dont increase primary to pistol swaps because they are already fast. They are for overkill builds or swapping from a pistol to a primary.
I wish we had a perk that reduces shotgun damage. Shotguns are much more annoying then explosives. I also want to see quick fix back and hight alert( the perk i always used).
I think Ghost should be something like anchor based, not movement based. There should be a virtual anchor left in your place every few meters and if you stay in area of that anchor for too long, that's when it deactivates. This way people playing it slow and/or lurking in rooms would have Ghost deactivated even though they technically move around the room - you have to be more aggressive to get Ghost to work. You can also have some kind of tolerancy meter where if you move the anchor a lot it takes longer for Ghost to deactivate, whereas if you don't move the anchor too much Ghost will almost immediately deactive.
@thexclusiveace the gloves that help with flinch was tone down a lot or it doesn't help with flinch. IT used to work but after a patch it doesn't help on snipers specifically or more noticeable.
I personally really like the new Ghost perk. The only change I want is a UAV notification on my mini map so I can quickly see if I need to constantly be moving or not(plus I could see when the UAV is gone that way)
I personally think the fastdraw grip on pistols is much better than quick grip gloves if you're running a sniper/pistol, AR/pistol, etc. I only use the QG gloves on overkill builds as the pistol swap speed isn't terrible. If you feel differently, just run the fastdraw pistol grip.
Gloves as a whole category need buffs, they dont feel like they do anything they say, im expecting the quick reload to be like speed cola and the reloads feel identical without it. I just use marksman gloves for everything but im slowly being convinced they dont do anything as well.
UAV should be on a radius with every sweep. When a sweep goes across, that spot gets a ping circle. In order to stay off radar, you have to move out of the circle. Solves the problems.
I have to say it again, the covert sneakers have no competition in that perk tier so everyone uses them and if you don't you are at a huge disadvantage. Dead silence should be a third tier slot perk. You should have to choose between having dead silence or ghost, not both. As it is currently, the competitive meta is covert sneakers and ghost on EVERYONE. It completely ruins the use for audio awareness in this game because literally everyone is running covert sneakers as soon as they can. I mean why not? you're not giving anything significacnt up to use them. That's what I currently hate about this game, it's all about who sees who first and you can't use your hearing to help you anymore.
Having to choose between EOD, TAC Mask, Ghost, AND Cold Blooded ALL IN THE SAME SLOT is sooo painful… To even get 2 of those perks you have to make major sacrifices to your kit and on top of that - they don’t even work properly + glove selection is pretty useless and Covert Sneakers are the only good boot… Max pain with perk balance rn.
You could have just said "every single perk that isn't Marksman Gloves, Covert Sneakers, and Ghost Camo." EOD you can fit in with certain vests so it's fine. The rest are absolute insane crutches and you cannot play without
Quickgrip perk (and those like it from previous cods) do not apply to weapon swap to pistols or knives and havent since mw2019. It helps switching back from pistol to primary though and obviously overkill weapons.
The fact that you're just thinking of *one* boot perk that needs a *huge* buff to be competitive with covert sneakers should be a pretty clear indicator that they're overpowered in the first place. Disable them while jumping or tac sprinting, or add a counter through the headset; there are a lot of ways that it could be taken down a peg right now to help make it a bit less than the obvious best perk in the game (short of entirely removing them, which I doubt will happen to appease people who desperately "need" it like yourself)
i really wish we had an equivalent of Quick Fix in this game. being low hp after fighting someone and immediately getting finished off by the next person that comes along is frustrating. i know we have stims but it's not the same.
Also one issue that I think there is with Ghost is that I'm pretty sure Ghost only works if you have it active on sweep START, not when the sweep actually "touches" you. I have noticed countless amount of times the enemy on my radar at the end of the sweep even though they were running and I always assumed that's because they probably had their Ghost inactive at the beggining of my UAV sweep (i.e. they stood still for a second) and then they were touched by the end of the sweep and I saw them on my radar despite their Ghost perk being already active for 1-2 seconds.
Are we not gonna talk about the L/R detector? The Blacklight Flashlight? Radar Jammer? So many gear perks in this game see little to no use at all because the benefit they provide is no weak in comparison to ghost and sleight of hand. They need a rework or a buff
I hope they don’t touch ghost at all. That cut down on the camping a lot. They favor the people that want a permanent ghost that doesn’t need movement. It force them to move around
Covert sneakers are a 100% crutch perk and I really don't get why people like have a fully deadsilent 24/7 perk like this... you can play without sound and it makes next to no difference
I think since Double Time is already a perk they should look into making the vest give players infinite tactical sprint by testing it in the experimental playlist. If it's too overpowered to do that they should make the vest give you all movement perks that increase operator speed at once.
They need to add the delay to being able to use lethal grenades at the start of search and destroy rounds. That plus EOD not working is frustrating as hell.
IW/SHG just need to accept Treyarch's Flak Jacket is functionally more correct - which is to say it provides a **massive** reduction from explosives so that not only will you survive, you actually have a decent chance of winning a gunfight.
It’s crazy to me how something as simple as a flak jacket perk is hard for the devs to get right on day 1 after making these games for almost two decades.
Stalker boots can recieve a buff, BUT, on certain weapons with certain builds, it would be OP as hell. If you run a short to mid-ish range 9mm Striker build, the strafe on that gun with stalker is absolutely insanity. Getting another buff would make it strafe ridiculously busted fast. Im sure even pro players would say its busted. So i would be careful how mu h stalker gets buffed. Ghost overall is doing well. I think 1 second or 2 is enough. Besides, strafing deactivates it (since you do pause when turning directions). Quick gloves does work to an extent, but also buffs equipment deployment time. Which for some reason isnt indeed said in its descriptions. (Basically a version if Amped from 2019. ) The shotguns in general are not weak, but whats bad about them is their range is mostly 8M or less (and this is using long barrels). With the way maps are, you basically are always having to two shot or even 3 shot to kill (adding pump reload time. Its super slow).
Idk, maybe this isn’t a popular opinion: if you drop a grenade directly on someone, even with EOD, I think them dying is fair. I mean if they’re standing pretty much on it. If it’s a few feet away, it shouldn’t kill. Also, EoD can reduce the RPG and damage/explosive splash of grenade launcher by more, because that launcher spam is crazy. Direct(or very close)hits can still do good damage/kill, but the splash damage of the launchers should be less.
Bomb squad was broken for the entirety of mw2022s lifespan, they tried to fix it at the launch of season 4 but the patch didn't do anything. It seems they just copy and pasted the code from bomb squad, changed the name to EOD and never bothered to playtest anything to make sure it was working correctly. So now the exact same bug that existed all of mw2022 is just in the next game aswell.
With EOD, I immediately thought it was an issue with the grenade, and in the AMA, SHG did acknowledge that they're pretty sure it's the grenade that's the issue and not actually the EOD perk.
Covert Sneakerd and Ghost are pretty big crutches these days. I usually run Engineer Vest with Dead Silence field upgrade. Engineer Vest increases field upgrade charge rate and two tacticals (stims for me) Dead Silence Field Upgrade is the best of both worlds via covert sneakers and ghost. But, unlike ghost - Dead silence allows you to stay off radar even if you're standing still. Granted in a time limit. It works just like previous MWs where it refills on kill (excluding explosions)
I nice buff to stalker boots would be to improve aim walking steadiness by 50% or something like that. I get so annoyed about the amount of strafing gun bob in these modern games, it just feels annoying despite it being somewhat realistic
Engineer Vest doesn't disable claymores, mines, doesn't let you know when near enemy equipment and the highlight part is barely visible Signal Jammer DOES NOT function consistently Covert sneakers DOES NOT work properly, you can still audibly hear clothes shuffling Vests still don't have full descriptions on what they do Tac sprinting doesn't work properly with half the weapons in the game Melee is still the slowest movement speed option in the game it definitely needs a mega speed buff and melee has a LOT of hit reg issues on console This game is FAR from perfect and needs a lot of work
I would love a breakdown and your opinion on the L/R detector and the Threat Identification gear. Either I don't fully understand those two or they are way too weak.
My suggestion to medic vest: The ability to revive teammates or yourself. Health regens quicker than standard after taking out enenies. Has a 30 second cooldown after the first. Will rinse and repeat. Pistol pulled out on last stand and on bleedout for 30 seconds. Gloves boots +1 gear No lethals/tacticals except for stims Restricted to secondaries (Minus the launchers) only on both primary and secondary slots.
MWIII Players: "Why haven't you incompetent morons fixed Hijacked IFF yet?!? Sledgehammer WWII Games: "Because WE NEED MORE TIME!!!" MWIII Players: "You mean the very thing you adamantly denied you needed up until November 10th?!?"
Was playing snd and got accused of walling because "i know where everyone is" in reality we had a uav and they were all standing in corners, people really need to read the perk descriptions
Covert Sneakers are NOT the problem. The footsteps being louder than gunshots are the problem. I'd be fine with Bone Conduction Headset countering Covert Sneakers,but that's the only nerf I think Covert Sneakers need
I think marksman gloves need a good look at. It feels like they do nothing. It's worth having the gloves that swap weapons faster over the marksman, even for a sniper
The ghost perk is broken, fix it so it’s stays on without moving and give a 5 second delay before it deactivates and you have to move again. Doesn’t matter if you camp, the game now kicks you if you don’t move enough and even if you’re in the same area for too long, getting kills and moving a little it kicks you for inactivity. That’s everyone’s preventative measure for camping. They implemented random AI into the game for bs like voice chat, implement one for camping then too. Don’t just make a perk almost useless because you stopped moving for a millisecond. Also no, if you edit covert sneakers at all and i mean even a gnats nuts, that perk will be absolutely useless. They do one thing and they eliminate footstep sound. If you complain about it too bad it’s literally utilizing an entire perk slot to get rid of a sound in the game which is it’s only benefit. If you adjust it at all then the perk is useless even if you say that bone conduction headset should counter it. Hell no, if that’s the case then Ghost should be on 24/7 and should make you completely undetectable.
Ace, I would love to know how effective the Marksman Gloves are, especially on Sniper Rifles. I feel like the flinch is higher on MW3 even with Marksman gloves than with Focus on MW2. I would love to know if there is any difference.
@TheXclusiveAce, the bone conduction headset needs to be able to hear covert sneakers, it's egregious to have an item as powerful as the sneakers without a counter
Bone Conduction headset should be a hard counter to covert sneakers IMO. My teammates footsteps shouldn’t be as loud as the enemy when equipped. Just wanted to throw that in there..
5:32 I also feel like the ghost perk should have better active/not active indication aside from a tiny little fading. Make it to where like a little ghost perk icon is on the corner of your map or something more obvious than that tiny little fade. Not everyone's 2 feet from their screen. Edit: also, when you strafe in opposite directions, like left-right/back-front, it disables ghost. So, instead, you gotta make circle movements to make sure it stays active. It's rather annoying.
Yeah, they're trying hard to keep people from camping in a corner with ghost. If strafing worked you couldn't just sit on your ass and wiggle left and right to stay invisible.
Something fun for everyone to try: if you equip two MW2 weapons and the IFF Strobe, you will spawn in with no guns whatsoever. The only thing you’ll have is a single frag grenade (you can’t even melee or throw tactical grenades). Fun challenge for anyone interested before the IFF Strobe is fixed
I hereby refer to this as the martyrdom loadout.
@@dillonc7955 Approved
Great game
@@dillonc7955the allah snackbar
Lmao, the perfect reverse boost loadout #reverseboostnation
I think that the mag holster should help a bit more. With some weapons the reload time is still pretty slow even with the perk.
Fr I didn’t even notice a difference when I used that aswell. Possibly another perk that does nothing?
@@seidious8798 Possible, or it depends on the weapon. For example pistol reloads are really fast with the mag holster, but smg's are reaaaally slow. Needs to be twice as fast.
Yeah I put that on my class and took it off after 1 game.
It should not depend on a weapon. It's a passive ability, it should be active all the time on all guns @@RavetsU
@@Anthony-pl2hk Exactly, but it feels like it varies from weapon to weapon. I explained it poorly, sorry for that.
@TheXclusiveAce a hidden benefit of the quick grip gloves also allows you to use/throw field upgrades much faster (like Trophy System) so it’s like the Amped perk from previous games. Not sure why they don’t say it in the glove description in game.
Is that true? Because I was thinking those gloves or the ordinance ones should help you with that.
It’s true@@mcnalga at least when I use Trophy System (I don’t use other field upgrades or even explosive grenadines). Check it out.
@@rockelino it's definitely faster because your gun swaps on and off screen faster
@@mcnalgaThe ordinance gloves also help with it. I think it’s good they both do.
He’s right. U throw symtex and trophy faster
i suggest the Medic vest:
effect: health regen starts upon kill + health regen starts after 2 seconds when on active objective
+ primary/secnodary
- no tactical (so no stacking with stims to balance)
+ lethal equipment
+ field upgrade
+ gloves
+ boots
+ 1 gear slot (to not make this the default crutch vest)
I would love to see that I really miss quick fix
Activision, hire this man
Quick fix would be too op in this game with covert sneakers and ghost unfortunately.
@@Manakuski If quick fix is too OP with ghost and covert sneakers, then maybe just have it as a gear slot so it competes with ghost instead
I like this idea, but I would have 0 equipment slots to balance how strong you've become and have the objective health regen after 1 second. Instant health regen was too much in MW2 but 2 seconds feels like not enough to encourage aggresive objective play.
I think Mag Holster need a buff as well! It’s not compelling enough to use
Makes me think infantry vest completely useless
When you use Shotguns or LMGs a lot it does feel worth it imo
@@Gen10civic Infantry vest is useful if only because it doesn't give you any negatives on your equipment (lethal/tactical) if nothing else.
definitely nothing like the old sleight of hand
The only time I use it is in custom 1v1 because there's nothing else really important in that slot
I think the lightweight boots could use a buff too, like the stalker boots. If they double down on it and make it make you move even Faster, they'd be a pretty solid option.
Only problem with that is that there’s a vest that gives the same perk, meaning that any buff to the boots would have to go to the vest as well.
That would make knifing even more of a nightmare
@dwshade9479 you're thinking of running sneakers and infantry vest no vest gives lightweight
@dwshade9479 lightweight buffs movement speed, you mean the running sneakers which gives you the longer tac sprint and infantry vest that also does it
Lightweight uniquely buffs movement and sprint speed. Very helpful for the Shmooooove
I thought it would be a difficult choice between Ninja boots and Stalker boots, but Stalker boots turned out to be weak anyway, and you can get decent ADS move speed with attachments, making Ninja boots an easy choice.
Nah I use stalker boots on guns where I don't have ads move speed attachments and it works amazingly
One way to make covert sneakers less of a crutch is to add some counter to them. Because bone conduction doesn't work against them and L/R detector doesn't work as high alert should, it only reacts to lasers and sniper scopes.
brain dead perk. So useless. I did however realize that even tho you cant hear footsteps since half if not all the fckn lobby has gone "COVERT" you can hear the little gun metal noises like when they changing weapons or just the equipments on them clanking, if that makes sense. It's something to be aware of otherwise you wont notice it/hear it cuz its very subtle. Mw2 attachments dont do anything either. Bryson series from mw2 are completely useless, Lockwood, beast of a shotgun, useless but I can see why tho. Either way I think theres just something fundamentally flawed about this game cz Deady was a perk back in bo4 but into didnt plunge into "covert epidemic". There was variety in that game and a lot of it. Shit actually worked. I personally think B04 didnt deserve the BS hate it got, people turned their backs on blackout but play warzone religiously. There was a lotta love poured into that game.
A similar investigation of all Field Upgrades would be extremely valuable for many people, for example the Med Box is awkward/bugged beyond imagining, the quick heal is triggered by stuns and flashes so you lose it (even though they do 0 damage in death feeds), you can't reuse the same box after dying and if you die while regenerating health you can't use a Med Box in your next life even if you drop a new one or try to pick up a teammate's box.
Gear is important too, for example how much flinch resistance do Marksman gloves actually give? How do Vests compare to their gear counterparts?
Lots of video ideas for you this year Ace :)
they do damage u tho i was 1 shot and died to a stun not from impact either it landed on the floor by me it exploded and killed me even showed in the kill feed that i died by stun grenade
@@xkingxrud3nx either way, it shouldn't happen... Oh also somehow I got direct impacted by a frag for 43 damage, did it bounce on my head 15 times or something? Lmao
@@ivanfranebijelic7009 medbox is very weak in its current state i agree 5 damage shouldnt negate its whole purpose maybe implement it stop working after a certain damage threshold like if u lose more then half you health or if u lose that much health over the course of multiple encounters
I like the perk system in this game but there is very little completion when it comes to what I am using, engineer vest, reload while sprinting gloves, covert sneakers, eod, and ghost
To use "Cold Blooded" you literally have to switch over to the default class Anti Material. Its crazy how that hasnt been fixed yet
I think the Stalker Boots should boost strafe speeds by 33% and general Aim walking movement speed by 25%. They should also make all strafing and aim walking completely silent as well.
Would make them more competitive, especially if normal aim walking isn't silent by default, and would provide and alternative to people slide canceling and jumping around corners.
I like this, another thing they could do is have the boost your aim walking steadiness because that can be an annoying factor to increasing strafe speeds since you take steps more aggressively it hurts accuracy
My main gripe with Ghost is not only the insta-reveal when stopping, but also it's not that the dimming isn't quite clear when it's active (making the dot darker than it is now would be a good fix). About that activation nerf, it would be good to make it activate at 50% base movement speed.
If they added a perk like quickfix from mw 2019 that would be perfect
yeah i used quick fix on every class in mwii all the time, since ghost was so useless it made more sense to just shoot down uavs instead.
@@SeanWithaFada same here used it on all my classes because im a super aggressive player. Was perfect for my play style
From my experience the Quick Grip gloves are essential for throwing knives. It vastly buffs the time to throw a knife with the Gloves verses without. I was testing this with KVD Enforcer, pretty sure same results with Renitti. If possible can you do testing for how Quick Grip gloves affect use of equipment? Your videos are awesome btw.
Hey Ace, someone already did a video on the 680 and riveter shotguns, but these two shotguns are in a wtf situation currently. The usual pellets a shotgun has in a COD game is 8 pellets. The 680 has 6 pellets, and the riveter has FOUR pellets.(which is why that shotgun is inconsistent) The 680’s barrel the heavy defender long barrel that gives 10 rounds to shoot with gives 10 pellets. It makes it a viable one shot consistent but it’s a little slower. The riveter, you’re gonna have to build it a tac stance build, incendiary build or tac stance with the gauge ball build.
Ace, not sure if you've noticed this in your own testing but the quick swap gloves have the added benefit (not stated in it's description) of reducing equipment and field upgrade usage time (for the trophy system especially). I can't be the only one who's noticed this, but I still agree a fix or buff should still be in the works for the perk's current state when it comes to actually swapping weapons.
Yeah that's what I use it for on builds that I might rely on throwables or field upgrades more. If i have a demo vest + launcher on my class its pretty nice for time savings.
If anything the ordinance gloves are hard to justify using because longer throw range doesn't matter if you throw it slower and have no aiming indicator to have accurate throws. Only case I could see it useful for is if you use prox mines + throwable field equipment.
Loving your MW3 content. Can you do a video on how much Marksman gloves help with sway and flinch resistance?
Having stalker boots be OG-stalker level would be busted without hit-reg bullets.
Activision needs to hire this man to run their QA department.
He'd make less money and be forced to do shit work.
@@Knights_of_the_Nine Haha, so true!
Then he'll see half of these bugs are caused by the various game rigging mechanics.
I’m surprised there’s no one talking about the ACS. That thing for domination is so freaking good.
Yeah it's good but it doesn't mean they need to Nerf it.
@@yungslayz578 never said they need to Nerf it. I hope they keep it as is. Especially since no one uses it
@@StyxYRenegade well I used it all the times so I'm pretty sure some people use it.
I think the high alert perk is underperforming… hard to know directions some times and not as clear/as much help as I would like. Always loved that perk, but atm I do not like it. Sad
Something I do like that the Quick-Grip Gloves do that isn’t stated is that you can use/throw Lethals, Tacticals and Field Upgrades faster. For that very reason I’ve been using it because also don’t know what other advantages other gloves has that can compare to that.
I feel like the Gear slot is the only one that really matters. Yeah, there’s Dead Silence in the boots category, but that’s really all I care about running outside of Gear.
And if they add more perks post-launch, they’re either going to need to buff all the gloves and boots, or the game will become too Gear dependent imo
The gear being so strong also makes it so the only vests that matter are the ones that give two gear slots. Imagine using Gunner's Vest and sacrificing a gear slot _and_ your boots.
@@Scroolewse yeah. I run the Engineer vest for the sole reason of 2 Gear slots
It would be great if they added the fast reload perk to the hands category to make it more of a buffed category and then made it where the tactical pads were buffed where if you were using them it’s basically like mw19 movement where there’s no delay of tactical sprint at all and you can just use it all the time like mw19. Also PLEASE ADD QUICK FIX we desperately need it in this game with how slow the health regen is. Also having high Alert would be good too
Yeah, that'd be neat. I honestly thought stalker boots would work that way. I haven't unlocked it yet. I guess it works more like an additional attachment that increases ADS strafing speed.
I think one of the main problems is that they put everything useful on the gear tab. Why isn't EOD a vest? Cold blooded never used to be in the same tab as ghost afaik. Mag holster could've been gloves also. And for the people saying that it would be a crutch perk, I don't think they care about that seeing as dead silence is the only worthwhile boots option in that category.
You can already move around just enough in a corner to keep Ghost activated though, so there should be no more added difficulty in activity the perk. On perk balance in general, I think it's pretty horrible, especially when there are a bunch that aren't working as expected.
Personally think covert sneakers are broken as in they are basically a crutch perk. There needs to be a counter to them being the bone conduction headset
👏👏👏
Crutch but barely anybody uses it?💀
Nah they are fine, with the mini map being back to normal people need to build into stealth builds, if anything suppressors need a nerf, in old CODs when we had dead silence suppressors always lowered your damage so stealth gmcame at a cost
Agree, you should also not be able to have ghost and covert sneakers in the same class, max stealth slows the game down to a halt and the reason why no one are moving in no objective modes.
I think basic running, walking, sliding and climbing should be silent but tac sprint should have a 10% speed buff and be countered with bone conduction.
They wanna have a tactical game we can have it that way!
Correct me if I'm wrong, but I dont think there is a perk that hides your red name when enemy's hover over you with their crosshair, most of the times I shoot at the red name instead of the actual enemy character itself. So a perk that hides your red name for enemy's would be nice, but maybe a little bit overpowered
Cold blooded my guy? 🤧😂
Like sneakers
Bone conduction should work how Amplify did back in ghosts. To counter. “Dead silence” which it seems like it doesnt at the moment
It shouldnt cause thats what fucked CoD Ghost over. Dudes used Amplify to sit in corners with their UAV or w/e that streak was. Same as now in MW3, they only want Ghost thinking they can camp with it. Dudes just need to play the game better!
@@jeremybrown9611 it makes footsteps louder? But it cant return, covert sneakers back to normal volume. Its just relatively useless perk then at that point. Imo
I dont necessarily disagree with your point. Though. It may lead to the same toxic play style it had then. But honestly its a perk that exists with almost 0 purpose if it doesn’t do it in some capacity. Its not entirely necessary to use to hear people without covert sneakers. Thats my opinion but. As someone who likes to run around the map. Because I cant honestly sit too long in one area. It’s nice not to have everyone hear that lmao
Mag holster needs a buff. We also need a perk to use equipment faster
Quick grip does that
@@MarkUp-_-it only sweeps weapons faster
The weapon variety needs work most IMO, game has the worst that’s ever been simply because so many under performe. Judging by there last balancing update… they’re wanting to go down the same route as brain dead IW and making unnecessary changes for the sake of change
Boots and gloves category need work. Right Now Marksmen gloves and covert sneakers are basically the best.
I dont want these nerfed, just buff the other options.
Stalker boots are also good
@@butteredbread100personally, I can't really tell that much of a difference with stalker boots on or off. Using it to strafe doesn't net me any benefit in situations where Covert sneakers would be better 9/10. It needs to be buffed to 25 percent like it used to be.
@@InvntdXNEWROMAN You're right, just watched the stalker boots video segment and they are weak
@@butteredbread100 they are good, just not good enough to warrant not using covert. Why move a bit faster when the enemy heard me coming 10 seconds ago anyway?
Glad to hear eod is being fixed. Even in mw2 it would occasionally just not work even very late in the year, i had eod on every class but i was consistently getting spawn naded in snd
Covert sneakers need to make a tiny bit more noise. It can make search unplayable when you can’t use audio queues at all. Not much sound but enough to make a little noise when it’s completely silent around you
Skill issue. Use other game knowledge instead of sitting in a corner and soundwhoring people
Its crazy how Cods (especially MW2022) have so many design problems that have already been solved by Treyarch
Hell even forced SBMM by Activision overlords was reduced somehow in Cold War and more random when playing with friends.
Covert Sneakers are so good, that everything else is bad by comparison. They're practically a must-pick because the perks of the other boots pail by comparison. It's like the developers played the old CODs and decided that this was the go-to counter solution for "Soundwhoring" that punished the "run and gun" playstyle that Activision always wanted in COD.
If the footsteps weren’t so damn loud, covert sneakers wouldn’t need to be a crutch, problem solved💯
Personally I think the Mag Holster needs to function more like Fast Hands.
The quickswap gloves do habe another bonus that is not in the description. I think they reduce equipment placement time. I noticed this with the trophy system, which I can plant much faster with these gloves.
In previous games (especially MWII) Overkill used to be such a fun way to change up your game, but in this game Gunner's Vest is so heavily nerfed it's hard to ever justify using it. Looking at it in a vacuum it doesn't seem so bad because it has the extra buffs now but compare it to a full stealth build with one of the vests that gives extra gear and you can see quite clearly it's far weaker. I don't understand why having two primaries is evaluated as such an extreme benefit, in MWII how often did you see someone abusing it with anything other than the gimmick riot shield loadout? It has never been a perk that could compete with the very best perks and it especially can't compete with two perk slots combined.
Hell, the reason no one is talking about this is because the vast majority just don't give a shit about Overkill. Why don't they care? Because they don't use it because it isn't very strong.
Quick swap gloves dont increase primary to pistol swaps because they are already fast. They are for overkill builds or swapping from a pistol to a primary.
I thought i was the only one to think this
I wish we had a perk that reduces shotgun damage. Shotguns are much more annoying then explosives. I also want to see quick fix back and hight alert( the perk i always used).
I think Ghost should be something like anchor based, not movement based. There should be a virtual anchor left in your place every few meters and if you stay in area of that anchor for too long, that's when it deactivates. This way people playing it slow and/or lurking in rooms would have Ghost deactivated even though they technically move around the room - you have to be more aggressive to get Ghost to work.
You can also have some kind of tolerancy meter where if you move the anchor a lot it takes longer for Ghost to deactivate, whereas if you don't move the anchor too much Ghost will almost immediately deactive.
Can you do a video on L/R Detector and Data jacket. Idk what they do in the game
@thexclusiveace the gloves that help with flinch was tone down a lot or it doesn't help with flinch. IT used to work but after a patch it doesn't help on snipers specifically or more noticeable.
I personally really like the new Ghost perk. The only change I want is a UAV notification on my mini map so I can quickly see if I need to constantly be moving or not(plus I could see when the UAV is gone that way)
When I equipped the Conversion Kit on the MCW 6.8 and aimed my characters, clothes obstructed my view. Changing outfits didn't help.
I personally think the fastdraw grip on pistols is much better than quick grip gloves if you're running a sniper/pistol, AR/pistol, etc. I only use the QG gloves on overkill builds as the pistol swap speed isn't terrible. If you feel differently, just run the fastdraw pistol grip.
It’s mildly frustrating that you have to be holding ads for the quick swap to work
@@Adam-pk7goI don't have to hold ADS to swap to my pistol quickly. Maybe change your control scheme?
@@dillonc7955 I don't think it's a keybinding thing, i have fairly normal binds and it's like this on both kbm and controller for me
Gloves as a whole category need buffs, they dont feel like they do anything they say, im expecting the quick reload to be like speed cola and the reloads feel identical without it. I just use marksman gloves for everything but im slowly being convinced they dont do anything as well.
As someone who hates campers with a passion, keep the ghost perk as is. You wanna stay still (yes, even for a second), you’re fair game to the UAV
Ghost worked the same way in Black Ops 3 I don't know about the timings but it requires to be moving in order to activate the perk
UAV should be on a radius with every sweep. When a sweep goes across, that spot gets a ping circle. In order to stay off radar, you have to move out of the circle. Solves the problems.
The quick grip perk is helpful for throwing lethals and tacticals quicker. Means a throwing knife can be snappy and instant.
I have to say it again, the covert sneakers have no competition in that perk tier so everyone uses them and if you don't you are at a huge disadvantage. Dead silence should be a third tier slot perk. You should have to choose between having dead silence or ghost, not both. As it is currently, the competitive meta is covert sneakers and ghost on EVERYONE. It completely ruins the use for audio awareness in this game because literally everyone is running covert sneakers as soon as they can. I mean why not? you're not giving anything significacnt up to use them. That's what I currently hate about this game, it's all about who sees who first and you can't use your hearing to help you anymore.
Having to choose between EOD, TAC Mask, Ghost, AND Cold Blooded ALL IN THE SAME SLOT is sooo painful… To even get 2 of those perks you have to make major sacrifices to your kit and on top of that - they don’t even work properly + glove selection is pretty useless and Covert Sneakers are the only good boot… Max pain with perk balance rn.
You could have just said "every single perk that isn't Marksman Gloves, Covert Sneakers, and Ghost Camo." EOD you can fit in with certain vests so it's fine. The rest are absolute insane crutches and you cannot play without
Quickgrip perk (and those like it from previous cods) do not apply to weapon swap to pistols or knives and havent since mw2019. It helps switching back from pistol to primary though and obviously overkill weapons.
can you see how much the marksmen gloves reduce flinch? This is my go to glove at the moment
The fact that you're just thinking of *one* boot perk that needs a *huge* buff to be competitive with covert sneakers should be a pretty clear indicator that they're overpowered in the first place. Disable them while jumping or tac sprinting, or add a counter through the headset; there are a lot of ways that it could be taken down a peg right now to help make it a bit less than the obvious best perk in the game (short of entirely removing them, which I doubt will happen to appease people who desperately "need" it like yourself)
i really wish we had an equivalent of Quick Fix in this game. being low hp after fighting someone and immediately getting finished off by the next person that comes along is frustrating. i know we have stims but it's not the same.
Also one issue that I think there is with Ghost is that I'm pretty sure Ghost only works if you have it active on sweep START, not when the sweep actually "touches" you.
I have noticed countless amount of times the enemy on my radar at the end of the sweep even though they were running and I always assumed that's because they probably had their Ghost inactive at the beggining of my UAV sweep (i.e. they stood still for a second) and then they were touched by the end of the sweep and I saw them on my radar despite their Ghost perk being already active for 1-2 seconds.
Agree with everything you said, really hope they improve ghost
Are we not gonna talk about the L/R detector? The Blacklight Flashlight? Radar Jammer? So many gear perks in this game see little to no use at all because the benefit they provide is no weak in comparison to ghost and sleight of hand. They need a rework or a buff
I hope they don’t touch ghost at all. That cut down on the camping a lot. They favor the people that want a permanent ghost that doesn’t need movement. It force them to move around
Marksman gloves maybe? They don't seem to help with sway that much
Covert sneakers are a 100% crutch perk and I really don't get why people like have a fully deadsilent 24/7 perk like this... you can play without sound and it makes next to no difference
Pay attention to your surroundings instead of relying on footsteps
@@ntrvrt relying on sight alone is not better... i also never said I struggled or relied on it... ur just cutting out an entire sense... which is dumb
Infantry Vest needs to be buffed, right now it’s the weakest of the other vests. I honestly think giving it lightweight on it would be amazing imo.
I think since Double Time is already a perk they should look into making the vest give players infinite tactical sprint by testing it in the experimental playlist. If it's too overpowered to do that they should make the vest give you all movement perks that increase operator speed at once.
They need to add the delay to being able to use lethal grenades at the start of search and destroy rounds. That plus EOD not working is frustrating as hell.
IW/SHG just need to accept Treyarch's Flak Jacket is functionally more correct - which is to say it provides a **massive** reduction from explosives so that not only will you survive, you actually have a decent chance of winning a gunfight.
It’s crazy to me how something as simple as a flak jacket perk is hard for the devs to get right on day 1 after making these games for almost two decades.
Stalker boots can recieve a buff, BUT, on certain weapons with certain builds, it would be OP as hell. If you run a short to mid-ish range 9mm Striker build, the strafe on that gun with stalker is absolutely insanity. Getting another buff would make it strafe ridiculously busted fast. Im sure even pro players would say its busted. So i would be careful how mu h stalker gets buffed.
Ghost overall is doing well. I think 1 second or 2 is enough. Besides, strafing deactivates it (since you do pause when turning directions).
Quick gloves does work to an extent, but also buffs equipment deployment time. Which for some reason isnt indeed said in its descriptions. (Basically a version if Amped from 2019. )
The shotguns in general are not weak, but whats bad about them is their range is mostly 8M or less (and this is using long barrels). With the way maps are, you basically are always having to two shot or even 3 shot to kill (adding pump reload time. Its super slow).
Idk, maybe this isn’t a popular opinion: if you drop a grenade directly on someone, even with EOD, I think them dying is fair. I mean if they’re standing pretty much on it. If it’s a few feet away, it shouldn’t kill.
Also, EoD can reduce the RPG and damage/explosive splash of grenade launcher by more, because that launcher spam is crazy. Direct(or very close)hits can still do good damage/kill, but the splash damage of the launchers should be less.
the ghost perk forgiveness time should be equal to the longest reload time in the game
Bomb squad was broken for the entirety of mw2022s lifespan, they tried to fix it at the launch of season 4 but the patch didn't do anything. It seems they just copy and pasted the code from bomb squad, changed the name to EOD and never bothered to playtest anything to make sure it was working correctly. So now the exact same bug that existed all of mw2022 is just in the next game aswell.
Bone Conduction headset should act as at least a partial counter to covert sneakers, as Awareness/Sitrep always did in the past
In my opinion ghost should be lenient enough to accomodate a reload from all SMGs and ARs, I don't think that would be asking for too much
Yep, fast reloads for perk and vest is too slow and it bugging me because I'm a fast reload head.
With EOD, I immediately thought it was an issue with the grenade, and in the AMA, SHG did acknowledge that they're pretty sure it's the grenade that's the issue and not actually the EOD perk.
The frag grenade is definitely way too strong atm.
They’ve also acknowledged that EOD isn’t working as intended
Happy Thanksgiving Ace.. Thanks for all the great videos!
Covert Sneakerd and Ghost are pretty big crutches these days. I usually run Engineer Vest with Dead Silence field upgrade.
Engineer Vest increases field upgrade charge rate and two tacticals (stims for me)
Dead Silence Field Upgrade is the best of both worlds via covert sneakers and ghost. But, unlike ghost - Dead silence allows you to stay off radar even if you're standing still. Granted in a time limit. It works just like previous MWs where it refills on kill (excluding explosions)
I nice buff to stalker boots would be to improve aim walking steadiness by 50% or something like that. I get so annoyed about the amount of strafing gun bob in these modern games, it just feels annoying despite it being somewhat realistic
Give the covert sneaker a slight nerf to someone using the bone conduction headset. Fixes the boot category and give the headset a boost
I really like and appreciate this video. I didnt know most of this information but was curious about some of it like how ghost works. Thanks for this.
Engineer Vest doesn't disable claymores, mines, doesn't let you know when near enemy equipment and the highlight part is barely visible
Signal Jammer DOES NOT function consistently
Covert sneakers DOES NOT work properly, you can still audibly hear clothes shuffling
Vests still don't have full descriptions on what they do
Tac sprinting doesn't work properly with half the weapons in the game
Melee is still the slowest movement speed option in the game it definitely needs a mega speed buff and melee has a LOT of hit reg issues on console
This game is FAR from perfect and needs a lot of work
I would love a breakdown and your opinion on the L/R detector and the Threat Identification gear. Either I don't fully understand those two or they are way too weak.
Marksman gloves' flinch resistance is either broken or needs a buff. Feels like I dont even have them on most of the time
the other thing that could help stalker be very good is reduce the weapon "bounce" while strafing.
My suggestion to medic vest:
The ability to revive teammates or yourself.
Health regens quicker than standard after taking out enenies. Has a 30 second cooldown after the first. Will rinse and repeat.
Pistol pulled out on last stand and on bleedout for 30 seconds.
Gloves
boots
+1 gear
No lethals/tacticals except for stims
Restricted to secondaries (Minus the launchers) only on both primary and secondary slots.
MWIII Players: "Why haven't you incompetent morons fixed Hijacked IFF yet?!?
Sledgehammer WWII Games: "Because WE NEED MORE TIME!!!"
MWIII Players: "You mean the very thing you adamantly denied you needed up until November 10th?!?"
Was playing snd and got accused of walling because "i know where everyone is" in reality we had a uav and they were all standing in corners, people really need to read the perk descriptions
Covert Sneakers are NOT the problem. The footsteps being louder than gunshots are the problem. I'd be fine with Bone Conduction Headset countering Covert Sneakers,but that's the only nerf I think Covert Sneakers need
I think marksman gloves need a good look at. It feels like they do nothing. It's worth having the gloves that swap weapons faster over the marksman, even for a sniper
The ghost perk is broken, fix it so it’s stays on without moving and give a 5 second delay before it deactivates and you have to move again. Doesn’t matter if you camp, the game now kicks you if you don’t move enough and even if you’re in the same area for too long, getting kills and moving a little it kicks you for inactivity. That’s everyone’s preventative measure for camping. They implemented random AI into the game for bs like voice chat, implement one for camping then too. Don’t just make a perk almost useless because you stopped moving for a millisecond. Also no, if you edit covert sneakers at all and i mean even a gnats nuts, that perk will be absolutely useless. They do one thing and they eliminate footstep sound. If you complain about it too bad it’s literally utilizing an entire perk slot to get rid of a sound in the game which is it’s only benefit. If you adjust it at all then the perk is useless even if you say that bone conduction headset should counter it. Hell no, if that’s the case then Ghost should be on 24/7 and should make you completely undetectable.
Ace, I would love to know how effective the Marksman Gloves are, especially on Sniper Rifles. I feel like the flinch is higher on MW3 even with Marksman gloves than with Focus on MW2. I would love to know if there is any difference.
Same, curious how strong the effect is
@TheXclusiveAce, the bone conduction headset needs to be able to hear covert sneakers, it's egregious to have an item as powerful as the sneakers without a counter
Bone Conduction headset should be a hard counter to covert sneakers IMO. My teammates footsteps shouldn’t be as loud as the enemy when equipped. Just wanted to throw that in there..
Not having Quick Fix and Fast Hands equivalents is a crime.
5:32 I also feel like the ghost perk should have better active/not active indication aside from a tiny little fading. Make it to where like a little ghost perk icon is on the corner of your map or something more obvious than that tiny little fade. Not everyone's 2 feet from their screen.
Edit: also, when you strafe in opposite directions, like left-right/back-front, it disables ghost. So, instead, you gotta make circle movements to make sure it stays active. It's rather annoying.
Yeah, they're trying hard to keep people from camping in a corner with ghost. If strafing worked you couldn't just sit on your ass and wiggle left and right to stay invisible.
Been saying it since day 1 with the swap speed gloves....they don't work. I hate that, because i wanna be able to swap to my knife insta when rushing