UPDATE: I've received confirmation from Treyarch that Kick Reset Speed is not referring to center speed but instead the time it takes to reset your recoil pattern since recoil values will change with a gun during sustained fire. So a gun may have low recoil for the first 5 rounds but then suddenly increase after that if you continue to hold down the trigger or if you only take a very short break between firing and Kick Reset Speed reduces the threshold on that so you don't have to let off on the trigger for as long to start from the beginning of your recoil pattern again where you may have lower recoil (depending on the gun). This means, Muzzle Brake will pair well with guns that have low initial recoil so you can tap fire and maintain that low recoil easier than without Muzzle Brake. It also works well with its other benefit which is the improvement to first shot recoil.
Yeah when I saw your first test I was confused as to why you thought it would have any impact on a mag dump at full auto. To me it was obviously how fast the gun recovers from the recoil back to default or 0 or neutral whatever you wanna call it. But that's probably because of me having played Valorant where recoil reset is a foundation of shooting mechanics in the game. I was really hoping to see you test how effective the reset speed is because it's a newly mentioned stat buff for the franchise at least explicitly. It plays a huge role in transferring from the first kill to the 2nd and then the 3rd etc rapidly while combatting the fact that by the 2nd and 3rd kill, you're so far into the insane recoil pattern of certain guns. So the reset speed if fast enough, can actually allow you to take a very short pause off the trigger and basically start over on the next target. So in the span of 2-3 seconds, 3 rapid kills could be had faster than normal with less missed shots with such an attachment. This would only matter at range though. I've tried it a bit in FFA Scud with the XM4 and I found that playing into the strengths of the kick reset muzzle felt like it worked. Most rapid 2 or 3 pieces seemed like the recoil reset within a couple hundred milliseconds. But that's just how it felt, I don't have tests to back it up.
I read in an article last week that future COD games will essentially be "Screened" if you will.. what I mean by that is the article stated that in the future the dev's wouldn't have as much/the last say so on what features would be put ingame. Using the latest innovation omnomovement as an example sayin that omnimovememt may be taking a "backseat" in future COD titles as their would be a "team" overseeing,testing, and over deciding on any and all features (new and old alike). ... I wanted to know if you've read/heard anything about that or similar to it. And on what bases would something like this be implemented especially coming off what is and has been LITERALLY the BIGGEST COD title to date.. IMHO omnimovememt should become a staple mechanic in a similar fashion that tac sprint was implemented and has remained used since and to a lesser extent tac-stance
These are the videos I want. I don't need guides for specific guns. I find information covering a wider topic much more helpful and interesting to watch.
Suppressor: removes the blip in your map when you fire, no range effect Compensator: most vertical recoil control Ported Compensator: less vertical recoil control than compensator, but has better recoil in the first few bullets. Recommended for burst-fire and semi-auto weapons. (For the goblin where the 2nd shot recoil is very significant, ported compensator will reduce it so they are close together.) Muzzle brake: not really improving center speed, but does help reduce overcompensating reticle centering (in snipers, the reticle will center closer to where you last shot it). Doesn't really help with recoil a lot. Conclusion: For burst-fire and semi-auto weapons, ported compensator is recommended, potentially over suppressor. For other weapons, ported compensator, but if you want even more recoil control, choose compensator. If you can control the recoil, then obviously suppressor.
since SMGs are so damn bad vs ars i think pushing and getting flanks is the best way to aproach the game so imo surpressor is king since you have no drawbacks .... for smg classes always .
@@Akashitb I agree. However, since I am always flanking or in 1vsX scenarios, my preference is suppressor for everything (besides semi-auto weapons maybe, haven't used them) along with recoil springs if necessary.
BO6 is a very fast paced game, no-one is checking the mini-map- there is no time for that, and most of the people are using counter UAV's anyway. so no need to use suppressors in BO6 in my opinion.
@Shogun_1973 kinda disagree, though omni can be nice for close range outplays the game doesnt feel as quick as mw3 to me at least, also evry single ar is strong af right now and ttk is lower than mw3 therefore holding Ar type of players can do dmg . It depends on maps , for example skyline i always play smg cause it easy to run to my spots but other maps its rough to get in range . Suppressor helps you stay in positions and keep being annoying around their spawns pretty much.
the downside is the opportunity cost of taking a different better attachment, or having to use gunfighter wildcard. but i actually like that being the tradeoff instead of having negative stats.
@@gamerguy6990 It depends on the gun you're using it with. The PP919 is a huge beneficiary of it. It's got the slowest reload and movement speed of the SMGs by a slight amount. But since it's got a 50 bullet mag the best fast mag decreases it down to 30 bullets which is normal for the other SMGs. So for the cost of having the same base mag size as the other SMGs you get a faster reload and movement speed than the other SMGs and that's before adding the same movement attachments the other SMGs get to use as well.
@@tylerhill40 No it alows granularity. Low Iq zoomers will always look up meta builds and that will be "simple" but everyone else should be able to choose complexity if they wish
Ace, I think muzzle break might be resetting the recoil pattern of full auto weapons when they are fired in burst. If you fire the XM4 in a four to five round burst after a few burst the recoil starts going crazy right just like the actual recoil pattern does. So I think what happens is even in burst fire the full auto weapons continue the recoil pattern even if you have a slight pause in between bursts. The muzzle break likely makes the gun “reset” the recoil pattern when firing in burst with a full auto weapon.
I use LMG’s and I can confirm you’re correct. The PU-21 has insane horizontal recoil after a short period of firing even if you do delayed bursts. The muzzle break attachment massively mitigates this issue and resets the recoil pattern after only a short delay.
I found kick reset speed to be something different than how you explained it. I found it to be how long it takes for the recoil pattern to reset when you stop shooting. Best way I can explain it is if you are shooting a target with the XM4 (which kicks up then to the right), and then you stop shooting (during the part of the recoil pattern that kicks to the right) for a second to switch to a new target your recoil pattern will continue on target 2 (kicking to the right) where it left off on target 1. While with the muzzle break attachment, as soon as you stop shooting it resets the recoil pattern completely.
And the benefit that it’s actually quieter shooting. Or at least toned down sound. I wonder if you can actually hear it from same distance just different sound? 🤷🏼♂️
Glad I’m not hallucinating- the Muzzle Brake is really weird even if it does seem to help land shots a little more consistently. But it basically seems like a stopgap for semi-auto rifles until you’re able to unlock the Compensator.
Could it be that the muzzle brake help you to passively better at controlling the recoil as you used the same amount of force on the joystick/mouse in comparison to using no muzzle (so that you will use less force to control the recoil), but it won't be noticable if you don't try to actively controlling the recoil as it maintained almost the same recoil patterns for automatic weapons?
I'd really be interested in a video about the Laser category. In particular the Strelok Laser because of the "Hipfire to ADS Accuracy" for it. Does it actually help with your initial centering? Also the other ones that help with sliding/diving spread etc. Always love these informative vids Ace! Thanks for everything you provide to the CoD Community
Off topic, but the map Vault actually has grown on me quite a bit. I played a few games of Domination on it with a lobby of varied skill and it had actual flow and was really fun. Shows SBMM does even more harm because people move less
They need to add aim walking steadiness and aiming stability to the vertical grip underbarrel! There is only one attachment in the entire game that helps aim walking steadiness (a laser) and it’s insanely wobbly without the attachment.
They need to just bring back aiming stability and recoil control, and do away with vertical / horizontal recoil control, aim idle sway, hip fire recoil control etc. It's too much to take in and does my head in.
The muzzle brake was most noticable for me using handguns like the GS.45. What it seems to do is that, with the right cadence, your next shot gets the first shot bonus sooner. If you can space your shots out just right, the recoil becomes much easier to handle! :)
Ace: "they should add a recoil wall in the firing range" Cod: "we added a recoil wall in the firing range" Ace: continues to use random objects in maps as a recoil wall.
When I first saw their recoil wall in the firing range I had the same thought as Ace... it's too close. I don't care what my recoil looks like at 15M, it matters downrange.
This video is so funny because a couple hours ago I was looking up this very video but it wasn't even out yet so I was looking for other creators recoil muzzle videos but they don't hit like aces
@@SquirrelMaster21 hahaha came in specifically to hunt for people sucking X off for doing a video one something they can look up in the game themselves
Thoughts on how they balance horizontal vs vertical? Vertical recoil control being in the suppressor category takes your chance of being off the radar when firing if your gun needs vertical recoil help. Horizontal doesn't come with this downside.
The DM-10 is my favorite weapon and I've been using the Compensator, but after seeing this I'm definitely switching to the Ported Compensator or Muzzle Brake, I'll have to test them both, thanks for the video and showing how all these work
Great video! Very useful information presented with minimal biased. Here's to hoping you now do a followup with the barrels as I belive certain ones also have accuracy benefits/detriments
@ you think that is better than 8 attachments? For 6v6 objective? I haven’t unlocked perk greed but feel like I would need that because ghost has been a crutch
Great vid! I'd love to see similar video diving into the flinch resistance attachments seeing I don't think advanced stats gives any hard values. Also hope to see some perk stuff sometime, specifically wondering exactly what the Dexterity perk does.
I think their muzzle brake interpretation is "faster to come to rest at center after firing" rather than "faster to return to center after firing" could use a clearer description because i personally don't think it appears bugged.
Kick reset speed might be how fast the pattern resets when you tap fire. In my experience, if you fire a few bursts for accuracy, the pattern will mostly pick up where it left off. It's kind of like a cooldown, I think.
Depends on the gun most assault rifles Its the compensator but for the ames 85 Its the muzzle break. If you use any other compensator you get inverted recoil
Love Ace been watching him for years best content creator period. Just wish he would show a little bit more love to the hardcore scene. As a 10+ year hardcore only player it's hard to get information on that mode
the overcompensation in the dm10 example is probably due to the reduced recoil, not the recenter speed. less recoil up probably results in less overcompensation down
I use Compensator + vertical foregrip for maximum recoil control, but some guns are accurate without attachments from here swapping an attachment slot from recoil control to other useful slot like suppressor will be better Edit : forgot the recoil spring in fire mode slot it seems to be the best single attachment for better vertical and horizontal recoil control
@@varunaX it may seems little but can be better option if you want to use suppressor or some other foregrip that improves sprint movement speed if I not mistaken the recoil springs is the only attachment that improves both vertical and horizontal recoil control and I feel it improves a lot more than 10% - 14% I use semi auto marksman rifles and iron sight svd a lot those guns having huge gap between each shot and I see the recoil springs help a lot more than what it mentioned in advanced stats
I think it's more likely that the reduced overcompensation shown on the DM-10 is just a result of the muzzle brake reducing the magnitude of the vertical recoil, not the centering speed. Less upward kick means less overcompensation when coming back to center. Seems to me the increased center speed is just bugged.
muzzle break is likely working to reset your aim when you feather the trigger, i'd imagine. resetting recoil pattern between bursting with a full auto. i haven't tested it, but that's what i assume when i read that effect.
What if we're misunderstanding what kick reset speed is?? What happens if you take brief intermissions between bursts of maybe 5 to 9 rounds of auto fire? Both ADS and hip?
Are we just ignoring that it looks like the ported compensator also tightens up the horizontal spread? Almost every spread you showed looked a little less sporadic left and right
I use snipers and have found out that the thermal 6x still gives sniper glint even though its not in the con list. We only can use the iron sights to negate complete sniper glint ..
Can u explain bullet velocity? I saw ur older video about it for a different COD but wondering how it applies to this game. And tbh I still don't fully understand. This is my first COD in years
Multiply the velocity by .05 and you get the range at which your gun is literally hitscan. Beyond that range, now the shot accounts for bullet drop and travel time. Any increase to velocity will have 0 impact on fights within that initial hitscan range but it will increase that range.
I dont think the muzzle break reduced the overcompensation, just bugged. i think its just less recoil from the first shot, making the gun have "less negative recoil" as well if that makes sense. like if you have the ported compensator or regular compensator the overcompensation will be less as well because it reduces recoil. I feel its wierd that you didnt use the ported compensator to check this as well, but I understand if you didnt think about it. love your videos as always. Edit: spelling
overall ported is the best hence why it is unlocked last however if you are using auto weapons first shot recoil control doesnt do much. But if you have a burst fire or even fast semi auto it matters alot I main the SWAT 5.56 and Goblin Mk2 it helps you hit the first 2-3 rounds instead of 1 and then the other two skying
I highly recommend just the supressor on burst weapons. Far better to just stay off the mini map than the next to nothing compensation from thew other 3
I kinda wish sniper rifles got tested too. The snipers don't seem to completely recenter after multiple shots (I remember this being a thing in MWII also) but it's most noticable with the SVD. I'm wondering if any of the muzzle attachments help with that.
If you know the gun pattern and its recoil, just use the suppressor, no map ping is vital in cod and there is no downsides this year so COD is quite literally telling you to use it when you master the gun
I wish I could use these muzzles as a zombie player but the silencers extra salvage is just to strong. Miss when the extra salvage effect was on the lasers.
Is the muzzle brake designed to help with people burst/tap firing automatic weapons? The kick reset takes effect after you stop firing each burst, and then has an first shot decrease each time
Hey Ace, can you do another video explaining the mini map in terms of suppressors, ghost, any other interactions that might not be obvious. The whole thing has been confusing since MW2019, and I’m not even sure how it works in this game.
Isn't the Kick Reset Speed supposed to cover the upward kick and the downwards over-compensation before the sights return for real to the center? So it doesn't just make it faster in the going up and "resetting to center", but on the going up, going down and truly resetting to center. It's not that good most of the time tbh, but it can be felt when going semi or burst shooting. This kind of attachment was a god send for me on MW2 and MW3 with some marksman rifles as I'm not good at spamming them with M&K, and when trying to time the shots I would often end up shooting way below the target due to the over-compensation after the kick.
They seem to have simplified the attachments and their effects alot. Do you prefer this over the previous Modern Warfare games where each attachment could have multiple pros and cons?
excellent content, can you please make a video regarding the damage of the grandes? I do believe the damage is not standard and I have several cases where I am well away of the radius of the grenade (thermal, frag or Semtex) it either kills me or does significant damage.
Depending which gun it is I honestly think a red dot/holo sight is more beneficial than a recoil attachment if I have to choose one. Especially the LMGs.
UPDATE: I've received confirmation from Treyarch that Kick Reset Speed is not referring to center speed but instead the time it takes to reset your recoil pattern since recoil values will change with a gun during sustained fire. So a gun may have low recoil for the first 5 rounds but then suddenly increase after that if you continue to hold down the trigger or if you only take a very short break between firing and Kick Reset Speed reduces the threshold on that so you don't have to let off on the trigger for as long to start from the beginning of your recoil pattern again where you may have lower recoil (depending on the gun). This means, Muzzle Brake will pair well with guns that have low initial recoil so you can tap fire and maintain that low recoil easier than without Muzzle Brake. It also works well with its other benefit which is the improvement to first shot recoil.
Common 3arc clarification W. Would explain why the SWAT had such a great improvement since the burst delay gives the KRS time to rein it in.
Yeah when I saw your first test I was confused as to why you thought it would have any impact on a mag dump at full auto. To me it was obviously how fast the gun recovers from the recoil back to default or 0 or neutral whatever you wanna call it. But that's probably because of me having played Valorant where recoil reset is a foundation of shooting mechanics in the game.
I was really hoping to see you test how effective the reset speed is because it's a newly mentioned stat buff for the franchise at least explicitly. It plays a huge role in transferring from the first kill to the 2nd and then the 3rd etc rapidly while combatting the fact that by the 2nd and 3rd kill, you're so far into the insane recoil pattern of certain guns. So the reset speed if fast enough, can actually allow you to take a very short pause off the trigger and basically start over on the next target. So in the span of 2-3 seconds, 3 rapid kills could be had faster than normal with less missed shots with such an attachment.
This would only matter at range though. I've tried it a bit in FFA Scud with the XM4 and I found that playing into the strengths of the kick reset muzzle felt like it worked. Most rapid 2 or 3 pieces seemed like the recoil reset within a couple hundred milliseconds. But that's just how it felt, I don't have tests to back it up.
I read in an article last week that future COD games will essentially be "Screened" if you will.. what I mean by that is the article stated that in the future the dev's wouldn't have as much/the last say so on what features would be put ingame. Using the latest innovation omnomovement as an example sayin that omnimovememt may be taking a "backseat" in future COD titles as their would be a "team" overseeing,testing, and over deciding on any and all features (new and old alike). ... I wanted to know if you've read/heard anything about that or similar to it. And on what bases would something like this be implemented especially coming off what is and has been LITERALLY the BIGGEST COD title to date.. IMHO omnimovememt should become a staple mechanic in a similar fashion that tac sprint was implemented and has remained used since and to a lesser extent tac-stance
These are the videos I want. I don't need guides for specific guns. I find information covering a wider topic much more helpful and interesting to watch.
Yeah but *I* want gun guides
@fifteen8850 Good for you. You'll get them.
yeah but you aint the only one he makes videos for
Ain't much attachments this lap. You can test them out for yourself
@@testepoi4843 Obviously.
Can the 12 year olds stop replying to me now? 😂
Hint: They don't.
Suppressor: removes the blip in your map when you fire, no range effect
Compensator: most vertical recoil control
Ported Compensator: less vertical recoil control than compensator, but has better recoil in the first few bullets. Recommended for burst-fire and semi-auto weapons. (For the goblin where the 2nd shot recoil is very significant, ported compensator will reduce it so they are close together.)
Muzzle brake: not really improving center speed, but does help reduce overcompensating reticle centering (in snipers, the reticle will center closer to where you last shot it). Doesn't really help with recoil a lot.
Conclusion: For burst-fire and semi-auto weapons, ported compensator is recommended, potentially over suppressor. For other weapons, ported compensator, but if you want even more recoil control, choose compensator. If you can control the recoil, then obviously suppressor.
since SMGs are so damn bad vs ars i think pushing and getting flanks is the best way to aproach the game so imo surpressor is king since you have no drawbacks ....
for smg classes always .
@@Akashitb I agree. However, since I am always flanking or in 1vsX scenarios, my preference is suppressor for everything (besides semi-auto weapons maybe, haven't used them) along with recoil springs if necessary.
@thesuspect2847 yeah i guess it depends when you play in some maps holding AR then you can go for recoil more but for smgs its 100% supp.
BO6 is a very fast paced game, no-one is checking the mini-map- there is no time for that, and most of the people are using counter UAV's anyway. so no need to use suppressors in BO6 in my opinion.
@Shogun_1973 kinda disagree, though omni can be nice for close range outplays the game doesnt feel as quick as mw3 to me at least, also evry single ar is strong af right now and ttk is lower than mw3 therefore holding Ar type of players can do dmg .
It depends on maps , for example skyline i always play smg cause it easy to run to my spots but other maps its rough to get in range .
Suppressor helps you stay in positions and keep being annoying around their spawns pretty much.
i love how almost all of the attachments have no downsides
the downside is the opportunity cost of taking a different better attachment, or having to use gunfighter wildcard.
but i actually like that being the tradeoff instead of having negative stats.
I don’t see the point in any fast mag attachment. The amount of ammo thats decreased just to reload faster doesn’t seem worth it.
Your guns actually get better as you unlock attachments, what a concept
@@gamerguy6990 It depends on the gun you're using it with. The PP919 is a huge beneficiary of it. It's got the slowest reload and movement speed of the SMGs by a slight amount. But since it's got a 50 bullet mag the best fast mag decreases it down to 30 bullets which is normal for the other SMGs.
So for the cost of having the same base mag size as the other SMGs you get a faster reload and movement speed than the other SMGs and that's before adding the same movement attachments the other SMGs get to use as well.
@@cmelchyes but that’s the only gun it benefits from 🤡
Not gonna lie,I really enjoy y the simplicity of attachments in this gamw
It’s nice how there aren’t too many downsides to most attachments so you don’t have to spend so long min/maxing every little thing.
This is how it should be.
Modern Warfare was stupid.
@tylerhill40 grognak feel scared and insignificant when he sees red minus mark, grognak prefer only green plus marks
@@tylerhill40yeah it got wayyyy too complex
@@tylerhill40 No it alows granularity. Low Iq zoomers will always look up meta builds and that will be "simple" but everyone else should be able to choose complexity if they wish
Ace, I think muzzle break might be resetting the recoil pattern of full auto weapons when they are fired in burst. If you fire the XM4 in a four to five round burst after a few burst the recoil starts going crazy right just like the actual recoil pattern does. So I think what happens is even in burst fire the full auto weapons continue the recoil pattern even if you have a slight pause in between bursts. The muzzle break likely makes the gun “reset” the recoil pattern when firing in burst with a full auto weapon.
I use LMG’s and I can confirm you’re correct. The PU-21 has insane horizontal recoil after a short period of firing even if you do delayed bursts. The muzzle break attachment massively mitigates this issue and resets the recoil pattern after only a short delay.
I found kick reset speed to be something different than how you explained it. I found it to be how long it takes for the recoil pattern to reset when you stop shooting. Best way I can explain it is if you are shooting a target with the XM4 (which kicks up then to the right), and then you stop shooting (during the part of the recoil pattern that kicks to the right) for a second to switch to a new target your recoil pattern will continue on target 2 (kicking to the right) where it left off on target 1. While with the muzzle break attachment, as soon as you stop shooting it resets the recoil pattern completely.
Oooo that’d be rather handy
Doesn't it say something along those lines in the description of the attschment? Or am I crazy?
yo XM4 is a joke--so EASY to control. have any of u tried the light machine gun? that shit is absolute trash :( comparatively speaking
Ace you are the best cod analysis UA-camr. Love to infographics to show the different weapons recoil and the conciseness of your videos
The silencer also helps with aiming from the muzzle flash I feel it’s more anecdotal, but I’ve always felt this way with most cods.
With thermals it’s extremely useful
And the benefit that it’s actually quieter shooting. Or at least toned down sound. I wonder if you can actually hear it from same distance just different sound? 🤷🏼♂️
@ I doubt it, at least in SnD it was so suppressed I couldn’t pinpoint a direction at all a few times, which has been unusual previously
Glad I’m not hallucinating- the Muzzle Brake is really weird even if it does seem to help land shots a little more consistently. But it basically seems like a stopgap for semi-auto rifles until you’re able to unlock the Compensator.
Could it be that the muzzle brake help you to passively better at controlling the recoil as you used the same amount of force on the joystick/mouse in comparison to using no muzzle (so that you will use less force to control the recoil), but it won't be noticable if you don't try to actively controlling the recoil as it maintained almost the same recoil patterns for automatic weapons?
That first shot kicks the hell out of the gun visually, the MB helps with that too.
really wish they'd make the muzzle brake a little more useful across the board, there's not too much you can do to help horizontal recoil unlike MW3
Thanks for making this one because I was confused on what was actually happening with these based on their wording
I saw they added a recoil wall in the shooting range i instantly thought “oh xclusive ace will love this feature only for you to shoot at a van😭😂
lmao I thought the same thing, but I think it makes it easier for him to edit if all the bullet holes are in one place
I'd really be interested in a video about the Laser category. In particular the Strelok Laser because of the "Hipfire to ADS Accuracy" for it. Does it actually help with your initial centering? Also the other ones that help with sliding/diving spread etc. Always love these informative vids Ace! Thanks for everything you provide to the CoD Community
Yo Ace, I'm just here to say thank you! For all of it and everything you do for us!!! Your consistency is unmatched. Thank you bro!
Finally a content creator that makes videos and explains in great detail the pros and cons of attachment. You sir have a new subscriber!
In Zombies the suppressor improves the chances of zombies dropping salvage, which is really nice to use
I needed this, switching from Muzzle Brake to Ported Comp now.
reminds me of the old drift0r videos. keep up the good work man ! 👍
Off topic, but the map Vault actually has grown on me quite a bit. I played a few games of Domination on it with a lobby of varied skill and it had actual flow and was really fun. Shows SBMM does even more harm because people move less
Hey Ace, just wanted to say that I really appreciate the videos! Helps me get my gun builds just right!
They need to add aim walking steadiness and aiming stability to the vertical grip underbarrel!
There is only one attachment in the entire game that helps aim walking steadiness (a laser) and it’s insanely wobbly without the attachment.
They need to just bring back aiming stability and recoil control, and do away with vertical / horizontal recoil control, aim idle sway, hip fire recoil control etc. It's too much to take in and does my head in.
@johnmorris1009 I agree, but this is alot cleaner than mw3 my friend. Were going back in the right direction
The muzzle brake was most noticable for me using handguns like the GS.45. What it seems to do is that, with the right cadence, your next shot gets the first shot bonus sooner. If you can space your shots out just right, the recoil becomes much easier to handle! :)
Ace: "they should add a recoil wall in the firing range"
Cod: "we added a recoil wall in the firing range"
Ace: continues to use random objects in maps as a recoil wall.
He explained that he doesn’t like it a couple videos back lmao
Ace said it was too close to be useful
When I first saw their recoil wall in the firing range I had the same thought as Ace... it's too close. I don't care what my recoil looks like at 15M, it matters downrange.
It's a very low quality firing range as a whole and the recoil wall included
The recoil plate also resets every time you back out to tweak the gun
This video is so funny because a couple hours ago I was looking up this very video but it wasn't even out yet so I was looking for other creators recoil muzzle videos but they don't hit like aces
the games have told you exactly what attachments do for 3 games now, these videos are useless
@@joshuakelly359 yet here you are watching too…
@@SquirrelMaster21 hahaha came in specifically to hunt for people sucking X off for doing a video one something they can look up in the game themselves
@@SquirrelMaster21lmaooo
Thoughts on how they balance horizontal vs vertical? Vertical recoil control being in the suppressor category takes your chance of being off the radar when firing if your gun needs vertical recoil help. Horizontal doesn't come with this downside.
The DM-10 is my favorite weapon and I've been using the Compensator, but after seeing this I'm definitely switching to the Ported Compensator or Muzzle Brake, I'll have to test them both, thanks for the video and showing how all these work
Best cod channel on UA-cam. Keep it up, man. Much love ❤️
Great video! Very useful information presented with minimal biased.
Here's to hoping you now do a followup with the barrels as I belive certain ones also have accuracy benefits/detriments
Thanks for the tips 🎉 it makes call of duty multi player and zombies way more enjoyable. I was struggling my KD doubled
You should have tested the swat with rapid fire equpped for the muzzles, I would like to see that. Otherwise, great content!
I didn’t even know the gun would over compensate when centering back down. Those little things can just make the guns feel more awkward
Everyone year I'm so grateful for your work ❤
And that ladies and gents is why ACE is far superior than most other COD content on YT .. absolute legend with the science! ❤
Yessss for real
It looks like the Compensator is better than the Ported Compensator for all full auto and semi-auto guns
Try muzzle brake for slow fire rate guns like the very first LMG.
Btw Ace, they added a resetting recoil wall to the firing range you might want to check out for displaying/comparing recoil
To be honest, I'm always shoving a suppressor on there
Same. Game is sweaty enough I don’t need people seeing me on the map
@@saxboss1 also the reduced muzzle flash helps a lot with tracking
Ninja + suppressor is the way to go
@ you think that is better than 8 attachments? For 6v6 objective? I haven’t unlocked perk greed but feel like I would need that because ghost has been a crutch
Suppressor gang!! Nothing but!
Really liking the more simplified attachment system this year
just wanted to say that's a really nice thumbnail, Ace!
Great vid! I'd love to see similar video diving into the flinch resistance attachments seeing I don't think advanced stats gives any hard values.
Also hope to see some perk stuff sometime, specifically wondering exactly what the Dexterity perk does.
These are the best ones you do. Thx
Muzzle break with precision grip, or the marksman grip. The marksman grip is insanely good and I’m surprised nobody talks about it.
I think their muzzle brake interpretation is
"faster to come to rest at center after firing" rather than "faster to return to center after firing" could use a clearer description because i personally don't think it appears bugged.
Kick reset speed might be how fast the pattern resets when you tap fire. In my experience, if you fire a few bursts for accuracy, the pattern will mostly pick up where it left off. It's kind of like a cooldown, I think.
I hope we get a video on lasers. I'm paranoid about their visibility, so I hope Ace shows just how visible they are to enemies.
Depends on the gun most assault rifles Its the compensator but for the ames 85 Its the muzzle break. If you use any other compensator you get inverted recoil
thanks knew that muzzle brake wasn’t working. can’t wait for the under barrel video ❤️
You not having a million subs is a sin. Excellence, Sir.
Love Ace been watching him for years best content creator period. Just wish he would show a little bit more love to the hardcore scene. As a 10+ year hardcore only player it's hard to get information on that mode
Awesome video as usual. Thanks for your hard work
the content we need
great vid been wondering which was best ....
8:20 i think the less overcompensation is a direct result of the lower first shot recoil, and that the other stat is bugged.
You’re doing gods work
The flash reduction is a BIG bonus to using a suppressor
the overcompensation in the dm10 example is probably due to the reduced recoil, not the recenter speed. less recoil up probably results in less overcompensation down
7:50 you should check to see if the compensator and ported does this too, if they do than the muzzle brake is busted
You do god’s work my friend.
I use Compensator + vertical foregrip for maximum recoil control, but some guns are accurate without attachments from here swapping an attachment slot from recoil control to other useful slot like suppressor will be better
Edit : forgot the recoil spring in fire mode slot it seems to be the best single attachment for better vertical and horizontal recoil control
its not though.. it only decreases recoil 10-14% , which is nothing in this game
@@varunaX it may seems little but can be better option if you want to use suppressor or some other foregrip that improves sprint movement speed if I not mistaken the recoil springs is the only attachment that improves both vertical and horizontal recoil control and I feel it improves a lot more than 10% - 14% I use semi auto marksman rifles and iron sight svd a lot those guns having huge gap between each shot and I see the recoil springs help a lot more than what it mentioned in advanced stats
pretty sure compensator helps recoil gun kick as well which is visual bounce or shake that the gun has and is huge imo
I hope you include the recoil springs attachment as well in the follow up video.
Wow that’s some crazy recoil after the first 10 shots
Kompact 92 give me Vector vibe. Amazing gun for close range
Yup
I think it's more likely that the reduced overcompensation shown on the DM-10 is just a result of the muzzle brake reducing the magnitude of the vertical recoil, not the centering speed. Less upward kick means less overcompensation when coming back to center. Seems to me the increased center speed is just bugged.
muzzle break is likely working to reset your aim when you feather the trigger, i'd imagine. resetting recoil pattern between bursting with a full auto. i haven't tested it, but that's what i assume when i read that effect.
What if we're misunderstanding what kick reset speed is?? What happens if you take brief intermissions between bursts of maybe 5 to 9 rounds of auto fire? Both ADS and hip?
Thanks Ace
Are we just ignoring that it looks like the ported compensator also tightens up the horizontal spread? Almost every spread you showed looked a little less sporadic left and right
I use snipers and have found out that the thermal 6x still gives sniper glint even though its not in the con list.
We only can use the iron sights to negate complete sniper glint ..
Can u explain bullet velocity?
I saw ur older video about it for a different COD but wondering how it applies to this game. And tbh I still don't fully understand. This is my first COD in years
Multiply the velocity by .05 and you get the range at which your gun is literally hitscan. Beyond that range, now the shot accounts for bullet drop and travel time. Any increase to velocity will have 0 impact on fights within that initial hitscan range but it will increase that range.
@TheXclusiveAce ok cool thank u brother. That really helps
I need to put this on more guns, thanks for the explanation @@TheXclusiveAce
@@TheXclusiveAce but can you test this? ive noticed zero difference with any gun with any velocity attachment. unless im crazy
@@bs_blackscout reinforced barrel is meta on every AR and smg
I assumed that the kick reset speed was referring to accuracy bloom in hipfire and how fast your crosshairs tighten when you stop shooting
I dont think the muzzle break reduced the overcompensation, just bugged. i think its just less recoil from the first shot, making the gun have "less negative recoil" as well if that makes sense. like if you have the ported compensator or regular compensator the overcompensation will be less as well because it reduces recoil. I feel its wierd that you didnt use the ported compensator to check this as well, but I understand if you didnt think about it. love your videos as always.
Edit: spelling
You should have also tested snipers because they don’t recenter after shooting which feels very weird I want to know the best muzzle for them
overall ported is the best hence why it is unlocked last however if you are using auto weapons first shot recoil control doesnt do much. But if you have a burst fire or even fast semi auto it matters alot I main the SWAT 5.56 and Goblin Mk2 it helps you hit the first 2-3 rounds instead of 1 and then the other two skying
not true at all. just cause as val is the last ar doesnt make it the best. in fact its the worst and most underpowerd ar of them all
Basically, the compensator for full auto, muzzle break for burst/single fire.
Really wish you would’ve done the comp weapon Ames as well
I highly recommend just the supressor on burst weapons. Far better to just stay off the mini map than the next to nothing compensation from thew other 3
I kinda wish sniper rifles got tested too. The snipers don't seem to completely recenter after multiple shots (I remember this being a thing in MWII also) but it's most noticable with the SVD. I'm wondering if any of the muzzle attachments help with that.
Muzzle brake HAS to be bugged. There's no way that's the intended behavior
That thumbnail is what my aunt draws when we ask her to draw a straight line on new year’s…
If you know the gun pattern and its recoil, just use the suppressor, no map ping is vital in cod and there is no downsides this year so COD is quite literally telling you to use it when you master the gun
The swat 556 was really nice to gold.
The bullpup whatshisname semi auto DMR is good too.
Tarkov 21 it’s a beast!
I wish I could use these muzzles as a zombie player but the silencers extra salvage is just to strong. Miss when the extra salvage effect was on the lasers.
I need a compensator for what just happened. It will be interesting how CoD changes through the next 4 years. Can't imagine it not changing.
Yes!! Finally! HAHAHA
I bet the slow firing guns benefit more on the kick recoil reset muzzle
Can you do one of these videos for the front handle attachment? I should’ve waited for the end before asking this lol
Is the muzzle brake designed to help with people burst/tap firing automatic weapons? The kick reset takes effect after you stop firing each burst, and then has an first shot decrease each time
Hey Ace, can you do another video explaining the mini map in terms of suppressors, ghost, any other interactions that might not be obvious. The whole thing has been confusing since MW2019, and I’m not even sure how it works in this game.
I swear to God the supressor on the XM4 specifically reduces recoil.
Very helpful!!
6:54 are you going to ask the question to the devs if it is bugged or working as intended?
As we've had since 2019 I'd be really interested to know which version of the gunsmith you prefer Ace.
Weird, I found I had a lot more luck using the SWAT with the compensator than with the muzzle break/compensator
Isn't the Kick Reset Speed supposed to cover the upward kick and the downwards over-compensation before the sights return for real to the center? So it doesn't just make it faster in the going up and "resetting to center", but on the going up, going down and truly resetting to center. It's not that good most of the time tbh, but it can be felt when going semi or burst shooting.
This kind of attachment was a god send for me on MW2 and MW3 with some marksman rifles as I'm not good at spamming them with M&K, and when trying to time the shots I would often end up shooting way below the target due to the over-compensation after the kick.
They seem to have simplified the attachments and their effects alot. Do you prefer this over the previous Modern Warfare games where each attachment could have multiple pros and cons?
Do more with other attachments 🙌
excellent content, can you please make a video regarding the damage of the grandes? I do believe the damage is not standard and I have several cases where I am well away of the radius of the grenade (thermal, frag or Semtex) it either kills me or does significant damage.
Rapid fire changes the swat and aek a lot though. Does the muzzle break still work that well once you unlock that?
Bro, I guess it’s been the same 900000 homies watching you for years now haha
Depending which gun it is I honestly think a red dot/holo sight is more beneficial than a recoil attachment if I have to choose one. Especially the LMGs.
Kepler Microflex for the win. Good old classic BO2 sight, clean and sleek
Any sight is a waste of a slot imo, learn to use guns with just their irons. Then that slot can be used for something else.
Any tests with the meta smgs? I need a comparison with the Jackal, ksv, and C9. Not the most unused smgs.