tacit
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Post by tacit on Jun 22, 2011 23:49:55 GMT -5
Both stationary and moving whilst ADS resulted in wide spreads of pellet, irrespective of how long ADS was held for.
On W@W, there's no consistent improvement to pellet spread when ADS, either established or quick ADS when either stationary or moving.
On Black Ops, the Stakeout is the only weapon that has better pellet groupings when ADS - but quick ADSing whilst moving puts it back on par with hipfiring. All the other weapons bar it get no noticeable benefit from ADS over hipfire, whether moving or stationary.
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battleaxerx
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Post by battleaxerx on Jun 23, 2011 2:16:07 GMT -5
"On Black Ops, the Stakeout is the only weapon that has better pellet groupings when ADS"
HS has this too, it's just wider.
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tacit
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Post by tacit on Jun 24, 2011 12:26:54 GMT -5
Had a few games on MW2, and tried to be mindful of the function in-game.
It does make a pretty hefty difference, but I will say that having that 0.2 whilst moving does tend to favour a more campy style of play than rushing.
Maybe eliminating it would actually encourage players subconsciously to move around the map more?
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Post by kirbyderby on Jun 24, 2011 15:41:32 GMT -5
Had a few games on MW2, and tried to be mindful of the function in-game. It does make a pretty hefty difference, but I will say that having that 0.2 whilst moving does tend to favour a more campy style of play than rushing. Maybe eliminating it would actually encourage players subconsciously to move around the map more? Now that I'm aware of this, I'm almost scared to move because now I know that the guy waiting around the corner gets an extra .2 seconds to hose me while I burn ammo.
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Post by duckcall00 on Jun 24, 2011 16:27:03 GMT -5
This doesn't really bother me. It like you hip-firing. I generally start firing before even ADS-ing as close range. Its just an extra .2 seconds of hip-fire, which isn't all that bad.
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Post by saddaminsane on Jun 25, 2011 13:00:04 GMT -5
steady aim + SoH pro might negate the effects quite a bit
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battleaxerx
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Post by battleaxerx on Jun 25, 2011 13:43:06 GMT -5
What happens if you stop as soon as or before you ADS? Maybe you can be OM but you simply stop and shoot when you see someone... It's kind of similar to some real world stuff IIRC.
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phale
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Post by phale on Jun 25, 2011 17:05:36 GMT -5
I assume that Steady Aim would affect this, right? Do you think that it's a big enough advantage to warrant using over Ninja?
Also, how does this work with other weapon types? I guess SMGs have an inherent advantage here then. And quickscoping with a sniper rifle while moving is basically the same as noscoping? Interesting...
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asasa
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Post by asasa on Jun 25, 2011 17:09:44 GMT -5
You just need to stop moving before ADSing, I'm rarely effected by this anymore. Ran around with SoH and an L96 on combat training and trained myself to stop before aiming
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asasa
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Post by asasa on Jun 26, 2011 20:24:49 GMT -5
Well I was doing my first-game-of-the-day-combat-training and was getting fcked over a ton by the random bullet.. so I decided to test and find the best way to avoid it
It seems that if you are walking and go to ADS from that, you will almost always be hit by the random bullet, as the character does not instantly stop moving, and is therefore effected by the ADS delay.
On the other hand, if you sprint, and then pull the analog stick back to the center and click hold breath immediately before pressing L1... you are most always accurate. So, counter intuitively, you should run before ADSing. This finding was incredibly odd to me because I noticed a few days ago I was doing this before shooting players... and questioning why. I guess I sub-consciously figured this out... creepy.
No perks seem to effect the duration of the ADS delay. Scout, Steady Aim, Lightweight, Warlord, Scavenger, and a few more were all used and I found the same results with all.
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Post by anthraxx on Apr 23, 2012 20:12:15 GMT -5
Sorry for reviving an old thread.
But am I correct in assuming that Mw3 has reduced the "functional ADS delay"? I really notice it on burst fire weapons like the Type 95. This coming from a heavy MW2 FAMAS user. The functional ADS delay really hindered me from playing more aggressive.
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Post by UrbaneVirtuoso on Apr 24, 2012 8:00:14 GMT -5
I've always been affected by this with semi-automatic weapons. It only takes an extra bullet, but somewhat grating nonetheless.
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Evan950
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Post by Evan950 on Apr 24, 2012 9:47:12 GMT -5
wow now i realised why i was doing shit all week.
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asasa
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Post by asasa on Apr 24, 2012 11:15:59 GMT -5
Its far less prominent in MW. As long as you are stopped by the time the sights are up, it's accurate.
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loaded
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Post by loaded on Apr 24, 2012 12:17:48 GMT -5
WTF? I've played these games forever, and I've never really picked up on this...I thought we were the true stat whore site WTF guys? Disappointed much! No worries, bro. That youtube vid was mine. This delay was still originally discovered and confirmed by the wonder that is the denkirson community. You are my bro, bro.
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PassiveVengance
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Post by PassiveVengance on Apr 25, 2012 22:20:30 GMT -5
Wait, so what about dropshotting?? How would that affect the delay??
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loaded
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Post by loaded on May 1, 2012 12:21:17 GMT -5
Nothing confirmed.
To me, I usually don't have to give drop shotting a second thought because I drop straight down without any left stick movement, plus the ADS gets pulled up during the process. Given that, there's no chance for the delay to really play a pivotal role.
I'm a less certain about how it relates to jump shotting, though. Those are harder to test and really get a good feel for.
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Post by palladium on May 4, 2012 1:37:49 GMT -5
I'm curious, what can cause the game to not recognize you trying to ADS while going prone? I've had quite a few times where I'm going prone and pull/hold the left analog stick only to get fully prone and not be aiming down my sights.
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Post by Megaqwerty on May 4, 2012 1:46:04 GMT -5
You cannot move while prone and ADS at the same time. Final Stand suffers from the same limitation by merit of also being prone.
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asasa
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Post by asasa on May 5, 2012 14:09:09 GMT -5
Wait, so what about dropshotting?? How would that affect the delay?? Stand > Crouch: No ADS delay Crouch > Prone: No delay, but sights have to be brought up a second time.
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Spitfire
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Post by Spitfire on May 5, 2012 15:57:40 GMT -5
You can move while ADS and prone if you are looking through a thermal sight.
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