The gear slot is overloaded with most of the good perks, so it's hard to justify mag holster. I usually just go with extended mags and try to be more careful about my reloads, when I used to almost always use the fast reload perk.
It wouldn't matter what tier slot it is in, as you've mentioned being more careful about your reloads, play smart. Unless you're a Riot Turtle or going Anti-Air you have something to fill this role.
When you look at the flat reduction it's actually pretty consistent with an average of 0.45 seconds across all 34 mw3 weapons (excluding launchers cause I forgot to include that). Only 2 weapons (bruen mk9 and katt amr) have reduction times that fall greater than 2 standard deviations away from the mean, and only 7 others are one standard deviation away. Which means for 25/34 of the weapons you can rely on getting about a 0.45 second reduction. Idk if this is a good or bad thing from a gameplay perspective but I just felt like sharing the numbers for any other nerds out there
This is literally what I clicked on this video to learn. I saw it was a 9 minute yapfest and pressed snooze on the boring asf video. Thanks for the intel
If I remember correctly some of the reload speeds with extended mag attachments are broken with the Mag Holster, where the bullets only refill on the bottom right like half a second after the animation is already complete. Don't remember which guns exactly but i believe it was some drum mags.
I have been experienced this too, it breaks the staged reloads too. I find myself having to reload the gun with the longest part of the animation over and over if I cancel after the animation is supposed to be complete.
@@hydrowk12 No, that's working as intended. For whatever reason, staged reloads only apply to empty reloading, so you cannot cancel the animation until you finish the "rechambering" stage.
There’s really no point, sure it’s more realistic but it’s not worth it for one more round and the work to edit the code to make it happen. Besides, this is how CoD has always done it, but with sledge you never know they might try that feature out sometime in the future.
Fun fact: You don't need ammo for the Sidewinder, best TTK is using it as a baton, simply club them with it, then toss it out the closest window and use your pistol.
Strange that everyone hates the sidewinder as I have only had good from it after figuring out how to kit it out, mtz 762 on the other hand was/is an absolute rust bucket when it came to recoil and damage
BRO please talk about the Engineer Vest It doesn't temporarily disable claymores, mines and doesn't audibly let the player know when approaching enemy equipment Essentially the second part of the engineer vest is Signal Jammer But you only see that part of the description when spawning in.
Extended mags seem to drastically alter this - a great example is the 45 round mag on the bas-b. It might be worth a deep dive and full comparison across all extended mags when you are looking for content ideas. Additionally I have noticed with the overkill vest/quick grip gloves when you run out of a mag and switch to a primary it sometimes swaps slowly as if you didn’t have the perk. It’s not 100% consistent but seems at least 25% to occur. Finally, I wanted to bring up a glitch I’ve noticed through the back half of MW2 through MW3 where your first streak or two don’t appear in a new life. I think this is occurring when you die and are spectating someone who is on a streak currently. I have noticed this with the UAV and VTOL yesterday, spawned in and could only earn my advanced UAV. Would you be able to check for this on your end? I noticed at 3:02 of your everything mw2 did wrong video you spawn in without your UAV available then again at 3:50 with 0 score in a life. Would love if you would take a look! Thanks Ace for all the hard work.
I noticed this when i was using the MP5 with 30 rounds i was reloading super quickly but when i switched to 40 rounds it completely bypasses the fact i have mag holster.
I want to say it has something to do with the Mission Control Link perk. The kill streak glitch has been happening to me too but I always run MCL so I can’t say if it happens without it
I feel mag holster would be an amazing perk if you could do an ultra fast tactical reload but you drop your magazine while full reloads in general get a slight buff too. (Pretty sure AW had this, but didnt play Multiplayer enough to confirm). Right now mag holster just isn't worth running over other gear.
AW had it as a default feature instead of being a perk. It unironically made scavenger really good in that game since it negated the ammo penalty and made it psedo sleight of hand
I'd love to see a video on the climbing boots. It feels like climbing animations are not only inconsistent but also just as fast without using the climbing boots.
its unfortunate the tyr and the pulemyot dont get very good boosts from it since reload time is super important on those guns, especially with the tyr since it has to reload so often
I think the variation of reload reduction percentage is good for increasing variety in gameplay. If I know a gun has an ok reload and the mag holster won’t help much i can try using it with other perks, one of the downsides of course is that some of the guys having long reload times and little reload reduction from mag holster. This downside does also help to balance the guns to some extent as well, like with the Pulemyot (PKM) it has good damage, range, velocity, exceptional mag capacity, and recoil control with the downsides of slow mobility/handling and reload time, if you could remove the downsides with a couple perks it would probably be too strong, so a slow reload that isn’t affected much by mag holster isn’t a terrible thing, but it is annoying not knowing “will this perk help with this gun or not”. This does have me curious about the affects of other perks with varying weapons, like the lightweight boots increasing my movement speed, how much does it increase it for each weapon? Is it a blanket percentage value or does it vary from weapon to weapon? Also, I’m curious if anyone else feels like the stuns are stronger in MW3 than MW2, they seem to slow me down more and last a bit longer, but it may be that people are just using them more because it’s what’s available for some of the lower level players.
Even though I don’t agree with this take, it’s a great explanation of how the current system makes some sense. I did the Pulemyot the other day and it shreds, so I suppose the developers might have wanted to make sure that a slow reload was always a downside of using that gun
@@jasonserkowski7194 exactly, there are certainly other ways they could have balanced the weapon (more recoil, slower mobility, worse handling, less damage, et cetera) doing it this way keeps the gun from feeling to sluggish, completely uncontrollable, or like a pea shooter when it is chambered in 7.62 X 39. It’s not perfect but it’s different and I like that Sledgehammer is trying to think out of the box rather than beating their heads against the wall doing the same thing over and over, never trying to find another way around the problem (cough cough Infinity Ward)
I was curious when I saw the title, because I always felt like I got a great effect from the gunner vest. Now I see why, I use the DG-58 & KATT sniper all the time XD.
I was surprised. I assumed this would be a flat rate for all guns (like 20 to 30 percent). It's quite disappointing. I've only actually used it with smgs and didn't feel there was much noticeable difference so I've dumped the perk since...
Ace blessing us with this information and a cheat sheet 🙏🏻 rly weird for them to have such different values. This helps, as the Gear slot is already stacked with ghost, eod, tac mask, etc
The simple explanation with this disparity is that mag holster swaps the animation for a faster one, unlike sleight of hand in the past that simply sped up the animation. They could make it so that either the gunner vest or mag holster works like sleight of hand and the other like ir does currently.
Last year you did a video on the weapon that takes down the score streaks like the Vtol and assault chopper the fastest I believe it was the SO 14 with the incendiary rounds. Will you be doing a video like that again for the MW3 weapons? That build was so useful because I would shoot out so many killstreaks before they were even able to make a difference.
great job (as always)! Really appriciate your work! Regarding your questions, I'd say, 25-35% would be a good reduction overall, I could imagine to do it seperatly for the guns as a whole, but a) consistent within a category (say, all ARs benefit at least the same percentage or, argueably worse to balance, the same amount of time) or b) consistent with the number of bullets in a mag (preferably in a way where bigger mags benefit less from it, as they already have the benefit of containing more rounds to begin with) If I could sneak in a humble request here, I would be interested in a review on scope glint (doesn't need to be an all-out in depth analysis, but there is a specific point I'm interested in particularly: what - if any - has changed in regards to MW2? - might be a short answer if it's plain "nothing", but I really doubt that)
Commando Gloves have been a God send. As a Battlefield Vet I'm almost ALWAYS putting my pinky on the Shift (Tactical Sprint) button. It's also a way to balance my hand, sadly in CoD, you can't reload if you're holding the Tac Sprint button, even if you're not actually Tac Sprinting.
Does the discrepancy across guns persist if you don't cancel the animation? Maybe mag holster is consistently speeding up what the game considers the whole reload time?
I’ve only played this game twice so far. Between the unnecessarily complicated perk and equipment system& the perma-sweaty punishing matchmaking I just haven’t felt the pull. If I think about playing I usually think about that stuff and then go and do something else instead.
Just tried it with the 48 round mag on the striker and got a 20-25% boost compared to without mag holster, so it might be worth experimenting with mag holster plus any of the extended mag attachments
I kinda like that it's different. Allows for a varied feel across each gun glass, it's not like "here's a standard set of perks you will always use, now swaps guns." Means more varied play and thought to the kit you run. I do think it should be make a little clearer to see how much the impact is though.
So glad you covered this. I was getting that feeling too that it didn’t work but then for sure noticed it working on the pila when taking down streaks. Good to know what works and what doesn’t. Thanks for the cheat sheet Ace!!
I really don't understand why they do it this way? Like most other perks are just a flat improvement and are much more powerful. I agree anywhere between 25-35% flat improvement would be great. But honestly even up to 50% really wouldn't be THAT busted compared to ghost, cold blood and that sort of thing.
Was there there a spread like this with the "Fast Hands" perk in previous CoDs? I never considered this topic before. Thank you for the impressive effort you put into these videos, Ace!
fun tip for everyone, if you're using an LMG in the firing range and want to reload dont wait the 40 seconds it takes to reload lol just press start and choose the same loadout again and the gun is instantly reloaded lol. this doesn't help in game but saves you some time before matches and testing things......
It’s definitely a perk that needs more refinement for weapons that by nature have very long basic reloads (revolvers/LMG’s) versus weapons that have quick basic reloads. It makes more sense for most pistols and smgs to not benefit as much, as reloading isn’t much of a weak point as is.
This makes me wonder about stalker boots. Do stalker boots give you a different increased strafe speed on every weapon? I don’t understand why it can’t just be Mag holster increases reload time by 30% across the board. And Stalker boots increase strafe speed by 40% on everything. This seems like a lot of unnecessary coding with no benefit and it’s just confusing. At least they keep you busy. Great content as always.
I'm just curious if this was tested with other magazines with the weapons? Like the LMGs, was this tested with the shity box/belt mag, and then tested with a traditional magazine attachment? I wonder if the value change based off the type of magazine you are using.
Not to add more work but do magazine attachments affect this much either higher or lower? So lets say i out on a 20 round mag instead of a 30 does mag holster let it reload even faster?
Would really prefer the classic SoH 50% perk whether an actual perk/gear or weapon perk or w/e, don't know why all the MW2019 and onward games have limited us to super tiny incremental reload speed increases.
I feel like a good base 20-30% reload ad time reduction would be fair, then possibly an extra 10% reduction if you stack mag holster and the gunner vest, for example on classes where it may be necessary (LMGs, Launchers, etc.)
As someone who doesn't really aim to reload cancel much, at least not focusing on it, I find the gunner vest to be my go-to vest in the game. I really dislike that it forces a second primary on the class it's set to, but I will take the hit since the reload speed improvement and maximized ammo I find to be worthwhile with it. Sure, I lose out on any boot options, but I don't see that as too big of a loss with the classes I run the gunner vest with. IE ARs with underslung launchers and no suppressor. Mag holster however is a little harder to say I find to be worth it. I absolutely love the perk overlap in this game, strange as that may sound. I like having the choice of running a vest with so many given perks, or running a gear, boot, or glove option with a different vest for a variety of perks. Mag holster existing is good, but as a gear option I'm less inclined to run it on classes since I've got other gear options I could mix and match for things like the engineer or CCT vest that feel like they fit those particular perk vests better.
LMGs arent really able to improve the reload speed because how they are reloaded. The base reloads of belt fed lmgs in particular are already competition shooter fast and there isnt a way to shorten them. With most guns, the tac reload especially, you stow the old mag but with mag holster you just drop the old mag. Same goes with alot of guns that use the charging handle, with mag holster you hit the bolt catch instead. Belt fed lmgs dont have either as an option.
Nice thanks. How about with the 40 or 50 magazine attached. Does it affect it the same or does it make it so it cancel out the time added with big mag?
Well this is more up to the animator team not working in conjunction with the gameplay team correctly at SHG or following MW's footstep for certain guna. For example, the Scorpion Evo 3 in MWIII (Rival-9) has way different animations than in MWI/19 (CX-9). The former when doing the Mag Holster tactical reload, the operator still needs to hold the mag before pressing the mag release. The latter when doing so, the operator simply presses the mag release and let the mag fall out by gravity.
As someone who’s gotten back into cod after not playing for years I’m honestly struggling with the reload animations. I can’t count how many times i start sprinting thinking I’m done, go to shoot, and I still have to rack the bolt or I never actually reloaded. Kind of frustrating.
This may asking a bit much here but, would you be able to fire up OG Modern Warfare 2 and compare how fast Slight Of Hand was and then Slight Of Hand Pro? I remember Slight Of Hand Pro was comically fast.
I never really touched mag holster until I used the BasB where with the 45 round mag, mag holster is almost essential Now I throw mag holster on certain classes whenever I feel it's necessary
I really wish they would add the AW mechanic that would allow a double tap of the reload button to drop the partial mag loose the ammo but get a much faster reload
Thx for another great and informative video . I know infinity ward drove you away from warzone but will you be returning this year now that it's more playable ?
its dumb how the gunner vest forces you to use 2 primaries. I'd use it more just for the reload benefit if I didn't have to give up a pistol/launcher. Also if sleight of hand is going to be in the same tier as ghost/flak jacket, it should be a flat speed reduction
I think they should keep it varied u can't have a set amount for every group of guns they are all different in weight which is why u shouldn't have a 30 percent increase on a super heavy lmg. U should have to think about what to use instead of certain perks becoming a crutch.
Do the benefits of the vest and holster completely stack? Thus, if the vest and holster gives you a 35.4% improvement individually, do they give you 70.8% in combination?
Do u think they will wait to fix spawn points until the reloaded update on 17th? Mp is a joke rn. I've been playing mw2 and wz because spawns are so frustrating in all mp modes.
Even though they don't have high percentage changes, because LMGs have high reload times to begin with, won't the absolute change with Mag Holster be quite significant?
Personally, I think a 20 to 25% decrease to your reload time would be a good compromise. It would be good enough for weapons that desperately need the time shaved off from a typical game while not making it either a crutch or obvious choice between Ghost and other useful gear. LMGs certainly need to at least be 20% faster with Mag Holster and the vest, and I can also see why they didn't want guns like the Rival 9 to have a near instant reload time as that SMG is already quite good as it is. But as it is, I'm generally fine with where the gear and vest stands. You just have to either run certain magazine attachments depending on the weapon or find some safe places on the maps to perform your reloads for the type of weapons that don't have a good benefit from Mag Holster or Gunner Vest.
It seems like some of the guns with lower values are done on purpose to keep a specific kind of downside to a weapon where you can't "overdo it" on them.
It’s wild that they make perks like this that they’re soooo afraid to make too strong. Then they add things like the new vest, and covert sneakers. That are just so good you should never use anything else.
I'm fine with mag holster having inconsistent benefits depending on the weapon for more unique balancing; the problem is not displaying these stats in game. It should tell you the % increase in reload speed you get with both your primary and secondary when selecting mag-holster, or at least show the % difference in the advanced stats.
I know it's probably not worth to test, but I'm curious about these same statistics but relative to a few weapons I run on MW2 such as the Imperium or the Desert Eagle
I think all weapons should get a flat rate reload speed increase. So it'd be not completely useless on TYR, but also still keep long reloading weapons relatively long, like the LMGs
Mag holster def makes a difference on maps like Highrise where people are materializing behind you every 10 seconds and you have basically no time to prepare for your next gunfight. The MTZ-556 and the MCW feel like their reload speed is heavy used to balance them, the MTZ honestly feels great when I can just throw that mag in and get back to beaming people. I wish reload speed was attached to gloves instead of gear but it is what it is.
Have you tried the 50 round magazine on the MTZ? I feel like the reload time on that attachment is BARELY slower if not the same speed as default magazine
The gear slot is overloaded with most of the good perks, so it's hard to justify mag holster. I usually just go with extended mags and try to be more careful about my reloads, when I used to almost always use the fast reload perk.
In addition to this, it also seems like a lot of the extended mag options don’t come with a massive downside of much longer reloads as well.
this, mag holster needs to be better if its going to compete with the other gear. If it was like a glove it'd be fine as-is
@@epicgamerzfail4575hell no there's way better gloves what,maybe if the reload while sprinting one had faster reload too it would be good
yeah man, i only see people use the vests that give them two gears.
It wouldn't matter what tier slot it is in, as you've mentioned being more careful about your reloads, play smart.
Unless you're a Riot Turtle or going Anti-Air you have something to fill this role.
When you look at the flat reduction it's actually pretty consistent with an average of 0.45 seconds across all 34 mw3 weapons (excluding launchers cause I forgot to include that).
Only 2 weapons (bruen mk9 and katt amr) have reduction times that fall greater than 2 standard deviations away from the mean, and only 7 others are one standard deviation away. Which means for 25/34 of the weapons you can rely on getting about a 0.45 second reduction. Idk if this is a good or bad thing from a gameplay perspective but I just felt like sharing the numbers for any other nerds out there
This is literally what I clicked on this video to learn. I saw it was a 9 minute yapfest and pressed snooze on the boring asf video. Thanks for the intel
If I remember correctly some of the reload speeds with extended mag attachments are broken with the Mag Holster, where the bullets only refill on the bottom right like half a second after the animation is already complete. Don't remember which guns exactly but i believe it was some drum mags.
The Iso Hemlock is one of them
I have been experienced this too, it breaks the staged reloads too. I find myself having to reload the gun with the longest part of the animation over and over if I cancel after the animation is supposed to be complete.
It did happened to Ace at 7:35 lol
@@hydrowk12 nice catch
@@hydrowk12 No, that's working as intended. For whatever reason, staged reloads only apply to empty reloading, so you cannot cancel the animation until you finish the "rechambering" stage.
It’s really odd that even after you do a tactical reload you don’t get that extra round in the chamber. Battlefield has done it forever
Above their pay grade for such a small company 🎻
@@WinterBoots15I don’t really mind it but there’s really no reason not to include that extra round
What find funny that the wacky game Atomic Heart does this detail
There’s really no point, sure it’s more realistic but it’s not worth it for one more round and the work to edit the code to make it happen. Besides, this is how CoD has always done it, but with sledge you never know they might try that feature out sometime in the future.
I've thought about this, didn't know otherness did it
Fun fact: You don't need ammo for the Sidewinder, best TTK is using it as a baton, simply club them with it, then toss it out the closest window and use your pistol.
Lmao this. I'm leveling this piece of shit and I want to yeet it into the sun.
Strange that everyone hates the sidewinder as I have only had good from it after figuring out how to kit it out, mtz 762 on the other hand was/is an absolute rust bucket when it came to recoil and damage
@@jameskidd2.072 strange mtz 762 is one of my best weapons
Hey Ace, i do feel some improvement on smgs when using extended mags with mag holster. Do u think extended mags are affected differently
That’s a good question! I wonder if extended mags would actually change these factors.
Any different magazine attachments in this game have entirely separate animations so the mag holster would affect each one differently
Ooh never thought about this. Interesting, I'd like to see this as well.
Its made for the extended mags, to reduce.reload time a litle
BRO please talk about the Engineer Vest
It doesn't temporarily disable claymores, mines and doesn't audibly let the player know when approaching enemy equipment
Essentially the second part of the engineer vest is Signal Jammer
But you only see that part of the description when spawning in.
Likely just holdover text that wasn’t replaced.
It’s on the new vest for S1. One outlier doesn’t make it the default.
Oh it’s supposed to disable claymores? I think that would make it a bit more overpowered. It’s already really strong
@@TheHeadincharge
Not true
When using Signal Jammer with the Engineer Vest you get Mission Control Comlink
@@xzeuii 🧢
The new vest is Permanent Ghost
Extended mags seem to drastically alter this - a great example is the 45 round mag on the bas-b. It might be worth a deep dive and full comparison across all extended mags when you are looking for content ideas.
Additionally I have noticed with the overkill vest/quick grip gloves when you run out of a mag and switch to a primary it sometimes swaps slowly as if you didn’t have the perk. It’s not 100% consistent but seems at least 25% to occur.
Finally, I wanted to bring up a glitch I’ve noticed through the back half of MW2 through MW3 where your first streak or two don’t appear in a new life. I think this is occurring when you die and are spectating someone who is on a streak currently. I have noticed this with the UAV and VTOL yesterday, spawned in and could only earn my advanced UAV. Would you be able to check for this on your end? I noticed at 3:02 of your everything mw2 did wrong video you spawn in without your UAV available then again at 3:50 with 0 score in a life.
Would love if you would take a look! Thanks Ace for all the hard work.
I noticed this when i was using the MP5 with 30 rounds i was reloading super quickly but when i switched to 40 rounds it completely bypasses the fact i have mag holster.
I want to say it has something to do with the Mission Control Link perk. The kill streak glitch has been happening to me too but I always run MCL so I can’t say if it happens without it
I feel mag holster would be an amazing perk if you could do an ultra fast tactical reload but you drop your magazine while full reloads in general get a slight buff too. (Pretty sure AW had this, but didnt play Multiplayer enough to confirm). Right now mag holster just isn't worth running over other gear.
AW had it as a default feature instead of being a perk. It unironically made scavenger really good in that game since it negated the ammo penalty and made it psedo sleight of hand
@@epicgamerzfail4575 I've played a fair amount of AW and literally had no idea it was In the game until a few months ago.
I'd love to see a video on the climbing boots. It feels like climbing animations are not only inconsistent but also just as fast without using the climbing boots.
Ace, gotta say, your videos are helping me improve for real, thanks for the great work man.
its unfortunate the tyr and the pulemyot dont get very good boosts from it since reload time is super important on those guns, especially with the tyr since it has to reload so often
Tyr is useless,why make it 5 shots with that abysmal trigger delay,the magnum is still way wayyy better
@@ofekmizrahi3079 but you can upgrade the trigger to make the delay a non issue.
@@IsaacHozz no u can’t , the delay is still there
Can you test some of these with extended or drum mags?
I think the variation of reload reduction percentage is good for increasing variety in gameplay. If I know a gun has an ok reload and the mag holster won’t help much i can try using it with other perks, one of the downsides of course is that some of the guys having long reload times and little reload reduction from mag holster. This downside does also help to balance the guns to some extent as well, like with the Pulemyot (PKM) it has good damage, range, velocity, exceptional mag capacity, and recoil control with the downsides of slow mobility/handling and reload time, if you could remove the downsides with a couple perks it would probably be too strong, so a slow reload that isn’t affected much by mag holster isn’t a terrible thing, but it is annoying not knowing “will this perk help with this gun or not”.
This does have me curious about the affects of other perks with varying weapons, like the lightweight boots increasing my movement speed, how much does it increase it for each weapon? Is it a blanket percentage value or does it vary from weapon to weapon? Also, I’m curious if anyone else feels like the stuns are stronger in MW3 than MW2, they seem to slow me down more and last a bit longer, but it may be that people are just using them more because it’s what’s available for some of the lower level players.
Even though I don’t agree with this take, it’s a great explanation of how the current system makes some sense. I did the Pulemyot the other day and it shreds, so I suppose the developers might have wanted to make sure that a slow reload was always a downside of using that gun
@@jasonserkowski7194 exactly, there are certainly other ways they could have balanced the weapon (more recoil, slower mobility, worse handling, less damage, et cetera) doing it this way keeps the gun from feeling to sluggish, completely uncontrollable, or like a pea shooter when it is chambered in 7.62 X 39. It’s not perfect but it’s different and I like that Sledgehammer is trying to think out of the box rather than beating their heads against the wall doing the same thing over and over, never trying to find another way around the problem (cough cough Infinity Ward)
the most thorough and informative COD TH-camr out there. thank you for all your hard work!
I was curious when I saw the title, because I always felt like I got a great effect from the gunner vest. Now I see why, I use the DG-58 & KATT sniper all the time XD.
I was surprised. I assumed this would be a flat rate for all guns (like 20 to 30 percent). It's quite disappointing. I've only actually used it with smgs and didn't feel there was much noticeable difference so I've dumped the perk since...
Ace blessing us with this information and a cheat sheet 🙏🏻 rly weird for them to have such different values. This helps, as the Gear slot is already stacked with ghost, eod, tac mask, etc
I really miss Sleight of Hand.
The goat coming in clutch yet again 👊
I've been wanting to find something like this since launch so thank you for this.
kudos to you for all the time you spend testing things out in cod. i know I'm not the only one that appreciates it.
Now that was a lot of work Ace. Great video (as always) and really useful. Thanks man!
The simple explanation with this disparity is that mag holster swaps the animation for a faster one, unlike sleight of hand in the past that simply sped up the animation. They could make it so that either the gunner vest or mag holster works like sleight of hand and the other like ir does currently.
Last year you did a video on the weapon that takes down the score streaks like the Vtol and assault chopper the fastest I believe it was the SO 14 with the incendiary rounds. Will you be doing a video like that again for the MW3 weapons? That build was so useful because I would shoot out so many killstreaks before they were even able to make a difference.
Thanks for including the xrk stalker and the ram-7
great job (as always)! Really appriciate your work!
Regarding your questions, I'd say, 25-35% would be a good reduction overall, I could imagine to do it seperatly for the guns as a whole, but a) consistent within a category (say, all ARs benefit at least the same percentage or, argueably worse to balance, the same amount of time) or b) consistent with the number of bullets in a mag (preferably in a way where bigger mags benefit less from it, as they already have the benefit of containing more rounds to begin with)
If I could sneak in a humble request here, I would be interested in a review on scope glint (doesn't need to be an all-out in depth analysis, but there is a specific point I'm interested in particularly: what - if any - has changed in regards to MW2? - might be a short answer if it's plain "nothing", but I really doubt that)
Commando Gloves have been a God send. As a Battlefield Vet I'm almost ALWAYS putting my pinky on the Shift (Tactical Sprint) button. It's also a way to balance my hand, sadly in CoD, you can't reload if you're holding the Tac Sprint button, even if you're not actually Tac Sprinting.
What color section does ram9/FUJ smgs and the BP50 assault rifle fall?
Does the discrepancy across guns persist if you don't cancel the animation? Maybe mag holster is consistently speeding up what the game considers the whole reload time?
I’ve only played this game twice so far. Between the unnecessarily complicated perk and equipment system& the perma-sweaty punishing matchmaking I just haven’t felt the pull. If I think about playing I usually think about that stuff and then go and do something else instead.
Thank you Ace for all the informative and date driven videos! I really hope SH buff these perks or even add gloves that reload faster.
I feel like looking at the Bruen improvement based on percentage misses that it cuts a full second off which is pretty impactful
Just tried it with the 48 round mag on the striker and got a 20-25% boost compared to without mag holster, so it might be worth experimenting with mag holster plus any of the extended mag attachments
Hey, can you do an updated guide on the best ammo type for taking down aerial streaks? Thanks for all the informative content!
I kinda like that it's different. Allows for a varied feel across each gun glass, it's not like "here's a standard set of perks you will always use, now swaps guns." Means more varied play and thought to the kit you run. I do think it should be make a little clearer to see how much the impact is though.
Thanks for your effort in these videos!
So glad you covered this. I was getting that feeling too that it didn’t work but then for sure noticed it working on the pila when taking down streaks. Good to know what works and what doesn’t. Thanks for the cheat sheet Ace!!
I really don't understand why they do it this way? Like most other perks are just a flat improvement and are much more powerful. I agree anywhere between 25-35% flat improvement would be great. But honestly even up to 50% really wouldn't be THAT busted compared to ghost, cold blood and that sort of thing.
Would love to see how much mag holster reduces reload add times on extended mags
Was there there a spread like this with the "Fast Hands" perk in previous CoDs? I never considered this topic before. Thank you for the impressive effort you put into these videos, Ace!
No because back then fast hands just sped up the animation, this time it changes the animations
fun tip for everyone, if you're using an LMG in the firing range and want to reload dont wait the 40 seconds it takes to reload lol just press start and choose the same loadout again and the gun is instantly reloaded lol. this doesn't help in game but saves you some time before matches and testing things......
2:59 Why’d that guy go flying like that? 🤣
It’s definitely a perk that needs more refinement for weapons that by nature have very long basic reloads (revolvers/LMG’s) versus weapons that have quick basic reloads. It makes more sense for most pistols and smgs to not benefit as much, as reloading isn’t much of a weak point as is.
Thanks for all your hard work. It's appreciated
This makes me wonder about stalker boots. Do stalker boots give you a different increased strafe speed on every weapon?
I don’t understand why it can’t just be Mag holster increases reload time by 30% across the board. And Stalker boots increase strafe speed by 40% on everything.
This seems like a lot of unnecessary coding with no benefit and it’s just confusing. At least they keep you busy.
Great content as always.
I'm just curious if this was tested with other magazines with the weapons? Like the LMGs, was this tested with the shity box/belt mag, and then tested with a traditional magazine attachment? I wonder if the value change based off the type of magazine you are using.
does anyone know if the type of mag used has any impact on the time reduction percentage wise?
Dude, your TH-cam channel is gold. ❤
Not to add more work but do magazine attachments affect this much either higher or lower? So lets say i out on a 20 round mag instead of a 30 does mag holster let it reload even faster?
Would really prefer the classic SoH 50% perk whether an actual perk/gear or weapon perk or w/e, don't know why all the MW2019 and onward games have limited us to super tiny incremental reload speed increases.
Love you ace for all your work
Another incredible video. Much appreciated
Have you done any random testing on MWII guns to see if they follow the same general trend?
I feel like a good base 20-30% reload ad time reduction would be fair, then possibly an extra 10% reduction if you stack mag holster and the gunner vest, for example on classes where it may be necessary (LMGs, Launchers, etc.)
COD is getting way too complex man
Tank you Ace for providing?sharing us with so much knowledge , you're the best!. Im glad ive suscribed to you.
As someone who doesn't really aim to reload cancel much, at least not focusing on it, I find the gunner vest to be my go-to vest in the game. I really dislike that it forces a second primary on the class it's set to, but I will take the hit since the reload speed improvement and maximized ammo I find to be worthwhile with it. Sure, I lose out on any boot options, but I don't see that as too big of a loss with the classes I run the gunner vest with. IE ARs with underslung launchers and no suppressor. Mag holster however is a little harder to say I find to be worth it. I absolutely love the perk overlap in this game, strange as that may sound. I like having the choice of running a vest with so many given perks, or running a gear, boot, or glove option with a different vest for a variety of perks. Mag holster existing is good, but as a gear option I'm less inclined to run it on classes since I've got other gear options I could mix and match for things like the engineer or CCT vest that feel like they fit those particular perk vests better.
I love videos like this, thx man
This is super helpful. Thank you
Great video very informative
LMGs arent really able to improve the reload speed because how they are reloaded. The base reloads of belt fed lmgs in particular are already competition shooter fast and there isnt a way to shorten them. With most guns, the tac reload especially, you stow the old mag but with mag holster you just drop the old mag. Same goes with alot of guns that use the charging handle, with mag holster you hit the bolt catch instead. Belt fed lmgs dont have either as an option.
Nice thanks. How about with the 40 or 50 magazine attached. Does it affect it the same or does it make it so it cancel out the time added with big mag?
Amazing work, the discrepancy is wild for this.
Well this is more up to the animator team not working in conjunction with the gameplay team correctly at SHG or following MW's footstep for certain guna. For example, the Scorpion Evo 3 in MWIII (Rival-9) has way different animations than in MWI/19 (CX-9). The former when doing the Mag Holster tactical reload, the operator still needs to hold the mag before pressing the mag release. The latter when doing so, the operator simply presses the mag release and let the mag fall out by gravity.
you can see a significant reload speed for bolt snipers that take forever to chamber another bullet after firing once
I'm confused. Is the mag holster for MW2 weapons different than the old reload perk?
PSA: Ordinance Gloves also makes you throw your equipment faster
As someone who’s gotten back into cod after not playing for years I’m honestly struggling with the reload animations. I can’t count how many times i start sprinting thinking I’m done, go to shoot, and I still have to rack the bolt or I never actually reloaded. Kind of frustrating.
This may asking a bit much here but, would you be able to fire up OG Modern Warfare 2 and compare how fast Slight Of Hand was and then Slight Of Hand Pro? I remember Slight Of Hand Pro was comically fast.
What gun is Ace using in the video?
I never really touched mag holster until I used the BasB where with the 45 round mag, mag holster is almost essential
Now I throw mag holster on certain classes whenever I feel it's necessary
I really wish they would add the AW mechanic that would allow a double tap of the reload button to drop the partial mag loose the ammo but get a much faster reload
Thx for another great and informative video . I know infinity ward drove you away from warzone but will you be returning this year now that it's more playable ?
its dumb how the gunner vest forces you to use 2 primaries. I'd use it more just for the reload benefit if I didn't have to give up a pistol/launcher. Also if sleight of hand is going to be in the same tier as ghost/flak jacket, it should be a flat speed reduction
I think they should keep it varied u can't have a set amount for every group of guns they are all different in weight which is why u shouldn't have a 30 percent increase on a super heavy lmg. U should have to think about what to use instead of certain perks becoming a crutch.
Do the benefits of the vest and holster completely stack? Thus, if the vest and holster gives you a 35.4% improvement individually, do they give you 70.8% in combination?
Does it stack of you use mag holster and gunnervest?
Do u think they will wait to fix spawn points until the reloaded update on 17th? Mp is a joke rn. I've been playing mw2 and wz because spawns are so frustrating in all mp modes.
Gunner Vest Effect
If equipped with Mag Holster, gain the effects of Mission Comlink.
Duplicate effects it doesn't seem to work
What are the two pieces of gear people should be running the most? Mine have been ghost and eod
Even though they don't have high percentage changes, because LMGs have high reload times to begin with, won't the absolute change with Mag Holster be quite significant?
Personally, I think a 20 to 25% decrease to your reload time would be a good compromise. It would be good enough for weapons that desperately need the time shaved off from a typical game while not making it either a crutch or obvious choice between Ghost and other useful gear. LMGs certainly need to at least be 20% faster with Mag Holster and the vest, and I can also see why they didn't want guns like the Rival 9 to have a near instant reload time as that SMG is already quite good as it is.
But as it is, I'm generally fine with where the gear and vest stands. You just have to either run certain magazine attachments depending on the weapon or find some safe places on the maps to perform your reloads for the type of weapons that don't have a good benefit from Mag Holster or Gunner Vest.
It seems like some of the guns with lower values are done on purpose to keep a specific kind of downside to a weapon where you can't "overdo it" on them.
I think the main issue with folks seeing it doing nothing is that there’s often very little different animation difference compared to MWII or MW2019.
It’s wild that they make perks like this that they’re soooo afraid to make too strong. Then they add things like the new vest, and covert sneakers. That are just so good you should never use anything else.
I'm fine with mag holster having inconsistent benefits depending on the weapon for more unique balancing; the problem is not displaying these stats in game. It should tell you the % increase in reload speed you get with both your primary and secondary when selecting mag-holster, or at least show the % difference in the advanced stats.
I use mag holster in private match all the time, and it works for me. I think I have it in a public class set up as well on my RPK, I think
Hey Ace, did you test differences between mag sizes? I'm curious if mag holster has different effects the larger the magazine size.
I've noticed it has huge differences on LMGs, BRs, and ARs. Haven't tried it on Smgs though. It's a lifesaver for those guns with longer reload times
that's a strange choice to have such a wide variance. i would hope they clean this up
amazing videos as always 💕
I know it's probably not worth to test, but I'm curious about these same statistics but relative to a few weapons I run on MW2 such as the Imperium or the Desert Eagle
What about the Bruen with the 60 round mag? Noticed that wasn't in the video
Thanks for the information mate
Does mag holster have any unique interactions with larger or smaller magazines?
Very helpful
I think all weapons should get a flat rate reload speed increase. So it'd be not completely useless on TYR, but also still keep long reloading weapons relatively long, like the LMGs
I want to know if the med box field upgrade actually does anything in this game, because it definitely doesn't feel like it does anything to me.
What is the gun build you have in the video in background?
Ps thanks for the info on this !! Much appreciated and needed video!
Mag holster def makes a difference on maps like Highrise where people are materializing behind you every 10 seconds and you have basically no time to prepare for your next gunfight. The MTZ-556 and the MCW feel like their reload speed is heavy used to balance them, the MTZ honestly feels great when I can just throw that mag in and get back to beaming people. I wish reload speed was attached to gloves instead of gear but it is what it is.
Have you tried the 50 round magazine on the MTZ? I feel like the reload time on that attachment is BARELY slower if not the same speed as default magazine