
TCaptainX
@TCaptainX_ • 11,119 subscribers
Tyler | Code 'tcaptainx' at @aimcontrollerss @ghostlifestyle | [email protected] for business inquiries
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Why movement feels so bad in Black Ops 6 Warzone: -When changing directions frequently, your character will randomly NOT tac sprint, and instead only walk, making your movement feel very clunky and slow -On Controller, you have to get to a full sprint speed in order to slide and not accidentally crouch (dead slide) -But on Mouse and Keyboard, you can set a dedicated slide button and NEVER get dead slides essentially Treyarch Raven Software
TCaptainX784,513 просмотров • 1 год назад

Sliding makes you FASTER in Black Ops 6, especially when not tac sprinting. each time you slide you get a small speed boost, so it looks like we will be back to spamming slide cancels to get from point A to point B faster (like in mw19 and warzone 1), although the effect is minimal since it doesn't speed up tac sprint regeneration or reset it like it used to
TCaptainX432,774 просмотров • 1 год назад

Hey Treyarch, wanted to provide some feedback on the movement system in #BO6 In BO6, there is a significant delay in being able to perform a dive or slide when coming from a 'standing still position' Whereas in MW3, you can dive and slide pretty much from a standstill in position. In bo6 it requires you to get moving up to a full sprint if you want to do any form of movement and this leads to an overall feeling of 'clunkiness' and is far from the fluidity that omnimovement should be providing. I think the main issue here is being able to go from standing still to immediately getting up to your tac sprint speed. Regardless, very excited for BO6 but I hope things like this are addressed by the time the full game releases.
TCaptainX421,109 просмотров • 1 год назад

Fully kitted XM4 and Jackal PDW recoil comparison pre and post patch of today's huge weapon sway and visual recoil reduction overhaul. This is a very noticeable difference and at first glance feels much more comparable to warzone 1 levels of visual recoil. 1st pass is uncontrolled recoil, 2nd pass is controlling, 3rd is 25% speed and zoomed. Gotta give praise where its due, thank you Treyarch Raven Software - plenty of things to still work on, but this is a massive step in the right direction
TCaptainX328,217 просмотров • 1 год назад

Out of the many things that have been adjusted to feel closer to warzone 1, one thing that was missed were spring mines and blast traps (aka proximity mines and claymores) In warzone 1, each had a counter play. Prox mines had enough of a delay that you could quickly prone below them and take 0 damage. Spring mines though, its nearly impossible to prone in time due to the prone delay, and, EVEN if you do, you still take damage Claymores, had a more visible layer that you could quickly run out and run back to trigger it and not take damage typically as well. Blast Traps, have a much short delay like spring mines do as well. Also, both have a massive blast radius, way larger than prox mines and claymores did. I'm all for more casual players having things like this to counter higher skilled players, but this seems a little excessive that if you don't run a dedicated perk (reflexes) its GGs every time you run into a double spring mine as you're trying to push someone camping in a building. at a minimum make them more visible or highly audible so you know one is near Please consider making some slight adjustments here Raven Software Treyarch
TCaptainX86,524 просмотров • 1 год назад
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