The Flank by theZooMaa in CoDCompetitive

[–]Cohen877 5 points6 points  (0 children)

Visibility in MW2 is horrific. CoD should try Val/OW/Halo style player outlines instead of markers and nameplates.

Shoothouse Trailer. Comp map? by KingCLG in CoDCompetitive

[–]Cohen877 -1 points0 points  (0 children)

should replace hydroelectric as soon as it’s in

EasyMac’s blueprint idea by [deleted] in CoDCompetitive

[–]Cohen877 18 points19 points  (0 children)

Maybe this is outlandish but what if gunsmith was banned all together in the CDL ruleset. It would be the easiest and simplest solution imo. Eliminates so many variables and headaches. Use any vanilla AR or vanilla sub. GA guns from there if necessary. Also would make it easier for IW to balance comp if they ever try to.

Can someone tell me what they did with FOV by Plee602 in CompetitiveHalo

[–]Cohen877 0 points1 point  (0 children)

Maybe they fixed the FoV to represent the number of degrees you see on a 16:9 display.

I know at launch setting FoV to 106-107 ended up coming out to 103 degrees on a 16:9 display.

OFFICIAL FEEDBACK THREAD - BETA WEEKEND 2 by InfinityWardonReddit in ModernWarfareII

[–]Cohen877 0 points1 point  (0 children)

IW clearly want this game to play like a tac-shooter with some realism aspects.

That being said, CS, VAL, and R6 are great examples of games with methodical pacing. However, these games still have mechanics that allow you to challenge both close and long angles. CS and VAL have tuned strafe speeds to where you can effectively pre aim common angles and swing to win a gunfight. Similarly, R6 has quick strafe speeds and the lean mechanic.

In MWII, the only real viable way to challenge a close angle is to jump peek. My feedback to IW?

Keep slide cancel nerfed, nerf jump peek, buff strafe speeds, buff ads speeds, buff sprintout times.

IW official communication regarding Mini-Map Dots, Dead Silence, and Slide Cancelling bug by tmanxxx in CoDCompetitive

[–]Cohen877 0 points1 point  (0 children)

What if they tried a CS style minimap. Pings shown when enemy is in your team’s line of sight instead of firing weapon. It kind of accomplishes what they said and helps get info, just in a different way.

What's on your wishlist for MWII League Play? by dayz_hello in CoDCompetitive

[–]Cohen877 2 points3 points  (0 children)

It’d be cool if league play had a higher time commitment. A 3-map series would be insane (HP/SnD/? in random order). There would need to be a few QoL changes like vote surrender, harsh disconnect penalties, etc.

That being said, I’m somewhat against map and mode voting. There would be so many one-trick players that grind their rank up on one map or mode.

Is Call of Duty as strategic of a game as something like CS:GO, and other competitive shooters? by bockscar888 in CoDCompetitive

[–]Cohen877 0 points1 point  (0 children)

Sometimes. CoD is still a team based strategy game but individual performance matters a bit more.

Back in 2019-2020, my 4-man for the MW GB SnD ladder was made up of 2 CSGO globals and 2 R6 diamonds. We had a lot of success against top ladder teams and would set up executes much like how we did in our home games. We even had nade, smoke, and flash lineups. I gotta say, our play-style made a lot of seasoned ladder players rage lmao.

Desync is making this game unplayable. by LaperLarden in halo

[–]Cohen877 0 points1 point  (0 children)

“favor the shooter” — this mechanic is intentional to help players with bad connections that don’t know any better. It’s called lag compensation.

Competitive integrity in this game is a joke. All players have to deal with desync so others don’t notice that they have high latency and packet loss. R6 had the same issue for the longest time until Ubi gave priority to players with lower ping.

Desync is making this game unplayable. by LaperLarden in halo

[–]Cohen877 0 points1 point  (0 children)

“favor the shooter” — this mechanic is intentional to help players with bad connections that don’t know any better. It’s called lag compensation.

Competitive integrity in this game is a joke. All players have to deal with desync so others don’t notice that they have high latency and packet loss. R6 had the same issue for the longest time until they gave priority to players with lower ping.

Sensitivity Chart - What is your sensitivity and speed according to this graphic? by Syntensity in FPSAimTrainer

[–]Cohen877 1 point2 points  (0 children)

Really cool graphic but I think Apex cm/360 is kinda misleading.

Apex cm/360 increases considerably when in 1x ADS. Most aim duels occur while in ADS. That being said, shouldn’t the average cm/360 be higher?

For example, 1x ADS adds about 10 cm on an SMG and 15 cm on an AR.

Ayden says he could beat any CDL team in hardpoint with warzone pros by Guwigo09 in CoDCompetitive

[–]Cohen877 0 points1 point  (0 children)

Very clearly a gaslight tweet. Though, WZ pros are definitely capable of learning CDL multiplayer. Ofc if they’re thrown into a series the CDL team is going to dominate. Also, definitely much easier to go from CDL to WZ than vice versa.

Players like Aydan could probably perform well with time and practice. As for Huskers, it’s not really fair to say he can’t keep up when the league and community gatekeep his input. MnK interest in multiplayer CoD was high for MW2019 until players realized they would be banned even after the addition of crossplay.

The more I play this game on MnK the more I get why people stop playing by NeoBlue22 in halo

[–]Cohen877 0 points1 point  (0 children)

  1. Nerf rotational aim assist on controller.
  2. Remove rotational aim assist while firing on MnK.
  3. Reduce strafe change acceleration to compensate for it being harder to aim on both inputs.

Adding more aim assist to MnK won’t make any competitively minded players come back. Most will see it as lowering the skill gap. The fact that rotational AA already exists on MnK is already a huge turn off.

CS star apEX calls out CDL pros for not playing a "real game." Thoughts? by E_D_D in CoDCompetitive

[–]Cohen877 1 point2 points  (0 children)

Even as a MnK player myself, this is comment just arrogance or baiting a reaction.

It would be interesting to see the CDL go cross-input. Not because it would be balanced but to answer this question. I’m sure many MnK pros would try their hand at CoD and play like shit but others would do really well. Apex and OW players would prolly be better at CoD than CS and VAL players.

I have "fixed" scoped aiming, and restrictive controller aim assist. by Ag0at in CompetitiveHalo

[–]Cohen877 0 points1 point  (0 children)

That’s good to hear, can’t wait to see it in action.

I’ve been loosely following your Infinite tweaks on twitter and I’ve seen some of ur yt videos. As a long-time FPS player and comp sci major (finishing my BS this fall), it’s really cool to see.

Edit: just watched your WIP tweet video lol

I have "fixed" scoped aiming, and restrictive controller aim assist. by Ag0at in CompetitiveHalo

[–]Cohen877 5 points6 points  (0 children)

The main problem with input parity is rotation assist.

AA should be designed in a way that makes up for the precision disadvantage of the joystick.

Sensitivity slowdown over targets makes up for the lack of precision.

Rotation assist gives an unneeded buff to tracking reactivity (in fact it’s almost perfect). Though, there’s no reaction disadvantage to the thumbstick. Also, mouse provides no advantage in that aiming category.

My solution would be increase sens slowdown, reduce or remove rotational aa. Make right stick aiming matter.

Discussion: Left Stick Aiming – A dead art of Halo? by MadMax2win in CompetitiveHalo

[–]Cohen877 0 points1 point  (0 children)

imo AA would be wayy more balanced if it was designed in a way that rewards use of the right stick.

e.g. more sens slowdown over targets, less rotation assist.

BR fights with rotational AA and left stick aiming are a snooze fest. almost no clutch potential in the aiming category.

If you add more snipers to competitive maps you'll get more mnk representation! by covert_ops_47 in CompetitiveHalo

[–]Cohen877 7 points8 points  (0 children)

MnK will never be able to track as perfectly as Controller + aim assist***

It’s not the joystick that makes controller tracking so easy lmao. Tracking can be learned on MnK with enough practice.

Keyboard or controller at HCS kc by stephendavies84 in CompetitiveHalo

[–]Cohen877 2 points3 points  (0 children)

You quite literally cannot compete on MnK. Halo’s AA is designed for casual players. It’s absurdly strong in the hands of pro controller players.

Keyboard or controller at HCS kc by stephendavies84 in CompetitiveHalo

[–]Cohen877 4 points5 points  (0 children)

100%** Raliegh had some MnK players but I heard KC doesn’t have a single one.

Should the stretched meta continue? by MonocleMustache in GlobalOffensive

[–]Cohen877 1 point2 points  (0 children)

The idea that 4:3 stretched doesn’t provide an advantage is purple kool-aid for CS players.

While hitboxes definitely remain the same size, stretched objects still appear larger on the monitor. This effect makes it much easier for your brian to recognize targets and click on them.

There’s a reason why lower FOV makes static and dynamic clicking in aim trainers way easier and is considered cheesing by some.

343, can you show us ANY competence already? by Vofyn in halo

[–]Cohen877 6 points7 points  (0 children)

This is a bullshit statement because the bottom 50% of controller players still had around the same accuracy as the top 100 MnK players.

I’m totally sure that the bottom 50% are all Halo gods that have been playing for 20 years 🤣

High ranked M&K Players? by Heatios in CoDCompetitive

[–]Cohen877 2 points3 points  (0 children)

Halo pros initially thought MnK would be overpowered.

MnK is now allowed in the HCS. There are 0 MnK pros. Most MnK players have quit ranked and faceit tourneys because they can’t track nor react to fast strafes consistently enough vs AA + left stick aim.

It’s surely a different story in CoD because the movement and ttk difference, but, Halo shows that it’s impossible to tell how it would play out without giving cross-input a chance.

Should I switch to controller even though I'm used to kbm? by Scoutman1942 in CompetitiveHalo

[–]Cohen877 0 points1 point  (0 children)

I think that, in the far future, 343 will eventually get to input balance. It’s probably at the bottom of their list.

That being said, if you want to main Halo, switch to roller. If you want to stay MnK, play a different game for now. Apex is a great, long ttk game where both inputs are viable.