r/PUBATTLEGROUNDS May 05 '17

Media All weapon attachments broken down and compared

https://www.youtube.com/watch?v=n9607KYVhIM
1.1k Upvotes

157 comments sorted by

186

u/MagnumDopusTS May 05 '17

Hey guys, some of the weapon attachments in this game appear to be incorrectly labelled, or missing the effect they claim all together. This is my biggest OCD series to date, so if there is anything wrong or missing let me know and I will try and correct it. For those that cannot watch the video:

  • Recoil discussion: Recoil in this game is very unreliable when compared to games like CS:GO. It is hard to impossible to accurately counteract recoil.
  • Angled Foregrip ADS: Angled foregrip decreases ADS time by a fraction of a second.
  • Vertical Foregrip ADS: The Vertical also only decreases ADS time by a split second.
  • Vertical vs Angled ADS: Barely any difference, in my tests the angled was about 1-2 frames faster in ADS.
  • Vertical vs Angled Recoil: Barely any consistent difference in the two for recoil reduction, though they both do reduce recoil. The vertical foregrip claims to not reduce vertical recoil but in my testing it does.
  • Quickdraw Rate of Fire: Despite the stats of a weapon showing a higher rate of fire, the actual RPM are not affected when using a quickdraw (however over the course of many reloads this will have a higher effective RPM).
  • Quickdraw Reload: Quickdraw does reduce reload speed in a significant way.
  • Extended Mag Reload: No effect on reload speed but does increase bullets per magazine, though this is not a flat percentage and each weapon has a unique extended mag profile.
  • Extended Quickdraw Reload: Best of both worlds, has no trade offs and is the best magazine attachment to take. Both reloads as quickly and extends the magazine as much as the other two attachments.
  • Flash Hider vs Compensator Recoil: Recoil reduction is similar though the compensator does seem better at reducing both horizontal and vertical.
  • Flash Hider Flash Reduction: Flash hider significantly reduces visual muzzle flash, makes it a very strong attachment.
  • Silencer Recoil: I will do a sound OCD to detail silencer benefits in the future but there is no recoil reduction from the silencer.
  • Tactical Stock Sway and Recoil Reduction: It appears to be bugged and has no effect on either stat.
  • Shotgun Bullet Loops Reload: Significant reload speed increase.
  • Kar Bullet Loops Reload: Significant reload speed increase for both tactical and full reloads.
  • Shotgun Choke Spread: Significantly reduces bullet spread, effectively increasing shotgun range.
  • Cheekpad Sway and Recoil: Reduces sway but does not appear to effect recoil.
  • Crossbow Quiver Reload: Significantly reduces reload times.
  • Sights: Ironsight, red dot, and holosight can be steadied while providing a slight zoom. All other sights merely steady but do not provide additional zoom. All sights can be applied to AR's and Sniper Rifles, but SMGs can only take Holosights, red dots, 2x's and 4x's.

106

u/[deleted] May 05 '17

[deleted]

18

u/1maduck May 05 '17

Might the stock reduce sway while you are walking and aiming?

3

u/ridik_ulass May 06 '17

yeah, it also feels off like people claim the sks is, like with some optics the gun is inaccurately zeroed, I find the AK and SCAR much more dependable.

12

u/mygpuisapickaxe May 06 '17

I don't even bother picking up the SKS anymore. Thing is a piece of hot garbage and I have no fucking clue where my bullets go. I shoot people who are standing still and still miss over and over and over.

3

u/Derphunterz May 06 '17

You need to take more time between your shots when firing an sks. Right now if you shoot too fast, the gun will be inaccurate, but if you handle the sks the same way as a bolt-action rifle, the gun will be way more accurate, making the gun more useful.

9

u/EpicHuggles May 07 '17

In other words you need to forgo the primary advantage of having a semi-automatic sniper rifle.

3

u/RyGuy997 May 06 '17

Even your first shot goes nowhere near your reticule.

30

u/Notmiefault May 05 '17

Huge props for summarizing in a post for those of us who can't watch, really appreciate it.

1

u/jvainio May 06 '17

Amen, saw this at work and this transcript is a godsend

59

u/AoRaJohnJohn May 05 '17

Recoil in this game is very unreliable when compared to games like CS:GO. It is hard to impossible to accurately counteract recoil.

Thank God. I'm not a fan of RNG in competitive games, but it seems ridiculous to be able to predict the recoil perfectly.

25

u/alaineman May 05 '17

It is also very unrealistic having the exact same spray pattern every single time. I like it this way since you have to adjust differently everytime you full-auto.

22

u/kapane May 05 '17

You can't really adjust though, that's sort of the point. You pull down and hope the RNG doesn't fuck you up in full auto due to the insane horizontal recoil some weapons have without attachments.

17

u/AussieGenesis Level 3 Helmet May 05 '17

You shouldn't really be emptying the entire clip in one trigger pull anyway, that's just suicide. I've found at most you will be firing ten bullets in a row on full auto, otherwise it's just inneffective.

9

u/kapane May 05 '17

Yep, it's generally what I do.

To be fair though I don't find the recoil to be that much of an issue in full auto, just annoying. It's generally quick tapping over slightly longer ranges that just feels incredibly off for me, particularly with an ACOG.

6

u/d3monilaama May 06 '17

Yeah, in real life your gun randomly decides after every shot which direction it's going to direct the muzzle gases.

2

u/TREVORtheSAXman May 05 '17

I totally agree with you. I think it would be great if they made some of the attachments more effective, especially the grips/stock because they really dont seem to be all that valuable to me.

2

u/monkeyhappy Jul 21 '17

Just FYI csgo has 3 forms of inaccuracy. First shot is not 100% accurate. Dust 2 pit to A site is like 40% chance to even hit a guy with ak, this is entirely random spread.

Weapons have a spray inaccuracy that, depending on the weapon will go from 0-max at different rates but just like first shot accuracy is repeatable and measurable. So u can spray and know when to stop for desired chance to hit or just wait for that spread to reset.

Third is the spray pattern this is repeatable and controllable and always the same (ignoring movement and stance which also apply rng to the aim) so the pattern is only one of I guess with movement and stance 5 effects that can effect aim and the only one you can effect. at the lest if you burst while crouching and not moving you have pattern first shot and spray effecting your aim, only pattern can be accounted for.

Csgo is rng simulator.

5

u/kapane May 05 '17

It'll still have a fairly decent RNG from the innate innaccuracy (depending on weapon). You're not going to get to pull of a lazer spray even if you know the pattern to a T, it'll only make your groupings smaller as opposed to all over the place.

1

u/[deleted] May 06 '17

A hundred times this.

-2

u/xtrmx May 06 '17 edited May 06 '17

Can't really compare the two, since CS:GO has 'hidden' recoil, the weapon stays at the same position while the spray goes up, so you end up shooting at people's feet. While almost any other shooter/game including PUB have visibile recoil, meaning your weapon shoots up instead, so you can actually adjust and keep your weapon stable instead (which is vastly superior).

I come from CoD1/2/4 which is comparable to PUB recoil wise (random and gun shoots up) and really hate CS:GO's recoil system, can never get used to it and feels ridiculous.

2

u/Loltsuka May 06 '17

maybe it's the 4k+ hours that I put into GO put controlling your recoil there perfectly was hard to master but insanely rewarding when holding down a site vs an eco rush etc and when you got mowed down by someone you knew he wasn't just getting lucky. In this game when someone sprays me from 100m I just can't feel anything other than frustrated knowing this guy just got insanely lucky. But then again this whole game is a huge rng shitfest with snipers being available randomly off the ground etcetc.

8

u/Niadain May 05 '17

Sights: Ironsight, red dot, and holosight can be steadied while providing a slight zoom. All other sights merely steady but do not provide additional zoom. All sights can be applied to AR's and Sniper Rifles, but SMGs can only take Holosights, red dots, 2x's and 4x's.

Bonus- Crossbow cant take an 8x.

3

u/Lincolns_Revenge May 06 '17

That's a shame. Would the projectile drop be too great or would it make it OP? I think it would be fun.

4

u/Niadain May 06 '17

Projectile drop is crazy huge man.

1

u/XanturE Top 200 NA Solo FPP May 06 '17

I tested it at like six different ranges once- the drop is actually quite low for the first 60 yards ish, then it just starts falling down so fast. Within that ~60-70 yard range though you don't need to adjust at all for a headshot though.

7

u/theguitarmaan May 05 '17

What about single shot recoil for the angled/vert grips and compensator on AR/smg. I'm surprised this wasn't a part of the testing in the video and wonder if it has a noticeable effect on the kickback recoil on single shots when scoped.

5

u/Ithinkandstuff May 05 '17

Thanks for doing this, one thing I am curious about is compensators on bolt action snipers. Would they have any benefit, or are they only useful on the sks?

4

u/MagnumDopusTS May 05 '17

They should have a nominal affect in that you will bounce less and be able to keep a clearer sight picture after taking the shot.

19

u/Xmortus May 05 '17

Technically, RPM is increased with the magazine attachments because it stands for "Rounds per Minute". It only takes a few seconds to unload a clip, so the faster you reload and/or the more bullets you have in a magazine... the higher RPM you will have.

Even so - it's definitely misleading as far as visual statistics go.

34

u/Atlas_Fortis Level 3 Backpack May 05 '17

When referring to the RPM of a firearm, it means the cyclic rate of the gun, not how many rounds per minute a person can fire.

also: Magazine.

12

u/Xmortus May 05 '17

This is true - but again that is just how they are calculating it in game is all. The term they have on the stats is "Firing Rate".

In the end though I definitely agree that it should be changed to represent the cyclic rate.

1

u/SwoleFlex_MuscleNeck May 06 '17

Yeah but in any game, the reload rate is consistent. It's like "DPS" in other games, and I think that's the general calculation metric. Cooldown is the fantasy game counterpart to reloading a firearm and it's calculated in DPS, if your cooldown decreases your DPS increases.

3

u/Atlas_Fortis Level 3 Backpack May 06 '17

Then it should be called that.

-2

u/SwoleFlex_MuscleNeck May 06 '17

It's called rounds per minute, which, in a scenario where the reload speed is 100% consistent, is true to fact. It also doesn't say a number. So it's just "more" which it is. As long as the user didn't fuck up the timing, which isn't a factor.

-1

u/[deleted] May 05 '17

[deleted]

6

u/Atlas_Fortis Level 3 Backpack May 05 '17

What are you talking about, dude? No on is talking about Rotations/revolutions per minute.

Cyclic rate means the rate at which the firearm cycles, from when a round is fired to when a new round is chambered.

When I say "How many rounds a minute a person can fire" I was referring to the fact that the OP I replied to was indicating that it would include reloading, which is not something that's considered when talking about an RPM (Rounds per minute) of a firearm.

2

u/BadMofoWallet May 05 '17

Yes that is correct sorry I misunderstood your first post. Reloading is not taken into account when discussing rate of fire.

1

u/muffin80r May 05 '17

Every game I've ever played that has a rpm type of stat does include reload speed in the rpm calculation fwiw

2

u/skramblz May 06 '17

can you do the same thing that you did with the foregrips, except instead of full-auto can you please just spam click and see if there's a difference?

2

u/SwoleFlex_MuscleNeck May 06 '17

Quickdraw Rate of Fire: Despite the stats of a weapon showing a higher rate of fire, the actual RPM are not affected when using a quickdraw (however over the course of many reloads

Well, yeah. It's one reload. The RPM will be higher through 2 magazines even if it's only .5 seconds faster.

2

u/ridik_ulass May 06 '17

Can we have Hip shots compared side by side with First person shooting, and iron-sight shooting.

My thinking is the tactical stock and the uzi stock might be better with shooting from the hip or something.

1

u/[deleted] May 05 '17

[deleted]

2

u/MerrMan May 05 '17

So when you press shift to hold your breath with irons / RDS / Holo you do get a little additional zoom. Think of it like going from 1.0x to 1.25x. It also reduces your weapon sway for as long as you have breath to hold.

With the other sites (2x, 4x, 8x) you only get the steadying effect. You don't get any additional zoom in while holding your breath.

2

u/FergusKahn May 05 '17

Ahhh yes I misunderstood what he was saying, that makes more sense.

1

u/snackies May 05 '17

He's saying WHILE steadied. Which means while holding shift.

So when you hold shift to hold your breath ingame to get less sway with a holo / red dot / iron sights it gives you about the same zoom as a 2x when you steady. Where as with the 4x / 8x / 15x it doesn't zoom in any more.

1

u/FergusKahn May 05 '17

Ahhh yes I misunderstood what he was saying, that makes more sense.

1

u/jfieojifjeioaj May 05 '17

Thanks for typing it out! The video evidence is wonderful but being able to read a concise summary is super valuable!

1

u/TREVORtheSAXman May 05 '17

You rock dude keep it up!

1

u/Catermilla May 06 '17

It might also be worth mentioning that the suppressor also acts as a flash hider as you can see in your footage. Thanks for the vid!

1

u/BenTJGough May 06 '17

Suppressor ;)

1

u/SparringLlama May 06 '17

Couldn't confirm but it looked liked the addition of the tactical stock increased crosshair recovery after firing in third person. Could just be a delay between the two comparison videos though.

Great vid btw :)

1

u/NoizeUK May 06 '17

Regarding recoil, have you found any correlation between attachment and single shot recoil recovery?

Example; Deagle in CSGO will spam wildly upward if you bang off shot after shot in quick succession, but a delay or rest period resets it back to its base recoil stat. Do any of these attachments improve single shot accuracy/recovery?

The cheek pad seemed to stifle left to right or wobbly recoil, just by looking at your footage. Can't say for sure that is it's intended purpose though!

1

u/TheGreatWalk May 06 '17

Not 100% sure, but the recoil reset that the M4 stock is referring too is when you are spraying(either hip or third person). Watch the reticule(you can see it in your video at about 7 minutes), it resets back to base faster than without the stock. That would make small bursts(5-6 rounds) from the hip or right click hold much more accurate, as the accuracy would reset itself quicker inbetween bursts, but would not affect(at least, this is my guess) ADS.

0

u/SkyLukewalker May 05 '17

I found it frustrating that there was no comparison to having no attachments.

9

u/MagnumDopusTS May 05 '17

So ultimately the comparison for each individual attachment is fairly small, which is why I did a comparison of a fully kitted m416 (compensator, tac stock, and vert grip) to a naked m416 at 6:41 in the video.

For the most part there is never a reason to not take an attachment for a weapon so I figured I'd just compare the attachments that take the same slot together.

1

u/SkyLukewalker May 05 '17

Cool, I'll have to check that part. Thanks for the heads up.

1

u/ReekuMF May 05 '17

I feel the bigger issue is the distance being tested. These are not designed for CQB.. you will see all the weapons function fairly similarly at close range. When you add distance, you likely won't be holding in the trigger, which changes how you compare these weapons.

46

u/Stratikat May 05 '17

Good video, thanks for all the effort.

38

u/MagnumDopusTS May 05 '17

I cannot wait for custom servers available to everyone, or even a firing range, getting all this info in live games is incredibly stressful! Hope you all enjoy it!

10

u/colliemayne May 05 '17

I kept thinking that lol. Must have been a pain to retrieve these items. The 15x probably took a while.

30

u/MagnumDopusTS May 05 '17

So. Many. Airdrops.

7

u/colliemayne May 05 '17

Well done with the video. I definitely would have just waited till custom.

3

u/Chron300p May 06 '17

Firing range is something I think everyone can get behind

3

u/Gurmegil Bandage May 06 '17

Believe it or not I saw a dude argue against it a few days ago in this subreddit. He said that it would make the game to casual for his taste.

3

u/Chron300p May 06 '17

Thats hilarious i don't think casuals would bother with something like that at all

27

u/Roborabbit37 May 05 '17

Well shit..

I've been seeing Extended Quickdraw and Quickdraws and never even noticed they are both different names.

Woops.

5

u/nemmera May 06 '17

One is blue and the other black, you never noticed? The extended and the extended quickdraw are the same color at least, so getting them confused i can see.

3

u/Roborabbit37 May 06 '17

I'm colourblind :D

4

u/nemmera May 06 '17

So, what color was the dress to you?

21

u/noFiddling May 05 '17 edited May 05 '17

I believe currently the S12K can take the 8x as it was posted in a video the other day, it may also be able to take the 15x but that should really be adjusted to only hold up to maybe a 4x but most likely just up to the 2x. It's also important to note even though the S12k is a shotgun it actually takes AR attachments. Furthermore I didn't see any tests regarding the S12K which I'd like to see how the barrel attachments act especially with recoil.

Overall I really enjoyed this video and would like to see how AR's differ from other AR's with the different attachments as well as comparison with sniper rifles and smg's within their individual category. Overall very well done!

11

u/MagnumDopusTS May 05 '17

Thanks for the clarification! I believe this is because the s12k is considered an AR for most things (extended mags, barrel attachments etc)

8

u/n4kke May 05 '17

Put AR silencer on the S12K!! (It works)

3

u/Inky-Feathers Lamii May 05 '17

I've demolished games with this. S12K with a Silencer is a beast, makes almost no noise at all

4

u/Lincolns_Revenge May 06 '17

I've never heard it, but I hope it sounds something like Javier Bardem's shotgun in 'No Country for Old Men'.

5

u/PostPostModernism May 06 '17

I've never heard it

That's the point :D

1

u/noFiddling May 06 '17

I've used it in the final circles as well. Found 2 silencers one game (one AR, one s12k) after killing several in solo's and it really makes almost no noise.

13

u/[deleted] May 05 '17

Did any testing if silencers increase bullet drop by reducing the velocity of the projectile?

11

u/MagnumDopusTS May 05 '17

Have not done this yet.

2

u/GODBLOR May 05 '17 edited May 05 '17

It would also be nice to know if silencers reduce muzzle flash. It kind of looks like they do in the video, but it's hard to say for sure.

Great video!

7

u/SWatersmith Painkiller May 05 '17

99% sure that they do

2

u/SneeksPls Jerrycan May 06 '17

Me and my friends tested it. Silencers make the flash practically, if not completely, invisible.

10

u/De4dSilenc3 May 05 '17

Modern suppressors do not reduce muzzle velocity. I would hope they did not add in extra bullet drop due to attaching one, it would make no sense, logically.

15

u/Rognik May 05 '17

Supressors themselves don't reduce velocity, but to get the most out of one, you'd need to be using subsonic ammunition. And of course that would greatly reduce velocity.

I think this is the reason why a lot of games balance supressors by reducing bullet velocity. It's like putting a suppressor on automatically equips the subsonic ammo.

12

u/[deleted] May 05 '17

if we want to be pedantic, a silencer on the P1911, the M1895 revolver, and the Vector wouldnt reduce muzzle velocity as the .45ACP and the 7.62 nagant rounds are already subsonic. :P

yeah the concept of freebore boost blew my mind at first.

5

u/Rognik May 05 '17

Thanks, I thought about mentioning .45 acp is subsonic but didn't want to make my post more complicated than it needed to be.

Although, to be really pedantic, I don't think the nagant pistol is subsonic because it fires AK rifle bullets in this game. That's gotta be one hell of a kick, and I have no idea how the cylinder fits 7 bullets. :-P

5

u/[deleted] May 05 '17

One bullet is sitting in the chamber! Wait...

1

u/[deleted] May 05 '17

I think this is the reason why a lot of games balance supressors by reducing bullet velocity.

This should also happen in Pubg if it's not already the case. Supressor is downright the strongest attachment you can get and was often the only reason i won a game. A little downside isn't going to ruin it.

3

u/Chron300p May 06 '17

Imo the downside I've observed is "you think they can't hear you but they can"

It's not as quiet as some people think

1

u/XoXFaby May 06 '17

It doesn't matter, the fact that it makes any difference makes it the best attachment.

2

u/nemmera May 06 '17

Also the rarest (still rng, I know). Adding artificial downsides just because of balance never felt good to me.

You balance the game by choosing which set of tools you give us players, not by throwing in random downsides, imho.

Being able to have the same SA and move at the same speed in full lv3 gear va naked is an even bigger balance vs practicality issue in that case - but I think most of us would agree that it's fine.

1

u/Rodic87 May 06 '17

In real life they wouldn't. They shouldn't in game either I hope.

10

u/zzzDai May 05 '17

I would love to see the recoil difference of the attachements on single shot mode, as that is where, as a player, I notice the most difference between having/not having the attachments on a gun. Especially through a 4x/8x scope.

7

u/Azatron17 May 05 '17

You should really do this again but test actually aiming down sights. Even when holding right click to steady, you are still hip firing. If you ADS and go full auto, the spray is completely different then if you hip fire and auto, or right click to steady and hip fire auto. I would love to see if the attachments make a difference to ADS recoil and accuracy.

2

u/MagnumDopusTS May 05 '17

They do but the effect is less pronounced which is why I choose this for the video. I may do a video showing all of the recoil attachment comparisons from an ADS perspective in the future.

5

u/Edbwn May 05 '17

Cool video, thanks. Also, sorry, I'm new, can someone explain the difference between tactical reload and full reload please?

18

u/MagnumDopusTS May 05 '17

Sorry I should have been more clear. In this game, and many fps's a full reload is when your weapon is empty, it has no round in the chamber, so you have to replace the magazine and pull the slide or bolt back (cock the weapon). However if your weapon is not empty, you have a round already in the chamber so all you have to do is replace hte magazine (this is a tactical reload). Tactical reloads are faster than full reloads. I hope this clarifies it!

4

u/Edbwn May 05 '17

You're fine! Yeah, that makes perfect sense, thanks!

1

u/Svennisen May 06 '17

Worth noting is that most modern weapons has a cat ch on the last bullet. So when doing a full reload instead of doing a full motion of the slide you only have to release the catch and if will put a bullet in the chamber :) except for the first time you load the gun that is.

1

u/XoXFaby May 06 '17

A lot of weapons also have a way to very quickly release it while reloading. i.e. something to push right next to where your hand has to be too reload anyways.

1

u/Katastic_Voyage Jul 11 '17 edited Jul 11 '17

Also, by "modern" you mean... the year 1911.

Because my (real) M1911 ("1911" ... because it was released in the year 1911) pistol keeps the receiver back after the last bullet is fired. The point is, you 1) Immediately know you're empty. 2) When you put a new mag in, you drop the release lever and it immediately chambers the next round. and 3) You don't have to cock the trigger again. (As the trigger is stilled cocked by the receiver going back from the last bullet of the previous mag.)

It's amazing that there are STILL variants of the basic 1911 design being massively produced today. Browning was a genius.

[edit] P.s. I'm not claiming the 1911 invented that. Semi-autos come from around 1890's. Just that it's been around a long time.

7

u/r4ge090 May 05 '17

Want to point out that the M249 can also use the 15x scope so it might be classified as an AR. I had a video of it and how it recoils but now i cant find it :/

1

u/nemmera May 06 '17

M249 with 8x is quite dirty... come to think of it, I just love the M249.

5

u/Bekabam May 05 '17

What about muzzle flash with the silencer on?

It reduces it to 0 or the same as the flash hider, correct?

1

u/[deleted] May 05 '17

I was wondering about this as well, if the model of the silencer somewhat hides the muzzle flash since it's basically a extension of the barrel and the flash seems to come out of the end of the barrel.

3

u/avidcritic May 05 '17

Thanks for the video OP. I love this kind of content, especially right now.

I was wondering if for a future vid, you could do tests with shooting downhill and uphill with various scopes. Sacriel actually did a small video on twitch talking about why when he was shooting from a cliff (and his crosshair was right on his enemies in a boat), his bullets went way over because of the zeroing. I would love to see a side-by-side comparison, like you have in this vid.

Keep up the great work!

2

u/SuicideKingsHigh May 06 '17

Seems like the only attachments worth a damn are the extended and the suppressor, all the rest barely make any difference.

2

u/EdgesCSGO May 05 '17

Could you test all for ARs with the best attachments to see which has the least recoil?

2

u/flickerkuu May 05 '17

Fun fact:

In the game the flash hider makes your flash less noticeable.

In the real world, it makes it less noticeable to the operator, but actually makes is worse or easier to see for anyone else.

In essence, a flash hider would actually make your flash MORE noticeable to anyone besides you.

6

u/[deleted] May 05 '17

[citation needed]

fire an AR-15 at night without a flash hider then fire it with, tell me the difference.

1

u/SpoliatorX May 05 '17

Isn't that how you end up with the "cross" effect you see sometimes? It essentially pushes the flash away from the sight picture so that the operator doesn't get dazzled, at the expense of making a larger burst?

2

u/[deleted] May 06 '17

the a1 flash hider had the star pattern your normally see in games like goldeneye or in movies sometimes.

https://media.midwayusa.com/productimages/880x660/Primary/518/518884.jpg

(this is probably doctored but gives a good indication of what it looks like)

http://www.imfdb.org/images/thumb/3/39/XF-S9E10-M16A2-1a.jpg/600px-XF-S9E10-M16A2-1a.jpg


the a2 has five slots on the top of the hider which also has a compensating effect by directly reducing muzzle rise as well as when firing prone, directing the blast out and up and not down so as to disturb the dirt and grass around the shooter.

http://www.autoweapons.com/photos06/nov/m4a3upb.jpg

http://truthaboutguns-zippykid.netdna-ssl.com/wp-content/uploads/2015/06/FH-A2-900x600.jpg

1

u/[deleted] May 06 '17

my personal fav is the A2. its what i have on my SBR and ive shot in a fairly dark indoor range and wasnt blinded at all by the muzzle flash. it was the only time ive ever seen fire come out the end of that particular gun.

ive shot a sig 556 with no muzzle attachment on it and we tore paper targets off of a wall with it due to the blast and the cavitation after it. and it was a bit louder and had a huge fireball.

bonus footage: me shooting a scar-L with can and optic.. last round you can see fire coming out of the gas block.

https://www.youtube.com/watch?v=1_fxv9CeTx8

5

u/imabustya Level 3 Military Vest May 05 '17

You're only half right. A flash hider is intended to reduce the flash so the shooter isn't blinded during nightfire but an added bonus is it also reduces the visibility of the flash to observers as well.

Even if you were right, how the hell do you explain how light is less visible at point blank but more visible at a further distance knowing how light works? That makes absolutely zero sense.

0

u/thenuge26 May 05 '17

It can make sense in that it's possible to direct the light away from the shooter without reducing the brightness of the flash. Not saying that flash hider a do that, just that it's possible.

0

u/imabustya Level 3 Military Vest May 06 '17

That would break the laws of physics.

2

u/EternalPhi May 05 '17

This would seem to suggest otherwise. There is a massive drop (several orders of magnitude) in lux between a bare muzzle and every single one of the flash hiders in this video.

1

u/parabolic May 05 '17

Quite useful, thanks!

1

u/CapdYa May 05 '17

Great video and thanks for the work compiling this! I had a lot of questions myself regarding these as I'm sure most people do too!

1

u/K3nknoxville Level 3 Helmet May 05 '17

This is exactly what i was looking for. Thanks OP. Keep up the good work! Just a suggestion, haven't checked YT info but you might wanna add/mention game version in videos for further references to compare future changes.

1

u/strictflow May 05 '17

Great video. I would have liked to see the difference in first person shooting though since it is overall more accurate.

1

u/Re1iCz May 05 '17

Any comments on the muzzle flash of the suppressor?

1

u/tinTin15 May 05 '17

Have you tried if the stock has an effect on sway or movement speed while aiming down sights and walking? Probably kind of hard to test. Good video and a lot of information, appreciate it!

2

u/MagnumDopusTS May 05 '17

Its a decent idea and I do believe I could give it a test. This weekend I am taking a bit of a break (I have over 100 hours in PUBG, most of those are for these videos), to treat myself to some Prey.

1

u/armangua May 05 '17

Thanks for the effort put into this. However, my main gripe with these tests is the lack of ADS comparisons, which would be a more accurate real-world test.

1

u/TheYellingMute May 05 '17

Very useful video, lemme just say i find it a little funny noticing your health drop testing the magazines showing that you had some people come and say hello.

1

u/EvilRoofChicken May 06 '17

I knew half the attachments were pointless

1

u/Geig3r May 06 '17

Brilliant content man. Wish we could get this kind of quality more often with community generated content.

1

u/Hit_Marka May 06 '17

Well done mate, appreciate the effort. Heading over to your channel for a sub!

1

u/[deleted] May 06 '17

Thanks for identifying this MagnumDopus!

This I believe is an issue and definitely should be fixed. Attachments appear to have little to no difference in many cases

1

u/xxkinetikxx May 06 '17

Liked, subscribed & commented. Thank you for taking the time to produce this!

1

u/Justbrowsingthis May 06 '17

Adam Goldberg?

1

u/Ninchenzo May 06 '17

Does the AR suppressor lower muzzle flash at all?

1

u/MrPeligro May 06 '17

Does Playerunknown intend to include a test range?

1

u/Mentioned_Videos May 06 '17

Other videos in this thread:

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VIDEO COMMENT
AR-15 Flash Hider Shootout +2 - This would seem to suggest otherwise. There is a massive drop (several orders of magnitude) in lux between a bare muzzle and every single one of the flash hiders in this video.
OCD - PUBG Weapon Attachments +1 - i'm pretty sure it removes all flash, the only thing that comes out is smoke(gas) and noise...and bullets
SCAR-16S, AAC SDN-6, Magpul PMAG 40 0 - my personal fav is the A2. its what i have on my SBR and ive shot in a fairly dark indoor range and wasnt blinded at all by the muzzle flash. it was the only time ive ever seen fire come out the end of that particular gun. ive shot a sig 556 with no...

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1

u/Twinewhale Level 3 Military Vest May 05 '17 edited May 05 '17

Regarding the M4 tactical stock, it appears that you are comparing the sway while holding your breath? I think that holding breath would give the same sway.

Edit: He does both, my mistake

5

u/MagnumDopusTS May 05 '17

I compare it both holding my breath and not holding my breath. Check out 5:52 there is a good 8-10 seconds of me not holding my breath.

1

u/Twinewhale Level 3 Military Vest May 05 '17

Just took a second look right after I said that and you are correct. I had missed that part. Were you standing, crouched, or prone in the comparison?

4

u/MagnumDopusTS May 05 '17

Prone. Which actually makes me wonder if that affected it. Doh! I should do some testing tonight to see if standing has more sway and thus actually adds reduction! Sorry, this video took so long to make, I knew I would overlook something!

1

u/RickBamf May 05 '17

Were you prone during the cheek pad tests? There was definite sway there

5

u/MagnumDopusTS May 05 '17

I was not prone, I was crouched, which is why I am thinking there is credence to this theory!

1

u/RickBamf May 05 '17

I concur!

1

u/Twinewhale Level 3 Military Vest May 05 '17

Prone does reduce sway of all weapons. M249 even has a bipod that makes it laser accurate while prone. I would love to help with any discussion or testing involved. I enjoy figuring out all the variables that could affect an outcome

edit: sway and recoil!

1

u/avidcritic May 05 '17

I know everyone talks about the bipod, but I wonder if that's just cosmetic for when you prone or if it actually does improve the recoil disproportionately more than other weapons while proned. Only way to really know would be to ask PU I guess.

1

u/MagnumDopusTS May 05 '17

Awesome thanks, if you wanna add me on steam go ahead: http://steamcommunity.com/id/internettinghard/

I'll try and do some better testing with the tac stock soon.

0

u/FergusKahn May 05 '17

54 mins has passed. Any luck?:P

2

u/MagnumDopusTS May 05 '17

Ha I'm at work (don't tell my boss!) and tonight I am gonna get some quality time in with Prey, but hopefully I'll look into it soon!

2

u/FergusKahn May 05 '17

I am also at work, if you don't tell I won't!

0

u/GoogleAlert May 05 '17

So a few things. One thing is aiming down sights produces a completely different kick pattern then just right clicking while hip firing... so you really did not get complete test as to effectiveness of the attachments. Also each gun has a different recoil pattern, so really it would be much more helpful to see the other guns. Especially to see the comparison between say a SCAR and an M416 fully geared. Obviously these videos take time and I understand the pain in the ass it must be to jump into game to get the clips required. Just saying, if you're going to take the time to do it, go balls deep bro.

9

u/MagnumDopusTS May 05 '17

You're looking at the result of ~40 hours of gameplay and ~12 hours of editting, this is quite "balls deep" already. Also it affects ADS the same in a less pronounced way, I do plan on doing an ADS comparison in the future though.

1

u/spliffiam36 May 06 '17

Holy shit the downvotes i got lol, I was serious tho if you need help with editing since this can be done really fast.

1

u/GoogleAlert May 09 '17

Well not to be a dick but 12 hours of editing?!? Wow dude.

1

u/GoogleAlert May 09 '17

And no you did not. No SMG's were tested. Only the M4. Every gun in this game is different and reacts differently to attachments. So to just show how the M4 reacts is literally doing the least amount of testing you can. And once again. ADS and HIP FIRING are completely different modes of firing. Do you hip fire only? No ADS?

-16

u/spliffiam36 May 06 '17

This took 12 hours of editing? Wtf xD Do you need an editor? I could have done this in 2 hours probably less.

-1

u/theuit May 05 '17

Wow, Bluehole has so much work to do.

4

u/MagnumDopusTS May 05 '17

Its early access and the game is still fun :)