Call of Duty/Warzone Healthy skepticism. Enjoyer of testing, research and data.

Replying to @HeyImAlaix
This guy really just saw the word "camera" and made up that Activision is secretly using your webcam or something. Yes, NvCamera64.dll is Nvidia Ansel. It's an in-game camera that lets you take photographs and has nothing to do with your webcam. It is included with the Nvidia display driver, and is bundled with Freestyle which let's you apply filters to your game. It will be loaded into any compatible/supported game, and this is not "malicious in nature" or "suspicious" like this guy says in his video. Disabling Photo mode (Ansel) in the Nvidia App/GeForce Experience, or just disabling Ansel by itself, will stop the .dll from loading.
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When intentionally making myself lag I can make my gameplay look a lot like many of the bad hit reg or "skill-based damage/hit reg" clips that have been shared lately. In short, the blood effects are client sided, and the hit reg is bad – probably because of desync/bad servers. This is just me delaying my outgoing packets though, it's not what's happening in most clips and I'm not saying I can show what is. However, I do think this is a good demonstration of what the game can look and behave like under bad networking conditions/with a disconnect between server and client. It seems obvious to me that many of the hit reg clips that have been shared recently are showing some form of desync and/or some issue related to lag compensation, probably because of bad servers. I'm no netcode expert though, and don't know enough to explain exactly what's happening. I guess you could say that right now there is an issue that could result in "erroneous visual blood effects". However, there is obviously also just as much of an issue with the hit reg, and I hope they don't just hide the blood and say that they fixed it. If that's all they do, I think we will still see many strange clips though. It will be interesting to see what the fix brings. I think there are at least two things going on with the blood: • Purely client sided blood effects, that often don't match actual server authorized hits. The effects of this are much worse and more noticeable when there's lag/desync. The client sided blood is maybe not intentional, as there appears to be a first blood effect when your client thinks a bullet hit, and then a second blood effect when you get the hitmarker. From my testing MWIII does not have client sided blood effects, and I suspect that BO6 recently introduced this for whatever reason. • "Hitboxes" for the client sided blood effects seem to not line up with the actual hitboxes, meaning that sometimes actual (near) misses will still show the client sided blood effects. There will be a few cases where shooting clothes and gear on the operators, outside of the hitbox, still gives blood splatter. Alternatively, the actual hitboxes are too small. I guess that it's also possible that something else is broken regarding the hit reg or netcode too.
❗️ #BlackOps6 #Warzone We've identified an issue that could result in erroneous visual blood effects when damage was not actually dealt while shooting at enemies in all modes. Details: trello.com/c/4HsJNsBY
Community note
There's a hit registration issue in Warzone, on the client side it's displayed that shots hits enemies showing the visual effect of blood, but servers don't register them as valid hits, therefore the error lies in the unregistered hit, and not on the visual blood effect: nitter.app/Freund_cod/sta… nitter.app/TheTacticalBri
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BBB demonstrating why audio is important and why you should maybe watch the gameplay more than once before saying someone is hacking. @Rocmaa_x's gameplay again. Stop making hackusations based on spectator-footage without comparing to the original #Warzone
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Hello, conspiracy theorists. Grenades will actually randomly change direction mid-air on this map. It happens regardless if there is an enemy nearby or not, even when throwing grenades outside of the map, and it can be consistently replicated. From most angles it seems to actually happen depending on the angle/position of the rotating radar dish thing, which I'm guessing has a large invisible collision area, or is somehow affecting the trajectory of the grenade in some other way. There might be something more going on, but my point is that it happens even if there are no enemies at all in the game.
Didn’t know the Airbender was in this fucking game
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Call of Shame in a recent video claims to show proof of skill-based hit detection and damage and other forms of manipulation/rigging in Call of Duty. Even though he claims that Activision "admits everything" and that this video is "concrete proof of skill-based damage", nothing is shown to back this up at all. It's just an AI voice making stuff up. He provides no sources whatsoever, and only relies on a completely unrelated Activision presentation on how Call of Duty uses machine learning to personalize player experiences in order to increase engagement, at an Amazon learning conference. Essentially they're using machine learning to decide how, when and what content and features are suggested/advertised to the player through messages, in order to increase engagement, revenue and feature visibility. "Messages" is not a misleading term for player/gameplay adjustments or manipulation, it literally means messages. They could be in the form of text, video, images or other prompts. Yes, the ultimate goal appears to be landing the player in the store, and you can think what you want about that, but it has nothing to do with skill-based damage or rigging gunfights. Activision using Amazon (AWS) Cloud services to personalize messages to users is obviously not proof of skill-based damage, or anything malicious, really. Here are a few snippets from the presentation that highlight what it's about.
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Similar things happen in current Warzone. The hitbox for the legs can sometimes be misaligned with the player model when standing on uneven surfaces. It seems to happen after jumping but I don't know if that's the only case. This is not a huge problem but obviously something that should be looked at @RavenSoftware And also, again, if you're shooting at someone and not getting a hit, there's probably an other explanation than the game intentionally nerfing you or rigging your gunfight.
It seems more likely that the hitbox and player model are not properly aligned because of the enemy proning and playing the animation of using a computer/killstreak, than this being a rigged gunfight. Could also be related to lag or a bug. I don't see how this is proof.
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My take on Booya's alleged aimbot malfunction. #Warzone @FaZeBooya @Badboybeaman1
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I kind of feel like I should reiterate that this is me making myself lag. It's obviously not a fair representation of the hit registration in the game most of the time. With this said, it does look more or less exactly like many of the clips we've all been seeing recently, and any other explanation is probably worse.
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I've done some testing just to show that the "headshot" hitmarkers in the killcams are not dealing headshot damage. The TTK and hit reg feels inconsistent, but it's not because of a visual bug in the killcams. Here is an example of me using the AS VAL where I first show the damage when getting a single one of these hitmarkers (24 to the leg, which is correct), and then how it at both 150 hp and 300 hp still takes the expected amount of shots to kill – 7 and 13. If they did headshot damage it would take 6 and 11. At the end there is also a clip of this happening with melee. #Warzone #CallofDuty #BO6
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Little update regarding hit reg in multiplayer – debunk/explanation of some of some of the craziest clips I've seen of "skill-based" or bad hit reg in MP. Many of us have seen instances of vehicles/props not loading in, making it look like shots are hitting without dealing damage. Some of these clips appear to have a similar explanation: there being huge invisible and impenetrable airplanes in the middle of the maps. I've seen quite a few clips of the Dreadnought briefly appearing in the middle of Nuketown, and it turns out the same thing seems to happen on other maps and even without the plane actually being visible. This is my theory, as in all these clips a Dreadnought is called in, also seemingly matching the few clips where the plane is actually visible. It obviously doesn't happen often, but the the results are pretty crazy. I don't know if this was quietly fixed in the season 1 reloaded update or not. At first I attributed these clips to some sort of desync, and that's probably kind of true, but they seem to be more bug related. A crazy bug like this even being possible kind of makes you wonder; are there other situations where your bullets are literally blocked by random invisible assets? #BO6 #CallofDuty
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.@BadBoyBeaman claiming @HusKerrs' enemy was invisible due to a Ricochet Cloaking mitigation. This is not Cloaking. The most obvious reason being that the enemy is in fact not invisible. Very hard to see though. 1080p in comments
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Client-side blood effects appear to have been disabled in today's update.
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It's showing two hitmarkers for some reason, that will then move in and look like a single one. It's clearly not an actual headshot marker.
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There's something weird with the hit registration right now. I've seen a lot of clips shared lately of what looks like hits, with blood splatter, but without hit markers, both on MP and WZ. I don't know if it's just making missed shots look like they hit, or if it's not registering hits correctly. Could it be because of some kind of mismatch between server and client regarding hit reg and impact effects? If so it could probably be even more noticeable if there's desync? Someone can probably give a better explanation. These are all staged, both in public and private matches, but I've noticed it happening quite a lot when playing recently too. Definitely needs to be looked at. No audio unfortunately. #CallofDuty #Warzone #BO6
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Replying to @JROCKGamingYT
Couldn't tell you. @TheTacticalBrit is probably right. I wonder if client sided blood wasn't in BO6 from the start though, as I've seen slightly older clips of the same thing without blood. It's hard to go back and check now. I feel like all these clips started popping up shortly after the season 1 launch november 14 or possibly around the unclear hitmarker update november 19. I could be mistaken, and it could just be a coincidence. And another explanation is that the servers are simply under much more load since season 1 launched.
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Replying to @notblametruth
I mean, if you choose to use a gun that only deals 12 damage per bullet then this is how it will play🙃
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As usual, I'm not claiming to prove someone is not hacking. My point is that these examples, and many more in the same gameplay can be explained by other things than hacks. If there actually is a truly sus moment, BBB and others are drowning it out with stuff like this.
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Replying to @cod_4k

ALT Sam Elliott Hello GIF by GritTV

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Replying to @iamExpel
Yeah turning off bullet impacts doesn't seem to do anything noticeable, turning off blood effects too still leaves a dust cloud effect. I'm not sure if you can disable it. I guess it's a "real" impact effect from hitting an operator, just without the hit registering, kind of like how you will get a blood effect when shooting your teammates too.
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When you watch her original stream the audio is so much better, she hears enemies way earlier and more clearly than the spectated WH footage. When adding her audio there's not enough in this gameplay to make me think she's cheating. Yes, the audio could cover up hacks, but still.
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This. It's an interesting clip though and it does look pretty strange, but I agree it appears to just be showing the effects of War Cry. Like you say it would make sense that an enemy with working Gearhead has his War Cry ready around this time. As a test I was able to – more or less – perfectly recreate the clip using War Cry, and using a macro to very closely time my shots with the ones in the clip (the last SMG hit and the first pistol hit). It was really close, though, and the difference between surviving this or not is not many frames. I'm not claiming to know this is exactly what happened, the quality is poor, and there could also be small differences in frame rate and latency, also it seems in the original clip the Jackal did 1 damage more per bullet to the body than it does now, but the fact that it can be replicated this closely makes me think it was not skill-based damage. Also, I think it looks like only 1 wallbang. Although hitmarker delay can make it look like he didn't shoot through the column, looking at when he actually fired instead of when the hitmarker appears, he clearly did though. The hitmarker will usually be delayed by a few frames.
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Replying to @SpartakusLIVE
Seems you can do this in most elevator shafts, good to know if you need to make a quick getaway😂 Looks like you came across a weird way of surviving falls by flying/falling into some corners lol. It's inconsistent though so it's probably not very useful.
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Call of Shame is claiming that your gunfights are rigged using tools like Amazon Personalize.
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Great example of how health regen buffs can affect a gunfight in BO6, posted by u/India_Golf99 on Reddit. In this clip the enemy appears to survive way too many hits, but theater mode shows that the enemy actually used a Stim shot as well as War Cry, both of which sped up healing while also being virtually unnoticeable. If you experience similar damage inconsistencies then there is likely an explanation that doesn't involve skill-based damage or rigging.
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About @BadBoyBeaman's latest video on @Symfuhny. Symfuhny sees more details while playing than we do in the VOD, still the enemy is visibly pinged. Quality is pretty poor, look at the original stream too. twitch.tv/videos/2121268837?… #Warzone #CallofDuty
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Omg that's crazy. In other news @BadBoyBeaman said this right to his viewers.
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@Badboybeaman1 debunk challenge. Congratulations you found out how the weapon behaves after you get off a zip-line or redeploy drone. @ZLaner
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There's this box where the cutscene of the Dreadnought being deployed takes place, and for some reason the plane seems to sometimes spawn on the map instead.
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Replying to @notblametruth
To the confused people in the comment section thinking this is some kind of nerf/rigging: There is a small invisible barrier around the decorative twigs/leaves that will block bullets when you shoot where he did in the clip. Seems unlikely to hit it two times, but he did.
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Different version where it for whatever reason doesn't show two hitmarkers but instead two shield icons.
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Just realized an enemy can stim right before standing up, and it won't play the animation or the sound, and you won't see the stim icon unless you attack right during the healing. Would probably rarely occur, but I've seen a clip of "skill-based damage" where this is likely what happened. You should at least see a stim icon.
Replying to @Freund_cod
Wish @Treyarch would make the window during which the stim icon shows up longer. There's obviously a lot of confusion
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CoD players who've never read a patent before in their lives are still unable to comprehend how Activision could ever do something so crazy and financially irresponsible as holding a patent without "using it" in all their games. It's almost like it's a common thing, though. A patent is intellectual property; it's an asset. Companies such as Activision like having large patent portfolios, as patents can be valuable and useful in many different ways even if you don't "use" them. It's also important to understand that a patent is just a legal right – a negative right, that lets one exclude others from practicing the patented invention. It does not grant the owner any positive rights. Having a patent does not mean that the owner is using it, or even that they're necessarily allowed to use it. It just means that they can stop others from doing so. Obviously, it's just a legal document and not something you can actually use or shove into a game. It therefore won't tell you anything about Call of Duty, especially if it doesn't even mention Call of Duty. They would have to spend even more time and money to actually develop and implement whatever system is outlined in the patent, and to adapt it to the specific game. You don't need to actually develop/make it to patent it. Lastly, the patented system could be suitable for and used in one game, which obviously wouldn't mean it has to be used in other games. The notion that Activision holding a certain patent would mean, or even imply, that they "have to be using it" in Call of Duty is incredibly stupid.
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He used a stim. If you still have the match it'll be more obvious if you can get it in better quality.
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.@BadBoyBeaman incredible how you in your latest video on @Rocmaa_x spend time wondering about the hearbeat and making guesses about its range, instead of just looking at her stream and letting your viewers know that the enemies were in fact within its range. L vid, might debunk.
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Replying to @CarlosBitMe
You can argue that his aim/tracking is sus, sure. They weren't 2boxing though as you can watch them queue, and I don't understand why shooting the door is the most sus shit ever as you can clearly see the enemy and the red footprints as well as a radar ping moments earlier.
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.@BadBoyBeaman think what you want, but the audio cues and the information is clearly there. You would know if you watched the original footage. @SpartakusLIVE
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Adding some context to @CallofShame's recent video since he's not doing it himself. Resurfaced clip of @NioRooch It might be sus, but it's less sus if he actually knew an enemy was in the house. Also, CoS' video is in 30 fps, which can make MnK flicks look more sus. #Warzone
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Replying to @TheXclusiveAce
You're right. It's mostly a waste of breath but I do it because I enjoy it, and on the off chance that someone cares to pay enough attention to realize that they're being lied to.
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What the presentation is about.
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Replying to @Marksman
There hasn't. It's just desync/lag, bugs and misunderstandings.
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Replying to @TheDropshotPod
There's a bug with the upload stations where someone using it will be shown in the wrong place. You have to shoot where he would actually be standing. I thought this was fixed recently but I guess it wasn't.
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You can stack health regen buffs in Black Ops 6, like the Guardian perk, Enforcer Combat Specialty and War Cry Field Upgrade. Using two or more of these can have a meaningful impact on gunfights in certain situations by letting you heal very quickly. It would be nice to have a visual cue/icon show up when attacking someone who's healing so quickly, like with the Quick Fix perk. The same goes for the Stim Shot, which I think is a bigger problem. The icon indicating that the enemy you're attacking used a stim seems to only show up if you're hitting someone exactly during the actual healing – if even then – which is incredibly fast. Although if using a stim when already at full health, it seems an enemy will get the icon even when attacking you much, much later. It feels very inconsistent and unreliable. On top of the icon often not showing, the animation of using a stim is very easy to miss. It is not even noticeable if done right before a dive (which seems like something people might do to get away from a situation). Often you will have no idea that the enemy you're attacking used a stim in the middle of the engagement or moments before. There should be a longer window during which the icon will show so that you can better understand how the enemy had so much health. With the fast TTK, this probably contributes to it feeling inconsistent, and people sometimes thinking their bullets don't do enough damage. Video 1 is an example of an enemy using a stim in the middle of an engagement. I had to go back to watch the footage to examine how I lost that despite getting 6 hit markers. My aim may also have had something to do with it. There's also a clip showing the same thing taken from "aoiminee" on TikTok. There's also a clip of the stim icon showing/not showing and of a dive. Video 2 is an extreme example of me stacking the effects of different healing buffs to show how it can affect a gunfight. After is a slightly less extreme example, where I'm not using the Guardian perk.
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Replying to @Fifakill_
There was nothing weird going on with the plates or health like some are commenting. The enemy hit Fifa's teammate in the car, and later you don't see the blue plate icon in the killcam because there is actually a bug that makes it not show if the bullets are also hitting a vehicle behind you😂He still had 300 hp. The Jackal can kill in 8 shots and you can see from your health bar going down that you're hit 8 times, at least in the original footage. It looks like the enemy hit every shot which will make the TTK very fast. You needed to hit 11 shots to kill, and I count 10 hitmarkers. So it was close. You only fired 13 rounds, the 14th didn't fire, and the first two were clear misses. I guess one more shot missed, likely because you weren't fully ADSed combined with the usual hit reg/boxes and servers.
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This clip of a player seemingly being nerfed after getting a number of kills almost had me wondering if maybe skill-based damage had been real all along, or at least if there's something very broken with the damage or hit registration. But no, it's another case of the enemy using a stim, and it being almost impossible to notice since no stim icon pops up. For this to make sense we need to accept that the first shot hit the lower torso and not the chest though, and a quick (and somewhat inaccurate) comparison shows that this was probably the case. I have no problem assuming the enemy also used another stim in the trailer to survive the pistol shots.
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It seems more likely that the hitbox and player model are not properly aligned because of the enemy proning and playing the animation of using a computer/killstreak, than this being a rigged gunfight. Could also be related to lag or a bug. I don't see how this is proof.
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I was able to replicate the aim part pretty closely, by tapping the focus and the ADS-keys. It's probably mostly just the ADS though. I'm sure this is also what he did as you can briefly see his crosshair dot show up meaning he released and then pressed ADS again really quickly.
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.@CallofShame with an absolutely ridiculous analysis and "100% proof". It's a pretty crazy shot but don't tell me Nio's aim is locked on to the enemy when it clearly isn't. The "white dot" is initially nowhere near Nio's aim and also moves independently from it, and a crosshair dot wouldn't show while in ADS. Although the quality is terrible it seems the dot is just a part of the parachute which is why it perfectly tracks the enemy. The footage is old, but since CoS has now uploaded it twice in the last 2 months I felt like commenting on it. #Warzone
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.@BadBoyBeaman's latest video on Zlaner. Z knows from info and sound cues that there is a second enemy directly below somewhere. Him then being able to spot a visible enemy on the balcony, and then aim at him, certainly isn't evidence of aimbot.
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So I'm pretty sure there are death barriers that are either too close to, or directly clipping through, some geometry. In this clip I believe TKO hits a death barrier. It actually happens when hitting a lot of door frames on this map. My guess is that hitting it from the right angle with enough speed will make you bounce downwards with enough momentum to sometimes clip through the ground a little and touch a death barrier right underneath. Could be something else too, but it's easily repeatable under some door frames. Any suggestions are welcome. I've also seen lots of clips of random deaths around/on vehicles on different maps. I haven't been able to recreate some of the ones I've found and I think they might be quietly fixing them. This map does seems to have a lot of these spots, though. Here are some examples where I've been able to recreate it on this map and on other maps. In this video, the first instances are me making myself briefly lag mid-jump, which I think makes my landing rough/laggy enough for me to touch a death barrier underneath the ground, which might be what's happening in some clips. It only happens in some areas on the map (and as far as I know only this map), which makes me think it's not somehow related to the anti-cheat or just the lag itself. To be sure what exactly is going on would take more testing, but yeah I think we can all agree that we should be very careful with the "Splat" cheating allegations right now. It also obviously is not "skill-based". The other clips in the video, including the one where I recreate TKO's jump, are without any lag so I think it's probably bad clipping with the death barriers or some other bug.
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Replying to @coleg238
My first thought was that the killcam just wasn't recreating the throw and trajectory correctly, but I just loaded a private match and threw a few nades around and found this. It would be very interesting to know exactly what's going on.
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Example of important info not being included in @RageAgainstMy's latest video. The way he refuses to listen and calls you a fanboy if you disagree or point out these things makes me think he's not really interested in the truth, and I'd greet his videos with skepticism. #Warzone
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Haha, thanks! I appreciate that from one of the testing goats!
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It's definitely a multifaceted issue. The way they worded their tweet could be taken as them downplaying or not even acknowledging a big part of it, but also as them focusing only on the cases where the blood effect could actually be considered erroneous. What they mean exactly is hard to tell. If the visual blood "hitbox" isn't perfectly aligned with the actual hitbox, then some cases of blood might be considered erroneous. If you shoot through an impenetrable car that is not rendered/loaded in for you, therefor making it look like your shots are hitting, the blood might be considered erroneous. But the biggest and more important issue for most is when it seems like you're clearly hitting your shots, and even seeing blood, and it not registering. Not only the long range sniper clips but really close range too. So there seems to be issues with invisible objects and props, desync, misaligned hitboxes, and who knows what else, that are all highlighted by the client sided blood. Most importantly it appears to be giving us a clear picture of how bad the desync/hit reg can be. I think the entire existence of client sided blood might be erroneous – as I mentioned in my post I suspect it was introduced recently, and I don't see why as right now we seem to be getting both client and server sided blood effects. I think they will probably start by just removing this, which won't fix the underlying hit reg issues, though. A bit more transparency and clearer communication could have really helped here, and they could have avoided a lot of backlash by not putting out a tweet like this when there are so many problems "related" to the blood.
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I see what's happening. I don't see how it's proof of DDA and can't be that the hitbox is misaligned or out of sync with the animation, or something else, though. If you think that looks rigged then look at how crazy rigged this guys' hitbox was.
Replying to @TheDropshotPod
There's a bug with the upload stations where someone using it will be shown in the wrong place. You have to shoot where he would actually be standing. I thought this was fixed recently but I guess it wasn't.
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Replying to @ItsHapa @HeyImAlaix
That's just a patent, I think you're the one who needs to educate yourself. This Bush guy has shown no proof whatsoever of Activision secretly using your webcam, so as far as I can tell it's just make believe. I personally think that anyone who unequivocally believes and spreads this nonsense is just stupid and gullible. I hope you got the engagement you wanted, though.
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Another old clip about Nio I've seen people bring up after he was spectated by @HacksGrandpa. Shows how CoS is either clueless or purposefully misleading. Can't blame Nio for not noticing while playing, but CoS should look at the footage before posting nonsense.
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I've seen this clip of inconsistent or skill-based damage in BO6 shared a lot. A lot of people seem to not be realizing or acknowledging that the footage is edited to show some of the same hits twice (when it flashes white), or that there is a cut where frames are missing (conveniently right when the enemy uses a stim). Other than that, though, I think it seems very possible that a few bullets could have gone through the diving board or the metal bars, dealing little damage. I also think it kind of looks like the enemy uses a stim earlier as well, but the quality is too poor to really tell. It could be something else too, but this clip is probably not showing skill-based damage, just like any similar clip probably isn't either.
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Replying to @richturds007
I think something isn't working right with the game/servers. That was my point, I'm not defending the game.
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Replying to @BabaYuki_ttv
They're not even headshot markers, they just happen to kind of look like headshot markers, so I don't see a reason why they would register as headshots.
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Perfectly reasonable explanation. If you ignore the signs and cues on the screen then I guess anything can be a massive sign of wall hacks.
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Yeah, my post is pretty much a demonstration of what desync could look like combined with client sided blood. Looking forward to seeing a better explanation as to the why and how!
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He doesn't know how to read a patent or what a patent actually is. He's convinced that patents that don't even mention Call of Duty will actually tell you how the game works while they're just legal documents. Meanwhile Activision has other patents that specifically mention and describe Call of Duty, and even they are not "implemented"... The patent claims will usually be changed/revised several times during the application process, so if he wanted any credibility he would refer to the the actual granted, in effect, patent instead of the patent application that he keeps posting. Unless he intended to actually link the application, but I doubt it as he calls it a "patent" and doesn't seem to know what it is that he's reading. He thinks university studies on EOMM are directly related to Call of Duty. He doesn't seem to understand basic game mechanics like for example the Quick Fix perk, or how latency/desync can affect the gunfights, how what he sees on his screen is not always exactly what's happening, how the enemy third person animations will sometimes be desynced, how the hitbox will sometimes not perfectly align with the character model, how if you shoot someone right before you die your shot won't count as the server decided that you were already dead, or how the killcams are inaccurate. I probably missed something. He can't fathom himself missing a single shot, and if he does then it's not server related or a bug or any other mishap – it's because it's rigged. Here is one of his videos. It's a telling example. Keep watching if you want a good laugh. piped.video/watch?v=3hb6MYJd…
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Replying to @hecksmith_
Thanks! It's not going to make the gunfights feel less inconsistent but I think we should be mad at the right things.
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Replying to @HeyImAlaix
Even single-player games like The Sims 4 and Skyrim uses the CoD patent and maliciously loads the dll😂 So does Xdefiant, even though he said it was "clean", because he doesn't know how to properly check loaded modules
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Replying to @cod_4k @bbreadman
The footsteps are so clear it's hilarious, even in COS' own upload. I don't understand how he can claim you can't hear it, and even makes such a big deal of it. Actually debunks himself in his own video.
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Headshots generally still do slightly more damage and can affect the TTK/STK.
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Nah, you're just an idiot who will scream and report when you lose and call it evidence. piped.video/watch?v=WvVLZFq9…
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Replying to @Nixstahh
First thing I did when I saw this was to assume it was fake, and to look it up and confirm that it is indeed a common method of trolling in the chat. He's even doubling down
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Replying to @cod_4k @CallofShame
Great stuff. I agree that stun grenade debunk was and still is sick – "nothing but opinions".
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This is almost as absurd
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Aim penalty? Yes, sure. Impossible to hit two shots? No. I see you posted: "he doesnt miss a fuckin shot here, mid air, the animation isnt even done, starts from hip fire, and doesnt. miss. a. shot....make it make sense". There are 2 visible hit markers, out of 13 shots fired.
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Replying to @SoldierOfMisfo3
Seems to have been a bug. You can see down left it doesn't look like Hisoka is dead, and the number of players alive in the top right doesn't change when he dies. (CoS cut all this out). The game thinks he's alive. Happened before the reports so they have nothing to do with it.
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Replying to @raratoman @Rocmaa_x
Already happened🤷‍♂️
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Replying to @Aldin_Rue
That remains to be seen
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I keep trying to remind myself but it's difficult😅
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Replying to @notblametruth
Lmao, no idea man. Randomly dying seems to not be an entirely uncommon bug. If someone geniunely thinks the game will intentionally kill you at the start of a round of S&D then it probably wouldn't matter what you told them though lol.
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Replying to @TheXclusiveAce
I don't know what happened with this, as there is no visual or audible difference between a wall bang and a normal hit afaik. Maybe it never got added or isn't working. It does sound like a great QOL improvement though, and I hope they do add it. Would apply to both Warzone/Multiplayer. Also, as you know there is no way to tell if an enemy is under the effects of War Cry, just like most other health regen buffs. The same goes for Stim Shots, the visual cue for when you're attacking someone who is using a stim should show for a short duration after the enemy healed up and not only during.
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Replying to @subonekd
Yess.. Basically the evil company wants to make money.
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Idk if he's cheating or not, but these are just visual artifacts from his gloves because the quality is terrible. Don't know who this guy is but if he's going to be banned from some kind of tournament then it should not be because of this.
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W. In my opinion we need the same thing for the Enforcer Combat Specialty, and the stim icon needs to show when attacked shortly after using it, and not only during.
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Activision said the exploit was fixed and doesn't work anymore, so how does this video prove anything?
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I know what you mean but they get enough attention already, his video has over 1k comments all hating on Activision for this and attacking the speakers. I just hope that maybe I can help someone realize that they're being lied to.
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Replying to @hecksmith_
Was just wondering about this. Good stuff!
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I agree that this is partly the problem, the blood should probably not be client sided at all, but the underlying problem is the desync. We also have clips like these that aren't staged like mine, and similar clips are being posted every day. The hit registration is obviously unacceptable in these cases no matter why it's happening. The only explanation being "erroneous visual blood effects" is not good enough.
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There is a common visual bug in the kill cams where hit markers initially show up as double. It resembles a headshot marker but they are still clearly different. Here's an example of me getting normal hit markers that look bugged in the final kill. This is not your gunfight being rigged or the enemy using soft aim.
Is he getting headshot hit markers here? I'm so confused.
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I agree it looks strange, but that could just be near misses, bad hit reg or desync. It's theatre footage so it's not very reliable.
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Nothing new lol. EO refused to even hint at any big streamers using their service, and CoS made it seem like this was going to flip the script.
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Honestly I would guess that you know more about this than me. It does seem like something that could be the product of weird lag compensation. Some of these clips are probably just normal lag, but it's hard to know what's going on since we can't even trust whatever info we get from the the in-game ping and network icons. In my clip you can see that the server registers the delayed hit if the target is standing still, but if the target moves after I shoot it wont register, even though my client clearly registers it. Maybe the server will just reject any shot fired at a target depending on how much the target has moved in relation to how long the delay is. I'm not sure you can directly compare my "client sided" lag to whatever is going on with the servers though, which is why my post was mostly just a demonstration/visualization.
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Replying to @cod_4k
I'm inclined to think perm bans are only issued for clear and verified infractions. Would they admit it if there were false bans though? If they aknowledge the existence of a false permaban we would never be able to trust a ban again and it would look very bad for them.
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Replying to @notblametruth
There is. Skill-based twigs are the newest addition😂
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A lot of people have made videos on this kill saying it's sus, none of them tell you that she actually quite clearly hears the enemy. With the added audio the viewer can form an informed opinion. Imo it weakens the strength of the evidence significantly, same for other parts.
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Replying to @jamcowl @Fifakill_
Those replies are no fun!😜
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Replying to @subonekd
Very well explained and demonstrated!
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Replying to @cod_4k @ZLaner
Good job. If you want to read a thorough (and lengthy) break down of this footage, and see recreations of the alleged snap, feel free to see this reddit post teddit.net/r/StreamersCheati…
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Replying to @cod_4k
I'm trying to expose cheaters but these "debunker's" just keep making Montagues.
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Replying to @ModernWarzone
Hello, conspiracy theorists. Grenades will actually randomly change direction mid-air on this map. It happens regardless if there is an enemy nearby or not, even when throwing grenades outside of the map, and it can be consistently replicated. From most angles it seems to actually happen depending on the angle/position of the rotating radar dish thing, which I'm guessing has a large invisible collision area, or is somehow affecting the trajectory of the grenade in some other way. There might be something more going on, but my point is that it happens even if there are no enemies at all in the game.
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And in this specific game he actually did 22191 damage, but the AAR showed 5809
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