PC Hardware Enthusiast, Loves the Lord, Enjoys reading the Bible. -What better way to know how much God loves you by establishing a relationship with Him-
@Reidboy24 Apex Attachments look insanely fun, but they are going to put the EOMM backend to the ultimate test. If the matchmaking is as strict as BO7, these wild mods (like radar tracking ammo or fan-firing) will just become meta tools used by the algorithm to compress the skill gap.
@Swagg Hard to get hyped for MW4 when EOMM is still running the show. Removing bloom sounds great on paper, but if the server uses dynamic lag comp to fake desync and flatten the skill gap anyway, it’s just lipstick on a pig. Let’s see if IW actually addresses the algorithmic rigs.
@Swagg Mixed feelings. Moving away from last-gen is a huge step, and DMZ looks very promising. But until they tone down the aggressive EOMM backends that killed retention in BO6/BO7—and fix lazy engine bugs like the old bloated default max pitch/yaw values—the skepticism is very real.
@HusKerrs Optimism for MW4 is great, but MnK players remember how broken BO7 is. The default max pitch/yaw caps were set to an absurd 180 in the files, causing massive mouse float. A new handling model means nothing if the default engine logic is lazy. 0 bloom doesn’t fix a floaty engine.
@WarzoneAlerts Deterministic gunplay and removing weapon bloom is just a marketing distraction. The real issue is server-side hit reg manipulation. Watch them reintroduce artificial inconsistency via lag comp the second you exceed the skill gap the algorithm wants you in.
@WarzoneAlerts Removing hipfire bloom sounds great until the EOMM algorithm just adds artificial network "bloom" to force a 1.0 KD anyway. Deterministic gunplay means nothing if the server-side lag compensation is working overtime to overwrite your raw input the second you play well.
@charlieINTEL "Not reverting" means IW work arounds. Expect stricter matchmaking locks, heavy restrictions on joining matches, and hidden MMR/AI penalties if you backs out of lobbies you don't like. They’re protecting the data-driven metrics. For an inorganic experience regardless. 🎰🛠️
@charlieINTEL Not reverting' means the corporate retention metrics won the argument. Promising to be transparent about the matchmaking parameters before launch is just advanced damage control to protect pre-orders. A data-driven system built for microtransactions is still a data-driven system.
@charlieINTEL When the game tells you everything is entirely skill-based and deterministic, but your manual aim adjustments suddenly start feeling inconsistent the moment you hit a high-skill bracket, it creates a massive sense of distrust.
@charlieINTEL Public matches don't exist in a vacuum; they exist on live servers governed by data-driven engagement parameters. The massive concern for high-skill players is the gap between what the client shows and what the server decides:
@charlieINTEL What good is removing mechanical bloom if the EOMM algorithm just introduces artificial network or hit-reg 'bloom' behind the scenes to force a 1.0 K/D?
@C9EmZ If you are saying that there is low sbmm with that video you are delirious. Watch your own video. Your kill/deaths ratio is horrible. You start off in an opponent swarm streak. And most important; you were losing the match. And you call that fun? Sweatheart that ain't fun.
@TheXclusiveAce@NerosCinema@BMR_1988@YouTube "The new standard matchmaking on launch (lowered sbmm)"
At launch, it's called "Open" while SBMM matches are called "Standard". It's irrefutable proof they did a rug pull on launch. When your "word" can't be trusted in communication, you lose credibility.