// initialize jwplayer var playerInstance = jwplayer('player'); // player dom elements var playerContainerEl = document.querySelector('.player-container'); // returns video player position from top of document function getElementOffsetTop(el) { var boundingClientRect = el.getBoundingClientRect(); var bodyEl = document.body; var docEl = document.documentElement; var scrollTop = window.pageYOffset || docEl.scrollTop || bodyEl.scrollTop; var clientTop = docEl.clientTop || bodyEl.clientTop || 0; return Math.round(boundingClientRect.top + scrollTop - clientTop); } // returns the current y scroll position function getScrollTop() { var docEl = document.documentElement; return (window.pageYOffset || docEl.scrollTop) - (docEl.clientTop || 0); } // configure jwplayer instance playerInstance.setup({ autostart: true, playlist: 'https://cdn.jwplayer.com/v2/playlists/mYdavspX', primary: 'html5', setFullscreen: true, width: '100%' }); // when jwplayer instance is ready playerInstance.on('ready', function() { var config = playerInstance.getConfig(); var utils = playerInstance.utils; // get height of player element var playerHeight = config.containerHeight; // flag determining whether close has been clicked var closed = true; // CHANGED // flag determing whether player is playing var playing = false; // ADDED // eventhandler for when close button is being pressed document.getElementsByClassName('icon-close')[0].addEventListener('click', () => { closed = true; onScrollViewHandler(); }); playerInstance.on('play', function() { closed = false; playing = true; // ADDED }).on('pause', function () { playing = false; // ADDED }).on('adPlay', function() { closed = false; // ADDED playing = true; // ADDED }).on('adPause', function() { playing = false; // ADDED }); // get player element position from top of document var playerOffsetTop = getElementOffsetTop(playerContainerEl); // set player container to match height of actual video element playerContainerEl.style.height = playerHeight + 'px'; // below we handle window scroll event without killing performance function onScrollViewHandler() { var minimized = getScrollTop() >= playerOffsetTop; if (closed && minimized) { minimized = false; jwplayer().pause(); playing = false; // ADDED } else if (!minimized && !playing) { closed = true; // ADDED } utils.toggleClass(playerContainerEl, 'player-minimize', minimized); // update the player's size so the controls are adjusted playerInstance.resize(); } // namespace for whether or not we are waiting for setTimeout() to finish var isScrollTimeout = false; // window onscroll event handler window.onscroll = function() { // skip if we're waiting on a scroll update timeout to finish if (isScrollTimeout) return; // flag that a new timeout will begin isScrollTimeout = true; // otherwise, call scroll event view handler onScrollViewHandler(); // set new timeout setTimeout(function() { // reset timeout flag to false (no longer waiting) isScrollTimeout = false; }, 80); }; });

The MX9 is among the most subpar guns in Black Ops 4’s multiplayer, but why is that so? With XclusiveAce’s help, let’s find out the answer.

At some point along the way to your Dark Matter camo, you will have to come face to face with the worst guns in Black Ops 4. The MX9 falls into the lower end of the pack due to severe nerfs from its beta heydays. The nerfs left the weapon with significant recoil, lower damage, and a worse hipfire profile.

While the fire-rate of 722rpm stand above the GKS and Assault Rifles, it falls short of the other SMGs. The weapon feels similar to SMGs from older Call of Duty titles ie. Black Ops 2’s MSMC, but it lacks the damage per bullet of those weapons. Coming in 32 damage at point-blank range, the MX9’s unique falloff calculation continues falling off in damage all the way to 18 per shot. That’s a 9 bullet kill.

Rapid Fire slightly ticks up the gun’s fire rate to 769rpm, but this is too falls oddly short of other weapons. The time-to-kills of the MX9 fall between 332ms and 665ms, putting it at the severe disadvantage against both SMGs and ARs.

Moving right along to movement stats, the features an average ADS time of 250ms. Additionally, the weapon makes great use of Gung-ho as its benefits reduce the sprintout speed to a snappy 150ms. This will allow you to quickly pop in and out of sprint to ensure you arrive at chokepoints and objectives faster.

ADS strafe speeds, an important stat with the rise of quick-strafing in multiplayer, are quite decent for the MX9. The regular speed without stock already gives you 80% of normal movement speed. Stock does not ultimately give the player much as the upgrade is only 10%. As such, Stock is not recommended on the MX9.

After examining the above stats, XclusiveAce crafted a class to fit in with the conclusions.

Scavenger is taken due to long kill times and the amount of ammo needed to kill even a few players. Gung-ho is taken due to the 100ms shave it gives to the sprintout speed. Dead Silence rounds out the perks to keep the player quiet while they traverse the map.

As for attachments, the class includes Rapid Fire, Hybrid Mags, and a Laser Sight. The Hybrid Mags help with the reload speeds and lets the player get back into the fight faster. The Laser Sight buffs up the lackluster AR-like hipfire profile and the Rapid Fire gives a small bump to the kill times.

A Hellion Salvo is also thrown onto the class to the provide more utility. As with all subpar weapons, you might find yourself feeling less useful to your team when using the MX9. As such, packing a Salvo can help you fill in gaps in damage by shooting down enemy streaks.

We thank XclusiveAce again for his great work on providing the Call of Duty community with weapon stats. You can find more stats in his full video, embedded below.

comments below
A life-long Call of Duty player, Bachelor of Game Design, and a lover of eSports. Floodsye is my real name, Tommi is just the gamertag my parents gave me.