// 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); }; });

Bullet drop has seen a lot more attention in this years Call of Duty. Use this guide to be better prepared in your next encounter. 

Since players will be dealing with much longer distances in Blackout than they would normally be used to in Multiplayer, it’s important to know how far their guns can shoot. While this may have been a hard thing to test out early in Black Ops 4’s life, the inclusion of Custom Games make it a whole lot easier.

Youtubber “TheXclusiveAce” does just that and breaks down every gun in Blackouts bullet drop with and without attachments. He does his testing near the Turbine area of the map by shooting a wind turbine from afar.

Beginning with sniper rifles, the Outlaw, Koshka, Paladin, and SDM all have the same bullet drop. They also have the least bullet drop of any gun in the game.

Coming in at second place, the VKM 750 and Essex Model 87 are tied for the second place in terms of least bullet drop. A little under that is the rest of the Assault Rifles, Tactical Rifles, and LMGs.

The rest of the guns coming from the SMG and Pistol classes all have remarkably more bullet drop and can be seen in the graphic below.

Ace was surprised to find out that when using the suppressor the travel time and bullet drop did not change at all. It does reduce range however, but very slightly.

When using Extended Barrel, Ace discovered that bullet drop is reduced by 40-50% and travel time is reduced by 25-30% based on weapon. “This will make it much easier to hit targets while moving” Ace says.

To check out Ace’s full breakdown, watch the video below:

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