CoD: Black Ops 6 devs already making gameplay adjustments after beta feedback

CoD: Black Ops 6 devs already making gameplay adjustments after beta feedback

As a seasoned Call of Duty player with over a decade of gaming under my belt, I can confidently say that the pre-release adjustments for Black Ops 6 are music to my ears. After years of playing various iterations of the game, I’ve seen firsthand how crucial it is for developers to listen to their community and make necessary changes before launch.


Almost here! Call of Duty: Black Ops 6 is about to arrive, and following a two-week testing period, Treyarch is actively fine-tuning the game before its official launch.

Here are some adjustments we’ve made to the game’s core features to ensure a smooth launch, so let’s take a look at these modifications.

Black Ops 6 pre-release adjustments

In the testing phase (beta), there were numerous issues raised by the community, such as map dimensions, insufficient headshot damage, unpredictable respawn points, among others. Fortunately, Treyarch has acknowledged these concerns, which is a promising sign for the final version’s launch.

Here are the exact adjustments, in a sense, our first patch notes:

Headshot Damage

As a dedicated fan, I can’t hide my enthusiasm about getting our latest arsenal into players’ hands during the Beta! The insights and feedback gathered have been invaluable as we prepare for balancing updates at launch.

Bullet Penetration

We’re planning to enhance the Bullet Penetration system in our next update. Players should expect a reduction in instances where bullets seem to deal excessive damage upon passing through certain surfaces, often referred to as Wall Bangs. Additionally, bullets might not penetrate as anticipated when fired at specific locations such as the radar dish on Scud, which can be problematic for snipers.

More to Come

Furthermore, we’ll persistently analyze data and user input about the overall handling and adjustment of weapons, as well as monitor the equilibrium among all weapon classes within the scope of our diverse map collection. At launch, some particular modifications concerning weapon feel will be implemented.

  • Improvements to fluidity of sniper ADS
  • Improved fluidity when swapping weapons during sprint and tactical sprint. We’re excited about this one!
  • Reduction of weapon motion during crouch transitions
  • Small lift to shotguns and targeted adjustments across all weapons to keep SMGs from over-performing relative to other classes

Weapon balance is an ongoing process and something we’re working towards at every point in our live seasons. We’ll be sharing specific details about balancing in our launch Patch Notes.

Movement Updates

Continued improvements to animation fluidity and fidelity throughout

  • We identified several areas for improvement to our 3rd Person animation fidelity across slide, dive, jump and supine prone. Our goal is that what you see in 1st Person is representative of what others see in 3rd Person in order to maintain immersion and predictability.

Adjustments to slide for improved predictability and fluidity

  • During Weekend 2 of the Beta, we increased the time before you could enter supine during a slide. After further assessment based on your feedback, we’ve reduced that time to find a nice middle ground between where we were in Beta Weekend 1 and Weekend 2.
  • Reduced the minimum time to slide after sprinting to prevent accidentally crouching when intending to slide, also known as a “dead slide.”
  • Slight reduction to maximum slide duration.

Intelligent Movement updates

  • As a reminder, you can find our suite of Intelligent Movement settings in the Movement tab under the Controller or Keyboard & Mouse settings. These settings are broken down by Sprint Assist, Mantle Assist and Crouch Assist with the intention of letting you fine-tune your experience with the result of requiring drastically fewer inputs with basic movement and Omnimovement in Black Ops 6.
  • We identified an issue in Beta with the additional settings for Mantle Assist that allows for further tuning of directional mantles. These have been resolved and should now behave as expected.

Winner’s Circle

  • Shortened overall duration of Winner’s Circle.
  • To reduce Emote spam, players in the Winner’s Circle will now only be able to activate 1 Emote.
  • Simplified the Emote menu to make it easier to activate Emotes in the Winner’s Circle and in-game.
  • Improvements to fidelity and lighting.

Kill Counter

  • By popular demand, we’ve added a Kill Counter on your HUD that will track your progress toward Kills-in-one-life Medals, including those who are chasing the coveted Nuclear Medal and Nuke Scorestreak.

Camera Motion

  • We’re reducing overall camera motion on sprint, tac sprint, and slide.

Kill Order

  • Increased ‘Kills as HVT’ team score to 3.
  • Reduced ‘HVT Survival’ score to 20.
  • Increased Score Limit to 150.
  • HVT will no longer drop their pistol when they are eliminated.
  • Improved notifications when a player is selected as HVT.

Sleeper Agent

  • Removed the time added when earning Eliminations while Sleeper Agent is active.

Equipment

  • Stim Shot has been changed from Inventory Based to Cooldown Based by default.
  • Quartermaster (Strategist) will decrease the cooldown time.
  • Resolved an issue where the Combat Axe would not deal lethal damage at round start. It wouldn’t be a Black Ops game if you can’t hit those cross-maps at match start!

Perks

Based on our evaluation of Perk data during our Beta period, we’ve implemented a few changes to facilitate more engaging choices.

  • Assassin (Enforcer) and Bruiser (Enforcer) moved from Perk 1 to Perk 2
  • Dexterity (Enforcer) and Gung Ho (Enforcer) moved from Perk 2 to Perk 1

RC-XD Controls

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2024-09-25 18:09