Call of Duty: Black Ops 6 Confirms Multiplayer Changes Based on Feedback

Call of Duty: Black Ops 6 Confirms Multiplayer Changes Based on Feedback

Key Takeaways

  • Call of Duty: Black Ops 6 will feature medium-sized maps at launch, with improved cover placements for better gameplay experience.
  • Significant changes to spawn logic and weapons’ damage are being implemented based on player feedback for a more balanced gameplay.
  • Movement updates include improving animation fluidity, adjusting slide predictability, and fine-tuning intelligent movement settings to enhance player experience.

As a seasoned gamer with decades of Call of Duty under my belt, I must say that the changes for Black Ops 6 are shaping up quite nicely. The adjustments to sliding and movement mechanics feel like a perfect balance between the two Beta weekends, making it easier to slide without accidentally crouching.


Activision has unveiled updates planned for Call of Duty: Black Ops 6, incorporating suggestions gathered during the beta testing. It appears that a variety of elements such as maps, spawn points, weapons, and damage adjustments are on the agenda for refinement. The developers emphasized that these modifications represent only a fraction of the changes, with many more to be revealed upon the game’s launch for Call of Duty: Black Ops 6.

The launch of Call of Duty: Black Ops 6 during its beta phase was incredibly successful, breaking numerous records along the way. However, players encountered several problems within the game, including performance lags, various bugs, and balance issues. Now, Activision has shared details on what gamers can anticipate when the game officially launches.

In their latest announcement for Call of Duty: Black Ops 6, Activision unveils a set of modifications that will be implemented at the game’s release. Initially, the maps in the final version of the game will be larger than those seen during the beta phase. Furthermore, the placement of cover points throughout the maps is under review and further information about these changes will be disclosed closer to launch. Lastly, fans have voiced concerns over the spawn logic, and Activision states that with additional data gathered from the beta phases, substantial adjustments have been made in this area.

In the beta phase for Call of Duty: Black Ops 6, the weapons were met with a mixed response. To address this, Activision is making adjustments to the damage and other features across all weapons. Specifically, they’re enhancing headshot damage while keeping the time it takes to eliminate an opponent consistent. Furthermore, bullets will now deal less damage when passing through surfaces. On the positive side, bullet penetration issues in some unusual cases are being addressed, with the radar dish on Scud being a notable instance.

As a gamer, I’m super stoked about the major updates coming to movement in Call of Duty: Black Ops 6, particularly the groundbreaking feature Omnimovement! The developers are really stepping up their game by enhancing overall fidelity so what we see in first-person matches closely resembles what everyone else sees. They’ve tweaked the time it takes to enter a prone position while sliding and decreased the minimum slide delay after sprinting to prevent unintentional crouching. It’s great to see the dev team responding actively to player feedback, but we’ll have to wait and see how many beta issues get resolved before launch.

Call of Duty: Black Ops 6 Launch Multiplayer Changes

MAPS

Initially, during the Beta phase, we offered a total of 8 maps, which were smaller in size and included some of our Strike maps (suitable for 2v2 to 6v6 gameplay). However, it’s important to note that most of the 12 Core maps we plan to release at launch will be medium-sized.

We’re thrilled about the diverse collection of maps available for Black Ops 6 this year, and we always prioritize competitive play in Multiplayer. In the upcoming months, we can’t wait to reveal the map selections for CDL and Ranked Play (coming Season 1). Map dimensions and gameplay dynamics are key aspects we focus on, and we can’t wait for you all to dive into the 16 maps at launch, with more to come in our live seasons.

Additionally, we’re considering adjustments to ensure consistency in location placement across various maps, even extending to some of the beta maps. We’ll disclose further information about these changes as we approach the launch date.

SPAWNS

To keep you informed about an essential tool alongside maps, let me share some updates on our spawn system. A primary purpose behind our public Beta is collecting data on spawn points from our gaming community. With two weeks’ worth of player statistics, we have made significant progress in refining our spawn rules and addressing issues within the entire game’s spawn system before its official release. This will lead to a smoother gaming experience for everyone!

During Weekend 2 of the Beta, you might have observed enhancements in the way characters appear (spawn logic). As new material enters the game and we produce additional spawn information, we’ll keep evaluating our spawn system and making any required adjustments up until the release date and even beyond.

PERFORMANCE

During the Beta phase, our Beta version proved incredibly valuable in pinpointing and rectifying various performance concerns. Throughout this testing period, we pinpointed numerous aspects that were negatively affecting in-game performance. We’ve made significant strides in addressing these issues by resolving general script errors, enhancing our in-game user interface, and making overall improvements and fixes to our asset loading process.

A smooth game performance is paramount to the player experience, and we’ve been able to chase down sources of in-game “hitching” and deploy major fixes since the close of the Beta. We will continue working with experts across all disciplines to improve overall performance for launch and into the live seasons.

WEAPONS

Headshot Damage

We’re thrilled that during the Beta, players across the board got to try out our latest arsenal. We’re thankful for all the data and comments we received, which will help us fine-tune adjustments when we release the full version.

In Black Ops 6, we noticed a recurring comment about low headshot damage lessening the significance of skilled gameplay and making it tough to contest certain powerful positions. We concur with these observations and are currently improving numerous weapons to acknowledge players who successfully hit multiple headshots in a battle. However, we strive to ensure that hit location multipliers don’t excessively influence the reliability of kill times, so we’ll keep tracking the impact of headshots during the game’s launch and beyond.

Bullet Penetration

We’re planning to upgrade the Bullet Penetration system, which should result in a reduction of instances where bullets deal excessive damage by passing through specific surfaces (commonly known as Wall Bang), while also making bullets behave more realistically when penetrating certain other surfaces, such as those tricky sniper spots like behind the radar dish on Scud.

More to Come

Additionally, we’ll keep examining user feedback and data about the overall handling and adjustment of weapons, as well as maintain an eye on the equilibrium among all weapon classes within our diverse map collection. At launch, you can expect to see some particular modifications related to this.

  • 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

We’re incredibly impressed by your Beta gameplay videos and Omnimovement highlights, especially the thrilling action hero moments you managed to execute! We’re now focusing on making some adjustments to enhance smoothness and give players the ability to customize their sprinting according to their unique playstyle.

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.

AND A FEW MORE…

In our official release notes, we’ll provide a detailed rundown of all the updates. However, here are some sneak peeks into the adjustments we’re making, taking into account your valuable input from the community:

Winner’s Circle

  • Shortened overall duration of Winner’s Circle
  • Mitigated emote spam
  • Improved usability of emote wheel
  • 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 Killstreak 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 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

  • After assessing Perk data from our time with the Beta, we’ve made a few updates to ensure compelling decisions are being made:
    • Assassin (Enforcer) and Bruiser (Enforcer) moved from Perk 1 to Perk 2
    • Dexterity (Enforcer) and (Gung Ho) moved from Perk 2 to Perk 1

RC-XD Controls

  • Updated to classic BO view-based control by default, with an option to switch to gas/brake; on controller, detonate swapped from R2 to R1 so accidental mistakes aren’t made.

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2024-09-25 04:55