TheBlack Ops 6beta brought a wave of new exciting features forCall of DutyOperators, from the versatile Omnimovement to the latest weapons. Of course, there were a few hiccups along the way, leading to some player feedback.
Fortunately, Raven Software and Treyarch have utilized this feedback and in-game data to improve theBO6experience further. So, if you want to know what to expect, here are all the changes toBlack Ops 6Multiplayer.
Expected changes for Black Ops 6 Multiplayer
For a quick overview of changes to theBO6Multiplayer, check out these major improvements:
Bigger mapsgot the short end of the stick during theCall of Duty: Black Ops 6beta. But fret not; medium-sized locations are on their way to change up the beat. This includes maps like Vault, Lowtown, Red Card, and Vorkuta.
The next thing on the agenda is map spawns, which were pretty hit-or-miss during the early-access period. I ran into trouble with this, frequently spawning into the enemy’s line of vision.BO6‘s full release aims to improve this logic, eliminating those almost too easy kills. Overall, gameplay performance should run much more smoothly, but they’ll likely still occur with overloaded servers.
You’ll also see more improvements in movement and camera speed, two major subjects that were the talk of the town for the beta. Specifically, Operators will see a decrease in dead slides (accidental crouches instead of slides). Plus, camera motion continues to be tweaked based on the player’s feedback that it is too fast.
There’s plenty of other interesting changes to behold, including adjustments to the Winner’s Circle. This classic feature replaces the Final Killcam to celebrate the top three players. Although it was nice to see it return toCall of Duty, there were issues with its long duration and spamming emotes from other players. Now, each mechanic has been reduced to get it in tip-top shape for the official release.
If you thoughtBlack Ops 6’sdamage rates were sub-par, get ready for some debuffs across the board. Bullet penetration and headshots should feel much more balanced in the full release, which previously leaned too overpowered or not powerful enough.SMGsare also a part of this adjustment to further the developer’s push for a fair experience. These weapons previously dominated the leaderboards, but now we’ll have to see how it will fare in October.
Since there’s a lot more to look forward to, you can check out the official list ofBlack Ops 6Multiplayer changes from theCall of DutyBlog:
All confirmed changes for the Black Ops 6 Multiplayer (Beta improvements)
Maps
While our selection of 8 total maps in the Beta trended smaller in size and included some of our Strike maps (playable 2v2 up to 6v6), werecently sharedthat the majority of our 12 Core 6v6 maps at launch are medium-sized.
We’re excited about the map variety we’ve got this year, and we always take competitive play into consideration for Multiplayer. We’re looking forward to unveiling our map selections for CDL and Ranked Play (arriving Season 1) inBlack Ops 6in the coming months. Map size and game flow are critically important to us, and we look forward to seeing you all jump into all 16 brand-new maps at launch, with many more to follow in our live seasons.
We’re also evaluating some changes to cover placement across multiple maps, including some of our Beta maps, which we’ll be able to share more details on closer to launch.
Spawns
As a key companion to maps, we want to update you on the spawn system. One of the most important reasons we have a public Beta is gathering spawn data from our players. Now that we have two weeks’ worth of player data, we’ve already made big strides in dialing in our spawn logic and identifying and resolving issues within the spawn system across the game for launch.
Players may have noticed improvements to spawn logic throughout Weekend 2 of the Beta, and as new content comes into the game and we generate even more spawn data, we’re always assessing our spawn system and will continue to make necessary updates to it through launch and beyond.
Performance
Our Beta was immensely helpful in identifying and resolving some performance related issues. Over the course of the Beta, we identified several areas that were impacting in-game performance. Some areas where we’ve made progress on performance include resolving general script errors, addressing issues related to our in-game user interface as well as overall improvements and fixes to our asset streaming.
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 were so excited to see our new weapons in the hands of players throughout the Beta and are grateful to have plenty of data and feedback to process as we look to balance updates for launch.
A common piece of feedback we saw was that low headshot damage reduced the impact of skillful play and made it difficult to challenge certain power positions. We agree with these points and are working on adjustments to many weapons to reward players who land multiple headshots during an engagement. That said, we do not want hit location multipliers to significantly affect the consistency of time to kill inBlack Ops 6, so we will continue to monitor the effectiveness of headshots during launch and beyond.
Bullet Penetration
Bullet Penetration is another system that we will be improving for launch. In general players should notice fewer extreme cases of bullets doing far too much damage through certain surfaces (AKA Wall Bang), while also not penetrating as expected through others (e.g., those pesky snipers behind the radar dish on Scud).
More to Come
And of course, we continue to review data and feedback regarding general weapon feel and tuning, and we’re always keeping tabs on overall weapon class balance in the context of our entire map pool. Some specific changes coming at launch include:
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 were blown away by all your Beta gameplay clips and Omnimovement highlights, including the awesome action hero moments you were all able to pull off! We are currently working to dial-in some additional updates to improve fluidity and allow players to tune their sprint behavior to their individual playstyle.
Movement Updates
And a Few More…
While we’ll be sharing a more comprehensive list in our launch Patch Notes, we wanted to give you a quick taste of a few changes coming at launch based on community feedback: