Following extensive feedback from fans on changes they’d like to see in Black Ops Cold War since Alpha, Treyarch has provided a list of things they’ve updated going into the Beta.
Treyarch has shared a detailed list of what they’ve updated since that original Alpha file that was played on PS4.
The Alpha was released only on PS4 back in September, allowing fans a first hands on with the 6v6 and 12v12 modes of the game.
Alpha to Beta Changes:
Read on for the high-level list of updates since the Alpha:
We’ve made a large tuning pass on core movement with the goal of improving the responsiveness of player controls and actions. We’ve identified several key areas in our core movement set for improvements, largely focused on sprinting and sliding:
- Core Movement
- Integrated updated locomotion animations and systems for walking, jogging, and sprinting.
- Slightly increased acceleration when moving from a standstill.
- Reduced or removed several sprint penalties that could leave the player in a state of reduced sprint speed. This results in more opportunities to use the Sprint Takeoff feature for a quick burst of speed when initiating a sprint.
- Increased the time it takes to ramp down from maximum to minimum sprint speed for a smoother change of speed. This also slightly increases the time at which a player sprints at a faster pace.
- Slightly adjusted camera bob during sprint to better align with updated movement animations.
- Disabled Field of View increase when sprinting. This should provide a smoother in-game view and prevent a “floating camera” feeling when sprinting.
- Slightly reduced slide speed.
- Increased the minimum amount of time a player must sprint before sliding to better align with time to reach max sprint speed. This means a player cannot immediately trigger a slide from a near-standstill.
- Addressed an issue that allowed players to cancel a slide without the appropriate slowdown. We will continue to monitor and investigate any slide-cancel exploits.
WEAPONS / GUNSMITH
We’ve refined our weapons tech and animations since the Alpha, completed numerous tuning and tweaking passes on our weapons, and added more details to attachment statistics in Gunsmith. We’ve also made several positive changes to how sniper rifles work based on Alpha data and feedback.
Sniper rifles are a key component of Black Ops combat, and in some ways more relevant than ever in Black Ops Cold War. With support for large maps and game modes, as well as cross-platform play, sniping can be an effective and often extremely powerful play style. To balance out cross-play sniping, we’ve brought back aim assist for snipers on controllers – something we haven’t had in Black Ops Multiplayer since Black Ops 2.
The data from our Alpha proved to us that even without cross-play or larger maps, sniper rifles were still dominant on smaller maps. As a result, we’ve made some adjustments to bring them back into balance for the Beta, and look forward to seeing what the community can do with these finely tuned precision weapons.
Here’s the list of changes to weapons and Gunsmith statistics:
- Added a more detailed breakdown of statistics for each attachment, explaining in detail how each attachment influences its weapon’s stats.
- Moved the Gunsmith UI button closer to the weapon for easier access.
- Recoil and Firing Animations
- Added new weapon recoil systems and firing animations with a comprehensive tuning pass for a revamped weapon firing feel on every weapon for both hip-fire and ADS.
- Reworked and rebalanced all recoil patterns, impacting weapon balance and mastery across the board.
- Full touch-up pass on animations across all weapons based on feedback.
- Aim Down Sights (ADS)
- Added new ADS weapon rendering technology for more realistic ADS perspective.
- Smoothed out all ADS in/out transitions.
- General Weapon Tuning
- Made tuning changes to Alpha weapons that overperformed or underperformed, including increases to AK-74u recoil and ADS time, increasing LMG ammo capacity, and more.
- Attachment Tuning
- Full attachment balance pass to ensure all attachments stay relevant and balanced.
- Sniper Rifles
- Added aim assist on snipers for controller users for cross-platform balancing.
- Several precision-aiming adjustments to help the sniping experience feel more fluid.
- Sniper glint now displays more often and more reliably to help players understand when they are in danger.
- Adjusted ADS time on sniper rifles.
- Sniper rifles now requires higher hits on the body for one-hit eliminations (for example, upper chest instead of stomach, or upper arm instead of lower arm).
- Frag Grenades
- Reduced the fuse time on the Frag Grenade for Beta. Throw speed adjustments are targeted for launch.
We’ve made several graphical improvements throughout the Beta, and we’ve responded to player feedback about low visibility in some areas of the Miami map. With our latest changes, players should be able to spot enemies more clearly on Miami.
- Improved graphical fidelity and performance across the board.
- Lighting / Visibility
- Adjusted lighting and character visibility throughout the Miami map for better overall visibility based on player feedback.
The audio team has made several crucial improvements to weapon sounds between the Alpha and Beta, and continues to work on further enhancements for launch. Footstep audio design and its interaction with the Ninja Perk have also been tuned significantly for players who like to keep it stealthy.
- Weapon Audio
- Added bass and punch to all weapon sounds by adjusting master EQ and compression output.
- Added 3 presets to Audio Settings (Treyarch Mix, Bass Boost, and High Boost) to suit player preferences.
- Redesigned several weapon audio layers, corrected audio decay playback, and added blending for interior/exterior sounds.
- Polished reverb audio across all maps.
- Crouch-walking now functions as a near-silent movement option available to all players, with or without the Ninja Perk.
- ADS crouch-walking now makes the player’s footstep audio even quieter. Enemies should not hear the player when crouching outside of extreme close quarters.
- While Ninja is equipped, core movements such as sprinting, jogging, and walking are now greatly reduced in volume and distance by roughly 50% compared to the Alpha.
- ADS walking will also provide a significant stealth advantage when using Ninja.
- Hit Marker Audio
- Added new sounds for fatal and non-fatal hit markers.
- Scorestreak Audio
- Polished audio for several Scorestreaks.
- Spy Plane Audio
- Reduced the volume of the Spy Plane’s locational pings.
- For the first time in a Black Ops game, Spy Plane pings are directional and locational based on where an enemy is when they are swept by the radar, allowing for pinpoint accuracy. As this is a new mechanic, we will continue to monitor and adjust as necessary.
- Bullet Crack
- Tweaked the bullet crack system to prevent players from hearing sounds when they shouldn’t, and vice versa.
We’ve increased the score reward for a number of objective-based game modes and objective score events to further incentive playing the objective in the Beta. These changes are in service of rewarding players of all playstyles fairly, whether it’s the slayers out in the dunes of Satellite or the OBJ players holding down Hardpoints in the jungles of Cartel.
Our philosophy acknowledges that players put themselves at considerable risk for playing the objective, and we don’t want the risk of losing a streak to disincentivize objective play. At the same time, we want to avoid allowing players to “game the system” by waiting for streaks to build up before capturing objectives, which is why objectives don’t count in streak multipliers.
As we continue to gather data and feedback on the new Scorestreak system and kill-streaking mechanics, the changes below reward objective players and require slayers to stick to their role more carefully to ramp their score up. We recognize that there are hybrid styles that achieve both, and this system rewards players for the play style they gravitate to the most.
- Scorestreak System
- Objective score rewards have been increased in Domination, Kill Confirmed, and Hardpoint. These changes will reward any objective player and do not require or reward objective streaking.
- Adjusted Scorestreak rewards to reduce Scorestreak spam and make Scorestreaks more rewarding. Players will need to go on higher streaks in a single life to earn top-tier Scorestreaks. The curve has been flattened out on the low end, and ramps up quickly as the player earns higher kill-streak numbers.
- Reduced Scorestreak cooldowns to offset these changes and allow players to cycle through Scorestreaks more often.
We heard from several players during the Alpha that they felt it took too long to get into the action in 6v6 game modes on Miami. To address this, the design team has adjusted the spawns and spawn logic across multiple modes to ensure a faster time to engagement on the map.
- Full spawn pass for Team Deathmatch and Kill Confirmed modes on Miami with the goal of reducing the time to engagement and increasing the overall pace of 6v6 game modes.
- Spawns at the ends of the map have been pulled in closer.
- Added new spawns to get players back into the fight faster.
- Adjusted the spawn logic to reduce the distance at which an enemy player will influence the enemy team’s spawn points.
- Added spawns across several modes to allow for more safe spawns in relation to enemy player locations at the time of a respawn.
- Reduced how often players can be spawned at the rear of their home ship to reduce travel time back to engagements.
- Adjusted Combined Arms: Domination spawn logic and spawn placement to keep players spawning closer to their owned objectives, reducing time to engagement and getting players back into the action faster.
- Adjusted spawn logic to allow for slightly easier spawn-flipping in certain modes instead of a team becoming spawn-trapped for an extended period.
Vehicle vs. infantry combat is a dynamic we work hard to balance out for both parties. We’ve made substantial adjustments for this combat loop in the Beta, and will continue to dial this in for launch.
- Vehicle Damage Tuning
- Reworked the bullet damage mitigation model for Tanks to provide a more consistent experience across weapon classes. This fixes issues where some guns seemed inordinately more powerful against vehicles than others.
- Adjusted the “Cavalry Lancer” weapon attachment to be more consistent across weapons, especially on LMGs. We will continue to keep a close eye on tuning this for launch.
- Reduced Tank health to make launchers and C4 more effective counters.
- Reduced the deadliness of the Tank shell’s splash damage.
- Character Models
- Addressed an issue where a player disconnecting from the match during the loading sequence could result in that player’s character displaying an unnatural pose at the start of the game.
- The AK-74u’s reload animations will no longer appear to skip.
- Called in the Fun Police to address an issue that allowed players to ride around on a teammate’s RC-XD. Sorry.
- Gunboat and Wakerunner
- Fixed an issue where Wakerunners being deployed from a ship’s davits could cause the Gunboat to be flung into the ocean.
- Motion Blur
- Addressed an issue where the Motion Blur setting would not properly retain its settings.
- Moscow Window
- Addressed an issue where a player could become stuck when sliding through a window in Moscow.
- Tuned mantling at tall heights to ensure they are performed at a more natural speed.
- Where necessary, map designs will be updated to restrict areas where mantling is not intended.
- Moving Before Match Start
- Addressed an issue that could allow players to begin moving before the match countdown timer had ended.
- “Invisible” Weapons
- Addressed an issue that could display an invisible third weapon when exiting a vehicle, preventing the player from being able to use any of their weapons.
- After Action Report
- Addressed an issue that would show incorrect Scoreboards in the After Action Report.
- Addressed various stability issues encountered during the Alpha.
ADDITIONAL UPDATES / FEATURES
- Ping System
- Added locational Ping system across all MP modes, allowing players to ping objectives, loot, locations, and enemies for teammates during a match using D-pad left on controllers or Z on keyboards by default.
- Alternate button layouts, like Bumper Ping and Bumper Ping Tactical, can be selected in the Gameplay Settings menu.
- FOV Slider on All Platforms
- Added Field of View (FOV) slider on all platforms to define the height and width of the player’s view in Settings.
- HUD Visual Toggles
- Added the ability to toggle visuals for the compass, enemy and ally health bars, hit markers, crosshairs, player names, and button hints in Settings.
- Name Plates
- Adjusted the ruleset around when friendly player names would show to reduce instances where friendly name plates would appear over enemies in certain situations.
- Deadzones / Minimum Input Threshold
- Expanded the options to reduce minimum stick input threshold (or “deadzone”) to 0.
- NOTE: Setting this to 0 is only recommended for advanced users. Depending on controller hardware, setting this to low values can cause “stick drift”, which can engage the stick even when no input is given.
- Kill Confirmed Score Limit
- Our data from Alpha showed that Kill Confirmed was ending on time limit too frequently in the Alpha, so we’ve reduced the score limit to 65 for the Beta.
- Start Spawn “Soft Freeze”
- We’ve enabled the ability for players to rotate their Operator, swap weapons, ADS, and changes stances during the pre-round timer.
- We’ll be introducing a deep progression system synchronized across Multiplayer, Zombies, and Warzone that deserves its own time in the spotlight, and we’ll have more details in a dedicated blog as we get closer to launch. While players won’t see this full progression system in the Beta, you’ll be able to rank up to certain levels to unlock additional content throughout both Beta weekends.
Cranked Zombies Tips – Black Ops Cold War
Black Ops Cold War has added a new game mode to zombies called “Cranked.” Here are a few tips to dominate.
Cranked Zombies is a new mode added to Black Ops Cold War Zombies for Season 1.
For the midseason update, Treyarch has released Cranked Zombies as a limited-time mode. This is a fast-paced and intense mode that was originally released alongside Call of Duty Ghosts and has long been a tradition in Infinity Ward games. Now, Treyarch has adopted the mode for Zombies.
What is Cranked?
Cranked is a mode where kills are key. Once you score your first kill, a timer will start and your player will receive increased reload speed and running speed. This timer will be a 30 second timer, ticking down. If you fail to score a kill before the timer hits 0, you’ll blow up. Each new kill will refresh the timer.
For Zombies, as time continues, zombies will spawn faster and the cranked timer will continue to reduce as the game progresses. It will start at 30 seconds, then drop to 25, 20, and 15, before settling at 12.5 seconds.
Tips to Survive
- Big magazines, high damage – Be sure to drop in with a Light Machine Gun or high capacity Assault Rifle. You’ll need it for all the zombies constantly bombarding you.
- Explosives are key – Pack C4, and be sure to pick up every War Machine boss zombies drop. You’ll need these as emergency tools for quick and easy kills when time is running low.
- Pack FAST! – Pack-a-punch is unlocked automatically as soon as the power is turned on. Make sure you get your weapon upgraded as fast as possible.
- Brain Rot OP – Brain Rot is an ammo upgrade for pack-a-punch weapons that turns a hostile zombie into a friendly teammate. Be sure to utilize this for quick timer resets while reloading or traveling around the map.
- Ring of Survival – The Ring of Fire field upgrade is a must use in Cranked. Line up large waves of zombies, then activate the ring of fire for easy kills. We recommend saving your ring of fire charges for boss zombies.
- Be a Menu Master – Using the upgrade station and weapons bench will cost you time. Be sure to have the menus memorized to get what you need before you explode.
- Perk Up! – While being Cranked gives you additional reload and movement speed, Stamin-Up and Speed Cola also stack on these effects, making you even faster.
These tips should get you rolling through Weapon levels and Zombie hordes in no time. Now get out there and slay some zombies!
Image Credits: Activision
Black Ops Cold War Zombies Updates: Firebase Z, New Perk, and more
To celebrate 115 Day, Treyarch has shared a new blog post highlighting some of what’s coming to Call of Duty: Black Ops Cold War soon.
The new Zombies map, Firebase Z, arrives on February 4 for free.
In their blog post, Treyarch goes in depth on the narrative origins of Firebase Z map, reveals the new Tombstone Perk, provides updates on the Onslaught mode, and more.
Firebase Z” will arrive on February 4th during Season One, free for all Black Ops Cold War players.
Today, we’re excited to debut the official logo and new narrative details for our next Zombies map.
In less than three weeks, “Firebase Z” will introduce Zombies fans to an all-new location set in the jungles of Vietnam, along with new characters, new enemies, new gameplay mechanics, and much more. And, in keeping with Zombies tradition, a badass new Wonder Weapon awaits.
Now – without spoiling too much – let’s get into the story so far.
REQUIEM VS. OMEGA
Dimensional breaches continue to open around the world. As both Omega and Requiem work in the shadows to ensure the secrecy of their discoveries, the greater public remains blissfully unaware of this deadly new arms race between East and West.
As the two sides continue to study the Dark Aether dimension and the Aetherium Crystals found within, each strives for an advantage over the other in the ongoing Cold War. The bad news? Requiem has fallen behind.
Omega Group’s newest research outpost represents their resounding successes in harnessing Dark Aether technology for their own gains. Equipped with an on-site dimensional gateway, they’ve acquired the ability to send soldiers and other “conscripts” into the Dark Aether to harvest Aetherium Crystals straight from the source.
As a result, Omega Group’s scientific breakthroughs in the last several months have far surpassed anything Requiem could have imagined.
DESTINATION: OUTPOST 25
With the destruction of the “Projekt Endstation” anomaly site in their wake, Grigori Weaver and the agents of Requiem turn their attention to a far greater threat: a new Dark Aether outbreak site in Southeast Asia.
After learning Agent Maxis has been captured by Omega Group, Weaver deploys Requiem’s strike team to infiltrate the facility where she’s reportedly being held: Outpost 25.
Against all odds, Requiem forces will infiltrate the outpost to rendezvous with an Omega Group informant, save Samantha Maxis, and above all else, survive the new horrors that await them in this abandoned research facility.
In the coming weeks, we’ll have more “Firebase Z” story details, new intel reveals, and the official gameplay trailer to share in the lead-up to launch. In the meantime, let’s dive into the additional content coming to Zombies as Season One continues.
NEW PERK: TOMBSTONE SODA (FEB. 4)
As we may have not-so-subtly hinted on New Year’s Eve, we’re bringing a seventh Perk to Black Ops Cold War Zombies alongside the launch of “Firebase Z”: Tombstone Soda.
“But Treyarch,” you ask, “what’s so new about Tombstone?” Thanks for asking. Great question.
When deciding on the next Perk to introduce to Zombies, the design team reviewed the full history of every Perk and ability from the past that centered around death, and ultimately rolled them into an incredibly useful Perk for Black Ops Cold War. Tombstone Soda is all about manipulating and cheating the consequences of death, and you’ll need it against the forces waiting for you in Vietnam.
Unlike its first incarnation in Black Ops II, the new-and-improved Tombstone Soda will now transform the player into a shadow within the Dark Aether after being downed. In this shadow form, you’ll be equipped with weapons to help give you a fighting chance to revive yourself. However, if your health is reduced to zero while in shadow form, you’re dead.
Fortunately, Tombstone’s benefits only get better from there. Each Perk comes with its own set of upgradeable Skills in Black Ops Cold War, and this one’s no different. By investing Aetherium Crystals into your Tombstone Perk Skill, you’ll unlock the following upgrades:
- Tier I – Shadow form can regenerate health.
- Tier II – Increase downed duration to 60 seconds.
- Tier III – On death, drop a Tombstone stash that saves your weapons, equipment, and resources.
You’ll be able to grab a can from the Tombstone Perk machine in “Firebase Z,” and you’ll also find it in the Der Wunderfizz machine in “Die Maschine” on Feb. 4th. When in doubt, just remember those timeless jingle lyrics: Rest in pieces, down for the count…
NEW SUPPORT SCORESTREAKS AND INTEL (FEB. 4)
February 4th will also bring two new Support Scorestreaks to call in against the undead: the devastating Artillery and always-satisfying Napalm Strike. When the action gets a little too hot, head over to the Crafting Table and turn the heat even higher.
Ahh, we love the smell of crispy zombies in the morning.
And of course, a new Zombies map means new in-game Intel. Keep an eye out for new audio logs, documents, radio communications, Dark Aether dispatches, and artifacts hidden throughout “Firebase Z” starting on Feb. 4th. You never know what you might find.
Friendly reminder: if you haven’t discovered 100% of the in-game Intel hidden within “Die Maschine” and Onslaught yet, now’s the time to complete your collection before the story continues!
5 best Gunfight tips in Black Ops Cold War
Gunfight is a terrifically tense mode and requires proper skill. So we’ve come up with 5 great tips to make the mode even more fun in BOCW.
Gunfight is an extremely tight affair. The enclosed environments in BOCW make for some thrilling back-and-forth contests. But if you want to perform better and increase your chances of winning, then here are 5 of our best tips to improve.
The dynamic of Gunfight is vastly different from that of a normal game of Team Deathmatch. The greatly reduced numbers on each team combined with the smaller, more claustrophobic nature of the maps means that Gunfight needs a whole new way of thinking.
A more measured and tactful approach should be considered. If not, it’s easy to be overrun by your opposition round after round until you succumb to a crushing defeat. Take these tips and learn how to adapt to your surroundings.
BOCW best Gunfight tips
Not all of these tips may necessarily complement your playstyle, but you sometimes need to adapt to win.
Furthermore, these tips aren’t map-specific, so try and bear this in mind when you’re reading them as there isn’t one that will absolutely apply to Game Show or ICBM, for example.
1. Be aggressive
Airing on the side of caution is likely to get you killed in Gunfight due to its frantic nature. The rounds are short. The map is small. The likelihood of combat is certain.
You need to make sure you’re either part of it or the instigator of it. Unless you’re 0-5 down and clearly being outclassed, then offense is the best form of defense. Be on the front foot and catch your foes unaware. Be the hunter.
2. Watch the timer, be near the middle
You’d be amazed at how many rounds you can snatch by just simply being in the right place at the right time.
Some games can become cagey affairs. If this happens to you, at least make sure you stay somewhere near the middle of the map. Once the opportunity to claim the flag in the middle arises, you want to be in the prime position – either to claim it or to kill your opponent(s) going for it.
3. Inspect your loadout
When you’re thrust into a new game, you get a new loadout every two rounds. Quickly absorb all the information presented to you on your HUD before the round starts.
Otherwise, you might come face-to-face with the enemy team, having the advantage, and unload a round of burst fire into them. But because you think it’s a machine gun, you’re just holding the trigger, not firing, and now you’re dead. Always check what you’re given.
4. Teamwork and communication
Chances are that if you’re playing Gunfight then you’re doing so with a friend. Both of you having a headset is a must, but constant communication can also win rounds ahead of any discernible skill or ability.
If one of you has just killed an enemy, or you’re in a skirmish with someone, let the other person know. It doesn’t matter if it appears in the killfeed or anything like that. Keep talking. If it’s 2v1 and one of you knows where the final person is, speak up, hunt them down, and claim your round win.
5. Listen to the audio
In those fleeting moments of silence, make sure your headset is turned right up. If you have the Superhuman hearing function on your headset then that’s a bonus.
Again, due to the limited space, you can easily hear enemy footsteps near your position.
With these tips safely ensconced in your brain, Gunfight should now be an even more exciting prospect for you. Show more aggression, make use of your headset, and be alert.
All these are big factors in conquering and dominating Gunfight. May our advice serve you well.
Image credits: Treyarch
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