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Forward of the official Black Ops 6 launch date, Treyarch dropped an enormous weblog going over community-requested modifications within the sport.
Two weeks of beta motion offered loads of time to type first impressions. After testing eight of the 16 maps, gamers expressed issues that they’re too small and don’t swimsuit 6v6 matches. The event staff reassured followers that a lot of the 12 core 6v6 maps at launch are medium-sized.
Complaints additionally focused inconsistent spawns for ruining the multiplayer expertise. Forward of the second beta weekend, the BO6 builders tuned spawn placement and confirmed there can be extra enhancements earlier than launch.
PC gamers additionally slammed the beta as an “absolute mess” as important crashing and efficiency issues made it difficult to log in and play matches. Treyarch confirmed that the staff was in a position to find the source of in-game “hitching” and made main fixes forward of launch.
Full Black Ops 6 multiplayer replace patch notes
Listed below are the entire modifications talked about within the weblog submit.
Headshot Injury
We have been so excited to see our new weapons within the fingers of gamers all through the Beta and are grateful to have loads of information and suggestions to course of as we glance to stability updates for launch.
A typical piece of suggestions we noticed was that low headshot harm lowered the influence of skillful play and made it tough to problem sure energy positions. We agree with these factors and are engaged on changes to many weapons to reward gamers who land a number of headshots throughout an engagement. That stated, we are not looking for hit location multipliers to considerably have an effect on the consistency of time to kill in Black Ops 6, so we’ll proceed to observe the effectiveness of headshots throughout launch and past.
Bullet Penetration
Bullet Penetration is one other system that we’ll be enhancing for launch. On the whole, gamers ought to discover fewer excessive circumstances of bullets doing far an excessive amount of harm via sure surfaces (AKA Wall Bang), whereas additionally not penetrating as anticipated via others (e.g., these pesky snipers behind the radar dish on Scud).
Extra to Come
And naturally, we proceed to assessment information and suggestions relating to normal weapon really feel and tuning, and we’re all the time maintaining tabs on total weapon class stability within the context of our whole map pool. Some particular modifications coming at launch embrace:
- Enhancements to the fluidity of sniper ADS
- Improved fluidity when swapping weapons throughout dash and tactical dash. We’re enthusiastic about this one!
- Discount of weapon movement throughout crouch transitions
- Small elevate to shotguns and focused changes throughout all weapons to maintain SMGs from over-performing relative to different courses
Weapon stability is an ongoing course of and one thing we’re working in direction of at each level in our dwell seasons. We’ll be sharing particular particulars about balancing in our launch Patch Notes.
Motion Updates
- Continued enhancements to animation fluidity and constancy all through
- We recognized a number of areas for enchancment to our third Individual animation constancy throughout slide, dive, bounce, and supine susceptible. Our objective is that what you see in 1st Individual is consultant of what others see in third Individual as a way to keep immersion and predictability.
- Changes to slip for improved predictability and fluidity
- Throughout Weekend 2 of the Beta, we elevated the time earlier than you possibly can enter supine throughout a slide. After additional evaluation primarily based in your suggestions, we’ve lowered that point to discover a good center floor between the place we have been in Beta Weekend 1 and Weekend 2.
- Lowered the minimal time to slip after sprinting to forestall unintentionally crouching when intending to slip, also called a “lifeless slide.”
- Slight discount to most slide length.
- Clever Motion updates
- As a reminder, you’ll find our suite of Clever Motion settings within the Motion tab below the Controller or Keyboard & Mouse settings. These settings are damaged down by Dash Help, Mantle Help, and Crouch Help with the intention of letting you fine-tune your expertise with the results of requiring drastically fewer inputs with fundamental motion and Omnimovement in Black Ops 6.
- We recognized a difficulty in Beta with the extra settings for Mantle Help that enables for additional tuning of directional mantles. These have been resolved and may now behave as anticipated.
Winner’s Circle
- Shortened total length of Winner’s Circle.
- To scale back Emote spam, gamers within the Winner’s Circle will now solely have the ability to activate 1 Emote.
- Simplified the Emote menu to make it simpler to activate Emotes within the Winner’s Circle and in-game.
- Enhancements to constancy and lighting.
Kill Counter
- By fashionable demand, we’ve added a Kill Counter in your HUD that can observe your progress towards Kills-in-one-life Medals, together with those that are chasing the coveted Nuclear Medal and Nuke Scorestreak.
Digital camera Movement
- We’re lowering total digital camera movement on dash, tac dash, and slide.
Kill Order
- Elevated ‘Kills as HVT’ staff rating to three.
- Lowered ‘HVT Survival’ rating to twenty.
- Elevated Rating Restrict to 150.
- HVT will not drop their pistol when they’re eradicated.
- Improved notifications when a participant is chosen as HVT.
Sleeper Agent
- Eliminated the time added when incomes Eliminations whereas Sleeper Agent is lively.
Tools
- Stim Shot has been modified from Stock Primarily based to Cooldown Primarily based by default.
- Quartermaster (Strategist) will lower the cooldown time.
- Resolved a difficulty the place the Fight Axe wouldn’t deal deadly harm at spherical begin. It wouldn’t be a Black Ops sport in case you can’t hit these cross-maps at match begin!
Perks
- After assessing Perk information from our time with the Beta, we’ve made a number of updates to make sure compelling selections are being made:
- Murderer (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
- Up to date to basic BO view-based management by default, with an choice to change to fuel/brake; on the controller, detonate swapped from R2 to R1 so unintended errors aren’t made.
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Ryan Lemay
2024-09-24 18:53:47
Source hyperlink:https://www.dexerto.com/call-of-duty/black-ops-6-reveals-movement-buffs-spawn-improvements-headshot-damage-increase-2909509/