Call of Duty: Black Ops Cold War Beta Patch Notes Reveal Everything Changed Since the Alpha

Ahead of tomorrow’s Call of Duty: Black Ops Cold War Beta on PS4, builders Treyarch and Raven Software have revealed the “patch notes” for the replace, revealing each single change, addition, and enchancment made to the game since final month’s Alpha. This contains phrase of a big new feature coming to the console versions of the series for the first time, and an absolute metric ton of tweaks and enhancements to motion, spawns, audio, automobiles, and extra. And in fact, there’s loads of bug fixes as nicely.

For now, it stays to be seen how a lot all of this may enhance and alter the Beta in comparison with the Alpha, however there isn’t any doubting that the aforementioned pair have been working time beyond regulation for the reason that Alpha ended to get all of this accomplished in time for the Beta.

Below, you possibly can try the total patch notes, courtesy of Treyarch:

MOVEMENT

– We’ve made a big tuning move on core motion with the aim of enhancing the responsiveness of participant controls and actions. We’ve recognized a number of key areas in our core motion set for enhancements, largely centered on sprinting and sliding:

  • Core Movement
    • Integrated up to date locomotion animations and techniques for strolling, jogging, and sprinting.
    • Slightly elevated acceleration when shifting from a standstill.
  • Sprinting
    • Reduced or eliminated a number of dash penalties that might go away the participant in a state of lowered dash pace. This ends in extra alternatives to make use of the Sprint Takeoff characteristic for a fast burst of pace when initiating a dash.
    • Increased the time it takes to ramp down from most to minimal dash pace for a smoother change of pace. This additionally barely will increase the time at which a participant sprints at a sooner tempo.
    • Slightly adjusted digicam bob throughout dash to higher align with up to date motion animations.
    • Disabled Field of View improve when sprinting. This ought to present a smoother in-game view and stop a “floating camera” feeling when sprinting.
  • Sliding
    • Slightly lowered slide pace.
    • Increased the minimal period of time a participant should dash earlier than sliding to higher align with time to achieve max dash pace. This means a participant can not instantly set off a slide from a near-standstill.
    • Addressed a difficulty that allowed gamers to cancel a slide with out the suitable slowdown. We will proceed to observe and examine any slide-cancel exploits.

WEAPONS / GUNSMITH

– We’ve refined our weapons tech and animations for the reason that Alpha, accomplished quite a few tuning and tweaking passes on our weapons, and added extra particulars to attachment statistics in Gunsmith. We’ve additionally made a number of optimistic adjustments to how sniper rifles work based mostly on Alpha knowledge and suggestions.

– Sniper rifles are a key element of Black Ops fight, and in some methods extra related than ever in Black Ops Cold War. With assist for big maps and game modes, in addition to cross-platform play, sniping might be an efficient and infrequently extraordinarily highly effective playstyle. To stability out cross-play sniping, we’ve introduced again goal help for snipers on controllers – one thing we haven’t had in Black Ops Multiplayer since Black Ops 2.

– The knowledge from our Alpha proved to us that even with out cross-play or bigger maps, sniper rifles had been nonetheless dominant on smaller maps. As a consequence, we’ve made some changes to deliver them again into stability for the Beta, and sit up for seeing what the neighborhood can do with these finely tuned precision weapons.

  • Gunsmith
    • Added a extra detailed breakdown of statistics for every attachment, explaining intimately how every attachment influences its weapon’s stats.
    • Moved the Gunsmith UI button nearer to the weapon for simpler entry.
  • Recoil and Firing Animations
    • Added new weapon recoil techniques and firing animations with a complete tuning move for a revamped weapon firing really feel on each weapon for each hip-fire and ADS.
    • Reworked and rebalanced all recoil patterns, impacting weapon stability and mastery throughout the board.
    • Full touch-up move on animations throughout all weapons based mostly on suggestions.
  • Aim Down Sights (ADS)
    • Added new ADS weapon rendering expertise for extra sensible ADS perspective.
    • Smoothed out all ADS in/out transitions.
  • General Weapon Tuning
    • Made tuning adjustments to Alpha weapons that overperformed or underperformed, together with will increase to AK-74u recoil and ADS time, rising LMG ammo capability, and extra.
  • Attachment Tuning
    • Full attachment stability move to make sure all attachments keep related and balanced.
  • Sniper Rifles
    • Added goal help on snipers for controller customers for cross-platform balancing.
    • Several precision-aiming changes to assist the sniping expertise really feel extra fluid.
    • Sniper glint now shows extra typically and extra reliably to assist gamers perceive when they’re in peril.
    • Adjusted ADS time on sniper rifles.
    • Sniper rifles now requires greater hits on the physique for one-hit eliminations (for instance, higher chest as a substitute of abdomen, or higher arm as a substitute of decrease arm).
  • Frag Grenades
    • Reduced the fuse time on the Frag Grenade for Beta. Throw pace changes are focused for launch.

VISUALS

– We’ve made a number of graphical enhancements all through the Beta, and we’ve responded to participant suggestions about low visibility in some areas of the Miami map. With our newest adjustments, gamers ought to have the ability to spot enemies extra clearly on Miami.

  • Graphics
    • Improved graphical constancy and efficiency throughout the board.
  • Lighting / Visibility
    • Adjusted lighting and character visibility all through the Miami map for higher general visibility based mostly on participant suggestions.

AUDIO

– The audio staff has made a number of essential enhancements to weapon sounds between the Alpha and Beta, and continues to work on additional enhancements for launch. Footstep audio design and its interplay with the Ninja Perk have additionally been tuned considerably for gamers who prefer to hold it stealthy.

  • Weapon Audio
    • Added bass and punch to all weapon sounds by adjusting grasp EQ and compression output.
    • Added three presets to Audio Settings (Treyarch Mix, Bass Boost, and High Boost) to go well with participant preferences.
    • Redesigned a number of weapon audio layers, corrected audio decay playback, and added mixing for inside/exterior sounds.
    • Polished reverb audio throughout all maps.
  • Footsteps
    • Crouch-walking now capabilities as a near-silent motion possibility accessible to all gamers, with or with out the Ninja Perk.
    • ADS crouch-walking now makes the participant’s footstep audio even quieter. Enemies shouldn’t hear the participant when crouching exterior of maximum shut quarters.
    • While Ninja is supplied, core actions akin to sprinting, jogging, and strolling are actually drastically lowered in quantity and distance by roughly 50% in comparison with the Alpha.
    • ADS strolling may also present a major stealth benefit when utilizing Ninja.
  • Hit Marker Audio
    • Added new sounds for deadly and non-fatal hit markers.
  • Scorestreak Audio
    • General
      • Polished audio for a number of Scorestreaks.
    • Spy Plane Audio
      • Reduced the amount of the Spy Plane’s locational pings.
      • For the primary time in a Black Ops game, Spy Plane pings are directional and locational based mostly on the place an enemy is when they’re swept by the radar, permitting for pinpoint accuracy. As this can be a new mechanic, we’ll proceed to observe and regulate as vital.
  • Bullet Crack
    • Tweaked the bullet crack system to stop gamers from listening to sounds after they shouldn’t, and vice versa.

SCORESTREAK SYSTEM

– We’ve elevated the rating reward for quite a few objective-based game modes and goal rating occasions to additional incentive taking part in the target within the Beta. These adjustments are in service of rewarding gamers of all playstyles pretty, whether or not it’s the slayers out within the dunes of Satellite or the OBJ gamers holding down Hardpoints within the jungles of Cartel.

– Our philosophy acknowledges that gamers put themselves at appreciable danger for enjoying the target, and we don’t need the danger of dropping a streak to disincentivize goal play. At the identical time, we wish to keep away from permitting gamers to “game the system” by ready for streaks to construct up earlier than capturing goals, which is why goals don’t rely in streak multipliers.

– As we proceed to assemble knowledge and suggestions on the brand new Scorestreak system and kill-streaking mechanics, the adjustments beneath reward goal gamers and require slayers to stay to their position extra fastidiously to ramp their rating up. We acknowledge that there are hybrid kinds that obtain each, and this method rewards gamers for the play fashion they gravitate to essentially the most.

  • Scorestreak System
    • Objective rating rewards have been elevated in Domination, Kill Confirmed, and Hardpoint. These adjustments will reward any goal participant and don’t require or reward goal streaking.
    • Adjusted Scorestreak rewards to scale back Scorestreak spam and make Scorestreaks extra rewarding. Players might want to go on greater streaks in a single life to earn top-tier Scorestreaks. The curve has been flattened out on the low finish, and ramps up shortly because the participant earns greater kill-streak numbers.
    • Reduced Scorestreak cooldowns to offset these adjustments and permit gamers to cycle by means of Scorestreaks extra typically.

SPAWNS

– We heard from a number of gamers through the Alpha that they felt it took too lengthy to get into the motion in 6v6 game modes on Miami. To tackle this, the design staff has adjusted the spawns and spawn logic throughout a number of modes to make sure a sooner time to engagement on the map.

  • Miami
    • Full spawn move for Team Deathmatch and Kill Confirmed modes on Miami with the aim of decreasing the time to engagement and rising the general tempo of 6v6 game modes.
    • Spawns on the ends of the map have been pulled in nearer.
    • Added new spawns to get gamers again into the combat sooner.
    • Adjusted the spawn logic to scale back the space at which an enemy participant will affect the enemy staff’s spawn factors.
  • Moscow
    • Added spawns throughout a number of modes to permit for extra secure spawns in relation to enemy participant places on the time of a respawn.
  • Armada
    • Reduced how typically gamers might be spawned on the rear of their house ship to scale back journey time again to engagements.
  • Crossroads
    • Adjusted Combined Arms: Domination spawn logic and spawn placement to maintain gamers spawning nearer to their owned goals, decreasing time to engagement and getting gamers again into the motion sooner.
  • Satellite
    • Adjusted spawn logic to permit for barely simpler spawn-flipping in sure modes as a substitute of a staff turning into spawn-trapped for an prolonged interval.

VEHICLES

– Vehicle vs. infantry fight is a dynamic we work arduous to stability out for each events. We’ve made substantial changes for this fight loop within the Beta, and can proceed to dial this in for launch.

  • Vehicle Damage Tuning
    • Reworked the bullet harm mitigation mannequin for Tanks to supply a extra constant expertise throughout weapon courses. This fixes points the place some weapons appeared inordinately extra highly effective towards automobiles than others.
    • Adjusted the “Cavalry Lancer” weapon attachment to be extra constant throughout weapons, particularly on LMGs. We will proceed to maintain a detailed eye on tuning this for launch.
  • Tanks
    • Reduced Tank well being to make launchers and C4 simpler counters.
    • Reduced the deadliness of the Tank shell’s splash harm.

BUG FIXES

  • Character Models
    • Addressed a difficulty the place a participant disconnecting from the match through the loading sequence might end in that participant’s character displaying an unnatural pose in the beginning of the game.
  • AK-74u
    • The AK-74u’s reload animations will not seem to skip.
  • RC-XD
    • Called within the Fun Police to handle a difficulty that allowed gamers to experience round on a teammate’s RC-XD. Sorry.
  • Gunboat and Wakerunner
    • Fixed a difficulty the place Wakerunners being deployed from a ship’s davits might trigger the Gunboat to be flung into the ocean.
  • Motion Blur
    • Addressed a difficulty the place the Motion Blur setting wouldn’t correctly retain its settings.
  • Moscow Window
    • Addressed a difficulty the place a participant might grow to be caught when sliding by means of a window in Moscow.
  • Mantling
    • Tuned mantling at tall heights to make sure they’re carried out at a extra pure pace.
    • Where vital, map designs will probably be up to date to limit areas the place mantling isn’t supposed.
  • Moving Before Match Start
    • Addressed a difficulty that might permit gamers to start shifting earlier than the match countdown timer had ended.
  • “Invisible” Weapons
    • Addressed a difficulty that might show an invisible third weapon when exiting a automobile, stopping the participant from having the ability to use any of their weapons.
  • After Action Report
    • Addressed a difficulty that may present incorrect Scoreboards within the After Action Report.
  • Stability
    • Addressed varied stability points encountered through the Alpha.

ADDITIONAL UPDATES / FEATURES

  • Ping System
    • Added locational Ping system throughout all MP modes, permitting gamers to ping goals, loot, places, and enemies for teammates throughout a match utilizing D-pad left on controllers or Z on keyboards by default.
    • Alternate button layouts, like Bumper Ping and Bumper Ping Tactical, might be chosen within the Gameplay Settings menu.
  • FOV Slider on All Platforms
    • Added Field of View (FOV) slider on all platforms to outline the peak and width of the participant’s view in Settings.
  • HUD Visual Toggles
    • Added the power to toggle visuals for the compass, enemy and ally well being bars, hit markers, crosshairs, participant names, and button hints in Settings.
  • Name Plates
    • Adjusted the ruleset round when pleasant participant names would present to scale back situations the place pleasant identify plates would seem over enemies in sure conditions.
  • Deadzones / Minimum Input Threshold
    • Expanded the choices to scale back minimal stick enter threshold (or “deadzone”) to 0.
    • NOTE: Setting this to Zero is simply really useful for superior customers. Depending on controller {hardware}, setting this to low values could cause “stick drift”, which might have interaction the stick even when no enter is given.
  • Kill Confirmed Score Limit
    • Our knowledge from Alpha confirmed that Kill Confirmed was ending on time restrict too often within the Alpha, so we’ve lowered the rating restrict to 65 for the Beta.
  • Start Spawn “Soft Freeze”
    • We’ve enabled the power for gamers to rotate their Operator, swap weapons, ADS, and adjustments stances through the pre-round timer.
  • Progression
    • We’ll be introducing a deep development system synchronized throughout Multiplayer, Zombies, and Warzone that deserves its personal time within the highlight, and we’ll have extra particulars in a devoted weblog as we get nearer to launch. While gamers received’t see this full development system within the Beta, you’ll have the ability to rank as much as sure ranges to unlock further content material all through each Beta weekends.

Call of Duty: Black Ops Cold War is ready to launch worldwide on November 13 through the PS4, Xbox One, PS5, Xbox Series X, Xbox Series S, and PC.

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