Call of Duty: Black Ops Cold War beta patch notes

Call of Duty: Black Ops Cold War beta patch notes

Call of Duty: Black Ops Cold War beta patch notes

Treyarch has made several changes to Black Ops Cold War since Closed Alpha on PlayStation 4. Movements, weapons, and visuals have all been revised. Weapons like the AK-74u have been tweaked, the scoring system has been tweaked, and some changes have been made to spawns. Here is the full list of patch notes.


Mouvement

  • Basic movement
    • Integrated updated locomotion animations and systems for walking, jogging and sprinting.
    • Slightly increased acceleration when coming to a stop.
  • Sprint
    • Reduced or removed several sprint penalties that could leave the player in a state of reduced sprint speed. This translates into more opportunities to use the Sprint Takeoff feature for quick acceleration when starting a sprint.
    • Increased the time it takes to go from maximum sprint speed to minimum speed for smoother shifting. It also slightly increases the time a player sprints at a faster pace.
    • Slightly adjusted camera coil while sprinting to better align with updated motion animations.
    • The deactivated field of vision increases during the sprint. This should provide a smoother in-game view and avoid a “floating camera” feel when sprinting.
  • slip
    • Slightly reduced sliding speed.
    • Increased the minimum time a player must sprint before sliding to better align with time to reach maximum sprint speed. This means that a player cannot immediately trigger a slide from a virtual stop.
    • Fixed an issue that allowed players to undo a slide without the proper slowing down. We will continue to monitor and investigate slide undo exploits.

Weapons / Gunsmith

  • Gunsmith
    • Added a more detailed stats breakdown for each attachment, explaining in detail how each attachment affects its weapon stats.
    • The gunsmith UI button has been moved closer to the weapon for easier access.
  • Recoil and firing animations
    • Added new weapon recoil systems and shooting animations with full tuning pass for a revamped weapon shooting feel on every weapon for hip fire and ADS.
    • Reworked and rebalanced all recoil models, impacting balance and weapon mastery at all levels.
    • Complete rework of animations on all weapons based on comments.
  • Aim Down (ADS)
    • Added new ADS weapon rendering technology for a more realistic ADS perspective.
    • Smoothing of all ADS input / output transitions.
  • General weapon settings
    • Changes to the tuning of Alpha weapons that outperformed or underperformed, including increased AK-74u recoil and ADS time, increased LMG ammo capacity, and more.
  • Setting up attachments
    • Full attachment balancing pass to ensure that all attachments remain relevant and balanced.
  • Sniper rifles
    • Added aim assist on snipers for controller users for cross-platform balancing.
    • Several precision adjustments to make the shooting experience smoother.
    • Sniper reflections now display more often and more reliably to help players understand when they are in danger.
    • Adjusted ADS time on sniper rifles.
    • Sniper Rifles now require higher hits to the body for one-shot kills (e.g. upper chest instead of stomach or upper arm instead of lower arm).
  • Frag Grenades
    • Reduced fusion time on Frag Grenade for Beta. Throw speed adjustments are targeted for launch.

Visuals

  • Graphic
    • Improved graphics fidelity and performance at all levels.
  • Lighting / visibility
    • Adjusted lighting and character visibility across the entire Miami map for better overall visibility based on player feedback.

the audio

  • Weapon audio
    • Adding bass and punch to all weapon sounds by adjusting the master EQ and compression output.
    • Added 3 presets to audio settings (Treyarch Mix, Bass Boost and High Boost) based on player preference.
    • Overhauled several weapon audio layers, fixed audio decay playback, and added merging of interior / exterior sounds.
    • Refined reverb sound on all cards.
  • footprint
    • Crouching Walk now functions as an almost silent movement option available to all players, with or without the Ninja Perk.
    • ADS Crouch March now makes the sound of player's footsteps even quieter Enemies should not hear the crouching player outside of extremely close areas.
    • While Ninja is equipped, basic movements such as sprinting, jogging, and walking are now drastically reduced in volume and distance by around 50% compared to the Alpha.
    • Walking ADS will also provide a significant stealth advantage when using Ninja.
  • Hit Marker Audio
    • Added new sounds for the fatal and non-fatal hit markers.
  • Audio Scorestreak
    • General
      • Refined sound for many Scorestreaks.
    • Spy plane audio
      • Reduced the volume of Spy Plane location pings.
      • For the first time in a Covert Ops game, Spy Plane's pings are directional and localized based on an enemy's location when scanned by radar, allowing pinpoint accuracy. As this is a new mechanism, we will continue to monitor and adjust as necessary.
  • Bullet Crack
    • Adjusted the bullet crack system to prevent players from hearing sounds when they shouldn't, and vice versa.

Scorestreak System

  • Scorestreak System
    • Objective score rewards have been increased in Domination, Kill Confirmed, and Hardpoint. These changes will reward any objective player and will not require or reward objective streaks.
    • 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 high level Scorestreaks. The curve has been flattened on the low end and increases rapidly as the player gains higher kill streak numbers.
    • Reduced Scorestreak cooldowns to compensate for these changes and allow players to browse Scorestreaks more often.

appears

  • Miami
    • Full upgrade for Team Deathmatch and Kill Confirmed modes in Miami in an effort to reduce engagement time and increase the overall pace of 6v6 game modes.
    • The spawns at the ends of the map have been moved closer together.
    • Added new spawns to get players back into the fight faster.
    • Adjusted spawn logic to reduce the distance an enemy player will influence enemy team spawn points.
  • Moscow
    • Added spawns in multiple modes to allow for safer spawns relative to enemy player locations at the time of a respawn.
  • Armada
    • Reduced the frequency of spawning players in the back of their home ships to reduce the time it takes to return to engagements.
  • Carrefour
    • Adjusted Combination Weapons: Domination spawn logic and spawn placement to make players spawn closer to their objectives, reducing engagement time and getting players back into action faster
  • Satellite
    • Adjusted spawn logic to allow for a slightly easier spawn flip in some modes instead of having a team trapped for an extended period of time.

vehicles

  • Vehicle damage adjustment
    • Reworked bullet damage mitigation model for tanks to provide a more consistent experience across weapon classes. This fixes issues where some weapons seemed excessively more powerful against vehicles than others.
    • Adjusted the “Cavalry Lancer” weapon attachment to be more consistent between weapons, especially on LMGs. We'll continue to keep a close eye on this tweak for launch.
  • reservoirs
    • Reduced tank health to make C4 launchers and counters more efficient.
    • Reduced the damage mortality caused by splashing the tank hull.

Bug fixes

  • Character models
    • Fixed an issue where a player disconnecting from the match during the load sequence could cause that player's character to display an unnatural pose at the start of the game.
  • AK-74u
    • AK-74u reload animations no longer seem to be ignored.
  • RC-XD
    • Called in the Fun Police to resolve an issue that allowed players to ride on a teammate's RC-XD. Sorry.
  • Gunship and Wakerunner
    • Fixed an issue where Wakerunners deployed from a ship's davits could cause the gunboat to be thrown back into the ocean.
  • Motion blur
    • Fixed an issue where the Motion Blur setting would not retain its settings correctly.
  • Moscow window
    • Fixed an issue where a player could get stuck when passing through a window in Moscow.
  • Mantling
    • Coats set at great heights to ensure they are performed at a more natural speed.
    • As needed, map designs will be updated to restrict areas where the mantle is not expected.
  • Move before the start of the match
    • Fixed an issue that could allow players to start moving before the end of the match countdown.
  • "Invisible" weapons
    • Fixed an issue that could display a third invisible weapon when exiting a vehicle, preventing the player from being able to use one of their weapons.
  • After action report
    • Addressed issue that would display incorrect dashboards in the After Action Report.
  • Stability
    • Fixed various stability issues encountered during the Alpha.

Updates / Additional Features

  • Ping system
    • Added a location ping system in all MP modes, allowing players to ping objectives, loot, locations, and enemies for their teammates during a match using the D-pad left on controllers or Z on default keyboards
    • Alternative button layouts, like Bumper Ping and Bumper Ping Tactical, can be selected from the Game Settings menu.
  • FOV slider on all platforms
    • Added Field of View (FOV) slider on all platforms to set player view height and width in settings.
  • Bascule visual du HUD
    • Added the ability to toggle between Compass visuals, enemy and ally health bars, strike markers, crosshairs, player names, and button hints in settings
  • Name plates
    • Adjusted the ruleset regarding the display of friendly player names to reduce the cases of friendly nameplates appearing on enemies in certain situations.
  • Dead zones / minimum entry threshold
    • Expanded options to reduce the minimum stick input threshold (or “dead zone”) to 0.
    • NOTE: Setting this parameter to 0 is only recommended for advanced users. Depending on the controller hardware, setting this parameter to low values ​​can cause "stick drift," which can engage the stick even if no input is given.
  • Kill the confirmed score limit
    • Our data from Alpha showed that Kill Confirmed was ending too often at the time limit in the Alpha, so we lowered the score limit to 65 for beta.
  • Start Spawn "Soft Freeze"
    • We've enabled the ability for players to rotate their operator, swap weapons, ADS, and change positions during the pre-turn timer.
  • progression
    • We'll be introducing a synchronized in-depth progression system in Multiplayer, Zombies, and Warzone that deserves its own time in the spotlight, and we'll have more details in a dedicated blog as the launch approaches. While players won't see this full beta progression system, you can rank up to certain levels to unlock additional content throughout the two beta weekends.

Call of Duty: Black Ops Cold War beta kicks off this weekend, with early access reserved for digital pre-orders on PlayStation 4. Early Access begins Thursday, October 7. We've been giving out the Black Ops Cold War beta codes on our social media, and there's a good chance we'll be handing out more as the beta weekend approaches. Make sure to Follow us on Twitter so you don't miss out on any Black Ops Cold War beta codes.




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