Black Ops 6 Movement, Perks, Performance and Other Changes Based on the Beta Revealed
With Treyarch hosting what Activision calls the biggest Call of Duty beta in the game’s history just a few weeks ago with Black Ops 6, the studio has now laid out what changes are being made based on feedback. There are changes to the movement, perks, equipment and a lot more.
Performance
According to Treyarch they have made progress on the performance including resolving the general script errors, issues related to the in-game user interface and improvements to the game’s asset streaming. More importantly, the studio also said they are able to chase down the source of the in-game “hitching” and deploy major fixes since the close of the beta. More work in the game’s performance with “experts across all disciplines” to improve the overall performance is being made.
Weapons
Headshot Damage
Adjustments to reward players who land multiple headshots during an engagement is in the works, however, Treyarch does “not want hit location multipliers to significantly affect the consistency of time to kill in Black Ops 6.” The studio will continue to monitor the effectiveness of headshots during launch and beyond.
Treyarch did acknowledge the low headshot damage did reduce the impact of “skillful play” and made it difficult to challenge certain power positions.
Bullet Penetration
Bullet Penetration is another system that will be improving for launch. According to Treyarch, “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).”
Other Weapon Feedback Being Looked Into
- Improvements to fluidity of sniper ADS
- Improved fluidity when swapping weapons during sprint and tactical sprint. We’re excited about this one!
- Reduction of weapon motion during crouch transitions
- Small lift to shotguns and targeted adjustments across all weapons to keep SMGs from over-performing relative to other classes
When it comes to weapon balance, expect more specific details about this near the launch patch notes.
Movement
Movement Updates
- Continued improvements to animation fluidity and fidelity throughout
- We identified several areas for improvement to our 3rd Person animation fidelity across slide, dive, jump and supine prone. Our goal is that what you see in 1st Person is representative of what others see in 3rd Person in order to maintain immersion and predictability.
- Adjustments to slide for improved predictability and fluidity
- During Weekend 2 of the Beta, we increased the time before you could enter supine during a slide. After further assessment based on your feedback, we’ve reduced that time to find a nice middle ground between where we were in Beta Weekend 1 and Weekend 2.
- Reduced the minimum time to slide after sprinting to prevent accidentally crouching when intending to slide, also known as a “dead slide.”
- Slight reduction to maximum slide duration.
- Intelligent Movement updates
- As a reminder, you can find our suite of Intelligent Movement settings in the Movement tab under the Controller or Keyboard & Mouse settings. These settings are broken down by Sprint Assist, Mantle Assist and Crouch Assist with the intention of letting you fine-tune your experience with the result of requiring drastically fewer inputs with basic movement and Omnimovement in Black Ops 6.
- We identified an issue in Beta with the additional settings for Mantle Assist that allows for further tuning of directional mantles. These have been resolved and should now behave as expected.
Other Confirmed Changes:
Winner’s Circle
- Shortened overall duration of Winner’s Circle.
- To reduce Emote spam, players in the Winner’s Circle will now only be able to activate 1 Emote.
- Simplified the Emote menu to make it easier to activate Emotes in the Winner’s Circle and in-game.
- Improvements to fidelity and lighting.
Kill Counter
- By popular demand, we’ve added a Kill Counter on your HUD that will track your progress toward Kills-in-one-life Medals, including those who are chasing the coveted Nuclear Medal and Nuke Scorestreak.
Camera Motion
- We’re reducing overall camera motion on sprint, tac sprint, and slide.
Kill Order
- Increased ‘Kills as HVT’ team score to 3.
- Reduced ‘HVT Survival’ score to 20.
- Increased Score Limit to 150.
- HVT will no longer drop their pistol when they are eliminated.
- Improved notifications when player is selected as HVT.
Sleeper Agent
- Removed the time added when earning Eliminations while Sleeper Agent is active.
Equipment
- Stim Shot has been changed from Inventory Based to Cooldown Based by default.
- Quartermaster (Strategist) will decrease the cooldown time.
- Resolved an issue where the Combat Axe would not deal lethal damage at round start. It wouldn’t be a Black Ops game if you can’t hit those cross-maps at match start!
Perks
- After assessing Perk data from our time with the Beta, we’ve made a few updates to ensure compelling decisions are being made:
- Assassin (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
- Updated to classic BO view-based control by default, with an option to switch to gas/brake; on controller, detonate swapped from R2 to R1 so accidental mistakes aren’t made.
More info will be shared in the coming weeks leading up to launch on the weapon changes, map adjustments and more, so stay tuned!
More Black Ops 6 Reading:
- Black Ops 6 Campaign Early Access Not Happening Confirms Activision
- Black Ops 6 Beta Impressions – Free Gunner
- Black Ops 6 Weapons, Equipment, Field Upgrades and Killstreaks List via Datamined Info
[Source Call of Duty]
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