Black Ops 6 Multiplayer Launch Patch Notes: Spawn Adjustments, Movement Enhancements, Weapon Balancing, and Additional Updates
Treyarch Studios has officially revealed the extensive changes coming to the Black Ops 6 multiplayer experience ahead of its official launch. Following the beta phase, developers have gathered valuable player feedback and will be implementing several modifications based upon that input. One major change highlighted for launch pertains to the spawn logic. Fans previously expressed concerns regarding suboptimal spawn conditions in Black Ops 6, making survival challenging. Additionally, developers have shared maps showcasing the eight new environments set to be included at launch.
For a detailed overview of the upcoming enhancements in Black Ops 6, continue reading below.
Black Ops 6 Multiplayer Launch Early Patch Notes
Here are the key changes arriving in Black Ops 6 on October 25:
Maps
- We’re thrilled about the diverse map selection this year, with a strong focus on competitive play for Multiplayer. Preparations for CDL and Ranked Play (arriving in Season 1) in Black Ops 6 will be unveiled in the upcoming months. The size of the maps and overall game flow are crucial to us, and we can’t wait for players to dive into the 16 brand-new maps available at launch, with many more added throughout live seasons.
- We are also reviewing cover placements across various maps, including some from our Beta phase, and will communicate further details as we approach launch.
Spawns
- To enhance the overall map experience, we’re updating the spawn system. Gathering spawn data from players has been a primary objective of the public Beta.
- Players likely observed improvements in spawn logic during the second weekend of the Beta. As new game content is introduced and additional spawn data is collected, we are continually evaluating and implementing necessary updates to the spawn system leading up to the launch and beyond.
Performance
- Throughout the Beta, we pinpointed various factors affecting in-game performance. Progress has been made in areas such as addressing script errors, resolving in-game user interface issues, and enhancing asset streaming.
- Delivering smooth gameplay is essential for an exceptional player experience. We’ve identified and resolved issues causing in-game “hitches” and will keep collaborating with experts across all fields to further improve performance for launch and throughout live seasons.
Weapons
Headshot Damage
- We were thrilled to see players engage with our new weapons during the Beta, which provided us with invaluable data and feedback as we aim for balanced updates for launch.
- A common piece of feedback highlighted that low headshot damage diminished the importance of skilled play and made it challenging to contest certain advantageous positions. We share these concerns and are modifying various weapons to reward players landing multiple headshots during engagements. However, we aim to ensure that hit location multipliers do not drastically impact the time-to-kill consistency in Black Ops 6, so we will keep monitoring headshot effectiveness during launch and post-launch.
Bullet Penetration
- We will enhance the Bullet Penetration system for launch. Players should notice a reduction in instances where bullets deal excessive damage through specific surfaces (known as Wall Bang), while still not penetrating as expected through others (e.g., snipers behind the radar dish on Scud).
More to Come
We continue to analyze data and feedback regarding general weapon performance and tuning, while monitoring overall balance among weapon classes across the map pool. Specific adjustments arriving at launch include:
- Enhanced sniper Aim Down Sights (ADS) fluidity
- Smoother weapon swaps during sprinting and tactical sprinting
- Reduction in weapon motion during transitions while crouching
- Minor boosts to shotguns and targeted adjustments across all weapon classes to maintain balance with SMGs
Weapon balance is a continuous endeavor that we are committed to throughout all live seasons, and specific details about balancing will be disclosed in our launch Patch Notes.
Movement
- Ongoing enhancements to animation fluidity and quality
- We’ve identified areas needing improvement in our third-person animation fidelity for actions such as sliding, diving, jumping, and going prone. Our aim is to ensure consistency between first-person and third-person experiences to enhance immersion.
- Slide adjustments for improved predictability and fluidity
- During the second weekend of the Beta, we increased the time to enter a prone position during a slide. After re-evaluating based on player feedback, we’ve found a balanced approach between the experiences of Beta Weekend 1 and 2.
- We reduced the minimum time required to slide after sprinting to avoid accidental crouching (commonly referred to as a “dead slide”).
- Minimal reduction of maximum slide durations.
- Intelligent Movement updates
- As a reminder, you can find our suite of Intelligent Movement settings in the Movement tab under either Controller or Keyboard & Mouse settings. These settings, including Sprint Assist, Mantle Assist, and Crouch Assist, are designed to streamline the movement experience in Black Ops 6.
- We addressed a Beta issue with Mantle Assist settings, allowing for better tuning of directional mantles as expected.
Winner’s Circle
- Overall duration of the Winner’s Circle has been shortened.
- To minimize Emote spam, players in the Winner’s Circle can now activate only one Emote.
- The Emote menu has been simplified for easier activation during Winner’s Circle and in-game.
- Enhancements to the fidelity and lighting have been implemented.
Kill Counter
- By popular request, a Kill Counter has been added to your HUD, tracking progress toward Kills-in-one-life Medals, especially for players pursuing the Nuclear Medal and Nuke Scorestreak.
Camera Motion
- We will reduce overall camera motion during sprinting, tactical sprinting, and sliding.
Kill Order
- Increased ‘Kills as HVT’ team score to 3.
- Decreased ‘HVT Survival’ score to 20.
- Increased Score Limit to 150.
- HVT will no longer drop their pistol upon elimination.
- Enhanced notifications for players selected as HVT.
Sleeper Agent
- Removed the additional time penalty for earning Eliminations while the Sleeper Agent effect is active.
Equipment
- Transitioned Stim Shot from Inventory-Based to Cooldown-Based by default.
- Quartermaster (Strategist) will now reduce cooldown times.
- Resolved an issue where the Combat Axe would fail to deliver lethal damage at round start, as it wouldn’t be a Black Ops game without those iconic cross-map hits right from the beginning!
Perks
- After reviewing Perk data from the Beta period, we’ve implemented a few updates to ensure strategic choices are compelling:
- Assassin (Enforcer) and Bruiser (Enforcer) have been moved from Perk 1 to Perk 2
- Dexterity (Enforcer) and Gung Ho (Enforcer) have been relocated from Perk 2 to Perk 1
RC-XD Controls
- Updated to classic Black Ops view-based controls by default, with an option to switch to gas/brake; for controllers, detonation has been switched from R2 to R1 to avoid accidental triggers.
For more insights and details, check out the source.
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