A whole bunch of PS4 folks got their first taste of Call of Duty: WW2 multiplayer over the weekend. It’s a step back in the right direction that’s for sure. It wasn’t perfect, but I had a good time with it.
The usual connection issues made the list, but let’s focus on the gameplay improvements.
Scoring adjustments were made to Domination and Team Deathmatch.
• Adjusting Dom kills to 100pts, from 50.
• Increasing TDM end match score to 100.
The changes to Dom are intended to make getting scorestreaks a bit easier. That’s if you don’t get shot in the back within your first few kills. The TDM change is designed to make these matches longer.
• Hit feedback improvements, including better audio and more obvious headshot indicator.
Visual feedback was fine. But I do agree on the better audio front. A better headshot indicator would also be nice. Maybe something along the lines of the red ‘x’ Rainbow Six Siege uses for headshots.
• Reducing Molotov to x1 per Scorestreak.
Yeah, two seemed a bit excessive. I used them more to deter movement than anything. One is probably for the best. Especially, since it’s the first killstreak you can get.
• Sprint out to ADS time refinement.
• Incendiary Shells as default off, and perhaps need to be nerfed.
• Paratrooper strength / cost balancing.
• Recon Aircraft too vulnerable to rifle damage.
• Color Blind support option.
• Bumper Jumper and other key controller configs.
Bumper Jumper became a must-have feature to add after the first weekend. SCUF controllers and the Xbox One Elite controllers made playing the last three Call of Duty games a hell of a lot easier. The added mobility mechanics brought on by boost jumping gave a clear advantage to folks with these type of controllers.
And here I thought WW2 was about bringing boots on the ground? Old habits die hard. Every match saw at least one player jumping around corners to engage. Adding a Bumper Jumper configuration is one way to help those who don’t have paddle controllers. Or, Sledgehammer could just toss in an aiming penalty for jumping.
We’ll see where the devs stand after the second-weekend beta.
I’ll also be on the lookout for how SMGs are handled going forward. They dominated the majority of matches I played. But that’s also a product of the maps available in the beta. Combine in-your-face fights with guns with high fire rates and SMGs will almost always come out on top.
I’m glad I’m not the developer responsible for gun balance. Map size and layout are just as important as damage values. Hopefully, COD: WW2 includes a couple of slightly larger maps that complement assault rifles more.
Sledgehammer appears to have a solid base game with Call of Duty: WW2. We won’t know for sure until we get our hands on all the multiplayer maps, but hey, at least we’re not wall running and jump boosting 15 feet in the air anymore. We’re jumping three feet around corners instead.
Did you try last weekend’s beta? What was your biggest issue with Call of Duty: WW2?