Review of Call of Duty: Black Ops 6 multiplayer still in progress – Initial thoughts on beta.
Contents
Once more, it is the season for Call of Duty beta testing.
Summer has passed, so it’s time for the Call of Duty beta to return once more. This year Treyarch is taking the lead with a sequel to Black Ops Cold War, set in the early 1990s – and let me tell you, I am fully invested in the setting. By dedicating the weekend to playing multiplayer games and reaching the beta’s level cap, I cautiously believe that this year’s release may bring back the same elements I enjoyed in Cold War 2020.
To begin, let me provide some background information: I spent approximately 200 hours playing multiplayer in Call of Duty: Modern Warfare 3 last year and I found that I liked it more than our reviewer did (but that’s okay, reviews are subjective and people have different opinions). Nevertheless, much of that is related to the social aspect of the situation. I have a close circle of friends, known as the Beeflords, that I have been playing Call of Duty multiplayer with every year since Black Ops IIII. Playing multiplayer is much more enjoyable with a committed team, and due to consistent content updates and balance adjustments, I believe MW3 has greatly improved its position.
Although I love MW3 and Cold War, I approached Black Ops 6 with an open mind and am pleased to say that I am enjoying what I have seen so far. In terms of betas, this is one of the best ones I can recall. When I first tried the Modern Warfare 2 beta, I was worried about what I saw, but most issues were fixed before the release. With the beta for Black Ops 6, I participated.
The “Omnimove” system is likely the most significant difference from the previous formula. Treyarch apparently embraced the dolphin diving in Call of Duty and decided to fully incorporate it. Now you have the ability to sprint, slide, and dive in every direction, even in reverse. Going into a backwards dive positions you in a supine stance, lying on your back, allowing for full 360-degree movement. This is a feature that I never knew I needed. In prior Call of Duty titles, going prone limits your ability to aim and move significantly, whereas lying on your back presents a fresh tactical approach to use. Actually, if you lie face down and move in reverse, you’ll transition to lying on your back, so there’s no need to perform a dramatic sprint-to-backwards-dive motion.
If you’re using a PC, this is likely a positive aspect. Although the Omnimove system is impressive, it seems to be specifically created with a controller in consideration. I choose not to use a controller to play Call of Duty because I am a sophisticated man, but my aging brain is not very flexible. Mastering the key combinations during the practice missions felt similar to the challenge of rubbing my head and patting my belly simultaneously. The combination of S, Shift, and Ctrl keys is used to transition into the supine position for diving. For all sprint-to-dive commands, the keys are replaced with S. It took me several training runs to perfect it, but the result is really impressive. It is enjoyable to slide and dive in various directions, creating a more dynamic and thrilling experience during multiplayer games.
From an external point of view, it appears quite intense when someone aims their guns while diving to the side to take out an opponent. It’s really great and mastering the movement, especially the slides, feels fantastic once you nail it. Once more, it seems to be made specifically for controller use, but no matter your playing style, gliding and shooting in every direction is simply classic and enjoyable.
Have you participated in the beta version of Call of Duty: Black Ops 6?
Yes, all weekend!
Yes, but just for a short time
No, I didn’t, but I had the desire to.
No, I wasn’t interested either
Feedback – Feel free to drop a comment!
Respond, reply
View Outcomes
I really hope they make improvements to the gunsmithing interface before the final release because I dislike it in its current state. Customizing weapons and collecting skins has always been a major attraction for me in Call of Duty, but it’s quite frustrating in the beta version since there are no challenges to unlock new skins. It looks similar to the loadout editing interface from old games, so you won’t know which attachments are still locked until you open the category in the interface. The absence of a “lock” icon indicates the whole category is still inaccessible, with only icons for attachments within the categories being locked.
I was quite annoyed when I was upgrading my weapons. This means I would need to access the gunsmithing interface, navigate through each attachment category, and possibly scroll through the options to discover that I have not unlocked the ability to change my grip. I found myself leaving the lobbies multiple times instead of staying.
When it comes to the gunplay in Call of Duty, it feels satisfying but not quite as strong as in MW3. In my opinion, most guns require one or two additional shots to defeat an opponent. The two sniper rifles stand out as being significantly overpowered in comparison to the other weapons. The sniper rifles in MW3 are arguably the most balanced in comparison to other Call of Duty games. However, in Black Ops 6, they are currently perceived as overly simple to utilize. The typical compromise remains present, as they take longer to aim down sights with, but simply aiming near an enemy, especially with the LR 7.62, frequently leads to a single-shot elimination. Certainly, sniper rifles are considered inadequate weapons for inexperienced players in multiplayer games, unless they are being wielded by me, in which case they are actually quite effective. The SVD sniper rifle is a top pick for getting kills on a medium-sized map like Babylon, while the LR 7.62 is a great choice for SCUD, the beta’s largest map.
I also enjoyed using the Jackal PWD submachine gun a lot, it is just as much as my favorite choice in the beta as the XMG light machine gun. I don’t really have any issues with the guns, but they do feel slightly lighter than what I’m used to from MW3. I wasn’t a big fan of the marksman rifles and shotguns, as I couldn’t find a suitable map for them.
The Black Ops 6 beta includes six maps divided between Core Moshpit and Faceoff play modes. Core contains four big maps with various game modes, whereas Faceoff condenses those modes into smaller maps. Honestly, I didn’t really like any of the maps, especially the smaller ones. I most enjoy SCUD, a large abandoned missile site in Iraq once controlled by Saddam Hussein, and Rewind, a bigger map located in a suburban strip mall that includes a video rental store.
I wasn’t a fan of the two compact maps offered in the Faceoff modes. Gala, situated in what seems to be a Washington D.C. ballroom, is slightly oversized for a “small” map, with its multi-level design giving it a crowded but not quite small feel. Modern Warfare 3’s Stash House and Meat, as well as the classic Shipment, are prime examples of compact designs that rank among my top favorites in Call of Duty’s small map battles. They promote strategic positioning and demand constant awareness, but unlike other maps, Pit lacks a seamless and enjoyable central hub with connected tunnels. At the same time, the vast areas in Gala meant that attempting to capture an objective in Hardpoint by running through the middle was extremely risky, as a couple of skilled snipers positioned at either end of the map controlled the pace of the game.
I prefer maps with numerous corners to explore instead of ones with many obstacles to take cover behind, which is the overall feel of the beta maps. Although SCUD is a top map for me, it still offers numerous hiding places for snipers to camp in, making it difficult to flank them without luck or a strategic spawn point. Nevertheless, SCUD still has a fantastic overall design that encourages the utilization of almost any type of firearm. Shotguns and SMGs work well in tight interiors, LMGs and assault rifles are best in medium-length corridors, and snipers have ample hiding spots across the map to deliver frustrating headshots.
Rewind also benefits from a design that works well with different types of weapons, and if you excel with one type of weapon, you’ll easily find your groove. One of my favorite new Field Upgrades is Sleeper Agent, which allows you to “change” teams temporarily. To the opponent, you appear as one of their comrades and you prolong the deception with each successful elimination. While playing on Rewind, I utilized this enhancement and continuously took my competitors by surprise, allowing them to pass by before swiftly attacking them from behind with a simple shot. I managed to achieve a triple kill with the Sleeper Agent in the beta, all the while laughing maniacally. Even though you are still recognized as a foe on the radar, no one pays attention during the excitement, making it enjoyable to utilize.
Choose between viewing your individual performance or checking out the community’s results.
Oh, also the strategic nuclear weapon has returned. I have only met the requirements to trigger it during my entire time playing CoD.
When it comes to scorestreaks, there is nothing new here in terms of functionality compared to what we have seen previously. We have a UAV, a counter-UAV, and an RC car rigged with explosives – it’s all quite recognizable. The guardian helicopter, available to call when you reach 1,100 points, seems too easy to reach, as I noticed multiple helo calls in nearly every outdoor map match I played. On the other hand, if you possess a large magazine LMG, you can take them out without having to stop and reload.
I’m not sure if they removed some of the Black Ops 6 multiplayer modes before I played them, but while I was leveling up to the beta cap of 30, I experienced Team Deathmatch, Domination, Hardpoint, Faceoff Kill Order, and Kill Order. There are allegedly two additional modes, Faceoff Kill Confirmed and Gunfight, but I never witnessed any matches of them, which is not a problem as both are not new. The only game mode missing from last year’s Call of Duty is Kill Order, which features team deathmatch with a High Value Target (HVT). The High-Value Target is shown on the map and radar for both teams and is given to a new team member after the current one is defeated. As the High Value Target (HVT), you cannot hide but have three armor plates like in Warzone and can be revived by teammates if they reach you in time when you’re downed.
When I play solo online, I typically gravitate towards Deathmatch and Team Deathmatch in hardcore mode. When my friends come online, we make all game modes available in the pool. This is mainly because objective-based modes are most enjoyable when everyone is making a genuine effort to finish the objective. Throughout the entire weekend, in every game of Kill Order I participated in, I was never revived or protected as the High Value Target (HVT). That’s unfortunate, but it’s simply how things are when you play with strangers. Regrettably, my friends and I couldn’t coordinate our schedules to play together during the beta weekend, but I’m eager to play Kill Order with a complete team. Having an additional person with you while you are the HVT can make a significant difference because otherwise, players tend to treat objective-based modes like team deathmatch.
I have more gaming to do when Call of Duty: Black Ops 6 is released next month, but for now, the beta looks promising. Some minor changes to weapon balance, additional UI adjustments, and a wider variety of maps upon release would address the majority of my current concerns with it. The gunplay remains solid, no bugs encountered, and visually impressive. I am very optimistic about this year’s version… I just wish that my operator skins from MW3 will carry over. Do note that the llama costume was not given for free.
Post Comment