News - Early Warzone 2 Season 1 Gameplay, Riot Shield Nerf, More Dev Insights

Assassin vest

Assassin vest

I would honestly be fine if it eliminated the enemy's diamond from above their head but I think at least your teammate's dot still needs to here so you can see that that's a teammate, and therefore you don't have to shoot literally every character model and listen for a hit marker next up we did get to play around with a new vest which is the Assassin vest and that was revealed last Friday and this vest gives you access to gloves boots and one piece of gear as well as one lethal one tactical, and the only real restriction here is you don't get to use a field upgrade and the perks with this are first off when you kill an enemy player no skull will appear at the location for their teammates.

And then second, and most importantly, you get a permanent ghost while using this even if you're stationary. I talked a little bit about this on Friday, but I'm going to say it again here: I think this vest may end up needing some more trade-offs.

Flamethrower underbarrel

Flamethrower underbarrel

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I think it's going to be a pretty big crutch for a lot of people and not just a crutch but also a crutch that potentially is just going to slow down the game play and lead to more camping situations cuz you can literally sit in a corner now and be off the enemy radar whereas without this vest that wasn't really a possibility, so I'm not entirely opposed to a vest like this coming to the game I just think it may need more of a trade-off than just losing access to a field upgrade, but that's just my opinion and who knows maybe it'll turn out to be not so bad next I can finally talk a little bit about the flamethrower underbarrel we didn't have access to use it in the build that we played but the devs talked about this a little bit and they specifically said like don't worry we made sure that we didn't overtune this and it's not going to be crazy powerful, they wanted it to be sort of like fun and gimmicky to use but not like a highly competitive option not a really frustrating option so shouldn't be something that we have to worry about too much as far as something that it'll break the meta or anything.

Covert sneakers counter?

Then they did touch on Covert sneakers a little bit. In the Q&A session, somebody basically asked, Is a bone conduction headset meant to counter-cover sneakers, and do they have any plans to make that counter it? They were pretty clear that this is working as intended; currently, bone conduction headsets aren't meant to counter the footstep volume of covert sneakers.

Weapon balancing coming

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So it's not a bug or an oversight or anything this is specifically how they intended to design the game that doesn't necessarily mean that they aren't open to making adjustments down the road, but they did clarify that this was their design attention, after that while we didn't get any specifics with this they did mention there will be a bunch of weapon balancing with the season 1 updates I'm hoping we get some patch notes on this with the details tomorrow perhaps or if not then maybe the morning after but with this they basically just said in general assault rifles are going to be nerfed a little bit and they're going to be coming down slightly, whereas SMGs in general are going to be buffed up a little bit now this just a general overview there is of course going to be other weapon balancing that happens with the update as well and another thing they mentioned is with certain guns they're not actually going to be touching the gun so much as specific attachments, that allow that gun to excel.

Snaking nerf

Snaking nerf

More than intended, so we're going to be seeing some attachment adjustments in this update as well, and then finally, something that definitely affects a competitive scene more so than public matches is that they are going to be testing a Nerf to snaking in the game, which is effectively just using a movement exploit for quick peing over top of a piece of cover, and when executed properly, it makes you a practically impossible target to hit while allowing you to get plenty of information in the process.

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Which again is something that's not going to affect. Public matches for most people are very competitive, but on the competitive side, they're going to have a big impact. Essentially, what they mentioned here is that there will eventually be a penalty if you consistently abuse the snaking. As you continue doing it over and over again, it will just slow down for you, so you're going to be less effective with that snaking.

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And the way they talked about this is that they really want to target snaking abuse. Without impacting the normal experience of players that may just crawl and stand up a few times simultaneously, they don't want to really punish people too heavily for that, but for the people that are just consistently snaking on a piece of cover over and over and over and over again, that's primarily what they're targeting with this, and they also mentioned that this is basically just the first step and adjustments will continue to be made if necessary.

That actually reminded me that on a similar note, they did mention bunny hopping a little bit, which, just to clarify, bunny hopping is not the same as jump-shotting. Bunny hopping is the ability to maintain momentum. After the first jump shot, you can chain jump shots together to some degree. In the game's current state, bunny-hopping essentially doesn't exist because you lose almost all of your momentum when you land from a jump.

They said they were toying around with this a little bit, but they are having a hard time dealing with slopes, which causes some issues.

Wrap up

Wrap up

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Last week, Activision flew me and several other creators out to the Sledgehammer Studio to capture some Season 1 gameplay on the new maps and with some of the new guns. In addition to this, we had a QA session with the developers which revealed a handful of insights that I wanted to share with you today.
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