News - What Exactly Changed For Week 2 Of The Warzone 2i Beta

New content unlocked

New content unlocked

Now let's dive into the actual changes that happened between Week 1 and Week 2.

Enemy nameplates added

The first big thing is that they added a name tag above the enemy diamond, so it's no longer just a little red diamond that you see above their head; now you also see their name tag in red, and this helps a little bit with target acquisition and immediately recognizing when that's an enemy versus a teammate.

This was one of the bigger complaints throughout the first weekend of the beta, and I've got to say that so far this is a nice improvement; it definitely helps to some degree. However, I did want to point out that I think they can take this a little bit further because there's still a very clear issue when there's a nice, bright background.

Behind that diamond and name tag, it just doesn't really pop from there; it can really easily blend in and be hard to see behind that, and the problem with this is that it leads to inconsistency. Sometimes that name tag will pop up no problem if there's a nice dark background, but then when you get a light background, it's much harder to see, so just for consistency sake.

I would like to see them add a little bit of a stroke or a shadow behind the text as well as the diamond. I know the diamond has a little bit of its shadow behind it, but maybe even slightly more than that, just to make it pop out a bit more and to make it more consistent in various lighting situations.

Changes to teammate nameplates?

Changes to teammate nameplates?

So that was the first change, and I also wanted to point out that they didn't make any adjustments as far as I can tell to the teammates name tag that appears above their head or the size of the dot or anything, and similar to the enemy name tags again, this is just really inconsistent, depending on the lighting situation, and I wouldn't mind seeing them either increase side opacity a bit or add a bit more of a stroke or shadow behind the text and the dot just so it pops a bit more clearly.

As for the next thing they mentioned in the patch notes, this hasn't changed with the game yet, but they are preparing an update to decrease the slide to Sprint DeLay. So after you slide or after a slide cancel, when you want to get back into a sprint as of right now, there is a very noticeable delay compared to Modern Warfare 2019, for instance, and this confirms that they will be shortening that delay hopefully at some point throughout this second weekend so we can test out that change for.

Sliding tac stance buffed

launch; after that, let's get into some weapon balancing, and the first thing they did was across the board, they reduced the tack stance spread while sliding, and unfortunately for this specific thing. I didn't have any pre-patch testing to compare to, but just so you guys are aware, if you slide in this game and mids slide, you start aiming down sight, you'll go directly into that t stance, which gives you a tighter spread than hipfire, until the end of the slide, and then it will go into full aim-down sight, so during that process of sliding in the TX stance, this is what it looks like for the various classes of weapons.

After this buff, you can see it is quite a tight spread, much better than hitting fire, so you should be able to fire reasonably accurately while sliding.

Big striker smg nerfs

Big striker smg nerfs

Additionally, for weapon balance, the striker SMG caught a bunch of Nerfs. Now most of these Nerfs were to Mid to longer ranges right up close and personal this gun should perform basically exactly the same as pre patch or at least very similarly, where it's going to be quite a consistent four-shot kill, however at the second damage range previously this was a pretty consistent four shot kill still that four shot kill actually extended out pretty far whereas now it's going to be a five shot kill unless you start mixing head shot in for that medium range and then at longer ranges it's also going to take you an extra shot to kill up to a total of eight shots to kill at really long ranges whereas previously, it would only drop off to a seven shot kill at most, now based on just a little bit of gameplay time with the striker after this update it still feels like a solid SMG if you treat it right you use it close to mid-ranges.

But it is noticeably worse when you try to stretch those ranges out, whereas previously. I had no problem stretching those ranges out across the map and still competing effectively with assault rifles. In either case, those are the only weapon balance adjustments.

Guardian nerfs

Guardian nerfs

We saw kill streaks with the guardian. They decreased its health from 550 down to 400, and I think that's a welcome change. It really did take quite a few shots to take one of those Guardians out, and I did get the feeling it was a bit on the bulky side, so that has been reduced by a noticeable margin.

On top of this, they cut its lifetime in half; previously, it would last on the map for 120 seconds if no one destroyed it, whereas now it's only going to last for 60 seconds.

No more fuel for gw vehicles

On the map, as for the next thing for ground war game modes, they removed the fuel from vehicles, so you no longer have a fuel gauge that you have to worry about pre-patch; you would run out of fuel, and then that vehicle would essentially become useless.

No hardpoint spawn camera

That's no longer the case for ground war although I'm assuming that will still end up being the case for the war zone modes , also something I think a lot of players are going to be happy to see they removed the spawn overhead camera sequence in hardpoint which is great to see I don't know why they decided to bring that back in the first place I mean I mean I think I remember in Vanguard Sledgehammer had that spawn overhead camera, and that was one of the beta complaints and they took care of it and got rid of it maybe this was just another case where they decided to put it in because it's something that's so easy for them to fix for the community but in either case I'm glad they did fix this.

Map glitches fixed

Map glitches fixed

After that, they fixed several map glitches that were found. There was an area where people could glitch under the map in a state under the waterfall that has been fixed. There was also a broken spawn location on favella where if you spawned there, it would just kill you immediately. And then finally, on the ground war map, there was an area where you could get into the wall.

I think there's also an area you can get under the map; maybe it's the same spot. I've seen a few clips on Twitter, and I ran into this once as well. I had somebody kill me from inside a wall, and that has apparently also been fixed, so it's good to see they're getting on top of these nice and quickly.

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Weekend 2 of the Modern Warfare III Beta is live and with it, we saw a handful of changes and content additions so today, I wanted to take a good look at all of these changes and compare side by side whenever possible.
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