šŸ—‘ļø 3 Years + 11 Studios + 3000 Devs = COD: Modern Warfare II - Warzone 2.0 - DMZ (XBOX, ps, pc) (11/16/22)

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The gameplay and maps were solid for me. Graphics leave alot to be desired.:comeon:
But If they got rid of the stupid zoom in spawn animation that no one likes then I'd probably cop this.
 

MrLogic

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Whats the deal with the flutter of the clothes when you run they need to cut that shyt out.
 

VicMackey415

The bay is in the area.
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Filllmoe, CA n the Sigma of Phi Beta
The beta has been cool so far. But the 3rd person view is piff. Def giving them old school socom vibes I use to love on the ps.

Wanna see more maps. I wish they would have had kill confirm mode on here.
 

darealvelle

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This a skip
I hate when Call of Duty tries to take itself too serious. Being all tactical and shyt.
The best CODs got fluid movement, decent time to kill and three lane maps.
These clusterfukk maps, slow movement and fast TTK just cater to bots. The core gameplay feel like hardcore.
Next COD need to get back to arcade fps. This realistic and tactical lane they trying to do, other games fps do it way better than them.

Why I liked cold war better than Modern Warfare. Moves faster and better maps for rushers like me. Not a fan of those vertical maps and blind spots that modern warfare had. Those maps encourage no movement at all.
 

PS5 Pro

DC looking a 1/2 seed right about nuh
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This is the game. It comes out next month. They are not doing any overhauls to the core gameplay.

You sound like the guys saying "it's just a beta" about Battlefield 2042 or Halo before it got delayed a year and still came out barebones.
Halo was highly praised during the beta and after launch, you're talking about battlefield only here buddy boy :ufdup:
The game been fun as hell but I gotta admit I was expecting better visuals.

That farm map legit looks like an Xbox 360 map.

Hopefully the final product steps it up a bit.
What kind of TV do you play on, HD or 4k?
The gameplay and maps were solid for me. Graphics leave alot to be desired.:comeon:
But If they got rid of the stupid zoom in spawn animation that no one likes then I'd probably cop this.
I'm sure it'll end up in Gamepass sooner or sooner'er :ohlawd:
 

JordanwiththeWiz

you mad..you big mad..Iā€™m happy..leave me alone
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Why I liked cold war better than Modern Warfare. Moves faster and better maps for rushers like me. Not a fan of those vertical maps and blind spots that modern warfare had. Those maps encourage no movement at all.
I seen the way nikkas was playing ads all game, sound whoring and camping on a beta. I said no sir, you got it. I can imagine when the stats actually mean something nikkas gonna be camping they ass off. This game not for the rushers. If you like playing slow and playing in a 6 man party. Youā€™ll be able camp together, sound whore, do callouts and dominate.
 

darealvelle

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I seen the way nikkas was playing ads all game, sound whoring and camping on a beta. I said no sir, you got it. I can imagine when the stats actually mean something nikkas gonna be camping they ass off. This game not for the rushers. If you like playing slow and playing in a 6 man party. Youā€™ll be able camp together, sound whore, do callouts and dominate.

That shyt is wack due to people caring about a kill/death ratio that means nothing.
 

Tunez

Lloyd Banks Stan
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Southside, 2gz Up
I seen the way nikkas was playing ads all game, sound whoring and camping on a beta. I said no sir, you got it. I can imagine when the stats actually mean something nikkas gonna be camping they ass off. This game not for the rushers. If you like playing slow and playing in a 6 man party. Youā€™ll be able camp together, sound whore, do callouts and dominate.

COD elites should be able to adjust
 

SNYC

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Direct from Infinity Ward:


Throughout Weekend One, we played the game, watched the game being played, read your feedback, and talked to many of you.

At a high-level, leading into Weekend Two we:

Fixed various crashes

Addressed a few game-play exploits

Patched some map geo and lighting issues

Updated progression for some Gunsmith related bugs

Here are some things we have heard from you on:

Mini-Map Dot Rules
Currently in the MW2 Beta, we only show enemy player dots when a UAV is active. The design reason for this is that we do not want to punish players for firing their weapons. We also want players to actively search out the origin of a gunshot versus just traveling directly to where the dot is on the mini-map. We continue to gather feedback on how the game is playing in regards to this topic.

Target Tracking
Weā€™ve seen feedback that it is hard to track targets once you get into a firefight. We agree this is an issue and we have changes incoming to reduce muzzle smoke opacity and to increase the visibility of the muzzle flash to help engage someone who is firing at you. These changes should help with tracking your opponents in combat.
We are also investigating more ways to visually differentiate Enemies and Friendlies outside of the standard nameplates above heads of the opposing players. We will be trying a few changes in Weekend Twoā€¦ more on that later this week.

User Interface
Weā€™ve seen the feedback around difficulty editing perk packages, managing loadouts and accessing the armory. We have identified some UX issues as well as some bugsā€“ these are things we wonā€™t be able to adjust in time for Beta Weekend Two, but they are top of mind ahead of launch.

Perks
Weā€™ve seen varied feedback on the Perk Package system. Some players love it and others feel itā€™s an unnecessary departure from the original system. We feel itā€™s a nice shake up to how perks work and to the general progression of a match. Weā€™ve also balanced the ultimate perks to be more powerful as you earn them later in the match. Weā€™ll continue testing throughout Beta Weekend Two, including drastically accelerating the earn rate of these to see how players react. Our goal remains improving the flow of all perks ahead of launch.

Dead Silence is another hot topic as many players have expressed that they would like to see it as a Perk instead of a Field Upgrade. We believe it is important to game health that rushers are not able to move at high speeds without consequence. Dead Silence as a Field Upgrade creates a balance between freedom of movement and predictability of combat.

Footsteps
Footstep audio in week one of the MP Beta was very high, giving players long distance directional information about enemies. For Weekend Two we have some changes coming in. We are reducing the range of footstep audio for the various player movement states (jog, sprint and tactical sprint). This will help soften the cost of moving around the map. The second change is that enemy and friendly footsteps are now distinct. This should help players better understand what's going on as things move around on the battlefield. More details to follow.

Slides
Sentiment around the removal of slide-canceling remains positive. We are aware of the workaround and are contemplating how to handle it for Weekend Two of the beta. Additionally, we have some other slide changes for launch which will make this movement feel a bit more fluid and snappy.
Stay tuned to Infinity Ward channels for more details on the changes we will be implementing for Beta ahead of Weekend Two.

Crossplay Beta kicks-off Thursday September 22 at 10:00am PT. Weā€™ll see you there!
 

darealvelle

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Direct from Infinity Ward:


Throughout Weekend One, we played the game, watched the game being played, read your feedback, and talked to many of you.

At a high-level, leading into Weekend Two we:

Fixed various crashes

Addressed a few game-play exploits

Patched some map geo and lighting issues

Updated progression for some Gunsmith related bugs

Here are some things we have heard from you on:

Mini-Map Dot Rules
Currently in the MW2 Beta, we only show enemy player dots when a UAV is active. The design reason for this is that we do not want to punish players for firing their weapons. We also want players to actively search out the origin of a gunshot versus just traveling directly to where the dot is on the mini-map. We continue to gather feedback on how the game is playing in regards to this topic.

Target Tracking
Weā€™ve seen feedback that it is hard to track targets once you get into a firefight. We agree this is an issue and we have changes incoming to reduce muzzle smoke opacity and to increase the visibility of the muzzle flash to help engage someone who is firing at you. These changes should help with tracking your opponents in combat.
We are also investigating more ways to visually differentiate Enemies and Friendlies outside of the standard nameplates above heads of the opposing players. We will be trying a few changes in Weekend Twoā€¦ more on that later this week.

User Interface
Weā€™ve seen the feedback around difficulty editing perk packages, managing loadouts and accessing the armory. We have identified some UX issues as well as some bugsā€“ these are things we wonā€™t be able to adjust in time for Beta Weekend Two, but they are top of mind ahead of launch.

Perks
Weā€™ve seen varied feedback on the Perk Package system. Some players love it and others feel itā€™s an unnecessary departure from the original system. We feel itā€™s a nice shake up to how perks work and to the general progression of a match. Weā€™ve also balanced the ultimate perks to be more powerful as you earn them later in the match. Weā€™ll continue testing throughout Beta Weekend Two, including drastically accelerating the earn rate of these to see how players react. Our goal remains improving the flow of all perks ahead of launch.

Dead Silence is another hot topic as many players have expressed that they would like to see it as a Perk instead of a Field Upgrade. We believe it is important to game health that rushers are not able to move at high speeds without consequence. Dead Silence as a Field Upgrade creates a balance between freedom of movement and predictability of combat.

Footsteps
Footstep audio in week one of the MP Beta was very high, giving players long distance directional information about enemies. For Weekend Two we have some changes coming in. We are reducing the range of footstep audio for the various player movement states (jog, sprint and tactical sprint). This will help soften the cost of moving around the map. The second change is that enemy and friendly footsteps are now distinct. This should help players better understand what's going on as things move around on the battlefield. More details to follow.

Slides
Sentiment around the removal of slide-canceling remains positive. We are aware of the workaround and are contemplating how to handle it for Weekend Two of the beta. Additionally, we have some other slide changes for launch which will make this movement feel a bit more fluid and snappy.
Stay tuned to Infinity Ward channels for more details on the changes we will be implementing for Beta ahead of Weekend Two.

Crossplay Beta kicks-off Thursday September 22 at 10:00am PT. Weā€™ll see you there!

Basically they are saying fukk players that are rushers and just become campers and ads. Game will be dead within months.
 
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