Changes made to Black Ops 3 multiplayer following beta feedback

4.4
Treyarch's David Vonderhaar took to it to detail some changes coming to the Call of Duty: Black Ops 3 multiplayer mode. These changes are a result of fan feedback received from the multiplayer beta.

These changes are to provide a better Day One experience. Take a look at the changes coming to the game.

  • Some players were dissatisfied that the Black Hat equipment was too powerful. We agree. Our new hacking mechanic scales the hacking speed based on how close you are to the target, and will require precise aim to hack Scorestreaks in a reasonable time. Time-to-hack has been adjusted upwards across the board to make it more challenging to hack, especially at the higher end of rewards. Hackers now also appear as a red dot on the minimap for the duration of the hack, which, along with VO notifications that a Scorestreak is being hacked, provides players the ability to counter by hunting down the attacker.
  • Rejack sparked its fair share of controversy during the Beta for a number of reasons, most of which were valid. Included in that list: putting players into Rejack did not count as a kill, and players were using Rejack to stack Scorestreaks. Now, putting a player into Rejack counts as a kill. Players receive kill credit immediately in-game, on the scoreboard and leaderboard, and in persistent stats. Rejack now also resets all Scorestreak progress so that it cannot be used continuously throughout a match to pad progress towards high-level Scorestreaks.
  • We’ve talked a lot about the flinch mechanics during the beta — that’s when getting hit causes your weapon to move out of position. Our improved networking code would sometimes cause bullet flinch to stack, so we put a cap on how much you can flinch while ADS. While you will still flinch when shot, it will be within tighter constraints to keep you closer to your aim.
  • We improved the feedback that you have downed your target by including the red “kill marker.” This marker will subtly grow in size with each subsequent hit, turning red upon dealing lethal damage as added reinforcement to confirm the kill.
  • During the beta, any downward or backward player movement could make the grenade toss distances feel awkwardly short. This has been adjusted so that player velocity never negatively impacts grenade trajectory. We also tweaked grenade speed and distances.
  • Players felt Concussion and Flashbang grenade types were very powerful. While both grenade types need to be in order to stay viable as equipment choices, we reduced the Concussion grenade stun time by 1 second and are now unlocking the Tactical Mask perk (the counter for both Concussion and Flash Bangs) earlier in the progression system at level 13.
  • By popular request, we’ve added a “Time in Hill” stat for the scoreboard and leaderboards in the Hardpoint game mode.
  • Players did not feel sufficiently rewarded for escorting the robot in Safeguard. Players now receive +25 score for every 3 seconds that they escort the robot toward the enemy base.
  • Players wanted additional details about how they were eliminated. The Kill Cam and Final Kill Cam now show what killed you (including weapons, Scorestreaks, Specialist weapons, equipment, etc.) and what perks the player has equipped.
  • Additionally, various weapon-balancing changes were implemented, including to the Razorback and M8A7.




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Related Forum: Call of Duty Forum

Comments

"Changes made to Black Ops 3 multiplayer following beta feedback" :: Login/Create an Account :: 31 comments

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slapshot101Posted:

It seems like all just a few simple tweaks, it seems like a really balanced game. Maybe we didn't need a beta to make sure everything worked good. It could have all been done in the first update after the game came out, but you know a beta builds way more hype and is way more fun... I didn't notice any of these problems when I was playing the beta, I do admit I used the Black Hat a lot because I like taking down score streaks and UAVs and most of the time there was more then the 2 that I could take down with the launcher, so I used the black hat.

YinPosted:

Just about all of those sound very reasonable changes. The concussions and flashes were pretty crazy. I still question the black hat though. Is it good that it can hack warships? Kind of crazy for a piece of equipment. I guess at least it won't be super OP as before. Good changes overall.

xSusanPosted:

Agreed on the flinching glad they got that outta the way , even wih toughness it was annoying. I never really had a problem with the hacking equipment though?

SynybunPosted:

Good thing they fixed the flinching, that was annoying.

SagePosted:

Blends Im mad I didnt get to play the beta.


Dont be it was nothing special just another cod the only thing im looking forward to is more zombies.

Joyful-Posted:

Blends Im mad I didnt get to play the beta.


It's alright, game is challenging, their won't be extremely OP people playing because they played the Beta. I played the beta and it was a hard game to play haha. Very different.

DanielPosted:

I suppose this is good and bad thing, it's good that they have nerfed guns but its bad because then we don't have as much OP weapons

VatasyPosted:

Im mad I didnt get to play the beta.

JastyPosted:

Glad too see them making well needed changes, may pick up the game on release. Beta was alright.

LukePosted:

I'm thankful to see the concussion and flashbang grenade being nerfed.