BLACK OPS 6: THE ROAD TO LAUNCH REVEALED

Black Ops 6 is finally coming to players October 25th, and to prepare, Treyarch has released a blog post detailing what’s coming to launch! BO6 seems like a big passion project for Treyarch, and with this blog post, they shared all the important feedback they’ve received during the beta and what they plan on adjusting for the Black Ops 6 launch! Ready to learn more? Here’s what you need to know:

8 *NEW* MULTIPLAYER MAPS

In the Black Ops 6 Beta, we got a small taste of the MP maps coming to Black Ops 6. While only 8 maps were shown in the Beta, players have 8 additional maps to learn and play when BO6 launches:

  • Vault
  • Protocol
  • Lowtown
  • Red Card
  • Vorkuta
  • Subsonic
  • Payback
  • Warhead

On top of these additional maps, Treyarch is working on adjusting maps that were played in the beta based off player feedback! This means, even if you played the map before, there might be a new change that alters the map entirely! Spawns and general performance are being adjusted to be better stabilized for launch too.

WEAPON CHANGES

As many of you may have seen, weapons had a weird consistency to them in the beta, so Treyarch worked on them to improve not just weapon, but player performance too!

Official Black Ops 6 Image of an operator diving sideways through a window on Rewind with three operators behind them
  • Headshot Damage
    • Adjusting headshot damage to reward each playstyle without affecting the Time To Kill (TTK) consistency.
  • Bullet Penetration
    • Lowering the damage of bullets that hit players behind cover.
  • Fluidity Improvements
    • Sniper ADS, swapping weapons while sprinting, and reduction of weapon motion during crouch transitions.
  • MANY MORE

Treyarch didn’t list everything being changed, so expect more to come the closer we get to launch!

MOVEMENT ADJUSTMENTS

Black Ops 6 introduces Omnidirectional Movement to the Call of Duty Franchise. Of course, with a new movement system, comes new challenges in adjustments:

  • Continued improvements to animation fluidity and fidelity throughout
    • We identified several areas for improvement to our 3rd Person animation fidelity across slide, dive, jump and supine prone. Our goal is that what you see in 1st Person is representative of what others see in 3rd Person in order to maintain immersion and predictability. 
  • Adjustments to slide for improved predictability and fluidity
    • During Weekend 2 of the Beta, we increased the time before you could enter supine during a slide. After further assessment based on your feedback, we’ve reduced that time to find a nice middle ground between where we were in Beta Weekend 1 and Weekend 2. 
    • Reduced the minimum time to slide after sprinting to prevent accidentally crouching when intending to slide, also known as a “dead slide.”  
    • Slight reduction to maximum slide duration. 
  • Intelligent Movement updates
    • As a reminder, you can find our suite of Intelligent Movement settings in the Movement tab under the Controller or Keyboard & Mouse settings. These settings are broken down by Sprint Assist, Mantle Assist and Crouch Assist with the intention of letting you fine-tune your experience with the result of requiring drastically fewer inputs with basic movement and Omnimovement in Black Ops 6
    • We identified an issue in Beta with the additional settings for Mantle Assist that allows for further tuning of directional mantles. These have been resolved and should now behave as expected. 

Omnimovement was already super fluid, so these adjustments should be a nice polish.

JUST THE BEGINNING

Treyarch is going to share more updates on Black Ops 6 before the official launch on October 25th, but for now, here’s the rest of what they shared to players:

  • Winners Circle
    • Shortened overall duration of Winner’s Circle.
    • To reduce Emote spam, players in the Winner’s Circle will now only be able to activate 1 Emote.
    • Simplified the Emote menu to make it easier to activate Emotes in the Winner’s Circle and in-game.
    • Improvements to fidelity and lighting.
  • Kill Counter
    • By popular demand, we’ve added a Kill Counter on your HUD that will track your progress toward Kills-in-one-life Medals, including those who are chasing the coveted Nuclear Medal and Nuke Scorestreak.  
  • Camera Motion
    • We’re reducing overall camera motion on sprint, tac sprint, and slide.
  • Kill Order
    • Increased ‘Kills as HVT’ team score to 3.
    • Reduced ‘HVT Survival’ score to 20.
    • Increased Score Limit to 150.
    • HVT will no longer drop their pistol when they are eliminated.
    • Improved notifications when player is selected as HVT.
  • Sleeper Agent
    • Removed the time added when earning Eliminations while Sleeper Agent is active.
  • Equipment
    • Stim Shot has been changed from Inventory Based to Cooldown Based by default.  
    • Quartermaster (Strategist) will decrease the cooldown time.  
    • Resolved an issue where the Combat Axe would not deal lethal damage at round start. It wouldn’t be a Black Ops game if you can’t hit those cross-maps at match start! 
  • Perks
    • After assessing Perk data from our time with the Beta, we’ve made a few updates to ensure compelling decisions are being made:
      • Assassin (Enforcer) and Bruiser (Enforcer) moved from Perk 1 to Perk 2
      • Dexterity (Enforcer) and Gung Ho (Enforcer) moved from Perk 2 to Perk 1 
  • RC-XD Controls
    • Updated to classic BO view-based control by default, with an option to switch to gas/brake; on controller, detonate swapped from R2 to R1 so accidental mistakes aren’t made.
Official Black Ops 6 Image of Pit with four operators shooting each other in the middle of the map next to a minecart

THE END

Just to reiterate, this isn’t EVERYTHING coming to launch. Treyarch WILL share more the closer to October 25th, so stay tuned to DETONATED for when that information drops!

Here’s a full video breakdown:

YouTube player

Stay connected with any new updates on Black Ops 6 as they release on our Twitter, and our YouTube Channel!