A list of things changed by Infinite Ward for their upcoming Call of Duty release
Beta tests are proving to be more and more vital for developers releasing AAA titles on current gen platforms. Already games like Titanfall 2, Tom Clancy’s The Division, and Battlefield 1 have all benefited from letting fans go hands on and push online components before the rush of launch day. After thanking fans and promising changes would be happening after a couple of weekend tests, Infinity Ward has finally revealed what exactly is changing prior to the release of Call of Duty: Infinite Warfare.
In a post on the Call of Duty: Infinite Warfare Reddit page, a developer at Infinity Ward known as ashtonisVULCAN_IW detailed the many changes and updates the team is making prior to the games launch next week. In terms of weapons, shotguns received the biggest boost, as not only has damage increased, but base damage at longer range has also been increased.
Sniper rifles also received a number of tweaks as well including more flinch when getting shot and increased sway while the player is moving in an effort to promote stationary firing. Aim-assist will not longer activate until the optic lens has reached the player eye as well.
Beyond tweaks to weapons, Infinity Ward also made a number of changes to the game itself including reducing the time it takes for player health to start regenerating. The developer also loosened up on its potential player evaluation, which was far too strict and resulted in longer wait times to enter a match. This change also went hand in hand with an issue where entering a match that was already in progress took far longer than it should have.
Another major change to the series comes to the server infrastructure. While many fans assumed the beta was for gameplay reasons, Infinity Ward made significant changes to how its dedicated servers handle load after a few issues popped up. A new load balancing system and the logic for how the game chooses a dataserver were put through the paces. The team also made a number of small adjustments and fixes to improve the matchmaking and dedicated server utilization during the second weekend.
Here’s the complete list of changes provided by Infinity Ward:
We received a ton of great data from the Beta, allowing us to take a hard look at all of the guns and we will make changes as needed. Here are some of the immediate tweaks we will be implementing.
Increased the consistency of shotgun damage.
Shotgun damage at longer range has been increased.
Slightly increased the one shot kill range.
Both the Reaver and Banshee have received a slight bonus to their 1 trigger pull kill range.
Bullet spread at the hip no longer gets smaller as the player ADS’s. Once the scope reaches the player’s eye, the bullet spread goes instantly to zero.
Sniper aim assist was reduced slightly for the KBS Longbow and the other bolt action snipers. Our turn rate while Aimed Down Sights is still slowed to help with precision aiming.
Sniper-class weapons no longer have any Aim Assist until the optic fully reaches the player’s eye.
For the ELO and Scout optics on snipers, the idle sway while ADS has been increased along with the player’s view bounce when moving. Because these optics are less zoomed in, the view bounce and the sway are felt less. These changes are to promote more stationary aiming and firing with these optics.
The Tracking Chip optic’s visuals have been improved.
Reduced bonus of the Quickdraw attachment on snipers.
Updated snipers to have more flinch when getting shot.
The Howitzer Grenade launcher can now be fired from the hip instead of requiring full ADS
The RPR Evo epic variant (Ripper) has had a tuning pass to increase recoil given its bonus fire rate
PERKS & RIG TRAITS
Marksman – We fixed a bug where, in addition to reducing flinch, it was also reducing recoil. This would then stack with Gun Perks and the Foregrip Attachment. This bonus reduction has been removed.
Momentum – Fixed issues with speed not being retained
Marked Target – The temporary red marker on the victim has been toned down
HEALTH REGEN AND SPAWNING
Health Regen time has been reduced.
Infusion bonus reduced.
Continuing to refine spawn system on beta maps, will assess remaining launch maps in live environment.
Increased salvage gain in mission teams.
Changed currency value in supply drops.
Increased drop rate of keys in round-based modes.
Defender: When carrying the Drone, the score-per-second bonus has been bumped from 5 score per second to 10 score per second. Scorestreak carrier bonus is unaffected.
Gun Game: Now features all classic weapons. In future updates, weapons with alternate functions will retain their state upon spawn.
Domination: When you step off a flag, the current capture bar progress starts to decay. The rate of this decay has been halved from the Beta. This allows players to hop off a flag to defend it and then get back on the flag with less progress loss
Potential player evaluation was too strict. We were doing some very thorough testing of your connection to other players before placing you in a lobby with those players. This turned out to be a bit too thorough, and eventually was relaxed, leading to shorter matching times.
Incorrect geographic categorization. There was an issue in our geolocation system which was causing some players to be incorrectly categorized. This was also resolved during the beta, improving matchmaking times.
Dead lobby cleanup. The process which cleans up unused or dead lobby information from our back end was taking too long. This was causing a number of slowdowns when searching for a match.
The matchmaker was always quite good at generating new lobbies, but one thing we noticed was that queueing into a join in progress situation was taking much longer. This was due to some issues in the way we track information about the lobbies that are currently playing a match. These issues were also addressed during the beta, and sped up the join in progress case immensely.
One of the major infrastructure changes we made this project was how dedicated server allocations work. We’re using a new load balancing system on the servers themselves, as well as pretty heavily changed how the game chooses a datacenter to use, and requests a dedicated server from that datacenter.
At the start of the Beta, you may have noticed some host migrations and some poorer quality matches. We discovered some issues where the new system was dropping our dedicated server utilization numbers way below target. After some tweaks and fixes we were able dramatically improve our dedicated server utilization for the second weekend and beyond.
Who do you think will win Dota 2 - The International 7