Following the success of Call of Duty: Vanguard's Champion Hill Alpha, Sledgehammer Games has revealed all of the changes it has made to the game ahead of the first weekend of the beta taking place on September 10th. Like the Alpha, weekend one will be exclusive to PlayStation users while the second weekend will be open to all platforms.
The beta will be the first chance for players to get their hands on the classic 6v6 gameplay Call of Duty is known for and thanks to the player feedback provided from the alpha, the developer has made changes to various visual elements, audio, and spawn logic.
Call of Duty: Vanguard Beta Changes
On September 2nd, Sledgehammer Games published a blog post detailing the changes that will be made in time for the beta. Here's a complete list of changes that will be implemented:
- Refined the damage overlay when injured to help maintain visibility.
- Reduced the density of sun fog.
- Increased the rim light around players to help separate them from the background.
- Adjusted overall exposure—aka we turned up the lights.
- Non-player footstep volume slightly increased.
- Non-player weapon volume slightly reduced.
- Note: Non-player is anyone that isn’t you (enemies and teammates).
- Announcer volume and callout frequency reduced.
- Global MP mixing pass to improve informative audio for gameplay.
Champion Hill Spawn Tuning
- We’ve tuned spawn locations and adjusted overall spawn logic. Hopefully, this should eliminate any more Angela & Dwight spawn scares.
- We’ve done away with that one spawn in Courtyard that forced you to have 3 seconds of awkward eye contact with your opponent. You know the one.
Sledgehammer says that it is aware of the nameplate visibility issues and aim assist tracking through the destructible walls. The changes won't be ready for the beta but they will be fixed in time for the release of the full game on November 5th.
- We identified a destructible wall in Champion Hill with a mismatched collision model. Even though it appeared as a solid wall, there was a hole allowing the raycast to pass through and show nameplates.
- Note: Nameplate visibility works by doing a raycast from you to other players. If there’s something blocking it, the nameplate shouldn’t be visible. Please keep this in mind while playing and make a report if something seems off.
- We are aware there are more nametag and aim assist-related issues and have an ongoing investigation on how to resolve them. Gameplay clips have been a great resource for our teams to find and squash these problems, so keep them coming.