Call of Duty: WWII - 9 Things We Want Fixed Before Launch

Call of Duty: WWII - 9 Things We Want Fixed Before Launch
From IGN - October 10, 2017
By Nathan Lawrence

Call of Duty: WWII takes the series back to the semi-modern warfare of the Second World War for the first time since 2008s World at War, but in abandoning the franchises increasingly futuristic trajectory, the gameplay has had to change. Exoskeletons and nano-bot-fuelled superhuman advanced movement is gone, which decreases player escapability. An arsenal of familiar weapon categories play to their expected ranges (for the most part), instead of the lasers and other bizarre sci-fi shooters of recent titles. Amid the return to a focus on shooting trumping abilities, I have some quibbles with what I experienced in the recent multiplayer beta.

Heres a list of nine things that developer Sledgehammer Games should consider tweaking or changing before the final release of Call of Duty: WWII on November 3.

Dolphin diving in a head-to-head fight is still a viable trick in Call of Duty: WWII, and it flies in the face of the more grounded setting and gameplay. Dolphin diving, or drop shotting, is when a player holds prone to fall beneath the aim of an enemy and shoots them on the way to the deck. It wouldnt be so bad if the transition from standing to prone wasnt impossibly fast, and also lets the drop-shotting player fire the whole way through the standing-to-prone animation. If Sledgehammer removes the ability to shoot during the animation, this should curb the divisive tactic.

The opposite of the drop shot, the jump shot, was also problematic in the Call of Duty: WWII beta. Players strafing around a corner, launching into the air, and spraying you to death midair always feels cheap. As with the dolphin diving, it contrasts with CoD: WWIIs grounded setting. It also is a more extreme way of taking advantage of the peekers advantage online phenomenon. Sledgehammer could let players shoot while midair, but greatly reduce the accuracy, or limit/remove the option for players to shoot while jumping to deter the use of this trick.

Bullet penetration is a great mechanic in shooters like Counter-Strike, Rainbow Six Siege, and even Call of Duty. Its not great when you get shot through objects that a bullet shouldnt penetrate. Soft cover should absolutely remain penetrable, but solid metal posts or (certain) brick walls shouldnt allow the same kind of ballistic penetration. In a game that has such high lethality, and with the removal of advanced movement because of the historical setting, giving players the option for escapability is more crucial than ever in CoD: WWII. Having seemingly solid cover turn out to be as useful as a tissue-paper roof in a meteor shower doesnt boost escapability, and promotes frustration.

Unlocking new guns in a Call of Duty game is usually a thrill. Whats not thrilling is using your hard-earned in-game currency to unlock an inferior shooter. The problem is, during the beta, there was no way to tell whether a locked weapon would have better or worse stats without coughing up a token to unlock it. Different stats do force you to adjust your play style, but hiding weapons behind higher player ranks implies that theyll be better. When theyre not, its disappointing. When you have to spend something to find out theyre worse, its infuriating. Giving players the option to see the stats of the weapon would help stop this buyers remorse.

Vaulting is a great way of getting over waist-high cover which, in older games, would render a path inaccessible. The problem with vaulting in the CoD: WWII beta is it often ended in a quick and unstoppable death. You cant use your weapon while vaultingyet you can while dolphin diving or jumping, hmmwhich encourages players to camp out of the line of sight of vault points to score easy, uncontested kills. Theres a recurring theme here: deaths that feel cheap are bad. There were certain vault points that you could exploit by timing your jump to get over them with your weapon up, but Sledgehammer should consider letting players fire while vaulting. Reduce the accuracy, for sure, but with so few entry points to particular parts of the map, turning the vaulting options into a campers paradise is a recipe for rage quitting.


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