PlayStation users recently got hand-ons with the Call of Duty: Vanguard alpha, which featured the Champion Hill mode. Developer Sledgehammer Games has already released patch notes that include significant adjustments that will arrive when the standard multiplayer beta drops.
While Champion Hill was an interesting introduction to the next Call of Duty title, players had plenty of concerns. These included bad spawn points, low visibility, and audio issues. Sledgehammer has addressed these concerns for the beta, thanks to all the feedback from the alpha. Overall though, the Champion Hill alpha did run rather smooth and had very little hiccups otherwise.
Sledgehammer notes it did get plenty of feedback regarding Vanguard’s visibility. Players were mostly concerned with the darkness of their screens when taking damage from an enemy. Players also felt the overall lighting was making it easy for enemies to blend into the background.
Responding to these concerns, Sledgehammer reduced the amount of sun fog, adjusted the exposure, and increased the rim light around players to help separate them from the surroundings. The damage overlay effect was also refined to help maintain visibility.
Footsteps and weapon audio for non-players has been adjusted. This means players other than their teammates and enemies. Non-player footstep volume was increased, slightly, while non-player weapon volume was slightly reduced. Champion Hill is like a collective arena, where the center stage has battlegrounds sprouting off of it. Being is such close proximity, it was really easy to hear gunfire from other matches happening at the same time.
As an added bonus, the announcer volume and callout frequency has been reduced.
Champion Hill Spawn Fixes
The patch notes also include changes to the spawns for Champion Hill. Some spawns would place you very close to an enemy (or sometimes right in their line of sight). These spawn tweaks also include the initial spawn points for teams on the Courtyard map, where players would be standing directly across from each other–often in plain view of one another.
The patch notes also mentions other issues that most likely won’t be fixed in time for the beta. This includes problems with nameplate visibility and aim assist tracking through destructible walls. Sledgehammer did assure players they will be addressing these issues before Vanguard’s launch.
Details were also given in today’s update, so players know what to expect when the beta goes live. A new game mode will be introduced, Patrol. It’s based on Hardpoint, and will feature a capture zone that remains in almost constant motion.
Patrol and Champion Hill will be joined by more classic modes like Team Deathmatch, Kill Confirmed, Domination, and Search & Destroy.
You can read the full beta details below, as is listed on Sledgehammer’s website.
Vanguard’s official multiplayer reveal is scheduled for September 7th, and after that a PlayStation-exclusive beta test is set for September 10th-13th. You’ll need to preorder Vanguard in order to get access to this beta. On September 16th-17th, a second beta will begin and this will be open to users across all platforms who preordered the game. Lastly, from September 18th-20th, an open beta will be available for everyone.
- Champion Hill
- Hotel Royal
- Red Star
- Eagle’s Nest (weekend 2)
Outside of Champion Hill – Vanguard will introduce another new game mode: Patrol. Based on Hardpoint, this objective-based mode features a scoring zone in near-constant motion; if Operators want to rack up points for their team, they should keep up and move around the map within this Patrol point.
These modes are in addition to the classic offerings such as Team Deathmatch, Kill Confirmed, Domination, and Search & Destroy. These are also the exact modes you can play alongside Patrol during the Beta period (Patrol and Search & Destroy to be available later in the Beta).
Available modes in Beta:
- Champion Hill (Solos, Duos, Trios)
- Team Deathmatch
- Kill Confirmed
- Patrol (Kicking off Saturday of Weekend 1)
- Search and Destroy (Weekend 2)
- Weapons are persistent through matches. There are ten upgrades per weapon, each adding one attachment.
- There will be three rotating weapon sets, featuring 2 ARs, 2 LMGs, 2 snipers, 2 shotguns, and 2 pistols.
- For Core MP, you’ll be able to level up weapons to level 30.
- PlayStation players will get +2 custom loadout slots (12 total, 10 for other platforms).
Combat Pacing is a feature that allows players to select the intensity of their games. Player count is determined by map size to achieve the intensity described in the Combat Pacing System. Player counts will vary.
- Tactical: These are the lobbies that franchise veterans know well. This is the experience that you’re used to with classic Call of Duty combat timing. Tactical Combat Pacing is always 6v6.
- Assault: Balanced combat pacing that gives you enough room to breathe and a lot of targets to kill. In Beta Weekend 1, player counts will vary between 20–28 players.
- Blitz: High-action lobbies where the intensity is cranked up to frenetic levels. Prepare for plenty of combat when choosing to join a Blitz. In Beta Weekend 1, player counts will vary between 28–48 players.
OPERATORS (Each will have 1 finishing move)
- Daniel Take Yatsu
- Roland Zeimet
- Lucas Riggs
- Polina Petrova
- Wade Jackson
- Arthur Kingsley