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.

Visual Updates

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. 

Audio Tuning

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.

Future Improvements

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.

Beta Content

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.

BETA

MAPS

  • Cham­pi­on Hill
  • Hotel Roy­al
  • Gavu­tu
  • Red Star
  • Eagle’s Nest (week­end 2)

MODES

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
  • Dom­i­na­tion
  • Kill Con­firmed
  • Patrol (Kick­ing off Sat­ur­day of Week­end 1)
  • Search and Destroy (Week­end 2)

WEAPONS

Cham­pi­on Hill

  • 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.

Core MP

  • 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).

FEATURES

Com­bat Pacing

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