Updates and Patch Notes from Infinity Ward

I'd like to give some of my feedback based on changes made from the beta to the main game. Some of these changes feel rushed until further balancing, and I'd like to state that these are also my suggestions so I'd like to hear your input as well. I played the beta RELIGIOUSLY (hit level 30 second day of the beta release on PS4)

Below I've copied and pasted the latest patch notes and put my own markers next to each changed thing. Thanks everyone if you take the time to read this!

Shotguns (all changes were much needed) 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.

Snipers Snipers 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. (i'm a bit confused as to why this was included but I can live with it) 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. (this is fine) Sniper-class weapons no longer have any Aim Assist until the optic fully reaches the player’s eye. (Definitely something that shouldn't have been included into a game with this movement) 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. (this is fine) The Tracking Chip optic’s visuals have been improved. (needed) Reduced bonus of the Quickdraw attachment on snipers. (quickdraw is now near completely useless. Testing on the KBS longbow, without quickdraw it takes .45 seconds to ADS, whereas quickdraw it takes .417 seconds. Why?)

Updated snipers to have more flinch when getting shot. (This to me was overkill)

Launchers

Launchers The Howitzer Grenade launcher can now be fired from the hip instead of requiring full ADS (needed)

SMGs

SMGs The RPR Evo epic variant (Ripper) has had a tuning pass to increase recoil given its bonus fire rate (can't give feedback, never used)

PERKS & RIG TRAITS (all of these were needed as they were more of glitches rather than balancing) 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 (much needed) 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.

ECONOMY Increased salvage gain in mission teams. (doesn't seem noticeable) Changed currency value in supply drops. (doesn't seem noticeable)

Increased drop rate of keys in round-based modes. (needed but doesn't seem noticeable)

SCORESTREAKS AND RIGS Scorestreaks (all of these were much needed) AP-3X Increased health, bullet damage, and weapon accuracy up close to help with target acquisition RC-8 Increased health, increased weapon accuracy to help with target acquisition, slight increase in fire rate, and slight damage increase on splash damage T.H.O.R Increased speed of tracking rockets Increase damage of both tracking and straight fire rockets Bombardment Slight decrease in both time to the initial drop and the time between each subsequent drop

Updated area damage to be consistent inner to outer Rigs Refining payload balance Slight tweaks to gameplay balance across rigs

MODES (pretty much needed) 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

MATCHMAKING (lag comp seems to be much worse from the beta to the actual game)

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.

TTK (TIME TO KILL / ENGAGEMENT) (still should be toned down slightly)

We know a lot of you had different experiences with TTK during the Beta. With the above adjustments to dedicated servers, matchmaking, and weapon tuning, we think you’ll find that the TTK will be more balanced at launch, both on the attacking and receiving end. We’ll continue to monitor and balance throughout the year as need and would love your feedback in the process. We’re always looking at TTK and will continue to balance and monitor

DEDICATED SERVERS 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.

In addition to my feedback based on the changes made, I feel as if a few other changes could be implemented, mostly for combat rigs. NV4 should have a slight range nerf. I feel as if this is the m16 of IW. CLAW Warfighter Payload definitely needs nerfed. Bullets should have a range dropoff at longer distances. FTL Eraser Payload should contain less ammo in a clip and have a slightly slower rate of fire to reduce spraying people down with it, and making shots count more. Range should be increased however. Phantom Ballista EM3 feels extremely slow, both ADS and target centering. Ammo seems very slow, this gun compared to similar Rigs (Eraser in-particular) is very underpowered.

I don't know if it's just an issue for me, but twice now I've haven't gotten my daily bonuses (the screen has appeared showing what my bonuses are, however the keys earned weren't actually given to me)

thanks for reading my input, I'd love to hear everyones thoughts, and have a good day

/r/Infinitewarfare Thread