THE ROAD FROM ALPHA TO BETA

Party at our house last weekend was fire, right?

High fives and celebratory fist bumps all around, folks. Thanks so much for playing the Champion Hill Alpha! On behalf of our development teams, partner studios, and global partners: we appreciate you showing up. But you didn’t just show up—you wrote us thousands of love letters and provided countless data points (ok, but like…we actually do count them) that’ll make Call of Duty: Vanguard a better place to play for everyone.

In addition to the four new maps, six modes, and various features we’re bringing to the Vanguard Beta, we’re also delivering plenty of gameplay enhancements based on player feedback and internal data from the Alpha.

We passionately believe in being transparent with our community, and we’re addressing feedback as soon as we can. Please know that some of the feedback received during the Alpha weekend was already in flight for the Beta build. As a result, some feedback we were able to address ahead of the Beta, while other changes will come at a later time.

Did someone say Beta? Let’s dig in. 

CHANGES FROM ALPHA TO BETA

VISUAL UPDATES

Over the course of Alpha, we received a considerable amount of feedback regarding visibility. We’ve made several graphical improvements that you should notice in Beta, and we’ve responded to player feedback regarding low visibility when taking damage, and visibility issues with character/map lighting.

  • Damage Overlay:
    • Refined the damage overlay when injured to help maintain visibility.
  • Lighting:
    • 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.

 

AUDIO TUNING

The audio team has made improvements to weapon sounds that will be ready in time for Beta including:

  • 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

Throughout the Champion Hill Alpha, we observed spawn issues that resulted in players spawning very close to other players. To address this, the design team has adjusted the spawns on Champion Hill.

  • 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.

 

FIXES IN THE PIPELINE

We received reports of nameplate visibility issues and aim assist tracking through destructible walls. While these fixes probably won’t be ready before Beta, we assure you they will be addressed before launch. Here’s which issues we’ve identified for fixes and a little information about why these bugs are happening:

  • 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.

BETA CONTENT

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 Takeyatsu
  • Roland Zeimet
  • Lucas Riggs
  • Polina Petrova
  • Wade Jackson
  • Arthur Kingsley

That’s it for now! There will be much more information about the Vanguard Beta to come in the Call of Duty blog next week, so keep your eyes peeled. We’ll see you online in the Beta, and we’re looking forward to collecting more community feedback to help us make Vanguard a better experience for players.

Many thanks.

-Sledgehammer Games

Vanguard: The Road To Launch

Hello. Yeah, you! Put down the ice cream sandwich and wash your hands before you touch that keyboard. We’ve got plenty of hot intel to unpack today with a little over a week until the official launch of Call of Duty: Vanguard on Nov. 5th.

We sincerely appreciate you going on this journey with us — from Vanguard’s Reveal to the Alpha and Beta, and now launch. A special thank you to all our Alpha and Beta players that helped us put Vanguard to the test this summer. Player feedback from the public testing phase played an essential part in getting Vanguard launch-ready and we can’t thank you enough. The road ahead looks amazing and all of the comments, videos, and general hype have made us so excited for the launch of this game and also for the future Vanguard content to come.

For more information about Vanguard’s content offerings, check out the Call of Duty super blog that breaks down the launch content Vanguard has to offer, including maps, modes, operators, weapons, and much more.

Now, let’s dive into all that’s changed since Beta.  
 

Multiplayer

Our goal coming out of the Vanguard Beta was to give players a faster and smoother gameplay experience at launch. To achieve that, we’ve reduced weapon swap/pickup animation speeds and are bringing in new movement perks. We’ve also added the “Ninja” perk which allows you to have silent footsteps at all times.

Big changes have been made to our audio mix across the board, such as increasing footstep sounds, reducing the announcer frequency, and much more.  We’ve improved the performance of Vanguard across all platforms and fixed glitches resulting in pixelation, lighting issues, and graphical corruption that some players experienced in Beta. We’ve also squashed some pesky bugs that caused spawn issues in Patrol mode.

Visibility

  • Distortion effects were removed from muzzle flash and we reduced smoke emitted when firing a weapon
  • Completed a pass on muzzle flash placement/coverage when aiming down sights
  • VFX Environment ambient placement for better sightlines
  • Removed the droplets of water that get all up in your face when it rains
  • Various bugs have been fixed including a bug where certain optics would stop enemy and friendly HUD icons from displaying while ADS
  • We’ve fixed cases of nametags appearing through Destruction
  • Lens flare reduced across all maps (we nerfed the sun)
  • We will continue to refine VFX, Lighting, and UI into launch and monitor player feedback surrounding the various topics of visibility.

Audio

  • Audio received a complete mixing and content overhaul to address community feedback from the Public Beta, including more audible footsteps, player and non-player weapons, and map environment content
  • Footsteps are silent when players ADS, Crouch Walk, or have a Perk / Field Upgrade equipped which silences movement 
  • Fixed a bug that caused shots after the first shot to be too quiet
  • Operator quips occur less frequently
  • Asked Butcher to chill out. VO lines are less frequent

Spawns

  • A bug resulting in unpredictable spawns in Patrol has been fixed as well general tuning of spawn logic globally
  • We will continue to refine spawn logic over time to improve spawns in matches with higher player counts

Movement

  • Grenades and incendiaries no longer slow movement speed of players
  • A cap has been placed on max suppression effects
  • Changes have been made to animation times including weapon swap speeds and throwing of equipment (ie: Gammon bombs can be thrown more quickly)
  • Sprint out times have been sped up and re-balanced
  • Dev Tip: Dauntless, a perk that players didn’t have access to in Beta, makes players immune to movement reducing effects

Weapons

  • Shotgun lethality has been improved
  • Effective Range of most Shotguns, SMGs, and Pistols have been reduced (SMGs and Pistols were overperforming at range and Shotguns were adjusted down due to increased lethality overall)
  • Hipfire spread has been adjusted on most guns (mainly to add more consistency across weapon categories)
  • Tradeoffs on barrels, magazines, and stocks have been reduced
  • Ammo types were rebalanced to include more tradeoffs
  • Squashed bugs affecting Weapon Progression and Detailed Stats
  • Dev Tip: Vanguard’s version of the smoke grenade works differently than previous games. You’re fully hidden from distant enemies, but can be seen at closer ranges allowing you to close the distance between you and the enemy and hunt them down with close-quarter combat builds.
  • Dev Tip: Try setting your mount options to use ADS rather than ADS+Melee. It’s not for everyone but it’s a powerful way to become more accurate in an instant while staying out of harm’s way. It can be combined with blind fire for some great results.

Killstreaks and Field Upgrades

  • Friendly Spy Planes and Counter Spy Planes will no longer appear overhead
  • Spy Planes and Counter Spy Planes move slower and are easier to hit
  • Counter Spy Planes have a shorter duration
  • Health has been reduced on Spy Planes, Counter Spy Planes, and most placed Field Upgrades
  • Death Machine and War Machine have swapped costs
  • Glide bomb is easier to control
  • A max timer has been added to the Radar Jammer and Field Mic Field Upgrades
  • Bugs resulting in graphical corruption of the Attack Dogs have been fixed – no more Dognados 🙁

Perks

  • Low Profile has been removed and replaced with Ninja
  • Dead silence has gained the ghost effect in addition to silent movement while active. This offers more flexibility in perk loadouts.

 

Pre-Launch FAQ

Q: Will spawns/weapons/visibility continue to be tuned after launch as needed?

Absolutely. At launch, we will be paying attention specifically to our weapon balance.  We have 38 weapons at launch, all with different sets of attachments and modifiers.  We want to create a fun balance between our weapons with their own strengths and weaknesses.  We’ll be listening, tuning, and tweaking from the second we go live. We will also continue to tweak spawn logic for better spawns and monitor the broader conversation around visibility.

Q: Are more free maps coming after launch?

Headlining Preseason free content is Shipment, the classic Multiplayer experience re-fitted for Vanguard, currently scheduled for a November 17 arrival. Newcomers and veterans alike can ready up for a fresh take on the map that’s entertained Call of Duty fans for over a decade, providing all Vanguard players a chaotic playground for destruction.

Q: How will Vanguard integrate with Warzone at launch and in Season One?

Building on what we did with Cold War and Warzone, Vanguard will continue Universal Progression so that no matter what mode or game you’re playing, you’re able to level up weapons, gear, Battle Pass, and more simultaneously. Story-wise, we’re weaving the narrative throughout the live season content so that the story will transcend the Single Player Campaign in Vanguard to include Warzone. to go deeper with the narrative and create one connected live game experience.

Q: How will Vanguard and Zombies be integrated?

Vanguard’s Battle Pass system will utilize unified progression between Multiplayer, Call of Duty®: Warzone™, and Zombies. Your player level is shared between the modes, too, so you’re always progressing in tandem for a fully unified experience. To learn more about how the Dark Aether saga will continue in Vanguard, read here.

Q: When can I pre-load the game if I’ve pre-ordered digitally?

All players who preordered the game digitally can preload the title so that it’s ready to go right at launch. Preloading is available for all platforms. On PlayStation®4 and 5 preloading begins on October 28 at 9 PM PT in North and South America. All other countries will begin preloading on October 29 at midnight local time. More information on preloading via other platforms can be found here.

Q: What bonus comes with pre-ordering?

Whether you pre-order a Standard, Cross-Gen, or Ultimate Digital Edition, you receive the following:

  • Night Raid Mastercraft Weapon Blueprint – for immediate use in Call of Duty®: Black Ops Cold War and Warzone™
  • Operator Arthur Kingsley – for immediate use in Call of Duty®: Black Ops Cold War and Warzone™
  • Ghost of War Ultra Skin – for immediate use in Call of Duty®: Black Ops Cold War and Warzone™. Limited time offer valid from October 22nd to November 2nd
  • The opportunity to pre-load the game before launch

Read more about pre-order rewards for Cross-Gen and Ultimate Editions, here.

Q: How will enforcement against potential cheating be handled?

The RICOCHET Anti-Cheat initiative is a multi-faceted approach to combat cheating, featuring new server-side tools which monitor analytics to identify cheating, enhanced investigation processes to stamp out cheaters, updates to strengthen account security, and more. RICOCHET Anti-Cheat’s backend anti-cheat security features will launch alongside Call of Duty®: Vanguard, and with the Pacific update coming to Call of Duty: Warzone. Learn more about Ricochet, here.

Q: Is FOV Slider coming to console?

Yes, FOV Slider is coming to Vanguard on PlayStation and Xbox consoles.

Q: How frequently will Playlists be updated?

While we can’t promise exact cadence, we can say that we plan to update playlists at a higher frequency than previous titles, with a focused consideration to community feedback.

Q: How can I make a report/get support?

To report a bug, issue, or leave feedback about Call of Duty®: Vanguard, click here to participate in our survey. For account-related issues, please go to https://support.activision.com/

 

Get up to speed!

For a full recap of everything coming to Call of Duty: Vanguard at launch, check out the resources below from the Call of Duty Blog team so you’re ready to jump in on Day One.

Call of Duty®: Vanguard Editions and Pre-Order Benefits Detailed

Call of Duty®: Vanguard Zombies — The Next Chapter in the Dark Aether Saga

Welcome to Call of Duty ®: Vanguard Zombies – Q&A with the Treyarch Team

Call of Duty®: Vanguard Campaign Character Bios

Call of Duty®: Vanguard Campaign Detailed BTS

Inside the Call of Duty®: Vanguard Comic with the Writers

Vanguard Intel: Behind the Scenes with Multiplayer and Champion Hill in Call of Duty®: Vanguard

How to play Champion Hill – A Guide to Call of Duty®: Vanguard

Announcing Ricochet™ Anti-Cheat: A New Initiative for Call of Duty

 

See you online!

Have constructive feedback? Please let us know your thoughts by tagging @SHGames on Twitter, @sledgehammergames everywhere else, going to r/CODVanguard on Reddit or using #Vanguard on hashtag-friendly platforms. You can also report a bug or leave feedback about Call of Duty®: Vanguard in this survey.

While we’re here – don’t forget to tag @CallofDuty with #CODTopPlays to share your best gameplay clips on Twitter and Instagram.

See you all on November 5th!

Sledgehammer Games Team

The Road to Season One

Season One delivers new content, features, weapons, challenges, and unlockable rewards to Vanguard Zombies, with more on the way mid-season. At launch, you’ll take on the all-new Purge Objective, wield 14 powerful upgrades across five new Covenants, bring in new Season One weapons and Launchers via your Loadouts, and find an expanded arsenal in the Mystery Box.

New Zombies Career Challenges with unique rewards are also being added to the Barracks on December 8th, along with 20 new Season One Challenges offering their own exclusive Calling Cards and XP bonuses. Complete the full set and earn the Season One Master Calling Card and a mountain of XP.

Later in the season, more Zombies content and new features are coming to Vanguard. Players will explore Von List’s Office to continue the Dark Aether story, upgrade their Artifacts with the new Tome of Rituals, build devastating Support Killstreaks at the Crafting Table, take on weapon unlock challenges to expand their Loadouts, and more. Stay tuned throughout the season for more info on what’s coming! 

New Objective

  • Purge: Capture the Control Runes to eradicate the Augmentors from existence.

New Covenants

  • Equip five new abilities with 14 total upgrades across all rarity tiers at the Altar of Covenants.

New Weapons

  • Wield new Season One weapons and bring Launchers into the fight via your Loadouts and the Mystery Box.

New Career Challenges

  • Take on a new set of Zombies Career Challenges to unlock exclusive Calling Card rewards and bonus XP.

Season One Challenges & Rewards

  • Complete the full set of Season Challenges to earn a unique Calling Card and XP rewards, including the Season One Master Calling Card.

 

Multiplayer Updates

Note: To maintain stability, the weapon balancing changes that were planned for Dec 9th have been moved to a later date. For the latest patch notes, click here.

Gameplay

  • Did an overall pass on Mounting. Players reported issues regarding mount height and objects not appearing mountable.

Weapons 

  • Gunsmith
    • Custom Mods: players can save custom builds.
    • Adjusted the camera position when selecting specific weapons or attachments. Players reported the weapon preview was cut off for a handful of attachments. 
  • In-Game
    • Bug, where players would load into the game with an invisible weapon, has been fixed.
    • Combat Shields now correctly display skins while stowed.
  • Progression and Camos
    • XP 
      • XP rates have been increased for Snipers.
    • 3-Line Rifle
      • Bloodthirsty Challenges have been changed to Prone Challenges.

Killstreaks

  • Mortar Barrage – (Dec 9) 
    • Improves visibility by reducing full-screen smoke effects. As a result, players need to be closer to the barrage to be affected.
  • Flamenaut 
    • Added damage direction indicators for players using Flamenaut.
  • Fire Bombing Run
    • Fixed issue where players did not see where the fire VFX started, resulting in players taking damage though they were not standing in the flames. 
  • Attack Dogs
    • Fixed a missing VFX path when the whistling animation plays.
  • UI 
    • Performance pass on Killstreak decals to reduce flickering.

Field Upgrades

  • Dead Drop
    • Fixed a bug where players were continually awarded their top killstreak when using Dead Drop.
    • Charge time has been doubled.
  • Goliath
    • Made it easier to determine if a deployed Goliath is friendly

Challenges

  • Fixed an issue with “Grizzled Veteran – Get X Eliminations in Hardcore Mode” not tracking properly. 

Progression

  • Fixed bug preventing some players from unlocking reticles.

Maps

  • Demyansk
    • Fixed an exploit where players could exit the map.
  • Oasis: 
    • Fixed exploits where players could exit the map.
  • Tuscan
    • Fixed a rare issue where players spawn outside of the map.
  • Numa Numa
    • Fixed a rare issue where players spawn outside of the map.
  • Shipment (Dec 9)
    • Adjusted spawn logic to prevent spawn traps

Clan

  • UI/UX
    • Fixed a bug where player names were blank in “incoming clan requests” if the request was received while in the Clan Request menu.

Menus

  • Players will see a warning when equipping 2XP tokens while a global 2XP event is running.

Performance & Connectivity

  • Improved stability when connecting to lobbies.
  • Fixed bug resulting in “Server Snapshot Error,” where players would get kicked out of matches and into MP menus. (Dec 9)

 

Campaign Updates

  • Stalingrad
    • Fixed bug where the game would crash when Polina picked up an NPC.
  • Battle of Berlin
    • Fixed a bug that would cause the game to crash after a cutscene.

 

Zombies Updates

New Objective

  • Purge
    • Purge the Augmentors from existence by capturing powerful Control Runes throughout the area. 
    • Augmentors will spawn waves of enemies as a defense mechanism as players attempt to capture the Control Runes.
    • Survive the enemy waves and successfully capture all Control Runes within the time limit for a perfect Objective completion and bonus rewards (Max Ammo, Max Armor, and Bonus Points power-ups).
    • Fail to capture all Control Runes before the time limit expires, and a huge horde of zombies will spawn that must be taken down to complete the Objective with standard rewards.

New Covenants

Wield five new Covenants with 14 total rarity tiers at the Altar of Covenants.

  • Brimstone
    • Deal damage to nearby enemies (Rare/Epic/Legendary).
  • Deadshot
    • Aiming down sights snaps the crosshairs to headshot location on enemies. Bonus damage on the first critical attack for each enemy. Removes weapon sway (Rare/Epic).
  • Dead Wire
    • Stuns an enemy (Rare/Epic). Stuns an enemy and nearby enemies (Legendary).
  • Scrapper
    • Gain more Salvage from pickups (Rare/Epic). Gain more Salvage from pickups and Objective rewards (Legendary).
  • Swift Vengeance
    • Deal more damage the faster you move. Activates shortly after you start moving. Fire while sprinting (Rare/Epic). Activates immediately upon moving (Legendary).

New Weapons

  • Season One Weapons
    • Once unlocked, players can bring in the all-new Cooper Carbine, Gorenko Anti-Tank Rifle, and Sawtooth Melee weapon in their Zombies loadouts at the start of Season One.
  • Launchers
    • All Launchers will now be available in loadouts and in the Mystery Box in Zombies at the start of Season One.

Career Challenges

  • Added new Zombies Career Challenges to the Barracks with unique Calling Card and XP bonus rewards.

Season Challenges

  • Added 20 Zombies Season Challenges to the Barracks with unique Calling Card and XP bonus rewards to earn, including a Season One Master Calling Card for completing all 20 challenges.

Progression

  • Addressed an issue which prevented players from unlocking the Dark Aether Completionist camo.

Pack-a-Punch

  • Addressed an issue that prevented Pack-a-Punched Shotguns with 10 Round Drums from reloading all 10 rounds in a single reload animation.
  • Addressed an issue that could incorrectly flag un-upgraded weapons as Pack-a-Punch Level 1.

Gameplay

  • Closed various exploits including out-of-map exploits.

Stability

  • Fixed a stability issue related to the Frost Blast Artifact.
  • Fixed a stability issue related to multi-kills obtained via Equipment.