


Sniper rifles were the main weapon operators took issue with in the Alpha, and they appear to have gotten the lion’s share of attention for the Beta. In the final game, players will have a litany of options to tweak on each weapon with the Gunsmith feature, allowing for customization of countless aspects in four categories firepower, speed, accuracy, and ammo. The nine weapon classes include mains like assault rifles, submachine guns, tactical rifles, light machine guns, sniper rifles, and secondary firearms such as pistols, shotguns, launchers, and melee. The Beta gave players access to all nine weapon classes, but not every weapon that’ll be featured in the final game. The good news is that some weapons in the Beta have been tweaked from their Alpha version, making it clear that Activision really is listening. Players had gripes about multiple weapons, but Activision has been quick to point out that they’re still gathering player data on how to implement each weapon. Weapons, on the other hand, were still a bit of a mixed bag. The good news is that Crossroads could find its time to shine once the full game launches, as some of the modes focused on bigger amounts of players could help showcase the map in a better light.īoats on Armada are such a nice touch. The modes available in the Beta didn’t really make much sense for Crossroads, which is a much more sprawling map compared to the others. The only real map complaints stemmed from Crossroads, but that appears to have more to do with the map size rather than its features. The team behind map creation really put a ton of thought into the designs here, which should make for a different type of firefight every time you play.


These maps don’t appear to be the same general ideas with a fresh coat of paint. A wonderful mix of tactics was on display as well, as sometimes players had to sneak their way in and out of close quarters combat in buildings, or run-and-gun action out on open fields with sparse cover. Sometimes rushing straight into the heat of battle would reward operatives, and other times it was almost guaranteed obliteration. No two maps are alike, and all of them provide multiple ways for opponents to tackle each other head-on, or outthink one another by dashing around alleyways, through backdoors, and over ledges.Įach map forced players to mix up their approach to gameplay as well. These maps do an excellent job of providing all sorts of unique locales for operators to explore, while also showing off their strategic layouts. Players were able to get down and dirty on Cartel, Miami, Moscow, Armada, Satellite and Crossroads. The general consensus this time around points to the maps themselves being the star of the show. Players shoot it out through an open warehouse.
