The first Call of Duty Modern Warfare 2 Beta Weekend exclusive to PlayStation players has come to an end. If you try to connect to the game servers, you will see the message "connection servers are under maintenance". Rest assured, the Modern Warfare 2 beta will be back very soon as more test sessions are planned on all gaming platforms this time around. In the meantime, the Infinity Ward teams wanted to take stock of this first test weekend.
In particular by returning to certain points raised by the community or the concerns of some regarding the various aspects of the gameplay. What to have an idea of the long-term vision of the development team. On how the mini map works in multiplayer, for example, and why the "dead silence" asset has disappeared.
☆ Note – If you want to know the dates of the different Call of Duty Modern Warfare 2 multiplayer trial sessions, you can find the complete schedule here: Call Of Duty Modern Warfare II Open Beta Launch Date And Time How To Play It In Advance.
What is the long-term evolution for Call of Duty Modern Warfare 2 online multiplayer:
If you participated in the first beta weekend on PlayStation, you may have been unsettled by how the mini-map works. Now the game only shows enemy player points when a drone is active. An enemy firing nearby even without a silencer will not show up on your radar (even if they do so right next to you). The reason given by the development team is that they don't want to punish players who shoot their weapons.
The goal is to force the player who heard the shots to look for their origin, not just to look at the map at the top of the screen to find out where the enemy is. While things will stay that way for now, the dev team says they will continue to gather community feedback on this aspect of the game.
Many players have complained that it may be difficult to follow a target during a firefight. The developers recognize that this is an issue and changes will be implemented starting with the second multiplayer trial weekend. This includes reducing smoke opacity and increasing muzzle flame opacity to better engage someone shooting at you and therefore make it easier to follow up when you're under fire. In addition, the team working on the game is thinking about a better way to visually differentiate between enemies and friends, not just by displaying the names of players above their heads in blue or red.
From the second weekend of beta, changes will be expected in terms of footsteps. The sound was very high on the first try giving too much indication of enemies. The range of the sounds will be reduced depending on the different movement states of the players, while walking, running or during a tactical sprint. Likewise, the footsteps of enemies and friends will be separate to give a better idea of what is around the player.
As for the disappearance of the "dead silence" asset, the developers do not want it reinstated for the simple reason that it favors "rushers", those who rush at full speed on the MAP to surprise enemies. The goal is to prevent them from doing so without suffering the consequences.
Finally, be aware that changes will be applied by the game's release at the user interface level. Especially regarding the difficulties some have encountered in modifying perk packs, managing weapon classes or accessing the armory.