Call of Duty: Warzone Review (Ethereal Σ)
As much as I want to like the game, and I was very generous by waiting until season 2 was released, there are still some glaring flaws this game has, unfortunately, and it still has not been fixed properly:
-Game Crashing bugs, not just for me, but for friends I played with, random crashes sometimes at that.
(there was an instance where I could not launch the game at all. Turns out, it was because I overclocked by GPU and it would NOT run until I either:
A) set the timings and clock speeds back to stock or
B) underclock/undervolt my GPU that was already trying to run this game at 1440p for more than 144 fps. No, I do not need more than that usually, especially for another problem I'll bring up, but, its one of those things I would like to utilized based on what I paid for, both the GPU and the game (I bought the actual title, this review is just for Warzone 2.0))
-Lighting Bugs
(fixed for now, had an issue where the lighting would either be too bright to look at certain objects, to having an unwanted psychedelic effect, or will darken the environment in a certain area with limited lighting to the point of going pitch black when going inside of a building)
-Random Shooting Range bug where you cannot ADS correctly. It will appear a giant bullet will go into the optic.
-Blueprint being saved bug (this is known, but hopefully it will be fixed soon, whereas some blueprints were wiped from player's profiles that were saved)
And now some core gameplay mechanic issues (unfortunately it is a lot):
-Matchmaking experience can be harsh and/or unfair. Can engage in a gunfight, two players have the same gun, player A initiates the gun fight inputting the same amount of bullets, if not more, than player B, who is able to win said gunfight. Majority of the time, feels as though Player A has been either shadowbanned or ricochet'd when that player has a positive score the previous game(s). This is more apparent when both players have the same amount of armor on, and hit around the same parts of the body, somehow player B will come out on top despite them taking in 3 bullets already.
-Footstep sounds not playing when someone is moving behind me (moving including walking, running, and/or tactile sprinting. It is amazing how loud footsteps can be for the enemy to hear me or my teammates, but not so loud when they run. This also includes when another player parachutes before landing.)
-Launchers not performing consistent damage/blast radius. This is infuriating when someone is able to survive an RPG blast to the face. One launcher that seems to be consistent is the JOKR, however, the major and obvious drawback is that you'll need to spend 10 second for it to lock onto an area or vehicle, launch and hit the target.
-Weapon balancing has gotten worse. Before, the two meta guns in Season One dominated, which were the RPK and the Fennec 45/Vector. The RPK is an LMG that, for some reason, can outgun a Sniper Rifle, weapons that excel in long range engagement, in a game mode that can have you dealing with long range gunfights, maybe 35% of the time. And while the RPK is not as strong as it was in season one, it still is being used and abused with its TTK.
The Vector/Fennec, on the other hand, has received 'a' nerf, but not as much as it deserves. It shoots way faster than the tick rate of their servers could even fathom to support, but that will not stop players who will hose an unfortunate victim in a second. Like, the TTK as others mentioned, it is very short. Basically zero. There's a video out there that analyzed how fast the Fennec could kill someone, within a third of a second. It was ridiculously fast, and it honest is still as fast compared to other guns.
The game is not fun when you are using or fighting someone using two guns out of 59 weapons in the game more than half the time. It dulls the experience, leaving it up to RNG if all of your shots hit based on what the server thinks. There are 57 other weapons in the game I would like to use without me being shunned by the games weapon balance logic. They barely touched those two guns but either buffed some other guns slightly or nerfed significantly. I tend to use marksman rifles a lot, if not 'some' fast shooting guns.
I tried the M13B, it is no where near the M13 in Modern Warfare 2019. While it can shoot fast, it feels too weak and not as accurate or can have much recoil control as the M13 could have in MW2019.
The LM-S, which seems to be the FAL in this game, is not as good as it was season one. It may have been the minimal damage added to armor, but it does not feel as strong as it did in season one. I cannot speak for the other two semi-auto marksman rifles since they added minimum damage against armor, but am not sure if that exists for the SP-R or SA-B. From what I know and can imagein, I don't believe both of those have minimum damage against armor.
They buffed the Lachmann 762 in terms of semi-auto, but nerfed it for full auto engagement. In close range engagements this has taken a hit in terms of damage, and frankly I feel as though it was an unnecessary change, along with the LM-S.
The balancing has gotten so bad, that I had a moment of acceptance whenever I would get turned into Swiss cheese by a vector. Like, how could I be mad about a gun that just shoots more faster than the game would allow?
-Server reliability/performance is not as good as it could be. I believe I saw somewhere the servers were 20 tick, in a game where there's up to 150 players fighting in different parts of the map, let alone if they were using a gun that was not the Fennec. That does not bode well if I have high hopes I hid behind cover as someone shot me three times, at least on my screen it looks like in the recordings, and I get downed and need to be revived because someone curved a bullet around a concrete wall.
-Inconsistent Map Geometry hindering movement. Some areas of the map will have a strange or incomplete collision detection whereas my teammate may get stuck in a window and cannot move at all, or on the resurgence island a pond in the village area will not allow someone to start walking back on surface, despite the physical geometry portraying that one can stand up on land again.
-Random TimeOuts/Losing Server Connection. As I mentioned before, the server does not relay consistent connection, which, I may understand that it can happen to anyone at any time, but for some strange reason I see a pattern where it happens when I start having fun going positive with kills. And then the game decides to kick me, or lose my connection
-Sniping is not apparent in this game. As I mentioned above, an LMG can outgun a sniper. The only way to make snipers viable is to follow it up immediately with another weapon, notably by a teammate since switching to a gun that can shoot that far if you are sniping long range, could take longer than you have to survive taking 3-4 RPK bullets. I started using the Signal50 by the end of season one, it seemed fun to use, but of course the moment it starts to be recognized, it receives a nerf. The movement speed and sprint speed has been reduced, which like another sniper change in another FPS, but they also reduced its range. For a Sniper Rifle.
-The Last but certain not least, one more issue that doesn't seem like anyone is really trying to prevent or remove from the game, are the cheaters. This game is the easiest platform for cheaters to run rampant and there is little, to absolutely zero punishment or action done against the actual cheaters of the game. None at all that I've seen or for those I play this game with. For every match that I played with friends, at least one of us will run into a cheater, and then following suit, another one of us will, may or may not run into the same cheater. Why are we put in lobbies with cheaters? Is it because we've gotten 10 kills in one match, therefore we must be cheating?
Since this game still feels unfinished, this review is not finishe