summarize the text:  What's up guys, my name is Ace, and yesterday, Treyarch dropped a blog post outlining a bunch of key changes that they're focusing on between Beta and Launch for Black Ops 6, and in today's video, I wanted to go through these details and share my thoughts on them. Now before we do that, another thing they did in this blog post is they actually gave us the map overviews of all of the maps that are going to be in the game for Launch, and I will be showing them on screen here very briefly for you guys, but this is something where I feel like it deserves a video on its own since there's a lot of other information to cover in this video, and this kind of seems like a separate topic. However, since we are talking about maps, let's dive into some of the changes that they're outlining for Black Ops 6. And something they mentioned here is they are evaluating some changes to cover placement across multiple maps, including some of the beta maps. So the images I just showed, they may not be 100% finalized at this point. There may be some slight adjustments there, and it looks like they're at least open to making some adjustments to some of the beta maps, which is nice to see since there was quite a bit of feedback coming out of the beta with a lot of people not loving every element of every one of the maps. So it's nice to see that they're at least willing to take a look at that and perhaps make a few adjustments. As for the next section in this blog post that they didn't really go into any specifics with, this is spawns. They basically just wanted to reiterate this is something they collected a ton of data on and it's allowing them to make changes not just to the maps that were in the beta, but across their spawn logic in general for the maps that are going to be coming, and they were essentially just reiterating here that this is a big commitment of theirs for launch and beyond they will continue working on spawns. As for performance this was a big complaint from a lot of people myself included especially in the first weekend. There was lots of hitching I also had several crashes especially in the first weekend and they basically just mentioned here they did make several improvements throughout the beta which I personally noticed at least on my end where I was seeing fewer hitches although it was still happening even in the second weekend. And in the second weekend, I think I only saw like maybe one or two crashes. It wasn't too crazy. So it seems they definitely made some improvement, but they also wanted to point out they will be continuing to work on this as time goes on. Now getting into some more detailed feedback, since everything so far has been quite general, let's talk about headshot damage. Essentially with this, they mentioned they saw the feedback that low headshot damage was not really desirable for a lot of the community, and they said they agree with these points and are working on adjustments to many weapons to reward players who land multiple headshots during an engagement. That said, we don't want hit location multipliers to significantly affect consistency of time to kill in Black Ops 6, so we will continue to monitor the effectiveness of headshots during the launch and beyond. So from the sounds of it, it looks like they're gonna be very carefully buffing headshot multipliers, so at least they'll come into play if you're landing multiple shots to the head combined with body shots, unlike in the beta, where with most of the guns at least, headshots were literally useless unless you were using the headshot barrel. But it also looks like they really don't want it to end up in a place where you just need one headshot mixed in with body shots in order to cut down the shots to kill, because that just leads to inconsistency with the time to kill. And oftentimes landing one headshot, that happens due to luck rather than skill. So that's great to see them address that feedback, and I'm curious to see how they end up landing on things when it comes to that headshot damage multiplier. Next, let's talk about bullet penetration a little bit. This is something they mentioned they will be making some improvements with as well, just so that it makes more sense. There were several surfaces in the beta where it felt like it should be blocking your bullet damage more than it was. Like really thick walls would feel like paper, but then in other cases, really thin looking walls where it seems like you should be able to punch through them really easily, they were actually blocking more bullet damage than you would anticipate. So they're just going to be refining this a little bit. And one key area they mentioned here is the radar dish on Scud. It sounds like they're going to make that easier to penetrate so you can pick off the people that are camping up there. Now on top of that, when it comes to weapon updates, they mentioned they're going to be improving fluidity of sniper ADS. And I know that was a fairly big complaint among many of the snipers out there. They're also improving the fluidity when swapping weapons during a sprint and tactical sprint animation. There's going to be a reduction of weapon motion during crouch animations, and they're going to be slightly buffing shotguns and making targeted adjustments across all weapons to keep SMGs from overperforming relative to other classes. And that's nice to see. I really felt the SMGs were quite dominant throughout the beta. Although honestly, I felt that was more of a map design thing than a weapon balance thing. The maps that we had access to in the beta were just really well suited to SMG ranges and SMG play. And therefore, it just felt like they were the clear choice if you wanted to perform well overall. And they're keeping that in mind with their weapon balancing going forward. Now, after that, they talked a lot about movement and some adjustments are gonna be making. I'm not gonna read out everything here I'll just go through the main points. One thing they're gonna be working on is just improving some of the third-person animation fidelity so it lines up a bit more with what you'd expect based on what you're seeing in first-person. Next they mentioned during the second week of the beta they increased the time before you could enter supine prone during a slide. So if you tried to slide the prone there's a pretty big delay for the second weekend And what they've decided on is a middle ground between week one and week two when it comes to that delay Additionally, they're gonna be reducing the minimum time to slide after sprinting Which was something a lot of people were having an issue with where it felt like you have to sprint for a little while before You could initiate a slide and this would often lead to a feeling of dead slides, where you end up just crouching instead of sliding, when you would think that you're going to be sliding because you were in a sprint. And then on top of that, there's going to be a slight reduction to the maximum slide duration, which honestly, as long as they don't take this too far, I can definitely get behind that. I will admit, in the Black Ops 6 beta, you could really slide for a long time, and I took advantage of that quite often. Now finally, in this movement section, they just talked about their intelligent movement settings a bit, and they're going to be making some improvements to the mantle assist setting to allow for further tuning of directional mantles. And then after that, they just went over a bunch of miscellaneous items here, and one of those is the winner's circle. For the launch of the game, they're going to be shortening the overall duration of the winner's circle. They're also going to be only allowing you to activate one emote instead of spamming that emote over and over again. And that's actually some feedback I provided, and I was surprised to see a lot of pushback against that. I know a lot of you guys were kind of mad that I had that feedback, but I just found primarily the audio to be really annoying when people were spamming emotes, and it was just like over and over and over again the same sounds. And I only imagine that getting worse as more emotes get added with more obnoxious sounds. So I'm personally happy to see this but I know some of you guys won't be particularly happy. But then they also mentioned they simplified the emote menu to make it easier to activate emotes both in the winner's circle as well as in-game and then they just mentioned improvements to fidelity and lighting when in the winner's circle. As for the next thing that I'm probably most excited about with this blog post, the kill counter is going to be coming to the game for launch. I'm so happy to see this. Every time you get a kill when you're on a streak, it's going to tell you what your streak is at the bottom of the screen, just like we see in Modern Warfare 3. I personally love that feature and I'm so happy to see them bringing it back. Then when it comes to their camera motion, they just mentioned they're going to be reducing overall camera motion on sprint, tac sprint, and slide. And I'm happy to see that. I know for many people the Anu movement was a bit too much, and even just watching somebody's gameplay on YouTube would give them motion sickness, so hopefully this will help with that a little bit. Then for the kill order game mode, they're making some key adjustments here. The first thing is they increase the score that you earn if you get a kill as an HVT. Previously, you would earn two points towards your team's score if you were the HV earn if you get a kill as an HVT. Previously, you would earn two points towards your team's score if you were the HVT and you got a kill. Now you're going to be earning three, and they've also reduced the HVT survival score to 20. I don't know what the previous value was there, but I believe what they're trying to encourage here is the HVT player actually getting out there and trying to actively get kills and earn kills for their team because they're rewarding that much more heavily. And i think that's great because many of the kill order games that i played it seemed much more likely that the hvt player would just like camp in their spawn in a corner and well i think it's fine that that's like a viable method to play it because it is important to keep your hvt player alive at the same time i think there should be decent reward if you want to get out there and try to get a bunch of kills as the hvt player now on top of that for the mode they're increasingly score limit up to 150. They also made it so when you kill the HVT player they will no longer drop their pistol on the ground when they die, they'll drop their primary weapon I believe. And then finally they just mentioned improved notification when a player is selected as the HVT. So that's it for game modes, now let's get into the field upgrades and they're nerfing Sleeper Agent a bit. What they're doing here is it looks like they're removing the time added every time you earn an elimination when your sleeper agent is active. In the beta, every time you got a kill as a sleeper agent, it would add three seconds onto your 30 second timer. And therefore, as long as you were chaining kills together at a reasonable rate, you could keep that sleeper agent active for a very long time. And now it looks like at launch, it's just going to be a flat 30 second duration, which honestly is still a very long time in Call of Duty terms. Then when it comes to equipment, the stim shot is going to be changed, so it'll have a cooldown just like we saw in Black Ops Cold War. So instead of just spawning it with your stim shots, and once you use them, they're gone, it will be on a cooldown timer, so it will automatically replenish itself without having to use any perks. Although if you do use the quartermaster perk, it will decrease the cooldown time of your stim shot regeneration. And then on top of that, they just resolved an issue with the combat axe where it wasn't dealing lethal damage within the first several seconds of a round. That wasn't intended. They do want the combat axe to be lethal from the moment the match starts, so you could potentially get that crazy cross-map kill right off spawn. Then when it comes to perks, they're just gonna be rearranging a couple of the perks. Essentially, they're swapping the Assassin perk and the Bruiser perk from tier one into tier two, and they're swapping those with the Dexterity and Gung-Ho perk, which are gonna be moving from tier two into tier one. And I think that makes sense, since tier one is a very competitive tier of perks, and Assassin and Bruiser especially just didn't really seem to fit into that tier. Like, I don't see any reason you would ever use the Bruiser perk unless you were strictly going for a knife-only playstyle. But even then, you're probably going to be wanting to use Ghost at that point so you can be stealthy and get around behind them. So it just didn't really seem to make much sense. And to me at least, I think this is a better arrangement of the perks. And this just leaves us with one final change that they outlined in this blog post, and this is to the RCXT controls. They just updated to the classic Black Ops view-based control by default, with an option to switch it to gas break like we had in the Black Ops 6 beta, and I think a lot of people are gonna be happy to see that one. And then after that, they just mentioned, looking forward before launch, they will be sharing more information about upcoming things with launch, including specific patch notes during the launch week. And there we go. Overall, when it comes to this blog post and the changes that they're outlining from beta to launch, it does appear that they're addressing much of the bigger pieces of feedback that people have been providing throughout the beta. The one big thing I'll mention here that they didn't address outside of matchmaking and disbanding lobbies, which I don't think they're going to address, this is just general connection quality, because that is another big complaint that many people, myself included, had throughout much of the beta. Now, as I've outlined in the past, for me, this actually got significantly better in the second weekend compared to the first weekend. It was like I was playing a totally different game, but I know that wasn't the case for a lot of people, and many people were having connection issues from start to finish with the beta. And it would have been nice to at least see a little section here just outlining that it's something they're actively working on, even though I'm sure it is something they're actively working on. It's just the one bit of big feedback that I didn't see them talk about here. But aside from that, they covered pretty much every big complaint that I've been seeing float around the community, which is excellent to see. Now of course, these are just my thoughts, and I'm curious to hear from you guys in those comments down below. How are you feeling about this blog post from Treyarch and the changes that we can expect from beta to launch for Black Ops 6? Are you guys generally happy with these things? Is there anything you feel they really missed and didn't mention that you were hoping they would mention? Just let me know down below. If you enjoyed the video a like rating is always appreciated, and don't forget to subscribe for more if you haven't already. I'll talk to you guys next time. Thanks for watching!