Cold War Upcoming Beta Info

Activision has officially announced the dates for the upcoming Call of Duty: Black Ops Cold War Open Beta.

The Open Beta will give fans their first chance to go hands on with MP mode of Black Ops Cold War ahead of the game’s November 13 launch.

The Early Access of the Open Beta will begin on October 8 on PlayStation 4.

Beta Schedule:

  • Weekend 1 — PlayStation 4 Exclusive

    • Early Access Begins: October 8
    • Open Beta Begins: October 10
    • Weekend 1 Ends: October 12
  • Weekend 2 — Beta on PS4, Xbox One, and PC

    • Early Access for Xbox & PC (PS4 Open Beta) Begins: October 15
    • Open Beta Begins: October 17
    • Open Beta Ends: October 19

Fans can get early access to the Open Beta by pre-ordering any edition of Black Ops Cold War digitally on the PlayStation 4 store, Xbox One store, or Battle.net for PC.

The Beta will feature more modes than the PS4 only Alpha, including the new VIP Escort mode, and Fireteam.

@codplayers

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Beta Content:

The Black Ops Cold War Beta will allow players to get their first hands on experience with more modes of the game ahead of the November 13 launch.

Fans will get access to the Gunsmith customization, Operators Selection, and a host of modes, including:

  • Team Deathmatch
  • Domination
  • VIP Escort
  • Kill Confirmed
  • Combined Arms

More info on the Beta content to come.

Black Ops Cold War Beta PC Spec Requirements

Activision and Treyarch have revealed the minimum and recommended spec requirements for PC players for Black Ops Cold War Beta.

The Call of Duty: Black Ops Cold War Beta will offer PC fans the first chance to go hands on with the game ahead of it’s November 13 launch.

PC version of the game is developed by Beenox, in conjunction with Treyarch & Raven Software. The PC version is exclusive to Blizzard Battle.net.

Here’s the specifications:

MINIMUM SPECIFICATIONS

  • OS : Windows 7 64-Bit (SP1) or Windows 10 64-Bit (1803 or later)
  • CPU : Intel Core i5 2500k or AMD equivalent
  • VIDEO : Nvidia GeForce GTX 670 2GB / GTX 1650 4GB or AMD Radeon HD 7950
  • RAM : 8GB
  • HDD : 45GB HD space
  • NETWORK : Broadband Internet connection
  • SOUND CARD : DirectX Compatible. Requires DirectX 12 compatible system

RECOMMENDED SPECIFICATIONS

  • OS: Windows 10 64 Bit (latest Service Pack)
  • CPU: Intel Core i7 4770k or AMD equivalent
  • GPU: Nvidia GeForce GTX 970 4GB / GTX 1660 Super 6GB or AMD Radeon R9 390 / AMD RX 580
  • RAM: 16GB
  • HDD: 45GB HD space
  • NETWORK: a Broadband Internet connection
  • SOUND CARD : DirectX Compatible. Requires DirectX 12 compatible system

PC BETA SCHEDULE

  • Early Access for PC Begins: October 15
  • PC Open Beta Begins: October 17
  • Open Beta Ends: October 19

SOURCE: Activison

@codplayers @PCGamers

New mode Combined Arms: Assault debuts in Black Ops Cold War Beta

Treyarch has announced a new game mode for Call of Duty: Black Ops Cold War that will debut with the Beta.

The new mode is another variant of the originally announced Combined Arms: Domination. Combined Arms mode features larger versions of maps that have a higher player count.

Combined Arms features up to 24 players with a 12v12. The first variant of this mode was introduced in the Alpha with Domination. The mode was 5 flag domination across these larger scale maps.

Now, Treyarch has announced another variation of this: Combined Arms: Assault.

Treyarch says this is “a bigger, badder take on a classic mode that relies on team-based momentum to secure the victory.”

Here’s the details on the mode, straight from Treyarch Blog:

The match gets rolling with two teams of 12 spreading out across the map to fight for control of a central neutral capture zone. Once that objective is captured, the next one opens up deeper into enemy territory. The first team to successfully infiltrate and capture the enemy’s final zone comes out on top.

“Combined Arms: Assault is an exhilarating large-scale experience where both teams are focused on a single moving objective. From charging the radar station in Crossroads on a Snowmobile, to storming the enemy’s ship in Armada, Combined Arms: Assault is where you’ll find some of Black Ops Multiplayer’s most intense and cinematic moments.” – Matt Scronce, Lead Game Designer

By default, teams will battle it out through five capture zones in each map. Once a zone is captured, the match timer will pause, allowing teams to reset and prepare for the next push. The match is won when a team has captured the final zone at the end of the linear progression of objectives. If neither team successfully captures the enemy’s final zone, the round will end, and teams will play a single overtime round with only the central objective in play. The first team to capture the zone will win the round and the match.

The mode will be added into the Beta during the course of the two weekends. More info on exactly when to come.

SOURCE: Treyarch

New details on Black Ops Cold War Fireteam mode revealed

Treyarch has revealed new details on the brand new mode coming to Black Ops Cold War MP: Fireteam: Dirty Bomb.

The team provided a first overview of this mode during the MP reveal back in early September.

This mode features 40 players on a larger map. The 40 players are broken into 10 teams of four.

Treyarch has now revealed the overall objective of this new mode: collect uranium deposits and detonate the bombs. Players have to locate the “Dirty Bombs” scattered throughout the entire map and deposit their found uranium into the bomb. Once the uranium is deposited, the bomb can detonate and help your team get the win.

Fireteam: Dirty Bomb cranks the action up to 11 with multi-squad insanity. A total of 40 players broken out into 10 teams will compete to take out enemies, collect uranium caches, locate Dirty Bombs scattered throughout the map, and successfully deposit their uranium into said bombs to detonate them and get the win.

But there’s more complexions to this mode than first known. Detonating a bomb causes radiation leaks to then effect the overall map, turning areas into hazards for all players. This affects Perks, movements, health, and more as the game progresses.

Each detonation causes radiation to leak out to large areas of the map, scoring points for the team that ignited the bomb and transforming huge portions of the map into radioactive hazards for everyone. The longer a player hangs onto uranium, the longer radiation sickness sets in. This affects Perk benefits, movement, health regeneration, and ultimately, your Operator’s life.

The mode also features a spawn system for this mode specifically in Black Ops Cold War MP. You can redeploy with a parachute, spawning onto a teammate or into the passenger’s seat of a vehicle.

When that life runs out, you’ll experience the Fireteam Spawn system unique to Fireteam modes in Black Ops Cold War Multiplayer. You’ll have to make a tactical choice in redeploying into the map by spawning onto a teammate not currently in combat, by parachuting right back into the action, or by spawning directly into the passenger seat of a teammate’s vehicle for instant gratification.

Fans will get to try this mode during Weekend 2 of the Black Ops Cold War Beta, which begins October 15 and ends October 19.

Treyarch also says that this mode will be playable on “two new large-scale maps.” They have not revealed what the maps look like.

Black Ops Cold War Alpha to Beta Patch Notes

Following extensive feedback from fans on changes they’d like to see in Black Ops Cold War since Alpha, Treyarch has provided a list of things they’ve updated going into the Beta.

Treyarch has shared a detailed list of what they’ve updated since that original Alpha file that was played on PS4.

The Alpha was released only on PS4 back in September, allowing fans a first hands on with the 6v6 and 12v12 modes of the game.

Alpha to Beta Changes:

MOVEMENT

We’ve made a large tuning pass on core movement with the goal of improving the responsiveness of player controls and actions. We’ve identified several key areas in our core movement set for improvements, largely focused on sprinting and sliding:

  • Core Movement
    * Integrated updated locomotion animations and systems for walking, jogging, and sprinting.
    * Slightly increased acceleration when moving from a standstill.
  • Sprinting
    * Reduced or removed several sprint penalties that could leave the player in a state of reduced sprint speed. This results in more opportunities to use the Sprint Takeoff feature for a quick burst of speed when initiating a sprint.
    * Increased the time it takes to ramp down from maximum to minimum sprint speed for a smoother change of speed. This also slightly increases the time at which a player sprints at a faster pace.
    * Slightly adjusted camera bob during sprint to better align with updated movement animations.
    * Disabled Field of View increase when sprinting. This should provide a smoother in-game view and prevent a “floating camera” feeling when sprinting.
  • Sliding
    * Slightly reduced slide speed.
    * Increased the minimum amount of time a player must sprint before sliding to better align with time to reach max sprint speed. This means a player cannot immediately trigger a slide from a near-standstill.
    * Addressed an issue that allowed players to cancel a slide without the appropriate slowdown. We will continue to monitor and investigate any slide-cancel exploits.

WEAPONS / GUNSMITH

We’ve refined our weapons tech and animations since the Alpha, completed numerous tuning and tweaking passes on our weapons, and added more details to attachment statistics in Gunsmith. We’ve also made several positive changes to how sniper rifles work based on Alpha data and feedback.

Sniper rifles are a key component of Black Ops combat, and in some ways more relevant than ever in Black Ops Cold War. With support for large maps and game modes, as well as cross-platform play, sniping can be an effective and often extremely powerful play style. To balance out cross-play sniping, we’ve brought back aim assist for snipers on controllers – something we haven’t had in Black Ops Multiplayer since Black Ops 2.

The data from our Alpha proved to us that even without cross-play or larger maps, sniper rifles were still dominant on smaller maps. As a result, we’ve made some adjustments to bring them back into balance for the Beta, and look forward to seeing what the community can do with these finely tuned precision weapons.

Here’s the list of changes to weapons and Gunsmith statistics:

  • Gunsmith
    * Added a more detailed breakdown of statistics for each attachment, explaining in detail how each attachment influences its weapon’s stats.
    * Moved the Gunsmith UI button closer to the weapon for easier access.
  • Recoil and Firing Animations
    * Added new weapon recoil systems and firing animations with a comprehensive tuning pass for a revamped weapon firing feel on every weapon for both hip-fire and ADS.
    * Reworked and rebalanced all recoil patterns, impacting weapon balance and mastery across the board.
    * Full touch-up pass on animations across all weapons based on feedback.
  • Aim Down Sights (ADS)
    * Added new ADS weapon rendering technology for more realistic ADS perspective.
    * Smoothed out all ADS in/out transitions.
  • General Weapon Tuning
    * Made tuning changes to Alpha weapons that overperformed or underperformed, including increases to AK-74u recoil and ADS time, increasing LMG ammo capacity, and more.
  • Attachment Tuning
    * Full attachment balance pass to ensure all attachments stay relevant and balanced.
  • Sniper Rifles
    * Added aim assist on snipers for controller users for cross-platform balancing.
    * Several precision-aiming adjustments to help the sniping experience feel more fluid.
    * Sniper glint now displays more often and more reliably to help players understand when they are in danger.
    * Adjusted ADS time on sniper rifles.
    * Sniper rifles now requires higher hits on the body for one-hit eliminations (for example, upper chest instead of stomach, or upper arm instead of lower arm).
  • Frag Grenades
    * Reduced the fuse time on the Frag Grenade for Beta. Throw speed adjustments are targeted for launch.

VISUALS

We’ve made several graphical improvements throughout the Beta, and we’ve responded to player feedback about low visibility in some areas of the Miami map. With our latest changes, players should be able to spot enemies more clearly on Miami.

  • Graphics
    * Improved graphical fidelity and performance across the board.
    * Lighting / Visibility
    * Adjusted lighting and character visibility throughout the Miami map for better overall visibility based on player feedback.

AUDIO

The audio team has made several crucial improvements to weapon sounds between the Alpha and Beta, and continues to work on further enhancements for launch. Footstep audio design and its interaction with the Ninja Perk have also been tuned significantly for players who like to keep it stealthy.

  • Weapon Audio
    * Added bass and punch to all weapon sounds by adjusting master EQ and compression output.
    * Added 3 presets to Audio Settings (Treyarch Mix, Bass Boost, and High Boost) to suit player preferences.
    * Redesigned several weapon audio layers, corrected audio decay playback, and added blending for interior/exterior sounds.
    * Polished reverb audio across all maps.
  • Footsteps
    * Crouch-walking now functions as a near-silent movement option available to all players, with or without the Ninja Perk.
    * ADS crouch-walking now makes the player’s footstep audio even quieter. Enemies should not hear the player when crouching outside of extreme close quarters.
    * While Ninja is equipped, core movements such as sprinting, jogging, and walking are now greatly reduced in volume and distance by roughly 50% compared to the Alpha.
    * ADS walking will also provide a significant stealth advantage when using Ninja.
  • Hit Marker Audio
    * Added new sounds for fatal and non-fatal hit markers.
  • Scorestreak Audio
    * Polished audio for several Scorestreaks.
  • Spy Plane Audio
    * Reduced the volume of the Spy Plane’s locational pings.
    * For the first time in a Black Ops game, Spy Plane pings are directional and locational based on where an enemy is when they are swept by the radar, allowing for pinpoint accuracy. As this is a new mechanic, we will continue to monitor and adjust as necessary.
  • Bullet Crack
    * Tweaked the bullet crack system to prevent players from hearing sounds when they shouldn’t, and vice versa.

SCORESTREAK SYSTEM

We’ve increased the score reward for a number of objective-based game modes and objective score events to further incentive playing the objective in the Beta. These changes are in service of rewarding players of all playstyles fairly, whether it’s the slayers out in the dunes of Satellite or the OBJ players holding down Hardpoints in the jungles of Cartel.

Our philosophy acknowledges that players put themselves at considerable risk for playing the objective, and we don’t want the risk of losing a streak to disincentivize objective play. At the same time, we want to avoid allowing players to “game the system” by waiting for streaks to build up before capturing objectives, which is why objectives don’t count in streak multipliers.

As we continue to gather data and feedback on the new Scorestreak system and kill-streaking mechanics, the changes below reward objective players and require slayers to stick to their role more carefully to ramp their score up. We recognize that there are hybrid styles that achieve both, and this system rewards players for the play style they gravitate to the most.

  • Scorestreak System
    * Objective score rewards have been increased in Domination, Kill Confirmed, and Hardpoint. These changes will reward any objective player and do not require or reward objective streaking.
    * Adjusted Scorestreak rewards to reduce Scorestreak spam and make Scorestreaks more rewarding. Players will need to go on higher streaks in a single life to earn top-tier Scorestreaks. The curve has been flattened out on the low end, and ramps up quickly as the player earns higher kill-streak numbers.
    * Reduced Scorestreak cooldowns to offset these changes and allow players to cycle through Scorestreaks more often.

SPAWNS

We heard from several players during the Alpha that they felt it took too long to get into the action in 6v6 game modes on Miami. To address this, the design team has adjusted the spawns and spawn logic across multiple modes to ensure a faster time to engagement on the map.

  • Miami
    * Full spawn pass for Team Deathmatch and Kill Confirmed modes on Miami with the goal of reducing the time to engagement and increasing the overall pace of 6v6 game modes.
    * Spawns at the ends of the map have been pulled in closer.
    * Added new spawns to get players back into the fight faster.
    * Adjusted the spawn logic to reduce the distance at which an enemy player will influence the enemy team’s spawn points.
  • Moscow
    * Added spawns across several modes to allow for more safe spawns in relation to enemy player locations at the time of a respawn.
  • Armada
    * Reduced how often players can be spawned at the rear of their home ship to reduce travel time back to engagements.
  • Crossroads
    * Adjusted Combined Arms: Domination spawn logic and spawn placement to keep players spawning closer to their owned objectives, reducing time to engagement and getting players back into the action faster.
  • Satellite
    * Adjusted spawn logic to allow for slightly easier spawn-flipping in certain modes instead of a team becoming spawn-trapped for an extended period.

VEHICLES

Vehicle vs. infantry combat is a dynamic we work hard to balance out for both parties. We’ve made substantial adjustments for this combat loop in the Beta, and will continue to dial this in for launch.

  • Vehicle Damage Tuning
    * Reworked the bullet damage mitigation model for Tanks to provide a more consistent experience across weapon classes. This fixes issues where some guns seemed inordinately more powerful against vehicles than others.
    * Adjusted the “Cavalry Lancer” weapon attachment to be more consistent across weapons, especially on LMGs. We will continue to keep a close eye on tuning this for launch.
  • Tanks
    * Reduced Tank health to make launchers and C4 more effective counters.
    * Reduced the deadliness of the Tank shell’s splash damage.

BUG FIXES

  • Character Models
    * Addressed an issue where a player disconnecting from the match during the loading sequence could result in that player’s character displaying an unnatural pose at the start of the game.
  • AK-74u
    * The AK-74u’s reload animations will no longer appear to skip.
  • RC-XD
    * Called in the Fun Police to address an issue that allowed players to ride around on a teammate’s RC-XD. Sorry.
  • Gunboat and Wakerunner
    * Fixed an issue where Wakerunners being deployed from a ship’s davits could cause the Gunboat to be flung into the ocean.
  • Motion Blur
    * Addressed an issue where the Motion Blur setting would not properly retain its settings.
  • Moscow Window
    * Addressed an issue where a player could become stuck when sliding through a window in Moscow.
  • Mantling
    * Tuned mantling at tall heights to ensure they are performed at a more natural speed.
    * Where necessary, map designs will be updated to restrict areas where mantling is not intended.
  • Moving Before Match Start
    * Addressed an issue that could allow players to begin moving before the match countdown timer had ended.
  • “Invisible” Weapons
    * Addressed an issue that could display an invisible third weapon when exiting a vehicle, preventing the player from being able to use any of their weapons.
  • After Action Report
    * Addressed an issue that would show incorrect Scoreboards in the After Action Report.
  • Stability
    * Addressed various stability issues encountered during the Alpha.

ADDITIONAL UPDATES / FEATURES

  • Ping System
    * Added locational Ping system across all MP modes, allowing players to ping objectives, loot, locations, and enemies for teammates during a match using D-pad left on controllers or Z on keyboards by default.
    * Alternate button layouts, like Bumper Ping and Bumper Ping Tactical, can be selected in the Gameplay Settings menu.
  • FOV Slider on All Platforms
    * Added Field of View (FOV) slider on all platforms to define the height and width of the player’s view in Settings.
  • HUD Visual Toggles
    * Added the ability to toggle visuals for the compass, enemy and ally health bars, hit markers, crosshairs, player names, and button hints in Settings.
  • Name Plates
    * Adjusted the ruleset around when friendly player names would show to reduce instances where friendly name plates would appear over enemies in certain situations.
  • Deadzones / Minimum Input Threshold
    * Expanded the options to reduce minimum stick input threshold (or “deadzone”) to 0.
    * NOTE: Setting this to 0 is only recommended for advanced users. Depending on controller hardware, setting this to low values can cause “stick drift”, which can engage the stick even when no input is given.
  • Kill Confirmed Score Limit
    * Our data from Alpha showed that Kill Confirmed was ending on time limit too frequently in the Alpha, so we’ve reduced the score limit to 65 for the Beta.
  • Start Spawn “Soft Freeze”
    * We’ve enabled the ability for players to rotate their Operator, swap weapons, ADS, and changes stances during the pre-round timer.
  • Progression
    * We’ll be introducing a deep progression system synchronized across Multiplayer, Zombies, and Warzone that deserves its own time in the spotlight, and we’ll have more details in a dedicated blog as we get closer to launch. While players won’t see this full progression system in the Beta, you’ll be able to rank up to certain levels to unlock additional content throughout both Beta weekends.

SOURCE: Treyarch

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First details on Black Ops Cold War Fireteam maps revealed

One of the new modes coming to Call of Duty: Black Ops Cold War is Fireteam.

Treyarch announced that they were bringing a large multi-team mode for the MP experience. The new mode, Fireteam: Dirty Bomb, is available to try during Weekend 2 of the Beta, which begins October 15.

As part of a blog post detailing how the new mode works, Treyarch only mentioned that there will be two large scale maps to try out for Fireteam. No specific information on the maps were revealed.

Now, an Activision Support article has revealed the names and descriptions of the two Fireteam maps coming in the Beta.

The maps are called ‘Ruka’ and ‘Alpine.’

Here’s the description of the two maps on the Activision Support site:

  • Ruka (Fireteam) – The essence of Ruka is all about the feeling of running through a dense forest, darting between trees, and using the natural elements as cover and engagement opportunities. On top of that, we wanted to make sure there were good destinations mixed in, so you will find that the Spetsnaz GRU training grounds offer that up, in the form of the obstacle course, cabins, hidden bunkers, etc – it was all about balancing the natural with the man-made elements across the very expansive play space. Make no mistake, Ruka is very large and packed with dangers and opportunities, but we built it to be a sandbox of fun and discovery.
  • Alpine (Fireteam) – Alpine is the culmination of a few ideas – it be awesome to build a map on the side of a mountain, and it would be pretty awesome to fight in and around ski slopes, both things we had never explored together. The end result after combining these and lots and lots of playtesting, is a very fun, very unique large map that offers players the opportunities for them to pick their own adventure when they hit the ground. Want high risk verse reward? Check – try crossing, or running up the ski slopes/lanes, you might get sniped. Want to be a CQB master? Check – own the forested sections using the natural elements. Or do you want to roam between medium and long range? We got you, just rotate and roam the man-made structures spread out across the mountain side. Bottom line is that Alpine offers players a lot of ways to play and approach the map – they are in command, and to us, that is the magic sauce.

Fireteam: Dirty Bomb will consist of 10 teams of 4 players. This specific variation of Fireteam features players competing to secure uranium to deposit into locations to detonate bombs. Detonating bombs helps teams win the game. More information on the Fireteam mode can be found here.

Fireteam will be added during Weekend 2 of the Beta, which begins October 15. On October 15, the beta will be live in preorder early access on Xbox One & PC and open beta on PS4. Weekend 2 ends Monday, October 19.

How to pre-load the Black Ops Cold War Beta

Get ready for the upcoming Call of Duty: Black Ops Cold War Beta on PlayStation 4, Xbox One, and PC.

Activision has announced that players that have pre-ordered Call of Duty: Black Ops Cold War digitally will be able to pre-load the Open Beta to play in Early Access.

PlayStation 4

Players on PlayStation 4 who missed out on Weekend 1 can preload the Black Ops Cold War beta now and get ready for Open Beta Weekend 2. There will be an option to download and pre-load the beta ahead of its Weekend 2. If you’re not near your console, you can use the link HERE to pre-load the beta remotely.

The beta file size on PlayStation 4 is 31GB.

Xbox One

Players who pre-ordered digitally can find the Open Beta file on the Xbox One by searching for Black Ops Cold War Beta. Once there, there will be an option to download and pre-load the beta ahead of its start. If you’re not near your console, you can use the link HERE to pre-load the beta remotely.

The beta file size on Xbox One is 20.5GB.

PC

All PC players – regardless of pre-order – can pre-load the Black Ops Cold War Beta on PC. PC players require a Blizzard Battle.net account and client in order to play. Visit the Battle.net client, and look for Black Ops Cold War Beta under Partner games. Once there, there will be an option to download and pre-load the beta ahead of its start.

PC players who pre-ordered digitally can start playing the Beta on October 15 at 10AM PT. All PC players will be able join in on the fun starting October 17 at 10AM PT.

The beta file size on PC is 42.2GB.

There are no codes required to preload or get early access to the Black Ops Cold War beta for a digital preorder.

If you received a beta code by winning a giveaway, through Xfinity, or other service provides, then Activision will send you an email with your download code starting October 14.

As a reminder, here’s a look at the Black Ops Cold War Beta Schedule for Weekend 2:

Beta Schedule :

  • Weekend 2 — Beta on PS4, Xbox One, and PC
    • Early Access for Xbox & PC Begins: October 15 at 10AM PT
    • PS4 Open Beta Begins: October 15 at 10AM PT
    • Xbox & PC Open Beta Begins: October 17
    • Open Beta Ends: October 19 at 10AM PT

@codplayers

I have not pre-ordered yet. Not sure I’m going to bother for this beta.

Black Ops Cold War Fireteam mode revealed & trailer

Treyarch has revealed new details on the brand new mode coming to Black Ops Cold War MP: Fireteam: Dirty Bomb.

The team provided a first overview of this mode during the MP reveal back in early September.

This mode features 40 players on a larger map. The 40 players are broken into 10 teams of four.

Treyarch has now revealed the overall objective of this new mode: collect uranium deposits and detonate the bombs. Players have to locate the “Dirty Bombs” scattered throughout the entire map and deposit their found uranium into the bomb. Once the uranium is deposited, the bomb can detonate and help your team get the win.

Fireteam: Dirty Bomb cranks the action up to 11 with multi-squad insanity. A total of 40 players broken out into 10 teams will compete to take out enemies, collect uranium caches, locate Dirty Bombs scattered throughout the map, and successfully deposit their uranium into said bombs to detonate them and get the win.

But there’s more complexions to this mode than first known. Detonating a bomb causes radiation leaks to then effect the overall map, turning areas into hazards for all players. This affects Perks, movements, health, and more as the game progresses.

Each detonation causes radiation to leak out to large areas of the map, scoring points for the team that ignited the bomb and transforming huge portions of the map into radioactive hazards for everyone. The longer a player hangs onto uranium, the longer radiation sickness sets in. This affects Perk benefits, movement, health regeneration, and ultimately, your Operator’s life.

The mode also features a spawn system for this mode specifically in Black Ops Cold War MP. You can redeploy with a parachute, spawning onto a teammate or into the passenger’s seat of a vehicle.

When that life runs out, you’ll experience the Fireteam Spawn system unique to Fireteam modes in Black Ops Cold War Multiplayer. You’ll have to make a tactical choice in redeploying into the map by spawning onto a teammate not currently in combat, by parachuting right back into the action, or by spawning directly into the passenger seat of a teammate’s vehicle for instant gratification.

Fans will get to try this mode during Weekend 2 of the Black Ops Cold War Beta, which begins October 15 and ends October 19.

Treyarch also says that this mode will be playable on “two new large-scale maps.” They have not revealed what the maps look like.

SOURCE: Treyarch