Call of Duty: WWII takes the series back to the semi-modern warfare of the Second World War for the first time since 2008’s World at War, but in abandoning the franchise’s increasingly futuristic trajectory, the gameplay has had to change. Exoskeletons and nano-bot-fuelled superhuman advanced movement is gone, which decreases player escapability. An arsenal of familiar weapon categories play to their expected ranges (for the most part), instead of the lasers and other bizarre sci-fi shooters of recent titles. Amid the return to a focus on shooting trumping abilities, I have some quibbles with what I experienced in the recent multiplayer beta.
Here’s a list of nine things that developer Sledgehammer Games should consider tweaking or changing before the final release of Call of Duty: WWII on November 3.
Stop the dolphins
Dolphin diving in a head-to-head fight is still a viable trick in Call of Duty: WWII, and it flies in the face of the more grounded setting and gameplay. Dolphin diving, or drop shotting, is when a player holds prone to fall beneath the aim of an enemy and shoots them on the way to the deck. It wouldn’t be so bad if the transition from standing to prone wasn’t impossibly fast, and also lets the drop-shotting player fire the whole way through the standing-to-prone animation. If Sledgehammer removes the ability to shoot during the animation, this should curb the divisive tactic.
Nix the aerial accuracy
The opposite of the drop shot, the jump shot, was also problematic in the Call of Duty: WWII beta. Players strafing around a corner, launching into the air, and spraying you to death midair always feels cheap. As with the dolphin diving, it contrasts with CoD: WWII’s grounded setting. It also is a more extreme way of taking advantage of the peeker’s advantage online phenomenon. Sledgehammer could let players shoot while midair, but greatly reduce the accuracy, or limit/remove the option for players to…