Vanguard Season 3 Impressions – Foreshock – GAMING TREND

Vanguard Season 3 Impressions – Foreshock – GAMING TREND

After a less than desirable first season, followed by a promising second season, the third season of Call of Duty: Vanguard arrived with quite a bit of fanfare. The stars of the show won’t appear until May 11, when Godzilla and King Kong arrive in Warzone, but sadly due to Operation Monarch I think it lessened the impact that we could have seen in Vanguard. Still, there is quite a bit of content that was dropped on April 27, even if there seems to be more to see us through to the next season.

Let’s get into the tiny little map that is Mayhem. This one reminds me a lot of Das Haus, although more square and with three lanes like a traditional map. It’s one of the most unique we’ve seen, taking place on a small town-themed movie set. They’re chasing after the monster motif, making you feel like you’re trampling Tokyo or whatever fictional city it is. There’s nothing like it in Vanguard, but it can be a bit disorienting with resizing. What’s disappointing is how this map runs into the same issues we saw in Das Haus and Shipment. They’re such tiny people who play as cheaply as possible, and are encouraged to kill by spawn, use shotguns and riot shields, all the things that make you bang your head against the wall. Mayhem is fine, but it’s not a map you want to see in normal rotation.

Now, at this point, the meta of the weapon (the most effective tactics available) is largely set. He was hoping the latest installments could mix things up, just like Welgun and Cooper did in Season 1, but the two new weapons aren’t going to change much. The M1916 is the first weapon you earn in the battle pass at level 15, so let’s talk about that first. This tactical rifle is fun to use, and it falls into a slightly different category from its peers in that you can add an attachment that makes it automatic. Unfortunately, being fun isn’t enough; I’ve largely stayed away from it because the M1916 requires a lot of shots to kill. This is still a two-hit weapon with the right setup, but this tactical rifle still doesn’t pack as much punch as others, even with so many ways to build it. The auto feature makes it a bit more fun, but a limited magazine also means you’re going to waste ammo, so it’s not the best way to use it. One thing is for sure, you will need a scope almost immediately, because the M1916’s iron sights suck.

While you can at least find a decent way to use the M1916, I can’t justify using a charging spot with the newer Nikita AVT assault rifle. It exists somewhere between an AR and an SMG, fast enough to fly but with better accuracy and blistering fire rate. Even so, it suffers from the same problem as the M1916: a really small magazine. I want to like this so much; it suits my playstyle, but I haven’t been able to find any builds that make it feel right. Not to mention that it requires so many bullets to hit due to the lower damage rate. If you use the MP-40 and the Automaton, you know exactly what I mean, there is a muscle memory to shoot and kill, and that goes out the window with the Nikita.

Where I’m still really happy is Vanguard’s ranked game, which is now officially out of beta. I don’t think much has changed since the beta version, but it’s nice to see that everything works as well as expected. Two things that make this update a win is the addition of Berlin Control and seeing the newer GAs. Starting with GAs, these are “gentlemen’s agreements”; pacts professionals make not to use weapons, gear, perks, or even points on maps to preserve competitive integrity. This has plagued Call Of Duty public matches for a while now, so it’s been great to see the devs respond quickly to what the pros are saying. The Volk is the newest weapon to take on the vault, a flexible AR that swept Major II and helped the Los Angeles Guerrillas win a tournament. These extremely quick reactions are appreciated, and it will be interesting to see if they move forward as quickly with another item appearing in our prints.

But then Berlin Control. One of the worst things we’ve had to deal with in ranked play is having only two control maps, and the pros had it even worse, with map bans becoming a coin toss. It doesn’t affect ranked play as much, but it’s nice to have another control map in the rotation. However, Berlin had problems. You were able to capture almost one of the points before the defense got there. It was subtle, but the team has made this one work by changing the spawns. Offense now spawns in the back of trains, with warehouse spawns if pressed, and defense is now right in the back of the lobby. This allows the defense to get to their positions, but not in a way that is unfair to the offense. It largely feels balanced, although A is a fairly easy point for the offense to capture. I like it, the pros seem to like it, and we finally have a more complete pool, though I’d like to see another map or two for Ranked in Season 4.

One thing that may not last in ranked play, however, is trophies, a mid-game addition for Vanguard. If you’ve played Call Of Duty, you know what they are: small field upgrades that suck up and destroy any grenades and most gear thrown at you. What’s most surprising about their inclusion is twofold: the developers said they weren’t “period accurate,” and it’s very late in the cycle of this game. Don’t get me wrong, I like trophies, it just seems pointless in the middle of Vanguard. Since ranked play is so engaging, it can make the map layout of some points in Hardpoint and Control almost impenetrable. We may not have to worry about them for long, presumably the pros already have them GA, but it seems like an approach that won’t pay off much, which could be Vanguard’s motto at the moment. I’ll keep using them until they’re removed, but I forget that I have half the time because I’ve gotten used to playing without them.

While we may be dealing with a slightly lighter season of new maps and modes, the battle pass feels packed with some really fun stuff, with some great blueprints and some sick operator costumes. I already found “Chingon” as a favorite, a skin for the new operator Mateo Hernandez. Beyond that, Sledgehammer has also outdone himself with the Godzilla pack he just released, awesome looking, great STG blueprint with one of the best weapon inspection animations you’ll see, awesome takedown and a one of my favorite featured animations. . The King Kong one looks good too, and the Mecha-Godzilla skin looks amazing. So if there was ever a time to spend your COD points, it’s now.

Unfortunately, it looks like the theme of season 3 will be that we’re waiting for the next big thing. We’re looking forward to a new map, and we’re looking forward to the Operation Monarch event to see Godzilla and King Kong square off in Caldera (coming May 11). We’re also looking forward to the Zombies content, with just a few new challenges and new weapons to use to play this season. Yes, we will finally see a round-based map in Season 4, but it seems a long way off. The good news is that this season won’t last forever, as the battle pass timer started with 56 days left. There will be plenty to enjoy, so we’ll just have to have fun with this little quake while we wait for the big quake.

David Burdette is a TN Gamer/Writer/Content Creator and Senior Editor for Gaming Trend. He loves Playstation, Star Wars, Marvel and many other fandoms. He also plays too much Call Of Duty. You can chat with him on Twitter @SplitEnd89.

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