Heist seemed like it's not quite fully built yet, that they might be using the Beta data to tweak it. The single pickups for heal/ammo were totally getting hoarded by certain people every round. The shock drone needs to be taken out, all the rest of the stuff in Heist requires the player to actively do something, it seeks out a free kill for your team and it costs like nothing. I think scopes for the guns cost more.
They might want to put more clear info on the game goal for Heist. We fell down 3-0 in a match, to come back and win 4-3, because in three straight rounds, the last person or last two people on the other team didn't realize they had to pick up the cash AND get it to the extract.
Had a game where people from the first round that died, T-poses were standing where they were dropped for the rest of the game and everyone was shooting at them before realizing what they were.
After messing around with everything, I went back to just playing Control, I really quite like it. The permanent spawns are more enjoyable than the random spawns and endless circling of Hardpoint/Domination. I also as mentioned above like the clock/life thing.
And dropping from above or suddenly popping out of nowhere right into a bunch of enemies and activating my radioactiveness to destroy everyone is hott. Glad to see the "play of the game" is just like
Overwatch in that someone annihilating everyone on a point, capturing it and finishing off some dudes doesn't get replayed but a guy sniping from ten miles away and getting two kills does. Though the best are the ones for multikills with the Mantis, because it shows the dude just laying down operating the tablet, then cuts to the explosion of the rocket killing people. Also that thing can totally get fucked. It's basically the only instant slaughter weapon available in the beta,
Black Ops III had like fifteen of those stupid scorestreaks to where one team would become invincible. Even that absurd shield didn't seem to be as impossible in action as it could be because dudes would chase so getting them in the back and them freaking out seemed to put a stop to it.
I did manage to get a play of the game from gunning down like two dudes on a point and then sprinting under a window to the wall and turning on the juice to kill a sniper through the wall. But dropping down on a point, murdering like three dudes, then popping my flamethrower to burn up the rest of the team != PLAY OF THE GAME. Instead it was some loser on the losing team sniping from a standstill watching an almost meaningless corner. Just like
Overwatch!
As toku mentioned, and the video above, I definitely can see an outline of what probably happened with this game.
Black Ops III comes out in 2015 with the starting aspects of a "hero shooter" so when
Overwatch comes along in beta at roughly the same time and then takes off in the year after, Treyarch goes further in that direction while dropping back to "boots on the ground" probably partly in relation to the
IW backlash and the fact that
WWII is doing the same thing. (The latter probably also inspired them to take a look at the health system for the first time in a decade.) So they're working on MP and Zombies, maybe working on the outlines of a campaign to toss together during the final year of the cycle with the MP/Zombies assets like usual (or vice versa in the older games), when
PUBG takes off and then
Fortnite does the same. So either they offered to or Activision probably said "you can just go ahead and scrap that campaign if you do Battle Royale." (I assume Heist probably comes from them workshopping how the MP plays with limited and diverse weapons/abilities/no scorestreaks/etc. to be implemented into the BR. You won't be buying them, but finding them or whatever. But the buy menu and single lives allows a quick way to test out engagements with the limitations not in the regular MP.)