Call of Duty Warzone Season 5 is ending on October 5/6. Season 6 will start on the same day or the day after. We don’t know what day it will be, but it will probably be October 6-8. This is still a month before Call of Duty: Vanguard will be released. There are no details about how or when the game will be integrated into Warzone. Call of Duty: Black Ops Cold War was not incorporated into Warzone until after its release date, so it would not be surprising if Vanguard and any World War Two-themed content did not make it into Warzone until after November 5.
warzone season 6: Mechanics & Rules
Warzone 6 is just like any other Warzone game, with one exception: there are no turns. Players can take their actions in whatever order they want to. The only limitation is the game itself. On their turn, players roll a die and gain the number of action points (AP) they roll. They can spend these to do various actions:
– Move one area
– Attack someone in an adjacent area with a weapon you’re holding
– Pick up and equip a weapon from anywhere on the field
Some particular actions cost more APs, depending on how complicated they are:
– Use a gun for its usual effects instead of attacking someone. In this case, if you want to shoot into another area that is not Adjacent to where you are standing, then it costs 4AP instead of 2AP. This simulates the difficulty of using guns while fighting hand–hands.
We are still working on the exact number of apps granted each turn, but it will be somewhere between 5-8.
Now that players can act in any order they want instead of taking turns, and there are a few other essential rules changes to reflect this:
– If you enter an area where another player is standing, you do not automatically attack them. You must roll for initiative before attacking anyone. When two or more people arrive at the exact location together, they all roll their die and take turns with the highest score going first. The next highest goes second etc.
Everyone has gone once, and if some players went after others, then those later players may choose where they stand as long as it’s somewhere both parties can see.
– If you die, your next turn will come before anyone else’s. This simulates the player dropping out of the fight for a moment to catch their breath and get ready for another round. The sooner you die in the contest, the sooner you’ll get your next turn.
When players die, they gain 1 AP for each enemy still standing (if they were fighting more than one). If they are fighting only one opponent, then they gain 2APs instead. They may use these APs to do whatever they wish once their next turn comes around. These could be simple actions like shooting or running away or other complicated actions such as using items from different players’ inventories without requiring an AP.
You may choose to be grouped with another player or go it alone, but whatever you decide, you can only attack players within your map area. You cannot attack the enemy generator directly, but you can defend it by attacking anyone standing in your territory.
Only a player’s teammates can kill them if they carry more damage, such as baseball bats or knives, etc. This means that if someone wants an item from another player, they must stand in the same area and roll for initiative against them. If one team manages to gather all their opponent’s weapons, they have a massive advantage in dealing out death so early on in the game when there are no respawns.
If a player dies without an enemy around them, they will respawn at the generator the following turn. This means that if there are no enemies in your area and you get killed, you have a higher chance of being able to fight again because you’ll respawn closer to the action instead of having to walk/run back from where you died. The more players on a team, the faster this respawn timer will be, so it’s easier for everyone if they decide not to let their teammates spawn close by.
To keep things fair, when a player dies during their first turn, then they automatically lose. In the other rounds, any time after that, should a player die before they’ve taken their second turn, they have a 50/50 chance of coming back to life in the next round. This is so that people who choose to team up later in a game don’t instantly die and have a more challenging time coming back to life.
The map for this game is divided into two separate areas: The Street and The Yard. Each room has its walls, trees, benches, etc. that provide cover from other players while moving around. Any area not surrounded by fences or another object such as a tree will be considered an open space (e.g., road, grass). Empty spaces can be used to attack and defend your territory, but they leave you vulnerable to enemy fire, and there’s also no cover if you need to hide behind something. It should also be noted that the enemy generator is located in the open space area.
If you are caught in an open space, then it’s best to use the time to get out of there and into a less dangerous zone. It’s better to move back and forth between cover areas than staying in one vicinity for too long. It’s important to note that if you are hit by a weapon while running across one of these open spaces, then you will not lose any APs. This is because you are only losing them if you stop and stand in an open space before getting hit, not while running across it.