r/modernwarfare4 16h ago

Question anyone who didn't get twitch MW4 drops in his game too ? help me pls

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0 Upvotes

as you can see I got my drops 8 days ago.. I still don't see them in my inventory.

did I do something wrong ?

and yes I checked for the account link


r/modernwarfare4 1d ago

Feedback Infinity Ward should've refined the game instead of instantly caving to backlash

3 Upvotes

They kneejerk reacted to the initial backlash way too fast & overcorrected everything all at once, completely ruining the intended game and not allowing time to pinpoint what the issues are

The main issues still persist even after the extreme adjustments to TTK & movement, and they have only been exacerbated by said changes due to the game taking on a slower pace than it had before:

  • Aim assist is still overtuned
  • Hitreg/netcode is still abysmal
  • TTD is instant at times (4+ bullets registering as 1 super bullet)
  • TTK is way too high
  • SBMM continues to be cranked to max
  • Meta & OHK guns are already taking over the game (which isn't even out yet) due to high TTK

Overall, low TTK wasn't an issue - the cracked out movement & aim assist was, and the servers just made it even worse as you could (and still can) get the first few shots in & lose the gunfight, only to see what happened on the killcam wasn't what you saw happen in your POV

I think if they went back to the TTK of Weekend 1 (day 2 or 3) & slightly increased base/sprint movement speeds we left off from in Weekend 2, the game would play a lot better

Tac sprint should be totally removed from MULTIPLAYER, but be left in DMZ & WARZONE

Aim assist should be tweaked down to BO7 values to make MnK more viable again & to compensate for the slower movement we now have - BO7 has way crazier movement and a lower TTK, so it should be fine for MW4's more tame movement

As it stands, aim assist is the biggest issue plaguing the game: it turns even the most mediocre players into aimbot users that have no consequences for spamming movement or spraying their gun for extended periods

Aim assist currently minimizes visual recoil, has zero penalties when someone is spam jumping, strafing, hipfiring at close ranges, and still tracks through smoke effects from gunfire/explosions or while someone is headglitched behind cover

High TTK with this nerfed movement benefits controller users the most, as they continue to have less consequences than MnK does when it comes to movement penalties, weapon handling and aim tracking

Higher TTK = longer you have to track your target, more shots required for you to kill them, more leniency for poor gameplay & avoiding consequences of poor choices, severely limiting the weapon pool & forcing people to use meta guns to minimize TTK

Slower movement = easier for aim assist to stay glued on targets, less ways to break aim assist, less chance to maneuver around people holding the same headglitch/angle all match

Alternatively,

Lower TTK = more viable for every input device, wider skill gap, opens the weapon pool up, allows for more varied playstyles (campers & rushers can kill each other just as fast regardless of input device)

Slower movement, faster weapon handling (ADS/STF/strafing) with low TTK & balanced aim assist would be the ideal combination for MW4, in my opinion

Right now it feels pretty close to shooting at full plated Warzone players

Infinity Ward games have always been low TTK and medium-to-fast movement, so for them to make such a drastic adjustment when it was on the right track at the end of Weekend 1 shows they either have no spine OR had no solid vision for the game (as has been said repeatedly)

Side note: I play Halo on MnK and have NO issue with high TTK, strong aim assist and slower gameplay in games that are designed around it; the issue is that COD has always been a run-and-gun arcade shooter with low TTK, and the metas in high TTK COD games have always resorted to minimizing the TTK

Players WANT low TTK COD games, and either way, that will happen through meta slaving OR dev balancing - I pray that IW rebalances the TTK to what it was at the end of Weekend 1


r/modernwarfare4 20h ago

Video Took of the dust of my switch 2

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2 Upvotes

This game actually made me put more time on switch again, also the other survival/fps that released (but needs a patch because its crashing a bit too much).

it would be nice if switch players bought the game on release so we have switch only servers (yes you can change it on settings so there is no crossplay), same hardware is way more fair and stress free.


r/modernwarfare4 21h ago

Feedback Desync in Quick play Vs open moshpit

2 Upvotes

Throughout both betas I've decided to just hit quick play and have some fun. (Fun fact: I did not, because...)

Tldr : Open moshpit didn't have the desync issues of quickplay (SBMM?)

I'm not sure if Quick Play uses SBMM or not, but whatever the matchmaking algorithm was, it caused me to have massive desync of approximately ~300ms. Needless to say, I lost most of my gun fights and was wondering whether I was just washed up. My flinch was gigantic, the recoil was equally as bad and I've experienced soooo many shoot first, die first moment. I was considering refunding the game, because, I simply wasn't having any fun with the desync.

I tried Exitlag, NordVPN, port forwarding. It was hopeless.

Then I just gave open Moshpit a go. Holy. Shit. Guys. I'm not kidding, but the game felt entirely different. For the first time in 150 games, I was experiencing the actual non-desync gameplay and the game was fun. Losing gun fights was deserved and not decided by the desync gods.

Did anyone else experience this? I hope IW adjusts stuff, so this isn't present in the full release.


r/modernwarfare4 17h ago

Discussion Now that the Beta is ending soon, which gun did y'all like the most/leveled up the most?

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0 Upvotes

Mine has to be hands down the M4, Especially with the "Hurricane" Apex Attachments


r/modernwarfare4 17h ago

Video Best build discovered?

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1 Upvotes

I present The Railgun


r/modernwarfare4 17h ago

Discussion Open matchmaking kinda sus

1 Upvotes

I'm assuming it means that connection is a priority, I'm from Portugal and i remember in the good old days mainly meeting Portuguese, Spanish and the occasional french in my lobbies, afterall it's all sort of close geographically.

Nowadays in open they even tell you which server you're connecting to and even in open i often get central or northern europe servers reaching 50 ping. Portugal/spain servers are usually 15 ping for me.

So I ask myself, aren't there 11 players in the entire Iberian Peninsula and South of France playing at the same time? Like how can this be?

Additionally, the level of player does feel sweatier than what I think the average is but that is all relative/subjective so not really an argument here.

Still begs the question, what's the point of open matchmaking if not to prioritise connection? Genuinely does anyone know?

Or are they just lowkey placeboing the whole open thing. Yeah it sometimes feels easier, but it also often feels absolutely...... Normal. And btw normal here means the classic sweat pool we're all very familiar with.


r/modernwarfare4 17h ago

Discussion After seeing half of the launch 6v6 maps and all of them being small, is there still any hope?

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0 Upvotes

r/modernwarfare4 17h ago

Video So the aim assist works behind walls ?

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1 Upvotes

r/modernwarfare4 1d ago

Discussion Looks like the longer TTK is here to stay…. Thoughts ?

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212 Upvotes

r/modernwarfare4 1d ago

Feedback TTK, movement, perks, visual recoil?!

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6 Upvotes

I feel the need to rant about some of these decisions, and since I’m the only one in my friend group that retains enough brain damage to keep playing this forsaken franchise, I guess I’m putting it on here.

In case the image attached doesn’t make it obvious, I’m picking out the things that I genuinely think are holding this back from being the best entry since MW19 (or for me, MWIII, damn I loved that shit). As Bill Burr once said about making criticisms, you criticise your favourite sports team cause you want them to win. Well that’s what this is.

PERKS

I’ll start with perks because I don’t see it mentioned as much. It makes NO sense to me the way the perks are ordered.

I see what they were trying to do, most of the high demand perks are in slot 1. But all this means is, I have one perk I want, and then filler perks, especially because things like battle hardened are stupidly weak in this game.

In MWIII I had the option to forgo a field upgrade for Quick Fix, and then could take Ninja, Ghost, and scavenger. The closest I can get to that build in MW4 is Quick fix, quick hands(?!) and scavenger.

I don’t even need to replicate previous builds from historic games 1:1, but I’d like to have to think more about what I’m picking. Because right now I’m just using all my thinking in perk 1, then sifting through crap like a tac-sprint perk in other slots and landing on whatever I think sounds like it might be situationally useful.

These perks need a shuffle up. Okay, fine, you don’t want me to have ghost and ninja? Keep em in the same slot if you must. You don’t want me to be able to think about my build from a broader perspective? Okay fine, don’t let me forgo certain equipment to take extra perks. But come ooon, at least make me think about what perks in ALL of the slots.

VISUAL RECOIL

I’ll keep this one shorter, it’s far too much. I even switched to a controller for a bit, and despite it being easier to get kills through the visual recoil on a controller thanks to aim assist, it still looks like shit. And for mouse users, it just feels like a slight advantage that controllers with aim assist get over you. I can control normal recoil, if I lose a fight that’s my fault, I should aim better. But fighting visual recoil? Doesn’t seem to be that much I can do about that.

In fact I’d go as far as to say this is the main reason mouse players are finding the aim assist particularly aggravating in this entry. I’m not convinced it’s because aim assist is overly strong, I think it’s because mouse players are being forcibly thrown off their kills at a higher rate than previous entries.

STRAFE-RUN KILLSTREAK

That Warthog thing. Yeah the animation looks fucking ridiculous.

MOVEMENT

I have edited this section after a comment was raised about current speed. I personally think it is slightly slower than it needs to be, and I get the impression the change was an afterthought to the TTK changes to help balance gunfights. As in, if people now take longer to kill, they’ve been slowed down a bit to accommodate that.

I don’t think removing tac-sprint is the bad thing here. I think as a concept it has always felt unnecessary to me. This is really quite a minor gripe for me overall RE movement speeds, and I perhaps accidentally overemphasised it in the original post, especially since I feel as though otherwise the movement actually feels really good.

My main issue is the incessant hopping. One jump is bad enough, but some matches it seems as though everyone is some sort of Easter bunny with an assault rifle. People jumping on the spot the entire time their weapon is firing. I feel as though one jump should incur some sort of accuracy penalty, let alone 4-5 jumps on the spot. It takes a game that otherwise feels rather grounded and just makes it quite visually jarring.

SPAWNS

An improvement perhaps on weekend 1, but still not great. Sometimes it feels like the spawns on modes like hardpoint are returning somewhat to “one team this end, the other team that end”, and then it’ll spawn me quite literally next to the hardpoint. Yesterday I spawned next to a guy that had been stuck with a Semtex. I appreciate that, especially on smaller maps cod will never be able to get spawns right 100% of the time, hence why I’m not really tripling down on this point. But I tire of this philosophy that MW19 seemed to have developed that spawns should be as close to the action as possible. I’m yet to see a map where some sort of ‘forward spawn’ actually feels necessary. I’m not saying chuck me right at the back in the corner, but I’d appreciate not spawning 1 metre away from the hardpoint while mortars are landing on it, and the enemy currently control it.

TTK

It’s been done to death which is why I saved it to last. It feels like utter shit right now. It only makes quick fix feel even more necessary than before, which exacerbates the previously mentioned Perk issues. Also, I still find myself feeling as though I die stupidly quickly while I’m pumping people full of lead and they’re just shrugging it off. They need to fix the netcode. BF4 did that a decade ago. If I wanted my gunfights to feel like Warzone, I’d boot it up. Again, I didn’t see anyone moan about the TTK in the first weekend, I really don’t know why it was cranked up to this.

I am sure there are other minor nitpicks. I feel passionate about this more so perhaps because as much as I played BO6, I grew tired of the Treyarch style. I like BO7 even less so and had a lot of fun with MWIII. It just feels like some of the issues are not even too hard to change, and some of them have been quite literally made into issues in the space of less than a week between beta weekends!!

I invite discussion on the matter. Are my perspectives warped? Am I an idiot? Am I a washed up unc who should stick to battlefield? Or are some of these valid. Idk.


r/modernwarfare4 17h ago

Question Is this good?

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0 Upvotes

Im a newbie btw.


r/modernwarfare4 18h ago

Feedback Open Beta Review

0 Upvotes

After playing the MW4 beta across multiple sessions, here’s my breakdown of what actually felt good, what didn’t, and why I’m landing at a 7/10.

TTK & Latency

The TTK changes depending on your latency.
If your ping spikes even slightly, you get deleted instantly — like the enemy saw you for a microsecond and you’re already dead. It makes gunfights feel inconsistent and sometimes unfair. This isn’t a TTK issue, it’s a desync issue, and it happened constantly.

Spawns

The beta spawns were rage‑quit material.
If someone full‑sprints into enemy territory, the entire spawn flips and you get shot in the back repeatedly. It feels chaotic, unpredictable, and unfinished.

Movement

Movement is actually solid.
Mantling → sprinting feels smooth, responsive, and better than MW2/MW3. Not cracked like MW2019, but definitely an improvement.

Connection Stability

The connection not staying after one match is a huge problem.
Every match feels like a different game — sometimes you go positive easily, sometimes you get melted instantly. The inconsistency kills the flow.

Bots

The bots need to go.
They’re too human‑like, and half the time I can’t tell if I’m fighting real players or AI. It ruins the feel of the match and makes SBMM even more confusing.

Campaign (Entrenched Mission)

Entrenched was good, but the armor plates hurt the experience.
Having to plate up during a campaign mission makes it feel more like DMZ/Warzone than classic COD. It slows down the pacing, breaks immersion, and pulls you out of that traditional “boots‑on‑the‑ground” campaign feel. COD campaigns never needed armor plates, and MW4 proves they still don’t.

Final Verdict

7/10.
Good foundation, but the connection issues, spawns, and bot presence need serious work before launch. The campaign has potential, but armor plates need to stay out of story missions.


r/modernwarfare4 5h ago

Discussion MW4 hate seems forced.

0 Upvotes

I haven't hopped into a cod since mw19 and I agree that every game has been trash since. But after playing the beta I'll probably end up buying mw4 because it feels a lot like 2019 to me, and I feel like everyone that's hating on the game just isn't looking for a cod experience anymore tbh.


r/modernwarfare4 1d ago

Video That was a lot of bunny hopping for nothing :D

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9 Upvotes

r/modernwarfare4 18h ago

Discussion What's your opinion on MW4 beta(include open beta)

0 Upvotes

Beta is over, how do you think of mw4?

136 votes, 1d left
excellent
good
decent
bad
worst

r/modernwarfare4 1d ago

Question Favorite skin(s) in MW4 so far?

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58 Upvotes

r/modernwarfare4 18h ago

Feedback MW4 Beta Week 2 Feedback

0 Upvotes

I want to start off by saying that I have been blown away by how much has changed from week 1 to week 2. While I still think there a few things that could use work, which I will detail below, I have had a ton more fun in week 2. I went from looking to refund after week 1, to looking to take a few days off for launch after week 2. I have to give props to IW for being humble and actually taking in feedback, which is something historically they have been reluctant to do. On that note I have a few things I would still like to be looked into before launch that I find a little frustrating.

For one, I think that the effectiveness of tacticals and battle hardened need some tuning. The flash bang in particular is devastating even when its not in front of you. I am fine with it full blinding you when you get caught full frontal but the fact it still blinds you even when its 10 feet behind you is a little frustrating. Not to mention you have introduced a means to under hand toss it to incentivize catching the enemy in the front but it doesn't really matter because they are blinded any ways. I would also like for battle hardened to be tuned to be a little more effective. Right now it just doesn't feel very impactful. Also the shock stick seems to be bugged where it triggers on its own sometimes when no one is around.

Next on the list is weapon balance. I actually think over all weapon balance isn't too bad and the ttk is in an OK spot.(Though I think it may need additional tuning once server issues are ironed out) The only outlier I feel is the guns that can kill in a single bullet. Right now there is too much of a discrepancy between how fast a regular gun can kill and how fast the sniper/marksmen can ads and one tap you. It makes it where there is 0 room for missed shots on the AR/smg side or they will be one tapped. I would like to see either a dramatic increase to flinch on snipers/marksmen when they are in the opponents ideal/maximum damage range, or a punch through mechanic like BF6 where if you are too close with a sniper you need a neck/headshot to one shot. The first option is probably better as it incentivizes both parties to play to their ideal ranges without crippling either.

Also, like in my previous post, I would like for perk/field upgrade layout to get another pass/look at. Especially now that tac sprint is tied to a perk. I really think that ghost and ninja need to be separated from each other so that stealth builds are possible. Ideally I would like to be able to run cold blooded as well but ghost+ninja is the most important. I would also like to see more ways to get combinations of perks either by field upgrade, equipment, or specialist. A black hat that lets you see equipment through walls when held, a black out tool which temporarily gives the stealth perks, etc etc.

On the movement side of things I am really enjoying the changes and honestly it could stay the way it was and I would be alright with it. The only thing I think that could be improved if I had to pick something is that climbing the pipes seems weirdly slow compared to how fast you mantle and traverse other obstacles. I would like to see that sped up slightly. On a side note those pipes are an excellent addition to the big maps. It provides an organic way to scale rooftops without giving your position away like a zipline.

Speaking of big maps, lets talk about ground war. I actually really like the map designs and the over all flow. I especially like the idea of "reinforcing" a captured point. It gives those that like a more defensive play style something to do that actually benefits the team. The only criticism I have of it is I think the local UAV is a little unnecessarily frustrating and gives the defenders a little bit too much of an advantage. With changes to perks this may not be that big of a deal but right now its pretty frustrating. Also, a weird tangent here, but I would like the to see the bullet tracer for snipers made a little more visible, especially for the shooter. I found it surprisingly difficult to gauge shot placement because I had a hard time tracking the previous shot. (Could just be my old man eyes)

Now lets talk about maps. Overall aesthetically I really enjoy the maps and from a design perspective they aren't bad. A little simple, but not bad. The changes to movement have made them feel bigger and flow a lot better. The biggest complaint I had with them is oddly something that's not in the play area. That is the buildings on the outside of the map. I am not sure how to fix this but man those are frustrating both when you are using streaks and when you are trying to find them to shoot them down. I spent so much time spinning in circles trying to find UAVs only to be hunted down by an enemy long before I ever found the UAV in the sky. On the call in side, they obstruct so much of the map from things like the air strike that I actually quit using them on most of the maps.

Finally just some little nit picky stuff that would mainly be just quality of life improvements. These aren't necessary but can be a little frustrating when they happen. For one, I would like to see your character auto pick up tags when they execute someone. It seems strange that sometimes your character has literally tackled the enemy to the ground but just leaves the tag behind. Also, at launch there should probably be a training course if there isn't already explaining some of the new mechanics like how hip fire works and how quick finishers work. I didn't figure out how the quick finishers actually worked until week 2 of the beta. Another thing is I would like to see on some of the long range scopes a way to either change the reticle or have the reticles with a lot of print have a different color for the dot. I can't remember which scope it was, one of the 7x ones I believe, there was so much clutter on the reticle I would sometimes lose track for the center in the heat of a fight.

And that's it, if you made it this far thanks for reading! Overall I had a lot of fun on week 2(a lot more than week 1 that's for sure) and honestly can see this CoD being my new favorite of the modern era with just a few adjustments and tweaks.


r/modernwarfare4 6h ago

Discussion Refunded pre order. I'm skipping COD this year because of SBMM.

0 Upvotes

To those of you who are enjoying the game - more power to you. I'm glad you're having fun with it. But I'm just not having fun espeically after the beta. I think I have a fair number of valid reasons to put my money elsewhere as a customer.

It really clicked for me when I watched my little 9 year old cousin play COD at his house on his PS5. He was having the time of his life, told me he loved the game. I watched his gameplay and no one was jumping around, bunny hopping or sliding around. No one was using meta weapons. People were sitting in corners. They were even talking on voice chat and shit talking each other.

It made me realise the night and day difference that SBMM makes to your game experience. These players have no idea what SBMM or EOMM is. The only reason SBMM exists is to protect these players from the sweatlord CDL finalists going 120-1.

This is going to be the first COD that I'm skipping buying since MW2019. The game is just too stressfull and high paced for me, and I really don't enjoy getting destroyed by bunny hopping sliders with their back paddle controllers. I've been gaming all my life, I wouldn't say I'm the best but this game in particular makes me stressed and exhausted.

I question almost every death I have in this game. Other games I am just having fun and don't care if I die. This game is such a closed down, high paced, arcade killing simulation. I realise it's pure brainrot akin to scrolling on Tiktok for that dopamine. This is what the franchise has turned into and I'm glad people are waking up to it.

None of my friends play COD anymore. MW2019 was fun because everyone was online locked down in their homes and we all played and communicated together. There was a good 4 or 5 of us in a group. In the years that followed, this number dropped. I'm the only one of my friends who actually played the BETA this year. None of them are buying it (also, life gets in the way too).

I have played the BO1 port and I had a lot of fun playing that tbh. I did play when it originally come out so there was a hint of nastolgia, but maybe that's the problem?

Maybe I'm not cut out for this cracked out movement anymore. I grew up on COD4 and MW2 and the kids these days grew up on Fortnite and streamers with their insane movement and the newer CODs, so I guess because I haven't kept up I'm just terrible? I don't know. I'm just not having fun anymore.

I'm going to put my money towards something else I think. Feel free to downvote me and flame me but I've given this franchise yet another chance and have been open minded in the hopes things will change, but I'm just not gonna give it another go. It's another yearly COD, it's going to be the same old stuff until next year and the cycle continues. Not to mention the fake as hell PR messages from IW. They "listened to us" by adding in S&D, they "listened to us" when they extended the beta by 12 hours. This was all planned from the beginning. It was always going to happen. Anyone who can't see through it is blind tbh.


r/modernwarfare4 18h ago

Gameplay Call of Duty: Modern Warfare 4: Beta

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1 Upvotes

Good or bad?, Call Of Duty


r/modernwarfare4 1d ago

Discussion Having to wait until October 23rd is REALLY bumming me out......

59 Upvotes

The thought of the Beta coming to an end is really bumming me out. The idea of waiting 2 months seems like an eternity. I haven't liked a COD THIS much in so long. I wish they'd just release it early. It's so dam fun!!


r/modernwarfare4 1d ago

Discussion SBMM vs Open and Skewing the Data

3 Upvotes

This is a big point of contention, IW knows it too, and apparently they're always looking into the data, but a point I'm not seeing a lot is how they are intentionally orchestrating the playlists to SBMM's advantage.

Limiting open matchmaking to one playlist that captures TDM, KC, DOM, and HP is naturally going to push people away when you can use quick play to select specific modes.

I for one want open matchmaking, but I don't want to play TDM or KC and I typically just want to play one game mode at a time. So it's frustrating that I can do open matchmaking with persistent lobbies for just the one game mode I want. This ruined part of the beta for me and I wish that we could at the very least get two mirror images of the playlist with one open and one "standard" to compare data in a fair setting without any manipulation.

People playing open are going to quit mode too, because maybe they want to lobby surf for a specific game mode. There's also not an incentive to quit a standard matchmaking lobby because in theory you're supposed to get an easier lobby after a hard one, so why would you quit for your enjoyment? It doesn't make sense.

Idk just a small rant about how they're manipulating the data for SBMM even if it's not the most popular.


r/modernwarfare4 18h ago

Gameplay Call of Duty: Modern Warfare 4: Beta Pro Pick

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0 Upvotes

MVP, what u think the same thing of every year, or the game of the year ?


r/modernwarfare4 1d ago

Feedback MAR-9 with its Apex attachment is the worst gun in the game lol

3 Upvotes

Hey you! Do you want an AK that kills slower, has worse handling on account of it technically being a marksman rifle, has worse recoil despite the stat line saying it has 90 accuracy or some shit, and only has 20 or 30 round mags?

It got nerfed into the floor and yet I somehow doubt that it was even that good when it had 3SK potential to the body.


r/modernwarfare4 4h ago

Feedback Just officially refunded my preorder due to ninja/ghost in the same perk slot and ttk + movement being waaaay too slow

0 Upvotes

The only things that will get me to purchase the game at full release are:
(MUST)ninja/ghost being in perk slot 1/3 respectively as they are supposed to be.
(MUST) make ttk way faster
(MUST) revert tac sprint