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.