Hands-on With The Medal Of Honor: Warfighter Public Beta

The first new feature to be thrown at me is Nationalities. As part of the load out customization, players can choose the nationality of their character, which defines what they’re starting weapon is and what their equipment is. Equipment is nationality specific, so each nation will have some similar items but no two nationalities will be exactly the same. Your character has six classes to choose from: Sniper, Assault, Demolitions, Heavy Gunner, Point Man, and Spec ops. Each class is a load out and you can change the nationality for any individual class. Classes have their own special abilities, support actions (aka streak rewards), and rely on a specific weapon class.

Medal of Honor: Warfighter Medal of Honor: Warfighter

Weapons have complete customization allowing you to change optics, muzzles, barrels, stocks, magazines, and paint jobs. Weapon selection sticks to the character class you are changing the weapon for, so you cannot have a sniper class load out running around with a shotgun. The starting weapon for you class depends on the nationality you choose, but as you play you will unlock other guns in that weapon class to use with your nationality.

Medal of Honor: Warfigher

The reward streaks in Medal of Honor: Warfighter work the same say as the streaks in the last Medal of Honor. Meaning that after you earn a certain number of points, you get to choose between an offensive reward or a support reward. Almost anything you do will earn points towards your next reward. There are four reward levels in MOH: Warfighter, that vary depending on your class, as opposed to the last Medal of Honor’s eight levels that were the same no matter which team or class you used. Rewards can be anything from, mortar strikes, smoke strikes, carpet bombs, turret deployment, transport helicopters that allow your whole team to spawn at a location, or even helicopter support strikes.

Medal of Honor: Warfigher

Medal of Honor: Warfighter demands a more tactical play style than most other shooters. Players who rush and try to run-and-gun will have a higher chance of being cut down early. MOH: Warfighter has made smaller fire teams of two players, and five fire teams per team. If a teammate is taken down by an enemy, his fire team partner will see a red silhouette showing where you’re partner’s killer is standing for a few seconds. As long as you stick close to your fire team partner, a lot of his actions will also generate points for you towards your next reward. Some of the support rewards will only work for you and your fire team, rather than the whole team. If you look at your partner, a prompt shows up to heal and resupply him. Doing so will heal and resupply both of you.

Medal of Honor: Warfighter has implemented a clan system call "Platoons." Platoons can be created and managed from EA’s Battlelog website, allowing people to add members, see platoon and individual member stats, promote and demote members, and also customize their Platoon Badge. Platoons will be given skill ranking based on performance in Platoon Battles. A Platoon can only participate in Platoon Battles if a Platoon has five or more members. The Party System for Medal of Honor: Warfighter will allow you to invite a full team of ten people and manage which fire team players will be in, allowing for perfect partner matches.

MOH: Warfighter Multiplayer Beta, currently only has one game mode, Hotspot. Hotspot is an attack and defend game mode with five objectives on a map. All five objectives are shown to the attacking team, while the defending team is shown the important objective, allowing the defending team to set up a defense. After a couple seconds the important objective will be marked for the attacking team. While the defending team is setting up their defense the attacking team can fan out and try to get close to any of the five objectives. If they are able to secure it before the objective goes live, they will have an easier time of destroying it. Once the objective is live, the attacking team has five minutes to destroy it. After the objective is either destroyed or protected for the five minutes, the next objective is marked for the defending team and the attacking team has the other four points painted on their HUD allowing them to try and secure it before the objective is live. A team must protect or destroy three of the five objectives in order to win.