Call of Duty Developers Acknowledge Issues with Safeguard and Are Investigating

Over ten years ago, Call of Duty: Black Ops III introduced a fresh multiplayer mode called Safeguard. In this team-based experience, players either push or defend a walking robot while the opposing team tries to halt its progress. It was a fantastic addition, but the mode hasn’t been featured in a main title since 2018. So, I was thrilled to see its return in the second season of Black Ops 7. While I have a few concerns, Safeguard remains a blast to play in 2026.

Jumping into Safeguard in the latest season of COD: BLOPS 7 felt like reconnecting with an old friend after a long time apart. One of the standout features of this mode is how it allows the defending team to engage without solely relying on eliminating the other players. Instead, they can focus their fire on the robot, which, if damaged enough, will stop and need to reboot. This mechanic gives less experienced players a chance to contribute without having to chase down top-tier COD pros. It also creates a strategic balance where defenders can become too fixated on the robot, leaving themselves vulnerable to flanking attackers. Conversely, if they concentrate too much on the attackers, the robot can easily reach the checkpoint, leading to a swift defeat.

In this iteration, the robot you’re defending resembles a four-legged mechanical dog, akin to something from Boston Dynamics. Previously, the bots were humanoid, which was fine, but I find guarding a robo dog much more appealing. However, it felt like this new robot dog was moving faster than its predecessors in Safeguard. After speaking with the developers, they clarified that the bot’s speed is consistent with earlier versions of the mode.

A representative from Treyarch explained that the tighter map layouts, improved pathing, and new animations can create the illusion of increased speed, even though the actual movement speed hasn’t changed significantly. They are also analyzing data to determine if the bot should be slowed down a bit.

Another concern with the current version of Safeguard in Black Ops 7 is the potential for a team to win but still lose the match. The mode revolves around how quickly a team can get the robot to the checkpoint. Each team gets a turn, and if the first team completes it in, say, two minutes, the second team must do it in less time to win. If they take two minutes and three seconds, they lose, even if they successfully reach the checkpoint. This can feel frustrating, and Treyarch is aware of this issue.

“We’re exploring options to end the second round early if the attacking team hasn’t advanced the robot sufficiently in time,” Treyarch stated. “We’re also working on broader UI improvements to make the rules and win conditions clearer and more intuitive for all players.” They are even considering reintroducing overtime, which is currently absent from Safeguard.

Aside from these concerns and a quirky bug that allowed players to knock out the bot with a combat axe (which has since been fixed), I’ve genuinely enjoyed diving back into Safeguard. It showcases how Call of Duty’s gunplay can shine in modes that go beyond simple player elimination.

I really hope this mode sticks around beyond season two and, like Kill Confirmed and other fan favorites, makes a comeback in future Call of Duty titles. You don’t even need a robot for this mode to work. If the next Call of Duty takes us back to World War II or a different era, a jeep could easily fill the role. That would still let me enjoy this mode with friends, even those who aren’t the best at FPS games.

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