Preseason Updates
Launch Patch Notes
GLOBAL
UI
- Challenges
- Addressed multiple issues where an overlapping UI element would obscure Calling Card challenge information.
- Progression
- Addressed an issue where players could be returned to the Main Menu when attempting to enter Prestige from the Progression Overview menu.
MULTIPLAYER
UI
- Addressed an issue that used a placeholder for unlocking Stamin-Up in the After-Action Report.
ZOMBIES
Stability
- Crafting Table
- Addressed a crash that could occur when interacting with the Crafting Table.
- UI
- Addressed an issue where the HUD would refresh when a Perk-a-Cola was purchased from Der Wunderfizz.
CO-OP CAMPAIGN / ENDGAME
Disconnect Protection
We’re thrilled with the response to Endgame so far and have enjoyed watching new players deploy to Avalon to explore, complete quests, and begin the journey toward the Genesis Mastery Camo. We’ve also seen the feedback: disconnect / crash protections are needed to help protect your Combat Rating.
So, now when you deploy to Avalon, we'll snapshot your Combat Rating at the start of the match. Earn progress and extract to grow your Combat Rating; fall in combat or fail to escape, and you'll lose it all. However, in the event that a disconnect does occur, you'll now begin your next match at the Combat Rating that you entered your previous match in to continue back on your path of reaching CR 60.
We’re exploring additional and more robust forms of disconnect protection and will look to share more in the future. Until then, keep growing your Combat Rating and get ready for World Events coming in Season 01.
- A new Disconnect Protection mechanic has been added to Endgame.
- Players who deploy to Avalon in Endgame will have their initial Combat Rating snapshotted at the start of the match. Players who disconnect will be able to start their next match at that previous Combat Rating.
GLOBAL
UI
- Weapon Prestige prompt now specifies that the player must hold the button to Prestige a weapon.
MULTIPLAYER
Challenges
- Increased the grace period to earn “Low Blow” and “Dive Shot” Medals after sliding or diving.
UI
- Scorestreaks
- Addressed an issue where Overclocks on the Legion Scorestreak were listed out of order.
Stability
- Various crash and stability updates.
ZOMBIES
Challenges
- Addressed an issue where using Sticky Grenades wouldn’t count for the Daily Challenge of “Kill 25 Zombies with Equipment”.
- Removed the “Eliminate 5 Special Zombies” Daily Challenge.
Dead Ops Arcade 4
- Addressed an issue where players could unintentionally earn an Achievement by saving and quitting during the Papaback Boss Fight.
Stability
- Various crash and stability updates.
CO-OP / ENDGAME
Campaign
- The Kinetic Jump tutorial section in the Exposure mission now has no ability cooldown.
UI
- Challenges
- Addressed an issue where the EAM XL Reflex would display incorrect text when unlocking the Blue Bullseye Reticle.
- Loadouts / Weapons
- Addressed an issue that resulted in an error when players would pick up a customized version of the same type of weapon.
- Addressed an issue in the Gunsmith where total Mags would be displayed incorrectly.
- Addressed an issue where some Weapon Camo unlocks would not display properly in the After-Action Report.
Stability
- Various crash and stability updates.
GLOBAL
Aim Assist
We intentionally took a big swing with our Aim Assist changes between Beta and Launch. Now that we've had time to collect data and player feedback, we're making a slight adjustment as we do with all aspects of gameplay over time to hit our targets and address the wide range of feedback.
Black Ops 7 launched with a new right-stick aiming requirement for achieving maximum Rotational Aim Assist strength. When the right-stick isn’t used, or isn’t tracking a target effectively, players now experience a minimum Rotational Aim Assist strength. At launch, the minimum Rotational Aim Assist was a 35% reduction from the Beta. Our goal for this new mechanic and our other Aim Assist range changes is to provide the most competitive experience for all players and inputs. This slightly overshot our balance target, so we’re making a small tuning adjustment to the minimum Rotational Aim Assist.
Aim Assist is one of the most integral components of gameplay feel, so it’s crucial for us to settle on tuning that both feels great to play with and hits our balance goals. As always, we'll continue to closely examine game data and player feedback.
- Minimum Rotational Aim Assist penalty reduced from 35% to 25%.
Weapons
We are pushing an early round of weapon tuning that aims at addressing some of the common pieces of feedback we have been seeing at launch. The main area of feedback has been SMG balance, particularly in relation to Assault Rifles. Most of our changes today aim to reduce the versatility of our highest performing ARs, and improve the mid-range performance of SMGs. You can find more details below. Aside from the SMGs, we have a handful of other individual weapon and prestige attachment adjustments. In general we really like the class variety we have been seeing so far.
This is just the beginning for weapon tuning in the opening weeks of Black Ops 7. We’ll be continuing to dial things in across weapons, prestige attachments, and the general attachment portfolio as we roll into our first season.
Assault Rifles
Weapon Class Adjustment
- Received Flinch increased from .15N to .18N.
Assault Rifle Adjustments
M15 MOD 0
Assault Rifles are receiving a small flinch nerf so that they flinch harder than SMGs. This is not a huge adjustment, as we also don’t want to introduce lucky headshots into our full-auto gunfights. This flinch increase is small enough that it may affect players aiming for headshots and not well centered, but still not force most torso shots into headshots unintentionally.
M15 MOD 0 Damage Adjustments
Maximum Damage Range
— Damage —
22
— Range —
0 - 27.9m
— Damage —
21 ⇩
— Range —
0 - 38.1m ⇧
Medium Damage Range
— Damage —
21
— Range —
28m - 46.4m
— Damage —
19 ⇩
— Range —
38.2m - 46.4m
Minimum Damage Range
— Damage —
18
— Range —
>46.4m
— Damage —
17 ⇩
— Range —
>46.4m
Additional Updates
- Sprint to Fire time increased from 190ms to 210ms.
- Tactical Sprint to Fire time increased from 300ms to 320ms.
- Movement Speed reduced from 4.9m/s to 4.7m/s.
- Crouch Movement Speed reduced from 2.8m/s to 2.6m/s.
- Sprinting Movement Speed reduced from 7.0m/s to 6.9m/s.
- ADS Movement Speed reduced from 3.2m/s to 3m/s.
- Increased first shot recoil.
- Slightly increased View Kick strength.
AK-27
The AK-27 was another AR that was more versatile than we’d like. Our intent for this one is to have a quicker TTK for the class, but with the tradeoff of high horizontal recoil as well as slower handling and mobility for an Assault Rifle. We’re pushing the handling and mobility penalties further, and introducing a bit more initial vertical recoil before it clamps (which is a unique characteristic of this weapon that we want to keep). The damage and range adjustments reduce some of the mid-range headshot potential, and then introduce additional damage falloff at long range so that the AK-27 is weaker against Marksman Rifles, LMGs, and Snipers at a distance.
AK-27 Damage Adjustments
Maximum Damage Range
— Damage —
26
— Range —
0 - 21m
— Damage —
26
— Range —
0 - 21m
Medium Damage Range
— Damage —
24
— Range —
21.1 - 40.6m
— Damage —
22 ⇩
— Range —
21.1 - 50.8m ⇧
Minimum Damage Range
— Damage —
22
— Range —
>40.6m
— Damage —
18 ⇩
— Range —
>50.8m
Additional Adjustments
- Sprint to Fire time increased from 230ms to 250ms.
- Tactical Sprint to Fire time increased from 340ms to 360ms.
- Slide to Fire time increased from 430ms to 450ms.
- Movement Speed reduced from 4.6m/s to 4.5m/s.
- Crouch Movement Speed reduced from 2.6m/s to 2.5m/s.
- ADS Movement Speed reduced from 3.0m/s to 2.9m/s.
- Increased first shot recoil.
- Slightly increased maximum Vertical Recoil climb.
MXR-17
Additional Adjustmets
- Slide to Fire time increased from 420ms to 430ms.
- ADS Movement Speed reduced from 3.1m/s to 3.0m/s.
X9 Maverick
The X9 Maverick has been a very strong AR in the opening days of Black Ops 7. We’re very happy to have a burst weapon in the mix, so the changes here are fairly light. We are adjusting the max damage and body multipliers so that hitting at least one shot to the head, neck, upper torso, or upper arms is required for the one-burst at shorter ranges. We are also dropping the handling from above average for the class to about average, since the weapon has quite a bit of power and versatility.
X9 Maverick Damage Adjustments
Maximum Damage Range
— Damage —
34
— Range —
0 - 16.51m
— Damage —
33 ⇩
— Range —
0 - 16.51m
Medium Damage Range 1
— Damage —
31
— Range —
16.52 - 28.6m
— Damage —
31
— Range —
16.52 - 28.6m
Medium Damage Range 2
— Damage —
29
— Range —
28.7 - 42.5m
— Damage —
29
— Range —
28.7 - 42.5m
Minimum Damage Range
— Damage —
22
— Range —
>42.5m
— Damage —
22
— Range —
>42.5m
Additional Adjustments
- Neck, Upper Torso, and Upper Arms now have a 1.05x multiplier (was 1x).
- Sprint to Fire time increased from 180ms to 200ms.
- Tactical Sprint to Fire time increased from 290ms to 310ms.
- Slide to Fire time increased from 390ms to 420ms.
- ADS Movement Speed reduced from 3.2m/s to 3.1m/s.
DS20 Mirage
Additional Adjustments
- Sprint to Fire time increased from 210ms to 220ms.
- Tactical Sprint to Fire time increased from 320ms to 330ms.
- ADS Movement Speed reduced from 3.1m/s to 3.0m/s.
SMGs
SMGs are receiving a similar list of buffs across the board. Baseline, they are all receiving an improvement to their final damage range to add a handful of meters to some of their mid-range power. In addition, multiple attachments are receiving substantial improvements to their damage range traits. Our goal here is to help SMGs to contend with ARs more effectively out into medium ranges, but also require some build investment to do so especially well. We still want players to make some choices between creating ultra-fast SMG builds and those that have higher range capabilities, but Gunfighter shouldn’t feel like a requirement.
Similarly, the Rear Grip attachments that improve recoil are seeing a buff. There’s a tough handling tradeoff when taking recoil in that node, so we felt there was room to push these further. A few of the SMGs are receiving additional, baseline improvements to recoil as well.
Overall, we think this will give SMGs a more solid footing in Black Ops 7. We’ll continue to fine tune to make sure both SMGs and ARs have a role to play across our map portfolio.
Weapon Class Adjustment
- Received Flinch reduced from 0.17N to 0.12N.
Submachine Gun Adjustments
Ryden 45K
Ryden 45K Damage Adjustments
Maximum Damage Range
— Damage —
22
— Range —
0 - 10.4m
— Damage —
22
— Range —
0 - 10.4m
Medium Damage Range 1
— Damage —
21
— Range —
10.5 - 17m
— Damage —
21
— Range —
10.5 - 17m
Medium Damage Range 2
— Damage —
15
— Range —
17.1 - 29.2m
— Damage —
15
— Range —
17.1 - 34.3m ⇧
Minimum Damage Range
— Damage —
13
— Range —
>29.2m
— Damage —
13
— Range —
>34.3m
Additional Adjustments
- Aim Down Sight Speed improved from 210ms to 200ms.
- Slightly reduced Gun Kick deviation.
- Slightly reduced View Kick strength and deviation.
Attachment Adjustments
- 12” Vienna Barrel
- Damage Range improvement increased from 23% to 32%.
- 10.5” Greaves Whiptail Barrel
- Damage Range improvement increased from 11.5% to 19%.
- Skeletonized Grip
- Horizontal Recoil improvement increased from 8% to 16%.
- Bounty Grip
- Vertical Recoil improvement increased from 8% to 13%.
- First Shot Recoil improvement increased from 60% to 63%.
- EMT3 Agile Laser
- Damage Range improvement increased from 11% to 19%.
RK-9
RK-9 Damage Adjustments
Maximum Damage Range
— Damage —
32
— Range —
0 - 9.1m
— Damage —
32
— Range —
0 - 9.1m
Medium Damage Range 1
— Damage —
30
— Range —
9.2 - 20.1m
— Damage —
30
— Range —
9.2 - 20.1m
Medium Damage Range 2
— Damage —
23
— Range —
20.2 - 26.7m
— Damage —
23
— Range —
20.2 - 27.9m ⇧
Minimum Damage Range
— Damage —
18
— Range —
>26.7m
— Damage —
18
— Range —
>27.9m
Attachment Adjugments
- 13.6” Mercurial Barrel
- Damage Range improvement increased from 17% to 27%.
- 9.9” Bowen Cerium Barrel
- Damage Range improvement increased from 8.5% to 17%.
- Vega Precision Grip
- Horizontal Recoil improvement increased from 8% to 12%.
- Nanopulse Grip
- Vertical Recoil improvement increased from 8% to 12%.
- First Shot Recoil improvement increased from 60% to 62%.
- EMT3 Agile Laser
- Damage Range improvement increased from 8.5% to 17%
Razor 9mm
Razor 9mm Damage Adjustments
Maximum Damage Range
— Damage —
21
— Range —
0 - 12.1m
— Damage —
21
— Range —
0 - 12.1m
Medium Damage Range 1
— Damage —
17
— Range —
12.2 - 18.3m
— Damage —
17
— Range —
12.2 - 18.3m
Medium Damage Range 2
— Damage —
13
— Range —
18.4 - 27.9m
— Damage —
13
— Range —
18.4 - 30.5m ⇧
Minimum Damage Range
— Damage —
11
— Range —
>27.9m
— Damage —
11
— Range —
>30.5m
Additional Adjugments
- Slightly reduced Gun Kick strength and deviation.
- Slightly reduced View Kick strength and deviation.
Attachment Adjustments
- 13” RL-Genesys Barrel
- Damage Range improvement increased from 25% to 33%.
- 9.5” Synthesis Barrel
- Damage Range improvement increased from 12.5% to 21%.
- EAM Pushback Grip
- Horizontal Recoil improvement increased from 9% to 16%.
- Vice Grip
- Vertical Recoil improvement increased from 8% to 17%.
- EMT3 Agile Laser
- Damage Range improvement increased from 12% to 20%.
Dravec 45
Dravec 45 Damage Adjustments
Maximum Damage Range
— Damage —
26
— Range —
0 - 13.3m
— Damage —
26
— Range —
0 - 13.3m
Medium Damage Range 1
— Damage —
21
— Range —
13.4 - 23.5m
— Damage —
21
— Range —
13.4 - 23.5m
Medium Damage Range 2
— Damage —
17
— Range —
23.6 - 32.5m
— Damage —
17
— Range —
23.6 - 36.8m ⇧
Minimum Damage Range
— Damage —
15
— Range —
>32.5m
— Damage —
15
— Range —
>36.8m
Carbon 57
Carbon 57 Damage Adjustments
Maximum Damage Range
— Damage —
22
— Range —
0 - 14.6m
— Damage —
22
— Range —
0 - 14.6m
Medium Damage Range 1
— Damage —
18
— Range —
14.6 - 22.1mm
— Damage —
18
— Range —
14.6 - 22.1mm
Medium Damage Range 2
— Damage —
15
— Range —
22.2 - 30.5m
— Damage —
15
— Range —
22.2 - 33m ⇧
Minimum Damage Range
— Damage —
13
— Range —
>30.5m
— Damage —
13
— Range —
>33m
Additional Adjustments
- Slightly reduced View Kick strength and deviation.
Attachment Adjustments
- 14” Rockleigh Barrel
- Damage Range improvement increased from 30% to 35%.
- 11” Greaves Repose Barrel
- Damage Range improvement increased from 15% to 21%.
- Dulcet Control Grip
- Horizontal Recoil improvement increased from 8% to 15%.
- Goliath Steady Grip
- Vertical Recoil improvement increased from 8% to 15%.
- EMT3 Agile Laser
- Damage Range improvement increased from 13.5% to 21%.
MPC-25
MPC-25 Damage Adjustments
Maximum Damage Range
— Damage —
30
— Range —
0 - 9.1m
— Damage —
30
— Range —
0 - 9.1m
Medium Damage Range 1
— Damage —
23
— Range —
9.2 - 13.5m
— Damage —
23
— Range —
9.2 - 13.5m
Medium Damage Range 2
— Damage —
19
— Range —
13.6 - 23.5m
— Damage —
19
— Range —
13.6 - 26m ⇧
Minimum Damage Range
— Damage —
16
— Range —
>23.5m
— Damage —
16
— Range —
>26m
Additional Adjusments
- Slide to Fire time improved from 290ms to 270ms.
- Dive to Fire time improved from 370ms to 350ms.
- Aim Down Sight time improved from 190ms to 180ms.
- Slightly reduced Gun Kick deviation.
- Slightly reduced View Kick strength.
Attachment Adjustments
- 14.5” VAS Ashe Barrel
- Damage Range improvement increased from 20% to 30%.
- 10.4” Hydra Barrel
- Damage Range improvement increased from 10% to 20%.
- Vassal Stability Grip
- Horizontal Recoil improvement increased from 5% to 17%.
- Magnate Grip
- Vertical Recoil improvement increased from 5% to 14%.
- First Shot Recoil improvement increased from 40% to 60%.
- EMT3 Agile Laser
- Damage Range improvement increased from 10% to 20%.
Marksman Rifles
The Warden 308 and M34 Novaline are both very high-power, precision weapons that we see doing very well so far in Black Ops 7. Our sentiment here is the same as the X9 Maverick, in that we are excited to have Marksman Rifles in the mix and want to keep it that way. For now we want to make sure there’s some counterplay to these weapons, and that playing aggressively with them requires attachment investment. Upping the flinch they receive and hitting the handling and mobility is the approach we’re taking for that.
Marksman Rifle Adjustments
Warden 308
The Warden 308 is also losing one-shot potential to the Upper Arms. We don’t want to touch the Upper Torso one-shot, as it’s important to this weapon’s viability. Given how quick it fires, though, we think it’s fair to require good centering.
Additional Adjustments
- Upper Arm multipliers removed.
- Sprint to Fire time increased from 220ms to 240ms.
- Tactical Sprint to Fire time increased from 350ms to 370ms.
- Aim Down Sight time increased from 320ms to 365ms.
- Movement Speed reduced from 4.6m/s to 4.5m/s.
- ADS Movement Speed reduced from 2.9m/s to 2.8m/s.
- Received Flinch increased from 0.5N to 0.55N.
Attachment Updates
- 16.2” Artemis-01 Barrel
- No longer improves Lower Arm multipliers.
M34 Novaline
Additional Adjustments
- Sprint to Fire time increased from 230 ms to 250 ms.
- Tactical Sprint to Fire time increased from 360 ms to 380 ms.
- Slide to Fire time increased from 430 ms to 460 ms.
- Dive to Fire time increased from 510 ms to 540 ms.
- Movement Speed reduced from 4.5 m/s to 4.4 m/s.
- Aim Down Sight time increased from 330 ms to 350 ms.
- Received Flinch increased from 0.45 N to 0.5 N.
LMGs
LMG Adjustments
MK7.8
Additional Adjustments
- Aim Down Sight time improved from 460 ms to 440 ms.
Attachment Updates
MFS Heatshield Belt Fed
We saw some frustrations with the overheating on the MK.78 Prestige attachment. We have updated the overheat tuning so that the weapon fires longer before overheating and cools down faster. The penalty is longer if you do overheat, though.
- Heat Accumulation reduced, increasing bullets to overheat from 43 to 55.
- Heat Dissipation Time improved (heat falls quicker when not firing).
- Overheat Penalty increased from 1.2 s to 1.9 s.
XM325
Additional Adjustments
- Aim Down Sight time improved from 400 ms to 390 ms.
Pistols
Pistol Adjustments
Jager 45
We have redesigned the Prestige barrel to have a slower rate of fire, but much higher base damage and range. The new tuning draws inspiration from the Skullsplitter Barrel for the 9mm PM in Black Ops 6, which brought unique gameplay to the pistol class that we also want to have available early on in Black Ops 7.
Jager 45 9.6" MFS Vital Ace Barrel Damage Adjustments
Maximum Damage Range
— Damage —
31
— Range —
0 - 14.6m
— Damage —
60 ⇧
— Range —
0 - 36.8m
Medium Damage Range
— Damage —
29
— Range —
14.7 - 26.7mm
This Weapon Attachment no longer has a Medium Damage range.
Minimum Damage Range
— Damage —
23
— Range —
>26.7m
— Damage —
40
— Range —
>36.8m
Additional Jäger 45 9.6" MFS Vital Ace Barrel Adjustments
- Headshot multiplier reduced from 3.25x to 1.8x.
- Fire Rate reduced from 375 RPM to 200 RPM.
- Sprint to Fire penalty reduced from 22% to 11%.
- Aim Down Sight Speed penalty reduced from 13% to 10%.
- Slightly reduced Gun Kick.
Velox 5.7
The pistols in Black Ops 7 are intentionally stronger than last year. We want them to feel more viable to main in a match, but with some limitations. The Velox 5.7 one-burst in close range was too strong, so it will now require at least one headshot mixed in.
Velox 5.7 Damage Adjustments
Maximum Damage Range
— Damage —
34
— Range —
0 - 6.4m
— Damage —
33 ⇩
— Range —
0 - 6.4m
Medium Damage Range 1
— Damage —
30
— Range —
6.5 - 19.7m
— Damage —
30
— Range —
6.5 - 19.7m
Medium Damage Range 2
— Damage —
20
— Range —
19.8 - 25.4m
— Damage —
20
— Range —
19.8 - 25.4m
Minimum Damage Range
— Damage —
19
— Range —
>25.4m
— Damage —
19
— Range —
>25.4m
MULTIPLAYER
UI
- Increased viewable minimap area an additional 10% on top of previous 15% increase.
Field Upgrades
- Drone Pod
- Increased Drone Pod charge time from 2.5 to 3 minutes.
- Reduced Drone Pod active drone duration from 10 to 8 seconds.
- Reduced Drone Pod damage from 60 to 50 damage.
Scorestreaks
- Hand Cannon
- Increased ammo for the Hand Cannon Akimbo Overlock from 5 to 7 rounds per gun; reduced hipfire spread by 44%.
- Reduced ammo for the Hand Cannon Extended Mag Overclock from 12 to 10 rounds.
- LDBR
- Increased missile count for the LDBR Second Strike Overclock from 9 to 13 missiles per target.
Modes
- Adjusted FFA spawn influencer size for all maps to address bad spawn issues.
Challenges
- Changed the following camo challenge requirement:
- “Kill enemies affected by your Tactical Equipment” to “Kill enemies affected by your Tactical or non-lethal Scorestreak”.
- Fixed an issue where the Popcorn Medal wasn’t being awarded when getting 2 or more kills with the Needle Drone or Sticky Grenade Lethal Equipment.
Stability
- Various crash and stability updates.
ZOMBIES
Maps
- Ashes of the Damned
- Reduced difficulty for the Boss fight in Ashes of the Damned.
- Hoard Husk will regenerate after a minute of collection and give 25% more health.
- Missiles have reduced effectiveness and will no longer fire while a Beam Attack is charging.
- Charge Time for the Beam Attack will be fixed and will no longer be reduced each time it is interrupted, before round 100.
- Reduced damage to passengers riding in Ol' Tessie and removed repair cooldown.
- Increased cooldown on the boss ramming Ol' Tessie in its immune phase.
- Zursa will no longer spawn in Solo before round 100 and has reduced speed.
- Reduced difficulty for the Boss fight in Ashes of the Damned.
Gameplay
- Closed an exploit that allowed players to stand on a light fixture at Vandorn Farm.
- Closed an exploit that allowed players to block zombie pathing with Ol' Tessie.
UI
- Addressed a rare issue when entering Ol’ Tessie that could cause the HUD to refresh or the boss to spawn without a health bar.
Challenges
- Increased the amount of Dead Wire Ammo kills required to unlock the Pathfinder Camo for the DS20 Mirage from 5 to 300.
- Changed the following camo challenge requirement:
- “Get Kills shortly after using a Field Upgrade” to "Get Kills while a Field Upgrade is active”.
Stability
- Various crash and stability updates.
CO-OP CAMPAIGN / ENDGAME
General
- Endgame is now available for all players who own Call of Duty: Black Ops 7.
Loadouts
- Addressed an issue where some attachments on weapon builds would not be present after loading into a match.
GLOBAL
Daily Challenges
- Addressed an issue that prevented Daily Challenges from resetting when entering a new Prestige.
- This was originally noted on November 14, but the issue continued to persist. This is now resolved.
MULTIPLAYER
Challenges
- Camo Challenges
- XR-3 ION
- All XR-3 ION Military Camos have been updated to require Headshots instead of One Shot Kills.
- This change was made due to the burst nature of the XR-3 ION making it difficult to achieve a One Shot kill.
- All XR-3 ION Military Camos have been updated to require Headshots instead of One Shot Kills.
- XR-3 ION
Maps
- Addressed some locations where players could get to unintended locations in the playspace on the following maps:
- Scar
- Flagship
- Colossus
- Hijacked
- Toshin
UI
- Addressed an issue where some Overclocks were listed in the wrong order.
- Addressed an issue where some Operators were listed as inactive.
Stability
- Various crash and stability updates.
ZOMBIES
Gameplay
- Addressed an issue that prevented progress from being registered during a Jump Pad- related T.E.D.D. Task.
- Addressed an issue that could cause players to receive the Action Hero Calling Card before it was earned.
UI
- Addressed a timing-specific issue that caused players to become stuck in the lobby after the party host navigated to certain menus before loading a match.
- Addressed an issue that caused specific Blueprints to revert to the base weapon when used in a loadout.
- Addressed an issue that caused menu overlap for vehicle controls after having opened the Tac-Map.
Challenges
- Addressed an issue where some Mastery Camo Challenge requirements were three times larger than intended.
- Addressed an issue that prevented progress for the Mutilate Camo challenge.
Dead Ops Arcade
- Aligned damage for all Ray Gun tiers.
- Addressed an issue where the Death Machine could deal more damage than intended.
Stability
- Various crash and stability updates.
CO-OP CAMPAIGN
General Updates
- Addressed an issue where exfilling with players outside of your squad while missing teammates could remove the remaining players in the squad from the match.
- Addressed an issue that could prevent players from picking up a keycard during the Escalation mission
Stability
- Various crash and stability updates.
MULTIPLAYER
Challenges
- Dark Ops
- Addressed an issue that allowed the ‘Trip Cap’ Dark Ops challenge to be granted earlier than intended.
Stability
- Various crash and stability updates.
ZOMBIES
Gameplay
- Addressed an issue that allowed players to increase their health far beyond the intended total health and overhealing capabilities.
Augments
- Quick Revive
- Addressed an issue that prevented the 'Equivalent Exchange' Augment from reviving downed players after dealing enough damage.
Field Upgrades
- Addressed an issue that allowed Aether Shroud’s afterimage to persist longer than intended.
Stability
- Addressed an issue that could prevent players from loading into Zombies matches.
- Various crash and stability updates.
CO-OP CAMPAIGN
Gameplay
- Addressed an issue that allowed some events to lose their progress when players left the activity area.
Stability
- Addressed an issue that could lead to players becoming stuck on a persistent black screen when loading into Endgame.
- Various crash and stability updates.
MULTIPLAYER
Playlists
- Addressed an issue where selected Game Modes in the Quick Play filter could sometimes become inverted if a player dismissed After-Action Report menus and continued matchmaking.
Custom Loadouts
- Addressed an issue that prevented players from easily creating Custom Loadouts 6-10 if Spanish was their selected game language.
Stability
- Various crash and stability updates.
ZOMBIES
Gameplay
- Ashes of the Damned
- Closed multiple exploits on Ashes of the Damned that allowed players to avoid targeting from enemies.
Stability
- Various crash and stability updates.
MULTIPLAYER
XP Earn Rates
- Search & Destroy
- Addressed an issue where players would not earn a Match Bonus if they did not deal damage in the final Round.
- Skirmish
- Significant increase to Level XP earn rates.
- Deployed on Nov. 13
- Significant increase to Weapon XP earn rates.
- Deployed on Nov. 13
- Significant increase to Level XP earn rates.
- Free For All
- Increased Weapon XP earn rates.
- Deployed on Nov. 13
- Increased Weapon XP earn rates.
- Kill Order
- Slight increase to Level XP earn rates.
- Deployed on Nov. 13
- Slight increase to Level XP earn rates.
- Kill Confirmed
- Slight increase to Level XP earn rates.
- Deployed on Nov. 13
- Slight increase to Level XP earn rates.
- Overload
- Increased Weapon XP earn rates.
- Deployed on Nov. 13
- Increased Weapon XP earn rates.
Challenges
- Medals
- Extended the window to earn a Jump Shot medal after a Wall Jump.
- Daily Challenges
- Addressed an issue that prevented Daily Challenges from resetting when entering a new Prestige.
Stability
- Maps & Game Modes
- Addressed a stability issue in S&D when the last player alive is announced.
- Addressed stability issues in the MP Training Course.
- Addressed stability issues in the Benchmark tool.
- Lethals
- Addressed stability issues related to the Point Turret.
- Perks
- Addressed stability issues related to the Vendetta perk.
- Addressed stability issues related to the Tracker perk.
- Scorestreaks
- Addressed stability issues related to the DAWG.
- Addressed stability issues related to the Skewer.
- Additional crash and stability updates.
ZOMBIES
Enemies
- Addressed a rare issue that could cause enemies to begin ignoring players.
Stability
- Addressed an issue that would prevent some players from loading into Zombies matches with a “lost connection to host/server” or “connection timed out” error message.
- Deployed on Nov. 13
- Various crash and stability updates.
Co-Op Campaign
Stability
- Improved stability when using in-game voice chat.
- Various crash and stability updates.
Welcome to Launch Week
Black Ops 7, the biggest Black Ops game we’ve ever made, launches this week! Check out when the game will become available in your region and pre-load now to get in faster on launch day.
We’ve been sharing our plans since the Beta across a number of Dev Talks, and we have another one for everyone, aptly named Road to Launch.
Aim Assist
Following the Black Ops 7 Beta, we discussed our plans to adjust Aim Assist, and today we are sharing the changes that will be coming to Multiplayer at launch. These changes will also go live in Warzone with Season 01. Our goal with the adjustments is to create a more balanced and competitive experience for all players, regardless of input choice. It is also important to us that these changes preserve the core feel of Call of Duty controller gameplay.
When looking at engagements between similarly skilled controller and keyboard/mouse (KBM) players, we found that controller is slightly favored to win at close ranges and KBM is favored at long ranges. In addition to collecting data, we have also followed community discussions on the effectiveness of Rotational Aim Assist. Based on the data and feedback, our launch adjustments focus on the strength of Rotational Aim Assist at short and long range, as well as the requirements to fully activate Rotational Aim Assist.
We look forward to hearing your feedback on these changes, and we will be gathering more data to continue our push for a level and competitive playing field in Black Ops 7.
In Black Ops 6, we updated Rotational Aim Assist strength at close range to scale over a short distance. In Black Ops 7, we are increasing the range before full Rotational Aim Assist strength is achieved.
Additionally, we have slightly increased Rotational Aim Assist strength at very long ranges.
A new right stick aiming requirement has also been added to Rotational Aim Assist. Previously, full Rotational Aim Assist strength was achieved regardless of aiming direction or which stick was being controlled. With this update, the player's right stick movement must be tracking an enemy target for Rotational Aim Assist to activate at full strength. If the conditions are not met, Rotational Aim Assist strength will be reduced. For example, if only the left stick is being controlled during an engagement, Rotational Aim Assist strength will be reduced.
Movement Updates
- Adjusted mantling for smoother, faster, and more consistent mantles.
- Addressed an issue where players could dive when moving slower than intended.
- Slightly reduced slide acceleration, speed, and duration.
XP Earn Rates
- Increased Weapon XP earn rates.
- Weapons will progress faster than they did in the Beta, and will reach max level roughly 25% faster than they did in Black Ops 6.
- Addressed inconsistent per-item Overclock earn rates to ensure that players earn Overclocks at a fairly consistent rate when using all Lethal, Tactical, Field Upgrade, and Scorestreak types frequently and successfully.
- Increased Daily Challenge Bonus XP reward from 3,000 XP to 5,000 XP.
Challenges
- Added the ability to Re-Roll one Daily Challenge per day (per mode).
- The Re-Rolled Challenge will be replaced with a different Challenge, allowing players to replace one Challenge they don’t want to complete each day for a chance at something that better aligns with their playstyle (if desired).
Medals & Score Events
- Added a significant number of new Multiplayer and Zombies Medals, as well as returning Medals that were not included in the Beta. View the “Medal Collection” in the Career > Stats menu for the full list of Multiplayer and Zombies Medals.
Weapons: Multiplayer & Zombies
Black Ops 7 is almost here, and there are quite a few tuning changes coming at launch for the weapons we had in the Beta. Like this past year, we are committed to posting a detailed list of every weapon and attachment change we make in Black Ops 7, as well as providing insight into the reasons for our changes. Today, we’ll be previewing damage range changes to SMGs and the M15 MOD 0 assault rifle, an overhaul to shotgun damage, and numerous attachment adjustments.
When it comes to the attachment changes, you’ll see that we pulled back slightly on some of the parts that improve Damage Range, Bullet Velocity, Recoil Control, and various movement speeds. Now that these attributes can be improved across more nodes, we are keeping tabs on how extreme they can get when stacking them. Even after these changes, going all in on an attribute will result in larger improvements than were possible in Black Ops 6. And some weapons will be able to push to greater extremes than others in certain areas. Expect more frequent attachment tuning throughout the Black Ops 7 seasons, as build variety is a core goal for us.
As a final note, most weapon classes had jump penalties for ADS and Sprint to Fire slightly increased. There were two reasons for these adjustments: The first is that it’s part of the balancing factor for Wall Jump during an engagement, and especially important now that ADS during Wall Jump is baseline. The second reason is that there are more opportunities to reduce these penalties via attachments in Black Ops 7, including significant improvements on some Prestige Attachments. This will allow players to tech into combat movement, and also lets some weapons shine in this area.
For more specific Zombies weapon adjustments, including Pack-a-Punch changes, check out the Zombies section further below.
Assault Rifles
- General Updates
- Jump ADS Speed Penalty increased from 30% to 40%.
- Jump Sprint to Fire Penalty increased from 35% to 45%.
- Attachment Updates
- Tactical Laser
- Tac Stance Aim Down Sight Speed improvement reduced from 25% to 20%.
- Tactical Laser
Assault Rifle Adjustments
M15 MOD 0
The M15 MOD 0 is getting a new Mid Damage Range. This will make it more difficult to achieve a 4-shot kill with headshots beyond close range.
M15 MOD 0 Damage Adjustments
Maximum Damage Range
— Damage —
22
— Range —
0 - 46.4m
— Damage —
22
— Range —
0 - 27.9m ⇩
Medium Damage Range
— Damage —
-
— Range —
-
— Damage —
21
— Range —
28m - 46.4m
Minimum Damage Range
— Damage —
18
— Range —
>46.4m
— Damage —
18
— Range —
>46.4m
Attachment Updates
- 20" Delta-F2 Barrel
- Bullet Velocity improvement reduced from 40% to 37%.
- 16.5" Fusion Barrel
- Bullet Velocity improvement reduced from 22% to 20%.
- Damage Range improvement reduced from 20% to 18%.
- Caravan-H2 Grip
- Vertical Recoil Control improvement reduced from 10% to 8%.
- Telescopic Stock
- Movement Speed improvement reduced from 0.9m/s to 0.6m/s.
- Sprint Speed improvement reduced from 0.45/s to 0.2m/s.
- 3mW Motion Strike Laser
- Damage Range improvement reduced from 23% to 20%.
MXR-17
Attachment Adjustments
- K&S Compensator
- Vertical Recoil Control improvement reduced from 15% to 13%.
- Redwell 7.62 Brake
- Vertical Recoil Control improvement reduced from 10% to 8%.
- 18" Rapid Sterling Barrel
- Bullet Velocity improvement reduced from 45% to 40%.
- Greaves Covenant Stock
- Movement Speed improvement reduced from 0.8m/s to 0.5m/s.
- Sprint Speed improvement reduced from 0.4/s to 0.2m/s.
- 18" Rift-M7 Barrel
- Bullet Velocity improvement reduced from 23% to 20%.
- 3mW Motion Strike Laser
- Damage Range improvement reduced from 20% to 16%.
- Fissure Grip
- Vertical Recoil Control improvement reduced from 10% to 8%.
Peacekeeper Mk1
Additional Adjustments
- Tac Stance Spread increased by 10%.
Attachment Adjustments
- 23.5" Longbow Barrel
- Damage Range improvement reduced from 30% to 28%.
- 21" DF-3 Merge Barrel
- Damage Range improvement reduced from 15% to 14%.
- Accordance Grip
- Horizontal Recoil Control improvement reduced from 10% to 8%.
- Kinetix-Mk 1 Grip
- Vertical Recoil Control improvement reduced from 15% to 10%.
- Swift-B Guard Stock
- Movement Speed improvement reduced from 0.9m/s to 0.5m/s.
- Sprint Speed improvement reduced from 0.5/s to 0.25m/s.
- Pathfinder-Skel Stock
- Tac Stance Spread improvement reduced from 60% to 50%.
- EMT3 Agile Laser
- Damage Range improvement reduced from 17% to 14%.
Submachine Guns
We’ve pulled back the range on SMGs across the board and moved some of it back into Barrel attachments. We want SMGs to have a well-defined role as close-quarters weapons with damage upside, and the choice to build further into that or try to make them more effective at a distance.
- General Adjustments
- Jump ADS Speed Penalty increased from 30% to 40%.
- Jump Sprint to Fire Penalty increased from 35% to 45%.
- Addressed issues with the ADS firing motion on SMGs when modifying the Recoil Stabilization stat.
- Tac Stance Aim Down Sight Speed improvement reduced from 25% to 15%.
Submachine Gun Adjustments
Ryden 45K
Ryden 45K Damage Adjustments
Maximum Damage Range
— Damage —
22
— Range —
0 - 11.7m
— Damage —
22
— Range —
0 - 10.4m ⇩
Medium Damage Range 1
— Damage —
21
— Range —
11.8 - 17.8m
— Damage —
21
— Range —
10.5 - 17m ⇩
Medium Damage Range 2
— Damage —
15
— Range —
17.9 - 30.5mm
— Damage —
15
— Range —
17.1 - 29.2m ⇩
Minimum Damage Range
— Damage —
13
— Range —
>30.5m
— Damage —
13
— Range —
>29.2m
General Adjustments
- Hipfire Spread increased by 0.25 degrees.
- Sprint, Jump, Slide, and Dive Hipfire Spreads increased by 0.5 degrees.
Attachment Adjustments
- Hawker Stabilizer MK.II
- Vertical Recoil Control improvement reduced from 10% to 8%.
- 12" Vienna Barrel
- Damage Range improvement increased from 20% to 23%.
- 10.5" Greaves Whiptail Barrel
- Damage Range improvement increased from 10% to 12%.
- Skeletonized Grip
- Horizontal Recoil Control improvement reduced from 10% to 8%.
- Bounty Grip
- Vertical Recoil Control improvement reduced from 13% to 8%.
- Collapsible Stock
- Movement Speed improvement reduced from 0.7m/s to 0.4m/s.
- Sprint Speed improvement reduced from 0.45/s to 0.2m/s.
- EMT3 Agile Laser
- Damage Range improvement reduced from 22% to 11%.
Razor 9mm
Razor 9mm Damage Adjustments
Maximum Damage Range
— Damage —
21
— Range —
0 - 13.3m
— Damage —
21
— Range —
0 - 12.1m ⇩
Medium Damage Range 1
— Damage —
17
— Range —
13.4 - 19.1m
— Damage —
17
— Range —
12.2 - 18.3m ⇩
Medium Damage Range 2
— Damage —
13
— Range —
19.2 - 29.2m
— Damage —
13
— Range —
18.4 - 27.9m ⇩
Minimum Damage Range
— Damage —
11
— Range —
>29.2m
— Damage —
11
— Range —
>27.9m
Additional Adjugments
- Hawker Stabilizer MK.II
- Vertical Recoil Control improvement reduced from 10% to 8%.
- 13" RL-Genesys Barrel
- Damage Range improvement increased from 23% to 25%.
- 9.5" Synthesis Barrel
- Bullet Velocity improvement increased from 10% to 12%.
- Damage Range improvement increased from 11% to 13%.
- Vice Grip
- Vertical Recoil Control improvement reduced from 13% to 8%.
- Serpent Pad
- Movement Speed improvement reduced from 0.7m/s to 0.4m/s.
- Sprint Speed improvement reduced from 0.45/s to 0.2m/s.
- EMT3 Agile Laser
- Damage Range improvement reduced from 20% to 12%.
Dravec 45
The Dravec 45 was a high performer in the Black Ops 7 Beta. As we mentioned in the Beta patch notes, low recoil is core to this weapon’s identity and something we want to maintain. The range adjustments for the Dravec 45 are heavier than on the other SMGs, and it’s receiving some hip fire spread nerfs. The damage and headshot changes are minor, and create a path toward reducing long-range TTK with multiple headshots without affecting the Max Damage Range. The goal is for the Dravec 45 to be an accurate weapon that can consistently hit targets at longer ranges, but sacrifice some of the speed and power of other weapons in the class.
Dravec 45 Damage Adjustments
Maximum Damage Range
— Damage —
27
— Range —
0 - 14.6m
— Damage —
26 ⇩
— Range —
0 - 13.3m ⇩
Medium Damage Range 1
— Damage —
21
— Range —
14.7 - 27.2m
— Damage —
21
— Range —
13.4 - 23.5m ⇩
Medium Damage Range 2
— Damage —
17
— Range —
27.3 - 34.9m
— Damage —
17
— Range —
23.6 - 32.5m ⇩
Minimum Damage Range
— Damage —
15
— Range —
>34.9
— Damage —
15
— Range —
>32.5
General Adjustments
- Headshot multiplier increased from 1.25x to 1.28x.
- Hipfire Spread increased by 1.45 degrees.
- Sprint and Jump Hipfire Spread increased by 0.5 degrees.
Attachment Adjustments
- Hawker Stabilizer MK.II
- Vertical Recoil Control improvement reduced from 10% to 8%.
- 19" EAM Horizon Barrel
- Damage Range improvement increased from 25% to 30%.
- 18" Jetstream Barrel
- Bullet Velocity improvement increased from 30% to 35%.
- 14" Verse Barrel
- Bullet Velocity improvement increased from 15% to 17%.
- Damage Range improvement increased from 12% to 15%.
- Vantix-8 Grip
- Vertical Recoil Control improvement reduced from 13% to 8%.
- EAM Heritage Stock
- Movement Speed improvement reduced from 0.7m/s to 0.5m/s.
- Sprint Speed improvement reduced from 0.5/s to 0.2m/s.
Shotguns
Shotguns are undergoing a significant rework to their damage mechanics. They now have two damage values: pellet damage and base damage. Pellet damage is applied for each pellet that hits a target, which is how shotguns worked previously. The base damage is applied once per shot that hits an enemy, regardless of how many pellets hit. Having these two separate damage values gives us much more control over the consistency of shotguns across ranges. It enables us to establish a damage floor using the base damage, and keep pellet damage lower to prevent extreme spikes. As such, we are now allowing all pellets to do damage, where we previously capped damaging pellets to four. We’ll be keeping a close eye on shotgun performance as we dial in this new damage paradigm, which will help shotguns feel great to use while minimizing frustrations for victims.
In addition to the damage changes, we’ve also made some improvements to slugs. We want slugs to be a viable playstyle that opens up more use cases for shotguns outside of close quarters. Lastly, we’ve increased the hip fire spread while sprinting with the Gung Ho Perk. This is another one we’re watching to make sure there’s a meaningful mid-range tradeoff when building for this aggressive playstyle.
- General Adjustments
- Jump ADS Speed Penalty increased from 30% to 40%.
- Jump Sprint to Fire Penalty increased from 35% to 45%.
- Reduced muzzle flash on Slug Rounds.
- Lower Leg and Foot multipliers increased from 0.8x to 1x.
- Attachment Adjustments
- Tactical Laser
- Tac Stance Aim Down Sight Speed improvement reduced from 25% to 20%.
- Tactical Laser
Shotgun Adjustments
M10 Breacher
M10 Breacher Damage Adjustments
Maximum Damage Range
— Damage —
Base: -
Pellet: 60
— Range —
0 - 3.3m
— Damage —
Base: 60
Pellet: 20
— Range —
0 - 3.3m
Medium Damage Range 1
— Damage —
Base: -
Pellet: 34
— Range —
3.4 - 8.4m
— Damage —
Base: 40
Pellet: 20
— Range —
3.4 - 8.4m
Medium Damage Range 2
— Damage —
Base: -
Pellet: 25
— Range —
8.5 - 16.5m
— Damage —
Base: 15
Pellet: 17
— Range —
8.5 - 16.5m
Minimum Damage Range
— Damage —
Base: -
Pellet: 17
— Range —
16.5 - 30.5m
— Damage —
Base: 10
Pellet: 10
— Range —
16.6 - 30.5m
General Adjustments
- Time to fully charge increased from 0.5s to 0.6s.
- Sprint Hipfire Spread increased by 4 degrees.
- Tac Stance Spread increased by 10%.
Attachment Adjustments
- Breacher Onyx Brake
- Vertical Recoil Control improvement reduced from 10% to 8%.
- 17.4" Redwell-5K Barrel
- Damage Range improvement reduced from 9% to 6%.
- LW Skeleton Stock
- Sprint Speed improvement reduced from 0.4/s to 0.25m/s.
M10 Breacher Dragon's Breath Damage Adjustments
Maximum Damage Range
— Damage —
Base: -
Pellet: 25
— Range —
0 - 3.6m
— Damage —
Base: 10
Pellet: 25
— Range —
0 - 2.3m ⇩
Medium Damage Range 1
— Damage —
Base: -
Pellet: 18
— Range —
3.7 - 9.8m
— Damage —
Base: 10
Pellet: 14
— Range —
2.4 - 7.2m ⇩
Medium Damage Range 2
— Damage —
Base: -
Pellet: 12
— Range —
9.9 - 19.8m
— Damage —
Base: 10
Pellet: 7
— Range —
7.3 - 16.5m ⇩
Minimum Damage Range
— Damage —
Base: -
Pellet: 8
— Range —
19.9 - 32.8m
— Damage —
Base: 10
Pellet: 2
— Range —
16.6 - 35.6m ⇧
M10 Breacher 12 Gauge Slugs Damage Adjustments
Maximum Damage Range
— Damage —
102
— Range —
0 - 2m
— Damage —
130 ⇧
— Range —
0 - 2m
Medium Damage Range 1
— Damage —
96
— Range —
2.1 - 25.4m
— Damage —
100 ⇧
— Range —
2.1 - 25.4m
Medium Damage Range 2
— Damage —
70
— Range —
25.5 - 45.7m
— Damage —
70
— Range —
25.5 - 45.7m
Medium Damage Range 3
— Damage —
50
— Range —
45.8 - 61m
— Damage —
60 ⇧
— Range —
45.8 - 61m
Minimum Damage Range
— Damage —
45
— Range —
>61m
— Damage —
46 ⇧
— Range —
>61m
Additional 12 Gauge Slugs Adjustments
- Headshot damage scaling increased from 1.6 to 1.7.
- Neck damage scaling increased from 1.1 to 1.45.
- Upper Torso and Upper Arm damage scaling decreased from 1.1 to 1.
- Lower Torso, Lower Arm, and Hand damage scaling decreased from 1 to 0.8.
- Leg and Foot damage scaling decreased from 1 to 0.6.
- Bullet Velocity now starts at 120m/s, but increases while charging up to 1200m/s.
- Hipfire Spread improvement from fully charging improved from 50% to 90%.
Echo 12
Echo 12 Damage Adjustments
Maximum Damage Range
— Damage —
Base: -
Pellet: 32
— Range —
0 - 3m
— Damage —
Base: 60
Pellet: 11
— Range —
0 - 3m
Medium Damage Range 1
— Damage —
Base: -
Pellet: 22
— Range —
3.1 - 10.2m
— Damage —
Base: 40
Pellet: 11
— Range —
3.1 - 10.2m
Medium Damage Range 2
— Damage —
Base: -
Pellet: 17
— Range —
10.3 - 20.8m
— Damage —
Base: 15
Pellet: 11
— Range —
10.3 - 20.8m
Minimum Damage Range
— Damage —
Base: -
Pellet: 11
— Range —
20.9 - 35.6m
— Damage —
Base: 16
Pellet: 6
— Range —
20.9 - 35.6m
General Adjustments
- Sprint Hipfire Spread increased by 1.9 degrees.
Attachment Adjustments
- Twin Dampener
- Vertical Recoil Control improvement reduced from 10% to 8%.
- 17.3” Nero-Twin Barrel
- Headshot Multiplier increased from 1.05x to 1.1x.
- Neck Multiplier increased from 1x to 1.1x.
- Upper Torso and Upper Arm Multipliers increased from 1x to 1.1x.
- Lower Leg and Foot Multipliers increased from 0.8x to 1x.
- No longer affects Bullet Velocity.
- No longer affects ADS Spread.
- Greaves Fortrex Drum
- Sprint To Fire Speed penalty increased from 25ms to 31ms.
- Aim Down Sight Speed penalty increased from 25ms to 35ms.
- VAS BravoTap Drum
- Sprint To Fire Speed improvement increased from 15ms to 25ms.
- Aim Down Sight Speed improvement increased from 15ms to 30ms.
- Echo Modified Choke
- ADS Spread improvement reduced from 40% to 20%.
- Greaves Stalker Stock
- Movement Speed improvement reduced from 0.7m/s to 0.4m/s.
- Sprint Speed improvement reduced from 0.4/s to 0.2m/s.
- 3mW Motion Strike Laser
- Damage Range improvement increased from 4% to 5%.
Echo 12 Dragon's Breath Damage Adjustments
Maximum Damage Range
— Damage —
Base: -
Pellet: 18
— Range —
0 - 3.3m
— Damage —
Base: 20
Pellet: 12
— Range —
0 - 2.5m ⇩
Medium Damage Range 1
— Damage —
Base: -
Pellet: 12
— Range —
3.4 - 10.2m
— Damage —
Base: 15
Pellet: 9
— Range —
2.6 - 12.7m ⇧
Medium Damage Range 2
— Damage —
Base: -
Pellet: 8
— Range —
10.3 - 21.6m
— Damage —
Base: 7
Pellet: 3
— Range —
12.8 - 22.9m ⇧
Minimum Damage Range
— Damage —
Base: -
Pellet: 5
— Range —
21.7 - 37.5m
— Damage —
Base: 1
Pellet: 2
— Range —
23 - 39.4m ⇧
Echo 12 12 Gauge Slugs Damage Adjustments
Maximum Damage Range
— Damage —
102
— Range —
0 - 2m
— Damage —
100 ⇩
— Range —
0 - 2m
Medium Damage Range 1
— Damage —
96
— Range —
2.1 - 25.4m
— Damage —
96
— Range —
2.1 - 16.5m ⇩
Medium Damage Range 2
— Damage —
70
— Range —
25.5 - 45.7m
— Damage —
46 ⇩
— Range —
16.6 - 55.9m ⇧
Medium Damage Range 3
— Damage —
50
— Range —
45.8 - 61m
— Damage —
42 ⇩
— Range —
56 - 67.3m ⇧
Minimum Damage Range
— Damage —
45
— Range —
>61m
— Damage —
30 ⇩
— Range —
>67.3m
Additional 12 Gauge Slugs Adjustments
- Headshot damage scaling increased from 1.6 to 2.2.
- Neck damage scaling increased from 1.1 to 1.5.
- Upper Torso and Upper Arm damage scaling decreased from 1.1 to 1.05.
- Leg and Foot damage scaling decreased from 1 to 0.8.
Akita
Detailed weapon stats do not currently display Base and Pellet Damage, so we are also providing the current damage values for our third launch shotgun, the Akita.
Akita Damage Adjustments
Maximum Damage Range
— Damage —
Base: 33
Pellet: 8
— Range —
0 - 2.5m
Medium Damage Range 1
— Damage —
Base: 17
Pellet: 7
— Range —
2.6 - 6.4m
Medium Damage Range 2
— Damage —
Base: 14
Pellet: 5
— Range —
6.5 - 12.1m
Minimum Damage Range
— Damage —
Base: 12
Pellet: 3
— Range —
12.2 - 23.5m
Akita Dragon's Breath Damage Adjustments
Maximum Damage Range
— Damage —
Base: 10
Pellet: 12
— Range —
0 - 1.3m
Medium Damage Range 1
— Damage —
Base: 9
Pellet: 10
— Range —
1.4 - 10.8m
Medium Damage Range 2
— Damage —
Base: 5
Pellet: 6
— Range —
10.9 - 17.8m
Minimum Damage Range
— Damage —
Base: 4
Pellet: 4
— Range —
17.9 - 27.9m
Light Machine Guns
General Adjustments
- Jump ADS Speed Penalty increased from 30% to 35%.
- Jump Sprint to Fire Penalty increased from 35% to 40%.
Attachment Adjustments
- Tactical Laser
- Tac Stance Aim Down Sight Speed improvement reduced from 25% to 20%.
Light Machine Gun Adjustments
MK.78
Attachment Updates
- Bowen Modulator 7.62
- Vertical Recoil Control improvement reduced from 10% to 8%.
- 20" Mach-78 Barrel
- Bullet Velocity improvement reduced from 35% to 30%.
- 18.5" Titan Hybrid Barrel
- Bullet Velocity improvement reduced from 18% to 15%.
- Damage Range improvement reduced from 15% to 12%.
- Gravepack Extended Belt
- Now penalizes Sprint To Fire Speed by 20ms.
- Now penalizes Aim Down Sight Speed by 20ms.
- Payload Belt Extension
- Starting ammo reduced from 450 to 300 rounds.
- Max stock ammo reduced from 600 to 450 rounds.
- Sprint To Fire Speed penalty increased from 20ms to 30ms.
- Aim Down Sight Speed penalty increased from 20ms to 30ms.
- LTI Precision Grip
- Horizontal Recoil Control improvement reduced from 10% to 8%.
- Charon Light Stock
- Movement Speed improvement reduced from 0.7m/s to 0.5m/s.
- Sprint Speed improvement reduced from 0.4/s to 0.2m/s.
- 3mW Motion Strike Laser
- Damage Range improvement reduced from 15% to 12%.
Marksman Rifles
General Adjustments
- Jump ADS Speed Penalty increased from 30% to 40%.
- Jump Sprint to Fire Penalty increased from 35% to 45%.
Attachment Adjustments
- Tactical Laser
- Tac Stance Aim Down Sight Speed improvement reduced from 25% to 20%.
Marksman Rifle Adjustments
M8A1
Attachment Updates
- RL-5.56 Brake
- Vertical Recoil Control improvement reduced from 10% to 8%.
- VAS Barrage-01 Stock
- Movement Speed improvement reduced from 0.9m/s to 0.6m/s.
- Sprint Speed improvement reduced from 0.45/s to 0.2m/s.
- 3mW Motion Strike Laser
- Damage Range improvement reduced from 20% to 10%.
Sniper Rifles
Sniper Rifle Adjustments
VS Recon
General Adjustments
- Further improved Rechamber Stability from where it was changed to during Beta.
Attachment Updates.
- 24.9" Domain Barrel
- Damage Range improvement reduced from 25% to 23%.
- 21" Engage-R Barrel
- Damage Range improvement reduced from 13% to 11%.
- 19.3" Tack Driver Barrel
- Vertical Recoil Control penalty reduced from 50% to 40%.
- Aim Down Sight Speed penalty reduced from 120ms to 100ms.
- Headshot multiplier now 3x.
- Neck multiplier now 2x.
- Upper and Lower Arm multipliers now 1.02x.
- All other multipliers are 1x.
- Wyvern Extend-Z Mag
- Now penalizes Sprint To Fire Speed by 20ms.
- Now penalizes Aim Down Sight Speed by 20ms.
- VS-R Extended II
- Sprint To Fire Speed penalty increased from 20ms to 30ms.
- Aim Down Sight Speed penalty increased from 20ms to 30ms.
- DashLine Speed Mag
- Sprint To Fire Speed improvement increased from 15ms to 20ms.
- Aim Down Sight Speed improvement increased from 10ms to 15ms.
- VS Poise Grip
- Horizontal Recoil Control improvement reduced from 10% to 8%.
- Contra Light Pad
- Movement Speed improvement reduced from 0.6m/s to 0.4m/s.
- Sprint Speed improvement reduced from 0.5/s to 0.25m/s.
- 3mW Motion Strike Laser
- Damage Range improvement reduced from 15% to 12%.
XR-3 Ion
Attachment Adjustments
- 21" LTI Infinity Barrel
- Damage Range improvement reduced from 30% to 25%.
- 17" XR-Adapt Barrel
- Damage Range improvement reduced from 15% to 12%.
- 19" Revolution Barrel
- Vertical Recoil Control penalty reduced from 50% to 40%.
- Headshot multiplier now 3x.
- Neck multiplier now 2x.
- Upper Torso and Upper Arm multipliers now 1.2x.
- Feet multipliers now 0.7x.
- All other multipliers are 1x.
- Overload Capacity Mag
- Now penalizes Sprint To Fire Speed by 20ms.
- Now penalizes Aim Down Sight Speed by 20ms.
- Mammoth Stack Extended
- Sprint To Fire Speed penalty increased from 20ms to 30ms.
- Aim Down Sight Speed penalty increased from 20ms to 30ms.
- Phantom-V Fast Mag
- Sprint To Fire Speed improvement increased from 10ms to 15ms.
- Aim Down Sight Speed improvement increased from 10ms to 15ms.
- L9 Vertigo Grip
- Horizontal Recoil Control improvement reduced from 10% to 8%.
- LTI Collapsed Stock
- Movement Speed improvement reduced from 0.7m/s to 0.4m/s.
- Sprint Speed improvement reduced from 0.6/s to 0.3m/s.
- 2mw Adaptive Tactical Laser
- Tac Stance Aim Down Sight Speed improvement increased from 25% to 28%.
- 3mW Motion Strike Laser
- Damage Range improvement reduced from 15% to 12.5%.
- Quick Charge
- Pre-Fire Time improvement increased from 10% to 15%.
- Now also improves Burst Cooldown by 10%.
Pistols
Pistol Adjustments
Jager 45
General Adjustments
- Tac Stance Spread increased by 22%.
Attachment Updates.
- H-45 Precision Comp
- Vertical Recoil Control improvement reduced from 20% to 15%.
- Ported-45 Brake
- Vertical Recoil Control improvement reduced from 10% to 8%.
- 8.7" EAM Voyager Barrel
- Damage Range improvement reduced from 40% to 30%.
- 8" Warp-45 Barrel
- Bullet Velocity improvement reduced from 50% to 45%.
- 7.1" Hawker Ion Barrel
- Bullet Velocity improvement reduced from 25% to 22%.
- Damage Range improvement reduced from 23% to 15%.
- Warpath Capacity Mag
- Now penalizes Sprint To Fire Speed by 15ms.
- Now penalizes Aim Down Sight Speed by 15ms.
- Goliath-X Extended+
- Sprint To Fire Speed penalty increased from 20ms to 25ms.
- Aim Down Sight Speed penalty increased from 20ms to 30ms.
- Stryder-Snap Speed Clip
- Sprint To Fire Speed improvement increased from 10ms to 13ms.
- Aim Down Sight Speed improvement increased from 10ms to 15ms.
- GL-3N Grip
- Horizontal Recoil Control improvement reduced from 10% to 8%.
- Akimbo
- Addressed an issue causing Sprint To Fire Speed to be slower than intended with Akimbo.
- AirGlide Target Laser
- Damage Range improvement increased from 12% to 13%.
- Match Grade Trigger
- Fire Rate improvement reduced from 10% to 8%.
Coda 9
Attachment Adjustments
- H-9mm Precision Comp
- Vertical Recoil Control improvement reduced from 20% to 15%.
- Hawker-9 Brake
- Vertical Recoil Control improvement reduced from 10% to 8%.
- 6.3" Greaves Halberd Barrel
- Damage Range improvement reduced from 35% to 25%.
- 5.6" Banisher Barrel
- Bullet Velocity improvement reduced from 40% to 30%.
- 5" LTI Epsilon-1 Barrel
- Bullet Velocity improvement reduced from 20% to 15%.
- Damage Range improvement reduced from 18% to 12%.
- Hellgate Stick Mag
- Now penalizes Sprint To Fire Speed by 15ms.
- Now penalizes Aim Down Sight Speed by 15ms.
- Terra-1X Grip
- Horizontal Recoil Control improvement reduced from 10% to 5%.
- Muse Grip
- First Shot Recoil Control improvement reduced from 60% to 50%.
- Vertical Recoil Control improvement reduced from 10% to 8%.
- K-Flash Target Laser
- Damage Range improvement reduced from 15% to 12%.
- Bolt Carrier Group
- Now reduces Damage Range by 10%.
- Recoil Sync Unit
- Vertical Recoil Control improvement reduced from 10% to 8%.
- Horizontal Recoil Control improvement reduced from 10% to 8%.
Launchers
General Adjustments
- Reduced turn sway and idle motion.
- Enabled Idle Sway Delay system so that ADS starts perfectly centered.
Launcher Adjustments
A.R.C. M1
General Adjustments
- Addressed an issue that could cause projectile trajectory to deviate. It is intended to travel perfectly straight.
- Addressed an issue where interrupting charge up with a melee could result in firing an instant shot afterwards.
Weapon Attachments: General
Mobility Spread Muzzle
- This muzzle now improves Tac Stance Spread and all Hip Spread values. Jump, Slide, and Dive Spread values were improved by 10%.
Mobility Foregrip
- This underbarrel now improves Movement Speed and no longer improves Sprint Speed.
Fast Mags and Flip Mags
- Most Fast Mags and Flip Mags have had their starting and max stock ammo increased to compensate for smaller mag sizes.
Tactical Spread Stock
- This stock now improves all Hip Spread values, including Jump, Slide, and Dive spread.
- All weapons had the Tac Stance Spread improvement increased by 2%, except for SMGs which were improved by 5%.
Millimeter Scanner
We’re excited about the Millimeter Scanner returning to Black Ops. The key with this one is to find a sweet spot where it’s useful, but not outright optimal in all situations. In Beta, it was a bit too limited, so we’re giving the scan more range and increasing the movement threshold where enemies no longer appear on scans. The new movement threshold will catch more players on scans when they are moving in crouch, as well as strafing in ADS with some of the slower weapons. For most weapons, improving movement speeds with attachments should push you back over the new threshold. And as a reminder, the Cold Blooded Perk will also counter scans outright. This is another one that we’ll keep an eye on as the attachment meta develops.
- Increased scan distance from 15m to 30m.
- Increased maximum movement speed to appear on scans from 2m/s to 2.5m/s.
Maps
- Exposure
- Updated spawn points across all modes.
- Slightly increased some Hardpoint zone sizes.
- Overload zones have been moved slightly deeper toward the ends of the map.
- Adjusted Domination A zone for minimap clarity.
- New Search and Destroy bomb site locations.
- Imprint
- Inclinator button prompt text updated for clarity.
- The Forge
- Updated starting objective device locations for Overload.
- Cortex
- Updated spawns for all modes and polished objective locations.
Modes
- Overload
- Updated device reset timer from 60 seconds to 15 seconds.
- UI string and visual updates for gameplay clarity.
- Medal additions and updates.
- General bug fixes.
Perks
- Combined certain Perks into other existing Perks to create more meaningful choices.
- Gearhead gets Quartermaster benefits.
- Assassin gets Vendetta benefits.
- Close Shave gets Bruiser benefits.
- Engineer gets Shadow benefits.
- Tracker gets Hunter’s Instinct benefits.
- Added increased minimap visibility to Vigilance.
- Slightly increased assist score radius of Charge Link and Blast Link.
- Increased Tactician Combat Speciality elimination score.
Equipment
- Needle Drone now eliminates enemies on direct impact.
- Increased the HUD warning radius of Needle Drone, so potential victims are warned sooner.
- Improvements to Sensor Grenade to make tagging more responsive and reliable.
- Reduced duration of EMP Grenade HUD scramble effect.
Field Upgrades
- Improved charge time balance across all Field Upgrades and charge time boosters.
- Addressed an issue with Drone Pod eliminations where it was not awarding the full +100 score.
- Reduced duration and area of effect of Squad Link and set a deployed limit of 1.
- Trophy Systems can no longer be deployed underwater.
Scorestreaks
- Improved messaging of Scorestreak earn and ready states.
- Adjusted Scorestreak health, hits to kill, and score cost.
- Updated Scorestreak health Overclock descriptions to be clearer.
- Reduced fire delay of D.A.W.G. and now allow 2 active per team.
- D.A.W.G. can now use map traversals more often.
- Addressed an issue where Sentry Turret barrel did not spin.
- Increased Sentry Turret targeting distance.
- Reduced initial targeting delay of Skewer.
- Reduced Rhino melee hit time delay to better match animation.
- Reduced EMP effect duration on Rhino.
- Addressed an issue where Hellstorm cluster missiles were not doing correct damage to Scorestreaks.
- Added a “Drone Damaged Enemy” Drone Pod Score Event to help players understand when their Drone Pod is damaging enemies.
Audio
- Removed the guitar riff SFX that played in the Beta when killing your current Nemesis, or when being killed by your Nemesis.
Maps
- Vandorn Farm (Survival)
- Addressed an issue where Chompy wouldn’t eat a weapon but would still reward the player.
- Reduced Salvage rewarded from Chompy.
- Increased Saw Blade Trap cost to 2000 Essence and slightly reduced its attraction radius.
- Trap kills do not drop loot.
- T.E.D.D. Tasks now spawn in the map.
Weapons
- General
- Addressed an issue that was severely reducing the effective penetration of all bullet weapons. Damage will not be reduced as severely for penetration hits.
- Slight increase to Legendary and Pack-a-Punch III damage multipliers for Assault Rifle, SMG, Marksman Rifle, and Shotgun weapon classes to ensure a viable economy loop when coupled with Augments.
- Pack-a-Punched SMGs now have a short-range damage buff of 50%.
- Weapon Specific
- MXR-17
- Increased stock Ammo to 550 for Pack-a-Punched version.
- A.R.C M1
- Increased charge gain to 0.5 seconds.
- Flatline MK.II
- Non-Pack-a-Punched Flatline MK.II Changes:
- Lowered Heavy Melee damage from 375 -> 300
- Lowered head scale from 2 -> 1.5x
- Pack-a-Punched Flatline MK.II Changes:
- Pack-a-Punch II Damage: 2x
- Pack-a-Punch III Damage: 4x
- Non-Pack-a-Punched Flatline MK.II Changes:
- Dravec 45
- Lowered kick scale by 100% for Pack-a-Punch variant.
- MXR-17
Enemies
- Addressed an issue where zombies had trouble attacking the ARC-XD.
UI
- Updated the Exfil Vote widget to more clearly describe the updated Exfil, which allows each player to opt-in to an Exfil initiated by another player.
- Everyone who opts-in leaves the match, with players who opt out staying in the match until they decide to Exfil later… or die.
Known Issues
- Camos
- The Doomsteel Mastery Camo unlock requirements show 30 Elite Zombies Eliminations instead of the 10 that are needed to actually unlock it.
- This will be addressed shortly after launch.
- The Doomsteel Mastery Camo unlock requirements show 30 Elite Zombies Eliminations instead of the 10 that are needed to actually unlock it.
COMMS AND LIVE ISSUES
Make sure you’re following @CODUpdates and @Treyarch for critical live communications and track common Live Issues on our Trello Board.
If you are encountering an issue, please tag the official channels above and share details with us as clearly as possible. Make sure to include your Activision ID, platform, region, and the dates/times that you encountered the issue as well as any steps to reproduce it. For additional tips on sharing bugs with us, check out How to report bugs over at the Black Ops 7 Trello.
We're excited to jump in with everyone at launch! From all of us here at Treyarch and Raven Software, thanks for your support from Black Ops 6 to Black Ops 7 and beyond. We’ll see you online in Co-Op Campaign, Multiplayer, and Zombies this week. GLHF!
For regular updates about all Call of Duty® related live issues, follow @CODUpdates.
For updates about Call of Duty®: Black Ops 7 Multiplayer and Zombies, follow @Treyarch.
For regular updates about Call of Duty®: Black Ops 7 Campaign and Call of Duty: Warzone™, follow @RavenSoftware.
For all sorts of other franchise content, check out our Call of Duty® blog.
*Game features described above are based on current in-development features that are subject to change based on final development changes and/or game tuning or updates that may remove or modify some or all of the above features.