Call of Duty: Black Ops 6 Season 04 Patch Notes

Season 04 Updates
Welcome to Season 04
  • BO6
  • Notes de correctif
  • Saison 4

GLOBAL

 

Gunsmith  

  • Addressed an issue where the Model L "Drain Hazard" Blueprint was missing Mastercraft UI elements for the Barrel Attachment category.
  • Addressed an issue where the LC10 "Storm Rage" Blueprint was missing Mastercraft UI elements for the Barrel Attachment category.
  • Addressed an issue where the Kompakt 92 "Printed End" Blueprint was missing Mastercraft UI elements for the Stock Attachment category.

 

UI

  • A feature test that surfaced select store content in the Loadout menus was published in the Season 04 update in error. This feature has now been removed from the live game.

 

 

MULTIPLAYER

 

Ranked Play

  • The following changes for Ranked Play were made on 5/30.
    • Competitive Maps and Modes have been corrected to follow the CDL Competitive Settings.
    • Vote to Forfeit has been reenabled.
    • Live Pings have been disabled.

 

UI 

  • Addressed an issue where the weapon held by the Random Operator for Crimson One would be misaligned.

 

ZOMBIES

 

General Playlist Updates 

  • Addressed an issue that prevented players from using ascenders, zip lines, and other fast travel mechanics when Anywhere But Here or Nowhere But There were equipped to an active GobbleGum pack. (Added on 5/30)

 

Challenges 

  • Addressed an issue where the “Hunker Down” Challenge would not be completed when reaching Round 15. 

 

UI 

  • Addressed an issue that could prevent Players from inspecting the profile of another Player in their lobby.
  • A fix has been deployed to address inaccurate Zombies Lifetime Leaderboard stats for players who are Prestige 10 or higher. (Added on 5/30)

 

Graphics 

  • Addressed an issue that could prevent the white screen from fading after completing a challenge in Grief.

 

Stability 

  • Addressed various stability issues.

WELCOME TO SEASON 04

 

Keep Your Enemies Close…

 

Though he once had the chance to end Vikhor “Stitch” Kuzmin’s reign of terror, Adler spared his nemesis after they met at the culmination of Black Ops Cold War. Kuzmin was later captured and locked up in an Icelandic CIA black site until he might prove useful. Following the events and evidence uncovered by the deceased CIA Agent Jason Hudson, that day has come, and in an unlikely team up, Adler and team have broken Stitch out from his confinement, seeking his help to crack the codenames needed to find the Pantheon moles.

 

To succeed, the two must put their past behind them in pursuit of a new goal. Get in on the action when this stacked offering launches tomorrow, May 29 at 9AM PT across all platforms.

Video Thumbnail

Looking for Call of Duty: Warzone Patch Notes? Raven Software has you covered right here.

New Multiplayer Maps

Shutdown (6v6)

  • Before breaking out Stitch, Adler and team first need to cut off the power to the black site prison, bringing them to a hydroelectric plant built on the rugged volcanic terrain of Iceland. Fight in and around the central building housing the now wrecked Turbine or dive down the Sluice into the Lake, its waters hugging the plant’s south end by the Transformers. Jump up by the red container to target enemies from far out or swim back onshore to reach the Atrium and Parking.

Fugitive (6v6)

  • Deploy to a secret CIA black site in a remote part of Iceland, the very location where Stitch has been imprisoned until Adler brings him in as an unlikely ally for an urgent operation. With the power out, Adler and his crew seize their chance to infiltrate the prison, climbing, zipping, and battling their way through the frozen compound.

Blitz (6v6, 2v2)

  • Traffic comes to a halt as Pantheon reinforcements race toward the prison but get ambushed by the Rogue team. Leave the road and seek out targets over the rugged terrain of the Cliffside or move inland, ambushing enemies at the Waterfall.

 

New Multiplayer Modes

Team Elimination

  • In this twist on Kill Confirmed, two teams are given a limited number of lives each round as they fight to be the last surviving team. Players drop a dog tag on death that can be picked up by the enemy to confirm the kill or by a teammate to deny the opposing team. Survive longer than the other team or hold the most remaining lives when the timer ends to win the round.

 

New Weapons (Multiplayer & Zombies)

LC10 - SMG (Battle Pass)

  • Full-auto submachine gun. Excellent accuracy and range, with a moderate rate of fire. Average mobility and very slow handling for its class.
  • Returning after its debut in Call of Duty: Black Ops Cold War, the LC10 SMG spits out rounds fast coupled with good accuracy and range, moderate damage, and a quick reload to get you back into the fight.

FFAR 1 - Assault Rifle (Battle Pass)

  • Full-auto assault rifle. Very high rate of fire and excellent CQB power, but slower handling and mobility.
  • Boasting a blazing fast fire rate that rivals the SMG weapon class, this bullpup Assault Rifle is designed for taking down targets fast. The somewhat unpredictable recoil favors burst fire when tackling distant targets, but once you’re locked on it’s all over for them.

Essex Model 07 - Marksman Rifle (In-Season, Event Reward)

  • Lever-action marksman rifle. High damage potential. Balanced by slower rate of fire and handling.
  • Inflict heavy critical point damage with this lever-action tactical rifle. An ideal tool for the new sheriff in town, this classic armament offers smooth handling with shots that quickly recenter after kicking up. Choose from a variety of Levers to further customize the weapon’s action, improving ADS speed, sprint to fire speed, and other movement abilities.

 

New Attachments

 

G-Grip (Battle Pass)

  • Vertical foregrip with integrated laser for improved firing stability, horizontal recoil control, and tightened spread when transitioning between hipfire and aiming down sights. Beam: Blue. Blocks Laser attachments.
  • Available for SMGs (except PP-19) and Assault Rifles

Stryder .22 3-Round Burst Mod (Launch, Event Reward)

  • Convert the Stryder .22 into a 3-round burst. Drastically improves fire rate and maintains manageable gun kick but alters the weapon’s damage profile outside of the effective range.

SVD Full Auto Mod (In-Season, Event Reward)

  • Convert the SVD from semi-auto to full-auto functionality, ramping up the speed of your damage output and drastically improving recoil and handling.

TR2 CQB Auto Conversion

  • Alter the TR2 Marksman Rifle to fire handgun caliber rounds, resulting in a Marksman Rifle with a compact frame and fully automatic capabilities that rival fire rates of an SMG!

 

New Scorestreak (Multiplayer & Zombies)

Grim Reaper (In-Season)

  • Powerful semi-automatic launcher that can fire up to four rockets in one load.
  • Wield the Grim Reaper, a quad tube loaded Launcher capable of inflicting heavy damage on enemies. Whether targeting Operators or locking on to enemy Scorestreaks, the Grim Reaper’s payload delivers a huge explosion. The weapon is lost if you’re taken out, so save it for the right moment and bring backup to ensure you have the protection needed to unleash havoc.

 

Grief Returns to Zombies

Not seen since Black Ops 2, Grief returns to Zombies! This fan-favorite mode pits two teams of four against each other, with both sides vying to out-survive the other. As the battlelines are drawn between S.A.M. and Director Richtofen, each team pledges their support to one of these rivals at the start of a match, subsequently receiving handler comms support from one of them throughout the ensuing chaos.

  • 4v4 competitive mode where two teams outwit and outlast each other. Capture zones to debuff enemies. No damage against other players. Respawns every third round.
  • Available Maps: Liberty Falls, Terminus, Citadelle des Morts, The Tomb, Shattered Veil.
  • Restricted: Wonder Weapons, GobbleGums: Exit Strategy, Idle Eyes, Wonderbar!, Time Out, and Flavor Hex (Season 04 GobbleGum).
  • For more details about the return of Grief visit the COD Blog.

 

New Zombies Challenges 

 

Dark Ops Challenges (Launch)

  • A mysterious new set of hidden Calling Cards and bounteous amounts of XP are available at the start of Season 04, thanks to a fresh drop of Zombies Dark Ops Challenges. Who knows... maybe there’s even one for Grief.

 

New Ammo Mod

Shatter Blast (Launch)

  • “Bullets deal explosive damage. Each bullet has a chance to create an explosion that destroys armor.”
  • Modify your ammunition to explode the toughened armor of certain normal and Special undead enemies. This mod also has a second benefit, creating an area-of-effect blast radius at the same time, whether any armor is shattered or not.
  • Augments
    • Major
      • Big Game
        • Shatter Blast can be used against Elite enemies. Expect an impressively sized explosion.
      • Blast Chain
        • On explosion, three additional explosions occur in rapid succession.
      • Blast Repair
        • For every enemy that has its armor destroyed by Shatter Blast, armor health will be restored for the player.
    • Minor
      • Blast Zone
        • Increase the size of the explosion.
      • Blast Boost
        • Increase the explosion damage.
    • Blast Wave
      • Normal enemies are knocked down by the explosion.

 

New GobbleGums

Available at Launch, crack your teeth on three new GobbleGums, available across all maps once you earn or unlock them and equip them in your GobbleGum Loadout Pack.

  • Explosive Flourish (Epic): Reloading your weapon creates an explosion around you. GobbleGum lasts 2 minutes.
  • Flavor Hex (Legendary): Activates a random Ultra GobbleGum.
  • Rainburps (Whimsical): Zombies killed belch sparkly rainbow bubbles. Lasts 3 minutes.

 

MULTIPLAYER

 

Maps  

  • Firing Range
    • Adjusted start spawns for Search and Destroy.
    • Fixed water alignment with ground.
  • Nomad
    • Fixed rendering distance on building.
    • Fixed missing geometry on a wall.
  • Dealership
    • Fixed collision along the street to stop equipment from falling through.

Modes

  • Free For All
    • Made improvements to Free For All spawn logic.
  • Infected
    • Addressed an issue that could prevent the first Infected player from accessing their Loadout.

 

Weapons  

We are kicking off Season 04 with burst-fire marksman rifle and LMG improvements, as well as adjustments to several assault rifles. Both the burst weapons and the LMGs can be quite strong but challenging to use effectively in fast-paced gameplay. Our changes are aimed at areas where these two classes struggle with that faster pacing. The assault rifle adjustments are more targeted. Overall, assault rifle balance is in a good spot, as is the class’s balance in the greater meta. The changes here are meant as small corrections to the highest and lowest performers.

This update also includes adjustments to a handful of attachments across multiple classes. These attachment changes are intended as an early step to address some variances within the weapon classes, and we’ll have more comprehensive attachment balancing planned for an upcoming update.

 

Assault Rifles

Assault Rifle Adjustments

Weapon
Adjustments
Weapon:

XM4

Adjustments:
Attachment Adjustments
  • CHF Barrel
    • Vertical Recoil Penalty reduced from 45% to 40%.
    • Horizontal Recoil Penalty reduced from 20% to 15%.
  • Marksman Foregrip
    • View Kick reduction while focused increased from 15% to 20%.
    • Gun Kick reduction while focused increased from 20% to 25%.
  • Heavy Stock
    • Flinch reduction increased from 50% to 55%.
  • Combat Stock
    • Flinch reduction increased from 25% to 30%.
Weapon:

AK-74

Adjustments:
We are adding a few more meters to the AK-74’s Max Damage Range, bringing it closer to some of the other assault rifles. The weapon already has higher recoil to contend with at these longer ranges.

AK-74 Damage Adjustments

Damage Range
Pre-Patch
Post-Patch
Damage Range:

Maximum Damage Range

Pre-Patch:

— Damage —

27

 

— Range —

0 - 38.1m

Post-Patch:

— Damage —

27

 

— Range —

0 - 40.6m ⇧

Damage Range:

Minimum Damage Range

Pre-Patch:

— Damage —

22

 

— Range —

>38.1m

Post-Patch:

— Damage —

22

 

— Range —

>40.6m ⇧

Attachment Adjustments

  • CHF Barrel
    • Vertical Recoil Penalty reduced from 50% to 35%.
    • Horizontal Recoil Penalty reduced from 20% to 10%.
  • Marksman Foregrip
    • Gun Kick reduction while focused increased from 15% to 25%.
Weapon:

AMES 85

Adjustments:

Attachment Adjustments

  • Heavy Stock
    • Flinch reduction increased from 50% to 55%.
  • Combat Stock
    • Flinch reduction increased from 25% to 30%.
Weapon:

GPR 91

Adjustments:
We are removing the GPR 91’s Mid Damage Range. This range had the same base TTK as the Max Damage Range, but a lower headshot potential. The GPR 91 now only needs two headshots to improve TTK at all ranges (and just one with the CHF Barrel).

GPR 91 Damage Adjustments

Damage Range
Pre-Patch
Post-Patch
Damage Range:

Maximum Damage Range

Pre-Patch:

— Damage —

23

 

— Range —

0 - 22.2m

Post-Patch:

— Damage —

23

 

— Range —

0 - 45.7m ⇧

Damage Range:

Medium Damage Range

Pre-Patch:

— Damage —

22

 

— Range —

22.3m - 45.7m

Post-Patch:

— None —

 

Note: This weapon will now only have a Maximum and Minimum Damage range.

Damage Range:

Minimum Damage Range

Pre-Patch:

— Damage —

19

 

— Range —

>45.7m

Post-Patch:

— Damage —

19

 

— Range —

>45.7m

Attachment Adjustments

  • CHF Barrel
    • Vertical Recoil Penalty reduced from 40% to 35%.
    • Horizontal Recoil Penalty reduced from 20% to 15%.
  • Marksman Foregrip
    • View Kick reduction while focused increased from 15% to 25%.
    • Gun Kick reduction while focused increased from 20% to 30%.
Weapon:

Model L

Adjustments:

Attachment Adjustments

  • CHF Barrel
    • Vertical Recoil Penalty reduced from 55% to 45%.
    • Horizontal Recoil Penalty reduced from 25% to 20%.
  • Marksman Foregrip
    • View Kick reduction while focused increased from 15% to 20%.
    • Gun Kick reduction while focused increased from 20% to 25%.
Weapon:

Goblin Mk2

Adjustments:
Attachment Adjustments
  • Marksman Foregrip
    • View Kick reduction while focused increased from 20% to 30%.
    • Gun Kick reduction while focused increased from 25% to 30%.
  • Heavy Stock
    • Flinch reduction increased from 50% to 55%.
  • Combat Stock
    • Flinch reduction increased from 25% to 30%.
Weapon:

AS VAL

Adjustments:
The AS VAL will see a small increase to damage in its Mid Damage Range, which will reduce the number of headshots required to achieve a faster TTK (both with and without the CHF barrel).

AS VAL Damage Adjustments

Damage Range
Pre-Patch
Post-Patch
Damage Range:

Maximum Damage Range

Pre-Patch:

— Damage —

22

 

— Range —

0 - 19.1m

Post-Patch:

— Damage —

22

 

— Range —

0 - 19.1m

Damage Range:

Medium Damage Range 1

Pre-Patch:

— Damage —

18

 

— Range —

19.2m - 43.2m

Post-Patch:

— Damage —

19 ⇧

 

— Range —

19.2m - 43.2m

Damage Range:

Minimum Damage Range

Pre-Patch:

— Damage —

16

 

— Range —

>43.2m

Post-Patch:

— Damage —

16

 

— Range —

>43.2m

Weapon:

Krig C

Adjustments:

Attachment Adjustments

  • Marksman Foregrip
    • View Kick reduction while focused increased from 15% to 20%.
    • Gun Kick reduction while focused increased from 20% to 25%.
  • Heavy Stock
    • Flinch reduction increased from 50% to 55%.
  • Combat Stock
    • Flinch reduction increased from 25% to 30%.
Weapon:

Cypher 091

Adjustments:

Attachment Adjustments

  • Marksman Foregrip
    • View Kick reduction while focused increased from 15% to 30%.
    • Gun Kick reduction while focused increased from 20% to 30%.
  • Heavy Stock
    • Flinch reduction increased from 50% to 55%.
  • Combat Stock
    • Flinch reduction increased from 25% to 30%.
Weapon:

Kilo 141

Adjustments:
The Kilo 141 remains a highly predictable and controllable weapon, but View Kick will now need to be countered throughout the entire recoil pattern.

General Adjustments

  • Increased View Kick strength.

Attachment Adjustments

  • Marksman Foregrip
    • View Kick reduction while focused increased from 15% to 30%.
    • Gun Kick reduction while focused increased from 20% to 30%.
Weapon:

CR-56 AMAX

Adjustments:
The CR-56 AMAX is also receiving a recoil nerf, such that players may want to take additional recoil-reducing attachments to stay effective at longer ranges.

General Adjustemnts

  • Increased View Kick strength and deviation.

Attachment Adjustments

  • Marksman Foregrip
    • View Kick reduction while focused increased from 15% to 30%.
    • Gun Kick reduction while focused increased from 20% to 30%.

SMGs

SMG Adjustments

Weapon
Adjustments
Weapon:

C9

Adjustments:

Attachment Adjustments

  • Heavy Stock
    • Flinch reduction increased from 50% to 55%.
Weapon:

KSV

Adjustments:

Attachment Adjustments

  • Marksman Foregrip
    • View Kick reduction while focused increased from 15% to 20%.
    • Gun Kick reduction while focused increased from 20% to 25%.
  • Heavy Stock
    • Flinch reduction increased from 50% to 55%.
  • Combat Stock
    • Flinch reduction increased from 25% to 35%.
Weapon:

Tanto .22

Adjustments:

Attachment Adjustments

  • Marksman Foregrip
    • View Kick reduction while focused increased from 15% to 20%.
    • Gun Kick reduction while focused increased from 20% to 25%.
Weapon:

PP-919

Adjustments:

Attachment Adjustments

  • Heavy Stock
    • Flinch reduction increased from 50% to 55%.
  • Combat Stock
    • Flinch reduction increased from 25% to 35%.
Weapon:

Jackal PDW

Adjustments:

Attachment Adjustments

  • Marksman Foregrip
    • View Kick reduction while focused increased from 15% to 20%.
    • Gun Kick reduction while focused increased from 20% to 25%.
Weapon:

Saug

Adjustments:

Attachment Adjustments

  • Marksman Foregrip
    • View Kick reduction while focused increased from 15% to 20%.
    • Gun Kick reduction while focused increased from 20% to 25%.
  • Heavy Stock
    • Flinch reduction increased from 50% to 55%.
  • Combat Stock
    • Flinch reduction increased from 25% to 35%.
Weapon:

PPSh-41

Adjustments:

Attachment Adjustments

  • Marksman Foregrip
    • View Kick reduction while focused increased from 15% to 20%.
    • Gun Kick reduction while focused increased from 20% to 25%.
Weapon:

Ladra

Adjustments:

Attachment Adjustments

  • Marksman Foregrip
    • View Kick reduction while focused increased from 15% to 20%.
    • Gun Kick reduction while focused increased from 20% to 25%.
  • Heavy Stock
    • Flinch reduction increased from 50% to 55%.
  • Combat Stock
    • Flinch reduction increased from 25% to 35%.

Shotguns

Shotgun Adjustments

Weapon
Adjustments
Weapon:

ASG-89

Adjustments:

Attachment Adjustemnts

  • Heavy Stock
    • Flinch reduction increased from 50% to 55%.
  • Combat Stock
    • Flinch reduction increased from 25% to 30%.
Weapon:

Maelstrom

Adjustments:

Attachment Adjusments

  • Heavy Stock
    • Flinch reduction increased from 50% to 55%.
  • Combat Stock
    • Flinch reduction increased from 25% to 30%.

LMGs

We are continuing to look at ways to increase the effectiveness of LMGs while maintaining class identity. This update will improve recoil and base movement speeds for all LMGs. In particular, the movement speed while firing in ADS is improved by about 10% in most cases. These changes are intended to help LMGs sit better within the pace of the game, but not negate the balance tradeoffs of higher recoil and lower mobility for the class.

 

Attachment Adjustments for all LMGs

  • Marksman Foregrip
    • View Kick reduction while focused increased from 20% to 25%.
    • Gun Kick reduction while focused increased from 20% to 25%.

LMG Adjustments

Weapon
Adjustments
Weapon:

PU-21

Adjustments:

General Adjustments

  • Reduced View Kick strength and deviation.
  • Movement Speed increased from 4.5m/s to 4.6m/s.
  • Sprinting Movement Speed increased from 6.1m/s to 6.2m/s.
  • ADS Movement Speed increased.
  • ADS Firing Movement Speed increased from 2.1m/s to 2.3m/s.

Attachment Adjustments

  • Heavy Stock
    • Flinch reduction increased from 45% to 50%.
  • Combat Stock
    • Flinch reduction increased from 20% to 30%.

 

 

 

 

Weapon:

XMG

Adjustments:

General Adjustments

  • Reduced View Kick strength and deviation.
  • Movement Speed increased from 4.3m/s to 4.4m/s.
  • Sprinting Movement Speed increased from 6m/s to 6.1m/s.
  • ADS Movement Speed increased from 2.4m/s to 2.5m/s.
  • ADS Firing Movement Speed increased from 1.7m/s to 1.9m/s.

 

 

 

 

Weapon:

GPMG-7

Adjustments:

General Adjustments

  • Reduced View Kick strength and deviation.
  • Movement Speed increased from 4.4m/s to 4.5m/s.
  • Sprinting Movement Speed increased from 6m/s to 6.1m/s.
  • ADS Movement Speed increased.
  • ADS Firing Movement Speed increased from 1.9m/s to 2.1m/s.

 

 

Weapon:

Feng 82

Adjustments:

General Adjustments

  • Reduced View Kick strength and deviation.
  • Movement Speed slightly increased.
  • Sprinting Movement Speed slightly increased.
  • ADS Movement Speed slightly increased.
  • ADS Firing Movement Speed increased from 2.4m/s to 2.5m/s.

Attachment Adjustments

  • Heavy Stock
    • Flinch reduction increased from 45% to 50%
  • Combat Stock
    • Flinch reduction increased from 20% to 30%

 

 

Marksman Rifles

Burst-fire marksman rifles with one-burst kill potential require a careful balance of risk and reward. Having these weapons in the marksman rifle category helps to keep mobility and handling in check. But our best tools for balance are the recoil, which controls the consistency of the one-burst, and the time between bursts, which directly ties into the “risk” of the gameplay style.

We think the burst rifles still have some room to be stronger without upending the risk/reward balance, so we’re improving the Burst Fire Cooldown on the SWAT 5.56 and AEK-973. We are also improving the Rapid Fire attachments, but want to make sure there’s an appropriate tradeoff to consistency with these when chasing one-burst kills at range.

Marksman Rifle Adjustments

Weapon
Adjustments
Weapon:

SWAT 5.56

Adjustments:

General Adjustments

  • Burst Fire Cooldown reduced from 0.22s to 0.19s.
  • Adjustments to recoil pattern within the burst.

Attachment Adjustments

  • Rapid Fire:
    • Burst Fire Cooldown reduced from 0.17s to 0.16s.
    • Vertical Recoil penalty increased from 30% to 50%.
    • Horizontal Recoil penalty increased from 30% to 50%.
  • Marksman Foregrip
    • View Kick reduction while focused increased from 10% to 20%.
    • Gun Kick reduction while focused increased from 15% to 25%.
Weapon:

Tsarkov 7.62

Adjustments:

Attachment Adjustments

  • Marksman Foregrip
    • View Kick reduction while focused increased from 10% to 25%.
    • Gun Kick reduction while focused increased from 15% to 25%.
  • Heavy Stock
    • Flinch reduction increased from 50% to 55%.
  • Combat Stock
    • Flinch reduction increased from 25% to 30%.
Weapon:

AEK-973

Adjustments:

General Adjustments

  • Burst Fire Cooldown reduced from 0.325s to 0.29s.

Attachment Adjustments

  • Rapid Fire
    • Burst Fire Cooldown reduced from 0.295s to 0.26s.
    • Vertical Recoil penalty increased from 50% to 60%.
    • Horizontal Recoil penalty increased from 50% to 60%.
  • Marksman Foregrip
    • View Kick reduction while focused increased from 10% to 20%.
    • Gun Kick reduction while focused increased from 15% to 25%.
Weapon:

DM-10

Adjustments:

Attachment Adjustments

  • Marksman Foregrip
    • View Kick reduction while focused increased from 10% to 20%.
    • Gun Kick reduction while focused increased from 15% to 25%.
Weapon:

TR2

Adjustments:
The Drop Time (the time it takes for the weapon to go off screen when switching to another) will now match the other marksman rifles.

General Adjustments

  • Drop Time improved from 0.5s to 0.35s.

Attachment Adjustments

  • Marksman Foregrip
    • View Kick reduction while focused increased from 10% to 20%.
    • Gun Kick reduction while focused increased from 15% to 25%.
  • Heavy Stock
    • Flinch reduction increased from 50% to 55%.
  • Combat Stock
    • Flinch reduction increased from 25% to 30%.

Special

Special Adjustments

Weapon
Adjustments
Weapon:

D1.3 Sector

Adjustments:

General Adjustments

  • Addressed an issue with projectile behavior when firing into water.

Scorestreaks 

  • Addressed an issue that could prevent lingering fire from persisting after a Napalm Strike.

 

Audio

  • Addressed several missing voice lines across multiple Operators. 

 

UI

  • Detailed Death Recap
    • We've rolled out an expanded version of the Death Recap Widget to provide more detailed information about how you were eliminated. In addition to showing attacker count and damage dealt, the widget now highlights key conditions that contributed to your death:
      • Affected by Live Ping: Indicates if the enemy had you pinged.
      • Affected by UAV: Indicates if you were revealed on the minimap by a UAV or HARP.
      • Affected by Unsuppressed Weapon: Indicates if firing an unsuppressed weapon exposes your position to nearby enemies.
      • Affected by Body Shield on Teammate: Indicates your position was revealed by a teammate who was held as Body Shield by an enemy.
      • Affected by Sleeper Agent: Indicates you were eliminated by an enemy infiltrating your team with the Sleeper Agent Field upgrade.
      • Affected by Scout Pulse: Indicated you were eliminated by an enemy using the Scout Pulse Scorestreak.
      • Affected by Prox Alarm: Indicated your position was revealed by a Prox Alarm tactical equipment.
      • Affected by Signal Lure: Indicated your position was revealed because you use the Signal Lure Field Upgrade.
  • Fixed an issue where players were able to open the Fire Mod Attachment Skins section by using the contextual menu in the Weapons tab..
  • Fixed an issue when highlighting a Non-Prestige Challenge, the Challenge complete state would display the incorrect progress and the metadata would be missing.
  • Fixed an issue where Fire Mod Attachments would have UI for available skins, but could not be interacted with.
  • Fixed an issue where the Scoreboard would display 8 rounds as the Win Limit, despite the game ending at 6 Rounds.
  • Fixed an issue where the “YOU ARE ELIMINATED” splash would remain on screen.

 

Stability 

  • Theater Mode temporarily disabled due to an issue with loading replays.

 

Ranked Play

Keep your Enemies close in Ranked Play as the competition continues in Season 04 with new rewards to claim.

 

Restrictions Update

  • SMGs
    • C9    
  • Tacticals
    • Flashbangs

 

Season 04 Rank Setback

  • Competitors who are continuing their conquest in Ranked Play from Season 03 will notice that their accounts may have been set back as outlined in previous notes. 
    • Every new Season, your Rank may be rolled back based on where you ended the previous season, as follows:
      • Bronze or Silver Rank players are not impacted by the Seasonal setback and will be able to pick up where they ended Season 03 with no SR deduction.
      • Gold or Platinum Rank players will start Season 04 in Tier I of Gold or Platinum respectively.
      • Diamond Rank and above players will start the Season 04 at Diamond I.

 

Demotion Protection

  • Demotion Protection will be active for everyone’s first 3 Ranked Play losses in Season 04, and players can expect 1 free loss per day via Daily Loss Forgiveness like in Season 03.

 

Reminder: Ranked Play Unlock Requirements

  • Competitors that are returning after an extended period of inactivity may need to Win 10 Matches to requalify for Ranked Play in Season 04.
  • New Ranked Play competitors will need to win 50 match-made multiplayer matches like previous seasons.

 

Ranked Play Season 04 Rewards

  • Ranked Play Season 04 Rewards
    • Rank Weapon Charms: 
      • Each Rank Gold and above has a unique Rank-themed Weapon Charm that you can earn to show off your rank.
        • Gold, Platinum, Diamond, Crimson & Iridescent: Start in (or above) or reach the applicable Rank anytime in Season 04 to instantly earn the corresponding Weapon Charm.
        • Top 250: Finish Season 04 in the Top 250 to earn the “Top 250” Weapon Charm.
    • Rank Calling Cards
      • Each Rank Silver and above has a unique Calling Card reward:
        • Silver, Gold, Platinum, Diamond, Crimson, Iridescent: Start in (or above) or reach the applicable Rank anytime in Season 04 to instantly earn the corresponding Season 04 Rank Calling Card..
        • Top 250: Finish Season 04 in the Top 250.
        • Top 250 Champion: One-of-a-kind Calling Card awarded to the single player who finishes Season 04 in the #1 position on the Top 250.
    •  “Pro Reissue AMES 85” AMES 85 Weapon Blueprint: Unlocked by winning 10 Ranked Play matches in Season 04.
    • 100 Season 04 Wins Large Decal: Unlocked by winning 100 Ranked Play matches in Season 04.

 

ZOMBIES

 

Maps 

  • Terminus
    • Addressed an issue that prevented the ramps from being properly illuminated in the Boat Race Side Quest in Terminus.
  • Citadelle des Morts
    • Addressed an issue where players can repeat The Guardian fight in Citadelle des Morts when loading a save file.
    • Addressed an issue where the Amulet sometimes remains too high after defeating The Guardian.

 

Modes 

  • Addressed an issue where players are sent back to the lobby after pausing the game in splitscreen.

 

Weapons

 

Pistols

Pistol Adjustments

Weapon
Adjustments
Weapon:

Stryder .22

Adjustments:

General Adjustments

  • Increased Pack-a-Punch damage by 100%.
  • Increased Ammo from 360 to 440.
  • Reduced Penetration damage falloff by 40%.
Weapon:

9mm PM

Adjustments:

Attachment Adjustments

  • Increased Pack-a-Punch damage by 50%.
  • Increased Pack-a-Punch damage range by 100%.
  • Increased Ammo from 320 to 360.
  • Scaled Gun and View kick down by 20%.
  • Reduced Penetration damage falloff by 40%.
This weapon receives a penetration buff when Pack-a-Punched, further increasing penetration with the FMJ attachment.
Weapon:

Grekhova

Adjustments:

General Adjustments

  • Increased Damage by 150%.
  • Reduced Damage Range by 30%.
To help individual Pistols feel more unique, we’ve lowered the max damage range on this weapon to make it more effective at closer range, with a more noticeable damage dropoff when fighting enemies at longer distances. 

 

Marksman Rifles

Marksman Rifle Adjustments

Weapon
Adjustments
Weapon:

Tsarkov 7.62

Adjustments:

General Adjustments

  • Increased Pack-a-Punch critical Damage by 50%.
  • Increased ADS speed by 50%.
  • Lowered Gun and view kick by 80%.
Weapon:

DM-10

Adjustments:

General Adjustments

  • Increased Pack-a-Punch critical Damage by 60%.
Weapon:

    TR2

Adjustments:

General Adjustments

  • Increased Damage by 40%.
  • Increased Critical Damage by 90%.
  • Lowered Gun and View Kick by 40%.

Attatchments

  • Addressed an issue where Belt-Fed ammo pickups were not working after refilling ammo with an Ammo Cache or Max Ammo Power-Up.

 

Weapon Blueprints

  • Addressed an issue where the Death FX for certain Weapon Blueprints were not playing correctly.
  • Addressed an issue where the Game Over Blueprint with custom attachments would revert back to its default attachments after reloading a save.

 

Gunsmith 

  • Addressed an issue where Mags and Mag Size details displayed the incorrect information in the Gunsmith menu.

 

Perks 

  • Quick Revive
    • Addressed an issue where Quick Revive would not default to the first slot regardless of when it was obtained.
  • Elemental Pop
    • Addressed an issue with Elemental Pop not working with a Pack-a-Punch GS45 and D1.3 Sector.
    • Addressed an issue where the Electric Cherry Augment will stun Brain Rot zombies.

 

Equipment 

  • C4
    • C4 Min Damage Increased to 70 and Max Damage Increased to 250.
  • Frag Mid
    • Frag Mid Damage Increased to 150.
  • Semtex
    • Semtex Inner Damage Increased to 250.

 

Field Upgrades 

  • Aether Shroud
    • Addressed an issue where zombies would sometimes target players while Aether Shroud is active.
    • Addressed an issue where the player will not have their melee weapon equipped after reviving a player while Void Sheath Augment is active.
  • Dark Flare
    • Addressed an issue where the Helmeted Zombie is immune to Dark Flare Field Upgrade in Citadelle des Morts.

 

Support 

  • Death Machine
    • Increased Death Machine ammo to 350.
  • Mutant Injection
    • Addressed an issue where the Third-Person animation for activating the Mutant Injection played incorrectly.
    • Addressed an issue where the Exfil Cinematic did not play correctly if failed while Mutant Injection was active.
  • War Machine
    • Addressed an issue with the War Machine displaying incorrect unlock requirements.
    • Addressed an issue where the description text for the War Machine was incorrect in the Crafting Table.
  • Mangler Cannon
    • Addressed an issue where the Mangler Cannon was not aligned correctly with the Operator's right arm in Third-Person.

 

GobbleGums 

  • Addressed an issue where the Death Machine or War Machine were left with an ammo count of 1 after using the Support Group GobbleGum.
  • Disallowed players from using Ziplines right after activating Anywhere but Here GobbleGum.
  • Power-Up GobbleGums now use the player’s position as a fallback if gameplay space is limited.
  • Addressed an issue where Time Out GobbleGum would cause zombies to stop spawning if the player who activated the GobbleGum left the match.

 

Power-Ups  

  • Addressed an issue with the Wunderwaffe DG-2 turning zombies into crawlers while Insta-kill was active with the first shot.

 

Mystery Box 

  • Addressed an issue where the Mystery Box could only produce a small subset of weapons.
  • Increased the weight for Seasonal Weapons in the Mystery Box.
  • Addressed an issue where a Zombie Build weapon from the Mystery Box showed incorrect rarity when dropped.

 

UI 

  • Addressed an issue where some players would not see the on-screen timer during Exfil.
  • Addressed an issue where certain UI elements were not being cleared properly after completing steps from the Wonder Weapon Quest prior to completing the Pack-a-Punch Quest in Shattered Veil Directed Mode.
  • Addressed an issue where the cost of Perks in the Der Wunderfizz Machine would not update if bought in rapid succession.
  • Addressed an issue where the Staff of Ice was misspelled in the Wonder Weapon and Store Blueprint menus.
  • Addressed various subtitle typos.

 

Graphics 

  • Addressed an issue where the Special Round Fog did not roll in gradually if a user joins the match in that round.
  • Addressed an issue where the spectating player would see a black screen while the player they are spectating used fast travel.

 

Stability 

  • Addressed various stability issues.