Call of Duty: Warzone Season 03 Reloaded Patch Notes

  • WZ
  • 패치 정보
  • 시즌 03

TUESDAY MAY 13

EVENTS

  • High Art

    • The High Art Event now ends on May 22.

     

MOVEMENT

  • We’ve resolved an issue that caused incorrect aim down sight speeds while prone and crouching.

RANKED PLAY

  • Public Events

    • As previously mentioned, Restock is replacing Fire Sale in circle 3.

BUG FIXES

  • Fixed an issue that would sometimes cause revive time to be longer than intended on downed teammates.
  • Fixed an issue allowing players to use emotes in Ranked Play. These are restricted in Ranked Play to prevent players’ from gaining an unfair advantage.
  • Fixed an issue that prevented players from selecting the “How Prestige Works” button in the Prestige menu while queueing for a match.
  • Fixed an issue causing Operator voice over to play without a cooldown.

 

FRIDAY MAY 9

LIVE ISSUES

  • Server Disconnects

    • We've fixed several of the issues that were causing server disconnects and will continue investigating reports.

RANKED PLAY

  • Battle Royale: Ranked Play has been re-enabled.
  • We have resolved an issue that was preventing players from receiving Skill Rating (SR) upon completing a Ranked Play match.
We have rewarded an estimated value of SR depending on placement and number of eliminations in the match, along with offsetting deployment fees that were incorrectly removed. 

This value will be automatically reflected on your profile after logging in.
  • Public Events

    • With Ranked Play now restored, we will be replacing the Fire Sale public event with the Restock public event in an upcoming update, as previously outlined in the Patch Notes.

VEHICLES

  • Items will now drop through a vehicle when dropped from kills or from your quick inventories.
There’s been an unintended strategy where players would hoard loot items for later use by pairing them to vehicles and driving around.

While we applaud the creativity, this is the same reason we moved away from a backpack inventory that devolves the gameplay loop and provides an uncompetitive experience to the game.

BUG FIXES

  • Fixed an issue causing the Armor Plate animation to play without applying an Armor Plate.

wednesday MAY 7

LIVE ISSUES

  • Server Disconnects
    • We’re actively investigating reports of some players encountering issues that may result in disconnects from Warzone matches following the Season 03 Reloaded update.
We understand the frustration caused by ongoing server disconnects and want to clarify that these issues are not due to known malicious attacks or activity. Our studio teams are actively investigating the root cause which shipped with Season 03 Reloaded and will provide updates as soon as possible.

RANKED PLAY

  • Public Events

    • Restock is replacing Fire Sale in Ranked Play.

We've been closely monitoring the economy since returning to Verdansk. With recent adjustments to the economy overall, specific strategies involving Fire Sale have become more dominant than intended. While additional tweaks are underway, we're replacing Fire Sale with Restock as we gather data. 

Our goal is to reduce the incentive of stockpiling cash and to encourage players to manage and spend their cash strategically throughout the match, especially in the mid-to-late game.

WEAPONS

» Assault Rifles «

CR-56 AMAX

  • Headshot multiplier decreased from 1.6x to 1.35x
  • Sprint to Fire speed slowed from 190ms to 215ms
  • Aim Down Sight move speed reduced from 3.2m/s to 3m/s

AK-74

  • Maximum Damage reduced from 45 to 39

We are making this adjustment to give SMGs more room to shine in the close range, while keeping the AK-74 as a great mid-long range option.

KRIG C

  • Medium Damage Range 1 increased from 32 to 33
  • Headshot multiplier increased from 1.2x to 1.35x
  • Bullet Velocity increased from 820m/s to 830m/s
  • Aim Down Sight speed slowed from 260ms to 280ms
  • Sustained Fire Recoil improved
The Krig C's recoil was holding it back from being a viable option compared to other ARs at range. This change allows it to compete at longer range engagements.
» SMGs «

C9

  • Maximum Damage increased from 38 to 40

The change to the C9 is to bring it up to par with other SMGs in close range combat.
» Snipers «

HDR

  • Flinch Resistance reduced by 60%
  • Attachments:
    • Heavy Stock
      • Flinch Resistance reduced from 60% to 35%
    • Combat Stock
      • Flinch Resistance reduced from 25% to 15%

BUG FIXES

  • Fixed an issue where users would sometimes redeploy from the Gulag without a weapon if they entered when the Gulag was closing.
  • Fixed an issue causing placement to appear incorrect after a Battle Royale Casual match.
  • Fixed an issue causing eliminated players to drop a Field Upgrade they were not carrying.
  • Fixed an issue preventing the JAK Slash Aftermarket Part from appearing in the Gunsmith.

wednesday april 30

CALL OF DUTY: WARZONE

EVENTS

  • High Art
    • Earn XP in Multiplayer, Zombies, or Call of Duty: Warzone during this event to unlock rewards such as the new Ladra Submachine Gun. 
    • Activation Dates: May 1 to 15
  • Blaze of Glory
    • Collect Blaze Bucks dropped by eliminated enemies and found in supply caches in Call of Duty: Warzone. Redeem your bucks for rewards, including the new Vendetta Perk, the Frost Blast Field Upgrade, and the “Highly Decorated” Weapon Camo.
    • Activation Dates: May 6 to 15

MAPS

New

» Verdansk «

  • Train Station (East Wing Access)
    • The previously sealed east wing of the Train Station is now open, offering increased loot opportunities and new flanking routes.
  • Moving Train
    • The iconic Verdansk train is back. It now features a respawning Recon Contract - if you choo-choo-choose to take on the mission.
 
  • Vertical Ascenders
    • Ascenders have been reintroduced across Verdansk, matching their placement in the original Season 05 and current Plunder layout.
Vertical Ascenders provide new traversal and engagement options across familiar power positions. We’ll continue monitoring combat flow and weapon performance to determine if adjustments are needed - whether that means removing unnecessary ascenders or adding them to areas that remain difficult to access.

MODES

New

  • High Trip Resurgence Limited-Time Mode
    • Experience the classic Resurgence ruleset with special narration and gameplay boosts designed to incinerate your opponents.
    • Map:
      • Verdansk
    • Squad Size:
      • Quads
    • Player Count: 
      • 120 Players
  • Massive Resurgence Limited-Time Mode
    • Engage in rapid-fire combat with Resurgence mechanics, allowing continuous redeployment while the Resurgence timer is active.
    • Map:
      • Verdansk
    • Squad Size:
      • Quads
    • Player Count: 
      • 120 Players

PLAYLIST

For information about upcoming Playlists, please check out the dedicated Warzone Trello Board.

 

RANKED PLAY

With the re-introduction of our ranked seasons in this patch, we’re introducing a number of different changes to the ranked ecosystem to coincide with the new map, aimed at retaining in large the pacing and progression structure, while allowing for the other adjustments that are needed. Here’s a brief summary of the details you’ll find below:

 

 

  • 150 Players 
    • With our return to Verdansk, Battle Royale Ranked Play is increasing its player count to 150 players, which of course means 50 Teams in the match.
 
  • New SR Values 
    • To maintain the overall pacing and progression of the ranked ecosystem, we've tuned the SR values to better reflect the larger map, Season 03’s changes to gameplay as well as general game economy. The overall outcome of this tuning is such that your progress through ranked should be very similar in terms of time investment, with slightly higher difficulties in the very top ends (High Iridescent, top 250). 
    • We have also raised the SR Cap per match for eliminations to 200, instead of 150.
 
  • Restrictions Adjustments
    • We’re mirroring the ban on Bandolier and the Ammo Satchel, and disabled known perks that are counter to the goals we want to facilitate with ranked. At the same time, with Verdansk’s identity revolving so heavily around vehicle usage we have unrestricted launchers so they can be used to effectively counter any vehicle dominance. Alertness has also been removed from the restricted perk list.
    • As an additional callout - we have added the Trophy system to the buystation to enable planning for a safer vehicle rotation.

Unlocking Ranked Play

In order to access this mode, players must place amongst the top squads in at least 20 matches to be eligible to queue up and begin climbing the ranks.

 

In this case, "Top Placement" is defined as finishing among the Top 6 teams in Resurgence or the Top 15 teams in Battle Royale. Battle Royale Casual or Bootcamp does not progress your Top Placements.

Basic Overview

General

Map
Mode
Squad Size
Player Count
Map:

Verdansk

Mode:

Battle Royale

Squad Size:

Trios

Player Count:

150

Restrictions

Weapon Restrictions

Modern Warfare Weapons

  • All

Black Ops 6 Weapons

  • Blade Launcher

Attachment Restrictions

Thermal Optics

  • All

Underbarrel Launchers

  • Drill Charge Launcher
  • High Explosive Launcher
  • Standard Launcher

Barrels

  • CHF Barrel

Fire Mods

  • Rapid Fire 
  • Dragon’s Breath 
  • Goblin Mk2 7.62 Mini-Rocket Conversion

Other Restrictions

Perks

  • Birdseye
  • Specialist

Wildcards

  • Bandolier

Loot Items

  • Ammo Satchel

Vehicles

  • Cargo Truck

Contracts

  • Big Game Bounty

Miscellaneous

  • One-Shot Headshots
  • Shoot During Freefall
  • Train Recon Contract
  • Proximity Chat
  • Text to Chat
  • Emotes
  • High Value Loot Zones
  • Gulag Rocks
  • Live Pings

Other Gameplay Adjustments

  • The starting circle is more centered, enabling more playspace on drop - but extreme circle ends can still occur. 
 
  • Trophy system is added to the buystation inventory to enable a more protected vehicle rotation.

Additional Information

Rank Tiers & SR Requirements

Rank
SR Requirement
Tiers
Rank:

Bronze

SR Requirement:

Starting Rank

Tiers:

N/A

Rank:

Silver

SR Requirement:

900

Tiers:

I, II, III

Rank:

Gold

SR Requirement:

2,100

Tiers:

I, II, III

Rank:

Platinum

SR Requirement:

3,600

Tiers:

I, II, III

Rank:

Diamond

SR Requirement:

5,400

Tiers:

I, II, III

Rank:

Crimson

SR Requirement:

7,500

Tiers:

I, II, III

Rank:

Iridescent

SR Requirement:

10,000

Tiers:

N/A

Rank:

Top 250

SR Requirement:

10,000+

Tiers:

N/A (Leaderboard)

With the start of Season 03 Reloaded, we will exceptionally be setting players across the board back to Bronze.

 

When Season 04 starts, the setback system will be re-enabled to the typical soft-reset. As a reminder on how that works: 

Seasonal SR Setback

Rank at End of Season
Starting Rank Next Season
Rank at End of Season:

Bronze or Silver

Starting Rank Next Season:

No SR deduction; continue as-is.

Rank at End of Season:

Gold

Starting Rank Next Season:

Start at Gold I.

Rank at End of Season:

Platinum

Starting Rank Next Season:

Start at Platinum I.

Rank at End of Season:

Diamond or Higher

Starting Rank Next Season:

Start at Diamond I.

Awarded SR By Placement

Placement

Top 40

Top 30

Top 20

Top 15

Top 10

Top 5

1st

Placement SR

0

10

20

30

50

60

100

Bonus SR Per Elim

4

5

6

8

9

10

12

In addition to the above, Eliminations factor in the difference in skill between you and the victim. This more accurately rewards overcoming a high ranked player, and lessens the impact if the skill delta is too wide (via players being brought into a match with friends, or otherwise).

 

This skill delta bonus reward changes depending on if they are + / - 3 ranks from your own. 

Elimination Rank Detla

Rank Delta

-3

-2

-1

0

1

2

3

Elimination SR

4

5

6

8

9

10

12

We’ve adjusted deployment fees for season 03 allowing a slightly smoother on ramp into the ecosystem. At the beginning of each match, a Deployment Fee is deducted from each player’s Skill Rating (SR) total. The higher the player’s Rank and Tier, the higher the Deployment Fee.

Deployment Fee By Rank

Rank
Deployment Fee (SR)
Rank:

Bronze I

Deployment Fee (SR):

No deployment fee

Rank:

Silver I

Deployment Fee (SR):

5

Rank:

Silver II

Deployment Fee (SR):

10

Rank:

Silver III

Deployment Fee (SR):

15

Rank:

Gold I

Deployment Fee (SR):

25

Rank:

Gold II

Deployment Fee (SR):

30

Rank:

Gold III

Deployment Fee (SR):

35

Rank:

Platinum I

Deployment Fee (SR):

45

Rank:

Platinum II

Deployment Fee (SR):

50

Rank:

Platinum III

Deployment Fee (SR):

55

Rank:

Diamond I

Deployment Fee (SR):

65

Rank:

Diamond II

Deployment Fee (SR):

70

Rank:

Diamond III

Deployment Fee (SR):

75

Rank:

Crimson I

Deployment Fee (SR):

85

Rank:

Crimson II

Deployment Fee (SR):

90

Rank:

Crimson III

Deployment Fee (SR):

95

Rank:

Iridescent & Top 250

Deployment Fee (SR):

100 SR plus 10 SR every 500 SR above 10,000, up to a maximum deployment fee of 200 SR.

Career Rewards

Top Placements
Rewards
Top Placements:

5

Rewards:
  • Knock Out Player Emblem
Top Placements:

10

Rewards:
  • WZ Ranked Competitor Operator Skin
Top Placements:

20

Rewards:
  • Checkmate Loading Screen
Top Placements:

50

Rewards:
  • Alphaomega Spray
Top Placements:

100

Rewards:
  • Infinitatus Rex - Weapon Charm
Top Placements:

150

Rewards:
  • Mastermind Spray
Top Placements:

250

Rewards:
  • Dominion Weapon Camo
Top Placements:

300

Rewards:
  • Whisper Knife Melee Blueprint
  • Skullbuckle Large Decal

Rank Operator Skins

Rank Milestones
Rewards
Conditions
Rank Milestones:

Gold

Rewards:

WZ Gold Competitor

Conditions:

Awarded immediately upon reaching Gold for the first time.

Rank Milestones:

Platinum

Rewards:

WZ Platinum Competitor

Conditions:

Awarded immediately upon reaching Platinum for the first time.

Rank Milestones:

Diamond

Rewards:

WZ Diamond Competitor

Conditions:

Awarded immediately upon reaching Diamond for the first time.

Rank Milestones:

Crimson

Rewards:

WZ Crimson Competitor

Conditions:

Awarded immediately upon reaching Crimson for the first time.

Rank Milestones:

Iridescent

Rewards:

WZ Iridescent Competitor

Conditions:

Awarded immediately upon reaching Iridescent for the first time.

Season 01 Rewards

Requirements
Rewards
Requirements:

1 Win

Rewards:
  • Junkyard Dog - Weapon Charm
Requirements:

25 Eliminations

Rewards:
  • Crownbreaker - Weapon Sticker
Requirements:

100 Eliminations

Rewards:
  • Ranked Renegade - Weapon Camo
Requirements:

250 Eliminations

Rewards:
  • Exile’s Resolve - AK74 Weapon Blueprint 
Requirements:

Reach Silver

Rewards:
  • Platatag - Player Emblem
Requirements:

Reach Gold

Rewards:
  • Arumural - Player Emblem
  • Golden Cup - Player Spray
  • Gold Competitor - Operator Skin
Requirements:

Reach Platinum

Rewards:
  • Platinumpasting - Player Emblem
  • Platinum Belt - Player Spray
  • Platinum Competitor - Operator Skin
Requirements:

Reach Diamond

Rewards:
  • Azureice - Player Emblem
  • Diamond Crown - Player Spray
  • Diamond Competitor - Operator Skin
Requirements:

Reach Crimson

Rewards:
  • Crimsonpiece - Player Emblem
  • Crimson Banner - Player Spray
  • Crimson Competitor - Operator Skin
Requirements:

Reach Iridescent

Rewards:
  • Iridosketch - Player Emblem
  • Iridescent Wreath - Player Spray
  • Iridescent Competitor - Operator Skin
Requirements:

Finish in Top 250

Rewards:
  • WZ Top 250 Competitor - Operator Skin
  • Factum Heroes - Player Emblem
  • Unstoppable 250 - Player Spray
Requirements:

Finish #1 in Top 250

Rewards:
  • WZ Top 250 Champion - Operator Skin
  • Semideistyle - Player Emblem

LOOT & ECONOMY

  • Updated Ground Loot Weapons
    • Ground loot weapons have been revised to better align with each weapon’s core role by removing incompatible or underperforming attachments.
    • Certain weapon builds have been added or removed from the loot pool to improve overall variety and balance.
    • Slight adjustments have been made to weapon class distribution, including a reduction in the frequency of Snipers and Pistols found in ground loot.
 
  • High Value Loot Zones
    • Each season, three POIs across Verdansk will be designated as High Value Loot Zones, offering increased loot density. For Season 03 Reloaded, the active High Value Loot Zones are: Train Station, Superstore and Military Base - prime locations for early Hot Drops.
    • High Value Loot Zones are now marked by a distinct color on the POI name during infil, the tac map, and the compass when inside the zone.
    • The cooldown for Ammo Restock Depots in Plunder has been increased from 5 seconds to 20 seconds.

MOVEMENT

  • Movement Speed While Plating
    • Movement speed while inserting armor plates has been standardized. Whether using the normal animation or the one-handed animation granted by Quick Fix, your movement speed will now align with the weapon you had equipped when you began plating.
Previously, plating had a fixed movement speed that could be faster or slower than the weapon you were holding. Now, if you're plating with a melee weapon equipped, your movement will match that weapon's speed. The same applies to other weapon classes - for example, plating with an LMG equipped will now retain the slower movement speed associated with LMGs.

EQUIPMENT

Adjustments

» Lethal «

 

  • Drill Charge
    • The explosion radius increased from 3 meters to 5 meters.
    • Inner explosion damage increased from 155 to 200.
    • Outer explosion damage increased from 39 to 100.
Drill Charge has been underperforming relative to other lethal equipment. These updates aim to increase its effectiveness and bring it more in line with peers. We will continue to monitor its usage and impact.

 

  • C4
    • The middle to inner explosion radius increased from 3m to 5m.
    • Inner explosion damage increased from 225 to 250.
    • Middle explosion damage increased from 112 to 180.
    • Slight increase to the speed at which you can detonate the device after throwing it.
    • Slight adjustments to throw velocity.
These changes are designed to reward accurate throws and improve responsiveness, making C4 a more viable and skill-based option.

 

  • Spring Mine
    • Inner explosion damage reduced from 275 to 250.
This minor reduction gives players more opportunity to react while still preserving the mine's lethality. Remember: crouching reduces mine damage by 50%, and going prone reduces it by 75%.

 

  • Blast Trap
    • Increased the Detonation delay from 0.75 seconds to 1 seconds.
This adjustment provides a slightly longer window for counterplay when triggered unexpectedly. We’ll continue monitoring Blast Trap performance for further tuning in Warzone.

 

» Tactical «

 

  • Stim Shot
    • Speed increase reduced from 15% to 8%.
The Stim Shot’s primary purpose is health regeneration, with a secondary role as a movement enhancer. In recent updates, its speed boost began to overshadow its healing function. This adjustment helps re-center its role within the gameplay loop.

 

  • Experimental Gas
    • No longer deals tick damage.
Following the gas size adjustments introduced at the start of Black Ops 6, we found the combination of debuff, area coverage, and damage to be underwhelming. By removing its damage entirely, we’re shifting Tacticals toward a clearer identity: no-damage or low-damage utility.

CONTRACTS

Returning

  • Big Game Bounty
    • The Big Game Bounty Contract has returned to Battle Royale. Track down and eliminate a high-performing squad for greater rewards - high risk, high reward.

Adjustments

  • Supply Run Contract
    • Squadmates who are dead at the time a Supply Run is completed will now also receive the Fire Sale reward.

KILLSTREAKS

Adjustments

  • Sentry
    • Effective range increased from 50m to 100m.
    • Minor increase to max turn speed.
    • Lifetime increased from 90 seconds to 100 seconds.
    • Increased max damage from 10 to 12.
When reintroducing the Sentry Gun to Warzone, we aimed to ensure it remained effective without feeling like a substitute for an additional player. These updates enhance its responsiveness in close-quarters engagements while expanding its reach to longer distances, making it more noticeable and reactive without becoming overwhelming.

 

  • Bunker Buster
    • Explosive inner damage reduced from 300 to 290.
    • Removed damage from gas.
These adjustments aim to slightly reduce the Bunker Buster’s total lethality while improving consistency in its area-of-effect interactions.

 

  • UAV
    • Audible callout on activation of a UAV for enemies has been tightened up with the UX indicator (red box around minimap).
Previously, the callout was designed to alert players that a UAV had been activated nearby - regardless of whether they were inside its detection radius. Now, the audio callout will only trigger if you are currently within UAV coverage when it is activated. If you enter the UAV’s range afterward, only the red minimap border will appear, reducing confusion and improving clarity.

PERKS

Adjustments

  • Low Profile
    • Prone and crouch movement speed increased from 20% to 30%.

 

  • Bomb Squad
    • Damage reduction increased from 20% to 30%.

 

  • Survivor
    • Health regeneration delay increased from 3 seconds to 4 seconds.
Survivor continues to be a highly selected perk. This slight delay maintains its strength while improving balance across the perk ecosystem.

 

  • Reactive Armor
    • Armor regeneration speed increased by 50%.
Once regeneration begins, armor will now fully regenerate up to 75 armor (half of the total pool) within 25 seconds if no plates are equipped.

 

  • Tracker
    • Tracker outlines have been refined with thinner lines to improve visual clarity.
This change aligns with broader visual updates to reduce clutter. Reminder: Tracker is countered by the Cold-Blooded Perk.

WEAPONS

New Weapons

  • Ladra Submachine Gun
    • Full-auto submachine gun. Extreme rate of fire, excellent range, and low recoil.
    • Acquirable via High Art Event Reward

New Conversion Kits

  • Goblin Mk2 7.62 Mini-Rocket Conversion Kit
    • Converts the Goblin Mk2 Assault Rifle into a fully automatic weapon with explosive rocket ammunition. Splash damage capabilities come at the expense of bullet velocity and rate of fire. Equips a new default Barrel and Magazine. 
    • Acquirable via Event Reward

Weapon Adjustments

Assault Rifle Adjustments

Weapon
Adjustments
Weapon:

AK-74

Adjustments:
  • Headshot multiplier reduced from 1.2x to 1.12x
  • Lower Torso multiplier reduced from 0.95x to 0.9x
  • Sprint to Fire speed slowed from 190ms to 215ms
  • Aim Down Sight speed slowed from 270ms to 285ms
  • Aim Down Sight move speed reduced from 3.2m/s to 3m/s
Weapon:

CR-56 AMAX

Adjustments:
  • Reload Speed Increased by 15% to align with other Black Ops 6 ARs
  • Flip Mag adjusted from 25 rounds to 30 rounds
Weapon:

KILO 141

Adjustments:
  • Reload Speed Increased by 15% to align with other Black Ops 6 ARs
Weapon:

BAL-27 (MWIII)

Adjustments:

BAL-27 Damage Adjustments

Damage Range
Pre-Patch
Post-Patch
Damage Range:

Maximum Damage Range

Pre-Patch:

— Damage —

28

 

— Range —

0 - 31.8m

Post-Patch:

— Damage —

32⇧

 

— Range —

0 - 31.8m

Damage Range:

Medium Damage Range 1

Pre-Patch:

— Damage —

26

 

— Range —

31.8 - 43.1m

Post-Patch:

— Damage —

26

 

— Range —

31.8 - 41.9m⇩

Damage Range:

Minimum Damage Range

Pre-Patch:

— Damage —

22

 

— Range —

>48.2m

Post-Patch:

— Damage —

22

 

— Range —

>41.9m⇩

Additional Adjustments

  • Visual Recoil Reduced
Weapon:

HOLGER 556 (MWIII)

Adjustments:

HOLGER 556 Damage Adjustments

Damage Range
Pre-Patch
Post-Patch
Damage Range:

Maximum Damage Range

Pre-Patch:

— Damage —

38

 

— Range —

0 - 40.6m

Post-Patch:

— Damage —

40⇧

 

— Range —

0 - 35.5m⇩

Damage Range:

Medium Damage Range 1

Pre-Patch:

— Damage —

34

 

— Range —

40.6 - 50.8m

Post-Patch:

— Damage —

38⇧

 

— Range —

35.5 - 45.7m⇩

Damage Range:

Minimum Damage Range

Pre-Patch:

— Damage —

30

 

— Range —

>50.8m

Post-Patch:

— Damage —

32⇧

 

— Range —

>45.7m⇩

Additional Adjustments

  • Bullet Velocity increased from 720m/s to 810m/s
  • Sprint to Fire speed improved from 252ms to 200ms
  • Headshot multiplier decreased from 1.3x to 1.14x
  • Lower Torso multiplier decreased from 0.96x to 0.85x
  • Visual Recoil Reduced
Attachments
  • 40 Round Mag increased to 50 rounds
Weapon:

M4 (MWII)

Adjustments:

M4 Damage Adjustments

Damage Range
Pre-Patch
Post-Patch
Damage Range:

Maximum Damage Range

Pre-Patch:

— Damage —

27

 

— Range —

0 - 25.4m

Post-Patch:

— Damage —

32⇧

 

— Range —

0 - 43.18m⇧

Damage Range:

Medium Damage Range 1

Pre-Patch:

— Damage —

24

 

— Range —

25.4 - 40.64m

Post-Patch:

— Damage —

27⇧

 

— Range —

43.18 - 55.88m⇧

Damage Range:

Minimum Damage Range

Pre-Patch:

— Damage —

20

 

— Range —

>40.64m

Post-Patch:

— Damage —

25⇧

 

— Range —

>55.88m⇧

Additional Adjustments

  • Bullet Velocity increased from 720m/s to 820m/s
  • Upper Torso multiplier decreased from 1.1x to 0.95x
  • Visual Recoil Reduced
Weapon:

TAQ-56 (MWII)

Adjustments:

TAQ-56 Damage Adjustments

Damage Range
Pre-Patch
Post-Patch
Damage Range:

Maximum Damage Range

Pre-Patch:

— Damage —

31

 

— Range —

0 - 35.56m

Post-Patch:

— Damage —

39⇧

 

— Range —

0 - 38.1m⇧

Damage Range:

Medium Damage Range 1

Pre-Patch:

— Damage —

28

 

— Range —

35.56 - 47m

Post-Patch:

— Damage —

33⇧

 

— Range —

38.1 - 48.2m⇧

Damage Range:

Minimum Damage Range

Pre-Patch:

— Damage —

25

 

— Range —

>47m

Post-Patch:

— Damage —

29⇧

 

— Range —

>48.2m⇧

Additional Adjustments

  • Bullet Velocity increased from 720m/s to 800m/s
  • Visual Recoil Reduced

SMG Adjustments

Weapon
Adjustments
Weapon:

C9

Adjustments:

Attachments

  • 10mm Auto 30-Round Mag
    • Vertical Recoil penalty reduced from 40% to 20%.
Weapon:

SAUG

Adjustments:
  • Drop Time improved from 0.5s to 0.3s.
The Drop Time (the time it takes for the weapon go off screen when switching to another) was longer on the Saug than intended. This has been fixed to align with the other SMGs.
Weapon:

HRM-9 (MWIII)

Adjustments:

HRM-9 Damage Adjustments

Damage Range
Pre-Patch
Post-Patch
Damage Range:

Maximum Damage Range

Pre-Patch:

— Damage —

28

 

— Range —

0 - 11.9m

Post-Patch:

— Damage —

34⇧

 

— Range —

0 - 10.6m⇩

Damage Range:

Medium Damage Range 1

Pre-Patch:

— Damage —

24

 

— Range —

11.9 - 19m

Post-Patch:

— Damage —

32⇧

 

— Range —

10.6 - 17.7m⇩

Damage Range:

Minimum Damage Range

Pre-Patch:

— Damage —

20

 

— Range —

>19m

Post-Patch:

— Damage —

21⇧

 

— Range —

>17.7m⇩

Additional Adjustments

  • Medium Damage Range 2 Removed
  • Lower Torso multiplier decreased from 1x to 0.85x
Weapon:

WSP-9 (MWIII)

Adjustments:

WSP-9 Damage Adjustments

Damage Range
Pre-Patch
Post-Patch
Damage Range:

Maximum Damage Range

Pre-Patch:

— Damage —

42

 

— Range —

0 - 11.4m

Post-Patch:

— Damage —

45⇧

 

— Range —

0 - 11.9m⇧

Damage Range:

Medium Damage Range 1

Pre-Patch:

— Damage —

35

 

— Range —

11.4 - 20.3m

Post-Patch:

— Damage —

38⇧

 

— Range —

11.9⇧ - 20.3m

Damage Range:

Minimum Damage Range

Pre-Patch:

— Damage —

27

 

— Range —

>20.3m

Post-Patch:

— Damage —

30⇧

 

— Range —

>20.3m

Additional Adjustments

  • Medium Damage Range 2 Removed
  • Sprint to Fire speed slowed from 66ms to 120ms
  • Headshot multiplier decreased from 1.3x to 1.13x
  • Upper Torso multiplier decreased from 1.1x to 1x
  • Lower Torso multiplier decreased from 1x to 0.95x
  • Visual Recoil Reduced
Weapon:

MX9 (MWII)

Adjustments:

MX9 Damage Adjustments

Damage Range
Pre-Patch
Post-Patch
Damage Range:

Maximum Damage Range

Pre-Patch:

— Damage —

34

 

— Range —

0 - 10.1m

Post-Patch:

— Damage —

38⇧

 

— Range —

0 - 11.1m⇧

Damage Range:

Medium Damage Range 1

Pre-Patch:

— Damage —

28

 

— Range —

10.1 - 22.3m

Post-Patch:

— Damage —

34⇧

 

— Range —

11.1 - 19.8m⇧

Damage Range:

Minimum Damage Range

Pre-Patch:

— Damage —

19

 

— Range —

>22.3m

Post-Patch:

— Damage —

24⇧

 

— Range —

>19.8m⇧

Additional Adjustments

  • Medium Damage Range 2 Removed
  • Bullet Velocity increased from 300m/s to 530m/s
  • Sprint to Fire speed slowed from 88ms to 110ms
  • Upper Torso multiplier decreased from 1.1x to 1x
  • Lower Torso multiplier decreased from 0.94x to 0.9x
  • Visual Recoil Reduced

Attachments

  • Extended Mag rounds increased from 45 to 50
Weapon:

PDSW 528 (MWII)

Adjustments:

PDSW 528 Damage Adjustments

Damage Range
Pre-Patch
Post-Patch
Damage Range:

Maximum Damage Range

Pre-Patch:

— Damage —

28

 

— Range —

0 - 10.1m

Post-Patch:

— Damage —

30⇧

 

— Range —

0 - 12.2m⇧

Damage Range:

Medium Damage Range 1

Pre-Patch:

— Damage —

24

 

— Range —

10.1 - 20.5m

Post-Patch:

— Damage —

28⇧

 

— Range —

12.2⇧ - 20m⇩

Damage Range:

Minimum Damage Range

Pre-Patch:

— Damage —

19

 

— Range —

>20.5m

Post-Patch:

— Damage —

20⇧

 

— Range —

>20m⇩

Additional Adjustments

  • Medium Damage Range 2 Removed
  • Bullet Velocity decreased from 680m/s to 570m/s
  • Aim Down Sight speed improved from 240ms to 210ms
  • Headshot multiplier increased from 1.2x to 1.27x
  • Lower Torso multiplier decreased from 1x to 0.95x
  • Visual Recoil Reduced

Shotguns Adjustments

Weapon
Adjustments
Weapon:

ASG-89

Adjustments:

Attachments

  • Rapid Fire
    • Rate of Fire improvement increased from 3% to 5%.
Weapon:

MARINE SP

Adjustments:

Marine SP Damage Adjustments

Damage Range
Pre-Patch
Post-Patch
Damage Range:

Maximum Damage Range

Pre-Patch:

— Damage —

60

 

— Range —

0 - 1.8m

Post-Patch:

— Damage —

60

 

— Range —

0 - 1.8m

Damage Range:

Medium Damage Range 1

Pre-Patch:

— Damage —

45

 

— Range —

1.8 - 6.3m

Post-Patch:

— Damage —

55⇧

 

— Range —

1.8 - 6.3m

Damage Range:

Medium Damage Range 2

Pre-Patch:

— Damage —

32

 

— Range —

6.3 - 8.9m

Post-Patch:

— Damage —

45⇧

 

— Range —

6.3 - 8.9m

Damage Range:

Minimum Damage Range

Pre-Patch:

— Damage —

21

 

— Range —

>8.9m

Post-Patch:

— Damage —

32⇧

 

— Range —

>8.9m

Additional Adjustments

  • Each Damage Value is per Pellet

Attachments

  • 12 Gauge Slugs
    • Headshot multiplier increased from 1.2x to 1.6x
Weapon:

LOCKWOOD 680 (MWIII)

Adjustments:

Lockwood 680 Damage Adjustments

Damage Range
Pre-Patch
Post-Patch
Damage Range:

Maximum Damage Range

Pre-Patch:

— Damage —

60

 

— Range —

0 - 1.02m

Post-Patch:

— Damage —

60

 

— Range —

0 - 1.8m⇧

Damage Range:

Medium Damage Range 1

Pre-Patch:

— Damage —

45

 

— Range —

1.02 - 4.5m

Post-Patch:

— Damage —

45

 

— Range —

1.8 - 6.3m⇧

Damage Range:

Medium Damage Range 2

Pre-Patch:

— Damage —

32

 

— Range —

4.5 - 8.9m

Post-Patch:

— Damage —

32

 

— Range —

6.3⇧ - 8.9m

Damage Range:

Minimum Damage Range

Pre-Patch:

— Damage —

21

 

— Range —

>8.9m

Post-Patch:

— Damage —

21

 

— Range —

>8.9m

Additional Adjustments

  • Each Damage Value is per Pellet

LMG Adjustments

Weapon
Adjustments
Weapon:

GENERAL

Adjustments:

All Black Ops 6 Belt Fed Mag Attachments have their max ammo reduced from 500 to 210

 

 

Weapon:

FENG 82

Adjustments:
Attachments
  • Fast Mag I
    • Now reduces Pre-Fire Delay to 19ms (25% reduction).
Weapon:

PU-21

Adjustments:
Attachments
  • Fast Mag I
    • Now reduces Pre-Fire Delay to 10ms (50% reduction).
  • Fast Mag II
    • Now removes Pre-Fire Delay (100% reduction).
Weapon:

XMG

Adjustments:

Attachments

  • Fast Mag I
    • Now reduces Pre-Fire Delay to 25ms (25% reduction).
  • Fast Mag II
    • Now reduces Pre-Fire Delay to 17ms (50% reduction).
Weapon:

PULEMYOT 762 (MWIII)

Adjustments:

Pulemyot 762 Damage Adjustments

Damage Range
Pre-Patch
Post-Patch
Damage Range:

Maximum Damage Range

Pre-Patch:

— Damage —

36

 

— Range —

0 - 38.1m

Post-Patch:

— Damage —

45⇧

 

— Range —

0 - 43.1m⇧

Damage Range:

Medium Damage Range 1

Pre-Patch:

— New Range —

 

Post-Patch:

— Damage —

38

 

— Range —

43.1 - 55.8m

Damage Range:

Minimum Damage Range

Pre-Patch:

— Damage —

34

 

— Range —

>38.1m

Post-Patch:

— Damage —

34

 

— Range —

>55.8m⇧

Additional Adjustments

  • Headshot multiplier increased from 1.12x to 1.19x
  • Upper and Lower Torso multipliers decreased from 1.1x to 1x
  • Visual Recoil Reduced
Weapon:

TAQ ERADICATOR (MWIII)

Adjustments:

TAQ Eradicator Damage Adjustments

Damage Range
Pre-Patch
Post-Patch
Damage Range:

Maximum Damage Range

Pre-Patch:

— Damage —

30

 

— Range —

0 - 39.3m

Post-Patch:

— Damage —

32⇧

 

— Range —

0 - 40.6m⇧

Damage Range:

Medium Damage Range 1

Pre-Patch:

— New Range —

 

Post-Patch:

— Damage —

29

 

— Range —

40.6 - 50.8m

Damage Range:

Minimum Damage Range

Pre-Patch:

— Damage —

26

 

— Range —

>39.3m

Post-Patch:

— Damage —

27⇧

 

— Range —

>50.8m⇧

Additional Adjustments

  • Aim Down Sight speed slowed from 330ms to 400ms
  • Headshot multiplier decreased from 1.2x to 1.19x
  • Lower Torso multiplier decreased from 1.1x to 1x
  • Visual Recoil Reduced
Weapon:

RAAL MG (MWII)

Adjustments:

RAAL MG Damage Adjustments

Damage Range
Pre-Patch
Post-Patch
Damage Range:

Maximum Damage Range

Pre-Patch:

— Damage —

38

 

— Range —

0 - 41.9m

Post-Patch:

— Damage —

49⇧

 

— Range —

0 - 40.5m⇩

Damage Range:

Medium Damage Range 1

Pre-Patch:

— Damage —

35

 

— Range —

41.9 - 53.3m

Post-Patch:

— Damage —

42⇧

 

— Range —

40.5⇩ - 53.3m

Damage Range:

Minimum Damage Range

Pre-Patch:

— Damage —

37

 

— Range —

>53.3m

Post-Patch:

— Damage —

37

 

— Range —

>53.3m

Additional Adjustments

  • Headshot multiplier decreased from 1.3x to 1.18x
  • Lower Torso multiplier increased from 0.95x to 1x
  • Visual Recoil Reduced
Weapon:

SAKIN MG38 (MWII)

Adjustments:

SAKIN MG38 Damage Adjustments

Damage Range
Pre-Patch
Post-Patch
Damage Range:

Maximum Damage Range

Pre-Patch:

— Damage —

30

 

— Range —

0 - 39.3m

Post-Patch:

— Damage —

38⇧

 

— Range —

0 - 35.5m⇩

Damage Range:

Medium Damage Range 1

Pre-Patch:

— Damage —

27

 

— Range —

39.3 - 50.8m

Post-Patch:

— Damage —

34⇧

 

— Range —

35.5 - 45.7m⇩

Damage Range:

Minimum Damage Range

Pre-Patch:

— Damage —

25

 

— Range —

>50.8m

Post-Patch:

— Damage —

30⇧

 

— Range —

>45.7m⇩

Additional Adjustments

  • Headshot multiplier decreased from 1.4x to 1.14x
  • Upper Torso multiplier decreased from 1.15x to 1x
  • Lower Torso multiplier decreased from 1.05x to 1x
  • Visual Recoil Reduced

Marksman Rifle Adjustments

Weapon
Adjustments
Weapon:

GENERAL

Adjustments:

All non bolt action Marksman Rifles in MWII, MWIII and BO6 will now use AR ammo instead of sniper ammo.

 

 

Weapon:

AEK-973

Adjustments:

AEK-973 Damage Adjustments

Damage Range
Pre-Patch
Post-Patch
Damage Range:

Maximum Damage Range

Pre-Patch:

— Damage —

44

 

— Range —

0 - 40.6m

Post-Patch:

— Damage —

50⇧

 

— Range —

0 - 43.1m⇧

Damage Range:

Minimum Range Damage

Pre-Patch:

— Damage —

40

 

— Range —

>40.6m

Post-Patch:

— Damage —

43⇧

 

— Range —

>43.1m⇧

Additional Adjustments

  • Bullet Velocity decreased from 900m/s to 860m/s
  • Headshot multiplier increased from 1.1x to 1.2x
  • Lower Torso multiplier decreased from 1x to 0.9x

Attachments

  • Rapid Fire
    • Maximum Damage increased from 25 to 45
    • Minimum Damage increased from 20 to 40
    • Rate of Fire increased from 5% to 10%
    • Damage Range penalty decreased from 35% to 25%
    • Bullet Velocity penalty decreased from 20% to 10%
Weapon:

DM-10

Adjustments:

DM-10 Damage Adjustments

Damage Range
Pre-Patch
Post-Patch
Damage Range:

Maximum Damage Range

Pre-Patch:

— Damage —

78

 

— Range —

0 - 45.7m

Post-Patch:

— Damage —

78

 

— Range —

0 - 50.8m⇧

Damage Range:

Minimum Range Damage

Pre-Patch:

— Damage —

60

 

— Range —

>45.7m

Post-Patch:

— Damage —

60

 

— Range —

>50.8m⇧

Additional Adjustments

  • Bullet Velocity increased from 890m/s to 920m/s
  • Aim Down Sight speed improved from 350ms to 330ms
  • Inflicted Flinch to enemies increased
  • Received Flinch from enemies decreased
Weapon:

SWAT 5.56

Adjustments:

SWAT 5.56 Damage Adjustments

Damage Range
Pre-Patch
Post-Patch
Damage Range:

Maximum Damage Range

Pre-Patch:

— Damage —

62

 

— Range —

0 - 45.7m

Post-Patch:

— Damage —

62

 

— Range —

0 - 50.8m⇧

Damage Range:

Minimum Range Damage

Pre-Patch:

— Damage —

43

 

— Range —

>45.7m

Post-Patch:

— Damage —

47⇧

 

— Range —

>50.8m⇧

Additional Adjustments

  • Bullet Velocity increased from 870m/s to 910m/s

Attachments

  • Rapid Fire
    • Damage Range penalty decreased from 30% to 15%
    • Bullet Velocity penalty decreased from 18% to 10%
Weapon:

TR2

Adjustments:

TR2 Damage Adjustments

Damage Range
Pre-Patch
Post-Patch
Damage Range:

Maximum Damage Range

Pre-Patch:

— Damage —

62

 

— Range —

0 - 45.7m

Post-Patch:

— Damage —

59⇩

 

— Range —

0 - 45.7m

Damage Range:

Minimum Range Damage

Pre-Patch:

— Damage —

55

 

— Range —

>45.7m

Post-Patch:

— Damage —

59⇧

 

— Range —

>45.7m

This balancing adjustment makes it so the TR2 has best in-class velocity and no damage falloff. It becomes a very easy to use weapon that will be a great sniper counter at longer range. We will monitor how this change goes and adjust accordingly.

Additional Adjustments

  • Bullet Velocity increased from 880m/s to 1020m/s
  • Lower Torso multiplier increased from 0.9x to 1x
  • Headshot multiplier increased from 1.2x to 1.27x
  • Inflicted Flinch to enemies increased
  • View Kick Strength improved significantly
Weapon:

TSARKOV 7.62

Adjustments:

Tsarkov 7.62 Damage Adjustments

Damage Range
Pre-Patch
Post-Patch
Damage Range:

Maximum Damage Range

Pre-Patch:

— Damage —

78

 

— Range —

0 - 43.1m

Post-Patch:

— Damage —

80⇧

 

— Range —

0 - 50.8m⇧

Damage Range:

Minimum Range Damage

Pre-Patch:

— Damage —

60

 

— Range —

>43.1m

Post-Patch:

— Damage —

60

 

— Range —

>50.8m⇧

Additional Adjustments

  • Bullet Velocity decreased form 915m/s to 890m/s
  • Neck multiplier increased from 1x to 1.25x

Sniper Adjustments

Weapon
Adjustments
Weapon:

HDR

Adjustments:
  • Aim Down Sight speed slowed from 510ms to 600ms
Weapon:

FJX IMPERIUM (MWII)

Adjustments:

FJX Imperium Damage Adjustments

Damage Range
Pre-Patch
Post-Patch
Damage Range:

Maximum Damage Range

Pre-Patch:

— Damage —

150

 

— Range —

0 - 50.8m

Post-Patch:

— Damage —

150

 

— Range —

0 - 58.4m⇧

Damage Range:

Minimum Range Damage

Pre-Patch:

— Damage —

125

 

— Range —

>50.8m

Post-Patch:

— Damage —

145⇧

 

— Range —

>58.4m⇧

Additional Adjustments

  • Medium Damage Range 1 Removed
  • Aim Down Sight speed improved from 580ms to 540ms
    • With the default scope this makes the ADS speeed 590ms

Melee Adjustments

Weapon
Adjustments
Weapon:

KALI STICKS

Adjustments:
  • Drop Time improved from 0.83s to 0.25s. 
The original Drop Time (the time it takes for the weapon go off screen when switching to another) for the Kali Sticks was very slow when compared to other Black Ops 6 melee weapons. We have updated this to match now.

Gulag Loadout Adjustments

Circle 1

Category
Loadout 1
Loadout 2
Loadout 3
Category:

Primary

Loadout 1:

-

Loadout 2:

-

Loadout 3:

-

Category:

Secondary

Loadout 1:

Stryder .22

+ Extended Mag I

Loadout 2:

9MM PM

+ Extended Mag I

Loadout 3:

GS45

+ Extended Mag I

Category:

Lethal

Loadout 1:

Frag

Loadout 2:

Thermite

Loadout 3:

Molotov

Category:

Tactical

Loadout 1:

Smoke

Loadout 2:

Smoke

Loadout 3:

Smoke

Circle 2

Category
Loadout 1
Loadout 2
Loadout 3
Category:

Primary

Loadout 1:

C9

Loadout 2:

Krig C

Loadout 3:

KSV

Category:

Secondary

Loadout 1:

Stryder .22

+ Extended Mag I

Loadout 2:

9MM PM

+ Extended Mag I

Loadout 3:

GS45

+ Extended Mag I

Category:

Lethal

Loadout 1:

Frag

Loadout 2:

Thermite

Loadout 3:

Molotov

Category:

Tactical

Loadout 1:

Smoke

Loadout 2:

Smoke

Loadout 3:

Smoke

Circle 3

Category
Loadout 1
Loadout 2
Loadout 3
Category:

Primary

Loadout 1:

C9

+ Extended Mag I

Loadout 2:

Krig C

+ Extended Mag I

Loadout 3:

KSV

+ Extended Mag I

Category:

Secondary

Loadout 1:

Stryder .22

+ Extended Mag I

Loadout 2:

9MM PM

+ Extended Mag I

Loadout 3:

GS45

+ Extended Mag I

Category:

Lethal

Loadout 1:

Frag

Loadout 2:

Thermite

Loadout 3:

Molotov

Category:

Tactical

Loadout 1:

Smoke

Loadout 2:

Smoke

Loadout 3:

Smoke

Circle 4

Category
Loadout 1
Loadout 2
Loadout 3
Category:

Primary

Loadout 1:

C9

+ Extended Mag I

+ Quickdraw Grip

Loadout 2:

Krig C

+ Extended Mag I

+ Vertical Foregrip

Loadout 3:

KSV

+ Extended Mag I

+ Quickdraw Grip

Category:

Secondary

Loadout 1:

Stryder .22

+ Extended Mag I

Loadout 2:

9MM PM

+ Extended Mag I

Loadout 3:

GS45

+ Extended Mag I

Category:

Lethal

Loadout 1:

Frag

Loadout 2:

Thermite

Loadout 3:

Molotov

Category:

Tactical

Loadout 1:

Smoke

Loadout 2:

Smoke

Loadout 3:

Smoke

Default Loadout Adjustments

Default Loadouts

Loadout
Primary
Secondary
Equipment
Perks / Wildcard
Loadout:

Enforcer

Primary:

Kilo 141

+ Willis 3x

+ Compensator

+ Reinforced Barrel

+ Vertical Foregrip

+ Extended Mag II

+ Quickdraw Grip

+ Infiltrator Stock

+ Recoil Springs

 

Secondary:

Grekhova

+ Ported Compensator

+ Reinforced Barrel

+ Extended Mag I

+ Ergonomic Grip

+ Recoil Springs

Equipment:

• Frag

• Smoke Grenade

 

Perks / Wildcard:

Perks

• Survivor

• Sprinter

• Tempered

 

Wildcard

• Gunfighter

 

Loadout:

Commando

Primary:

PP-919

+ Suppressor

+ Long Barrel

+ Fast Mag I

+ Commando Grip

+ Infiltrator Stock

Secondary:

SWAT 5.56

+ Compensator

+ Vertical Foregrip

+ Full-Auto Extended Mag

+ Balanced Stock

+ SWAT 5.56 Grau Conversion

 

Equipment:

• Impact Grenade

• Stim Shot

Perks / Wildcard:

Perks

• Scavenger

• Tracker

• Gung-ho

 

Wildcard

• Overkill

 

Loadout:

Strategist

Primary:

XMG

+ Willis 3x

+ Compensator

+ Gain-Twist Barrel
+ Vertical Foregrip

+ Combat Stock

Secondary:

HE-1 (Launcher)

Equipment:

• C4

• Shock Charge

Perks / Wildcard:

Perks

• Grenadier

• Quatermaster

• Gung-ho

 

Wildcard

• Battle Ready

 

Loadout:

Recon

Primary:

LR 7.62

+ Gain-Twist Barrel

+ Precision Handguard

+ Quickdraw Grip

+ Target Laser

+ 7.62 NATO Overpressured

 

Secondary:

CR-56 AMAX

+ Volzhskiy Reflex

+ Compensator

+ Gain-Twist Barrel

+ Vertical Foregrip

+ 7.62x39mm Overpressured

Equipment:

• Spring Mine

• Snapshot Grenade

Perks / Wildcard:

Perks

• Mountaineer

• Bomb Squad

• Alertness

 

Wildcard

• Overkill

 

Loadout:

Infiltrator

Primary:

C9

+ Kepler Microflex

+ Suppressor

+ Long Barrel

+ Vertical Foregrip

+ Extended Mag I

+ Commando Grip

+ Infiltrator Stock

+ Recoil Springs

 

Secondary:

9MM PM

+ Suppressor

+ Long Barrel

+ Extended Mag I

+ Quickdraw Grip

+ Rapid Fire

Equipment:

• Semtex

• Decoy

Perks / Wildcard:

Perks

• Reflexes

• Cold-Blooded

• Ghost

 

Wildcard

• Gunfighter

 

Loadout:

Overwatch

Primary:

HDR

+ Suppressor

+ Gain-Twist Barrel

+ Lightweight Bipod

+ Quickdraw Grip

+ 108mm Overpressured

 

Secondary:

GS45

+ Suppressor

+ Long Barrel

+ Extended Mag II

+ Commando Grip

+ Rapid Fire

Equipment:

• Blast Trap

• Smoke Grenade

Perks / Wildcard:

Perks

• Scavenger

• Cold-Blooded

• Birdseye

 

Wildcard

• Battle Ready

 

OPERATORS

  • Favoriting Operators
    • Players can mark Operators as favorites.
    • There is a cap on the number of Operators that can be favorited: players will receive a notification upon reaching this limit.
 
  • Random Operator Selection
    • Players can now enable a "Random Operator" option, allowing the game to select a different Operator each time they load in.
    • If favorites are set, players have the option to randomize exclusively among their favorites.
    • Players can select up to a maximum of 20 operators to randomize from.
 
  • Random Skin Selection
    • Within each Operator’s customization menu, players can enable the "Random Skin" option.
    • Each time an Operator is selected, a different owned skin will be applied.
    • If favorite skins are set, the random selection will be limited to those skins.
    • Players can select up to 10 skins to randomize from for a single operator.

UI/UX

New

  • Loadout Marker Icon Quality of Life
    • A blue Loadout Drop icon will now appear in the squad widget when your team has enough cash to purchase a Loadout at a Buy Station.
 
  • Damage Closes Buystation Menu Setting Quality of Life
    • Players can now toggle whether the Buy Station menu automatically closes upon taking damage. This setting is off by default. When enabled, the menu will close immediately when the player receives incoming damage.
 
  • Killfeed Duration Setting Quality of Life
    • A new setting allows players to customize how long killfeed messages remain visible on screen after a killfeed update.

Adjustments

  • Attachment Filter for Modern Warfare Weapons Quality of Life
    • An improved attachment filtering system has been added for Modern Warfare weapons. This enhancement introduces category-specific filters to streamline the attachment selection process, making it easier to navigate large inventories and quickly find the desired attachments.
 
  • Death Recap Widget Quality of Life
    • The Death Recap system has been expanded in Season 03 Reloaded to provide clearer insight into the conditions that contributed to your death. New indicators include:
      • Affected by Heartbeat Sensor: Indicates the enemy detected your position with the heartbeat sensor equipment.
      • Affected by Body Shield on Teammate: Indicates your position was revealed by a teammate who was body shield by an enemy.
      • Affected by Resurgence Mark: Indicates your position was revealed by a teammate who died in Resurgence game mode.
      • Affected by Prox Alarm: Indicated your position was revealed by a Prox Alarm tactical equipment.
      • Affected by Most Wanted Target: Indicate your position was revealed by opting-in the Most Wanted Contract.
 
  • Nearby Grenade Notification Quality of Life
    • The grenade warning icon now fades slightly when the player is no longer in direct line of sight of the active grenade, providing a more intuitive visual cue.
 
  • Damage Overlay Opacity Quality of Life
    • The full-screen red damage overlay triggered by armor damage has had its opacity reduced by 50%, creating a less visually intense experience when under fire.
 
  • Double Killstreak Overwrite Notification Quality of Life
    • When two enemy Killstreaks are activated within three seconds of each other, the second notification will now interrupt and replace the first. This ensures both are delivered promptly and players can react appropriately. 
      • Previously, the second notification would wait for the first to finish, often resulting in delayed awareness.
 
  • Death Skull Icon Improvements Quality of Life
    • The death skull icon has been adjusted to scale more appropriately with distance. It will now appear larger when close by, making it easier to spot, while taking up less screen space when viewed from afar.
This change builds on an earlier update that added the skull icon to help players identify where they died and recover their loadouts. Based on feedback, we've fine-tuned the scaling to reduce visual clutter at long range.

VEHICLES

New

  • TRIUMPH TF 250-X Dirt Bike
    • A brand-new vehicle type hits Verdansk: the TRIUMPH TF 250-X Dirt Bike. Designed for quick getaways and high-speed flanks, this single-seat ride boasts impressive acceleration and top speed - but at the cost of lower durability.

Adjustments

  • Heli
    • Adjusted the weight class from medium-light to light. This adjusts how explosives and launchers interact with the Heli.
      • Launchers (including JOKR) 1 hit.
      • Grenades (including C4) 1 hit.
      • Traps 1 hit.
      • Thermite 10 ticks.
 
  • Heli Passenger View Angles
    • Players can now look around with more freedom than before, and are less restricted in tracking targets below the vehicle.

AUDIO

  • Vehicles
    • Revised and Rebalanced the volumes of vehicle engine, suspension, chassis, tire surface/skids, water, impact, hit-marker and horn sounds.

CHALLENGES

  • Removed Unavailable Daily Challenges
    • The following Daily Challenges have been removed as they were not progressable in all modes:
      • SAM/Sentry Turret Challenge
      • Counter-UAV (CUAV) Challenge

 

  • Stickerbook Challenge Fixes
    • Improved filtering to ensure all Stickerbook Challenges are now progressable in Ranked Battle Royale.
    • All challenges referencing Battle Royale now also track in Battle Royale Casual.

 

  • Armory Unlock Update
    • Added the JAK Devastator as an Armory Challenge unlock.
 
  • Stickerbook Challenge Updates
    • The following challenges have been updated for consistency and/or progression tracking:
      • Career — Seasoned Soldier
        • Royale Ripper
          • Battle Buster
        • Career — Warzone Tactician
          • Load Up
        • Career — Popping Off
          • Fearless Warrior
        • Career — Dark Ops
          • [REDACTED]
          • [REDACTED]
        • Prestige 5
          • Intel Hoarder
          • Follow Through
          • Come At Me
          • Mobile Shopper
          • New Toys
        • Prestige 8
          • Contender
        • Prestige 9
          • Silent and Deadly
          • Axed
        • Prestige Master
          • Ultimate Victory
          • Not a Fluke
          • Lock the Win
        • Daily Challenge Updates
          • Top 10 Placement
          • Top 5 Placement
          • Top 10 Placement with 10 Eliminations

BUG FIXES

Perks

 

  • Fixed an issue where Scavenger bags could be picked up by players other than the intended recipient.
  • Fixed an issue where Scavenger did not grant the correct amount of maximum ammunition.
  • Fixed an issue where Ghost was applying default values instead of the intended configuration.
  • Fixed an issue where the Ghost perk's grace period was not correctly set to 3 seconds.
  • Fixed an issue where the required movement speed for Ghost activation was not correctly set to 35 (equivalent to crawling or faster).
  • Fixed an issue while using Bomb Squad where all explosives were incorrectly capped at 150 damage. Explosives can now deal up to 300 damage as originally intended.

 

Audio

 

  • Fixed headshot kill indicator sounding higher pitch than expected on the classic hitmarker preset.
  • Fixed classic hitmarkers being quieter than intended.

 

Miscellaneous

 

  • Fixed an issue where Thermite’s tick rate could be significantly faster than intended.
  • Fixed an issue where the Gulag notification for a squadmate entering or leaving did not play correctly.
  • Fixed an issue where the MX Guardian could incorrectly equip Dragon’s Breath rounds.
  • Fixed an issue causing an unintended burst of velocity when exiting an ascender.
  • Fixed an issue where jumping onto a ladder could trigger an unintended burst of velocity.
  • Fixed an issue where opening the scoreboard during exfil could result in the loss of the user interface.
  • Fixed an issue where the Scavenger perk could incorrectly grant more than the maximum reserve ammunition.
  • Fixed an issue where gas visual effects could appear in Plunder before the Choke Hold public event was active.
  • Fixed an issue where weapon loot cards sometimes appeared off-center from the weapon model.
  • Fixed an issue where the outline on Legendary Supply Crates would disappear after using a Supply UAV.
  • Fixed an issue where item pings from squadmates would not appear after closing the Buy Station UI.
  • Fixed an issue where players could become stuck on a black screen if they were in the Winner’s Circle when the match ended.
  • Fixed an issue where the Trophy System was missing its idle sound effects.
  • Fixed an issue where target dummies in the Firing Range could become stuck after being killed.
  • Fixed an issue where the speed boost from the Resolute perk would not be properly removed.
  • Fixed an issue that caused the Gas Mask icon in the squad widget to disappear when picking up a replacement.

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*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.