Call of Duty: Black Ops 7 Season 01 Patch Notes

Season hero
  • BO7
  • Patch Notes
  • Season 01

GLOBAL

 

Challenges

  • Addressed an issue that prevented new accounts from receiving initial Daily Challenges

 

Weapons

 

Weapon Tuning

Season 01 changes are here, and they include adjustments to the Akita, sniper rifles, Marksman Rifles, SMG attachments, and more. We continue to see a ton of class variety in our top performing weapons, and we will be focused on carrying that variety throughout Black Ops 7’s seasons. We are also still monitoring the usage rates on Assault Rifles, especially when compared to SMGs. Our data shows that while usage leans in the favor of ARs, SMGs are performing better in several other metrics that control for usage. As such, we are still taking a measured approach to SMG buffs but will be keeping a close eye to make sure the meta continues to evolve and enable more SMG play. Thank you for your ongoing feedback on weapons.

 

Assault Rifles

Assault Rifle Adjustments

Weapon
Adjustments
Weapon:

Maddox RFB

Adjustments:
We couldn’t be more excited to have the Maddox RFB back in Black Ops, and we knew from the beginning that the Echo-Fire Barrel would make for a perfect Prestige Attachment. Unfortunately there was an issue with the headshot multiplier on the attachment at Season 01 launch, which made the Echo-Fire Barrel less powerful than intended. That has been corrected now, and we’ve also improved recoil and range based on early feedback.

13" MFS Echo-Fire Barrel

Maddox RFB - 13" MFS Echo-Fire Barrel Damage Adjustments

Damage Range
Pre-Patch
Post-Patch
Damage Range:

Maximum Damage Range

Pre-Patch:

— Damage —

23

 

— Range —

0 - 19m

Post-Patch:

— Damage —

23

 

— Range —

0 - 22.9m ⇧

Damage Range:

Medium Damage Range

Pre-Patch:

— Damage —

19

 

— Range —

19.1m - 33m

Post-Patch:

— Damage —

19

 

— Range —

30m - 36.8m ⇧

Damage Range:

Minimum Damage Range

Pre-Patch:

— Damage —

16

 

— Range —

>33m

Post-Patch:

— Damage —

16

 

— Range —

>36.8m

Additional 13" MFS Echo-Fire Barrel Adjustments

  • Reduced View Kick
  • Addressed an issue with the intended headshot multiplier on 13" MFS Echo-Fire Barrel. This attachment now improves headshot multiplier by 30%.
  • Addressed an issue causing 13" MFS Echo-Fire Barrel to do more damage in water.
Weapon:

MXR-17

Adjustments:
While the Prestige Attachment on the MXR-17 is quite strong and we’re adding some additional View Kick, the main intent of this change is to smooth out the way that View Kick is felt by the player. We like the unique gameplay this attachment brings in its current state.

MFS Semi-Auto Fast Mag Adjustments

  • View Kick strength increased, but view now climbs and resets more smoothly.
Weapon:

X9 Maverick

Adjustments:
The X9 Maverick continues to be one of the top performing weapons in the game. We’re adjusting the Burst Fire Delay slightly to make the weapon a bit less forgiving when playing aggressively and missing part of the burst. As we’ve mentioned previously, we want to make sure burst weapons are well represented in the Black Ops 7 meta, and we expect the X9 Maverick to still be very effective after this change.

 

General Adjustments

  • Burst Fire Delay increased from 120ms to 150ms.
Weapon:

DS20 Mirage

Adjustments:
The DS20 Mirage is receiving a small increase to its Minimum Damage which improves its headshot potential and makes it the most deadly Assault Rifle at long range. We have also made improvements to both the default integrated launcher and the Prestige Attachment launcher. Our goal with the launcher is to have a second built in weapon that offers a change of pace and is somewhat effective without being frustrating to enemies. It’s now easier to hit enemies with the projectile, both due to improved speed and improved splash damage capabilities.

DS20 Mirage Damage Adjustments

Damage Range
Pre-Patch
Post-Patch
Damage Range:

Maximum Damage Range

Pre-Patch:

— Damage —

27

 

— Range —

0 - 20.3m

Post-Patch:

— Damage —

27

 

— Range —

0 - 20.3m

Damage Range:

Medium Damage Range

Pre-Patch:

— Damage —

23

 

— Range —

20.4 - 44.5m

Post-Patch:

— Damage —

23

 

— Range —

20.4 - 44.5m

Damage Range:

Minimum Damage Range

Pre-Patch:

— Damage —

21

 

— Range —

>44.5m

Post-Patch:

— Damage —

22 ⇧

 

— Range —

>44.5m

Integrated Launcher and Mirage Tandem Launcher Adjustments

  • Explosion damage increased from 25 to 34.
  • Explosion radius increased from 1.2m to 1.6m.
  • Projectile Speed increased.

SMGs

We are adjusting a handful of attachments on SMGs to offer some new build options for improving recoil and range. We have seen players starting to find more success with the SMGs as they master the recoil, so we want to give a few more paths towards mitigating it. Most notably we are removing the cons on the Control Stock attachment for SMGs, which will make it a much more viable choice. We are also adding a range improvement to the High-Velocity Ammo attachment to help build towards mid-range performance. As we stated above, we’ll look at some more heavy-handed changes to SMGs if they continue to have too limited a role in Black Ops 7.

Submachine Gun Adjustments

Weapon
Adjustments
Weapon:

Kogot-7

Adjustments:
Based on feedback we are making some small improvements to Hip Spread when using Akimbo on the Kogot-7, especially when stacking with other Hip Spread attachments.

 

Attachment Adjustments

  • Hawker Ported Comp
    • Hip Spread improvement increased from 25% to 30%.
  • MFS Kogot-7 Akimbo
    • Hip Spread penalty reduced from 40% to 30%.
    • Vertical and Horizontal Recoil penalty increased from 15% to 30%.
  • EMT3 Radix Stock
    • Aim Down Sight Speed penalty removed.
    • Aim Walking Movement Speed penalty removed.
  • 9x21mm Overpressured
    • Now also improves Damage Range by 14%.
Weapon:

Ryden 45K

Adjustments:

Attachment Adjugments

  • Bounty Grip
    • Vertical Recoil Control improvement increased from 13% to 18%.
  • Skeletonized Grip
    • Horizontal Recoil Control improvement increased from 16% to 21%.
  • VAS Interlock Stock
    • Horizontal Recoil Control improvement increased from 15% to 18%.
    • Vertical Recoil Control improvement increased from 15% to 18%.
    • Aim Down Sight Speed penalty removed.
    • Aim Walking Movement Speed penalty removed.
  • .45 Cal Overpressured
    • Now also improves Damage Range by 12%.
Weapon:

RK-9

Adjustments:

Attachment Adjustments

  • Nanopulse Grip
    • Vertical Recoil Control improvement increased from 12% to 15%.
  • Vega Precision Grip
    • Horizontal Recoil Control improvement increased from 12% to 15%.
  • VAS Conduit Stock
    • Horizontal Recoil Control improvement increased from 15% to 17%.
    • Vertical Recoil Control improvement increased from 15% to 17%.
    • Aim Down Sight Speed penalty removed.
    • Aim Walking Movement Speed penalty removed.
  • 9mm Parabellum Overpressured
    • Now also improves Damage Range by 11%.
Weapon:

Razor 9mm

Adjustments:

Attachment Adjustments

  • Vice Grip
    • Vertical Recoil Control improvement increased from 17% to 21%.
  • EAM Pushback Grip
    • Horizontal Recoil Control improvement increased from 16% to 20%.
  • RWL Stability Pad
    • Horizontal Recoil Control improvement increased from 15% to 18%.
    • Vertical Recoil Control improvement increased from 15% to 18%.
    • Aim Down Sight Speed penalty removed.
    • Aim Walking Movement Speed penalty removed.
  • 9mm Parabellum Overpressured
    • Now also improves Damage Range by 13%.
Weapon:

Dravec 45

Adjustments:
Our current approach to the Dravec 45 is to avoid buffs and elevate the other SMGs. The changes we are making here are to keep the functionality of the Control Stock and High-Velocity Ammo consistent with the rest of the class.

 

Attachment Adjustments

  • Endurance LD-6 Stock
    • Aim Down Sight Speed penalty removed.
    • Aim Walking Movement Speed penalty removed.
  • .45 Cal Overpressured
    • Now also improves Damage Range by 5%.
Weapon:

Carbon 57

Adjustments:

Attachment Adjustments

  • Goliath Steady Grip
    • Vertical Recoil Control improvement increased from 15% to 19%.
  • Dulcet Control Grip
    • Horizontal Recoil Control improvement increased from 15% to 19%.
  • Heavy Bound Pad
    • Horizontal Recoil Control improvement increased from 15% to 17%
    • Vertical Recoil Control improvement increased from 15% to 17%
    • Aim Down Sight Speed penalty removed.
    • Aim Walking Movement Speed penalty removed.
  • 5.56x30mm Overpressured
    • Now also improves Damage Range by 10%.
Weapon:

MPC-25

Adjustments:

Attachment Adjustments

  • K&S Compensator
    • Vertical Recoil Control improvement increased from 10% to 14%.
  • Magnate Grip
    • Vertical Recoil Control improvement increased from 14% to 17%.
  • Vassal Stability Grip
    • Horizontal Recoil Control improvement increased from 17% to 20% .M
  • Medusa Stock
    • Horizontal Recoil Control improvement increased from 8% to 10%.
    • Vertical Recoil Control improvement increased from 8% to 10%.
    • Aim Down Sight Speed penalty removed.
    • Aim Walking Movement Speed penalty removed.
  • 5.56x30mm Overpressured
    • Now also improves Damage Range by 10%.

Shotguns

We are making some adjustments to Dragon’s Breath across all shotguns to differentiate it more from the default ammo. Each application of Dragon’s Breath will do less damage for a shorter amount of time, amounting to the same DPS but for a shorter duration. In the case of the M10 Breacher and Echo 12, more damage is being shifted into the new Base Damage value at all ranges. The result is that Dragon’s Breath should feel more consistent at range even when hitting with fewer pellets and will rely less on the DoT for its damage. Close range power will be lower, however, which makes the default ammo a better choice for these engagements.

 

Weapon Class Attachment Adjustments

  • Dragon's Breath
    • Dragon’s Breath burn now deals 12 damage over 0.5s, rather than 30 damage over 1.25s. Burn can still stack up to 2.5s duration.

Shotgun Adjustments

Weapon
Adjustments
Weapon:

M10 Breacher

Adjustments:

12 Gauge Dragon's Breath

M10 Breacher Dragon's Breath Damage Adjustments

Damage Range | Pellets Per Shot: 8
Pre-Patch
Post-Patch
Damage Range | Pellets Per Shot: 8:

Maximum Damage Range

Pre-Patch:

— Damage —

Base: 10

 Pellet: 25

 

— Range —

0 - 2.3m

Post-Patch:

— Damage —

Base: 35 ⇧

 Pellet: 18 ⇩

 

— Range —

0 - 2.3m

Damage Range | Pellets Per Shot: 8:

Medium Damage Range 1

Pre-Patch:

— Damage —

Base: 10

 Pellet: 14

 

— Range —

2.4 - 7.2m

Post-Patch:

— Damage —

Base: 25 ⇧
Pellet: 13 ⇩

 

— Range —

2.4 - 7.2m

Damage Range | Pellets Per Shot: 8:

Medium Damage Range 2

Pre-Patch:

— Damage —

Base: 10

 Pellet: 7

 

— Range —

7.3 - 16.5m

 

Post-Patch:

— Damage —

Base: 20 ⇧

 Pellet: 7

 

— Range —

7.3 - 16.5m

 

Damage Range | Pellets Per Shot: 8:

Minimum Damage Range

Pre-Patch:

— Damage —

Base: 10

 Pellet: 2

 

— Range —

16.6 - 35.6m

Post-Patch:

— Damage —

Base: 20 ⇧

 Pellet: 2

 

— Range —

16.6 - 35.6m

Weapon:

Echo 12

Adjustments:

12 Gauge Dragon's Breath

Echo 12 Dragon's Breath Damage Adjustments

Damage Range | Pellets Per Shot: 8
Pre-Patch
Post-Patch
Damage Range | Pellets Per Shot: 8:

Maximum Damage Range

Pre-Patch:

— Damage —

Base: 20

 Pellet: 12

 

— Range —

0 - 2.5m

Post-Patch:

— Damage —

Base: 30 ⇧

 Pellet: 12

 

— Range —

0 - 2.5m

Damage Range | Pellets Per Shot: 8:

Medium Damage Range 1

Pre-Patch:

— Damage —

Base: 15

 Pellet: 9

 

— Range —

2.6 - 12.7m

Post-Patch:

— Damage —

Base: 20 ⇧

 Pellet: 9

 

— Range —

2.6 - 12.7m

Damage Range | Pellets Per Shot: 8:

Medium Damage Range 2

Pre-Patch:

— Damage —

Base: 7

 Pellet: 3

 

— Range —

12.8 - 22.9m

Post-Patch:

— Damage —

Base: 20 ⇧

 Pellet: 3

 

— Range —

12.8 - 22.9m

Damage Range | Pellets Per Shot: 8:

Minimum Damage Range

Pre-Patch:

— Damage —

Base: 1

 Pellet: 2

 

— Range —

23 - 39.4m

Post-Patch:

— Damage —

Base: 16 ⇧

 Pellet: 2

 

— Range —

23 - 39.4m

Weapon:

Akita

Adjustments:
By now you’re probably well acquainted with the Akita and how strong it is. It’s receiving a comprehensive balance pass that reduces its range, cuts some of its mid-range damage, and gives it more recoil. Dragon’s Breath in particular was much deadlier than it should be, and has had its damage reduced. It should now fulfill the intended role of stretching range and consistency, but at the expense of close quarters DPS.


From the very beginning we knew having Akimbo on the Akita would be diabolical, so obviously we had to do it. Dual wielding Akitas should be the clear choice for players that want to be ultra aggressive and go all in on close quarters engagements. We are making some adjustments to Akimbo to help solidify that gameplay when paired with the base weapon damage nerfs, but limit its effectiveness past close ranges.. We will of course keep a close eye on this one to make sure it’s not too dominant in the long run.

Akita Damage Adjustments

Damage Range | Pellets Per Shot: 6
Pre-Patch
Post-Patch
Damage Range | Pellets Per Shot: 6:

Maximum Damage Range

Pre-Patch:

— Damage —

Base: 33

 Pellet: 8

 

— Range —

0 - 2.5m

Post-Patch:

— Damage —

Base: 33

 Pellet: 8

 

— Range —

0 - 2m ⇩

Damage Range | Pellets Per Shot: 6:

Medium Damage Range 1

Pre-Patch:

— Damage —

Base: 17

 Pellet: 7

 

— Range —

2.6 - 6.4m

Post-Patch:

— Damage —

Base: 17

 Pellet: 6 ⇩

 

— Range —

2.1 - 5.1m ⇩

Damage Range | Pellets Per Shot: 6:

Medium Damage Range 2

Pre-Patch:

— Damage —

Base: 14

 Pellet: 5

 

— Range —

6.5 - 12.1m

Post-Patch:

— Damage —

Base: 14

 Pellet: 4 ⇩

 

— Range —

5.2 - 10.2m ⇩

Damage Range | Pellets Per Shot: 6:

Minimum Damage Range

Pre-Patch:

— Damage —

Base: 12

 Pellet: 3

 

— Range —

12.2 - 23.5m

Post-Patch:

— Damage —

Base: 12

 Pellet: 3

 

— Range —

10.3 - 22.9m ⇩

General Adjustments

  • Increased View Kick strength.

 

Akita ScorchLink Akimbo

  • Damage penalty removed as a result of base Akita damage reduction.
  • Damage Range penalty increased from 40% to 60%.
  • Shots to overheat reduced from 15 to 13.

 

12 Gauge Dragon’s Breath

Akita Dragon's Breath Damage Adjustments

Damage Range | Pellets Per Shot: 6
Pre-Patch
Post-Patch
Damage Range | Pellets Per Shot: 6:

Maximum Damage Range

Pre-Patch:

— Damage —

Base: 10

 Pellet: 12

 

— Range —

0 - 1.3m

Post-Patch:

— Damage —

Base: 7 ⇩

 Pellet: 7 ⇩

 

— Range —

0 - 1.3m

Damage Range | Pellets Per Shot: 6:

Medium Damage Range 1

Pre-Patch:

— Damage —

Base: 9

 Pellet: 10

 

— Range —

1.4 - 10.8m

Post-Patch:

— Damage —

Base: 7 ⇩

 Pellet: 5 ⇩

 

— Range —

1.4 - 10.8m

Damage Range | Pellets Per Shot: 6:

Medium Damage Range 2

Pre-Patch:

— Damage —

Base: 5

 Pellet: 6

 

— Range —

10.9 - 17.8m

Post-Patch:

— Damage —

Base: 7 ⇧

 Pellet: 4 ⇩

 

— Range —

10.9 - 17.8m

Damage Range | Pellets Per Shot: 6:

Minimum Damage Range

Pre-Patch:

— Damage —

Base: 4

 Pellet: 4

 

— Range —

17.9 - 27.9m

Post-Patch:

— Damage —

Base: 7 ⇧

 Pellet: 3 ⇩

 

— Range —

17.9 - 27.9m

LMGs

 

We have removed the penalties on the Control Stock for LMGs as well, since they felt excessive for a class that already contends with low mobility and handling.

LMG Adjustments

Weapon
Adjustments
Weapon:

MK7.8

Adjustments:

Attachment Adjustments

  • Shock Shield Stock
    • Aim Down Sight Speed penalty removed.
    • Aim Walking Movement Speed penalty removed.
Weapon:

XM325

Adjustments:

Attachment Adjustments

  • RX-7 Shock Stock
    • Aim Down Sight Speed penalty removed.
    • Aim Walking Movement Speed penalty removed.

Marksman Rifles

Marksman Rifle Adjustments

Weapon
Adjustments
Weapon:

M8A1

Adjustments:
The M8A1 is receiving attachment changes like the SMGs so that players have more opportunities to build it towards stability.

Attachment Updates

  • G7-Launch Grip
    • Vertical Recoil Control improvement increased from 15% to 19%.
  • Schmidt Trapper Grip
    • Horizontal Recoil Control improvement increased from 11% to 16%.
  • K&S Impact Stock
    • Horizontal Recoil Control improvement increased from 15% to 18%.
    • Vertical Recoil Control improvement increased from 15% to 18%.
    • Aim Down Sight Speed penalty removed.
    • Aim Walking Movement Speed penalty removed.
Weapon:

Warden 308

Adjustments:
We are reducing the Fire Rate on the Warden 308 to make it less effective to spray and pray for one shot kills in close quarters where recoil isn’t a factor. In mid-range engagements the new Fire Rate should still be more than enough for effective follow up shots.

General Adjustments

  • Fire Rate reduced from 600RPM to 480RPM.
Weapon:

M34 Novaline

Adjustments:
The M34 Novaline is intended to be a powerful mid-to-long range weapon. We’re adding a bit of flinch and recoil to give some more room for counterplay, since the weapon lethality is very high. We are also adjusting the Fire Rate on the semi-auto fire mode, because it was outclassing the 2-round burst mode in an unintended way.

General Adjustments

  • Received Flinch increased from .5N to 0.55N.
  • Slightly increased View Kick.

Attachment Adjustments

  • Semi-auto Select Fire
    • Fire Rate reduced from 324RPM to 240RPM.
    • Vertical and Horizontal Recoil reduced by 25%.

Sniper Rifles

Sniper Rifles are sitting close to where we’d like them at the moment, but there are a handful of attachments that are making them frustrating to play against. The Strelok Laser in particular is too strong, so we’re setting it back to the value it had in Black Ops 6. We are also reducing some of the flinch improvements on attachments for the VS Recon and Shadow SK, which are too powerful when stacked. This should give more opportunity for counterplay against these weapons, while keeping their handling potential unchanged.

We saw feedback about the weak collateral potential on the VS Recon and Shadow SK, so we are updating the base damage and location multipliers to allow for more penetration damage while not affecting the one shot potential of the base weapon.

Finally, we are making improvements to the XR-3 Ion, with more details below.

Sniper Rifle Adjustments

Weapon
Adjustments
Weapon:

VS Recon

Adjustments:
In addition to the changes we’ve already mentioned, the Light Bolt has been improved substantially to make it a more viable choice.

VS Recon Damage Adjustments

Damage Range
Pre-Patch
Post-Patch
Damage Range:

Maximum Damage Range

Pre-Patch:

— Damage —

104

 

— Range —

0 - 61m

Post-Patch:

— Damage —

112 ⇧

 

— Range —

0 - 61m

Damage Range:

Medium Damage Range

Pre-Patch:

— Damage —

102

 

— Range —

61.1 - 86.4m

Post-Patch:

— Damage —

106 ⇧

 

— Range —

61.1 - 86.4m

Damage Range:

Minimum Damage Range

Pre-Patch:

— Damage —

95

 

— Range —

>86.4m

Post-Patch:

— Damage —

98 ⇧

 

— Range —

>86.4m

General Adjustments

  • Upper Arm multipliers reduced from 1.02x to 1x.
  • Lower Arm multipliers reduced from 1x to 0.98x.

Attachment Updates.

  • 19.3" Tack Driver Barrel
    • Upper Arm multipliers increased from 1.02x to 1.03x.
    • Lower Arm multipliers reduced from 1.02x to 0.99x.
    • Hand and Upper Leg multipliers reduced from 1x to 0.96x.
    • Lower Leg multipliers now 0.94x.
    • Foot multipliers now 0.75x.
  • MFS R-Stop Handguard
    • Flinch Resistance improvement decreased from 35% to 20%.
  • Stabil Heavy Pad
    • Flinch Resistance improvement decreased from 65% to 45%.
  • Outpost Raider Pad
    • Flinch Resistance improvement decreased from 30% to 17%.
  • 5mw Lockstep Laser
    • Hip to ADS spread transition increased from 55% of ADS time to 90% of ADS time.
  • Light Bolt
    • Fire Rate improvement increased from 7% to 29%.
Weapon:

Shadow SK

Adjustments:
The Shadow SK was a little too versatile when built for Hip Spread with its Prestige Attachment. The goal of the attachment is to see how far we can push a “no scope” build as an alternate playstyle, but by improving Hip Spread so much it indirectly makes the Hip to ADS transition too strong as well. We are pulling back on the Hip Spread improvements across a couple of attachments to limit things, and also reducing Fire Rate to make missing shots more impactful. For now we are keeping Sprint to Fire improvements the same to keep the core gameplay intent.

VS Recon Damage Adjustments

Damage Range
Pre-Patch
Post-Patch
Damage Range:

Maximum Damage Range

Pre-Patch:

— Damage —

104

 

— Range —

0 - 51m

Post-Patch:

— Damage —

112 ⇧

 

— Range —

0 - 51m

Damage Range:

Medium Damage Range

Pre-Patch:

— Damage —

102

 

— Range —

51.1 - 76.2m

Post-Patch:

— Damage —

106 ⇧

 

— Range —

51.1 - 76.2m

Damage Range:

Minimum Damage Range

Pre-Patch:

— Damage —

98

 

— Range —

>76.2m

Post-Patch:

— Damage —

98

 

— Range —

>76.2m

General Adjustments

  • Lower Torso and Lower Arm multipliers reduced from 0.98x to 0.94x.
  • Hand and Upper Leg multipliers reduced from 0.9x to 0.87x.
  • Fire Rate decreased from 100RPM to 86RPM.

 

Attachment Adjustments

  • EMT3 Ported-70
    • Hip Spread improvement decreased from 25% to 15%.
  • 19.6" EMT3 Fluted Barrel
    • Upper Arm multipliers reduced from 1.04x to 1.03x.
    • Hand and Upper Leg multipliers reduced from 0.98x to 0.94x.
  • EMT3 Vanquish Riser
    • Flinch Resistance improvement decreased from 35% to 17%.
  • Friction Stock
    • Flinch Resistance improvement decreased from 45% to 30%.
  • Flourish Full Stock
    • Flinch Resistance improvement decreased from 25% to 15%.
  • MFS Convergence Box Laser
    • Hip Spread improvement decreased from 25% to 16%.
  • 5mw Lockstep Laser
    • Hip to ADS spread transition increased from 55% of ADS time to 90% of ADS time. 
Weapon:

XR-3 Ion

Adjustments:
We’ve seen feedback about the XR-3 Ion feeling weak, difficult to use, and certainly behind the other sniper rifles. We have a few improvements to help with usability, while keeping the weapon focused on being a slower but high-power option. In addition to the base buffs, we are also making changes to the Prestige Attachment and Quick Charge attachment that should make them more impactful and transformative. The Prestige Attachment now has a smaller charge time penalty and lets you stack near perfect Hip Spread, but managing movement is required for maximum precision. Meanwhile, Quick Charge will now provide a path that substantially reduces the charge time, but at the cost of more stability and bullet velocity.

 

General Adjustments

  • Received Flinch reduced from .85N to 0.75N.
  • Bullet Velocity improved from 900m/s to 1200m/s.
  • Aim Down Sight Speed improved from 650ms to 600ms.
  • Reduced Idle Sway.
  • Improved stability when jumping and landing.

Attachment Adjustments

  • MFS 3x3 Compensator
    • Charge Time penalty reduced from 200% to 100%.
    • Maximum Hip Spread improvement reduced from 50% to 20%.
    • Hip Spread from movement expands and decays nearly instantly.
  • 5mw Lockstep Laser
    • Hip to ADS spread transition increased from 55% of ADS time to 90% of ADS time.
  • Quick Charge
    • Charge Time improvement increased from 15% to 30%.
    • Burst Cooldown improvement reduced from 10% to 5%.
    • Vertical and Horizontal Recoil penalties increased from 20% to 100%.
    • Bullet Velocity penalty increased from 15% to 40%.

Launchers

Launcher Adjustments

Weapon
Adjustments
Weapon:

A.R.C. M1

Adjustments:
Our goal with the A.R.C. M1 was to provide an anti-vehicle weapon that feels distinct from the typical rocket launcher, and also has some anti-personnel capabilities. Thanks to some tech improvements we can increase the speed of the energy shot to achieve the feel we envisioned for this, namely more like a beam and less like a projectile. We are also making it immune to Trophy Systems for the same reason.

General Adjustments

  • Doubled “projectile” speed.
  • No longer intercepted by Trophy System.

Melee

Launcher Adjustments

Weapon
Adjustments
Weapon:

Ballistic Knife

Adjustments:
We launched the Ballistic Knife with similar values to past iterations. When we bring back a classic weapon, we try to be mindful of player expectations and familiarity with the original(s). Now that we’ve seen it in player hands and given the pace of Black Ops 7, we think deviating from the past tuning is the better way to go. Improvements to projectile speed, a flatter projectile arc, and the removal of the pre-fire delay (note, a short Sprint to Fire delay is still present) will make the Ballistic Knife feel much more usable within the movement ecosystem of the game.

General Adjustments

  • Removed pre-fire delay.
  • Projectile speed increased.
  • Projectile vertical arc reduced.

MULTIPLAYER

 

Maps

  • Added Blackheart back to map pools.
  • Sleighjacked added to Private Match.

 

Modes

  • Increased score of Hardpoint Owned score event from 10 to 15
  • Spawn Updates
    • Reduced the strength of owned Domination zones
    • Increased the distance of sight distance checks to reduce near enemy spawns
    • Adjusted enemy influencer strength across all maps
    • Adjusted spawn logic in Sharpshooter
  • Addressed an issue in Overload that allowed Primary weapons to be used while carrying the EMP.

 

Equipment  

  • Reduced fuse time window for Cluster Grenade mini grenade detonations for more consistent explosion timing.
  • Added 1 Hunter Bot to the base ammo count. Players now start with 2 Hunter Bot Tacticals by default and 3 with the Tac Expert Wildcard equipped.

 

Field Upgrades  

  • Trophy System now ignores Combat Axes
  • Reduced Black Hat charge time from 2 minutes to 1.5 minutes

 

Scorestreaks 

  • UAV
    • Reduced duration of UAV from 30 seconds to 25 seconds
  • Counter UAV
    • Reduced duration of Counter UAV from 30 seconds to 25 seconds
  • Skewer
    • Increased Skewer velocity when equipped with the High Efficiency Fuel Overclock
  • Sentry Turret
    • Increased targeting degree angles of Sentry Turret for improved coverage
    • Decreased target acquisition time for improved enemy targeting time
    • Increased Sentry Turret damage from 10 to 14
    • Increased Sentry Turret durability against Frag, Cluster and Sticky Lethal Grenades
  • Interceptors
    • Interceptors with the Air Patrol Overclock equipped will now perform an additional pass for a total of 3 passes
  • D.A.W.G.
    • D.A.W.G. with the Sentry Mode Overclock equipped will now received 25% reduced damage when hunkered in Sentry Mode
  • Rhino
    • Increased Rhino movement speed slightly
  • HARP
    • Increased HARP durability against the A.R.C. M1 from 2 to 3 hits to kill
  • EMP
    • Reduced EMP Systems score requirement from 1450 to 1300
    • Reduced EMP Systems discount bonus with Dispatched Overclock from 150 score to 100 score

 

Challenges 

  • Changed the Launcher Arclight Camo Challenge from “Get 10 Double Kills or better” to “Get 2 Kills without dying 10 times”.
  • Changed the “Fully Loaded” Prestige 8 Calling Card Challenge from “With the Overkill Wildcard equipped: get a Double Kill with both equipped Primary Weapons in the same life” to “With the Overkill Wildcard equipped: get a Double Kill with two different Primary Weapons in the same life”.
  • Addressed an issue that prevented the Hunter Bot Mastery Badge from tracking Scorestreak destructions.Players will no longer incorrectly receive a Combat Specialty Daily Challenge if they haven’t yet unlocked the ability to equip that Perk Combat Specialty.
  • Addressed an issue where the Hardened Calling Card Challenge “Saving Ammo” could be completed without receiving a Collateral Medal.

 

UI 

  • Added Weapon Attachment information to the Killcam and Best Play.
  • Addressed an issue where the Weekly Challenges menu could be overlapped by other UI elements.
  • Addressed an issue with the Weekly Challenge timer being incorrect.

 

Graphics 

  • Improved VTOL crash sequence.

 

Audio 

  • Removed CUAV audio scramble when using the Vigilance Perk.

 

ZOMBIES

 

Maps 

  • Astra Malorum
    • Adjusted telescope to be used 3 times per round. Increased telescope use duration from 15 to 30 seconds.
    • Addressed an issue where multiple Main Quest machines failed to enter a cooldown after being exited multiple times without entering any codes.
    • Addressed an issue where the final encounter could be initiated again after loading a saved game where it was already completed.
    • Addressed an issue when rotating Mars or Saturn in the Machina Astralis where they could visually rotate around the wrong axis.
    • Addressed a rare issue during the final encounter where the boss could fall under the map during a phase transition.
    • Addressed a spot where the ARC-XD couldn’t be reached by zombies.
    • Closed an exploit where jumping off the map would reset Field Upgrade cooldowns.

 

Modes 

  • Cursed
    • Addressed an issue where gaining points too quickly could result in a crash.
    • Addressed an issue where Relics wouldn't spawn properly on specific rounds in Astra Malorum when loading a Cursed mode saved game.

 

Weapons

  • X9 Maverick
    • Now reduces Burst Fire Delay by half when Pack-a-Punched.
  • Warden 308
    • Improved Sprint to Fire time when Pack-a-Punched.
    • Removed pre-fire delay when Pack-a-Punched.
    • Improved ADS Speed when Pack-a-Punched.
  • Shadow SK
    • Improved Fire Rate when Pack-a-Punched to offset MP change.
  • Jäger 45
    • Known issue: the Jäger 45 currently fires slower than expected when Pack-a-Punched. This is unintended and scheduled to be addressed in an upcoming update.

 

Perk-a-Colas 

  • Mule Kick
    • Closed an exploit where equipment would be fully stocked when thrown out of bounds when using the BOGO Minor Augment.
  • Quick Revive
    • Addressed an issue where the Equivalent Exchange Major Augment would sometimes not function correctly.

 

Challenges

  • Addressed an issue that was causing Astra Malorum Dark Ops Calling Card Challenge unlock requirements to not appear after a Dark Ops Challenge was completed.
  • Addressed an issue that prevented the “Perfectionist” Prestige 9 Calling Card Challenge  from tracking if the player had taken damage in the first 10 Rounds.
  • Addressed an issue where the “Finale” Prestige 10 Calling Card Challenge was not correctly referencing the requirement of using the Starburst Major Augment for the Fireworks Ammo Mod.
  • Addressed an issue where the “Critical Priority” Prestige Master Calling Card Challenge was  not being awarded at the start of Round 15.
  • Updated the “Malefic Meditations” Astra Malorum Calling Card Challenge description to clearly specify that it tracks total rounds survived on the map.
  • Addressed an issue that could prevent the Astra Malorum Calling Card Challenge “Weapons Galore” from tracking correctly in some circumstances.

 

CO-OP CAMPAIGN / ENDGAME

 

Weapons 

  • M10 Breacher
    • Damage Range improved after the first Damage Upgrade.
  • Echo 12
    • Damage Range improved after the first Damage Upgrade.
  • Akita
    • Damage Range improved after the first Damage Upgrade.
  • Warden 308
    • Headshot multiplier improved after the first Damage Upgrade.
    • Neck and Upper Torso multipliers improved after the first Damage Upgrade.
    • Fire Rate improved after the first Damage Upgrade.
    • View Kick strength improved after the first Damage Upgrade.
  • M34 Novaline
    • Headshot multiplier improved after the first Damage Upgrade.
    • Neck and Upper Torso multipliers improved after the first Damage Upgrade.
    • Burst Fire Delay improved after the first Damage Upgrade.
    • View Kick strength improved after the first Damage Upgrade.
  • Shadow SK
    • Fire Rate improved after the first Damage Upgrade.
  • Jager 45
    • Damage Range improved after the first Damage Upgrade.
    • Neck multipliers improved after the first Damage Upgrade.
  • CODA 9
    • Damage Range improved after the first Damage Upgrade.
    • View Kick strength improved after the first Damage Upgrade.

 

Challenges 

  • Updated the text on the Week 2 Weekly Co-Op & Endgame Challenge “Get a Kill while driving a Vehicle” to “Get a Kill while in a Vehicle”.

MULTIPLAYER

 

Maps  

  • Addressed locations where players could leave the intended playspace on the following maps:

    • Standoff

    • Fate

    • Scar

    • Paranoia

    • Toshin

 

Perks  

  • Scout Hybrid Combat Specialty

    • Addressed an issue where the effect would remain longer than intended.

 

Challenges 

  • Full Auto Mayhem

    • Addressed an issue where the challenge could be completed after one kill.

  • One Man Army

    • Addressed an issue where the challenge could be completed after one kill.

 

UI 

  • Addressed an issue that prevented One in the Chamber from being selected as a game mode in Private Match.

  • Addressed an issue where some Scorestreaks would continue to show the DEP (deployed) state in the Scorestreak widget after being used.

  • Addressed an issue where loading screen stats were not displayed in Skirmish.

  • Addressed an issue where selecting a favorite faction would not save after restarting.

 

Stability 

  • Added various stability fixes.

 

ZOMBIES

 

Maps 

  • Astra Malorum

    • Addressed an issue where the LGM-1 had stock ammo, rather than only having ammo in the magazine. This led to unintended behavior when paired with the Stock Option GobbleGum or the Frenzied Fire Augment.

    • Addressed an issue where players would sometimes be awarded the Main Quest completion Calling Card when failing the Final Encounter.

    • Addressed an issue where O.S.C.A.R. could become stuck in the starting area.

  • Ashes of the Damned

    • Closed an exploit that allowed players to block zombie pathing with Ol' Tessie.

 

Modes 

  • Dead Ops Arcade 4

    • Adjusted the max amount of fungus hazards in the jungle.

      • Now 4 on Casual, 5 on Standard, and 7 on Hardcore.

 

Enemies 

  • HVT Uber Klaus

    • Tesla Coils now have fixed health.

    • Slightly reduced damage mitigation.

    • Can now be stunned.

       

Challenges 

  • Bloodstone Camo

    • Adjusted the unlock requirement from "Get 20 or more consecutive kills without taking damage 30 times” to "Get 20 or more consecutive kills without taking damage 5 times”.

  • Addressed an issue that prevented the Pathfinder Camo for the Maddox RFB.

  • Updated Week 1 Challenge from "Kill 10 zombies with a single Scorestreak" to "Kill zombies with Scorestreaks".



Stability 

  • Added various stability fixes.

 

CO-OP / ENDGAME

 

  • Addressed an issue that prevented Season 1 Exotic Weapons from being obtainable.
  • Addressed an issue that could prevent the Ballistic Shell Major Ability from going on cooldown when activated.
  • Addressed an issue where Exotic Weapons would not progress their base Weapon Levels or Weapon Camo progress.
  • Addressed an issue that prevented Dedicated Melee weapons from functioning properly with the Mega Punch Exotic Skill.