Season 02 Updates
Welcome to Season 02 Reloaded
GLOBAL
RICOCHET Anti-Cheat™
- Next week, some players may see an in-game message if RICOCHET Anti-Cheat™ flags activity that may indicate use of a third-party input device. This message is a reminder of our Security and Enforcement Policy and does not mean enforcement has been taken on an account. Unauthorized devices that modify gameplay to cheat or gain an unfair advantage can result in account enforcement.
UI
- Added a checkmark to Weekly Challenges to show when a Week has been completed. (Added Feb. 19)
Challenges
- Addressed an issue that prevented the "100 Percenter" Custom Title from being awarded if Warzone was the final Mastery completed. (Added Feb. 19)
MULTIPLAYER
Modes
- Private Match
- Enabled missing CDL settings for Search and Destroy, Hardpoint, and Overload.
Equipment
- Needle Drone
- Addressed an issue that could cause the camera to snap after using manual mode once.
Challenges
- Addressed an issue where the Raptor Camo for the A.R.C. M1 would still progress when the player took damage. (Added Feb. 19)
- Addressed an issue that prevented the Escalation Directive Multiplayer Challenges from tracking in Ranked Play. (Added Feb. 19)
Stability
- Added various stability fixes.
RANKED PLAY
Modes
- Hardpoint
- Health Regen adjusted to align with the CDL Competitive Settings V 1.0.
- Doors are now open by default.
- Overload
- Doors are now open by default.
- Search and Destroy
- Health Regen adjusted to align with the CDL Competitive Settings V 1.0.
- Doors are now open by default.
UI
- Adjusted the text when a match is canceled to appropriately reflect the reason instead of displaying a draw. (Added Feb. 19)
- Added the Match XP Bonus value to Victory/Defeat screens. (Added Feb. 19)
ZOMBIES
Challenges
- Addressed an issue that prevented the Doomsteel Camo from tracking properly for Season 02 Weapons.
ENDGAME
Gameplay
- Addressed an issue where the “Zero Waste” Exotic attachment would apply to everyone in the lobby.
- Addressed an issue where reloading in 3rd Person with the Shocking Reload Skill could cause a bright flash.
Challenges
- Addressed an issue that prevented the Week 1 Weekly Challenge "Destroy 5 Guild VTOLs with a Launcher” from tracking properly. (Added Feb. 19)
GLOBAL
Weapons: Multiplayer and Zombies
Season 02 weapon tuning brings Sniper Rifle and LMG adjustments, improvements to a handful of individual weapons and their Prestige Attachments, and a slew of other general attachment changes.
One frequent change in these notes is a recoil reduction to a large chunk of the Damage Barrels in the portfolio as well as several Rapid Fire improvements. In both cases, these are attachments with steep downsides that have seen low usage so far, so we’re adjusting them to either be less punishing or more rewarding.
Assault Rifles
Assault Rifle Adjustments
EGRT-17
16.5" Bowen Resistor Barrel Adjustments
- Vertical Recoil Control penalty reduced from 50% to 40%.
- Recoil Gun Kick Penalty reduced from 49% to 39%.
Maddox RFB
We have one more adjustment to the Maddox RFB’s which will make mid-to-long range engagements more challenging without some recoil attachments.
Maddox RFB Adjustments
- Increased Strength and Deviation for both View Kick and Gun Kick.
AK-27
17.6" Vandal Heavy Barrel Adjustments
- Vertical Recoil Control penalty reduced from 50% to 35%.
- Recoil Gun Kick penalty reduced from 49% to 35%.
X9 Maverick
14.6" MFS Pulse Load+ Barrel (Prestige Attachment) Adjustments
- Jumping and Landing Stability improvement increased from 40% to 60%.
DS20 Mirage
In our last weapon balance update we made some improvements to the DS20 Mirage’s Max Damage Range and to the Prestige Attachment. We think there’s still room to push this one further, so it’s getting more range and significant buffs to the integrated launchers.
DS20 Mirage Damage Adjustments
Maximum Damage Range
— Damage —
27
— Range —
0 - 22.9m
— Damage —
27
— Range —
0 - 25.4m ⇧
Medium Damage Range
— Damage —
23
— Range —
23 - 44.5m
— Damage —
23
— Range —
25.5 - 44.5m
Minimum Damage Range
— Damage —
22
— Range —
>44.5m
— Damage —
22
— Range —
>44.5m
Additional DS20 Mirage Adjustments
- Integrated launcher Rate of Fire increased from 171RPM to 240RPM.
17.1" Abdicator Barrel Adjustments
- Vertical Recoil Control penalty reduced from 50% to 30%.
- Recoil Gun Kick penalty reduced from 48% to 34%.
Mirage Tandem Launcher (Prestige Attachment)
- Burst Fire Delay improved from 300ms to 200ms.
Bolt Carrier Group
- Fire Rate improvement increased from 7% to 12%.
Peacekeeper Mk1
25" EAM Heavy Barrel Adjustments
- Vertical Recoil Control penalty reduced from 50% to 30%.
- Recoil Gun Kick penalty reduced from 50% to 30%.
Bolt Carrier Group Adjustments
- Fire Rate improvement increased from 6% to 11%.
- Horizontal Recoil Control penalty reduced from 25% to 15%.
SMGs
Submachine Gun Adjustments
REV-46
We’ve wanted to make a folding stock for a while now, so it’s been great seeing the launch of the REV-46 and the folded vs. unfolded debate (the correct answer is both every respawn, by the way). Overall we’re happy with where the weapon is sitting, and we’re keeping tabs on how all the stock configurations are performing. We do have some minor damage adjustments that slightly improve the headshot potential in the first Mid Damage Range, and also improve the Damage Barrel. Note that the Max Damage adjustment does not affect the hits to kill.
REV-46 Damage Adjustments
Maximum Damage Range
— Damage —
18
— Range —
0 - 13m
— Damage —
17 ⇩
— Range —
0 - 13m
Medium Damage Range 1
— Damage —
15
— Range —
13.1 - 22.9m
— Damage —
15
— Range —
13.1 - 22.9m
Medium Damage Range 2
— Damage —
12
— Range —
23 - 33m
— Damage —
12
— Range —
23 - 33m
Minimum Damage Range
— Damage —
10
— Range —
>33m
— Damage —
10
— Range —
>33m
Additional REV-46 Adjustments
- Headshot multiplier increased from 1.2x to 1.28x.
11.7" Tokay Hunter Barrel Adjustment
- Headshot multiplier increased from 1.4x to 1.47x.
Ryden 45K
10.5" Slim-Mod Barrel Adustments
- Vertical Recoil Control penalty reduced from 45% to 40%.
- Recoil Gun Kick penalty reduced from 44% to 39%.
Razor 9mm
10" Razor Impact Barrel Adjustments
- Vertical Recoil Control penalty reduced from 45% to 30%.
- Recoil Gun Kick Penalty reduced from 44% to 30%.
Carbon 57
10.2" EX-3 Heavy Barrel Adjustments
- Vertical Recoil Control penalty reduced from 45% to 30%.
- Recoil Gun Kick Penalty reduced from 44% to 30%.
MPC-25
The Prestige and Weekly Challenge Reward attachments for the MPC-25 offer two very different directions to build the weapon in. We think the two paths are interesting, but haven’t quite been strong enough to make most players pick them over the default weapon. The Prestige Barrel is receiving another range and recoil improvement, so that it really feels like a step up in stability and mid-range accuracy. The Weekly Challenge Reward laser’s range penalty was feeling too heavy for most players, so we’ve significantly reduced it.
8.6" MFS Stratus-X Barrel (Prestige Attachment) Adjustments
MPC-25 + 8.6" MFS Stratus-X Barrel Damage Adjustments
Maximum Damage Range
— Damage —
24
— Range —
0 - 10.2m
— Damage —
24
— Range —
0 - 13.2m ⇧
Medium Damage Range 1
— Damage —
19
— Range —
10.3 - 15.2m
— Damage —
19
— Range —
13.3 - 18.3m ⇧
Medium Damage Range 2
— Damage —
16
— Range —
15.3 - 29.2m
— Damage —
16
— Range —
18.4 - 32.3m ⇧
Minimum Damage Range
— Damage —
14
— Range —
>29.2m
— Damage —
14
— Range —
>32.3m
Additional MPC-25 - 8.6" MFS Stratus-X Barrel Adjustments
- Vertical Recoil Control improvement increased from 30% to 35%.
- Horizontal Recoil Control improvement increased from 30% to 35%.
- Recoil Gun Kick improvement increased from 30% to 35%.
MPC-25 ContraBloom Laser Adjustment
- Reduced Damage Range Penalty from 35% to 15%.
Bolt Carrier Group Adjustment
- Horizontal Recoil Control penalty reduced from 20% to 15%.
LMGs
The LMGs (aside from the MK.78, more on that one below…) are receiving improvements to quite a few attachments, mostly focused on handling and mobility. The Parallel Foregrip (Crossbar) is also getting some buffs, as this attachment has been lower in usage and should help LMGs play a bit more aggressively.
LMG Adjustments
Sokol 545
In addition to the general LMG changes, the Sokol 545 is receiving a neck damage multiplier as another small improvement to its power. The Belt Fed magazine will also take longer to overheat when sustaining fire.
Sokol 545 Adjustment
- Now also has a 1.2x Neck multiplier.
Sokol 545 Attachment Adjustments
- 18.2" Parlous Heavy Barrel
- Now also has a 1.35x Neck multiplier.
- Envoy Foregrip
- Movement Speed improvement increased by 0.1m/s.
- Sprinting Movement Speed improvement increased by 0.1m/s.
- Parallel Foregrip
- No longer harms Recoil Gun Kick & Vertical Recoil Control.
- ADS Spread improved from 1.75 degrees to 1.45 degrees.
- Samarskiy Overdive Belt
- Now takes longer to overheat.
- Pythian-VI Grip
- Aim Down Sight Time improvement increased from 65ms to 75ms.
- Eldritch Ergo Grip
- Aim Down Sight Time improvement increased from 35ms to 45ms.
- Echidna Aim Stock
- ADS Movement Speed improvement increased by 0.1m/s.
- Callow Mix Stock
- ADS Movement Speed improvement slightly increased.
- Voda Flounce Stock
- Movement Speed improvement increased by 0.1m/s.
- Sprinting Movement Speed improvement increased by 0.1m/s.
- Taction Control Stock
- Vertical Recoil Control improvement increased from 15% to 21%.
- Horizontal Recoil Control improvement increased from 15% to 21%.
- Recoil Gun Kick improvement increased from 15% to 21%.
- 1mW Instinct Laser Array
- Aim Down Sight Time improvement increased from 13ms to 17ms.
MK.78
The MK.78 has been very strong throughout the past season. Part of this is the excellent range, and another factor has been the Prestige magazine, which has not been working completely as intended. The Belt Fed on the MK.78 is designed around the spray-and-pray LMG fantasy, and part of the balancing factor was sacrificing long range accuracy through ADS Spread. Prior to this update that ADS Spread was missing, but it will now be taking effect.
Additionally, we’ve made two damage adjustments. In the Max Damage Range, players will now need two headshots to reduce the hits to kill on the weapon. The MK.78 will also falloff in hits to kill at the Mid Damage Range now, but only one headshot is required to improve that.
MK.78 Damage Adjustments
Maximum Damage Range
— Damage —
32
— Range —
0 - 40.6m
— Damage —
31 ⇩
— Range —
0 - 40.6m
Medium Damage Range
— Damage —
30
— Range —
40.7 - 61m
— Damage —
24 ⇩
— Range —
40.7 - 61m
Minimum Damage Range
— Damage —
23
— Range —
>61m
— Damage —
23
— Range —
>61m
MFS Heatshield Belt Fed (Prestige Attachment) Adjustments
- Addressed an issue preventing this attachment from adding ADS Spread to the weapon as intended. Now adds 0.75 degrees of ADS Spread.
XM325
Attachment Adjustments
- 18" RistRauch S-100 Barrel
- Aim Down Sight Time improvement increased from 20ms to 24ms.
- 19.3" R-556 Chief Barrel
- Vertical Recoil Control penalty reduced from 45% to 30%.
- Recoil Gun Kick penalty reduced from 43% to 29%.
- Strider Handstop
- Movement Speed improvement increased by 0.1m/s.
- ADS Movement Speed improvement increased by 0.1m/s.
- Parallel Foregrip
- No longer harms Recoil Gun Kick & Vertical Recoil Control.
- ADS Spread improved from 1.45 degrees to 1.25 degrees.
- Wessi Fast Belt
- Aim Down Sight Time improvement increased from 10ms to 20ms.
- Rist Rauch Recon Stock
- ADS Movement Speed improvement increased by 0.2m/s.
- 2R-Mobility Stock
- ADS Movement Speed improvement increased by 0.1m/s.
- RX-7 Shock Stock
- Vertical Recoil Control improvement increased from 15% to 21%.
- Horizontal Recoil Control improvement increased from 15% to 21%.
- Recoil Gun Kick improvement increased from 15% to 21%.
- 1mW Instinct Laser Array
- Aim Down Sight Time improvement increased from 15ms to 20ms.
Marksman Rifles
Marksman Rifle Adjustments
M8A1
16.5" Deadeye Barrel Adjustments
- Vertical Recoil Control penalty reduced from 55% to 35%.
- Recoil Gun Kick Penalty reduced from 49% to 32%.
Warden 308
We removed the ability to hold breath while ADS on the Warden 308, because it helps enable some other behaviors such as interrupting ADS to melee attack. Holding breath is still available on high-zoom optics.
Warden 308 Adjustments
- Warden 308 can no longer hold breath by default.
- Warden 308 can now drop ADS with a melee attack.
Attachment Update
- Addressed an issue that made the 16.2" Artemis-01 Barrel (Damage Barrel) unavailable.
M34 Novaline
15" Cyclops-03 Barrel Adjustments
- Vertical Recoil Control penalty reduced from 55% to 35%.
- Recoil Gun Kick Penalty reduced from 48% to 34%.
Bolt Carrier Group Adjustment
- Damage Range penalty reduced from 10% to 6%.
Shotguns
Shotgun Adjustments
M10 Breacher
The Prestige Attachment for the M10 Breacher is intended to trade away long range potential for aggressive handling. The brief delay it takes for the game to determine whether the gun is being charged or fired can detract from this type of aggressive play, so the attachment will now also improve Sprint to Fire Time to counteract that quirk.
MFS XK-Lite Stock (Prestige Attachment) Adjustment
- Now also improves Sprint to Fire Time by 25ms.
Echo 12
The Echo 12 is receiving range improvements to help with its mid-range consistency.
Echo 12 Damage Adjustments
Maximum Damage Range
— Damage —
Base: 60
Pellet: 11
— Range —
0 - 3m
— Damage —
Base: 60
Pellet: 11
— Range —
0 - 3m
Medium Damage Range 1
— Damage —
Base: 40
Pellet: 11
— Range —
3.1 - 10.2m
— Damage —
Base: 40
Pellet: 11
— Range —
3.1 - 12.7m ⇧
Medium Damage Range 2
— Damage —
Base: 15
Pellet: 11
— Range —
10.3 - 20.8m
— Damage —
Base: 15
Pellet: 11
— Range —
12.8 - 22.9m ⇧
Minimum Damage Range
— Damage —
Base: 16
Pellet: 6
— Range —
20.9 - 35.6m
— Damage —
Base: 16
Pellet: 6
— Range —
23 - 35.6m
Sniper Rifle
There has been a lot of discussion over the past weeks about Sniper Rifles being too powerful, and we have seen a similar story in our data. We are making two broad changes that target flinch and the Strelok Laser. We like this approach because flinch provides counterplay and hitting the laser increases the time to land an accurate shot without making ADS slower and clunkier.
The Strelok Laser will now take longer to start and finish improving spread during the transition to ADS. More details on that below. For the flinch, rather than increase the base value on all snipers, we’ve instead redistributed flinch resistance improvements across attachments. The previous sources of flinch resistance in the stock and underbarrel/comb nodes have had their values reduced, and new flinch resistance benefits can be found on a barrel and a rear grip. As a result, reaching the same low flinch values requires more attachments and competes directly with some popular handling attachments.
5mw Lockstep Laser (Strelok Laser) Adjustment
Hip to ADS spread now starts tightening at 50% of ADS transition and reaches perfect accuracy at 100% of ADS transition. Previously the attachment started tightening at the beginning of the ADS transition and reached perfect accuracy at 90% of ADS transition. For comparison, base sniper spread starts tightening at 80% of ADS transition and reaches perfect accuracy at 100% of ADS transition.
Sniper Rifle Adjustments
Hawker HX
In addition to the general Sniper changes, the Hawker is receiving a small adjustment to its ADS Speed.
Hawker HX Adjustments
- Aim Down Sight Time increased from 510ms to 520ms.
Attachment Adjustments
- 27.4" Teleos Range Barrel
- Now also improves Flinch Resistance by 15%.
- Knitline Focus Grip
- Flinch Resistance improvement reduced from 35% to 20%.
- Hawker Syncretic Grip
- Now also improves Flinch Resistance by 20%.
- Hawker Steadfast Stock
- Flinch Resistance improvement reduced from 45% to 25%.
- Requiem-ZW Stock
- Flinch Resistance improvement reduced from 25% to 15%.
VS Recon
Attachment Adjustments
- 24.9" Domain Barrel
- Now also improves Flinch Resistance by 15%.
- VS Poise Grip
- Now also improves Flinch Resistance by 20%.
- Stabil Heavy Pad
- Flinch Resistance improvement reduced from 45% to 20%.
- Outpost Raider Pad
- Flinch Resistance improvement reduced from 17% to 12%.
Shadow SK
Attachment Adjustments
- 22.4" Strand Barrel
- Now also improves Flinch Resistance by 10%.
- EMT3 Vanquish Riser
- Flinch Resistance improvement reduced from 17% to 10%.
- Freehold Control Grip
- Now also improves Flinch Resistance by 15%.
- Friction Stock
- Flinch Resistance improvement reduced from 30% to 15%.
- Flourish Full Stock
- Flinch Resistance improvement reduced from 15% to 10%.
XR-3 Ion
Attachment Adjustments
- 21" LTI Infinity Barrel
- Now also improves Flinch Resistance by 15%.
- 15" Fringe Barrel
- Aim Down Sight Time improvement increased from 20ms to 33ms.
- 19" Revolution Barrel
- Now also has1.2x Lower Torso and Lower Arm multipliers.
- Stalwart-5 Handguard
- Flinch Resistance improvement reduced from 35% to 20%.
- Phantom-V Fast Mag
- Aim Down Sight Time improvement increased from 15ms to 23ms.
- Lethal Absorb Stock
- Flinch Resistance improvement reduced from 45% to 25%.
- Lightshield Stock
- Flinch Resistance improvement reduced from 25% to 15%.
- L9 Vertigo Grip
- Now also improves Flinch Resistance by 20%.
- L.T. Sling Grip
- Aim Down Sight Time improvement increased from 40ms to 55ms.
- Transit Ion Grip
- Aim Down Sight Time improvement increased from 20ms to 30ms.
- 1mW Instinct Laser Array
- Aim Down Sight Time improvement increased from 17ms to 27ms.
Pistols
Pistol Adjustments
Velox 5.7
5.2" Anvil Barrel Adjustments
- Vertical Recoil Control penalty reduced from 50% to 30%.
- Recoil Gun Kick penalty reduced from 49% to 30%.
Enhanced Cycle System Adjustment
- Fire Rate improvement increased from 4% to 7%.
CODA 9
4.9” Omen Barrel Adjustments
- Vertical Recoil Control penalty reduced from 50% to 30%.
- Recoil Gun Kick penalty reduced from 49% to 30%.
Bolt Carrier Group Adjustments
- Fire Rate improvement increased from 7% to 12%.
- Horizontal Recoil Control penalty reduced from 25% to 20%.
Launchers
Launcher Adjustments
A.R.C. M1
General Adjustments
- Addressed an issue preventing the low ammo warning from displaying.
Special Weapons
Special Weapon Adjustments
GDL Havoc
The GDL Havoc was initially designed as a trap weapon that could enable a brand-new playstyle in Black Ops 7. As we prototyped the weapon and experimented with various detonation delay designs, we were also finding a ton of fun in the airburst potential. Rather than a hybrid of the two behaviors, we decided to go all in on the airburst for the Prestige Attachment, which allows us to balance the two separately.
As with any explosive weapon, we are mindful of the spam potential with the GDL Havoc. The goal is to provide a fun, alternative playstyle that feels rewarding to master, not create a meta launcher. We’ve made some reserve ammo reductions, so that resupplies through Scavenger or an Assault Pack are a bit more prevalent. We have also made minor reductions to the Prestige Attachment explosion radius.
General Adjustments
- Reduced reserve ammo by 4.
MFS Airstrike Mag Adjustments
GDL Havoc MFS Airstrike Mag Adjustments
Inner Damage
— Damage —
100
— Range —
0 - 1.5m
— Damage —
100
— Range —
1.3m ⇩
Mid Damage
— Damage —
60
— Range —
2.8m
— Damage —
60
— Range —
2.2m ⇩
Outer Damage
— Damage —
34
— Range —
3.8m
— Damage —
34
— Range —
3.6m ⇩
Additional MFS Airstrike Mag Adjustments
- Reduced reserve ammo by 8.
Aberrant Grip Adjustment
- No longer improves Sprinting Movement Speed.
Gunsmith
- Addressed an issue when creating multiple Weapon Builds from the same Blueprint.
UI
- Addressed an issue where the Camo Challenge menu would show 15/16 Camos unlocked for a weapon when a player had unlocked all Camos for that weapon.
- Addressed an issue where attempting to use a Permanent Unlock would take the player to the Weekly Challenges menu.
- Addressed an issue that prevented the showcase operator from changing.
MULTIPLAYER
Maps
- Scar
- Smoothed collision above the General Store that provided an advantageous sightline of Main Street.
- Sake
- Addressed an issue where bullets could go through some walls in Crate Yard and Production.
- Den
- Addressed an issue where bullets could go through a wall in Courtyard.
- Exposure
- Smoothed some collision in Water Pipes that provided an advantageous sightline of Drone.
Modes
- Overload
- Addressed an issue where it was possible to score and drop the device at the same time.
- Safeguard
- Addressed an issue where the first explosion from a Napalm Strike would not do damage to the robot.
- Addressed an issue where the Strategic Bomb would not do damage to the robot. (Fixed Feb 6)
- Addressed an issue where the robot health bar could be difficult to read when aiming at it.
- Addressed an issue where Launchers would sometimes not deal damage to the robot. (Fixed Feb 6)
Field Upgrade
- Mute Field
- Duration extension on kill increased from 7 to 8.25 seconds
- Drone Pod
- Hardcore damage scaling reduced from 1.0x to 0.25x
Squad Link is intended to be a rallying point around which a team can fight more effectively and earn extra score. Instead, it is frequently hidden in a team’s spawn area, generating passive score as allies spawn in. To shift the Squad Link closer to its intended use, we have removed the owner’s “Ally Linked” score event when friendlies enter its radius. Score generation potential remains high however, especially when Overclocked.
- Squad Link
- Removed the “Ally Linked” score event.
- Charge time increased from 2.7 to 3 minutes.
Scorestreaks
- HKDS
- Addressed a rare issue where some HKDS would not deploy and would remain floating above the map.
Challenges
- Addressed an issue where the Raptor Camo for the A.R.C. M1 would still progress when the player took damage.
Audio
- Addressed an audio issue where players were unable to hear jumping, sliding, or walking sound effects for both Props and Hunters in Prop Hunt. This issue also affected other MP modes if a player in the lobby had the Ninja perk equipped.
Stability
- Added various stability fixes.
RANKED PLAY
Restrictions Update
- Restricted the following content to more closely match CDL Pro GAs:
- All Assault Rifle Muzzles
- Rapid Fire Fire Mod Attachments
- Flashbang Tactical Equipment
- RC-XD in Search & Destroy (in addition to it being currently restricted in respawn modes).
- Sniper Aim Assist has been disabled in Ranked Play to match new settings being used in Call of Duty League matches.
- The above Ranked Play Restrictions adjustments will require existing Ranked Play loadouts to be reset.
Ranked Play Modes
- General
- Adjusted how often Search & Destroy and Overload are chosen in Ranked Play for more balanced selection between those two modes.
- Addressed an issue that resulted in Overload always being chosen if both teams vetoed Search & Destroy during the Lobby Veto Vote. The Veto Vote will now randomly choose between remaining options as expected if both teams Veto the same option (or only one team Vetoes).
- CDL Overload
- Removed Overload Device Carrier UAV to match CDL Overload Rules.
Competitive Integrity
- Players can no longer accept Game Invites from other players while in an ongoing Ranked match.
Lobby
- Addressed an issue that was causing players to occasionally get stuck in a lobby and unable to quit or proceed into a match.
UI
- Addressed an issue that was causing CDL Pro Top 250 Profiles to not appear for players in positions #101+ on the Top 250 Leaderboard.
- Addressed an issue that was causing the XP Match Bonus to not appear correctly after matches.
- Addressed an issue in Hardpoint where the time widgets for the current and next Hardpoint would overlap.
ZOMBIES
Modes
- Survival
- Mars
- Addressed an issue where a Ravager could get stuck outside of the playspace preventing the round from progressing.
- Addressed an issue where players could leave the playspace during low gravity when hit by Uber Klaus.
- Mars
- Dead Ops Arcade
- Addressed an issue that prevented players from taking damage from Hellhound fire.
Field Upgrades
- Addressed an issue that prevented Caltheris from being slowed by Toxic Growth.
- Addressed a resurfaced bug where “Extra Charge” reduced kill requirements for some Field Upgrades, making it stronger than intended with the recent Full Power buff.
Support
- Addressed an issue where the War Machine had a portion of its ammo in reserves.
Challenges
- Addressed an issue where the Week 1 Weekly Challenge “Revive 1 Teammates using a Pack-a-Punch'd Ballistic Knife” was not tracking correctly.
- Addressed an issue that could prevent the Dark Ops Calling Card Challenge “Another Round” from tracking properly.
- Addressed an issue that prevented the Finale Calling Card Challenge from tracking properly.
- Addressed an issue that prevented the “Use Equipment to Kill Zombies” challenge from progressing with the LT53 Kazamir. (Added Feb. 6)
- Addressed an issue where players could still be awarded the Early Completion Calling Card for Astra Malorum. (Added Feb. 6)
UI
- Addressed an issue where Cursed Survival would present the player with the option to edit their loadout.
- Addressed an issue where the total amount of Field Upgrade charges available would remain after switching Field Upgrades.
Stability
- Added various stability fixes.
ENDGAME
Gameplay
- Damage dealt when using a Rhino will now scale with Combat Rating.
Challenges
- Addressed an issue where Toxic Fear enemies would not track towards multiple Challenges.
UI
- Addressed an issue where Exotic Weapons deposited in a cache would display that they had Neuro-Disruption Rounds.
- Addressed an issue where some players would be unable to switch from Anderson as their Operator.
- Addressed an issue where the player health bar and armor would overlap. (Added Feb. 6)
Stability
- Added various stability fixes.
MULTIPLAYER
Modes
- Safeguard
- Reduced the damage dealt to the Robot by a Combat Axe.
- Updated the text when losing from “Objective Completed” to “Objective Failed”.
- Addressed a typo when a match ends in a draw.
Gunsmith
- Addressed an issue where using What’s Hot to queue for a Multiplayer mode could reset loadouts.
Scorestreaks
- D.A.W.G.
- Addressed an issue where the D.A.W.G. Scorestreak would not be destroyed if the Scorestreak timer expired while the D.A.W.G. was in Sentry Mode.
- Rhino
- Closed an exploit that changed the location the player would return to when exiting the Rhino.
Challenges
- Addressed an issue that prevented the Hardened Calling Card Challenge “Sticky Bomber” from tracking correctly.
ZOMBIES
Weapons
- LGM-1 Wonder Weapon
- Players can now hold the trigger to fire the LGM-1 automatically.
- Increased radius to allow for more killing power against multiple enemies.
- Increased UFO duration from 5 seconds to 6.5 seconds.
Field Upgrades
- Healing Aura
- Addressed an issue that prevented the Stoic Presence Healing Aura Augment from knocking zombies down.
Challenges
- Addressed an issue where Exfils on Mars Survival did not contribute to current Leaderboard Event Placements.
- Addressed an issue where the Weekly Challenge “Reach Round 25 in Cursed on Astra Malorum” was not tracking for Cursed Survival on Mars.
ENDGAME
Gameplay
- Enemies now also attack players when the Guild Bot is active.
Challenges
- Replaced the Week 1 Weekly Challenge “Get Kills with the D.A.W.G. Scorestreak” to “Get 3 Kills with the Gravemaker Scorestreak”.
Equipment
- Addressed an issue where the Point Turret dealt an unintended amount of damage against Guild enemies in certain Zones.
Welcome to Season 02
Season 02 ups the ante with a colossal amount of content, including new and returning Multiplayer Maps and Modes; a new Zombies Survival Map; Guild Strikes, Nightmare Zones, and the Eagle Eye Skill Track in Endgame; new Weapons; new Weekly Challenges; and more, including the launch of Multiplayer Ranked Play.
Season 02 goes live tomorrow, February 5.
The Story So Far
The Guild may be down, but it’s not out. Alden Dorne has a secret weapon and a key ally: neural scientist Victoria Atwood. The ruthless and ambitious Atwood leads The Guild’s technology branch, and her leadership spearheading the company’s most clandestine research programs is about to yield dividends.
After capturing David Mason for Project Synapse, Dorne works closely with Atwood, using Mason’s mind to try and recreate the technology behind C-Link. Why invoke fear when you can control all emotions?
New and Returning Maps
Torment (6v6)
- The tendrils have taken hold and blood rains from the sky in Torment, a new small-sized Multiplayer map. Atwood is at work here, attempting to extract C-link data, and created this “Torment”; a mix of David Mason’s memories and fears.
Sake (6v6)
- Fight now, celebrate later as Operators deploy to a Japanese sake factory in this mid-sized map featuring a Production facility, Depot, and Steaming Room. Visitors to the factory can learn about the brewing process through intricate Displays and within the Exhibit.
Nexus (6v6, 2v2)
- Battle erupts in David Mason’s hallucination of a subzero testing facility where TVs with a red static signal are lodged into the ice. As Victoria Atwood tortures Mason’s mind to extract his C-Link data, this twisted vision takes shape in his psyche.
Slums (6v6)
- The fan-favorite Slums Multiplayer map first seen in Black Ops 2 returns! Duke it out around the central Plaza, one of the most iconic Multiplayer map locations in the Black Ops series, adjacent to the infamous Electronics chokepoint providing cover in a tight space at a meeting point between the middle and bottom lanes.
New Weapons
REV-46 (SMG, Battle Pass)
- Full-auto submachine gun. Extremely fast fire rate. Switch between a folded and unfolded stock position to change handling and recoil characteristics.
- Sporting the highest fire rate in its class at a blazing fast 1,111 rpm, the REV-46 is flexible both literally and figuratively, with a stock you can fold and unfold.
EGRT-17 (Assault Rifle, Battle Pass)
- Full-auto assault rifle. Fires superheated rounds that ricochet off solid surfaces.
- Second only to the Peacekeeper MK1 in fire rate, the EGRT-17 Assault Rifle rapidly outputs rounds, dealing impressive damage to the body and head, with the added feature of ricocheting rounds to catch enemy targets in the rebound.
H311-SAW (Melee, Battle Pass)
- Melee weapon. High damage, moderate to long range, and slow to moderate attack speed.
- Hack up the competition with a rotating saw that makes short work of enemies. The H311-SAW shares a similar damage profile as the Knife and Flatline Mk.II, but with a longer reach and a slightly slower attack speed, and the results are messier.
GDL Havoc (Week 1 Weekly Challenge Reward)
- Pump-action grenade launcher. Grenades stick to solid surfaces and can be remote detonated. No ADS.
- Enjoy the look on the enemy’s faces as you fire flashing sticky grenades that latch onto the first solid surface they encounter. Shoot volleys of them at enemy targets, use them as traps on the ground and walls, and pull the trigger to set them off.
Returning Multiplayer Mode
Safeguard
- In this high-tension game mode not seen in many years, teams alternate escorting a non-combative robot into enemy territory along a set path. Fight off enemies to reach the robot’s destination near the defending team’s spawn. At least one Operator must be near the robot for it to continue down its path.
- The defending team must work together to prevent the robot from reaching its objective within the round time limit. Stall the attacking team by downing Operators near the robot, halting its forward progress, and by unleashing damaging attacks on the robot itself, forcing it to shut down and reboot as the clock keeps ticking.
Multiplayer Ranked Play
The definitive Ranked Play experience returns for Black Ops 7! Compete using the same settings, maps, modes, and weapon restrictions as the Call of Duty League® to earn and progress your Rank and unlock exclusive Ranked rewards. Competition begins with the launch of Season.
Note: Read on, or consult the Competitive Settings Page of the Call of Duty League Website here, for the available Modes, Maps, Game Settings, and Restricted Items in this mode. In addition to Restricted Items listed on the Call of Duty League Website, any items not used by Pro players in CDL competition due to “Gentleman’s Agreements” between players (“GAs”) will be restricted in Ranked Play. This ensures that the Ranked Play experience matches what you see in official Black Ops 7 Call of Duty League competition as closely as possible.
When Multiplayer Ranked Play launches in Season 02, RICOCHET Anti-Cheat™ will require a stronger form of Remote Attestation for PC players, in partnership with Microsoft. This extra layer of protection sets a new standard for Ranked Play, building on our existing TPM 2.0 and Secure Boot requirements.
If you’re a PC player and need more information about security requirements, click here.
New Zombies Survival Map: Mars
An ancient temple sunken into the alien sands of the Red Planet is the place to fend off hordes of cosmic cannibals, and the Astra Malorum boss arena is the location for the fourth Survival map. Expect the Pack-a-Punch, Der Wunderfizz, Mystery Box (with a chance to grab the LGM-1 Wonder Weapon), and other machines and Wall Buys within this foreboding zone, with the occasional Uber Klaus appearance for an added challenge in high rounds. Survive for as long as you can and earn the following rewards:
- “Decaying Orbit” Animated Emblem and 1,000 XP (reach Round 10).
- “Phase 5” Weapon Charm and 2,500 XP (reach Round 25).
- “Gift Card” Ultra GobbleGum and 5,000 (reach Round 50).
New Zombies Mode: Cursed Survival
Test your zombie-slaying limits while gaining the benefits of Golden Armor, Pack-a-Punch IV, and Ultra Weapon Rarity, as Cursed Survival arrives to all four maps. Accessible across Vandorn Farm, Exit 115, Zarya Cosmodrome, and Mars at launch, defeat rounds of fetid foes starting with only a pistol, limited HUD, and a Black Ops 3-inspired points system.
Simply choose the Relics you’ve unlocked in Cursed on the existing Round-Based Zombies maps to increase the difficulty, then survive for as long as you can. The rewards are more than simple bragging rights and include highly prized Relic Charms!
Vandorn Farm Cursed Survival Rewards:
- “Hidden Power” Ultra GobbleGum and 10,000 XP (reach Round 100 with Tier I Relics).
- “Wonderbar!” Ultra GobbleGum and 20,000 XP (reach Round 100 with Tier II Relics).
- “Blood Vials” Weapon Charm and 30,000 XP (reach Round 100 with Tier III Relics).
Exit 115 Cursed Survival Rewards:
- “Reign Drops” Ultra GobbleGum and 10,000 XP (reach Round 100 with Tier I Relics).
- “Near Death Experience” Ultra GobbleGum and 20,000 XP (reach Round 100 with Tier II Relics).
- “Dragon Wings” Weapon Charm and 30,000 XP (reach Round 100 with Tier III Relics).
Zarya Cosmodrome Cursed Survival Rewards:
- “Time Out” Ultra GobbleGum and 10,000 XP (reach Round 100 with Tier I Relics).
- “Wonderbar!” Ultra GobbleGum and 20,000 XP (reach Round 100 with Tier II Relics).
- “Rocket” Weapon Charm and 30,000 XP (reach Round 100 with Tier III Relics).
Mars Cursed Survival Rewards:
- “Hidden Power” Ultra GobbleGum and 10,000 XP (reach Round 100 with Tier I Relics).
- “Reign Drops” Ultra GobbleGum and 20,000 XP (reach Round 100 with Tier II Relics).
- “Golden Spork” Weapon Charm and 30,000 XP (reach Round 100 with Tier III Relics).
New Zombies Mode: Starting Room
The fan-favorite Zombies mode from Black Ops 6 returns permanently. Survive against the horde in Starting Room, where the crew is trapped in the starting area of a Round-Based Zombies map armed only with the resources and machines available in the area. All doors are sealed, and there are no avenues of escape. Starting Room Mode kicks off on Ashes of the Damned and Astra Malorum, with more maps to come! Expect additional rewards for those skilled enough to survive:
Ashes of the Damned Starting Room Rewards:
- “Near Death Experience” Ultra GobbleGum and 1,000 XP (reach Round 10).
- “Noir Bash” Calling Card and 2,500 XP (reach Round 25).
- “Colorful Bash” Calling Card and 5,000 XP (reach Round 50).
Astra Malorum Starting Room Rewards:
- “Hidden Power” Ultra GobbleGum and 1,000 XP (reach Round 10).
- “Noir Stand Off” Calling Card and 2,500 XP (reach Round 25).
- “Vivid Stand Off” Calling Card and 5,000 XP (reach Round 50).
New Endgame Abilities and Skills
Once unlocked, you can access these in the Operator Slot Loadout where you choose your Operator and both Abilities.
Sentinel Protocol (Major Ability)
- Call in a modified Guild robot to fight your enemies and assist your team. Can revive you and your teammates when downed and inflict a small area of effect attack when swarmed.
- For those requiring additional robotic support personnel to aid in Avalon infiltrations, Sentinel Protocol provides an additional, temporary ally. This G-R5 Guild robot has been reprogrammed and offers ranged combat, a close combat pulse attack, and can revive you and teammates when downed. This can be useful when clearing out enemy strongholds or Exfil sites at lower player levels where one wrong firefight can jeopardize your Exfil.
Blood Burner (Minor Ability)
- Spawn a mysterious motorcycle good for traversal and combat. Running over enemies charges a special area of effect attack.
- Summon an armored bike that not only allows rapid deployment across Avalon but can be used in combat engagements. The Blood Burner can only be ridden by the summoner, though other Operators can be passengers. Dismount, and the bike disappears. The Blood Burner isn’t damaged by enemies or obstacle collisions, can cross water, and can emit a massive energy pulse that can floor multiple foes in its area of effect!
New Endgame Skill Track: Eagle Eye
Secure precise takedowns by accessing the new Eagle Eye Skill Track, then secure the new Sentinel Protocol and Blood Burner Abilities.
- Increased Crit Damage: Critical hits deal more damage.
- Big Hit: Increases Critical Damage dealt to full health enemies.
- Last Shots Plus: Deal more damage when your weapon is low on ammo.
- Rampage: Getting rapid kills briefly increases weapon damage with that weapon.
- Aim Faster: Aim down sights faster.
- Armor Breaker: Stun and damage enemies when breaking enemy armor.
New Endgame Guild Strikes and Nightmare Zones
Guild Strikes can trigger at any moment during a match, as Alden Dorne detonates hidden Cradle stockpiles across Avalon. When a Strike hits, the affected location becomes a Nightmare Zone, a high‑intensity hotspot featuring extreme challenges more difficult and dangerous than a current Tier IV area. In Nightmare Zones, standard activities shut down and enemy difficulty spikes.
Find yourself in a Nightmare Zone, and aside from staying alive, you have one overriding objective: hunt down and defeat the Strike Boss. Expect heavier resistance, aggressive enemy waves, and experimental Guild constructs pushing to keep you out.
Nightmare Zones remain active for the rest of the match, offering a fast, high‑risk, high‑reward challenge for squads willing to push into the most dangerous of Guild territory. Expect additional activities to complete, along with impressive rewards that make the danger of a Nightmare Zone well worth the risk!
New Weekly Challenges
Complete Challenges every week of the season to unlock new Loadout items, Camo rewards, and XP. At the start of Season 02, check the Weekly Challenge menu to see the available rewards and the challenges required to access them. Complete any six Challenges across any or all of the four supported modes to unlock the weekly reward
Full Season 02 Breakdown
For a full breakdown of content arriving throughout the season and in Season 02 Reloaded, including Paradox Junction, a new Round-Based Zombies map, be sure to check out the Call of Duty Blog.
Look below for our Season 02 Patch Notes and stay tuned for further updates right here.
GLOBAL
- Disabling Cronus Zen and XIM Matrix: New detections target these input-modifying devices that simulate machine-perfect aim and recoil control, removing advantages no human player can naturally achieve.
- Ranked Play Protections: New remote, cloud-based attestation with Microsoft strengthens protection for Ranked Play by blocking tampered systems before matches begin, setting a new industry standard in security.
For additional details, check out the RICOCHET Anti-Cheat™ Season 02 Update.
MULTIPLAYER
Playlists & Modes
- Season 2 Moshpit (NEW)
- Maps
- Torment
- Sake
- Slums
- Modes
- Team Deathmatch
- Kill Confirmed
- Domination
- Hardpoint
- Maps
- Safeguard (NEW)
- Nuketown 2025 24/7
- Standard Moshpit
- Face Off Moshpit (+ Nexus)
- 10v10 Moshpit
Weapons
- Addressed an issue resulting in inconsistent melee behavior when using certain attachments on XM325.
Note: Season 02 weapon balancing is planned for an update in the near future to allow the team to monitor the latest weapons in the live game.
Perks
- Scout Hybrid Combat Specialty
- Scout is no longer a hard counter to enemy HARP. Instead, a player with an active Scout buff should appear as a red dot.
- Recon Combat Specialty
- Addressed an issue where the Recon Perk bonus was not displaying red cone indicators.
Wildcard
- Specialist
- Addressed an issue where players would not hear audio cues when earning bonus Perks.
Field Upgrades
- Black Hat
- Addressed an issue where the first hack state would be erased on screen if looking away from a target.
- Addressed an issue where the Sentry Turret would “pop” when hacked.
Scorestreaks
- Care Package
- Returning Black Ops 6 Scorestreaks have been added to Care Packages.
- D.A.W.G.
- D.A.W.G. now receives 20% less damage while in Sentry Mode (Overclock).
- Improved server stability with D.A.W.G.
- Deadeye Drone
- Addressed an issue where Deadeye Drone Proximity Chat was not functioning as expected.
UI
- Addressed an issue causing some players to appear as Lvl. 56 in Private Matches.
- Addressed various visual issues within the Armory.
- Play Like the Pros: Play competitive 4x4 matches using the same settings, maps, and mode, and restrictions as the Call of Duty League.
- Show Your Skill: Win 3 Placement Matches to receive a starting Rank and then earn SR (Skill Rating) after wins based on your performance to further progress your Rank. Losing matches deducts SR.
- Earn Rewards: Unlock exclusive Ranked Play rewards as you reach new Ranks or career win milestones. Rewards include Rank Skins, Rank Camos, Blueprints, and additional Ranked Play rewards each season.
Ranked Play Access: To ensure that everyone competing in Ranked Play has a baseline experience with Multiplayer, all players must earn 50 Wins in Matchmade Multiplayer games to unlock access to Black Ops 7 Ranked Play. Wins earned before the start of Season 02 count towards unlocking the mode. Wins in Party Game and Limited Time Modes do not count towards this unlock requirement. Then you’re ready to play.
Ranked Play Security Requirements
When Multiplayer Ranked Play launches in Season 02, RICOCHET Anti-Cheat™ will require a stronger form of Remote Attestation for PC players, in partnership with Microsoft. This extra layer of protection sets a new standard for Ranked Play, building on our existing TPM 2.0 and Secure Boot requirements.
If you’re a PC player and need more information about security requirements, click here.
Placement Matches
How you earn your starting Rank has changed in Black Ops 7 Ranked Play with the addition of Placement Matches! Placement Matches get you into higher Ranks significantly faster than in Black Ops 6 and make starting your Ranked Play career easier than ever. Players start Unranked and must win three Placement Matches to receive a starting Rank. After each Placement Match Win, your Minimum Starting Rank will update to show a projection of where you’re expected to place. Win three Placement Matches to receive your starting Rank and begin your climb!
SR (Skill Rating)
When you receive a starting Rank, you’ll also receive a starting SR (Skill Rating) number. Your SR directly corresponds to your Rank and Tier:
- Win to Earn SR: Earn SR after each Ranked Play win — the amount you receive is directly related to your performance in the match relative to the skill of the other players, your team’s margin of victory.
- How SR is Calculated: If you’re seeing large SR gains after wins, it’s a good indicator that the Skill Rating system considers you to currently be a lower Rank than you deserve to be based on your recent performances. Continue to win matches to increase your SR and climb towards promotion into higher Ranks.
- SR Losses: When you lose in Ranked Play, you’ll also lose SR. This is similarly determined by your performance and the other match factors outlined above.
- Loss Forgiveness: Occasionally, an SR Loss will be forgiven to minimize frustration and ensure a fair playing field:
- New Season Protection: Your first three Losses of the Season won’t result in SR Losses (kicks in after Placement Matches).
- Rank Up Protection: If you get promoted into a higher Rank, your first 3 Losses in that new Rank won’t result in SR Losses.
- Daily Loss Protection: Your first Loss of the Day won’t result in a SR loss.
- Matchmade Teammate Quit: To reduce the frustration of having to play shorthanded, you will not lose SR if you lose a match where a matchmade teammate quit while the match was in progress. This does not apply if a player in your party quits, however.
- Matchmade Teammate Rejoined: Your SR Loss is reduced in the case that a matchmade teammate quits but then rejoins the match later.
Ranks
Ranking System: Your SR directly corresponds to a Rank and Tier. Continue to win matches to increase your SR and work towards promotion into higher Ranks and Tiers:
- Bronze
- Bronze I: 0 SR | Bronze II: 300 SR | Bronze III: 600 SR
- Silver
- Silver I: 900 SR | Silver II: 1300 SR | Silver III: 1700 SR
- Gold
- Gold I: 2100 SR | Gold II: 2600 SR | Gold III: 3100 SR
- Platinum
- Platinum I: 3600 SR | Platinum II: 4200 SR | Platinum III: 4800 SR
- Diamond
- Diamond I: 5400 SR | Diamond II: 6100 SR | Diamond III: 6800 SR
- Crimson
- Crimson I: 7500 SR | Crimson II: 8300 SR | Crimson III: 9100 SR
- Iridescent
- 10,000 SR+
Top 250 Rank: Only the best of the best will claim a spot in the highest Rank: Top 250. Here players who’ve reached 10,000 SR (Iridescent Rank) are ranked by their current SR from #1-250. All Ranked players can follow along the battle for Top 250 #1 Overall via the Top 250 Leaderboard accessible via the Ranked Play menu. Active CDL Pros and CDL Broadcast Talent are visually called out in the Leaderboard with info cards so it’s easy to keep track of your favorite players and personalities over the course of the Season.
Hot Streak Flames: Win three matches in a row to earn a flaming Rank, which your teammates and rivals can see as one indication of your impressive skills! Continue winning to progress the Hot Streak Flames. Flames expire after a loss or after 72 hours.
Your Rank Each Season: Each Season of Ranked Play is its own skill journey and depending on your Rank you’ll need to re-place at the start of a new Season:
- Bronze, Silver, and Gold Players: Your Rank and SR are not impacted at the start of a new Season, and you can continue where you left off at the end of the previous Season.
- Platinum+ Players: You must win one Placement Match to get placed into a Rank and start the new Season.
Competitive Integrity Solo & Duo Parties Only in Higher Ranks: To ensure a fair playing field for players in the Top 250 and highest Ranks, only parties of 1-2 players will be allowed to form in Crimson Rank or above. Players in Diamond Rank or below will continue to be able to form 1-4 player parties as long as they fit within the Party Skill Restrictions:
- Crimson Rank and Above: Can only form 1-2 player parties. Can only form parties with players within 1 Rank.
- Diamond Rank: Can only form parties with players within 2 Ranks.
- Bronze-Platinum Rank: No Party Skill Restrictions.
- 4-Player Parties: Can form Ranked parties with any combination of Ranks as long as all players are Diamond Rank or below. Party will matchmake based on the highest Rank in the party.
Map and Mode Veto: Before each Ranked match, three map and mode combinations are presented in the Lobby and Ranked Play teams can vote to veto one of the presented options. After both teams make their veto pick, the remaining option is selected. If both teams veto the same option, the match’s map/mode will be randomly selected out of the two non-vetoed options.
Forfeit: Vote with your team to end a match early if your team is getting blown out, or you’ve lost a teammate. All teammates must vote for the Forfeit. Forfeited matches count as a standard loss and do not result in SR penalties or suspensions. Forfeit becomes available in the Options Menu at a designated point in each mode:
- Hardpoint: Winning Team reaches 100 Points
- Overload: After the First Round
- Search & Destroy: After the Third Round
Rules and Restrictions Overview
It’s important you understand the ruleset of Ranked Play before you challenge the best Call of Duty players to a match or two:
- Loadout and Restrictions: All Loadout content is unlocked in Ranked Play to ensure a fair playing field. Some items are restricted based on CDL rules and “Gentleman’s Agreements” (“GAs”) as decided by the CDL Pro player community:
- Weapons: Only Assault Rifles, SMGs, Pistols, and Melee are allowed in Ranked Play. Snipers can be used in Search & Destroy but are restricted in Hardpoint and Overload. Individual Weapons in each of the above Weapon Classes are also restricted based on CDL Rules and “GAs”.
- Attachments: Many Weapon Attachments are restricted in Ranked Play and cannot be used. You may bring a Weapon Builds with restricted Attachments into your Ranked Play Loadouts, but the problematic Attachment will be flagged and removed if you try to use it in-game.
- Equipment, Field Upgrades, Perks & Scorestreaks: Individual Loadout and Scorestreak item types are also restricted for use in Ranked Play based on CDL Rules and “GAs.”
- Wildcards: Only the Perk Greed Wildcard is currently allowed in Ranked Play according to CDL Rules and “GAs.” All other Wildcards are restricted.
- Perk Combat Specialties: Core and Hybrid Perk Specialties are not used in Ranked Play and will not activate.
- Overclocks: Overclocks are not used in Ranked Play.
- Friendly Fire: Watch where you’re aiming! Friendly fire is enabled in Ranked Play.
- Suspensions and Penalties: Disconnecting from matches, friendly fire, and inactivity will incur SR Penalties and Suspensions.
Ranked Play: Available Maps and Modes
It’s important to know the available weaponry and Equipment you’re able to use in Ranked Play at launch, as well as the confirmed maps and modes:
- Available Maps: Blackheart, Colossus, Den, Exposure, Raid, Scar.
- Available Modes: Hardpoint, Overload, Search & Destroy.
Available Maps Per Mode
Map
Search & Destroy
Overload
Hardpoint
Blackheart
No
No
Yes
Colossus
Yes
No
Yes
Den
Yes
Yes
Yes
Exposure
Yes
Yes
Yes
Raid
Yes
No
No
Scar
Yes
Yes
Yes
Note: For granular detail on exact settings for the Ranked Play Modes, check the Game Settings section of the Competitive Settings Page of the Call of Duty League Website here,
Ranked Play Rewards
There are three types of rewards to earn for playing Black Ops 7 Ranked Play:
- Rank Skins: Show off your Rank wherever you play! Instantly unlock a set of Male and Female Home and Away Competitor Skins when you are placed in or reach Gold Rank and higher.
- Win Challenges: Win Ranked matches to reach Career Win milestones and unlock a variety of rewards including the “BO7 Ranked Competitor” Skin, “Pro Issue M15 Mod 0” Blueprint, Win Tracker Gunscreen, and more.
- Seasonal Rewards: Each new Ranked Play Season in Black Ops 7 will introduce additional Rank Camos to earn during that Season only, as well as additional Weapon Blueprint, Calling Card, and additional rewards.
Ranked Play Career: Win Challenges and Rewards
The following rewards are available as you continue to rack up Wins across all Ranked Play Seasons:
- 3 Wins: “2035 Competitor” Emblem
- 10 Wins: “BO7 Ranked Competitor” Operator Skins (four separate Skins, Home Male and Female, Away Male and Female).
- 20 Wins: “Pro Issue M15 MOD 0” Assault Rifle Blueprint
- 30 Wins: “Win & Streak Tracker” Gun Screen
- 40 Wins: “Main Stage” Loading Screen
- 50 Wins: “50 Ranked Wins” Weapon Camo
- 100 Wins: “100 Ranked Wins” Weapon Charm
- 250 Wins: “250 Ranked Wins” Large Decal
- 500 Wins: “500 Ranked Wins” Animated Calling Card
- 1000 Wins: “1000 Ranked Wins” Animated Emblem and “1000 Win Knife” Knife Blueprint
Ranked Play Career: Rank Skins
The following Operator Skin rewards are available across all Ranked Play Seasons. The reward Skins include four different Skins (Home Male and Female and Away Male and Female), and are awarded when you are placed in or reach each designated Rank:
- Reach Gold Rank: Gold Competitor (4x Skins)
- Reach Platinum Rank: Platinum Competitor (4x Skins)
- Reach Diamond Rank: Diamond Competitor (4x Skins)
- Reach Crimson Rank: Crimson Competitor (4x Skins)
- Reach Iridescent Rank: Iridescent Competitor (4x Skins)
Additionally, players who finish a Season in the Top 250 Rank will receive a set of Top 250 Competitor Skins, with the player who finishes 1st overall in the Season being the only individual player that Season to receive the most exclusive and hard-fought Skin available in Call of Duty:
- Finish a Season in the Top 250 Rank: Top 250 Competitor (4x Skins)
- Finish a Season at Top 250 #1 Overall: Top 250 Champion (4x Skins)
Season 02: Seasonal Rewards
The following Weapon Camos, Blueprint, Large Decal, and Calling Cards are only available during Season 02:
- 10 Wins: “Pro Issue Dravec 45” SMG Blueprint (Dravec 45)
- 100 Wins: “100 Season 2 Wins” Large Decal
- Reach Silver Rank in Season 02: “Ranked Season 02 — Silver” Calling Card
- Reach Gold Rank in Season 02: “Ranked Season 02 — Gold” Calling Card, and “Ranked Season 02 — Gold” Weapon Camo (Universal).
- Reach Platinum Rank in Season 02: “Ranked Season 02 — Platinum” Calling Card, and “Ranked Season 02 — Platinum” Weapon Camo (Universal).
- Reach Diamond Rank in Season 02: “Ranked Season 02 — Diamond” Calling Card, and “Ranked Season 02 — Diamond” Weapon Camo (Universal).
- Reach Crimson Rank in Season 02: “Ranked Season 02 — Crimson” Calling Card, and “Ranked Season 02 — Crimson” Weapon Camo (Universal).
- Reach Iridescent Rank in Season 02: “Ranked Season 02 — Iridescent” Animated Calling Card, and “Ranked Season 02 — Iridescent” Weapon Camo (Animated, Universal).
- Finish Season 02 at the Top 250 Rank: “Ranked Season 02 — Top 250” Animated Calling Card, and “Ranked Season 02 — Top 250” Weapon Camo (Animated, Universal).
- Finish Season 02 at the Top 250 Rank: #1 Overall: “Ranked Season 02 – Top 250 Champion” Animated Calling Card.
Maps
- Ashes of the Damned
- Addressed an issue where the zombie did not appear in the death scene in Exit 115.
- Addressed an issue where zombies would not attack players if they are leaning against a billboard in Exit 115.
- Addressed an issue where the Playmates Intel spawned on the ground and could not be interacted with.
- Addressed an issue where Quest-specific intel would not spawn after the player reloaded a save.
- Addressed an issue where akimbo weapons would not have ammo on the left gun during the Zursa Attack Easter Egg.
- Addressed an issue where players would not see the overheat meter during the Zursa Attack Easter Egg.
- Addressed an issue where the Frag Grenade UI would not appear during the Zursa Attack Easter Egg.
- Addressed an issue where players were able to bring the Aether Barrel from the Wonder Weapon Quest into the Zursa Attack and Dempsey Easter Egg location.
- Aether Plants can now reward all Season 01 weapons.
- Addressed an issue where players could continuously interact and spray the Aether Plant to spawn more zombies.
- Addressed an issue where zombies would not target the player while the Aether Plant is growing.
- Addressed an issue where Ravagers would rarely teleport out of Yuri's Lab during the Serum Trial.
- Addressed an issue where the skull for the Ritual of Terror was glowing and would not move after the previous player who attempted the step disconnected.
- Addressed an issue where the Mechanic's Soul stopped moving to the trunk of the car if the player commanded Klaus to open the trunk again during the Ritual of Massacre.
- Addressed an issue where restoring a save during the Ritual of Massacre would block progression.
- Addressed an issue where a zombie was not removed during the cutscene after defeating Veytharion.
- Closed an exploit for infinite salvage when feeding the Mangler Cannon to Chompy without losing the item.
- Addressed multiple collision issues.
- Astra Malorum
- Addressed an issue where the Stellar Dissector T.E.D.D. Tasks trial would spawn before the Wonder Weapon Quest is complete. It should now spawn only after the quest is complete to ensure the trap is not used for the quest.
- Addressed an issue where the animation of the platform lowering would play twice during the Main Quest.
- Addressed an issue where an interaction prompt would appear briefly near the bookshelves in Archive of Orbis when using a controller.
- Addressed an issue where a deployed ARC-XD would fall through the ramp leading to the Pack-a-Punch machine in Observatory Dome.
- Addressed an issue where players would see the Meteorite Explosion FX after taking the fast travel to Mars.
- Addressed an issue where the Mystery Box would not relocate after becoming dormant in Abyssal Rim or in Crash Site.
- Addressed an issue where zombies could get stuck momentarily on a corner of the Pack-a-Punch machine.
- Addressed an issue where the portal on the Tac Map would be missing its name and would read Ping instead.
- Addressed an issue where players were teleported to the Portal to Mars defend step while Exfil has been started.
- Addressed an issue where a portal indicator would appear over the revive widget when the players are in the same location.
- Players can now ping the Ascendant Eye from the Main Quest.
- Addressed an issue where Veytharion's Blessing took time to activate after acquiring the Power-Up.
- Downed players are now revived the moment Caltheris is killed.
- Closed an exploit that would cause zombies to not target the player when they stood on the rail of the platform from the Main Quest.
- Addressed multiple collision issues.
Modes
- Directed Mode
- Ashes of the Damned
- Addressed an issue where the objective would fail to display if the player had Klaus stomp the Security Terminal while doing the Upgrade Ol' Tessie step.
- Added text to let the player know to shoot the red button during the Ritual of Betrayal step.
- Add a guidance step to instruct players to shoot the Clock Tower during the Ritual of Guilt.
- Addressed an issue where the Ritual of Massacre guidance step would show the previous completed Mechanic step after attempting the step again once the Lightning Strike has ended.
- Added text to let players know to use the Necrofluid Gauntlet when shooting the reels during the Ritual of Guilt step.
- Astra Malorum
- Made improvements to information and flow during Quest puzzle steps, including Platform Code, Library, and Resonance Columns.
- Adjusted the book and bust step of the Main Quest to be more explicit in Directed Mode.
- Added a step to let players know to grab the Ascendant Eye in Directed Mode.
- Adjusted the time for certain steps in the quest in:
- Library Bust Step: 40 second cooldown.
- Ascendant Eye Luring Step: 3-minute timer to reset for each sequence in that step.
- Melody Puzzle Final Step: 3-minute cooldown to enter the code.
- Added an objective marker on the portal during the Restore the Martian Ruins step.
- Added a marker to the Harmonic Oculus during the Restore the Martian Ruins step.
- Added a step to be more explicit during the start of the Find Thurston step.
- Ashes of the Damned
- Survival
- Reverted the spawn frequency for T.E.D.D. Tasks to its original rate.
- Addressed an issue where players could get stuck on the T.E.D.D. Tasks machine in Exit 115.
- Cursed
- Addressed an issue where Equivalent Exchange would not give the player all of their Perks back with the Vril Sphere Relic active.
- Addressed an issue where Samantha's Drawing Relic and Mule Kick Multi Pack Augment may cause the secondary weapon to be Pack-a-Punched free of cost.
- Addressed an issue where O.S.C.A.R. would spawn more than once with the Spider Fang Relic active.
Gameplay
- Addressed an issue where players would no longer be able to revive their teammate if the teammate started to self-revive.
Weapons
- Ray Gun
- Addressed an issue where the Ray Gun projectile could be pinged.
- Sokol 545
- Increased the Sokol 545 headshot damage.
- Hawker HX
- Addressed an issue which caused the Hawker HX to show the incorrect name when upgraded at the Pack-a-Punch.
- XM325
- Addressed an issue with the XM325 having only one attachment no matter the Rarity when acquired in a match.
- Ballistic Knife
- Addressed an issue with Ballistic Knife kills counting toward electric damage kill challenges.
- General
- Addressed an issue where the Dragon's Breath attachment was not scaling properly with Ultra weapon rarity and Level 4 Pack-a-Punch.
- Increased the Melee range when crouched and prone when using a charged melee attack.
- Players can now dive backward while using heavy weapons.
Gunsmith
- Addressed an issue where the loadout would not update when using the quick equip function on a weapon while in the Zombies Loadout Menu.
Ammo Mods
- Shatter Blast
- Addressed an issue where Shatter Blast Augments would appear locked.
- Addressed an issue where Shatter Blast Blast Chain Augment was not creating extra explosions.
- Shadow Rift
- Addressed an issue that prevented Shadow Rift Supermassive Augment from increasing kill limit for Shadow Rift Gravity Well Augment.
- Added ammo count cap on Shadow Rift Ammo Theorem Augment.
Perk-a-Colas
- Mule Kick
- Addressed an issue where Max Ammo did not grant the max amount of Tactical Equipment with Mule Kick Fully Equipped Augment.
- Addressed an issue where players with Mule Kick would hold a pistol instead of a Ray Gun when downed if the Ray Gun was their third weapon.
- Mule Kick will now refill the player's stock ammo only on the first purchase of the Perk.
- Mule Kick's Pack Mule Augment now works as intended.
- Quick Revive
- Addressed an issue where the number of Self-Revives a player could craft was incorrect with Quick Revive Emergency Medical Kit Augment.
- Vulture Aid
- Addressed an issue where Vulture Aid Condor's Reach Augment would not work with armor plates.
- Addressed an issue where Vulture Aid Armor-Matic Augment would not work if the player only has Level 1 armor.
- Wisp Tea
- Addressed a rare issue where Wisp Tea Fetcher Augment would appear to award players max Salvage.
- Death Perception
- Addressed an issue where Death Perception Hidden Gems Augment was not highlighting loot through objects.
- Double Tap
- Addressed an issue where the explosion FX was missing from the AAROW 109 if the player had Double Tab Double Caliber Augment equipped.
- Melee Macchiato
- Addressed an issue where the player’s weapon would not be reloaded if using Melee Macchiato Mocha Maul and Mugging Augment with the Ballistic Knife.
Equipment
- Addressed an issue where the Cymbal Monkey would not work when thrown in Stargazer's Courtyard in Astra Malorum.
- Addressed an issue where a Cymbal Monkey would be considered out of bounds if thrown in valid locations in Ashes of the Damned.
- Addressed an issue where certain equipment can be picked up from the ground while carrying the max amount.
Field Upgrades
- General
- Picking up a Full Power Power-Up will reduce the cost of the player's next Field Upgrade charge, but not below the starting cost.
- Frenzied Guard
- Addressed an issue where players would take health damage while being attacked by O.S.C.A.R. with Frenzied Guard active.
- Frost Blast
- Addressed an issue where damage was not being mitigated when inside the blizzard of Frost Blast Stone Cold Stronghold Augment.
- Healing Aura
- Addressed an issue where players who joined a match in progress would respawn without their Loadout when being revived with Healing Aura Necromancer Augment.
- Addressed an issue where Healing Aura Enduring Radiance Augment was not creating the beam.
- Addressed an issue where Healing Aura Necromancer and Stoic Presence Augment would not work.
- Tesla Storm
- Addressed an issue that resulted in Tesla Storm Static Discharge Augment radius being smaller than intended.
- Energy Mine
- Smart Mine Major Augment no longer causes Energy Mine to explode directly when there are no zombies present.
- Aether Shroud
- Addressed an issue that prevented players from replating while using the Void Sheath Aether Shroud Augment.
- Toxic Growth
- Known Issue: Caltheris is no longer slowed by Toxic Growth. This will be fixed in the coming days.
Support
- Addressed an issue where certain Support items would duplicate when jumping off a cliff while holding the Support item in Astra Malorum.
- Addressed an issue where players lose their Support Item after immediately swapping to their weapon and mantling while holding the Support Item.
- Added a mini-map icon for the ARC-XD.
- Addressed an issue where the crosshair would disappear when aiming the War Machine down sight in 3rd Person.
- Addressed an issue where the arrows from the Combat Bow would float in the air after shooting a zombie.
GobbleGums
- Addressed an issue where players would not be able to equip GobbleGums if they changed the rarity tab before selecting the GobbleGum to replace.
- Addressed an issue where the effect of Idle Eyes GobbleGum persists throughout the round when used after converting a GobbleGum to Essence.
- Addressed an issue where Power-Up GobbleGums wouldn’t trigger when the player jumped in low gravity.
- Addressed an issue where players would have infinite ammo with a belt-fed attachment weapon and Stock Option.
- Addressed an issue where Player 2 would not load in with their GobbleGum pack in Split Screen.
- Addressed an issue where GobbleGums would give Flavorless Gums if the player reached a large amount of a single GobbleGum.
- Closed an exploit where players could have the effect of the GobbleGum active for the remainder of a match.
Vehicles
- Addressed an issue where the player was being teleported with Ol' Tessie when being relocated after it was destroyed in Ashes of the Damned.
- Addressed an issue where the controller rumble would persist when inside Ol' Tessie if the player entered the vehicle while charging the Mangler Cannon.
Power-Ups
- Addressed an issue where the green glow VFX would not appear on the Max Ammo if the last Ravager from a special round was killed by a LT53 Kazimir.
- Addressed an issue where the Max Ammo would not apply if the player picked it up while activating Disciple Injection.
Loot
- Addressed an issue that caused weapons obtained from another player's Mystery Box spin to only be loaded with a single bullet.
Enemies
- Zursa
- Adjusted Zursa pathing to prevent it from getting stuck in collision and having trouble reaching the player in Zarya Cosmodrome.
- Addressed an issue where Zursa was stuck on a loop if its spawn location was blocked by Ol' Tessie.
- Caltheris
- Removed a change that lowered the damage from the NX Ravager against Caltheris in Astra Malorum.
- Ravager
- Addressed an issue with the Ravager's jumping animation between the broken platform in Machina Astralis in Astra Malorum.
- O.S.C.A.R.
- Addressed an issue where the red eye glows would persist after getting a headshot on a zombie being buffed from O.S.C.A.R.
- Note: Additional O.S.C.A.R. tuning is planned for a future update.
- Exfil HVTs
- Addressed an issue where the HVT from Exfil would teleport away after being hit by a Shock Charge.
Challenges
- Addressed an issue that prevented the Force Multiplier challenge from progressing.
- Addressed an issue where the Monkey Business Medal would not be awarded when completing the requirement.
- Addressed an issue where the Tooth and Claw Medal would not be awarded when killing a Zursa HVT.
- Addressed an issue where the "Drink To That" Calling Card Reward was not in the Zombies Calling Cards tab.
- Addressed an issue where the player could get the Untouchable Medal by killing an HVT.
UI
- General
- Locked items in the Arsenal Machine will now appear red.
- Addressed an issue where the HUD would not display when using the turret in Ol' Tessie in Astra Malorum.
- Warning message for inactivity will no longer appear when only one player is inactive in Split Screen.
- Augments
- Addressed an issue where players were unable to change their selected Active Research Augment and were not gaining research progress.
- Addressed an issue where Minor Augments would not display their description unless a Major Augment was equipped.
- Added an in-game splash for completing Augment Research for Black Ops 7 content.
- Loadouts
- Removed the “Duplicate Loadout” option.
- Addressed an issue where the Loadout would be locked if the player backed out while searching for a Cursed match.
Audio
- Addressed an issue where the Stamin-Up Perk Machine audio was inaudible.
- Addressed an issue where missing audio would occur when traveling through portals back-to-back.
Stability
- Addressed various stability issues.
Dead Ops Arcade
Features
- New items are available in Slayer Mart
- Tippable - For the rest of the game, treasure is worth 25 points more and also increases its impact on score multiplier increment by 15%.
- No Coal Lumps - For the rest of the game, picking up a present will not reveal a creature.
- Pristine Belt - For the rest of the game, your weapon power level drains slower while firing. [Cannot be stacked with Fate of Firepower]
- Boot Camp - For the rest of the game, the LMG weapon damage is increased by 15%.
- Advanced Weapon Training - For the rest of the game, the LMG weapon damage is increased by 15%. [Requires Boot Camp]
- Demolition Expert - For the rest of the game, your explosive damage is increased by 25%.[Not available if you have Fate of Firepower, must have Dead Operator first]
- Clone Research - For the rest of the game, when you trigger a Field Upgrade, there is a chance of spawning player clones. [Requires a field upgrade]
- Trained Medic - Being close to a downed player increases healing and if there are less than 10 seconds remaining on respawn countdown will instantly revive the downed player. [requires Divine Chalice]
- Shield Master - At the start of each round, refill your armor plates to maximum. [Requires Divine Shield and Armor Vest]
- New Option - Added a new setting that allows players to remap the Field Upgrade activation from “L1 + R1” to “R3”, improving responsiveness and ensuring smoother use of the boost feature.
- Added support for saving and loading more item types.
- Re-enabled Split Screen feature.
Leaderboard
- Hardcore Leaderboard has been reset for Season 02.
- The Season 01 Hardcore saved file is not compatible with Season 02.
Gameplay Tuning
- Exit Strategy: This GobbleGum now provides a small additional Cash bonus from Eggs.
- Extend the charge time of Tesla Storm when the player has the Dead Wire ammo mod equipped.
- Mutant Injection and Rhino vehicles will not grant the extra score multiplier when obtained; score multiplier remaining the same as it was.
- Round Off GobbleGum buffed - round cap increased from 60 to 70.
- Shields Up GobbleGum nerfed - Reduced the sawblade item duration from 5 minutes to 2 minutes, barrel item duration remains the same.
- Challenge round “Dead Drops on My Pillow”: Added a Round length cap to prevent the Challenge Round from being prolonged when the game incorrectly assumes kiting behavior.
General
- Addressed an issue where Z-Rex could sometimes fall underground, making it unattackable in Slayer Arena.
- Improved the trigger detection logic for the rotating laser on the side helicopter to ensure more reliable activation.
- Addressed an issue where items disappeared when a player gained Mutant form by falling from a height, but the player did not properly transform.
- Addressed an issue where the helicopter could accidentally damage friendly units.
- Addressed an issue causing the HP bar to disappear after rejoining the game.
- Addressed an issue where players couldn’t save Nukes, Boosts, or Extra Lives beyond the limit, even when possessing the appropriate Fate.
- Shield items now carry over to a new round if still valid [except Tesla Ball].
- Addressed an issue where the Airhorn effect was not removed after the round ended.
- Players can no longer heal Last Stand teammates if those teammates are in a vehicle, robot, or mutant form.
- Addressed an issue where the tank could be pulled backward while driving over Pungi hazard.
- Prevented Pole Zombies from generating poles outside the playable area.
- Addressed an issue where taking the zipline while a teammate exits the level could cause lingering zipline sounds and leave the teammate unable to move.
- Addressed an issue where a Coat of Arms zombie could remain after the round ended.
- Addressed an issue where players could die while using Speed Boost or Nuke due to missing invulnerability, causing the item to be wasted.
- Adjusted spawn location and nuke location in Armory.
- Addressed an issue where chickens could spawn beneath the ground.
- Addressed an issue where player can be landed on the top of the jungle level by exiting the helicopter.
- Addressed an issue where players could get stuck in the Estate level.
- Closed a Gum Pack Switch Exploit: In Solo, players could use three Gums in a single round, then Save & Quit at the start of the next round and switch GobbleGum packs upon reloading the match.
- Addressed an issue In Slayer where entering Last Stand while about to win, lose, or leave the match would incorrectly deduct lives.
- Addressed an issue where players could not see lasers after rejoining the game.
- Addressed an issue where players could lose armor plates while using the Rhino.
- Addressed an issue where Mister Peeks did not insta-kill high-HP regular zombies.
Stability
- Various stability and performance fixes.
- Addressed a crash that could occur if all players were using a Rhino as the Z-Rex spawned.
ENDGAME
Guild Strikes
- Guild Strikes added to Endgame. Guild Strikes create a Nightmare Zone with a Strike Boss.
Skill Track
- The Eagle Eye skill track has been added to Endgame and provides 6 new skills to the pool.
- Increased Crit Damage: Critical hits deal more damage.
- Big Hit: Increases Critical Damage dealt to full health enemies.
- Last Shots Plus: Deal more damage when your weapon is low on ammo.
- Rampage: Getting rapid kills briefly increases weapon damage with that weapon.
- Aim Faster: Aim down sights faster.
- Armor Breaker: Stun and damage enemies when breaking enemy armor.
Abilities
- Sentinel Protocol (Major) and Blood Burner (Minor) abilities added to Endgame.
- Sentinel Protocol: Call in a modified Guild robot to fight your enemies and assist your team. This robot can revive you and your teammates when downed and inflict a small area of effect attack when swarmed.
- Blood Burner: Spawn a mysterious motorcycle good for traversal and combat. Running over enemies charges a special area of effect attack.
Exotic Weapons
- Three new Exotic Weapons added:
- Hypersurge: Full-auto light machine gun augmented for precise or reckless lethality. Affinity for Shock Rounds.
- Malspike: Burst pistol modified for maximum, small-profile firepower. Affinity for Photon Rounds.
- Criticality: Charge launcher enhanced for field efficiency. Affinity for Mortar Rounds.
Power Nodes
- Power Nodes are scattered throughout Avalon. These will give you bonus Power to help you with your Combat Rating leveling.
General Updates
- Addressed an issue where players could equip more than one Exotic Skill. If your Operator had multiple Exotic Skills equipped, one will now be randomly selected at infil.
- Addressed an issue where escaping with an unspent Skill choice could lead to an error.
- Addressed an issue where a player could lose the Explosive Resistance Skill after using the Rhino Scorestreak.
- Addressed certain enemy pathing issues on Avalon.
- Various stability and performance fixes.
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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.