Welcome to Season 03
WELCOME TO SEASON 03
Raise the stakes in Season 03, the next massive content update bringing new maps, modes, weapons, events and more across Black Ops 7. Brave the frigid winds in Multiplayer Map Beacon and fight in the narrow confines of a submarine in Abyss; push the rounds in the Ashwood Survival Map in Zombies. Plus, Endgame goes free to play for a limited time, with even more new content! Get the full details on this and much more so you’re ready to go when Season 03 launches this Thursday on April 2.
The Story So Far
In their next move against The Guild, Karma sends in Cole “Javelin” Donovan. Dropping from international airspace toward a Guild facility over the Arctic Circle, Javelin expertly neutralizes the enemy threats… until Victoria Atwood enters the fray, flanked by her autonomous Rhinos. Little does she know, Javelin has already completed his objective with the help of Karma, hacking into The Guild’s system using the C-Link to take their lethal technology into his own hands.
New and Returning Multiplayer Maps
- Beacon (6v6)
- Deploy to the frozen terrain of Beacon, a remote Guild facility blanketed in snow.
- Abyss (6v6/2v2)
- From the Engine to the Torpedo Bay, battle through the confined quarters of a submarine, trading shots along narrow corridors with just enough room to outmaneuver your opponents.
- Plaza (6v6)
- First introduced in Black Ops 2, Plaza has been beautifully remastered for the first time since 2012. With the addition of Wall Jumping and Black Ops 7’s unique arsenal, this is Plaza like you’ve never experienced before.
- Gridlock (6v6)
- Traffic grinds to a halt in the remastered Gridlock, first introduced in Black Ops 4. An explosive heist has left the freeway in shambles over a Japanese city. Battle among overturned vehicles and through the rubble, the remnants of the attack flown across the various shops and Promenade.
- Mission: Trident (20v20)
- The Old Arsenal Avalon point of interest is the latest area of operations, with patrol boats assisting in navigating the waterways and shoreline through harbor warehouses and numerous medieval fortifications.
New Weapons (MP & Zombies)
- MK35 ISR (Assault Rifle, Battle Pass)
- Full-auto assault rifle. Low recoil for excellent accuracy with moderate damage and handling.
- Pepper foes with accurate fire using this Assault Rifle that sports the lowest recoil in its class. In combination with a fast fire rate, the weapon pumps out rounds while staying on target..
- VST (SMG, Battle Pass)
- Full-auto submachine gun. Lightweight for excellent mobility with good handling. Supports multiple calibers.
- This lightweight SMG keeps Operators fast on their feet, perfect for up close hit-and-run tactics. In terms of bullet spread, the VST offers the highest accuracy in its class along with impressive handling and mobility characteristics.
- Strider 300 (Sniper Rifle, Event)
- Bolt-action sniper rifle. Fast handling with a slow rechamber and moderate stability. Hold breath while ADS to steady.
- Target in sight. Knock down foes fast with the new Strider 300 bolt-action Sniper Rifle, capable of downing unarmored enemies in one shot from the chest up.
- 1911 (Pistol, Weekly Challenge Reward)
- Semi-auto pistol. High damage at close range with decent recoil control and modest ammo capacity.
- The iconic 1911 joins the Black Ops 7 arsenal, offering a reliable, high-powered Pistol that outshines every other option in its weapon class when considering effective damage range and damage inflicted per shot.
New Weapon Attachments
- VAS Convergence Foregrip (Battle Pass)
- Underbarrel foregrip to improve bullet deviation and recoil stabilization for a smoother and more predictable recoil pattern.
- Shadow SK 12-Gauge Masterkey (Weekly Challenge Reward)
- Semi-auto underbarrel shotgun to quickly fire 12-gauge rounds with close-range lethality. Harms handling of base weapon, but improves vertical recoil control and flinch resistance.
- X9 Maverick Javelin Assembly (Weekly Challenge Reward)
- Launches a lethal spear projectile at high speeds that can pierce and impale enemies.
New and Returning Multiplayer Modes
- Demolition (Launch)
- In this explosive returning mode, the attacking team must detonate both bomb sites while the defending team attempts to hold them off, with both sides respawning throughout the match.
- Aim High (In-Season)
- First introduced in Black Ops 6, Aim High returns, the perfect headshot trainer for sharpshooters of all skill levels. Compete in a variety of game modes where headshots instantly eliminate enemies, while shots against any other part of the body deal minimal damage. Outfit your Loadouts for precision.
- Snipers Only (In-Season)
- Turn the challenge up a notch with Snipers Only, a pure sniping experience where Equipment, Secondary Weapons, Field Upgrades, and Scorestreaks are all restricted to keep the focus on the rifle in your hands.
New Scorestreak
Ion Core (Weekly Challenge Reward)
- A powerful radioactive device that damages enemies in a large area. Radiation pulses pass through walls, expanding from a small to large radius before dissipating and recharging.
- Overclock Abilities
- Plutonium Core: A longer duration grants an additional radiation pulse.
- Chemical Catalyst: Shorter downtime between radiation pulses.
- Zombies Support Item Cost: 1500 Salvage
Ranked Play: Season 03
Continuing for its second season, Multiplayer Ranked Play gives players the ultimate competitive experience by offering the same settings, maps, modes, and weapon restrictions used by the Call of Duty® League™.
Earn career rewards throughout the lifespan of Black Ops 7 Multiplayer Ranked Play, including Rank Skins and Win Challenge rewards. Each season comes with its own seasonal rewards that can only be earned throughout the duration of that season, including the following Season 03 rewards:
As well as the rewards available across seasons, and the additional rewards (including Weapon Camos) available during the Ranked Play Event this season, the following Weapon Blueprint, Large Decal, Weapon Camos, and Calling Cards are only available during Season 03:
- Get 10 Wins: Pro Re-Issue M15 Mod 0 Assault Rifle Blueprint
- Get 100 Wins: “Ranked Season 03 — 100 Wins” Large Decal
- Reach Silver Rank: “Ranked Season 03 — Silver” Calling Card
- Reach Gold Rank: “Ranked Season 03 — Gold” Calling Card and Weapon Camo
- Reach Platinum Rank: “Ranked Season 03 — Platinum” Calling Card and Weapon Camo
- Reach Diamond Rank: “Ranked Season 03 — Diamond” Calling Card and Weapon Camo
- Reach Crimson Rank: “Ranked Season 03 — Crimson” Calling Card and Weapon Camo
- Reach Iridescent Rank: “Ranked Season 03 — Iridescent” Animated Calling Card and Weapon Camo
- Finish Season 03 at the Top 250 Rank: “Ranked Season 03 — Top 250” Animated Calling Card and Animated Weapon Camo
- Finish Season 03 as the Top 250 #1 Overall Champion: “MP Ranked Season 03 - Top 250 Champion” Calling Card
New Zombies Survival Map: Ashwood
A Civil War-era town dragged into Hell: Drop in for a spell courtesy of the Ashwood Survival Map, originally located within the central grounds of Ashes of the Damned, with a twist for Survival.
Survive as long as you can in an attempt to earn the following rewards:
- “Klaus Der Toten” Animated Emblem and 1,000 XP (complete Round 10)
- “Abomination Carcass” Weapon Charm and 2,500 XP (complete Round 25)
- “Hidden Power” GobbleGum and 5,000 XP (complete Round 50)
New Mode: Zombie Battle
Face off against up to three other players in this chaotic free-for-all where players share the same space while fighting off their own relentless hordes. Out-survive your opponents through superior zombie-killing skills in the Starting Room arenas of each available Round-Based Map or die trying. Want to play against friends? Simply party up and turn off Squad Fill.
Players cannot damage each other or affect one another with Equipment, Scorestreaks or Field Upgrades. Door Buys, Exfil, and GobbleGums are restricted. The last player standing wins, earning a Whimsical GobbleGum after Round 5, with a chance to earn two Whimsicals at Round 10+, and two guaranteed Whimsicals at Round 15+. Available on Paradox Junction, Astra Malorum, and Ashes of the Damned.
Directed Mode: Paradox Junction
Get extra guidance in Paradox Junction as the Warden traps the crew in a familiar place with a hellish twist. Season 03 brings Directed Mode to the map, offering on-screen quest steps and a max round cap of 15 when taking on the Main Quest.
- Players who complete Paradox Junction on Directed Mode will earn the “Timeshatter” Blundergat Wonder Weapon Blueprint, “Paradox Junction Directed Mode Completion” Calling Card, and 5,000 XP.
Starting Room Mode: Paradox Junction
Fight through a surreal, inescapable space where all the doors are locked and you navigate the starting area of the map. There’s no escape here, so give it your all and go down fighting. Paradox Junction joins the mode in Season 03 with the following available in the map:
- Paradox Junction: Mystery Box, Wallbuy (Jäger 45), Ammo Cache, Quick Revive, Rampage Inducer, Arsenal, GobbleGum Machine, Time Travel (after Special Rounds), Random Perk Machine (Past Nuketown), Loot Cyst.
Cursed Mode: Ashwood (Launch)
In addition to the standard Survival and Starting Room experiences, players can try their hand at Cursed on the Ashwood Survival map for a more challenging experience.
Survive and apply Relics to earn the following rewards:
- “Time Out” GobbleGum and 10,000 XP (complete Round 25 with Tier 1 Relics).
- “Perkaholic” GobbleGum and 20,000 XP (reach Round 50 with Tier 2 Relics)
- “Mannequin Turret” Weapon Charm and 30,000 XP (reach Round 75 with Tier 3 Relics)
Endgame Goes Free to Play
Season 03 marks the beginning of Endgame as a free to play game mode for a limited time, accessible from the main Call of Duty menu and within Call of Duty: Warzone and Black Ops 7. Invite your squad and recruit other players into the action. As a co-operative PvE mode, Endgame is the perfect entry for newcomers and returning Black Ops veterans alike.
- By default, players who do not own Black Ops 7 will begin their Endgame journey with four Operators to choose from: Mason, Anderson, 50/50, and Samuels.
Endgame Loadout Updates
Starting in Season 03, Endgame Loadouts will be individually assigned to each Operator, so that each separate Endgame Operator has their own Loadout including Weapons, Field Acquisitions, and Equipment. Operators who exfil with a Scorestreak or Self Revive will also save those items for the next deployment. This change provides more customization options, as players can now find and equip a unique Exotic Weapon for every Operator and craft builds that are unique for each fighter.
- Reset Combat Rating: Players may optionally reset an Operator's Combat Rating to 0 if they want to start fresh with a new Operator Build. This will not affect the Operator's Loadout, as Weapons, Equipment and rarity are preserved. Note that resetting the Combat Rating will also discard Exotic and Nightmare skills.
- Reset Skill Track: Once you’ve fully progressed an Operator’s Combat Rating by unlocking all Power Upgrades and Skills, you may choose to reset one of your Skill Tracks. Resetting a Skill Track removes all associated Skills and reduces the Operator’s Combat Rating by 16 to reflect the lost power.
For players who have already experienced Endgame, your existing Loadout will automatically be assigned to your active Operator. All other Operators will start with a default Loadout.
Endgame: Updated Loss Rules
As Endgame content becomes more dangerous with Glitches, Guild Strikes, and Nightmare Difficulty zones, the loss rules have been updated to limit how much Combat Rating (CR) players can lose from Skills and Power Upgrades.
- If a player or squad is wiped, the total Combat Rating lost from earned Skills and Power Upgrades is capped at 15 CR.
- Nightmare Skills and Exotic Skills are still fully lost, and the player’s Loadout is reset. Because these Skills contribute to total Combat Rating, their removal will also reduce CR accordingly.
Endgame: Operation Poison Pill
Season 03 ups the ante and introduces Operations into Endgame, kicking things off with Operation Poison Pill. Operations run on a series of strict objectives designed to be cleared across multiple matches. Secure rewards for every objective you complete and systematically power up your Operator for the fight ahead. Clear the final objective to finish the job and unlock direct access to the new Link Forger Glitch Fracture. Operation rewards include a new Weapon Blueprint, Emblem, Double XP Token, Loading Screen, and other rewards, including the new Restore Token consumable item, described below.
Enter the Link Forger Glitch, Earn Rewards
Complete Operation steps to earn valuable rewards, power up, and discover the location of the Link Forger Glitch Fracture, in which you and your squad will battle through relentless waves of enemies in a Nightmare Difficulty arena.
New for Operation Poison Pill are completion Camos for earning the Glitch Skins. Defeat the Link Forger Glitch Boss with Grimm, Mason, or Anderson to get their unique “Override” Operator Skin.
Skin Completion Camos:
- Earn 1 “Override” Skin to get the “Blighted” Weapon Camo.
- Earn all 3 “Override” Skins to get the “Virulent” Animated Weapon Camo.
Operation Poison Pill Rewards
- “Poison Pill” Weapon Charm and 1,000 XP
- Restore Token and 1,000 XP
- 1 Hour Double Player XP Token and 1,000 XP
- “Node Husk” Emblem and 2,500 XP
- 1 Hour Double Battle Pass XP Token and 2,500 XP
- “Toxic Entry” Large Decal and 2,500 XP
- 1 Hour Double Weapon XP Token and 5,000 XP
- “Thorned Muzzle” Loading Screen and 5,000 XP
- “Looking Good!” Emote and 5,000 XP
- “Venomous Override” AAROW 109 Launcher Weapon Blueprint, “Fractal Death” Animated Calling Card, and 7,500 XP
New Endgame Restore Tokens
Operator down? With a Restore Token in hand players can choose to activate the consumable item to restore all lost progress, including your Operator’s Skills and current Loadout. The Operation isn’t the only means of earning Restore Tokens; keep an eye out for more chances to acquire this highly valuable item.
New Endgame Exotic Weapons
Two new Exotic Weapons added:
- Collateral: Full-auto assault rifle enhanced with ricochet rounds for widespread lethality. Affinity for Incendiary Rounds.
- Continuum: Bolt-action sniper rifle modified for aggression and potency. Affinity for Graviton Rounds.
Endgame: New Warband Skill Track
Get airborne superiority from attack drones, reinforcements via converted enemies, and other powerful Skills in the new Warband Skill Track, and dispose of enemy forces with the new Aether Blade and Thermal Spike abilities.
Skill Track: Warband
Summon powerful allies and turn the tide of battle by amplifying their impact on the battleground.
Plague: Eliminated enemies can explode and convert nearby enemies into allies.
Wirehand: Eliminations have a chance to spawn an attack drone.
Smuggler: Chance to instantly replenish used Equipment and Scorestreaks.
Bloodrunner: Gain a damage bonus for rapid multi-kills — ends if momentum stops.
Healthhounds: Damage and eliminations from summoned allies restore a portion of health.
Steelhand (Special Skill): Picked up armor auto-equips automatically.
New Minor Ability: Aether Blade
Aether infused throwing knife that hunts down targets. Hit five with one toss to recover a portion of its charge.
New Events
Survivors of Ash (ZM)
- Fight and survive every challenge in the Survivors of Ash Challenge Event to unlock a sequence of thrilling rewards including new Weapon Camos plus an Emblem, Weapon Charm, and the Legendary “Deadender” Echo 12 Shotgun Weapon Blueprint.
The Lost Outpost (END, MP, ZM)
- Hunt and gather in The Lost Outpost Event, playable across all modes.
- Collect Beacons dropped by eliminated Operators, earning milestone rewards along the way including Weapon Camos, the “Southpaw” Samuels Operator Skin, an Emblem, Weapon Charm, Calling Card, Loading Screen, a variety of consumable Double XP Tokens, and more, including the new Strider 300 Sniper Rifle and the Legendary “Vandal” Akita Shotgun Weapon Blueprint.
New Weekly Challenges
Complete challenges every week of the season to unlock new Loadout items, Camo rewards, and XP. Check the Weekly Challenge menu at the start of Season 03 to see the available rewards and the challenges required to unlock them. Complete any six challenges across any or all of the four supported modes to unlock the weekly reward, including new Attachments and heavy hitters like the new Ion Core Scorestreak, the 1911 Pistol, the “Cinerator” EGRT-17 Assault Rifle Weapon Blueprint, and more.
Animated Camo Milestones
- Earn any four Weekly Rewards to unlock the “Death Roll” Universal Animated Camo.
- Earn all Weekly Rewards across Season 03 to unlock the “Ascendance” Universal Animated Camo.
Reminder: Armory Access
Any Attachments, Weapons, or Scorestreaks that you don’t unlock via Weekly Challenges in Seasons 01 and 02 will be available in the Armory during Season 03 to unlock via Armory Challenges.
Full Season 03 Breakdown
For a detailed overview of everything rolling out this season, including a first look at Season 03 Reloaded and the new Round-Based Zombies map, Totenreich, head over to the Call of Duty Blog.
You can find our Season 03 Patch Notes below, and we’ll continue to share updates here as they go live.
GLOBAL
UI
- File Management UI
- Streamlined the layout of the “Manage Files” screen on console to display a single tab per game, listing all content in one place for easier navigation and a clearer overview of installed packages.
Motion Sickness Reduction Preset
- Renamed the “Motion Reduction Preset” to better reflect its purpose.
- Updated the preset to include the Dot Grid overlay (Standard, 60% opacity, Regular), a setting shown to help reduce motion sickness symptoms for some players.
- Additional related settings can be adjusted for further customization.
MULTIPLAYER
Maps
- Sake
- Addressed some collision issues.
- Addressed certain instances of graphical corruption.
- Den
- Addressed some collision issues.
Modes
- Overload
- Round time will now pause when either team has possession of the Overload device.
- Time To Beat overtime rules enabled by default.
- If the second round ends in a draw, the round will now end and enter Overtime rounds instead of Sudden Death.
- The first team to deliver the Overload device and score in the first Overtime round will set the time to beat and the round will end.
- In the second Overtime round, the other team must be the first to score within the time set in the first round to win.
- If the team that scored in the first Overtime round scores again in the second Overtime round, that team wins and the match will end.
- Safeguard
- If the robot is successfully escorted to the goal in the first round, the time limit in the second round will be adjusted to the time to beat.
- Increased round time limit to 5 minutes.
General Playlist Updates
- Season 03 Moshpit (NEW)
- Moshpit of 6v6 respawn modes on Beacon, Plaza, and Gridlock, as well as Face Off modes on Abyss.
Weapons
Weapon Tuning
Season 03 brings significant weapon changes, with the goal of boosting some of the weapons that have seen lower usage since launch. Some common buffs you’ll see are the addition of more Upper Torso multipliers for slower firing weapons and rebalancing of Rapid Fire on many burst weapons. A handful of improvements target recent post-launch attachments as well.
On the flip side, the Swordfish A1 is being knocked down a peg. The M15 MOD 0, Dravec 45, and Kogot-7 are also among the weapons receiving adjustments to make room for new meta contenders.
ASSAULT RIFLES
Assault Rifle Adjustments
M15 MOD 0
The M15 MOD 0 is receiving recoil changes that will be felt at mid- and longer ranges. This will still be a well-rounded rifle, but now some builds may want an additional attachment to help with recoil.
M15 MOD 0 Adjustments
- Increased View Kick strength and deviation.
- Increased Gun Kick strength and deviation.
AK-27
The AK-27 was very strong early on in Black Ops 7, but after some time and adjustments, it's fallen off more than we’d like. It still has a solid TTK, so we’re easing back some range and handling to start. The Battle Scar Conversion also receives new hit location multipliers for some more upside to its slower fire rate.
AK-27 Damage Adjustments
Maximum Damage Range
— Damage —
26
— Range —
0 - 21m
— Damage —
26
— Range —
0 - 22.9m ⇧
Medium Damage Range
— Damage —
24
— Range —
21.1 - 50.8m
— Damage —
22
— Range —
23 - 50.8m
Minimum Damage Range
— Damage —
18
— Range —
>50.8m
— Damage —
18
— Range —
>50.8m
AK-27 Adjustments
- Aim Down Sight Time improved from 270ms to 260ms.
Battle Scar Conversion Adjustments
- Now has 1.03x Neck and Upper Torso multipliers.
MXR-17
The MXR-17 is a risk-reward weapon that heavily depends on headshots to be competitive. We are adding multipliers to the Neck and Upper Torso that will help players hit that faster TTK.
Separately, the ANVL Conversion is getting an all-around boost to its firing mechanics that make it much more forgiving to manage.
MXR-17 Damage Adjustments
Maximum Damage Range
— Damage —
33
— Range —
0 - 33m
— Damage —
32 ⇩
— Range —
0 - 33m
Medium Damage Range
— Damage —
31
— Range —
33.1 - 52.1m
— Damage —
31
— Range —
33.1 - 52.1m
Minimum Damage Range
— Damage —
24
— Range —
>52.1m
— Damage —
24
— Range —
>52.1m
MXR-17 Adjustments
- Now has a 1.1x Neck and Upper Torso multiplier. (Does not apply to ANVL Conversion)
ANVL Conversion Adjustments
- Final (slowest) Fire Rate improved from 333RPM to 400RPM.
- The number of bullets it takes to reach final Fire Rate increased from 18 to 25.
- Time it takes for Fire Rate to fully reset to its starting value improved from 370ms to 240ms.
X9 Maverick
As we mentioned at the top, many burst weapons are receiving adjustments to their Rapid Fire attachments. In the case of the X9 Maverick, the attachment will now reduce the time between bursts in addition to the fire rate within the burst. This makes the attachment very good for players who want a more forgiving experience at close and mid ranges. We are offsetting this with some more range, velocity, and light recoil penalties. Stretching the effectiveness of this Rapid Fire to long ranges will require attachment investment.
X9 Maverick Attachment Adjustments
- Bolt Carrier Group (Rapid Fire)
- Now also improves Burst Fire Delay by 6%.
- Damage Range reduction increased from 10% to 20%.
- Muzzle Velocity reduction increased from 10% to 20%.
- Recoil penalties increased.
DS20 Mirage
DS20 Mirage Adjustments
- Aim Down Sight Time improved from 280ms to 270ms.
Peacekeeper Mk1
The Peacekeeper MK1 has an aggressive damage and handling profile that is kept in check by its high recoil. Significantly less side-to-side bounce will have this weapon feeling more consistent and firmly like an Assault Rifle.
- Peacekeeper MK1 Adjustments
- Horizontal Recoil reduced.
SUBMACHINE GUNS
There are a handful of Submachine Guns that have never quite broken into the top end of weapons throughout the early seasons of Black Ops 7. We are giving these a heavier-handed push in Season 03. Changes are mostly to damage ranges and recoil, as well as handling and even damage.
Submachine Gun Adjustments
Kogot-7
The Kogot-7 has been hovering around the top of the meta since it launched in Season 01. We are reducing the effectiveness of the Long Barrel and most of its recoil attachments, which will make it more difficult to reach the same level of accuracy it’s currently capable of.
Kogot-7 Adjustments
- 13.5" Canis-05 Barrel (Long Barrel)
- Reduced Damage Range improvement from 28% to 23%.
- VAS Drift Lock Foregrip (Recoil Control Foregrip)
- Reduced Horizontal Recoil Control improvement from 30% to 24%.
- Vitalize Handstop (Steady Sway Handstop)
- Reduced Horizontal Recoil Control improvement from 20% to 17%.
- EAM Steady-90 Grip (Mobile Recoil Foregrip)
- Reduced Horizontal Recoil Control improvement from 20% to 15%.
- EMT3 Vulpine Grip (Stabilization Grip)
- Reduced Horizontal Recoil Control improvement from 8% to 6%.
- Balter Control Grip (Accuracy Grip)
- Reduced Vertical Recoil Control improvement from 8% to 6%.
- Reduced First Shot Recoil Control Improvement 60% to 55%.
- EMT3 Radix Stock (Control Stock)
- Reduced Vertical and Horizontal Recoil Control improvements from 15% to 10%.
- 3mW Motion Strike Laser (Stable Range Laser)
- Reduced Recoil Stabilization improvement by 5%.
- Buffer Spring (Recoil Springs)
- Reduced Vertical and Horizontal Recoil Control improvements from 10% to 6%.
Ryden 45K
The Ryden 45K sees low usage, even as the default SMG in Black Ops 7. We think this is mostly due to the recoil, so we’re softening up the S curve pattern it has. It’s also receiving a nice boost to its Max Damage Range, which has a solid TTK.
Ryden 45K Damage Adjustments
Maximum Damage Range
— Damage —
22
— Range —
0 - 10.4m
— Damage —
22
— Range —
0 - 12.4m ⇧
Medium Damage Range 1
— Damage —
21
— Range —
10.5 - 17m
— Damage —
21
— Range —
12.5 - 18m ⇧
Medium Damage Range 2
— Damage —
15
— Range —
17.1 - 34.3m
— Damage —
15
— Range —
18.1 - 34.3m
Minimum Damage Range
— Damage —
13
— Range —
>34.3m
— Damage —
13
— Range —
>34.3m
Ryden 45K Adjustments
- Aim Down Sight Time improved from 200ms to 195ms.
- Sprint to Fire Time improved from 140ms to 130ms.
- Tactical Sprint to Fire Time improved from 260ms to 250ms.
- Slide to Fire Time improved from 340ms to 330ms.
- Dive to Fire Time improved from 420ms to 410ms.
- Reduced harshness of horizontal recoil.
RK-9
Our data shows that players who use the RK-9 do very well with it, but not many people do. Some damage range and handling improvements are all we’re doing here for now, given how well the weapon performs when used.
RK-9 Damage Adjustments
Maximum Damage Range
— Damage —
32
— Range —
0 - 9.1m
— Damage —
32
— Range —
0 - 9.7m ⇧
Medium Damage Range 1
— Damage —
30
— Range —
9.2 - 20.1m
— Damage —
30
— Range —
9.8 - 22.2m ⇧
Medium Damage Range 2
— Damage —
23
— Range —
20.2 - 26.7m
— Damage —
23
— Range —
22.3 - 30.5m ⇧
Minimum Damage Range
— Damage —
18
— Range —
>26.7m
— Damage —
18
— Range —
>30.5m
RK-9 Adjustments
- Aim Down Sight Time improved from 200ms to 190ms.
- Slide to Fire Time improved from 320ms to 310ms.
- Dive to Fire Time improved from 400ms to 390ms.
Razor 9mm
The Razor 9mm is receiving an array of changes to help it with its mid-to-long range falloff. While it’s fast firing, the close-range power isn’t significantly higher than other SMGs, so it doesn’t need the level of handling, falloff, and recoil tradeoffs that it currently has. The Wildfire Conversion is being buffed to fill that close-range, high-power role.
Razor 9mm Damage Adjustments
Maximum Damage Range
— Damage —
21
— Range —
0 - 12.1m
— Damage —
21
— Range —
0 - 13.3m ⇧
Medium Damage Range 1
— Damage —
17
— Range —
12.2 - 18.3m
— Damage —
18 ⇧
— Range —
13.4 - 20.3m ⇧
Medium Damage Range 2
— Damage —
13
— Range —
18.4 - 30.5m
— Damage —
14 ⇧
— Range —
20.4 - 30.5m
Minimum Damage Range
— Damage —
11
— Range —
>30.5m
— Damage —
12 ⇧
— Range —
>30.5m
Razor 9mm Adjutments
- Aim Down Sight Time improved from 220ms to 210ms.
- Sprint to Fire Time improved from 160ms to 150ms.
- Tactical Sprint to Fire Time improved from 280ms to 270ms.
- Slide to Fire Time improved from 360ms to 350ms.
- Dive to Fire Time improved from 440ms to 430ms.
- Reduced View Kick strength.
- Reduced Gun Kick strength.
Razor 9mm Widlfire Conversion
Razor 9mm Wildfire Conversion Damage Adjustments
Maximum Damage Range
— Damage —
15
— Range —
0 - 12.1m
— Damage —
16 ⇧
— Range —
0 - 13.3m ⇧
Medium Damage Range 1
— Damage —
13
— Range —
12.2 - 18.3m
— Damage —
14 ⇧
— Range —
13.4 - 20.3m ⇧
Medium Damage Range 2
— Damage —
11
— Range —
18.4 - 30.5m
— Damage —
11
— Range —
20.4 - 30.5m
Minimum Damage Range
— Damage —
10
— Range —
>30.5m
— Damage —
10
— Range —
>30.5m
Razor 9mm Wildfire Conversion Additional Adjustements
- Now improves Hip Spread while sprinting by 15%.
Dravec 45
The Dravec 45 is getting a pair of changes that target its mid-range performance. While the magnitude of its recoil isn’t changing that much, the direction will now be far more horizontal.
Dravec 45 Damage Adjustments
Maximum Damage Range
— Damage —
26
— Range —
0 - 11.4m
— Damage —
26
— Range —
0 - 11.4m
Medium Damage Range 1
— Damage —
21
— Range —
11.5 - 19.7m
— Damage —
21
— Range —
11.5 - 17.8m ⇩
Medium Damage Range 2
— Damage —
17
— Range —
19.8 - 27.3m
— Damage —
17
— Range —
19.8 - 27.3m
Minimum Damage Range
— Damage —
15
— Range —
>27.3m
— Damage —
15
— Range —
>27.3m
Dravec 45 Adjustments
- Increased horizontal recoil.
Carbon 57
The Carbon 57 is doing better after its last rework, but we still want to push it further up the ranks. It’s seeing an improved headshot potential in its Max Damage Range, as well as handling improvements.
Carbon 57 Damage Adjustments
Maximum Damage Range
— Damage —
23
— Range —
0 - 14m
— Damage —
24 ⇧
— Range —
0 - 15m ⇧
Medium Damage Range 1
— Damage —
19
— Range —
14.1 - 24.1m
— Damage —
19
— Range —
15.1 - 25.4m ⇧
Medium Damage Range 2
— Damage —
16
— Range —
24.2 - 35.6m
— Damage —
16
— Range —
24.2 - 35.6m
Minimum Damage Range
— Damage —
14
— Range —
>35.6m
— Damage —
14
— Range —
>35.6m
Carbon 57 Adjustments
- Aim Down Sight Time improved from 245ms to 240ms.
- Sprint to Fire Time improved from 180ms to 170ms.
- Tactical Sprint to Fire Time improved from 300ms to 290ms.
- Slide to Fire Time improved from 380ms to 370ms.
- Dive to Fire Time improved from 460ms to 450ms.
MPC-25
The handling and TTK on the MPC-25 are both excellent, so we don’t want to go overboard on improvements here. For now we just have small range and recoil improvements to match the trajectory of the other SMGs.
MPC-25 Damage Adjustments
Maximum Damage Range
— Damage —
30
— Range —
0 - 9.1m
— Damage —
30
— Range —
0 - 10.2m ⇧
Medium Damage Range 1
— Damage —
23
— Range —
9.2 - 13.5m
— Damage —
23
— Range —
10.3 - 15.2m ⇧
Medium Damage Range 2
— Damage —
19
— Range —
13.6 - 26m
— Damage —
19
— Range —
13.6 - 26m
Minimum Damage Range
— Damage —
16
— Range —
>26m
— Damage —
16
— Range —
>26m
MPC-25 + 8.6" MFS Stratus-X Barrel Damage Adjustments
Maximum Damage Range
— Damage —
24
— Range —
0 - 13.2m
— Damage —
24
— Range —
0 - 15.7m ⇧
Medium Damage Range 1
— Damage —
19
— Range —
13.3 - 18.3m
— Damage —
19
— Range —
15.8 - 20.8m ⇧
Medium Damage Range 2
— Damage —
16
— Range —
18.4 - 32.3m
— Damage —
16
— Range —
20.9 - 33.8m ⇧
Minimum Damage Range
— Damage —
14
— Range —
>32.3m
— Damage —
14
— Range —
>33.8m
SHOTGUNS
We’re generally good with the close-range performance of shotguns as they stand in Black Ops 7. As usual, this performance is mostly map dependent. We have some range adjustments for most of the shotguns that are meant to just give a small lift to the far ranges where TTK is slower. We also have a couple of targeted attachment updates.
Shotgun Adjustments
SG-12
We are reducing the power of the Prestige Attachment on the SG12, as the combination of fantastic handling, spread, and DPS was still too strong after the previous round of nerfs to the base weapon.
MFS Pulse Fire Taclight (Prestige Attachment) Adjustment
- Decreased Fire Rate.
- Now has slightly more Tactical Stance Spread.
M10 Breacher
M10 Breacher Damage Adjustments
Maximum Damage Range
— Damage —
Base: 60
Pellet: 20
— Range —
0 - 3.3m
— Damage —
Base: 60
Pellet: 20
— Range —
0 - 3.3m
Medium Damage Range 1
— Damage —
Base: 40
Pellet: 20
— Range —
3.4 - 8.4m
— Damage —
Base: 40
Pellet: 20
— Range —
3.4 - 8.4m
Medium Damage Range 2
— Damage —
Base: 15
Pellet: 17
— Range —
8.5 - 16.5m
— Damage —
Base: 15
Pellet: 17
— Range —
8.5 - 16.5m
Minimum Damage Range
— Damage —
Base: 10
Pellet: 10
— Range —
16.6 - 30.5m
— Damage —
Base: 10
Pellet: 10
— Range —
16.6 - 32.5m ⇧
Echo 12
Besides the aforementioned range changes, we are making improvements to the new Backlash Launcher kit on the Echo 12 that will help players time and hit their high damage shots. It’s worth noting that we purposefully don’t want this type of conversion to be super powerful, as that would lead to very frustrating lobbies. This one is just meant to offer a unique play experience, but ideally one that can be somewhat effective.
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 - 12.7m
— Damage —
Base: 40
Pellet: 11
— Range —
3.1 - 12.7m
Medium Damage Range 2
— Damage —
Base: 15
Pellet: 11
— Range —
12.8 - 22.9m
— Damage —
Base: 15
Pellet: 11
— Range —
12.8 - 25.4m ⇧
Minimum Damage Range
— Damage —
Base: 16
Pellet: 6
— Range —
23 - 35.6m
— Damage —
Base: 16
Pellet: 6
— Range —
25.5 - 38.1m ⇧
Backlash Launcher Adjusmtments
- Reduced detonation delay after bounce from 200ms to 150ms.
- Explosion inner radius increased from 40 to 55.
- Explosion middle radius increased from 80 to 95.
Akita
Akita Damage Adjustments
Maximum Damage Range
— Damage —
Base: 33
Pellet: 8
— Range —
0 - 2m
— Damage —
Base: 33
Pellet: 8
— Range —
0 - 2m
Medium Damage Range 1
— Damage —
Base: 17
Pellet: 6
— Range —
2.1 - 5.1m
— Damage —
Base: 17
Pellet: 6
— Range —
2.1 - 5.1m
Medium Damage Range 2
— Damage —
Base: 14
Pellet: 4
— Range —
5.2 - 10.2m
— Damage —
Base: 14
Pellet: 4
— Range —
5.2 - 11.4m ⇧
Minimum Damage Range
— Damage —
Base: 12
Pellet: 3
— Range —
10.3 - 22.9m
— Damage —
Base: 12
Pellet: 3
— Range —
11.5 - 24.1m ⇧
LMGs
LMG Adjustments
Sokol 545
As with many other slower-firing weapons, adding a Torso Multiplier to the Sokol 545 lets us nudge up the power level without fully stepping the weapon up into a new TTK bracket. We are keeping this to the default fire mode which has that lower rate of fire.
Sokol 545 Adjustments
- Default fire mode now has a 1.1x Torso Multiplier (does not apply to faster alt fire or MFS 48-Dread Burst Mod Prestige Attachment).
- Firing ADS Movement Speed penalty reduced from 20% to 17.5%.
MK.78
MK.78 Adjustments
- Firing ADS Movement Speed penalty reduced from 30% to 25%.
MARKSMAN RIFLES
Marksman Rifle Adjustments
SWORDFISH A1
The Swordfish A1 has been greatly overperforming throughout the last couple of weeks. It’s a good illustration of the design challenge with burst weapons, which live and die by the consistency of their one-burst kill. The Swordfish A1 is meant to be consistent by design, but slower and more methodical than its immediate counterpart, the M8A1. Currently the one-burst potential is far outweighing the tradeoff, so we’re reworking the damage and hit location multipliers. It will now require 4 bullets to kill, but that can be improved by landing Upper Torso shots or higher. Paired with some handling and attachment nerfs, this change lets us keep the recoil and burst fire delay as they are.
Swordfish A1 Damage Adjustments
Maximum Damage Range
— Damage —
35
— Range —
0 - 38.1m
— Damage —
31 ⇩
— Range —
0 - 38.1m
Minimum Damage Range
— Damage —
30
— Range —
>38.1m
— Damage —
27 ⇩
— Range —
>38.1m
Swordfish A1 Adjustments
- Headshot multiplier improved from 1.1x to 1.3x.
- Now has 1.2x Neck and Upper Torso multipliers.
- Aim Down Sight Time increased from 330ms to 340ms.
- Sprint To Fire Time increased from 230ms to 240ms.
- Tactical Sprint to Fire Time increased from 360ms to 370ms.
- Slide to Fire Time increased from 430ms to 440ms.
- Dive to Fire Time increased from 510ms to 520ms.
Swordfish A1 Attachment Adjustments
- MFS Penta Burst Mod (Prestige Attachment)
- Vertical and Horizontal Recoil penalties increased from 30% to 35%.
- Modus-R Underbarrel (Mobile Recoil Foregrip)
- Slightly reduced Sprinting Movement Speed improvement.
- Adept Skiff Stock (Mobility Stock)
- Reduced Movement Speed improvement by 0.1m/s.
- Reduced Crouch Movement Speed improvement by 0.2m/s.
- Slightly reduced Sprinting Movement Speed improvement.
- Bosun Light Stock (ADS Movement Stock)
- Reduced ADS Movement Speed improvement by 0.1m/s.
- Q-Stubb Stock (Mobile Flinch Stock)
- Reduced ADS Movement Speed improvement by 0.1m/s.
- Bolt Carrier Group (Rapid Fire)
- Damage Range penalty increased from 8% to 20%.
- Muzzle Velocity penalty increased from 8% to 20%.
- Vertical and Horizontal Recoil penalties increased from 20% to 30%.
M8A1
Rapid Fire on M8A1 receives a similar change to the X9 Maverick, making it more effective at improving TTK but with greater tradeoffs at range.
M8A1 Attachment Adjustments
- Bolt Carrier Group (Rapid Fire)
- Now also improves Burst Fire Delay by 6%.
- Damage Range penalty increased from 10% to 20%.
- Muzzle Velocity penalty increased from 10% to 20%.
M34 Novaline
The M34 Novaline has the opposite problem to the Swordfish, in that it needs more consistency in its one-burst potential to make up for the longer burst delay and slower handling. We’re adjusting the Fire Rate within the burst on both the base weapon and the Rapid Fire attachment to help here.
M34 Novaline Adjustments
- Fire Rate within the burst improved from 600RPM to 750RPM.
M34 Novaline Attachment Adjustments
- Bolt Carrier Group (Rapid Fire)
- Fire Rate improvement within the burst increased from 10% to 20%.
- Damage Range penalty increased from 10% to 25%.
- Muzzle Velocity penalty increased from 10% to 30%.
LAUNCHERS
Launcher Adjustments
A.R.C. M1
The A.R.C. M1 Assault Frame is receiving a couple of adjustments to help its overall feel.
Assault Frame Attachment Adjustment
- ADS Movement Speed improvement increased by 0.5m/s.
- Charge Time reduced from 0.5s to 0.45s.
Field Upgrades
- Black Hat
- Addressed an issue where Tacticals would be unusable if the player used a manually-controlled Needle Drone while using the Black Hat.
- Morphine Injector
- Addressed an issue where falling into water while in a Last Stand state would cause players to pull out an unusable knife.
Scorestreaks
- Rhino
- Addressed an issue where the Rhino would be destroyed upon landing if it landed on a Care Package.
UI
- “Time To Beat” is now reflected in Safeguard UI after the first round.
ZOMBIES
Maps
- Paradox Junction
- Gameplay
- Addressed multiple issues that caused players to become stuck in the environment after time-traveling.
- Addressed an issue that caused the player to be in an unplayable space after traveling to a different time period.
- Addressed an issue that prevented pings from clearing when traveling between time periods.
- Addressed an issue that prevented interaction with the Temporal Conduit and Der Wunderfizz after players in the match have Exfiled.
- Addressed an issue that caused the player to die from a grenade if they started cooking the grenade and ended up in a locked area after time traveling.
- Addressed an issue that prevented players from being able to mantle fences and wood railings.
- Closed an exploit that prevented zombies from attacking the player if they interact with the ARC-XD remote and mantle the area it is leaning on in Trinity Ave.
- Addressed an issue that caused the player's weapon to appear during the jump scare.
- Quests
- Addressed an issue that caused the mannequin to be interactable from the floor above in the Yellow House.
- Addressed an issue that caused a voice line from the Wonder Weapon Quest by the Twins to play when reloading a save.
- Addressed an issue that caused the flask to no longer be filled after reloading a save.
- Addressed an issue that caused the wrong text to show in the Tac Map when pinging the Wonder Weapon Bench.
- Addressed a rare issue that prevented the Tortured Zombie from appearing in the fire tornado.
- Addressed an issue that caused the Tortured Zombie to be active during Exfil.
- Addressed an issue that caused the blue light from the charged Wonder Weapon Workbench to leak through the roof of the vehicle.
- Addressed an issue that caused players to swap to their Melee weapon after placing the Blundergat in the Wonder Weapon Workbench.
- Addressed an issue that caused a delay in the garage door being destroyed by the ARC-XD during the Main Quest.
- Addressed an issue that caused shadows to flicker on the vehicle with the Wonder Weapon Workbench after completing most of the games during the Main Quest.
- Addressed an issue that prevented the sapling for the Main Quest to appear after loading a save.
- Players are no longer required to progress a round after the Twins Swing Set vignette to use the Temporal Conduit.
- Players will now have a small amount of time before zombies start attacking them after picking up the Chalk item during the Main Quest.
- Players will not be attacked by zombies while the piano is playing music during the Main Quest.
- Players are no longer required to progress a round if they back out from the piano during the Main Quest.
- Addressed an issue that allowed players to stand on top of the Toy Box in its closed state during the Main Quest.
- Addressed an issue that caused players to be in first person view during the Hopscotch game when exiting Disciple Injection on the game start orb.
- Addressed an issue that allowed T.E.D.D. Tasks to be started while playing the Hopscotch game during the Main Quest.
- Addressed an issue that caused the chalk drawings from the Main Quest for the games to no longer appear on the ground after reloading a save.
- Addressed an issue that caused the materials for the unique Loot Cyst to revert back to its initial location after loading a save.
- Decreased the health value for the High Value Targets that spawn from feeding the unique Loot Cyst.
- Addressed an issue that caused the Lost Key to respawn on the ground and not be in the player's inventory after loading a save.
- Addressed an issue that caused the Lost Key to have the wrong image in the loot card.
- Addressed an issue that caused invisible collision, visual, and sound effects from an Easter Egg mannequin to appear after several rounds after using the Temporal Conduit.
- Addressed an issue that caused voice lines to repeat for every bullet pellet impacting the mannequin in Past Nuketown.
- Addressed an issue that prevented the NX Ravager from being able to destroy the mannequin to obtain rewards.
- Addressed an issue that prevented golf balls from moving when shot by the Ballistic Knife.
- Boss Fight
- Addressed an issue that caused mounting points to still appear on the bus despite it no longer being present during the Boss Fight.
- Addressed an issue that caused the collision from the Temporal Conduit to be present during the Boss Fight.
- Addressed an issue that caused certain Easter Eggs to no longer be completable when players continue to play on the map after the Boss Fight.
- Addressed an issue that caused the Temporal Conduit to not be available until a Special Round if the player continues to play on the map after the Boss Fight.
- Addressed an issue that caused the Mystery Box to no longer be visible (but active) after completing the Boss Fight and continuing to play on the map.
- Addressed an issue that prevented the icon for Exfil from appearing after completing the Boss Fight and continuing to play on the map.
- Pack-a-Punch
- Addressed an issue that caused the Pack-a-Punch Quest objectives to stay active while Exfil is active.
- Addressed an issue that caused the Pack-a-Punch ping from the Tac-Map to appear under the map before completing the Pack-a-Punch Quest.
- Addressed a rare issue that caused zombies to fall out of the playspace when coming out of the Space-Time Knots during the Pack-a-Punch Quest.
- Addressed an issue that caused the text for the Sundergat to read "Blundergat" when upgrading the weapon at the Pack-a-Punch Machine.
- Wonder Weapon
- Addressed an issue that prevented the shells of the Blundergat from appearing when reloading after using a Field Upgrade.
- Loot Cysts
- Kills from the wisp for Wisp Tea Perk-a-Cola will now feed souls to the Loot Cysts.
- Kills from headless Zombies from headshot kills will now feed souls to the Loot Cysts.
- Audio
- Lowered the sound effect volume for the damage phase transition during the Dark Heart Boss Fight in Paradox Junction.
- Adjusted the music during round transitions in Paradox Junction.
- Adjusted the game start stinger so it doesn't sound like the game fail stinger during the Main Quest.
- Accessibility
- Added rumble feedback to supplement Wonder Weapon Part audio hints.
- Added controller rumble when interacting with the Temporal Conduit.
- General
- Addressed numerous minor visual issues.
- Addressed multiple collision issues.
- Gameplay
- Astra Malorum
- Addressed an issue that caused the visual effects of the LGM-1 to stick on the player's other weapon when swapping.
- Addressed an issue that caused a player doing the Nikolai Side Quest to be permanently slowed when traveling to Mars for the first time during the Main Quest.
- Addressed an issue that prevented the Mega Death Machine from being consumed after using all of its ammo.
- Addressed multiple collision issues.
- Ashes of the Damned
- Improved visibility of the symbols for the Wonder Weapon Quest on previous-gen platforms.
- Addressed an issue that allowed placing an ARC-XD under a car in Exit 115 to create a safe spot for the item.
- Addressed an issue with Disciple Injection removing the effects from holding the Skeleton Keys during the Seal of Sorrow step during the Main Quest.
- Addressed an issue that prevented the notification for picking up T.E.D.D.'s Head from appearing.
- Addressed an issue with the Main Quest zombies no longer being stunned by the lightning if Klaus knocks them down.
- Addressed an issue that allowed players to start Exfil and the Serum Trial step at the same time.
- Addressed an issue that caused the Mystery Box to clip into the environment when switching locations.
- Addressed an issue that prevented players from dropping Tactical Equipment from a T.E.D.D. Tasks reward chest if they were holding the Remote Control for Klaus.
Modes
- Cursed
- Addressed an issue with the Seed Relic Trial giving players the Lockshot Support Item.
- Addressed an issue with Golden Armor not restoring after the player respawns from dying in the Zursa Attack Easter Egg.
- Addressed a rare issue with the Samantha's Drawing Relic unintentionally swapping out a Wonder Weapon if two are being held by the player.
- Addressed an issue with the Samantha's Drawing Relic and Ol' Reliable Augment from Mule Kick allowing players to hold more than 3 weapons.
- Addressed an issue that caused the Lightning Rod to be stuck in the air instead of being removed during the Gong Relic Trial.
- Survival
- Addressed an issue that caused the player to be attacked and killed by zombies after completing the Exfil in Exit 115.
- Dead Ops Arcade 4
- Features
- Slayer Mart
- Added a new Fate upgrade for Fortune: Glitter Bomb. When a player uses a Nuke or Boost from their inventory, a random gem will spawn at the player’s location.
- Slayer Mart
- Bug Fixes
- Addressed an animation issue when holding the Ray Gun.
- Addressed an issue where players could be killed when picking up the first-person card during the Papa cutscene.
- Addressed an issue where the score could obscure the player’s name when using the largest text size setting.
- Addressed an issue where gems could be easily knocked out of map boundaries.
- Addressed an issue where some players were unable to enter Dead Ops Arcade mode.
- Addressed an issue where the egg could be destroyed by players.
- Addressed an issue where Treasure Chests in Hardcore mode were not spawning extra gold bars as intended.
- Addressed an issue where combining Fury Output and Dead Operator resulted in Firepower dealing 248 damage instead of the intended 260 damage.
- Addressed an issue where the 5-minute Jet Gun did not expire after player death.
- Updated the cooldown of Fate of the Divine Chalice from 30 seconds to 40 seconds.
- Addressed an issue where enemies affected by the Coat of Arms item remained coated for approximately 60 seconds instead of the intended 20 seconds.
- Addressed an issue where the aura would disappear when jumping to the exit door while using Mutant Transformation.
- Addressed an issue where the game would not save and quit when a timeout occurred from the pause menu in Solo matches.
- Addressed an issue where the three Nukes at the waterfall would respawn when loading a saved game.
- Addressed an issue where Hellhound fire damage was only applied to the player who killed the Hellhound.
- Addressed an issue where downed players could block enemies, causing them to become stuck in doorways.
- Addressed multiple script errors to improve overall game stability.
- UI
- Improved player HUD visibility in Co-op.
- Features
Weapons
- A.R.C. M1
- Clip size increased to 36.
- Number of shots increased before overheating.
- Addressed an issue that prevented the A.R.C. M1 from being able to fire from the hip after the weapon has been upgraded to Tier IV at the Pack-a-Punch machine.
- Ammo Cache
- Disabled the ability to interact with the Ammo Cache when the player's weapon has full ammunition.
Perk-a-Colas
- Mule Kick
- Addressed an issue that caused the Free Throw Augment to not work with Stim Shot and C4.
- Elemental Pop
- Addressed an issue that removed the Ammo Mod from the Jager 45 after the other weapon triggered Elemental Pop.
- Death Perception
- Addressed an issue that caused the range to be increased with High Contrast Mode enabled.
- PhD Flopper
- Addressed an issue with PhD Slider visual effects floating in the air while combat rolling.
Field Upgrades
- Energy Mine
- Addressed an issue that caused Energy Mine kills to progress any critical kills challenges.
- Aether Shroud
- Addressed an issue that caused the clone from the Afterimage Augment to block Ray Gun projectiles.
- Addressed an issue that would sometimes prevent players from using the Burst Dash Augment when standing in a corner.
- Mister Peeks
- Addressed a rare issue with Mister Peeks taking a Power-Up with him while attacking zombies.
Support
- Increased the Sentry Turret lifespan from 120 to 150 seconds.
- Addressed an issue that caused the Hand Cannon to have 3 bullets in its reserve only in Directed Mode. Now, all 10 bullets should be in the magazine.
- Addressed an issue that caused HKDs Score Events to appear as "Vehicle Kill."
Enemies
- Rad-Hound
- Death Explosions from Rad-Hounds no longer cause knockdown on Armored Zombies.
- Addressed a rare issue that caused the Rad-Hound to walk to the player instead of running.
- Addressed a camera issue that could occur while petting a Rad-Hound.
- Shock Mimic
- Addressed an issue that prevented the Shock Mimic from targeting the nearest player.
- Addressed an issue that caused the Shock Mimic to be stuck in a stun animation when being hit by the Electric Trap.
- O.S.C.A.R
- Addressed an issue that caused O.S.C.A.R. to stay permanently hostile if damaged by Urticant and Ankle Shredder Augments for Toxic Growth.
- Uber Klaus and Klaus Core
- Reduced the amount of health on the Tesla Coil.
- Reduction to Shield Damage Mitigation.
Challenges
- Removed Prop Hunt Medal from the Medal Collection in the Stats menu since it cannot be earned.
- Addressed an issue that caused the Hypergolic Medal to not be earned when Augments were equipped with Shatter Blast Field Upgrade.
- Adjusted the text in "The Bomba" Calling Card to include the map name, Paradox Junction.
- Addressed an issue with Elite kills not counting toward the “Mysticism” Calling Card.
UI
- Updated the loot item icon for all Wonder Weapons to be colored.
- Addressed an issue that caused the text to read as "Weapon" instead of "Weapon Blueprint" for the Paradox Junction Quest Rewards.
- Addressed an issue that caused the Toggle Enable PAP Camo Setting to no longer work after reloading a save.
Audio
- Addressed an issue with various voiceover lines not playing.
- Addressed an issue that could cause Female Operators to have a Male voice during death scenes.
Stability
- Addressed various stability issues.
ENDGAME
Loadout Updates
- Loadouts will be assigned to each Operator. Each Operator will have their own weapons and field acquisitions and equipment. This change provides more customization options, as players can now find and equip a unique Exotic Weapon for every Operator and craft builds that are unique for each fighter.
- Reset Combat Rating: Players may optionally reset an Operator's Combat Rating to 0 if they want to start fresh with a new Operator Build. This will not affect the Operator's Loadout, as Weapons, Equipment, and rarity are preserved. Note that resetting the Combat Rating will also discard Exotic and Nightmare skills.
- Reset Skill Track: Once you’ve fully progressed an Operator’s Combat Rating by unlocking all Power Upgrades and Skills, you may choose to reset one of your Skill Tracks. Resetting a Skill Track removes all associated Skills and reduces the Operator’s Combat Rating by 16 to reflect the lost power.
- Restore Tokens: With a Restore token in your inventory you can choose to activate the consumable item to restore all lost progress, including your Operator’s Skills and current loadout. Earn this through Operation Poison Pill, though there might be other opportunities to acquire this during the Season.
Updated Loss Rules
- If a player or squad is wiped, the total Combat Rating lost from earned Skills and Power Upgrades is capped at 15 CR. This means players can lose no more than 15 CR of progression per wipe. Nightmare Skills and Exotic Skills are still fully lost, and the player’s Loadout is reset. Because these Skills contribute to total Combat Rating, their removal will also reduce CR accordingly.
Exotic Weapons
- Two new Exotic Weapons added:
- Collateral: Full-auto assault rifle enhanced with ricochet rounds for widespread lethality. Affinity for Incendiary Rounds.
- Continuum: Bolt-action sniper rifle modified for aggression and potency. Affinity for Graviton Rounds.
Bugs and Stability
- Addressed an issue where certain Camos were not being applied to weapons in Endgame.
- Addressed an issue where the Wraith Wing VTOL could be destroyed easily near the edge of the map.
- Addressed an issue where some enemies could enter the Ballistic Shell.
- Addressed an issue where ladders underwater could sometimes send players out of bounds.
- 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.