Open Beta Updates
Welcome to the Open Beta
Early Access Beta Updates
Welcome to the Early Access Beta
TUESDAY SEPTEMBER 1
As we wrap up the Modern Warfare 4 Beta tonight, we want to thank the millions of players who jumped in every day to play. The Beta gave us many different perspectives and points of view on feedback. Your experiences have been at the core of our work throughout the 2 weekends. This was also a lot of firsts for Call of Duty, including a playable Campaign mission and a new Resurgence map in Beta.
At Infinity Ward, our north star for this Beta was consistent updates and communication throughout. We have been watching and listening over both weekends and putting that feedback into action. That pace was intentional as we worked to get those updates back into your hands as quickly as possible. That’s our standard going forward.
MULTIPLAYER
From Weekend 1 to Weekend 2, we made extensive changes to weapons, TTK, movement, spawns, and more. We’ll be absorbing all of your feedback and gameplay and here are some areas of focus we want to highlight as we head into launch:
- TTK and weapon tuning
- While the changes throughout Beta were an improvement, we aren’t fully satisfied with TTK and will continue dialing in our weapons ahead of launch.
- Adjusting Perk tiers to create more meaningful choices
- Further aim assist changes
- We previously said that aim assist changes during Beta were not exactly where we wanted to land, and we’re already working on some updates.
- Additional spawn improvements
- We made big changes in Weekend 2 but still see places to improve, especially on certain map/mode combinations.
- Nintendo Switch 2 performance improvements
We said at the start that our goal is to make this the best Modern Warfare game ever. As Beta closes, the work to deliver a stronger experience is already ongoing. We will share more details on the process and our work in the weeks ahead.
WARZONE
Thank you for dropping into the Resurgence Open Beta and exploring Zodiac. Your experiences have already helped us make meaningful improvements throughout the Beta and continue to shape the experience as we head toward a new chapter of Warzone.
We still have plenty of work ahead, but we're already seeing clear opportunities to improve UI and HUD readability. Audio, especially footsteps, remain a major focus, and we've already begun making adjustments based on player feedback.
We're also actively reviewing feedback around movement, with an emphasis on delivering the fluid, responsive feel players expect from Warzone while keeping movement grounded. Alongside this, we're evaluating overall map pacing to ensure it's in the best possible place for launch.
THANK YOU
This is just an early look at some of our priorities coming out of Beta. Over the coming weeks, we’ll be sharing more details as we work toward MW4’s launch on October 23rd. Expect Warzone updates to follow.
Thank you for your time spent playing our game as we work to make it the best it can be. We’ve really enjoyed playing matches with you, seeing the conversations and reading your feedback. The Beta officially ends at 10PM PT tonight so get those last matches in! We’ll talk to you soon.
MONDAY AUGUST 31
Day 4 is here, and it’s the last full day of the Modern Warfare 4 Open Beta.
Double XP and Double Weapon XP remain active, so jump into Transit 213 24/7 and make that final push to Level 30 to unlock the Beta Forged Blueprint.
Today’s update also includes weapon tuning, Resurgence adjustments, and additional fixes. 6v6 Gunfight continues on Kill Block for the remainder of the Beta.
There’s still time to get some matches in, finish your Beta progression, and share your feedback before the Open Beta comes to a close. We’ve loved seeing the posts, streams, and excitement throughout the weekend. Keep it coming and let’s close out the Beta strong.
Here’s what’s on tap for Day 4:
CONTENT
- Playlists
- Available
- Quick Play - TDM, Dom, Hardpoint, KC, S&D, Inflation, Hijack
- Open Moshpit - TDM, Dom, HP, KC
- Combat Outpost
- Hijack
- Transit 213 24/7
- Mobility Course
- 6v6 Gunfight on Kill Block
- Zodiac Resurgence - Quads*
- Zodiac Resurgence - Casual Quads*
- Available
* Playlist availability will flip periodically based on time of day.
MULTIPLAYER
Weapon Tuning
Over the weekend, we've been reviewing your gameplay and feedback carefully. We feel that TTK on average is much closer to where we wanted it to be after Weekend 1, but there's always room to refine individual weapons to make sure they're balanced across the board. These changes provide tuning for each class to do well at its role.
Pistols
Krait P68
| Damage Range | ㅤ | Pre | ㅤ | ㅤ | Post | |
| Max Damage | ㅤ | 46 | ㅤ | → | ㅤ | 46 |
| Max Damage Range | ㅤ | 0 - 10.2m | ㅤ | → | ㅤ | 0 - 10.2m |
| Mid Damage 1 | ㅤ | 39 | ㅤ | → | ㅤ | 39 |
| Mid Damage Range 1 | ㅤ | 10.3 - 20.5m | ㅤ | → | ㅤ | 10.3 - 20.5m |
| Mid Damage 2 | ㅤ | 33 | ㅤ | → | ㅤ | 34 ⇧ |
| Mid Damage Range 2 | ㅤ | 20.6 - 38.1m | ㅤ | → | ㅤ | 20.6 - 39.1m ⇧ |
| Min Damage | ㅤ | 30 | ㅤ | → | ㅤ | 30 |
| Min Damage Range | ㅤ | >38.1m | ㅤ | → | ㅤ | >39.1m |
SMGs
PPSh-41
| Damage Range | ㅤ | Pre | ㅤ | ㅤ | Post | |
| Max Damage | ㅤ | 19 | ㅤ | → | ㅤ | 19 |
| Max Damage Range | ㅤ | 0 - 10.4m | ㅤ | → | ㅤ | 0 - 10.8m ⇧ |
| Mid Damage 1 | ㅤ | 15 | ㅤ | → | ㅤ | 15 |
| Mid Damage Range 1 | ㅤ | 10.5 - 19.4m | ㅤ | → | ㅤ | 10.9 - 19.8m ⇧ |
| Mid Damage 2 | ㅤ | 13 | ㅤ | → | ㅤ | 13 |
| Mid Damage Range 2 | ㅤ | 19.5 - 27.6m | ㅤ | → | ㅤ | 19.9 - 27.6m |
| Min Damage | ㅤ | 12 | ㅤ | → | ㅤ | 12 |
| Min Damage Range | ㅤ | >27.6m | ㅤ | → | ㅤ | >27.6m |
ISO Nightshade
| Damage Range | ㅤ | Pre | ㅤ | ㅤ | Post | |
| Max Damage | ㅤ | 20 | ㅤ | → | ㅤ | 21 ⇧ |
| Max Damage Range | ㅤ | 0 - 9.9m | ㅤ | → | ㅤ | 0 - 10.1m ⇧ |
| Mid Damage 1 | ㅤ | 17 | ㅤ | → | ㅤ | 17 |
| Mid Damage Range 1 | ㅤ | 10 - 18.2m | ㅤ | → | ㅤ | 10 - 18.9m ⇧ |
| Mid Damage 2 | ㅤ | 15 | ㅤ | → | ㅤ | 15 |
| Mid Damage Range 2 | ㅤ | 18.3 - 25.9m | ㅤ | → | ㅤ | 19 - 25.9m |
| Min Damage | ㅤ | 13 | ㅤ | → | ㅤ | 13 |
| Min Damage Range | ㅤ | >25.9m | ㅤ | → | ㅤ | >25.9m |
Additional ISO Nightshade Updates:
- Head Damage Multiplier increased from 1.25 to 1.3
LMGs
FiNN LMG
| Damage Range | ㅤ | Pre | ㅤ | ㅤ | Post | |
| Max Damage | ㅤ | 33 | ㅤ | → | ㅤ | 30 ⇩ |
| Max Damage Range | ㅤ | 0 - 21.8m | ㅤ | → | ㅤ | 0 - 21.8m |
| Mid Damage 1 | ㅤ | 28 | ㅤ | → | ㅤ | 28 |
| Mid Damage Range 1 | ㅤ | 21.9 - 47m | ㅤ | → | ㅤ | 21.9 - 43.7m ⇩ |
| Min Damage | ㅤ | 26 | ㅤ | → | ㅤ | 26 |
| Min Damage Range | ㅤ | >47m | ㅤ | → | ㅤ | >43.7m |
Type 73
| Damage Range | ㅤ | Pre | ㅤ | ㅤ | Post | |
| Max Damage | ㅤ | 28 | ㅤ | → | ㅤ | 22 ⇩ |
| Max Damage Range | ㅤ | 0 - 26m | ㅤ | → | ㅤ | 0 - 24.9m ⇩ |
| Mid Damage 1 | ㅤ | 22 | ㅤ | → | ㅤ | 21 ⇩ |
| Mid Damage Range 1 | ㅤ | 26.1 - 48.5m | ㅤ | → | ㅤ | 25 - 47m ⇩ |
| Min Damage | ㅤ | 19 | ㅤ | → | ㅤ | 19 |
| Min Damage Range | ㅤ | >48.5m | ㅤ | → | ㅤ | >47m |
Additional Type 73 Updates:
- Neck Damage Multiplier increased from 1 to 1.1
- Upper Torso Damage Multiplier increased from 1 to 1.1
Marksman Rifles
Oris 8.6
| Damage Range | ㅤ | Pre | ㅤ | ㅤ | Post | |
| Max Damage | ㅤ | 95 | ㅤ | → | ㅤ | 95 |
| Max Damage Range | ㅤ | 0 - 20.8m | ㅤ | → | ㅤ | 0 - 19m ⇩ |
| Mid Damage 1 | ㅤ | 84 | ㅤ | → | ㅤ | 84 |
| Mid Damage Range 1 | ㅤ | 20.9 - 31.2m | ㅤ | → | ㅤ | 19.1 - 30m ⇩ |
| Mid Damage 2 | ㅤ | 70 | ㅤ | → | ㅤ | 70 |
| Mid Damage Range 2 | ㅤ | 31.2 - 46m | ㅤ | → | ㅤ | 30.1 - 46m |
| Min Damage | ㅤ | 58 | ㅤ | → | ㅤ | 58 |
| Min Damage Range | ㅤ | >46m | ㅤ | → | ㅤ | >46m |
Assault Rifles
Han 86
| Damage Range | ㅤ | Pre | ㅤ | ㅤ | Post | |
| Max Damage | ㅤ | 22 | ㅤ | → | ㅤ | 23 ⇧ |
| Max Damage Range | ㅤ | 0 - 28.4m | ㅤ | → | ㅤ | 0 - 28.4m |
| Min Damage | ㅤ | 18 | ㅤ | → | ㅤ | 19 ⇧ |
| Min Damage Range | ㅤ | >28.4m | ㅤ | → | ㅤ | >28.4m |
Axion
Default Loadouts Only
| Damage Range | ㅤ | Pre | ㅤ | ㅤ | Post | |
| Max Damage | ㅤ | 23 | ㅤ | → | ㅤ | 23 |
| Max Damage Range | ㅤ | 0 - 26.9m | ㅤ | → | ㅤ | 0 - 22.8m ⇩ |
| Mid Damage 1 | ㅤ | - | ㅤ | → | ㅤ | 21 |
| Mid Damage Range 1 | ㅤ | - | ㅤ | → | ㅤ | 22.9 - 40.6 |
| Min Damage | ㅤ | 19 | ㅤ | → | ㅤ | 19 |
| Min Damage Range | ㅤ | >26.9m | ㅤ | → | ㅤ | >40.6m |
Additional Axion (Default Loadout only) Updates:
- Neck Damage Multiplier increased from 1 to 1.1
- Upper Torso Damage Multiplier decreased from 1 to 1.1
Hyeon Burst
Hyeon Burst Update
- Neck Damage Multiplier increased from 1 to 1.1
M4
Apex Attachment: M4 Hurricane
| Damage Range | ㅤ | Pre | ㅤ | ㅤ | Post | |
| Max Damage | ㅤ | 30 | ㅤ | → | ㅤ | 27 ⇩ |
| Max Damage Range | ㅤ | 0 - 10.5m | ㅤ | → | ㅤ | 0 - 10.5m |
| Mid Damage 1 | ㅤ | 22 | ㅤ | → | ㅤ | 22 |
| Mid Damage Range 1 | ㅤ | 10.6 - 20m | ㅤ | → | ㅤ | 10.6 - 20m |
| Min Damage | ㅤ | 18 | ㅤ | → | ㅤ | 18 |
| Min Damage Range | ㅤ | >20m | ㅤ | → | ㅤ | >20m |
Additional M4 Hurricane Updates:
- Head Damage Multiplier decreased from 1.3 to 1.25
Shotguns
Rezi 12
Rezi 12 Attachment Updates
- Barrels
- Haebang 635R-7 (Long Barrel)
- Damage Range benefit has been decreased from +25% to +19%
- ZLR Rogue 90 25" (Heavy Long Barrel)
- Damage Range benefit has been decreased from +15% to +13%
- Haebang 635R-7 (Long Barrel)
Follow our live issues tracking on the official Modern Warfare 4 Trello board.
WARZONE
MAP
» Zodiac «
- Visibility Improvements
- Adjusted global color balance.
- Slightly improved visibility when looking both into and out of interior spaces.
- Reduced Bloom strength to improve visibility when transitioning between interior and exterior spaces.
- Made character outlines brighter and more noticeable at close range and across a wider vertical area.
All of these changes are intended as incremental improvements to overall visibility. We’ll continue to evaluate and make further adjustments where necessary.
BEFORE vs AFTER
GAMEPLAY
Previously Released
- Armor Plating
- Reduced the button hold time before initiating Armor Plating by 30%, matching its behavior in the live game.
AUDIO
- Ascenders
- Increased enemy Ascender audio volume.
- Improved the prioritization of Ascender audio to help prevent these sounds from becoming too quiet or inaudible during gameplay.
- Parachutes
- Improved the prioritization of enemy parachute landing audio.
- Supply Boxes
- Reduced the distance at which Supply Box audio can be heard by approximately 50%.
UI/UX
- Squadmate Nameplates
- Squadmate names will now only display while aiming directly at them.
- Adjusted nameplate sizing and scaling while aiming.
We’ve adjusted squadmate nameplate behavior to make it easier to identify teammates while reducing unnecessary visual clutter.
BUG FIXES
- Fixed an issue that could cause a duplicate squadmate indicator to appear above Players.
Follow our Warzone Trello board for the latest Resurgence live issue updates.
Thank you to everyone who has been playing the Resurgence Beta on Zodiac. Our teams have been hard at work making changes and improvements based on your feedback, and we appreciate everyone who took the time to play and share their thoughts with us. We'll continue refining and tuning the experience as we head toward the launch of MW4 Warzone, and we look forward to seeing you in-game!
SUNDAY AUGUST 30
Day 3 of the Modern Warfare 4 Open Beta is here, and we’re turning things up for Sunday.
Double XP and Double Weapon XP will be live today at 10AM PT, giving you a boost toward Level 30 and the Beta Forged Blueprint, while leveling up your weapons along the way.
We’re also adding Transit 213 24/7, giving you a dedicated playlist to get more time on the map throughout the day.
Keep the feedback coming as you play. We’ll continue working through what we’re seeing and hearing from players as the Open Beta rolls on.
Here’s what changed for Day 3:
CONTENT
Playlists
- Available
- Quick Play - TDM, Dom, Hardpoint, KC, S&D, Inflation, Hijack
- Open Moshpit - TDM, Dom, HP, KC
- Combat Outpost
- Hijack
- Search & Destroy
- Transit 213 - NEW
- Mobility Course
- 6v6 Gunfight on Kill Block - NEW
- Zodiac Resurgence - Quads*
- Zodiac Resurgence - Casual Quads*
* Playlist availability will flip periodically based on time of day.
GLOBAL
- Operator Select
- Improved Operator model streaming logic when entering the Operator Selection Menu to reduce instances of models briefly appearing at a lower visual quality on less powerful hardware.
We’re continuing a multistep process to ensure Operator hair quality looks consistent across the wide range of platforms our players use to play Call of Duty. To address the root of the issue, the weekend 2 update ensured temporal dithering always remains on, which improves the way nearby colors and brightness levels blend across successive frames. Today, we’re refining streaming logic so that Operator models on lower-end hardware only ever render at their intended quality. We’re also working on making hair look better at long distances by launch. The end result: a nourished, fuller-looking hairline for Price however you play.
MULTIPLAYER
Modes
- Team Deathmatch
- Increased score limit on Transit 213 from 100 to 150.
- Kill Confirmed
- Increased score limit on Transit 213 from 75 to 100.
Bug Fixes
Combat Outpost
- Fixed an issue that could result in poor streaming quality at the start of a match.
Follow our Trello board for Modern Warfare 4 live issue tracking.
WARZONE
GAMEPLAY
- Ground Loot
- Improved ground loot interactions to make items easier to pick up during gameplay.
We’ve identified that the interaction radius for ground weapons was larger than intended, which could result in unintentionally picking up a weapon rather than a nearby item. We’ve adjusted this radius to be consistent with loot items in the live game, which should make interactions with ground loot more precise and consistent through the match.
- Damage Indicators
- Updated the Armor Hit Damage Indicator to more clearly distinguish when damage is being dealt to an enemy's Armor.
- Blood & Critical Health Effects
- Adjusted Blood and Death's Door visual effects to better align with the intended experience.
- Immersive Shake Effects
- Disabling HUD Shake effects for the duration of Open Beta.
- Adjusted Screen Shake and Gun Shake values.
These adjustments are intended to reduce visual movement and improve clarity during engagements, making it easier to track targets while firing.
BUG FIXES
UI/UX
- Fixed an issue that prevented the Downed State Icon from properly appearing on screen when an opponent is downed.
- Fixed an issue that could cause the Loot Feed to appear significantly later than the associated pickup.
Playlists
- Fixed an issue that could cause players to encounter a loop in the main menu, requiring a restart to recover.
Follow our Warzone Trello board for the latest Resurgence live issue updates.
WARZONE
GAMEPLAY
- Revive From Prone
- Players can now revive downed squadmates while prone.
- Infil Gas Explosion
- Disabled the Infil Gas Explosion.
- Infil and Backup Pistol
- The Sang 9mm will now be the Infil and Backup Pistol.
We’ve heard your feedback on the infil pistol and replaced it with another pistol to improve the initial combat experience on Zodiac.
MOVEMENT
- Weapon Sprint Speeds
- Increased sprint speed by 3-5% based on weapon class.
- Melee Sprint Speed
- Increased dedicated melee sprint speed by 3.5%.
- ADS Strafe Movement Speed
- Increased ADS Strafe movement speed by 6-10% based on weapon class.
Based on player feedback, we’ve carefully increased movement speeds to create a more fluid experience when navigating the map and engaging other players, while maintaining the deliberate pacing we want from combat.
KILLSTREAKS
- Warning Radius
- Reduced the warning radius of several Killstreaks to better align with their intended display area:
- Bombing Run
- Warning Radius decreased from 120m to 60m.
- Impact Warhead
- Warning Radius decreased from 76m to 25m.
- Artillery Beacon
- Warning Radius decreased from 120m to 40m.
- Bombing Run
- Reduced the warning radius of several Killstreaks to better align with their intended display area:
PROGRESSION
- XP Gain
- Resurgence Quads
- Increased Player XP gains by 55%.
- Increased Weapon XP gains by 13%.
- Casual Resurgence Quads
- Increased Player XP gains by 46%.
- Increased Weapon XP gains by 240%.
- Resurgence Quads
UI/UX
- Empty Plate Slot
- Reduced opacity by 50%.
- Color Update
- Updated the rarity colors for weapon loot cards.
- Updated the colors on the Contract widget.
WEAPONS
DEFAULT LOADOUT ADJUSTMENTS
We know many players are frustrated by not having access to Custom Loadouts. Rest assured, Custom Loadouts will be fully available at launch.
In the meantime, we’ve adjusted several weapons and attachments so these loadouts feel better suited to combat on Zodiac, with improved handling and more immediately useful setups.
Default Loadout | AR
PRIMARY
| Part | ㅤ | Pre-Patch | ㅤ | ㅤ | Post-Patch | |
| Base Gun | ㅤ | Han 86 | ㅤ | → | ㅤ | Han 86 |
| Muzzle | ㅤ | Corvus LVL-40 | ㅤ | → | ㅤ | XRK Mil-Tac Suppressor |
| Optic | ㅤ | ZLR Type C | ㅤ | → | ㅤ | Cronen R808 |
SECONDARY
| Part | ㅤ | Pre-Patch | ㅤ | ㅤ | Post-Patch | |
| Base Gun | ISO Nightshade | → | ISO Nightshade | |||
| Rear Grip ⇄ Stock | ㅤ | MIRE-50 Tac Grip | ㅤ | → | ㅤ | EXP G2-44 Stock |
Default Loadout | SMG
PRIMARY
| Part | ㅤ | Pre-Patch | ㅤ | ㅤ | Post-Patch | |
| Base Gun | ㅤ | X-58 Nyx | ㅤ | → | ㅤ | X-58 Nyx |
| Underbarrel ⇄ Laser | ㅤ | FSS Fireline Grip | ㅤ | → | ㅤ | XRK Clutch-LS |
| Barrel | ㅤ | LX3-V 409mm | ㅤ | → | ㅤ | Mugi Hyu-90 228mm |
SECONDARY
| Part | ㅤ | Pre-Patch | ㅤ | ㅤ | Post-Patch | |
| Base Gun | ㅤ | Kastov 762 | ㅤ | → | ㅤ | Patriot XMR |
| Barrel | ㅤ | — | ㅤ | → | ㅤ | EXP Raid Tac 18.5" |
| Muzzle | ㅤ | — | ㅤ | → | ㅤ | Bruen R12 Gen. 4 |
| Magazine | ㅤ | — | ㅤ | → | ㅤ | 50 Round Drum Mag |
| Underbarrel | ㅤ | — | ㅤ | → | ㅤ | FSS Fireline Grip |
| Optic | ㅤ | — | ㅤ | → | ㅤ | SZ Helios Holo |
Default Loadout | LMG
PRIMARY
| Part | ㅤ | Pre-Patch | ㅤ | ㅤ | Post-Patch | |
| Base Gun | ㅤ | FINN LMG | ㅤ | → | ㅤ | FINN LMG |
| Optic | ㅤ | S-Z Micro D3 | ㅤ | → | ㅤ | Cronen R808 |
SECONDARY
| Part | ㅤ | Pre-Patch | ㅤ | ㅤ | Post-Patch | |
| Base Gun | ㅤ | Rezi 12 | ㅤ | → | ㅤ | PPSH 41" |
| Muzzle | ㅤ | — | ㅤ | → | ㅤ | 1/2X28 Dual Port |
| Laser | ㅤ | — | ㅤ | → | ㅤ | XRK Clutch-LS |
| Optic | ㅤ | — | ㅤ | → | ㅤ | SZ Prima-4 Dot |
| Magazine | — | → | 53 Round Mag | |||
| Stock | — | → | MT-L5 Jinnwa |
Default Loadout | Sniper
PRIMARY
| Part | ㅤ | Pre-Patch | ㅤ | Post-Patch | ||
| Base Gun | ㅤ | KG-7 Vulcan | → | ㅤ | KG-7 Vulcan | |
| Comb | ㅤ | TT Type 40 | → | ㅤ | Haebang YNC-45 | |
| Muzzle | ㅤ | TT Solgae F7 | → | ㅤ | DS RKT-90 |
WEAPON ADJUSTMENTS
Weapons should feel responsive and intuitive, allowing players to react naturally as combat situations evolve. We’ve adjusted weapon handling to reduce sluggish or overly punishing moments, making weapons feel smoother to use while preserving meaningful differences between weapon types.
ㅤ
GENERAL
- ADS Movement Speeds increased by 6–10%, depending on Weapon Class.
- Sprint Speeds increased by 3–5%, depending on Weapon Class.
ASSAULT RIFLES
HAN 86
- Sprint to Fire Speed decreased from 210ms to 185ms.
M4
- Sprint to Fire Speed decreased from 210ms to 180ms.
KASTOV 762
- Sprint to Fire Speed decreased from 210ms to 190ms.
PATRIOT XMR
- ADS Speed decreased from 250ms to 240ms.
- Sprint to Fire Speed decreased from 210ms to 190ms.
SUBMACHINE GUNS
ISO NIGHTSHADE
- ADS Speed decreased from 190ms to 175ms.
X-58 NYX
- ADS Speed decreased from 200ms to 180ms.
PPSH-41
- ADS Speed decreased from 220ms to 190ms.
- Sprint to Fire Speed decreased from 121ms to 115ms.
LIGHT MACHINE GUNS
FINN LMG
- ADS Speed decreased from 300ms to 270ms.
- Sprint to Fire Speed decreased from 250ms to 220ms.
TYPE 73
- ADS Speed decreased from 280ms to 260ms.
- Sprint to Fire Speed decreased from 230ms to 205ms.
SHOTGUNS
REZI 12
- ADS Speed decreased from 240ms to 210ms.
- Sprint to Fire Speed decreased from 160ms to 130ms.
SNIPER RIFLES
SIGNAL .50
- ADS Speed decreased from 560ms to 540ms.
KG-7 VULCAN
- ADS Speed decreased from 630ms to 610ms.
MELEE
COMBAT KNIFE
- Sprint Speed increased by 3.5%.
- This increase stacks with the general Sprint Speed adjustment above.
SATURDAY AUGUST 29
Day 2 of the Modern Warfare 4 Open Beta is here.
We’re back with another round of updates coming later today that based on what we’re seeing and hearing from players across the Open Beta. The team has been working through your feedback and making changes throughout the weekend.
Today also brings Ground War: Combat Outpost to the Beta, adding another way to jump into MW4 alongside Lithium, Hijack, Resurgence on Zodiac, and everything already available.
Keep playing, keep experimenting, and keep the feedback coming. We’ve still got plenty of Beta left and more changes to make.
Here’s what is in store for Saturday…
CONTENT
- Maps
- Wolves Stadium (Ground War) - NEW
- Imjin Farmlands (Ground War) - NEW
- Playlists
- Available
- Ground War: Combat Outpost - NEW
- Quick Play - TDM, Dom, Hardpoint, KC, S&D, Inflation, Hijack
- Open Moshpit - TDM, Dom, HP, KC
- Hijack
- Kill Confirmed
- Search & Destroy
- Inflation
- Mobility Course
- 10v10 Gunfight on Kill Block
- Zodiac Resurgence - Quads*
- Zodiac Resurgence - Casual Quads*
- Available
* Playlist availability will flip periodically based on time of day.
MULTIPLAYER
WEAPONS
In yesterday’s update, we released a tuning pass on every single weapon in Beta. As a result, we’re keeping the updates to weapons minimal today as we’re actively monitoring those changes. Your feedback on weapons and their impact on TTK is incredibly important, so keep sharing your experiences this weekend as we look at potential changes.
Weapons with less than 60 rounds of ammunition in reserve will receive an extra magazine, or its equivalent, as a response to recent TTK adjustments. This change will allow you to stay in the fight longer before seeking new sources of ammunition.
Pistols
.50 GS
Apex Attachment: GS Magna
| Damage Range | ㅤ | Pre | ㅤ | ㅤ | Post | |
| Max Damage | ㅤ | 46 | ㅤ | → | ㅤ | 34 ⇩ |
| Max Damage Range | ㅤ | 0 - 20.3m | ㅤ | → | ㅤ | 0 - 20.3m |
| Mid Damage 1 | ㅤ | - | ㅤ | → | ㅤ | 30 |
| Mid Damage Range 1 | ㅤ | - | ㅤ | → | ㅤ | 20.3 - 44.4m |
| Min Damage | ㅤ | 37 | ㅤ | → | ㅤ | 27 ⇩ |
| Min Damage Range | ㅤ | >20.3m | ㅤ | → | ㅤ | >44.4m |
PC UPDATES
- Overall performance improvements
- Note: Some in-game settings may be affected (reset to default on first boot)
GAMEPLAY
- Increased pickup radius for Kill Confirmed tags.
- Enabled Kill Confirmed tag pickup immediately once they drop.
BUG FIXES
GLOBAL
- Restored the choice between Independent and Affected FOV settings.
- Fixed an issue where Pros and Cons were not displayed for locked Attachments.
- Fixed various issues when navigating front end menus.
PROGRESSION
- Fixed an issue in the After Action Report where weapon level skips incorrectly appeared to consume XP instead of making it clear that no XP was used on that level.
VISUALS
- Fixed a visual issue with enemy Operators could display incorrectly after being impacted by a Snapshot Grenade.
AUDIO
- Fixed an issue where the Crossfire Killstreak audio could get stuck playing.
MAPS & MODES
- Fixed an issue where teammate dots could persist on the mini-map.
- Fixed various Mobility Course issues.
- Fixed an issue where navigating the Lobby Player List could skip Map Voting and move directly to Quick Nav.
KILLSTREAKS
- Fixed an issue where Care Packages could fail to appear when called in.
RECENTLY FIXED
- Fixed an issue where the map name and mode name were shown during matchmaking even if there was no vote in the playlist.
- Increased pickup radius for Kill Confirmed tags and enabled pickup immediately once they drop.
KNOWN ISSUES
- In the Operator Select menu on Switch 2, characters may start rendering before an acceptable level of detail has been streamed into memory.
- Player names may occasionally appear blank in the in-match scoreboard.
- Late-joining players can sometimes move while the Infil sequence is running.
- Correct mode name may not always appear the match is starting.
- Operators may appear to be missing in the lobby.
- Loadout edits made right before loading into match will sometimes not save.
- Spawn location points in Ground War: Combat Outpost may display irrelevant details for the currently highlighted spawn location option.
Follow our Trello board for Modern Warfare 4 live issue tracking.
WARZONE
GAMEPLAY
- UAVs
- Updated UAV functionality to prevent multiple UAVs from combining into an Advanced UAV.
- Finishing Moves
- Added blood effects to the new mid-air Finishing Move.
UI/UX
- 1st Person Camera Movement Setting
- Players can adjust the 1st Person Camera Movement setting under Settings → Camera to customize their camera movement experience, including setting it to Minimal (25%).
- IMPORTANT: This setting may reset when switching between Warzone and Multiplayer. Check your preferred setting after switching modes and reapply it as needed.
- HUD Widget Shake Setting
- Players who prefer a static HUD can toggle the shake effect On/Off under Interface Settings.
We recognize that camera and HUD movement can have a substantial impact on gameplay clarity for some players. We’re working to refine various elements of these systems to better balance immersion with gameplay clarity. We’ll share additional details as soon as we can.
AUDIO
- Footsteps
- Adjusted footstep audio distances to match the live Warzone experience, including restoring the previous maximum audible distance.
We’ve already made several Warzone audio updates based on player feedback and will continue to make tuning improvements as we move throughout the open beta and toward launch.
BUG FIXES
Audio
- Fixed an issue causing Loot Box audio to be heard more prominently than intended through environmental occlusion.
- Fixed an issue that could cause occlusion to be missing from certain loot-related audio.
- Fixed an issue where throwing an Impact Warhead onto a vehicle produced no audio.
Gameplay
- Fixed an issue where the increased downed health granted by the Field Medic perk was not displayed while downed.
- Fixed an issue that could cause players to become stuck in Spectator Mode after being eliminated.
Equipment
- Fixed an issue where dropping a Heartbeat Sensor could immediately deplete its battery.
Killstreaks
- Fixed an issue where the Bombing Run Killstreak could be pinged despite no active Killstreak being present in the area.
Loot
- Fixed an issue that could cause Loot Cards to appear empty.
Resurgence
- Fixed a disconnect issue in Resurgence.
User Interface
- Fixed an issue where full Activision IDs were displayed in the Squad Widget during a match.
Follow our Warzone Trello board for the latest Resurgence live issue updates.
Friday AUGUST 28
The Modern Warfare 4 Open Beta arrives at 10 AM PT today. Thank you for sharing your experiences, best plays, and feedback with us during Weekend 1. Your input is helping shape the experience as we continue to make improvements.
We’ve made some sweeping changes to the game with focus on a few key areas: TTK, Spawns, Movement, Killstreaks and Aim Assist.
TIME-TO-KILL
After some updates last week, we still weren’t where we wanted to be with time-to-kill. We’re aiming for a slight increase to TTK so instead of changing base health, we focused on weapon tuning to improve durability without making weapons feel too weak at range. Every single weapon in our Beta has received an update for Weekend 2. These changes create more survivability and room for skill expression in combat.There’s more work to do here and we’re looking forward to hearing your feedback.
SPAWNS
In the final hours of Weekend 1, we adjusted spawns and spawn logic across all respawn modes to better separate players. Additionally, we greatly reduced spawning on squad members.
For Weekend 2, we wanted to build on these changes with adjustments to Hardpoint specifically. We feel the mode plays best when spawns are consistent and predictable. The prototype in the Beta today is a step toward that vision, but it is far from perfect. You may still see some bad spawns on smaller maps, and on larger maps you may spawn too far from the action. We are excited about the direction and will be improving things with your feedback.
Finally, we added Battle Hardened to the temporary spawn protection, reducing the effects of flash and concussion grenades immediately after spawning.
- Updated spawn logic to better separate players [added at the end of Beta Weekend 1]
- Deprioritized spawning near teammates [added at the end of Beta Weekend 1]
- Partially improved Hardpoint spawn system to improve predictability
- Added Battle Hardened to temporary spawn protection
- Temporarily disabled Hardpoint on Rooftops because of a spawn bug
MOVEMENT
We saw a lot of feedback about Tactical Sprint over Weekend 1, and we know there are a range of opinions about it. We have removed Tactical Sprint by default, which we think improves the pace of combat and gives the game a more classic feel. For players who prefer a faster playstyle, we moved it to a Perk and enhanced it by reducing its sprint-to-fire speed penalty. We have also adjusted Tac Sprint and slide speeds to rebalance them against each other.
This is an experiment for Beta which we hope improves the pace of the game and enhances player choice. If we decide to stick with this change, we need to consider its place in the Perk table and which other adjustments to Perks go along with it.
- Tac Sprint
- Moved Tactical Sprint to the Blood Rush Perk.
- Reduced Tactical Sprint sprint-to-fire time to match base sprint.
- Reduced Tactical Sprint speed by 4%.
- Sprint Speeds
- Increased knife base sprint speeds.
- Increased all pistol base sprint speeds.
- Slide Adjustments
- Increased slide-to-jump delay.
- Reduced slide distance by 10%.
- Reduced slide speed by 9%.
- Stamina
- Reduced stamina by 8%.
- Mantle
- Fixed an issue where players could mantle much higher than intended.
- Climbing
- Fixed an issue that caused stutters when climbing ladders and pipes.
As a reminder, movement in Warzone is close to Multiplayer but not 1-to-1, as many things have been tuned specifically for Warzone gameplay. Check out yesterday’s update on Resurgence in Open Beta for more.
AIM ASSIST
For Weekend 2, we’ve made adjustments to aim assist to reduce its impact. In full transparency, this is not the exact tuning we want, so we will be working on dialing this in ahead of launch.
- These adjustments are global and will apply to Warzone.
KILLSTREAKS
In Weekend 1, we saw the feedback around Killstreak spam and we had some duplicated announcer callout bugs that made this feel even worse in-match.
For Weekend 2, we fixed the announcer issue and bumped the base cost of all Killstreaks by 1 kill. This should limit Killstreak spam and keep matches more focused on gunplay.
- General
- Increased all Killstreak costs by 1 kill.
We also made some tweaks to Killstreak power so they aren’t taking away from the match, including reducing the radius and lethality of the Artillery Strike, and tuning the UAV to make it easier to take out.
- UAV
- Reduced UAV health by 60%.
- Reduced UAV height by 12%.
- Artillery Beacon
- Reduced the number of missiles from 6 to 5.
- Reduced the inner damage radius from 15.24 meters to 10.16 meters.
- Reduced the outer damage radius from 25.4 meters to 17.78 meters.
- Reduced the shockwave radius that knocks people down to 10.16 meters.
CONTENT
If you’re just joining us this weekend, welcome to Open Beta. This weekend brings even more to Multiplayer, including our new Hijack mode and Ground War: Combat Outpost (with two new Ground War maps), plus the new Lithium 6v6 map. And for the first time in a Call of Duty Beta, you can drop into Warzone with Resurgence on Zodiac, our all-new Resurgence map.
- Maps
- Lithium - NEW
Playlists
- Available
- Hijack - NEW
- Quick Play - TDM, Dom, Hardpoint, KC, S&D, Inflation, Hijack
- Open Moshpit - TDM, Dom, HP, KC
- Mobility Course
- 10v10 Gunfight on Kill Block
- Zodiac Resurgence - Quads - NEW
Progression
- Level Cap raised to 30.
MODES
- Team Deathmatch
- Increased score limit from 75 to 100.
- Kill Confirmed
- Increased score limit from 65 to 75.
- Gunfight
- Removed audio falloff over distance for team chat in 10v10 Gunfight.
WEAPONS
Snipers
- Increased received Flinch by 28%.
Sniper Rifles
KG-7 Vulcan
| Damage Range | ㅤ | Pre | ㅤ | → | ㅤ | Post |
| Max Damage | ㅤ | 102 | ㅤ | → | ㅤ | 102 |
| Max Damage Range | ㅤ | 0 - 56.8m | ㅤ | → | ㅤ | 0 - 67.5m ⇧ |
| Mid Damage 1 | ㅤ | 99 | ㅤ | → | ㅤ | 99 |
| Mid Damage Range 1 | ㅤ | 56.8 - 86.3m | ㅤ | → | ㅤ | 67.5 - 86.3m |
| Min Damage | ㅤ | 95 | ㅤ | → | ㅤ | 95 |
| Min Damage Range | ㅤ | >86.3m | ㅤ | → | ㅤ | >86.3m |
Additional KG-7 Vulcan Adjustments
- Lower Torso Damage Multiplier decreased from 1.02 to 1
Signal .50
| Damage Range | ㅤ | Pre | ㅤ | → | ㅤ | Post |
| Max Damage | ㅤ | 102 | ㅤ | → | ㅤ | 102 |
| Max Damage Range | ㅤ | 0 - 33.5m | ㅤ | → | ㅤ | 0 - 33.5m |
| Mid Damage 1 | ㅤ | 99 | ㅤ | → | ㅤ | 99 |
| Mid Damage Range 1 | ㅤ | 33.6 - 48.5m | ㅤ | → | ㅤ | 33.6 - 48.5m |
| Mid Damage 2 | ㅤ | 80 | ㅤ | → | ㅤ | 80 |
| Mid Damage Range 2 | ㅤ | 48.6 - 67.3m | ㅤ | → | ㅤ | 48.6 - 66m ⇩ |
| Min Damage | ㅤ | 75 | ㅤ | → | ㅤ | 75 |
| Min Damage Range | ㅤ | >67.3m | ㅤ | → | ㅤ | >66m |
Additional Signal .50 Updates
- Upper Torso Damage Multiplier decreased from 1.75 to 1.3
Assault Rifles
Kastov 762
| Damage Range | ㅤ | Pre | ㅤ | → | ㅤ | Post |
| Max Damage | ㅤ | 34 | ㅤ | → | ㅤ | 30 ⇩ |
| Max Damage Range | ㅤ | 0 - 22.2m | ㅤ | → | ㅤ | 0 - 24.1m ⇧ |
| Mid Damage 1 | ㅤ | 29 | ㅤ | → | ㅤ | 24 ⇩ |
| Mid Damage Range 1 | ㅤ | 22.3 - 40.8m | ㅤ | → | ㅤ | 24.2 - 40.1m ⇩ |
| Min Damage | ㅤ | 23 | ㅤ | → | ㅤ | 21 ⇩ |
| Min Damage Range | ㅤ | >40.9m | ㅤ | → | ㅤ | >40.1m |
Additional Kastov 762 Adjustments
- Head Damage Multiplier decreased from 1.35 to 1.33
Apex Attachment: Kasto 545
| Damage Range | ㅤ | Pre | ㅤ | ㅤ | Post | |
| Max Damage | ㅤ | 31 | ㅤ | → | ㅤ | 30 ⇩ |
| Max Damage Range | ㅤ | 0 - 17.7 | ㅤ | → | ㅤ | 0 - 11m ⇩ |
| Mid Damage 1 | ㅤ | 23 | ㅤ | → | ㅤ | 23 |
| Mid Damage Range 1 | ㅤ | 17.8 - 34m | ㅤ | → | ㅤ | 11.1 - 20.5m ⇩ |
| Min Damage | ㅤ | 18 | ㅤ | → | ㅤ | 18 |
| Min Damage Range | ㅤ | >34m | ㅤ | → | ㅤ | >20.6m |
Han 86
| Damage Range | ㅤ | Pre | ㅤ | → | ㅤ | Post |
| Max Damage | ㅤ | 26 | ㅤ | → | ㅤ | 22 ⇩ |
| Max Damage Range | ㅤ | 0 - 23.5m | ㅤ | → | ㅤ | 0 - 28.4m ⇧ |
| Mid Damage 1 | ㅤ | 22 | ㅤ | → | ㅤ | - |
| Mid Damage Range 1 | ㅤ | 23.6 - 43.6m | ㅤ | → | ㅤ | - |
| Min Damage | ㅤ | 18 | ㅤ | → | ㅤ | 18 |
| Min Damage Range | ㅤ | >43.7m | ㅤ | → | ㅤ | >28.4m |
Addtional Han 86 Adjustments
- Neck Damage Multiplier decreased from 1.1 to 1
- Upper Torso Damage Multiplier decreased from 1.1 to 1
M4
| Damage Range | ㅤ | Pre | ㅤ | ㅤ | Post | |
| Max Damage | ㅤ | 28 | ㅤ | → | ㅤ | 24 ⇩ |
| Max Damage Range | ㅤ | 0 - 20.3m | ㅤ | → | ㅤ | 0 - 26.3m ⇧ |
| Mid Damage 1 | ㅤ | 22 | ㅤ | → | ㅤ | - |
| Mid Damage Range 1 | ㅤ | 20.4 - 38.3m | ㅤ | → | ㅤ | - |
| Mid Damage 2 | ㅤ | 17 | ㅤ | → | ㅤ | - |
| Mid Damage Range 2 | ㅤ | 38.4 - 51.5m | ㅤ | → | ㅤ | - |
| Min Damage | ㅤ | 16 | ㅤ | → | ㅤ | 19 ⇧ |
| Min Damage Range | ㅤ | >51.6m | ㅤ | → | ㅤ | >26.3m |
Apex Attachment: M4 Hurricane
| Damage Range | ㅤ | Pre | ㅤ | ㅤ | Post | |
| Max Damage | ㅤ | 34 | ㅤ | → | ㅤ | 30 ⇩ |
| Max Damage Range | ㅤ | 0 - 8.3m | ㅤ | → | ㅤ | 0 - 10.5m ⇧ |
| Mid Damage 1 | ㅤ | 30 | ㅤ | → | ㅤ | 22 ⇩ |
| Mid Damage Range 1 | ㅤ | 8.4 - 16.5m | ㅤ | → | ㅤ | 10.6 - 20m ⇧ |
| Mid Damage 2 | ㅤ | 24 | ㅤ | → | ㅤ | - |
| Mid Damage Range 2 | ㅤ | 16.6 - 21m | ㅤ | → | ㅤ | - |
| Min Damage | ㅤ | 22 | ㅤ | → | ㅤ | 18 ⇩ |
| Min Damage Range | ㅤ | >21m | ㅤ | → | ㅤ | >20m |
Hyeon Burst
| Damage Range | ㅤ | Pre | ㅤ | ㅤ | Post | |
| Max Damage | ㅤ | 36 | ㅤ | → | ㅤ | 30 ⇩ |
| Max Damage Range | ㅤ | 0 - 22.8m | ㅤ | → | ㅤ | 0 - 22.1m ⇩ |
| Mid Damage 1 | ㅤ | 31 | ㅤ | → | ㅤ | 24 ⇩ |
| Mid Damage Range 1 | ㅤ | 22.9 - 41.4m | ㅤ | → | ㅤ | 22.2 - 42.1m ⇧ |
| Min Damage | ㅤ | 28 | ㅤ | → | ㅤ | 22 ⇩ |
| Min Damage Range | ㅤ | >41.4m | ㅤ | → | ㅤ | >42.1m |
Additional Hyeon Burst Adjustments
- Head Damage Multiplier decreased from 1.4 to 1.3
- Neck Damage Mutliplier decreased from 1.1 to 1
- Upper Torso Damage Multiplier decreased from 1.1 to 1
- Upper Right Arm Damage Multiplier decreased from 1.1 to 1
- Upper Left Arm Damage Multiplier decreased from 1.1 to 1
- Upper Right Leg Damage Multiplier increased from .9 to 1
- Lower Right Leg Damage Multiplier increased from .9 to 1
- Right Foot Multiplier increased from .9 to 1
- Upper Left Leg Damage Multiplier increased from .9 to 1
- Lower Left Leg Damage Multiplier increased from .9 to 1
- Right Left Multiplier increased from .9 to 1
Apex Attachment: Hyeon Hyperburst
| Damage Range | ㅤ | Pre | ㅤ | ㅤ | Post | |
| Max Damage | ㅤ | 37 | ㅤ | → | ㅤ | 37 |
| Max Damage Range | ㅤ | 0 - 29.4m | ㅤ | → | ㅤ | 0 - 24.6m ⇩ |
| Mid Damage 1 | ㅤ | 34 | ㅤ | → | ㅤ | 34 |
| Mid Damage Range 1 | ㅤ | 29.5 - 41.4m | ㅤ | → | ㅤ | 24.7m - 36.5m ⇩ |
| Min Damage | ㅤ | 30 | ㅤ | → | ㅤ | 30 |
| Min Damage Range | ㅤ | >41.4m | ㅤ | → | ㅤ | >36.5m |
Patriot XMR
| Damage Range | ㅤ | Pre | ㅤ | ㅤ | Post | |
| Max Damage | ㅤ | 35 | ㅤ | → | ㅤ | 30 ⇩ |
| Max Damage Range | ㅤ | 0 - 22.2m | ㅤ | → | ㅤ | 0 - 29.9m ⇧ |
| Mid Damage 1 | ㅤ | 31 | ㅤ | → | ㅤ | 24 ⇩ |
| Mid Damage Range 1 | ㅤ | 22.3 - 45.7m | ㅤ | → | ㅤ | 30 - 50m ⇧ |
| Min Damage | ㅤ | 24 | ㅤ | → | ㅤ | 22 ⇩ |
| Min Damage Range | ㅤ | >45.7m | ㅤ | → | ㅤ | >50m |
Additional Patriot XMR Adjustments
- Head Damage Multiplier increased from 1.22 to 1.3
Marksman Rifles
- Increased received Flinch by 17%.
Marksman Rifles
Oris 8.6
| Damage Range | ㅤ | Pre | ㅤ | ㅤ | Post | |
| Max Damage | ㅤ | 95 | ㅤ | → | ㅤ | 95 |
| Max Damage Range | ㅤ | 0 - 20.8m | ㅤ | → | ㅤ | 0 - 20.8m |
| Mid Damage 1 | ㅤ | 84 | ㅤ | → | ㅤ | 84 |
| Mid Damage Range 1 | ㅤ | 20.9 - 31.2m | ㅤ | → | ㅤ | 20.9 - 31.2m |
| Mid Damage 2 | ㅤ | 70 | ㅤ | → | ㅤ | 70 |
| Mid Damage Range 2 | ㅤ | 31.3 - 47.2m | ㅤ | → | ㅤ | 31.2 - 45.9m ⇩ |
| Mid Damage 3 | ㅤ | 62 | ㅤ | → | ㅤ | - |
| Mid Damage Range 3 | ㅤ | 47.3 - 67m | ㅤ | → | ㅤ | - |
| Min Damage | ㅤ | 58 | ㅤ | → | ㅤ | 58 |
| Min Damage Range | ㅤ | >67m | ㅤ | → | ㅤ | >45.9m3 |
MAR-9
| Damage Range | ㅤ | Pre | ㅤ | ㅤ | Post | |
| Max Damage | ㅤ | 50 | ㅤ | → | ㅤ | 50 |
| Max Damage Range | ㅤ | 0 - 20.8m | ㅤ | → | ㅤ | 0 - 19m ⇩ |
| Mid Damage 1 | ㅤ | 48 | ㅤ | → | ㅤ | 42 ⇩ |
| Mid Damage Range 1 | ㅤ | 20.9 - 39.3m | ㅤ | → | ㅤ | 19.1 - 28.7m ⇩ |
| Mid Damage 2 | ㅤ | 46 | ㅤ | → | ㅤ | - |
| Mid Damage Range 2 | ㅤ | 39.3 - 51.3m | ㅤ | → | ㅤ | - |
| Min Damage | ㅤ | 37 | ㅤ | → | ㅤ | 37 |
| Min Damage Range | ㅤ | >51.3m | ㅤ | → | ㅤ | >28.7m |
Additional MAR-9 Updates
- Head Damage Multiplier decreased from 2.05 to 2
- Upper Torso Damage Multiplier increased from 1 to 1.1
Apex Attachment: MAR-9 Auto
| Damage Range | ㅤ | Pre | ㅤ | ㅤ | Post | |
| Max Damage | ㅤ | 37 | ㅤ | → | ㅤ | 30 ⇩ |
| Max Damage Range | ㅤ | 0 - 24.5m | ㅤ | → | ㅤ | 0 - 25.1m ⇧ |
| Mid Damage 1 | ㅤ | 28 | ㅤ | → | ㅤ | 24 ⇩ |
| Mid Damage Range 1 | ㅤ | 24.6 - 48.7m | ㅤ | → | ㅤ | 25.2 - 43.4m ⇩ |
| Min Damage | ㅤ | 22 | ㅤ | → | ㅤ | 21 ⇩ |
| Min Damage Range | ㅤ | >48.7m | ㅤ | → | ㅤ | >43.4m |
Additional MAR-9 Auto Updates:
- Head Damage Multiplier decreased from 1.55 to 1.3
LMGs
FiNN LMG
| Damage Range | ㅤ | Pre | ㅤ | ㅤ | Post | |
| Max Damage | ㅤ | 33 | ㅤ | → | ㅤ | 33 |
| Max Damage Range | ㅤ | 0 - 21.8m | ㅤ | → | ㅤ | 0 - 23.6m ⇧ |
| Mid Damage 1 | ㅤ | 28 | ㅤ | → | ㅤ | 28 |
| Mid Damage Range 1 | ㅤ | 21.9 - 46.9m | ㅤ | → | ㅤ | 23.7 - 47.3m ⇧ |
| Min Damage | ㅤ | 24 | ㅤ | → | ㅤ | 26 ⇧ |
| Min Damage Range | ㅤ | >47m | ㅤ | → | ㅤ | >47.3m |
Additional FiNN LMG Updates
- Neck Damage Multiplier decreased from 1.1 to 1
- Upper Torso Damage Multiplier decreased from 1.1 to 1
- Upper Right Arm Damage Multiplier decreased from 1.1 to 1
- Upper Left Arm Damage Multiplier decreased from 1.1 to 1
Apex Attachment: FiN Adverse
| Damage Range | ㅤ | Pre | ㅤ | ㅤ | Post | |
| Max Damage | ㅤ | 29 | ㅤ | → | ㅤ | 20 ⇩ |
| Max Damage Range | ㅤ | 0 - 26.9m | ㅤ | → | ㅤ | 0 - 16m ⇩ |
| Mid Damage 1 | ㅤ | 24 | ㅤ | → | ㅤ | 19 ⇩ |
| Mid Damage Range 1 | ㅤ | 27 - 41.1m | ㅤ | → | ㅤ | 16.1 - 35m ⇩ |
| Min Damage | ㅤ | 20 | ㅤ | → | ㅤ | 16 ⇩ |
| Min Damage Range | ㅤ | >41.1m | ㅤ | → | ㅤ | >35m |
Type 73
| Damage Range | ㅤ | Pre | ㅤ | ㅤ | Post | |
| Max Damage | ㅤ | 30 | ㅤ | → | ㅤ | 28 ⇩ |
| Max Damage Range | ㅤ | 0 - 26.6m | ㅤ | → | ㅤ | 0 - 26m ⇩ |
| Mid Damage 1 | ㅤ | 27 | ㅤ | → | ㅤ | 22 ⇩ |
| Mid Damage Range 1 | ㅤ | 26.7 - 51.5m | ㅤ | → | ㅤ | 26.1 - 48.5m ⇩ |
| Min Damage | ㅤ | 22 | ㅤ | → | ㅤ | 19 ⇩ |
| Min Damage Range | ㅤ | >51.5m | ㅤ | → | ㅤ | >48.5m |
Additional Type 73 Updates
- Head Damage Multiplier decreased from 1.3 to 1.25
- Neck Damage Multiplier decreased from 1.1 to 1
- Upper Torso Damage Multiplier decreased from 1.1 to 1
Apex Attachment: Tango 73 Assault
| Damage Range | ㅤ | Pre | ㅤ | ㅤ | Post | |
| Max Damage | ㅤ | 33 | ㅤ | → | ㅤ | 30 ⇩ |
| Max Damage Range | ㅤ | 0 - 25.1 | ㅤ | → | ㅤ | 0 - 25.1 |
| Mid Damage 1 | ㅤ | 30 | ㅤ | → | ㅤ | 24 ⇩ |
| Mid Damage Range 1 | ㅤ | 25.2 - 37.6m | ㅤ | → | ㅤ | 25.2 - 37.6m |
| Min Damage | ㅤ | 24 | ㅤ | → | ㅤ | 22 ⇩ |
| Min Damage Range | ㅤ | >37.6m | ㅤ | → | ㅤ | >37.6m |
Pistols
.50 GS
| Damage Range | ㅤ | Pre | ㅤ | ㅤ | Post | |
| Max Damage | ㅤ | 70 | ㅤ | → | ㅤ | 70 |
| Max Damage Range | ㅤ | 0 - 22.1m | ㅤ | → | ㅤ | 0 - 27.9m ⇧ |
| Mid Damage 1 | ㅤ | 58 | ㅤ | → | ㅤ | 49 ⇩ |
| Mid Damage Range 1 | ㅤ | 22.2 - 42m | ㅤ | → | ㅤ | 28 - 35.5m ⇩ |
| Min Damage | ㅤ | 45 | ㅤ | → | ㅤ | 45 |
| Min Damage Range | ㅤ | >42.1m | ㅤ | → | ㅤ | >35.5m |
Additional .50 GS Updates:
- Head Damage Multiplier decreased from 1.62 to 1.5
- Neck Damage Multiplier decreased from 1.62 to 1.1
- Upper Torso Damage Multiplier decreased from 1.3 to 1.1
- Lower Torso Damage Multiplier decreased from 1.2 to 1
- Upper Right Arm Damage Multiplier decreased from 1.3 to 1.1
- Lower Right Arm Damage Multiplier decreased from 1.2 to 1
- Right Hand Damage Multiplier decreased from 1.2 to 1
- Upper Left Arm Damage Multiplier decreased from 1.3 to 1.1
- Lower Left Arm Damage Multiplier decreased from 1.2 to 1
- Left Hand Damage Multiplier decreased from 1.2 to 1
- Upper Right Leg Damage Multiplier decreased from 1.1 to 1
- Lower Right Leg Damage Multiplier decreased from 1.1 to 1
- Right Foot Damage Multiplier decreased from 1.1 to 1
- Upper Left Leg Damage Multiplier decreased from 1.1 to 1
- Lower Left Leg Damage Multiplier decreased from 1.1 to 1
- Left Foot Damage Multiplier decreased from 1.1 to 1
Krait P68
| Damage Range | ㅤ | Pre | ㅤ | ㅤ | Post | |
| Max Damage | ㅤ | 42 | ㅤ | → | ㅤ | 46 ⇧ |
| Max Damage Range | ㅤ | 0 - 12m | ㅤ | → | ㅤ | 0 - 10.2m ⇩ |
| Mid Damage 1 | ㅤ | 37 | ㅤ | → | ㅤ | 39 ⇧ |
| Mid Damage Range 1 | ㅤ | 12.1 - 21.8m | ㅤ | → | ㅤ | 10.3 - 20.5m ⇩ |
| Mid Damage 2 | ㅤ | 33 | ㅤ | → | ㅤ | 33 |
| Mid Damage Range 2 | ㅤ | 21.9 - 31.2m | ㅤ | → | ㅤ | 20.6 - 38.1m ⇧ |
| Min Damage | ㅤ | 29 | ㅤ | → | ㅤ | 29 |
| Min Damage Range | ㅤ | >31.3m | ㅤ | → | ㅤ | >38.1m |
Additional Krait P68 Updates:
- Head Damage Multiplier decreased from 1.4 to 1.3
- Neck Damage Multiplier decreased from 1.15 to 1
- Upper Torso Damage Multiplier decreased from 1.15 to 1
SMGs
PPSh-41
| Max Damage | ㅤ | 22 | ㅤ | → | ㅤ | 19 ⇩ |
| Max Damage Range | ㅤ | 0 - 10.4m | ㅤ | → | ㅤ | 0 - 10.4m |
| Mid Damage 1 | ㅤ | 17 | ㅤ | → | ㅤ | 15 ⇩ |
| Mid Damage Range 1 | ㅤ | 10.5 - 16.3m | ㅤ | → | ㅤ | 10.5 - 19.4m ⇧ |
| Mid Damage 2 | ㅤ | 15 | ㅤ | → | ㅤ | 13 ⇩ |
| Mid Damage Range 2 | ㅤ | 16.4 - 22.8m | ㅤ | → | ㅤ | 19.5 - 27.6m ⇧ |
| Mid Damage 3 | ㅤ | 13 | ㅤ | → | ㅤ | - |
| Mid Damage Range 3 | ㅤ | 22.9 - 31.2m | ㅤ | → | ㅤ | - |
| Min Damage | ㅤ | 11 | ㅤ | → | ㅤ | 12 ⇧ |
| Min Damage Range | ㅤ | >31.2m | ㅤ | → | ㅤ | >27.6m |
ISO Nightshade
| Damage Range | ㅤ | Pre | ㅤ | ㅤ | Post | |
| Max Damage | ㅤ | 23 | ㅤ | → | ㅤ | 20 ⇩ |
| Max Damage Range | ㅤ | 0 - 9.9m | ㅤ | → | ㅤ | 0 - 9.9m |
| Mid Damage 1 | ㅤ | 19 | ㅤ | → | ㅤ | 17 ⇩ |
| Mid Damage Range 1 | ㅤ | 10 - 17.7m | ㅤ | → | ㅤ | 10 - 18.2m ⇧ |
| Mid Damage 2 | ㅤ | 15 | ㅤ | → | ㅤ | 15 |
| Mid Damage Range 2 | ㅤ | 17.8 - 25.4m | ㅤ | → | ㅤ | 18.3 - 25.9m ⇧ |
| Mid Damage 3 | ㅤ | 14 | ㅤ | → | ㅤ | - |
| Mid Damage Range 3 | ㅤ | 25.5 - 32.5m | ㅤ | → | ㅤ | - |
| Min Damage | ㅤ | 13 | ㅤ | → | ㅤ | 13 |
| Min Damage Range | ㅤ | >32.6m | ㅤ | → | ㅤ | >25.9m |
Additional ISO Nightshade Updates:
- Head Damage Multiplier increased from 1.2 to 1.25
X-58 Nyx
| Damage Range | ㅤ | Pre | ㅤ | ㅤ | Post | |
| Max Damage | ㅤ | 29 | ㅤ | → | ㅤ | 22 ⇩ |
| Max Damage Range | ㅤ | 0 - 10.2 | ㅤ | → | ㅤ | 0 - 10.8 ⇧ |
| Mid Damage 1 | ㅤ | 22 | ㅤ | → | ㅤ | 18 ⇩ |
| Mid Damage Range 1 | ㅤ | 10.3 - 19.3m | ㅤ | → | ㅤ | 10.9 - 19m ⇩ |
| Mid Damage 2 | ㅤ | 18 | ㅤ | → | ㅤ | 15 ⇩ |
| Mid Damage Range 2 | ㅤ | 19.4 - 27.3m | ㅤ | → | ㅤ | 19.1 - 27.9m ⇧ |
| Mid Damage 3 | ㅤ | 15 | ㅤ | → | ㅤ | - |
| Mid Damage Range 3 | ㅤ | 27.4 - 35.8m | ㅤ | → | ㅤ | - |
| Min Damage | ㅤ | 14 | ㅤ | → | ㅤ | 13 ⇩ |
| Min Damage Range | ㅤ | >35.8m | ㅤ | → | ㅤ | >27.9m |
Additional X-58 Nyx Updates:
- Head Damage Multiplier increased from 1.2 to 1.25
Shotguns
Rezi 12
| Damage Range | ㅤ | Pre | ㅤ | ㅤ | Post | |
| Max Damage | ㅤ | 100 | ㅤ | → | ㅤ | 100 |
| Max Damage Range | ㅤ | 0 - 2.5m | ㅤ | → | ㅤ | 0 - 2.5m |
| Mid Damage 1 | ㅤ | 34 | ㅤ | → | ㅤ | 34 |
| Mid Damage Range 1 | ㅤ | 2.6 - 4.5m | ㅤ | → | ㅤ | 2.6 - 4m ⇩ |
| Mid Damage 2 | ㅤ | 25 | ㅤ | → | ㅤ | 25 |
| Mid Damage Range 2 | ㅤ | 4.6 - 6.8m | ㅤ | → | ㅤ | 4.1 - 6.3m ⇩ |
| Mid Damage 3 | ㅤ | 20 | ㅤ | → | ㅤ | 20 |
| Mid Damage Range 3 | ㅤ | 6.9 - 9.1m | ㅤ | → | ㅤ | 6.4m - 8.7m ⇩ |
| Min Damage | ㅤ | 14 | ㅤ | → | ㅤ | 14 |
| Min Damage Range | ㅤ | >9.1m | ㅤ | → | ㅤ | >8.7m |
Apex Attachment: REZI Slug Ammo
| Damage Range | ㅤ | Pre | ㅤ | ㅤ | Post | |
| Max Damage | ㅤ | 100 | ㅤ | → | ㅤ | 99 ⇩ |
| Max Damage Range | ㅤ | 0 - 2.5m | ㅤ | → | ㅤ | 0 - 2.8m ⇧ |
| Mid Damage 1 | ㅤ | 90 | ㅤ | → | ㅤ | 90 |
| Mid Damage Range 1 | ㅤ | 2.6 - 16.8m | ㅤ | → | ㅤ | 2.9 - 14.2m ⇩ |
| Mid Damage 2 | ㅤ | 80 | ㅤ | → | ㅤ | 80 |
| Mid Damage Range 2 | ㅤ | 19.9 - 29.0m | ㅤ | → | ㅤ | 14.3 - 30.8m ⇧ |
| Mid Damage 3 | ㅤ | 75 | ㅤ | → | ㅤ | 75 |
| Mid Damage Range 3 | ㅤ | 29.1 - 66m | ㅤ | → | ㅤ | 30.9 - 45.7 ⇩ |
| Min Damage | ㅤ | 55 | ㅤ | → | ㅤ | 48 ⇩ |
| Min Damage Range | ㅤ | >66m | ㅤ | → | ㅤ | >45.7m |
Additional REZI APEX Slug Ammo Updates:
- Head Damage Multiplier increased from1.5 to 1.6
- Neck Damage Multiplier increased from1.3 to 1.6
- Upper Torso Damage Multiplier increased from1.2 to 1.3
- Lower Torso Damage Multiplier decreased from1.2 to 1.1
- Upper Arm Damage Multiplier increased from1 to 1.2
- Hand Damage Multiplier increased from1 to 1
- Upper Leg Damage Multiplier increased from0.7 to 1
- Lower Leg Damage Multiplier increased from0.7 to 1
- Foot Damage Multiplier increased from0.7 to 1
Rezi Slug Ammo
| Damage Range | ㅤ | Pre | ㅤ | ㅤ | Post | |
| Max Damage | ㅤ | 100 | ㅤ | → | ㅤ | 99 ⇩ |
| Max Damage Range | ㅤ | 0 - 2.5m | ㅤ | → | ㅤ | 0 - 2.2m ⇩ |
| Mid Damage 1 | ㅤ | 90 | ㅤ | → | ㅤ | 90 |
| Mid Damage Range 1 | ㅤ | 2.6 - 12.7m | ㅤ | → | ㅤ | 2.3 - 12.7m |
| Mid Damage 2 | ㅤ | 80 | ㅤ | → | ㅤ | 80 |
| Mid Damage Range 2 | ㅤ | 12.8 - 27.9m | ㅤ | → | ㅤ | 12.8 - 22.9m ⇩ |
| Mid Damage 3 | ㅤ | 75 | ㅤ | → | ㅤ | 75 |
| Mid Damage Range 3 | ㅤ | 28 - 66m | ㅤ | → | ㅤ | 28 - 30.5m ⇩ |
| Min Damage | ㅤ | 55 | ㅤ | → | ㅤ | 48 ⇩ |
| Min Damage Range | ㅤ | >66m | ㅤ | → | ㅤ | >30.5m |
Additional REZI Slug Ammo Updates:
- Head Damage Multiplier increased from 1.5 to 1.6
- Neck Damage Multiplier increased from 1.3 to 1.6
- Upper Torso Damage Multiplier increased from 1.2 to 1.3
- Lower Torso Damage Multiplier decreased from 1.2 to 1.1
- Upper Arm Damage Multiplier increased from 1 to 1.2
- Hand Damage Multiplier increased from 1 to 1
- Upper Leg Damage Multiplier increased from 0.7 to 1
- Lower Leg Damage Multiplier increased from 0.7 to 1
- Foot Damage Multiplier increased from 0.7 to 1
Launchers
- Increased the lock-on radius for the PILA.
Attachments
- General
- Reduced magnitude of Handling and Mobility penalties across all Barrel, Magazine, Muzzle, Stock, and Underbarrel Attachments.
- Ammo
- Overpressured Rounds
- Flinch Infliction increased by 2%.
- Overpressured Rounds
- Rear Grip
- Aim Grip
- Removed ADS Move Speed penalty.
Underbarrel Shotgun Attachments
Underbarrel Shotgun Attachments
| Damage Range | ㅤ | Pre | ㅤ | ㅤ | Post | |
| Max Damage | ㅤ | 100 | ㅤ | → | ㅤ | 100 |
| Max Damage Range | ㅤ | 0 - 2.5m | ㅤ | → | ㅤ | 0 - 2.5m |
| Mid Damage 1 | ㅤ | 34 | ㅤ | → | ㅤ | 34 |
| Mid Damage Range 1 | ㅤ | 2.6 - 5.0m | ㅤ | → | ㅤ | 2.5 - 4.8m ⇩ |
| Mid Damage 2 | ㅤ | 25 | ㅤ | → | ㅤ | 25 |
| Mid Damage Range 2 | ㅤ | 5.1 - 9.9m | ㅤ | → | ㅤ | 4.9 - 6.9m ⇩ |
| Mid Damage 3 | ㅤ | 18 | ㅤ | → | ㅤ | 20 ⇧ |
| Mid Damage Range 3 | ㅤ | 10 - 24.1m | ㅤ | → | ㅤ | 7 - 10.3m ⇩ |
| Min Damage | ㅤ | - | ㅤ | → | ㅤ | 14 |
| Min Damage Range | ㅤ | - | ㅤ | → | ㅤ | 10.4m - 24.1m |
AUDIO
- Updated Sounds
- Added new versions of kill and headshot sounds.
- Adjusted enemy UAV sounds.
- Adjusted death’s door sounds.
- Adjusted gunfight intro sounds.
- Bomb Placement Audio
- Reduced the maximum distance for bomb-placement audio in Search and Destroy.
- Fixed an issue where bomb pickup and drop sounds were being broadcast to both teams.
UI/UX
- Updated the Underhand Throw setting description and set the default keybind to “melee” from “ADS” on keyboard and mouse.
PC UPDATES
- General improvements to performance and frame rate stability.
- Reduced memory usage on High VRAM GPUs.
- Fixed several sources of intermittent GPU hitching across all GPU manufacturers.
BUG FIXES
- Campaign
- Fixed an issue where the player’s camera could remain tilted after the catwalk platform began to collapse.
- Fixed an issue to improve the Escape sequence by making the grab icon appear more consistently when it’s safe to jump to the first pipe.
- Fixed the difficulty of combat outside of the Nuclear Reactor Facility.
- Damage Indicators
- Fixed an issue where blood-screen visual effects could persist across player state transitions.
- Search and Destroy
- Fixed an issue where Search and Destroy could display inconsistent XP amounts per elimination.
- Loadouts & Gunsmith
- Removed the Create a Class unlock tip in the Quick Nav menu when it has been unlocked already.
- Fixed an issue where the Gunsmith buttons were incorrectly positioned in the In-Game Loadout Select menu.
- Han 86
- Fixed an issue with the finger pose when using the Canted Hybrid optic.
- Fixed an issue where the warning beep could loop.
- Fixed an issue with the grip pose when using the Apex and Magazine attachment combination.
- Fixed an issue where the airburst effect could freeze on-screen if the player died while charging it.
- Kastov 762
- Fixed an issue where a sticker could fail to display.
- Hyeon Burst
- Fixed an issue where optics could block the player’s view while supine prone.
- Sang 9mm
- Fixed an issue where the Sang 9mm inspection animation could incorrectly show an empty magazine when ammunition remained.
- Fixed an issue causing the firing pins to briefly appear detached when reloading with Akimbo and Extended Magazine attachments equipped.
- Fixed various first person firing animation issues.
- C4
- Fixed an issue where C4 could briefly reappear in the player’s hands during the detonation animation.
- Spotter Scope
- Fixed the Spotter Scope head-icon visibility behavior.
- Mounting
- Fixed a crash that could occur while mounting.
- Game Settings
- Fixed an issue where the selected FOV for Single Player was not properly indicated in the menu.
- Camos
- Fixed an issue preventing Vault Edition Camos from being applied to Melee Weapons.
- Play of the Game
- Fixed an issue where Stocksaw and Knife attachments could appear floating during the Play of the Game intro sequence.
- After Action Report
- Fixed an issue where XP text could overlap on the After Action Report progression tile.
- Fixed an issue causing weapon progression sound effects in the After Action Report to become out of sync.
- Operator Menus
- Fixed an issue that could cause the Operator Select menu to close unexpectedly.
- Fixed an issue where selecting Change Skins during an Operator intro animation could prevent Operator selection.
- In-Game HUD
- Fixed an issue where the killstreak UI could disappear.
- Fixed an issue where Marksman Rifles were incorrectly labeled as Sniper Rifles in the Killcam.
- Social & Lobby Menus
- Fixed an issue where updates to Calling Cards were not reflected on the Quick Nav profile button.
- Fixed an issue where opening the Keyboard Overlay could also unintentionally open the Quick Navigation menu.
KNOWN ISSUES
- There is an issue in the Hijack game mode where the data spike may become unrecoverable.
- Hardpoint has been temporarily disabled on Rooftops.
- There are various issues in the front end UI where we recognize there is not enough clarity on attachment skips. We’re working on improvements for this.
- We’re investigating some reports of teammate dots persisting on the mini-map.
Follow our live issue tracking throughout Open Beta here.
RICOCHET ANTICHEAT
WINDOWS SECURE ATTESTATION
As we're heading towards Weekend 2 of the Call of Duty: Modern Warfare 4 Beta, here is a reminder of the security requirements that need to be met in order to play any online mode on PC:
- TPM 2.0 must be enabled;
- Secure Boot must be enabled.
Follow our guide to help get TPM 2.0 set up
Download and run our Secure Attestation Wizard
We are aware that some PC players may encounter issues after going through the process. These issues may be due to firmware, hardware or OS problems which may prevent your PC from passing Microsoft Azure Attestation.
- We are actively working with Microsoft and motherboard manufacturers to improve the experience for affected players.
- Over the weekend, we will be gathering information from players who are experiencing the issue through this form.
SEE YOU ONLINE
Today, jump into Lithium, Hijack, Resurgence on Zodiac, and everything else the Open Beta has to offer. Check out the Campaign mission Entrenched?
Ground War: Combat Outpost joins the Open Beta Saturday.
It’s been an incredibly busy few days at the studio working on these changes. Keep the feedback coming throughout the weekend. We’ll continue working to improve on what we’re seeing and hearing from players.
Like Weekend 1, we’ll be updating every full day of the Beta.
Open Beta starts at 10 AM PT. We’ll see you there.
While we’re focused on Warzone in this post, full patch notes for updates to Modern Warfare 4 Multiplayer such as TTK, movement, weapons and spawns will be shared tomorrow (including global changes like aim assist).
WELCOME TO THE RESURGENCE OPEN BETA
Our teams are locked-in for this weekend, and our first-ever Call of Duty: Warzone mode in a Beta! This preview covers some of the key details to know heading into a new Resurgence experience once Beta is live beginning tomorrow August 28th at 10 AM PT.
It’s been a great collaboration for us at Infinity Ward working with Raven Software and Beenox, and the many other teams that are bringing this next chapter to life. Having Resurgence in Beta will provide an early look at what’s ahead for Warzone, giving our teams important feedback and gameplay insights
Let’s dive in.
INTRODUCING ZODIAC
Zodiac is the newest Resurgence map coming to Warzone. Located in South Korea within the broader setting of MW4, the map drops players into a weapons manufacturing facility where weapons are built and shipped around the world. The setting gives the map plenty of personality, with 10 unique and varied points of interest such as the Old Mine, Solar, Trackline, and the sewers. Together, they offer a mix of striking visuals, combat scenarios, different elevations, and plenty to explore.
Across the map, players will encounter moving solar panels, furnace conveyor belts, dynamic signage warning them about incoming trains, and intense fights across multiple levels, including sniper battles from the burning Admin Tower. Meanwhile, the incoming gas storm makes sure no one can stay comfortable for too long. Built by the team behind Rebirth Island and Vondel, Zodiac brings years of Warzone experience together with new mechanics, memorable moments, and plenty for players to discover.
THE PLAYLIST
Tomorrow, we’ll kick things off with Resurgence Quads, and will rotate in Casual Resurgence Quads across the duration of the Open Beta. As we focus on Beta, Resurgence Quads and Casual Resurgence Quads will be temporarily disabled in the live game. We want as many Resurgence players as possible to jump into Beta for the first time and share their feedback so we can make improvements ahead of launch later this year.
GAMEPLAY
The movement you’ll experience tomorrow in Resurgence will be closely aligned with MW4 Multiplayer. You’ll find that you’ll be able to navigate Zodiac in a more grounded and deliberate way, without sacrificing the fluidity and momentum that larger maps in Warzone call for.
This Open Beta features MW4’s arsenal of weapons, with Default Loadouts and ground loot weapons hand-crafted by our team. While Custom Loadouts will not be available, we’ve ensured that tomorrow’s Default Loadouts offer a solid variety of weapon and equipment combinations. As for where things deviate from Multiplayer, we’ve tuned weapon damage ranges, bullet velocity, ADS speed, sprint-to-fire speed, and mobility to meet Warzone’s specific needs - with weapon time-to-kill designed to feel familiar to players coming from the live game.
We’re also introducing gameplay elements to Resurgence designed to create more emergent moments throughout a match. Fuel barrels will be the first taste of this, giving you a dynamic way to interact with the environment and another reason to pay attention to where you’re taking cover.
Killstreaks will include a broader selection from Multiplayer,, with the most powerful ones remaining intentionally rare. You’ll also find new ways to defend yourself, like the SAM Turret Field Upgrade which lets you counter aerial threats.
Among other changes, Recon Contracts now reward a single-use Insight Killstreak, which will give you the freedom to choose when to activate your earned Circle Peek - providing a massive intel boost when timed correctly. You’ll notice that Supply Run Contracts have been updated to provide a one-time discount and an upgrade to Buy Stations with exclusive items.
As this is still a Beta build, some systems and features are not available in the Open Beta but are planned for launch later this year, including Daily Challenges, as well as some Killstreaks, Tactical Equipment, and Field Upgrades. We’ll share information about the full slate of these systems, along with any future content, as we get closer to launch.
LET US KNOW WHAT YOU THINK!
We can’t wait to see everyone jump into the Open Beta this weekend, explore Zodiac, test the updated gameplay systems, and help us shape the road to launch. Your feedback is essential, so please share your thoughts and report issues to us as often as you can! Tag us on social and remember to include media or your match ID.
Live issues and updates will be posted on @CODUpdates and our official Warzone Trello board: https://trello.com/b/1eSBEowr/raven-software-warzone
See you this weekend!
KNOWN ISSUES
Below is a list of issues that we’re tracking in the Open Beta:
- The Fly Buy and Restock Public Events do not have a voice-over announcement.
- The Quick Hands Perk does not increase equipment deployment speed as intended.
- Explosions from red fuel barrels may appear in low resolution.
- Some areas of the map may have inconsistent lighting.
- Some tree models may exhibit noticeable level of detail transitions and appear brighter than intended.
It’s been incredible seeing #MW4 in your hands after all the work that’s gone into it. We’ve been heads down throughout the Beta, making updates every day.
That work is not stopping in between weekends as we move to address some key issues we’ve heard your feedback on. We’ll be sharing a more detailed update about what we’re focused on ahead of this weekend including spawns, TTK and movement.
As a reminder, for Open Beta the level cap will increase to 30. We’ll have new rewards, new maps, new modes and more. This includes our first ever Warzone entry in the Beta with our new Resurgence map. We’re excited to get Zodiac into your hands and see what happens when everyone drops in.
RECENT UPDATES
- Spawn logic improvements across all modes but Hardpoint
- Hardpoint will receive dedicated spawn tuning for this weekend
STAY FROSTY
Look out for more comms from us ahead of this weekend. Expect our MW4 Trello Board to be updated in the coming days as well. Get your last few matches in today and we’ll be ready for you on Friday. Thank you for playing and sharing your experiences with us throughout.
Happy Monday. Today marks the final full day of the Modern Warfare 4 Early Access Beta! Thank you for spending the weekend with us. Keep playing, keep sending us your feedback, and we’ll keep digging into the data as we head toward Weekend Two.
It’s been an awesome weekend for us at the studio getting into matches with you, watching the conversations across the community, and making adjustments along the way. From weapon balance and TTK to spawns, audio, attachments, and bug fixes, the Beta has given us a ton of valuable data and feedback to work with as we continue refining Multiplayer.
Today’s update includes adjustments that increase the minimum TTK for several weapons. Let’s get after it.
CONTENT
- Playlists
- Available
- Quick Play
- Open Moshpit
- Search and Destroy
- Transit 213
- Inflation
- 3v3 Gunfight on Kill Block
- Removed
- 10v10 Gunfight on Kill Block (returning Weekend Two)
- Available
WEAPONS
Today we are deploying several more TTK changes and adjustments to locational multipliers (head, heck, torso, etc.). We are actively reading your feedback and assessing the data. You can expect to see more changes to Weapons and Attachments as we begin Open Beta later this week.
WEAPON ADJUSTMENTS
Assault Rifles
AXION
Damage Range Adjustments
Maximum Damage Range
— Damage —
25
— Range —
0 - 27.6m
— Damage —
25
— Range —
0 - 25.1m⇩
Medium Damage Range
— Damage —
22
— Range —
27.7 - 50.8m
— Damage —
22
— Range —
25.2 - 47m⇩
Minimum Damage Range
— Damage —
19
— Range —
>50.8m
— Damage —
19
— Range —
>47m⇩
HAN 86
Damage Range Adjustments
Maximum Damage Range
— Damage —
26
— Range —
0 - 26.1m
— Damage —
26
— Range —
0 - 23.5m⇩
Medium Damage Range
— Damage —
22
— Range —
26.2 - 47.5m
— Damage —
22
— Range —
23.6 - 43.7m⇩
Minimum Damage Range
— Damage —
18
— Range —
>47.5m
— Damage —
18
— Range —
>43.7m⇩
- Headshot Damage Multiplier decreased from 1.4x to 1.25x
- Neck Damage Multiplier decreased from 1.4x to 1.1x
Kastov 762
Damage Range Adjustments
Maximum Damage Range
— Damage —
34
— Range —
0 - 22.2m
— Damage —
34
— Range —
0 - 22.2m
Medium Damage Range
— Damage —
30
— Range —
22.3 - 41.7m
— Damage —
29⇩
— Range —
22.3 - 40.8m⇩
Minimum Damage Range
— Damage —
23
— Range —
>41.7m
— Damage —
23
— Range —
>40.8m⇩
- Headshot Damage Multiplier decreased from 1.48x to 1.35x
M4
Damage Range Adjustments
Maximum Damage Range
— Damage —
28
— Range —
0 - 25.4m
— Damage —
28
— Range —
0 - 20.3m⇩
Medium Damage Range 1
— Damage —
22
— Range —
25.5 - 45.7m
— Damage —
22
— Range —
20.4 - 38.3m⇩
NEW
Medium Damage Range 2
— Damage —
--
— Range —
--
— Damage —
17
— Range —
38.4 - 51.5m
Minimum Damage Range
— Damage —
17
— Range —
>45.7m
— Damage —
16⇩
— Range —
>51.5m⇧
Submachine Guns
PPSH-41
Damage Range Adjustments
Maximum Damage Range
— Damage —
22
— Range —
0 - 10.9m
— Damage —
22
— Range —
0 - 10.4m⇩
Medium Damage Range 1
— Damage —
18
— Range —
11 - 18.5m
— Damage —
17⇩
— Range —
10.5 - 16.3m⇩
Medium Damage Range 2
— Damage —
15
— Range —
18.6 - 26m
— Damage —
15
— Range —
16.4 - 22.8m⇩
Medium Damage Range 3
— Damage —
13
— Range —
26.1 - 34.2m
— Damage —
13
— Range —
22.9 - 31.2m⇩
Minimum Damage Range
— Damage —
11
— Range —
>34.2m
— Damage —
11
— Range —
>31.2m⇩
- Neck Damage Multiplier decreased from 1.1x to 1x
- Upper Torso Multiplier decreased from 1.1x to 1x
Marksman Rifles
MAR-9
Damage Range Adjustments
Maximum Damage Range
— Damage —
50
— Range —
0 - 30.7m
— Damage —
50
— Range —
20.8m⇩
Medium Damage Range 1
— Damage —
48
— Range —
30.8 - 44.4m
— Damage —
48
— Range —
20.9 - 39.3m⇩
Medium Damage Range 2
— Damage —
46
— Range —
44.5 - 53.5m
— Damage —
46
— Range —
39.4 - 51.3m⇩
Minimum Damage Range
— Damage —
37
— Range —
>53.5m
— Damage —
37
— Range —
>51.43⇩
- Neck Damage Multiplier decreased from 1.2x to 1.1x
- Upper Torso Multiplier decreased from 1.2x to 1x
- Lower Torso Multiplier decreased from 1.05x to 1x
BUG FIXES
AUDIO
- Adjusted the Artillery Beacon explosion audio to reduce secondary echo effects and improve overall clarity.
BUG FIXES
- Fixed an issue causing incorrect “Cons” to be displayed for the Kastov 762 Cronen Zero-K and Bruen Clash-40 Optics.
- Fixed an out-of-bounds exploit on Cachette.
- Fixed an issue causing lobby music to sometimes continue playing in-match.
- Fixed some issues with Operator icons displaying or updating incorrectly in the Social bar.
- Fixed an issue where Gunny unlock notifications could repeat.
- Fixed an issue where Best Play selection could include a clip where the player died part of the way through the Best Play.
On Tuesday, we’ll be wrapping up the Early Access Beta before Weekend Two. Open Beta begins on Friday August 28th and runs through Tuesday September 1st! We will be back with more Patch Notes updates right here every full day of the Open Beta.
Day 3 of the Modern Warfare 4 Early Access Beta is here. We’ve got a new 6v6 map, plenty of weapon balance updates, audio tuning, bug fixes and more.
It’s been an exciting start to Beta and we want to share some insights on conversations we’re seeing in the community.
First up, spawns. The Beta is critical for testing Multiplayer spawns because it allows us to find patterns across a huge volume of matches. Based on what we’re seeing, we need to improve. We’re focused on refining spawn placements and logic across all maps and modes. This work is ongoing, and we’ll share more as we get closer to launch.
Time-to-kill remains a focus as we are identifying weapons that are killing too fast and adjusting based on feedback and in-game data.
Additionally we are adjusting several attachments to make them more viable. We’ve removed penalties from some optics and underbarrels. Many “Cons” were also displayed incorrectly in the menu, and we’ve corrected the descriptions to reflect accurate behavior. In the future, this will be even clearer with advanced weapon stats in Gunsmith coming at launch.
We also have a new map and mode coming in and a new playlist coming later today:
CONTENT
- Maps
- NEW: Lotus
- Modes
- NEW: Gunfight 3v3 (Kill Block)
- Playlists
- NEW: Transit 24/7
GENERAL
- Firing Range
- Adjusted lighting and brightness in the Firing Range to improve visibility.
- Installation
- Improved the installation process for XBOX players who are missing any content packs required to play the Beta. Players will now be automatically prompted to include these packs during installation.
KILLSTREAKS
- Attack Helicopter
- Reduced health by 45%.
WEAPONS
WEAPON ADJUSTMENTS
Assault Rifles
M4
- Head Damage Multiplier decreased from 1.5 to 1.2
- Head Damage Multiplier decreased from 1.5 to 1.3
PATRIOT XMR
Gunfight Only
- Head Damage Multiplier decreased from 1.42 to 1.22
Kastov 762
Kastov 545 Apex Attachment Damage Adjustments
Maximum Damage Range
— Damage —
36
— Range —
0 - 12.1m
— Damage —
31 ⇩
— Range —
0 - 12.1m
Medium Damage Range 1
— Damage —
30
— Range —
12.2 - 16.7m
— Damage —
28 ⇩
— Range —
12.2 - 16.7m
Medium Damage Range 2
— Damage —
28
— Range —
16.8 - 22.8m
— Damage —
23 ⇩
— Range —
16.8 - 22.8m
Medium Damage Range 3
— Damage —
23
— Range —
22.9 - 39.6m
— Damage —
--
— Range —
--
Minimum Damage Range
— Damage —
18
— Range —
>39.6m
— Damage —
18
— Range —
>22.8m
- Head Damage Multiplier decreased from 1.35 to 1.3
- Neck Multiplier decreased from 1.08 to 1
- Upper Torso Multiplier decreased from 1.08 to 1
Submachine Guns
ISO NIGHTSHADE
Damage Range Adjustments
Maximum Damage Range
— Damage —
26
— Range —
0 - 10.1m
— Damage —
23 ⇩
— Range —
9.9m ⇩
Medium Damage Range 1
— Damage —
21
— Range —
10.1 - 19.5m
— Damage —
19 ⇩
— Range —
9.9 - 17.7m ⇩
Medium Damage Range 2
— Damage —
18
— Range —
19.5 - 27.1m
— Damage —
15 ⇩
— Range —
17.7 - 25.4m ⇩
Medium Damage Range 3
— Damage —
16
— Range —
27.1 - 34.5m
— Damage —
14 ⇩
— Range —
25.4 - 32.5m ⇩
Minimum Damage Range
— Damage —
14
— Range —
>34.5m
— Damage —
13 ⇩
— Range —
>32.5m ⇩
- Head Damage Multiplier decreased from 1.3 to 1.2
- Recoil magnitude has been increased.
PPSH-41
- Head Damage Multiplier decreased from 1.4 to 1.25
X-58 NYX
Gunfight Only
X-58 Nyx Damage Adjustments
Maximum Damage Range
— Damage —
31
— Range —
0 - 10.2m
— Damage —
29 ⇩
— Range —
0 - 10.2m
Medium Damage Range 1
— Damage —
22
— Range —
10.3 - 19.8m
— Damage —
22
— Range —
10.3 - 19.3m ⇩
Medium Damage Range 2
— Damage —
18
— Range —
19.9 - 27.6m
— Damage —
18
— Range —
19.4 - 27.3m ⇩
Medium Damage Range 3
— Damage —
15
— Range —
27.7 - 35.8m
— Damage —
15
— Range —
27.4 - 35.8m
Minimum Damage Range
— Damage —
14
— Range —
>35.8m
— Damage —
14
— Range —
>35.8m
- Head Damage Multiplier decreased from 1.35 to 1.2
Light Machine Guns
FiNN LMG
Damage Range Adjustments
Maximum Damage Range
— Damage —
39
— Range —
0 - 23.6m
— Damage —
33 ⇩
— Range —
0 - 23.6m
Medium Damage Range
— Damage —
32
— Range —
23.7 - 47.3m
— Damage —
28 ⇩
— Range —
23.7 - 47.3m
Minimum Damage Range
— Damage —
28
— Range —
>47.3m
— Damage —
24 ⇩
— Range —
>47.3m
- Head Damage Multiplier decreased from 1.5 to 1.3
TYPE 73
Damage Range Adjustments
Maximum Damage Range
— Damage —
31
— Range —
0 - 26.6m
— Damage —
30 ⇩
— Range —
0 - 26.6m
Medium Damage Range 1
— Damage —
27
— Range —
26.6 - 51.5m
— Damage —
27
— Range —
26.6 - 51.5m
Minimum Damage Range
— Damage —
22
— Range —
>51.5m
— Damage —
22
— Range —
>51.5m
Type 73 Assault Apex Attachment Damage Adjustments
Maximum Damage Range
— Damage —
35
— Range —
0 - 26.9m
— Damage —
33 ⇩
— Range —
0 - 25.1m ⇩
Medium Damage Range 1
— Damage —
33
— Range —
26.9 - 43.1m
— Damage —
30 ⇩
— Range —
25.1 - 37.6m ⇩
Minimum Damage Range
— Damage —
30
— Range —
>43.1m
— Damage —
24 ⇩
— Range —
>37.6m ⇩
- Head Damage Multiplier decreased from 1.4 to 1.3
Pistols
KRAIT P68
Damage Range Adjustments
Maximum Damage Range
— Damage —
42
— Range —
0 - 13m
— Damage —
42
— Range —
0 - 12m ⇩
Medium Damage Range 1
— Damage —
37
— Range —
13 - 22.6m
— Damage —
37
— Range —
12 - 21.8m ⇩
Medium Damage Range 2
— Damage —
33
— Range —
22.6 - 31.2m
— Damage —
33
— Range —
21.8 ⇩ - 31.2m
Medium Damage Range 3
— Damage —
30
— Range —
>31.2m
— Damage —
29 ⇩
— Range —
>31.2m
- Head Damage Multiplier decreased from 1.6 to 1.4
- Neck Damage Multiplier decreased from 1.25 to 1.15
- Upper Torso Damage Multiplier decreased from 1.25 to 1.15
- Lower Torso Damage Multiplier decreased from 1.15 to 1
- Extremities Multipliers decreased from 1.15 to 1
ATTACHMENT ADJUSTMENTS
Lasers
ALL LASERS
- Adjusted the brightness of Weapon Lasers for improved visual clarity.
Muzzles
ALL MUZZLES
- Pros, cons, and stats updated in Gunsmith to more accurately reflect muzzle functionality.
Ammunition
FRANGIBLE ROUNDS
- Removed stun effect.
Optics
HOLO
- ADS Speed penalty has been removed.
MINI REFLEX
- ADS Speed penalty has been removed.
REFLEX
- ADS Speed penalty has been removed.
Underbarrels
ANGLED GRIP
- ADS Speed penalty reduced from +28ms to +22ms.
- Sprint to Fire Speed penalty reduced from +15ms to +10ms.
BIPOD
- ADS Speed penalty has been removed.
UNDERBARREL LAUNCHER
- ADS Speed penalty has been removed.
UNERBARREL SHOTGUN
- ADS Speed penalty has been removed.
VERTICAL GRIP
- ADS Speed penalty reduced from +22ms to +18ms.
- Jog Speed benefit increased by 17%.
- Strafe Speed benefit increased by 50%.
AUDIO
- Gameplay Audio
- Increased audio volume for the following:
- Kill Confirmed pickups
- Domination point captures
- Frag Grenade fuse
- Attack Helicopter
- Decreased audio volume for the following:
- Explosions on Transit 213
- Rebalanced audio mix for the following:
- Artillery Beacon
- Increased audio volume for the following:
These adjustments are aimed at improving the overall gameplay audio mix, making important cues easier to identify during combat while reducing sounds that overpower critical intel.
BUG FIXES
- Fixed an issue where XBOX PC Vault Edition owners were unable to equip Vault Edition unlocks.
- Fixed an issue that could cause FPS drops while readying a Flash Grenade.
- Fixed an issue that could cause blood effects to remain visible on the player's screen longer than intended.
- Fixed an issue where animation timing discrepancies could occur when observing other players transition from slide to sprint.
- Fixed an issue that could cause Artillery Beacon voice lines to play inconsistently.
- Fixed an issue that could prevent the Kastov Arc Apex Attachment from functioning properly when equipping an Optic other than its default Optic.
- Fixed an issue that caused the Shattered Code Shotgun to display the incorrect Optic when used in the Firing Range.
- Fixed an issue that could cause Weapon Inspect information to display incorrectly.
- Fixed an issue that could cause Weapon Inspect text to overlap or appear vertically misaligned.
- Fixed an issue that could prevent Attachment changes from being properly reflected in the displayed Weapon build.
- Fixed an issue that could prevent Loadouts from being saved or duplicated correctly in certain circumstances.
- Fixed an issue that could cause text and icons to overlap across various menu interfaces.
- Fixed an issue that could cause loading cinematics to appear distorted when using an ultrawide display.
- Fixed an issue that could cause a brief white flash to appear in the Front End.
- Fixed an issue that caused an unintended debug visual effect to appear on Crossfire impacts.
- Fixed an issue where the IW Studio Clan Tag icon was really, really big.
KNOWN ISSUES
- Gunny Notifications
- We’re looking at reducing the amount of times Gunny will hit you up with new builds.
- Match to Match Lobby Sequence
- We’re looking at trimming several countdowns including map voting time in order to get people into matches faster.
- Kill-Cam
- We’re investigating an issue where dying in close proximity to achieving Best Play can result in inaccurate replay.
- Harpoint Spawns on Transit 213
- Spawn placements are tight on this map, we’re making improvements to the map for launch.
Follow our Trello board for more live issue tracking.
COMING UP
We’re heads down with updates and adjustments throughout the Beta.
Share your best moments, clips, and experiences with us.
We’re not done yet.
Thank you to everyone for your energy on Day 1 of the Early Access Beta. We had a blast playing with you, and we’re ready to run it back all weekend.
Day 2 will bring a variety of bug fixes and gameplay adjustments, including a new Map and Mode which join the Multiplayer rotation at 10:00am PT
We’ll be deploying an update shortly that aims to address a lot of the community feedback from yesterday. We heard you loud and clear on the footstep volume, so we’ve adjusted things downward for today. We’ve been following the conversation and agree that time-to-kill (TTK) isn’t quite right yet, so we’ve tuned down the lethality of some of our guns to start. Finally, we made a tweak to boost visibility on Transit 213. Let us know if you think these adjustments are in the right direction, and expect more in the future.
We also know some of you had some trouble getting into the Beta yesterday, and we’ll be working over time to clarify in-game error messaging and improve our Secure Attestation Wizard for PC players. Keep in mind the wizard doesn’t just diagnose issues, it fixes them too, so give it a try if you haven’t already.
We’re working every day of the Beta to improve the experience, so keep the feedback coming. We’re listening.
CONTENT
Maps
- NEW: Cachette
Modes
- NEW: Inflation
- Eliminate enemies to collect cash.
- Defeat HVT Operators to steal the cash they're carrying.
- The richest players become marked HVTs for everyone to hunt.
- Survive Overtime and get increased cash multipliers.
Here are the Patch Notes for today’s update:
MAPS
Map Voting
- We need 4 total maps to enable voting effectively, so with Cachette in the mix this is coming with today’s update.
Transit 213
- Brightened shadowed areas.
- Adjusted overall color balance.
WEAPONS & ATTACHMENTS
An extra word from the Weapons Team:
Thanks for joining us in the Beta! The changes below are the ones we're already feeling good about, and we're keeping an eye on your feedback and data. Keep sharing it, we're listening!
Submachine Guns
ISO NIGHTSHADE
ISO Nightshade Damage Adjustments
Maximum Damage Range
— Damage —
26
— Range —
0 - 10.5m
— Damage —
26
— Range —
0 - 10.1m ⇩
Medium Damage Range 1
— Damage —
21
— Range —
10.6 - 20.4m
— Damage —
21
— Range —
10.2 - 19.5m ⇩
Medium Damage Range 2
— Damage —
19
— Range —
20.5 - 28.5m
— Damage —
18 ⇩
— Range —
19.6 - 27.1m ⇩
Medium Damage Range 3
— Damage —
16
— Range —
28.6 - 36.5m
— Damage —
16
— Range —
27.2 - 34.5m ⇩
Minimum Damage Range
— Damage —
14
— Range —
>36.5m
— Damage —
14
— Range —
>34.5m
ISO Nightshade Additional Adjustments
- Headshot Damage Multiplier decreased from 1.4 to 1.3
Marksman Rifles
ORIS 8.6
Oris 8.6 Damage Adjustments
Maximum Damage Range
— Damage —
95
— Range —
0 - 23.6m
— Damage —
95
— Range —
0 - 20.8m ⇩
Medium Damage Range 1
— Damage —
84
— Range —
23.7 - 34.7m
— Damage —
84
— Range —
20.9 - 31.2m ⇩
Medium Damage Range 2
— Damage —
70
— Range —
34.8 - 47.2m
— Damage —
70
— Range —
31.3 - 47.2m
Medium Damage Range 3
— Damage —
62
— Range —
47.3 - 67m
— Damage —
62
— Range —
47.3 - 67m
Minimum Damage Range
— Damage —
58
— Range —
>67m
— Damage —
58
— Range —
>67m
Oris 8.6 Additional Adjustments
- Head Damage Multiplier reduced from 1.7x to 1.6x
Apex Attachment Adjustment
- Oris 8.6 Razor
- Increased the time between throws.
Attachments
- Frangible Rounds
- Reduced Frangible slow duration by 26.8%.
- Reduced Frangible slow magnitude by 21.4%.
AUDIO
Footsteps & Player Sound Effects
- Reduced the distance at which enemy footstep and gear audio can be heard.
- Decreased overall enemy footstep and gear audio volume.
Our objective for movement audio is to indicate when enemies are approaching without revealing their exact positions at a distance. We’ll continue looking at feedback on this topic throughout the Beta.
CHALLENGES
Daily Challenges
- Enabled the ability to reroll Daily Challenges.
BUG FIXES
- Fixed an issue where players were unable to start or complete the Mobility Course.
- Fixed a bug that could cause footstep audio to incorrectly use wet-surface sounds when players were moving across dry areas.
- Fixed an issue that prevented the Global Panel from being opened using its assigned keybind.
- Fixed a disconnect issue caused by Seeker Drones.
- Fixed various errors when navigating in the front-end menu.
- Fixed an issue that could cause an error when entering the Gunsmith without a valid Weapon selected.
- Fixed various errors when switching between or reconnecting controllers.
- Fixed an issue where joining a friend from the menu would prevent you from being able to access some settings.
- Fixed a bug that caused party members to remain in a looping animation in the Multiplayer Lobby.
- Fixed an issue that could make certain magnified Optics opaque while aiming down sights.
- Fixed a rare disconnect issue in Gunfight 10v10.
KNOWN ISSUES
- Join in progress is temporarily disabled on Kill Block
- We know this isn’t ideal! We’re actively working on a fix for this issue that’s caused by a bug in the round transition.
- Cooking some lethals can result in an FPS drop.
- We’re investigating reports of this and hope to have a fix soon.
Follow our Trello board for live issue tracking throughout the day.
NEXT UP
We love seeing your posts, clips, and videos - keep them coming. Your feedback is what is going to make this game the best Modern Warfare, and we’re focused on those improvements.
We’ll see you in the lobby.
On behalf of everyone across Infinity Ward and our partners, Ready Up! We've been waiting for this moment for a long time, and we're incredibly excited to finally share Modern Warfare 4 with all of you.
This Beta is for the community. It's for the culture. It's your opportunity to jump in, put everything to the test, and help shape what's next for Modern Warfare.
We can't wait to see the moments you create, the stories you'll tell, and the feedback you'll share.
From all of us at Infinity Ward, thank you for believing in what Modern Warfare can be and for being part of this journey with us. Now it's your turn. Jump into the Beta, squad up with your friends, make some incredible memories, and show us what you've got.
The Modern Warfare 4 Beta is almost here.
This page is your home base throughout the Beta. We’ll keep it updated with the latest patch notes, live issues, and updates from the team. If something changes, you’ll find it here.
Weekend One is your first chance to jump into Modern Warfare 4 Multiplayer and get hands-on with new movement, weapons, maps, modes, and systems we’ve been building for the past few years.
For the first time in a Call of Duty Beta, we’re also opening up a full Campaign mission, giving you an early look at the story, characters, and world of Modern Warfare 4 before launch.
And this is just the beginning. When the Open Beta returns for Weekend Two, we’ll raise the Player Level cap, unlock additional Multiplayer content, and bring Warzone Resurgence into the mix with our brand-new map, Zodiac.
The Beta is one of the most important parts of development. It’s our opportunity to put Modern Warfare 4 through its paces at scale, and your opportunity to help shape the experience. Throughout both weekends, we'll be watching, listening, and working behind the scenes to make each day better than the day before.
So jump in, put Modern Warfare 4 to the test, and let us know what you think. We can't wait to hear your feedback.
It all kicks off tomorrow with Call of Duty NEXT. Tune-in tomorrow at 9:00 AM PT for a first look at the Modern Warfare 4 Beta. Our developers will be sharing new gameplay details, giving you a closer look at what’s coming, including Call of Duty: Warzone news.
Watch the official Call of Duty: NEXT livestream here.
The Modern Warfare 4 Early Access Beta begins tomorrow at 11:00 AM PT and runs through August 25 at 10:00 AM PT, with the Open Beta returning from August 28 at 10:00 AM PT through September 1 at 10:00 AM PT.
Pre-load is now available: visit the COD Blog for more information for more. Let’s get into it.
Early Access Day One: August 21
Here’s what you can expect when the Beta goes live tomorrow:
Maps
- Rooftops
- Silkworm
- Transit 213
- Kill Block
Modes
- Team Deathmatch
- Domination
- Hardpoint
- Kill Confirmed
- Mobility Course
- Kill Block 10v10 Gunfight
Featured Playlists
- Quick Play (Team Deathmatch, Domination, Hardpoint, Kill Confirmed)
- Open Moshpit (Team Deathmatch, Domination, Hardpoint, Kill Confirmed)
- Kill Block
- Mobility Course
Mobility Course
MW4’s grounded movement prioritizes fluidity and freedom. We made a Mobility Course for players to learn, experiment, and master the system. Spend a few minutes learning the basics, or a few hours challenging yourself for the best time possible. Either way, you'll feel the difference the next time you load into Multiplayer.
Weapons
Weekend One gives you access to 14 weapons that showcase MW4’s variety, personality, and balance. The team has worked hard on handling, presentation, and gameplay with the goal of delivering the best first-person gunplay we’ve ever made. Gunsmith lets you push the boundaries of each weapon’s capabilities, and Apex Attachments let you take those builds even further.
With weapon progression, we cut down redundant attachment grinding. Attachments you've already earned can be used on other guns as well, giving you more customization options faster as your arsenal expands.
We’ve spent countless hours playtesting these weapons, honing their designs, and dialing in the tuning, and we’re excited to finally get them into the hands of our players.
Here’s are some Apex Attachments the team suggests you try out in Beta:
- The Han 86 transforms into the Han X20 Skybreaker. This advanced weapons system mounts to the top of the receiver and allows the platform to deploy 20mm airburst rounds which detonate at a specified distance.
- The X-58 Nyx becomes the X-58 Void. Complete with a brass catcher and an extended, wrapped suppressor, the X-58 Void is the ultimate stealth platform - hiding enemy death markers and obfuscating the directional hit indicators of its targets.
Killstreaks
In MW4's Killstreak system, a kill still counts as a point no matter what mode you're in. However, we want to make sure we reward objective players as well. With our new Smart Streak layer, taking a Domination Flag, holding a Hardpoint, or planting the Data Spike all contribute to your Killstreak Meter.
Progression & Rewards
Every Multiplayer match earns XP toward your Player Level, unlocking additional gameplay content as you progress through Beta.
During Weekend One, the level cap is Level 20. When the Open Beta begins in Weekend Two, the cap increases to Level 30, with additional Weapons, Equipment, Perks, Killstreaks, and rewards.
Here’s what you can earn throughout both weekends:
PC Experience
For more on the Beta experience on PC, check out the COD Blog.
As a reminder, PC players must have TPM 2.0 and Secure Boot enabled to play the Modern Warfare 4 Beta online.
These Windows security features provide a trusted foundation for RICOCHET Anti-Cheat and make system-level tampering more difficult, helping protect the integrity of the Beta from Day One.
If you already have TPM 2.0 and Secure Boot enabled, you’re ready to go. If either feature is disabled, you won’t be able to play the Beta online.
Players can also run the Call of Duty Secure Attestation Wizard before jumping in to verify their PC meets the required security standards.
Feedback and Live Issues
The Beta is a critically important part of testing Call of Duty: Modern Warfare 4 at scale. Expect daily updates for bug fixes, gameplay adjustments, and new maps and modes.
Below is a list of known issues that we’re currently investigating:
- 4x optics may display incorrectly while aiming down sights
- The loadout selection screen may remain visible after a match begins
- When observing other players transition from slide to sprint, there may be animation timing discrepancies
- Joining a party may lead to a "Press A to Start" or black screen when accessing the Quick Nav
- Quick Draw attachments may cause a frame rate drop in ADS
- PC Players may experience a hitch in their first match played
- Use of recording software such as NVIDIA ShadowPlay may cause hitching on some PCs
You can track the status of known issues and get the latest updates from the team on the official Modern Warfare 4 Trello Board.
If something seems broken to you… it probably is. Share it with us so we can help. Please include your platform, match ID (in the bottom left-hand corner of your screen), and any photos or videos to help us fix things faster.
In addition to the Modern Warfare 4 Patch Notes, you can find additional real-time communications from us through @CODUpdates on X and @InfinityWard across platforms.
We’ll be right here playing this game with you, listening to the conversation, and digging into feedback during Beta.
Ready up. We’ll see you online.