Asim reveals how ZooMaa fought to keep him in CDL with New York Subliners Call of Duty League / ActivisionAfter a potentially career-defining performance against the Minnesota RØKKR in the CDL, Obaid ‘Asim’ Asim revealed how he might not even be in the league in the first place were it not for retired former teammate Tommy ‘ZooMaa’ Paparatto. Asim joined the New York Subliners for the start of the 2021 CDL season, having spent almost the entire offseason presuming he might not even get a substitute spot. He was coming off of a disappointing season with none other than the RØKKR, and failed to shine while representing the team, leaving him somewhat lost as rostermania hit. Finally, he ended up on the New York team who were affected by ZooMaa’s retirement and French wonderkid Paco ‘HyDra’ Rusiewiez’s ongoing visa issues… and he’s proving what he’s worth and more. During the CDL Super Week, NYSL had a 1-1 record before taking on a solid Minnesota team. While opinions were split over how the matchup would go, nothing was going to stop Asim from putting on a show — and he put in a performance that many CoD pros could only dream of. In their 3-0 win, Asim had a 1.29 KD, including a 4.40 in Hardpoint, and a 9.00 in Search and Destroy. To put it simply, he was absolutely frying, giving the RØKKR absolutely no room to breathe or make something happen. The game could have been completely different, though, were it not for ZooMaa sticking his neck out for Asim. “In all honesty, if ZooMaa didn’t fight for me for a 2nd time I don’t think I’d be a starter,” he said in a tweet posted after the February 25 match. In all honesty if ZooMaa didnt fight for me for a 2nd time i dont think id be a starter. This Guy deserves all the credit ❤️ https://t.co/uq5qhK1yho— Asim (@Asim6_) February 25, 2021 Adding that the Italian Stallion deserves “all the credit” for his standout showing, Asim is clearly well aware of how close he was to this performance not even being a possibility. ZooMaa was clearly proud of his friend too, tweeting that he’s “a mess” after the match. Now, the pressure’s on Asim to prove that while this performance may never be replicated, he still has a lot more gas in the tank. The question is, can he help make New York legitimate championship threats? If he carries on this way, it’s looking very likely.
Author: Nik Ranger
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Asim reveals his top 3 ARs in the CDL ahead of Stage 4 Major – Dexerto
Asim reveals his top 3 ARs in the CDL ahead of Stage 4 Major Instagram: sublinersThe Call of Duty League brings together the best CoD players in the world, competing for millions of dollars. An integral role on a team is the main assault rifle player, shutting down lanes and keeping objective points clear for your teammates. But who are the best? A great AR performance can often be the difference in winning or losing. Look at Clayster’s Advanced Warfare world championships or FormaL’s Infinite Warfare Champs runs. They were almost impossible to compete against. That’s why a consistently top-performing AR is so important. The very best teams will always have a dominant main AR leading the line — take a look, for example, at 100 Thieves’ Kenny. While SlasheR is an incredible player, Kenny has simply played better in the role, turning the team’s fortunes around completely. But who are the very best in the CDL right now? With the Stage 4 Major and the return of LAN right around the corner, Asim turned up on ZooMaa’s The Flank to discuss the very best ARs right now. After a viewer asked whether Toronto Ultra’s Insight is the best AR in the league, the pair agreed that he’s definitely in the conversation, but pointed out that it’s hard to pin it down to one player. While co-host Ben Nissim said that Insight is part of that conversation, he added that Arcitys and Clayster are also definitely up there, while FormaL drops in and out. “Top three no question is Insight, Arcitys, Clayster, and then the fourth spot is FormaL, he comes and goes,” reiterates Asim. Timestamp 1:44:00 It’s hard to argue with this top three list. Atlanta, Toronto and New York are undoubtedly the top three teams in the game right now, and it shows in their AR dominance. Clayster is having perhaps his best season since Advanced Warfare, leading NYSL to the top of the CDL, while Arcitys is always in contention for the best AR title. Meanwhile, Insight is a rookie in the league, but he completely turned Toronto Ultra around when replacing Methodz on the starting roster. Clearly, if any team really wants to challenge these three, they might want to look at improving their AR output.
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Asim or Simp for MVP?! | CDL Super Week Review Show with Enable & Pacman – Dexerto
Asim or Simp for MVP?! | CDL Super Week Review Show with Enable & Pacman Each week Katie Bedford, Enable, and Pacman will sit down to discuss the ins and outs of the Call of Duty League. In this episode, the panel discuss the real MVP of CDL Super Week. The Super Week was action-packed, and the trio touches on how Atlanta FaZe is looking utterly unbeatable right now. Enable even suggests that the only roster member that could improve in any way is Alec ‘Arcitys’ Sanderson. The past week was undoubtedly long for the scene, with some teams proving their mettle while others were swept aside by those at the top of their game. With Dallas Empire and Atlanta FaZe both sitting on top of their respective groups, Florida Mutineers and London Royal Ravens slump to the bottom. But which players have stood out above and beyond their peers? There are several names in the hat, including our chosen Super Week MVP Asim, but the likes of Simp and Huke have done more than enough to throw their name in the ring. Whatever happens, stay tuned right here at Dexerto for the latest news on the Call of Duty League. For all dedicated CDL news, head over to our dedicated event hub.
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Asim accuses Clayster of ‘quitting on’ New York Subliners team – Dexerto
Asim accuses Clayster of ‘quitting on’ New York Subliners team ActivisionAhead of the final Home Series of Stage 5, James ‘Clayster’ Eubanks revealed that he would be taking a short break from competing, citing mental health reasons. But by the looks of it, his teammates aren’t entirely happy with the situation. On July 19, the Subliners tweeted that Clayster would not be participating in the Seattle Home Series, with the man himself saying he “just needs a break from it all.” This followed a string of poor results for the Subliners, who now go into the Stage 5 Major starting from the Loser’s Bracket and looking a little worse for wear. Naturally, most of the community came out in support of Clay when the news was first announced, with players putting their mental health first something that many can get behind. New York had a 1-1 weekend without Clay, beating Paris Legion in a tight 3-2 scoreline followed by a 3-0 sweep at the hands of Atlanta FaZe. On ZooMaa’s podcast The Flank, the topic of Clayster came up once again, discussing the situation and the implications. At one point, Ian ‘Enable’ Wyatt spoke up to defend his former teammate, saying: “I don’t think Clay might’ve just quit on them, just doesn’t seem right at all.” While this follows a similar sentiment to what most fans think, Clay’s teammate Asim suggests differently, mentioning in the Twitch chat that “that’s exactly what it was.” // 🚨🚨🚨 Among current speculation regarding the Clayster/NYSL situation…@Enable: “”I think Clay might’ve just quit on ’em, just doesn’t seem right at all”” @GstaAsim: pic.twitter.com/d3yZURQg8y — The Flank (@TheFlank) July 26, 2021 So if Asim, and maybe even the rest of his Subliners teammates, believe Clay simply quit on them, we could see some huge inner turmoil at the Stage 5 Major and Champs. How this affects the team overall is impossible to say, but if these kinds of accusations are being thrown around just days before, it could spell disaster in the grand scheme of things. If there’s one thing we know about Clayster, though, it’s that overcoming adversity is in his blood. Don’t be surprised if we see him reaching finals in the coming weeks.
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AS VAL and SP-R 208 nerfs coming to Warzone & Modern Warfare – Dexerto
AS VAL and SP-R 208 nerfs coming to Warzone & Modern Warfare Infinity WardInfinity Ward have confirmed that they are in the process of releasing a patch that will nerf Season 6’s AS VAL and SP-R 208 weapons, which have been causing major issues for players on both Modern Warfare multiplayer and Warzone. [jwplayer uc1VZt4E] Call of Duty fans are always eager for new weapons to be added to Warzone with the release of a new season, helping keep the ultra-popular battle royale mode fresh and exciting for those who regularly jump into Verdansk in search of victories. Adding new weapons isn’t always easy though, as making sure they are balanced and fair can prove to be tricky. You don’t know how they will truly perform until they are in the hands of the massive Call of Duty player base, and often need to be adjusted afterward to bring them in line with the other guns. Season 6’s new weapons have proved to particularly problematic though, with the SP-R 208’s speed, power and accuracy as a sniper rifle allowing anyone to become a one-shot killing machine. While the AS VAL has been shooting through unlimited surfaces, thanks to then 10 round mag attachment that sees it slam through six walls with ease on maps like St. Petrograd. So walls have no affect on the 10 round mags for the Val @eColiEspresso #PS4sharehttps://t.co/0wUf9Ep3bB pic.twitter.com/Mg8tAzrNqD — Kevin Ralph (@WhiteChickenYT) September 30, 2020 Unsurprisingly, Warzone and Modern Warfare fans aren’t particularly happy about the new weapons, which can make it impossible to avoid death while taking cover or make you an easy target for snipers. Thankfully, Infinity Ward have been listening to the complaints, and a fix is on the way to get these problems ironed out for what is likely to be the final Modern Warfare in-game season. In a tweet sent out by Infinity Ward‘s Senior Communications Manager Ashton Williams, not only are the developers intent on balancing the weapons, but they have already created the updates required and are testing them ahead of release. “We currently have a patch being tested that has weapon tuning for the AS VAL and SP-R 208,” it reads. “Pending any unforeseen issues, we’ll release it as soon as possible.” We currently have a patch being tested that has weapon tuning for the AS VAL and SP-R 208. Pending any unforeseen issues, we’ll release it as soon as possible. — Ashton Williams (@ashtonisVULCAN) October 7, 2020 While the fix is on the way, Williams didn’t go as far as giving a confirmed release date for the patch. These things can often be delayed due to other bugs cropping up as a result of the fix, so Infinity Ward will want to make sure that nothing else breaks because of it during thier testing phase. At least a fix is on the way though, and soon you’ll be able to take cover behind walls safe in the knowledge that you aren’t about to get destroyed by someone with AS VAL aimed right where you’re hiding.
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Artillery Barrage Causes London Docks to Flood for GodRx in Strange Call of Duty: WWII Glitch – Dexerto
Artillery Barrage Causes London Docks to Flood for GodRx in Strange Call of Duty: WWII Glitch Ghost Gaming’s Adam ‘GodRx’ Brown experienced one of the strangest Call of Duty: WWII glitches we’ve seen so far during a Capture The Flag game on London Docks. No matter how polished or close to perfection a video game is, there’s no avoiding the fact that it is still a video game and there will always be some questionable moments. These might come in the form of unrealistic mechanics, connection issues impacting online play, or perhaps in the form of a strange glitch or bug that simply cannot be explained. This was the case for Ghost Gaming’s SMG star GodRx during a recent Capture The Flag match when an artillery strike seemed to cause the entire map to instantly flood. GodRx was supporting his teammate to capture a flag when the enemy team called in their Artillery Barrage scorestreak in an attempt to prevent it. The artillery didn’t stop the flag from being captured but it did seem to break London Docks, as GodRx was instantly submerged up to his neck in water: Guess London Docks got hit with a flood or somethinghttps://t.co/Q5c1DOLfcl pic.twitter.com/3mKV3GyiET — Ghost GodRx (@AdamGodRx) July 2, 2018 The water didn’t seem to be affecting movement or bullet registration, so it would appear that it was just a visual glitch. However, that doesn’t stop it from being incredibly strange and confusing for the Ghost man, who took to Twitter to say that he “lost it” after it happened. It did give some community members the chance to make a meme of the recent Ardennes Forest tree confusion, though, as John ‘Johnny’ Cookson and others joked that the water has “always been there”!
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Armchair GM: What Seattle Surge needs for the 2024 Call of Duty League season – Dexerto
Armchair GM: What Seattle Surge needs for the 2024 Call of Duty League season Seattle SurgeIn Armchair GM, I take on the role of General Manager for various Call of Duty League franchises to discuss the moves I would make in the 2023 offseason. In this edition, I take over Seattle Surge and attempt to keep them competing despite losing their superstars. Seattle Surge have had two rollercoaster seasons throughout Vanguard and Modern Warfare II, winning championships and competing among the top teams while struggling to even win maps at times. Their successes have been spearheaded by Australian star Amer ‘Pred’ Zulbeari, who has stood head and shoulders above most of his opponents since his professional debut. He will almost certainly be making his way to one of the bigger teams in the league this off-season. With all four Surge players made unrestricted free agents at the end of the 2023 season, here’s how I would approach the situation if I were their GM. Would I re-sign any players? Naturally, Surge should be doing everything they can to re-sign both Pred and assault rifle player Daunte ‘Sib’ Gray to new contracts. But given their stature, I am operating under the assumption that they won’t be available going forward. I feel like moving on from Lamar ‘Accuracy’ Abedi is a necessity at this point so as to improve in the slaying department, though the importance of Accuracy’s leadership cannot be understated. Mackenzie ‘Mack’ Kelley has had some standout performances here and there, including being arguably the star of the show at Champs, but has been inconsistent. He would definitely be in consideration to be re-signed, but as GM, I would want to explore other options, which means that I would be heading into 2024 with three roster spots to fill. It’s only three because as a matter of priority, I would promote Gwinn to the starting roster after his win at Challengers Champs, filling one of the submachine gun spots on the team. Who should Seattle Surge sign? Surge is a team that doesn’t typically have the biggest budget in the league and tends to spend less than the elite teams, and that’s something I’ll have to bear in mind here. For that reason, we’ll have to dip into Challengers and look at players that may have fallen out of favor at the pro level but still have a lot to offer. Alongside Gwinn, I would bring along his Challengers championship-winning teammate Adam ‘GodRX’ Brown as a versatile assault rifle player, able to play as a main or flex when needed. He’s also played at the pro level before and been around the top for a long time, and he is able to lead the team efficiently and help them navigate the higher level of competition. To partner with GodRX, I would bring in Adam ‘Assault’ Garcia, formerly of LA Guerrillas, who had a solid year, all things considered, and is deserving of a spot in the league. He’s also a world champion, so the talent and ability to win are clearly there when he has the right people around him. If not Assault as a ‘safer’ option, teams like Surge need to be giving serious consideration to Challengers star Jordan ‘Abuzah’ François, the standout AR player in the amateur ranks this season and someone who is certain to have talks with multiple CDL teams. I would actually sign Abuzah as a substitute at the very least, as his ceiling is astronomical and comparable to that of other stars we’ve seen come in, like Pred and Paco ‘HyDra’ Rusiewiez. Finally, I would be looking to secure the signature of Reece ‘Vivid’ Drost, another aggressive SMG, to fill the final roster spot. There’s potential for this Gwinn/Vivid duo to absolutely fly, provided their ARs can keep up the pace and operate as a functional unit. If not, then re-signing Mack might be the best option here as someone who knows the system and has been a good support to Pred in recent years. So, my final roster would look something like this: GodRX – Gwinn – Assault (alternative: Abuzah) – Vivid (alternative: Mack) – Obviously, this team does have some question marks over it, with no clear standout stars similar to the likes of Pred and Sib, but the potential is absolutely there. When looking at the wider scope of available players, the big hitters will likely spread out between OpTic Texas, LA Thieves, and Atlanta FaZe. For that reason, I’ve ruled out the superstars that are available, such as Zack ‘Drazah’ Jordan and Dylan ‘Envoy’ Hannon, both of whom have held talks with OpTic. With the CDL free agency only around the corner, we won’t have to wait long to find out exactly what Seattle Surge will do. You can keep up with all of the moves and rumors in our CDL 2024 rostermania hub. Also in the Armchair GM series: LA Guerrillas | OpTic Texas | Boston Breach | LA Thieves
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Armchair GM: What OpTic Texas needs for the 2024 Call of Duty League season – Dexerto
Armchair GM: What OpTic Texas needs for the 2024 Call of Duty League season OpTic TexasIn Armchair GM, I take on the role of General Manager for a number of the Call of Duty League franchises to discuss the moves I would make in the offseason. In this part, I take a look at OpTic Texas, and what I would do during the free agency period if I was running that team. OpTic are the biggest team in Call of Duty esports, and it’s not close. They command the biggest viewership, have a fanbase unlike many others in esports, and despite a rough run of results in recent years, refuse to settle for any less than excellence. Following the Modern Warfare II season, though, the team finds itself in dire straits. After initial success with newest recruits Daniel ‘Ghosty’ Rothe and Cuyler ‘Huke’ Garland, including back-to-back second-place finishes at Majors 3 and 4, the team failed to move the needle and dropped off between Major 5 and Champs. While they started to fall off at the tail end of the season, there was clearly a lot of potential in the team to do better than they did, but there were one or two missing pieces. Here’s what I would change to fix it, ignoring the reports of OpTic speaking with Envoy and Drazah. Who would I keep on OpTic Texas? This isn’t the easiest question to answer, as there are several routes for OpTic to take, many of which could prove successful. Personally, I would look to keep three players on this roster: Brandon ‘Dashy’ Otell, Anthony ‘Shotzzy’ Cuevas-Castro, and Ghosty. They definitely did enough to impress this season and the talent is enough to help push them on to Sundays. Huke had somewhat of a career resurgence under the OpTic banner, but the team is capable of finding a more consistent SMG that can put up big numbers while better contributing to the win. However, depending on the players that are available, it’s well worth looking at other assault rifle options too for both Ghosty and Dashy. Who would I bring in? The first target is the most obvious one, a name they’ve been linked with all season long: Seattle Surge’s Amer ‘Pred’ Zulbeari. Outside of MVP winner and runner-up Paco ‘HyDra’ Rusiewiez and Tyler ‘aBeZy’ Pharris, he has consistently been the standout SMG over the last two years. With Pred being such a hot commodity though, it’s not guaranteed to be possible to get him, so looking at alternatives, I like the look of Dylan ‘Envoy’ Hannon, an unrestricted free agent this offseason. This would be barring the possibility of bringing one of aBeZy or Chris ‘Simp’ Lehr over to complement Shotzzy. Things get more complicated, though, with Dashy also being an unrestricted free agent. I would make it a priority to re-sign him, but if not, I would immediately turn to another UFA in LA Thieves’ Sam ‘Octane’ Larew, a veteran AR who has both the ability and leadership qualities to lift any team. For me, Ghosty is only worth considering moving on if you’re somehow able to recruit a generational talent like Thomas ‘Scrappy’ Ernst or McArthur ‘Cellium’ Jovel to fill the flex role. Ghosty brought some much-needed leadership to the team in 2023 and was a huge reason for their good performances, and as a GM, that should be recognized. So, here’s the team I would aim to go into the 2024 season with if I was OpTic Texas GM: Dashy – Shotzzy – Ghosty – Pred – Very much a team that fans have long been expecting to see, and nothing majorly shocking as far as what people would want. However, for me the kicker would be with Dashy — if results continue to struggle, having been dropped twice last season, OpTic would have to seriously consider moving for someone like Octane or Attach, a veteran AR that can really help tighten up their gameplay.
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Armchair GM: What LA Thieves need for the 2024 Call of Duty League season – Dexerto
Armchair GM: What LA Thieves need for the 2024 Call of Duty League season LA ThievesIn Armchair GM, I take on the role of General Manager for various Call of Duty League franchises to discuss the moves I would make in the 2023 off-season. In this article, I take a look at the LA Thieves, and how I would restore them to their 2022 world championship-caliber glory. The LA Thieves find themselves in the unenviable spot this summer of having a full squad of highly sought-after stars, but all of them reaching the end of their contracts. This is a difficult situation to navigate, especially with the poor results from the final tournaments of the season, and one that will certainly leave the GM with plenty of thinking to do. With that in mind, here’s what I would do to keep LA Thieves on top. Which players would I keep? As a matter of priority, I would look to re-sign Sam ‘Octane’ Larew and Dylan ‘Envoy’ Hannon. Both will be huge names in the free agency market and have been among the most consistent players in the league throughout recent seasons. They will no doubt be in conversation with many teams, but the Thieves should make retaining their signatures the key target for this off-season. For Kenny ‘Kenny’ Williams and Zack ‘Drazah’ Jordan, the situation isn’t quite as clear. There is a huge upside in Drazah, a diverse and aggressive flex that can improve most teams, and Kenny brings intangible skills and knowledge to the team that not many are able to replicate. However, a change is clearly needed, so I would dip into free agency and assess options to replace them. Who would I sign for LA Thieves? For me, the solution to this is very simple: Seattle Surge’s Amer ‘Pred’ Zulbeari and Daunte ‘Sib’ Gray are unrestricted free agents that can arrive as a duo with chemistry already well-established over the last two years. Other options, such as Brandon ‘Dashy’ Otell and McArthur ‘Cellium’ Jovel, could be great on the assault rifle side of things, but it’s perhaps unrealistic to expect OpTic Texas or Atlanta FaZe to let them go. Another name could be Dan ‘Ghosty’ Rothe, if he can improve this squad as much as he did OpTic Texas in the season. If none of these options is available to replace Drazah, I would attempt to re-sign him alongside Octane and Envoy. The team accomplished a lot together, even winning as recently as Major 4, so there’s clearly still some firepower behind the squad. The hard task is keeping him away from OpTic Texas’ grasp after their reported interest. As for an SMG player to replace Kenny, the options aren’t quite as exciting if you can’t get Pred. Players like Tobias ‘CleanX’ Juul Jonsson, or event Atlanta FaZe’s Chris ‘Simp’ Lehr and Tyler ‘aBeZy’ Pharris are enticing, though locked into guaranteed contracts or franchise players, the Thieves may not want to pay bulky buyouts to get one of these players. If Pred becomes an impossible pickup as one of the most sought-after free agents on the market, I would aim for someone like Marcus ‘Afro’ Reid, who had huge interest prior to the Modern Warfare II season and didn’t quite get to showcase his full potential on a struggling Minnesota Røkkr squad, with all the players having since been let go. So, here’s how my ideal LA Thieves squad would look like for 2024 if I were the GM: Octane – Envoy – Sib (alternative: Drazah) – Pred – I don’t expect Thieves to be very aggressive this off-season, buying out contracted players unless the offer is particularly enticing, given the rumors that they reduced their team’s salaries after their 2022 world championship win. That doesn’t mean they won’t make a splash, and they could look to buy out a superstar flex such as Thomas ‘Scrappy’ Ernst or Cellium if the price is right, though I operated here under the assumption that that wouldn’t be possible. Also in the Armchair GM series: LA Guerrillas | OpTic Texas | Boston Breach
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Armchair GM: What LA Guerrillas need for the 2024 Call of Duty League season – Dexerto
Armchair GM: What LA Guerrillas need for the 2024 Call of Duty League season LA GuerrillasIn Armchair GM, I take on the role of General Manager for various Call of Duty League franchises to discuss the moves I would make in the 2023 offseason. In this part, I take a look at the LA Guerrillas, and what I would do if I was running that team. The LA Guerrillas are in a very strange spot this summer. After rumors that they could be looking to cease esports operations completely after parent company The Guard laid off a number of its staff earlier in 2023. For the sake of this piece, we are going to assume that the LA Guerrillas stay on but in a more limited capacity, meaning no Academy team, no blockbuster player purchases, and going back to basics with their squad. This will also limit the types of players they could attract, so while we’re sure they would want Amer ‘Pred’ Zulbeari to come in and turn their fortunes around, it doesn’t feel like a realistic target. So, what would I do with LA Guerrillas? Who would I keep? LA Guerrillas find themselves in the somewhat unenviable position of having been one of the worst teams in the league but with high costs and two players locked into lengthy contracts. If I were the LA Guerrillas, I would opt not to extend the contracts of Adam ‘Assault’ Garcia or Kaden ‘Exceed’ Stockdale. This is not through any fault of their own, especially Assault, who was the team’s best assault rifle player, but with Alec ‘Arcitys’ Sanderson having an extra year fully guaranteed on his contract, it makes it hard to justify keeping Assault when a change has to be made. Therefore, I would keep Arcitys for the next year of his contract and take the option to extend JoeDeceives’ contract too. This would mean paying out Kris ‘Spart’ Cervantez to get him out of the additional year on his contract — though it’ll mean spending more, long-term it’s a budget-friendly option that means not having to pay him for the entire year. Who would I bring in? With the above in mind, we would be looking for a second AR or flex, as well as another submachine gun player. To play on the AR alongside Arcitys, I would prioritize someone that will draw attention to the team, bring some fans in, and add fire to the franchise, after what was a poor year on the PR front. For me, that would be between two players: Indervir ‘iLLeY’ Dhaliwal, who will have a huge chip on his shoulder and something to prove, with serious in-game leader (IGL) acumen is the key option here. Alternatively, saving Donovan ‘Temp’ Laroda from Vegas Legion could be beneficial, as he would bring more slaying ability to the team and has been actively competing at the top level more consistently since iLLeY was dropped by OpTic. When looking for another SMG, Reece ‘Vivid’ Drost would be my number one target. He’s a free agent and has consistently been undervalued despite top performances as an aggressive sub. While the top teams fight for the likes of Pred or Dylan ‘Envoy’ Hannon, Vivid is the type of player that could really help elevate a struggling team to bring them up the standings, and he played with iLLeY under Dallas Empire during the Cold War season. As for alternatives, players like Eli ‘Standy’ Bentz and Thomas ‘TJHaLy’ Haly are viable options (though Standy may be aiming higher) as would be a Challengers star like Elliot ‘WarDy’ Ward or Byron ‘Prolute’ Vera, both of whom have pro level experience to varying degrees. That would make a realistic target LA Guerrillas roster for the 2024 season something like: Arcitys – iLLeY – JoeDeceives – Vivid – This team isn’t likely to be fighting for championships, but it’s impossible for all 12 teams to be doing that at once. LA Guerrillas need to show that they’ve not given up yet and improve on their 2023 performances, ideally qualifying for Champs and actually taking on the top dogs of the COD League. The players listed above are also unlikely to have too much competition for their signature — despite how good they are, their stock may have been affected throughout the season, meaning the top teams won’t be rushing to bring them in. The Los Angeles outfit should look to move quickly once the free agency period opens to secure the best options possible.
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Armchair GM: What Boston Breach needs for the 2024 Call of Duty League season – Dexerto
Armchair GM: What Boston Breach needs for the 2024 Call of Duty League season Boston BreachIn Armchair GM, I take on the role of General Manager for a number of the Call of Duty League franchises to discuss the moves I would make in the offseason. In this part, I take a look at Boston Breach, and what I would do during the free agency period if I was running that team. Boston Breach is a team that had high potential when it was formed, with a number of big-upside players that could swing matches in their favor. It wasn’t to be, though, with a highest finish of 4th place at Major 3, finishing 7th in the overall CDL 2023 season standings and only managing a win over Minnesota Røkkr at Championship Weekend. With that being said, how would I turn Boston Breach from mid-table fodder into potential title challengers? Which Breach players would I keep and drop? With the players’ contract statuses in mind, there are certain changes I’d try to avoid to be financially viable. Firstly, I’d say goodbye to several players, including all of the SMGs besides one. Reece ‘Vivid’ Drost’s contract is coming to an end and I wouldn’t fight to make him sign a new one, nor would I take the extension option on Dylan ‘Nero’ Koch’s contract. Both are very capable pro league-level players, though with the merry-go-round this season has been, it’s fairer to let them explore other options. Similarly, I’d probably consider options with Kyle ‘Kremp’ Howarth, and he would be on the chopping block if improvements were available. I would also want a change in the assault rifle department and, with Ben ‘Beans’ McMellon signed to a 2-year guaranteed contract, it would mean not extending Joseph ‘Owakening’ Conley. Therefore, I’d be heading into the 2024 CDL season with Beans on the AR and young gun Eric ‘Snoopy’ Pérez on the SMG. Who would I pick up for Breach? With that in mind, I would be in need of a main AR and another SMG to show Beans and Snoopy what it takes to push into the upper echelon of CDL glory. One thing the team has desperately needed this season is some veteran COD fundamentals to match their incredible slaying abilities. In the hunt for players, Boston are in a position where they can bring in top names should they want to, and will definitely show ambition in free agency. For an AR, I would look at the top names. Sam ‘Octane’ Larew would be the preferred option as an unrestricted free agent (UFA), and one of the best ARs of the last two seasons, though it may take some work to tempt him away from LA Thieves. The same can be said of Brandon ‘Dashy’ Otell and OpTic Texas. As for more realistic alternatives, I would look at the opportunities available to pry Austin ‘SlasheR’ Liddicoat away from Atlanta FaZe, should they release him from his contract without extension. I would make him my number one target to give Beans all of the tools he needs to achieve greatness. If that’s not possible, I would target James ‘Clayster’ Eubanks or Dillon ‘Attach’ Price, leaning more towards Attach due to his impressive individual performances in recent years. Finally, if budget restrictions were in place, Sean ‘Seany’ O’Connor has been impressive for the Breach Academy and could be owed a call-up to the big leagues once again. On the SMG, there is an interesting pool of players available. Octane’s LA Thieves teammate Dylan ‘Envoy’ Hannon would be a priority, on the assumption that Amer ‘Pred’ Zulbeari will most likely reject the team so as to play for one of the top three organizations. Envoy is a player who has been around for a long time and played with some of the very best, now operating with a level of consistency that is highly desirable in an SMG player. Should I not be able to sign Envoy, I would turn to the likes of Eli ‘Standy’ Bentz or Ben ‘Bance’ Bance. This would leave the final team as follows: SlasheR (alternative: Attach) – Beans – Snoopy – Envoy (alternative: Bance) – Boston Breach find themselves in a position where they have several high-upside players and, while they could tempt in some big names, don’t quite have the clout of an OpTic Texas or Atlanta FaZe to compete for certain signatures. This team would make for an exciting combination of veteran talent and young stars looking to break out and become huge names in their own right. It’s unclear where exactly Boston intends to go with their 2024 team, but their activity in free agency suggests they have high expectations — so we could see the best iteration of the Breach roster next season. Also in the Armchair GM series: LA Guerrillas | OpTic Texas
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Arguing over amateur CoD playing conditions | Dexerto Podcast Ep.4 – Dexerto
Arguing over amateur CoD playing conditions | Dexerto Podcast Ep.4 The not yet award-winning Dexerto Podcast returns for its fourth episode. This time, Chris, Josh and Mike – the founders of Dexerto – discuss the conditions at CDL Minnesota and Activision’s controversial switch from Twitch to YouTube. The inaugural event of Activision’s $300m buy-in franchise league featured all 12 teams, but as expected – due to the hefty sum that participating orgs had to stump up – plenty of people were looking to find faults with the operation. They appeared to find the golden goose on the first day when an unflattering video was uploaded of the Challenger area where amateur players competed for $250,000. It showed competitors playing in a building with low ceilings that looked like a freezing car park. After the video emerged, social media blew up as multiple accounts with large followings shared the video. However, despite the initial fury, a number of professional players came to the defense of the Minnesota ROKKR organization and claimed that the setup wasn’t as bad as it appeared. During the podcast, Chris and Mike argue over whether the organizers should spend time and money on the setup for the amateur players. Where do you stand? Also up for discussion in this 25-minute episode, which is available in both audio and video format, is Activision’s decision to sign with YouTube to broadcast the event, and we also debate Chris’ new fashion choice, which closely resembles that of the late Apple CEO, Steve Jobs.
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Are suppressors worth using in Black Ops 4 multiplayer? – Dexerto
Are suppressors worth using in Black Ops 4 multiplayer? Suppressors are one of the many attachments found in Black Ops 4, but you might be surprised at how they affect the damage dropoff of weapons in multiplayer. Using a suppressor might seem like a way to keep a low profile in Black Ops 4, but some argue that doing so could reduce the damage falloff range too much and become a hindrance. YouTuber and Call of Duty expert ‘TheXclusiveAce’ has taken the time to test suppressors on each compatible weapon in order to give players an idea on whether they’re worth using in multiplayer. Ace makes the disclaimer that all values in his video are hand-tested and not taken from official data, but is nonetheless confident in the accuracy of what he finds. He also stresses that these values only pertain to multiplayer and are not indicative of how suppressors perform in Blackout. After extensive testing with all 11 weapons that can use suppressors, Ace finds that the attachment surprisingly doesn’t have much of a negative effect on damage ranges. Compared to the minimum 30% range reductions seen in previous titles, suppressors only reduce the range on the majority of weapons by 10%. When it came to the Outlaw sniper rifle, there was no change to the range since sniper rifles have infinite range, but suppressors did change the one-shot kill potential of the rifle. Without a suppressor, anything from the chest up will result in a one-shot kill, but once you attach a suppressor, only shots from the neck up result in kills. The Outlaw was the only weapon that Ace found to be severely limited with a suppressor compared to without. While Ace admitted that using suppressors made him feel as though he was being greatly hindered, the numbers simply don’t back up such a claim. With that in mind, players can feel safe sneaking around multiplayer maps with suppressors on their favorite weapons.
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Are OpTic’s problems solved? CDL Reverse Sweep Review Show – Dexerto
Are OpTic’s problems solved? CDL Reverse Sweep Review Show Dexerto Stage 5 in the Call of Duty League is now underway and with the New York Subliners Home Series now in the books, our Reverse Sweep crew of Ian ‘Enable’ Wyatt, Jonathan ‘Pacman’ Tucker & Katie Bedford are back to debate the biggest storylines. After a few weeks off, the CDL finally returned with the Subliners Home Series. As the first week of the final Stage, every game is now vital on the road to Champs. While some teams appear to be rising to the occasion, others have faltered out of the gate. It was a big week for the Los Angeles Thieves with the debut of John. OpTic soared to a 2-0 scoreline to regain some confidence. All while the LA Guerrillas continued to fumble their way down the standings. Before we get into the second week of competition, our Reverse Sweep crew is here to break down all the latest results. OpTic Chicago reaching their true potential? Despite their Stage 4 struggles, OpTic managed to kick Stage 5 off in a big way. Flawless wins over New York and Paris secured a 6-0 map count for the week, but is this the best version of OpTic we’ve seen all year? Other than early scrim results before the season started, “this is the best OpTic we’ve seen,” Pacman argued. Not just due to the wins, but because a win over New York will be “great for confidence.” Enable wasn’t quite on the same page. Due to some issues in the NYSL camp, he countered by saying this is the same OpTic we’ve seen “for the majority of the year.” With a match against FaZe up next, their biggest test is just days away. If they secure a monumental win, it could just set them on a patch to success at Champs. A rough week for the New York Subliners Despite it being a Home Series named after them, week one of Stage 5 wasn’t great for NYSL. Frustrating losses against the LA Thieves and OpTic now has them towards the bottom of their group. From Enable’s perspective, these losses show “they’ve regressed” as a team. “It showed how many issues they actually have,” he said. Though the early defeats don’t quite spell disaster just yet, according to Pacman. “You just lost a close match, that’s it. Things happen to everyone, I think they’ll be right back. They’re still one of the top teams in the game.” While we wait, gotta tip it to @ZooMaa for being the best hype man in the CDL 🐎pic.twitter.com/iRu1vEp3Er — DEXERTO Call of Duty Esports News (@DexertoIntel) July 11, 2021 Dallas Empire & Atlanta FaZe: The race to Champs While other teams push towards the top of the standings, two squads appear to be the clear frontrunners for now. Both Dallas and Atlanta may be a step ahead of the competition, but are they equals atop the pack? “I just don’t think I can put any team in the same tier as FaZe,” Enable said. “Maybe if we see Empire and FaZe again, we’ll have a better gauge on if Empire can take FaZe. But I just don’t think any team can consistently beat them.” We won’t get this matchup again until the Stage 5 Major, which gives both squads plenty of time to strategize after their Grand Final clash at the previous event. As a result, Pacman “believes” in the current Dallas lineup to get the job done. “I think they’re going to go back to back and win Champs.” John pushing LA Thieves to a new level With more roster shuffles to their name than any other team in the league, it’s been a turbulent year for the Thieves to say the least. But with John now locked in for Stage 5, could they finally be finding their footing? “I do think this is the best version of the LA Thieves,” Enable argued. Wins over New York and London are impressive in their own right, but he still wants to see them “play other top teams” before placing them higher up the standings. “This feels like the final move for them,” Pacman agreed. “It’s a positive move for them. Now you just have to figure it out.” The @LAThieves are looking better 👀@Enable thinks @john287 was a much needed addition to their roster.#CDL2021 Biggest Mover | Presented by @KontrolFreek pic.twitter.com/5JgHxXXWew — DEXERTO Call of Duty Esports News (@DexertoIntel) July 13, 2021 Best moments of the Subliners Home Series Even with a sweeps in various matchups, week one still delivered some shocking moments. Perhaps the biggest of them all was none other than the Game 5 Round 11 between LA Thieves and NYSL. In the most intense final round yet, “Drazah and Slasher went huge,” Enable said. “That’s the clutch moment of the week because this series was everything to them.” Meanwhile, Pacman’s pick also involved NYSL on the losing half of the equation. “I’m gonna go with OpTic’s game against NYSL,” he said. Not because of a particular moment, but because they “manhandled” NYSL through the “entire” opening map. “OpTic controlled the pace of the map. They played their best map of Hardpoint. That kind of win from OpTic can spur them to be the top team we know they can be.” MVPs of the Subliners Home Series “I’m gonna go with Envoy. He had the best series he’s had in a while. He’s the one that drives the team. When he’s having series like that it just looks so much easier for the team.” – Pacman “I’m going LA Thieves again, with Drazah. This kid has been put in one of the hardest situations I’ve seen in a long time. He just finds a way to make it work. He played great, he can do it all.” – Enable. The king @Scump stepped up! #BrickByBrick#CDL2021 New York Top 10 BEST PLAYS ➡️ https://t.co/LExxeSp3Zp pic.twitter.com/Vg12C7YWxc— DEXERTO Call of Duty Esports News (@DexertoIntel) July 12, 2021 Least Valuable Players of the Subliners Home Series As for the least valuable players of the week, Enable couldn’t help but pick the entire LA Guerrillas franchise once again. “Should I go LA Guerrillas again? For the 25th time? They’re the LVP,” he joked. “It’s the whole team. They can’t make Champs anymore. They need to literally let the LAG Academy team play the rest of the matches. They’re so damn bad.” Pacman couldn’t have agreed more with this sentiment, questioning why management brought Mental up for his debut, rather than bringing the full Academy team up with him. “Let [Mental] play with the people he’s been playing with,” he stressed. “LAG is just an actual conundrum, I don’t understand what they’re doing.” Ultimately, Pacman had to make another pick and sided with Mack as the player who proved most disappointing this time around. “He did not have a good week. He needs to regain his individual form so New York can compete.” Last but not least, Katie added Alexx into the mix as well. “I don’t think Alexx has been a net positive for London at any point. At this point, I don’t see what Alexx is tangibly bringing to London.”
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Are MW3 daily challenges broken? Players frustrated with Modern Warfare 3 challenges issue – Dexerto
Are MW3 daily challenges broken? Players frustrated with Modern Warfare 3 challenges issue ActivisionModern Warfare 3 just released and is already experiencing issues with its daily challenges. These challenges should be easy for players to complete, but some users have noticed that their challenge progress isn’t showing. MW3 officially launched on November 10 and has seen hundreds of thousands of players enter the servers. With those players come challenges for them to complete in the form of weekly and daily challenges. While weekly challenges are the same for players, not all players will have the same daily challenges to complete. Some may be as simple as doing damage with grenades or getting kills while prone. For those facing issues with challenges, here’s an explanation and a possible solution. Is there a way to fix daily challenges in MW3? The main problem behind daily challenges is a server issue, which varies depending on the player. Not one region or server will experience outages with daily challenges. So, if you are one of the unlucky few to be experiencing this problem, there is little that can be done. One potential salutation for the daily challenges not progressing is to restart your game. This gives the game a chance to boot back up and reconnect, which could restore progress on the challenges. The developer of MW3, Sledgehammer Games, has yet to address the issues regarding challenges not progressing. This means for those who are unable to complete their daily challenges, their best shot is to try again tomorrow. So, there you have it, now you know how to potentially fix your daily challenges. We’ve also got plenty of tips and tricks available to help you out, so make sure to check out our guide content: Best Modern Warfare 3 AR class loadouts | How to slide cancel in Modern Warfare 3 | Best controller settings in Modern Warfare 3 | All maps & modes | How to play Modern Warfare 3 at 120 FPS on PS5 | Modern Warfare 3 TTK | How long is the Modern Warfare 3 campaign? | Campaign mission list | How to fix packet burst | How to play MW3 Zombies in first person
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Are Modern Warfare servers down? Users report crash on November 13 – Dexerto
Are Modern Warfare servers down? Users report crash on November 13 The servers for Call of Duty: Modern Warfare experienced some major difficulties on November 13, with hacker group ‘Lizard Squad’ claiming responsibility. On November 13, at approximately 10AM Eastern, thousands of CoD fans reported that they were unable to access the servers for the newly released Modern Warfare. Many users on all three platforms, PC, PS4 and Xbox One, were met with a server error code when attempting to access the game’s online services, with the issues occurring worldwide. Although some players were still able to access the game, the outage seemed to be widespread. It’s the first major outage on this scale since the game’s launch, which was due to the high volume of players trying to access the game at one time. Update, 11:20AM EST: It appears most of the server issues have been resolved, with fewer reports coming in. Activision’s status page has no issues identified, stating that all platforms are online. According to down detector, almost 5000 reports came in at around 10:30AM EST, from all around the world. Unlike the launch crash though, it appears as if the outage has possibly been caused by a malicious attack, as an account claiming to be the hacking group known as Lizard Squad appears to be bragging about the servers being down. https://twitter.com/UGLegion/status/1194637094850826240 On November 9, the same account tweeted that they would take the game’s servers down for being “such a terrible game.” https://twitter.com/UGLegion/status/1193332334369689606 Lizard Squad also recently claimed responsibility for a widespread crash on the Fortnite servers too, on November 9. Activision’s own status page is reporting no problems at the time of writing, and the Activision support page is yet to comment on the reports of servers being down. With millions of players presumably jumping in to play the new CoD so soon after its release on October 25, any major crashes on this scale is certain to attract lots of attention for the hackers, whether they were responsible or not.
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Are Dead Silence and Acoustic Sensor crutches in Black Ops 4 Multiplayer? – Dexerto
Are Dead Silence and Acoustic Sensor crutches in Black Ops 4 Multiplayer? Since the release of Call of Duty: Black Ops 4 back in October, fans have felt that the Dead Silence perk and the Acoustic Sensor item have become important parts of most load-outs. Dead Silence, found in the Park 3 slot in the multiplayer portion of the game, is a perk which allows you to “move quietly and resist detection from Acoustic Sensor.” The Acoustic Sensor is a piece of gear that amplifies enemy footsteps, making it easier for players to hear enemy footsteps when they are moving around the map, while also highlighting the direction an enemy is coming from on your mini-map. YouTuber and Call of Duty expert TheXclusiveAce states that he has been running both items regularly, but wanted to find out if players absolutely needed to run them in order to have the best chance of winning games. Read More: Call of Duty fan concept suggests perfect changes to the Blackout map layout When not using the Acoustic Sensor, TheXclusiveAce states that players can hear the footsteps of a sprinting enemy who isn’t running Dead Silence from a distance of 30 meters, compared to just five meters when they are. However, when using the Acoustic Sensor, players without Dead Silence can be heard from over 50 meters away, while enemies with Dead Silence can be heard from around 30 meters, essentially cancelling out the perk. TheXclusiveAce still believes Dead Silence is a crutch and is absolutely worth running on all your classes. With the perk active, players who don’t have the Acoustic Sensor equipped will find it almost impossible to hear your footsteps, meaning you can quickly get the jump on enemies, and still makes it difficult for players who do have the item attached. In terms of the Acoustic Sensor, things aren’t quite as clear. While the item is useful, players would have to give up either Stim Shot or Armor to use it, and while the massive range of the item is impressive, hearing every enemy in a radius of 50 meters may prove to be confusing. With Treyarch constantly tweaking weapons and items in Black Ops 4, it will be interesting to see if they continue to make changes to the two perks, as the developers have already shortened the incredible distance at which the Acoustic Sensor can pick up sprinting enemies.
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Warzone devs finally address overpowered cargo trucks in solo mode – Dexerto
Warzone devs finally address overpowered cargo trucks in solo mode ActivisionWarzone developers Raven Software have confirmed rumors about a big nerf to cargo trucks, aka Big Bertha, in the battle royale, addressing how strong they are in solos. Cargo trucks have been a real source of frustration for players, especially in solo modes where they dominate end-game circles, with players driving around in them hoping to wipe out their opponents rather than taking fair gunfights. Dr Disrespect has hit out at the Warzone devs over their decision to let trucks run riot across Verdansk, and the situation is worsening as they’ve started randomly killing players sat in them. That all changes now though, as the developers reduce the truck’s spawn rate in solos. Warzone devs hint at major cargo truck change On Wednesday, May 26, they posted a tweet with just an image containing a message that had mostly been censored out. While much of the message is indistinguishable, it seems to point towards something to do with “cargo trucks”, the “meta” and follows with “Verdansk [blank] needs saving.” It then says that “something must be done soon.” And it was soon – as one day later, Raven rolled out a new patch to fix the issue. 🛠️ A #Warzone update is going live now! Includes changes to the Cargo Truck spawn rate, Weapon balancing, and fixes to various other issues. The Season Three Reloaded patch notes have been updated (see *May 27th): https://t.co/ArqHx0sSfX Screenshots in thread below. — Raven Software (@RavenSoftware) May 27, 2021 The change they settled on was “Cargo Truck spawn rates for Verdansk Solo BR mode have been reduced to 5 (static) from a range of 16 to 20. Hopefully this seriously reduces how prevalent the vehicles are in solos, where they have been ruining final circles for a long time. But, players might be slightly disappointed that there are no other changes to vehicles – particularly around how fast players can exit them. A common tactic is to drive at an opponent in a vehicle, jump out and gun them down, as there is very little delay to being gun up from exiting a vehicle.
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Black Ops Cold War servers down: Call of Duty players report issues on March 9 – Dexerto
Black Ops Cold War servers down: Call of Duty players report issues on March 9 ActivisionOn March 9th, 2021, both players reported that they were once again unable to log-in to Black Ops Cold War, preventing them from playing any of the game’s multiplayer or Zombies modes online, but the problem has since been fixed. Black Ops Cold War is the latest major entry in the Call of Duty franchise. With millions logging on every day to get grinding, server issues are to be expected from time to time. Just a week after the last problem and Black Ops Cold War once again experienced issues. Black Ops Cold War’s servers were reportedly experiencing issues, which means that people weren’t able to log-in to the game. Black Ops Cold War outage According to DownDetector, players starting reporting problems around 1:00 PM EST on March 9, 2021. A few minutes later, the official Call of Duty support page revealed that they were experiencing problems. When attempting to log-in, some players were met with a “Bravo 345 Blazing Gator” error code, with the only option to either “Retry” the connection (which wouldn’t work) or Play Offline. It’s unknown how widespread the issue was but DownDetector says that at its peak, there were over 6000 reports just on that site, so the problem must have been pretty extensive. CoD’s official site says that all platforms were being affected as well. Black Ops Cold War servers back up and running Online services have been restored for Black Ops Cold War. We appreciate your patience. https://t.co/14mpfUoFUz — Activision Support (@ATVIAssist) March 9, 2021 Luckily, as of 6:00 PM EST, the issues affecting the game’s servers have been fixed completely. While some at Treyarch had reported the issues as solved a few hours beforehand, Activision confirmed the server fix on Twitter sometime after, implying that it might not have been completely fixed the first time around. Of course, there’s been no communication as to what was causing the problems but considering it’s the second outage within a week, here’s hoping that Treyarch has fixed the situation. Should other Black Ops Cold War server issues arise or if there’s a change to the game’s current status, keep it locked to this article, as we’ll be updating it as any new problems come up.
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Arcitys responds to Vikul calling out his attitude after difficult CDL season – Dexerto
Arcitys responds to Vikul calling out his attitude after difficult CDL season LA Guerrillas/Call of Duty LeagueWith both players’ teams eliminated from Champs contention and now facing a lengthy offseason break, LA Guerrillas’ Alec ‘Arcitys’ Sanderson has responded to criticisms from Florida Mutineers’ Javier ‘Vikul’ Milagro. Both LA Guerrillas and Florida Mutineers had incredibly tough Call of Duty League seasons in 2023, with neither team ever really managing to get off the ground, finishing 10th and 11th in the standings, ahead only of London Royal Ravens. The two organizations are also at risk of not being in the league at all next year. Earlier in 2023, LA Guerrillas and its parent company, The Guard, laid off a large number of its staff, with rumors abound that they were looking to pull out of both the COD League and the Overwatch League. Similarly, Dexerto reported in May that Florida Mutineers are partnering with Spanish organization Team Heretics to form the Miami Heretics, replacing the Mutineers in the CDL. So with both teams seemingly on the way out or wanting to get out of the league, there were questions about whether they would really invest and provide the resources to make the teams competitive. VIkul has argued, however, that Arcitys himself wasn’t even trying by the end of the season, calling his attitude into question. He even specifically called out a play Arcitys made when he pulled out an SMG on Himmelmatt Expo control. “I like Arcitys, I think he’s good, I have a lot of respect for him,” the Spaniard started. “After games he’s tweeting out about his teammates and how sh*t the season is. Like, regain, man … It’s actually depressing bro. I was going mad hard every day in scrims. I wasn’t giving up, or tweeting out how dogs**t we were, or tweeting out how my team has f**ked me over.” Arcitys responded, saying: “You act like I did any of that for my teammates and tweeting depressing sh*t was not COD related…u don’t know how I was I tried every day don’t talk about sh*t I gave my everything. “For him to say I don’t try cause I tried using a sub, I tried in scrims as well? I promise when I was tweeting it was mostly personal sh*t so before you talk publicly about me send a DM before you wanna put dirt on my sh*t.” With their offseason already underway, both players will be looking ahead to the 2024 season, figuring out their team situation and seeing how they can improve on their 2023 outing. After these comments, though, both players will most definitely be looking to prove they still belong right at the top.
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Arcitys Gets Dragged Into Rostermania Drama as CoD Insider Leaks More Evidence of OpTic Gaming Changes – Dexerto
Arcitys Gets Dragged Into Rostermania Drama as CoD Insider Leaks More Evidence of OpTic Gaming Changes The mysterious Call of Duty insider that has been regularly leaking information during the pre-CWL Pro League Season 2 transfer window has struck again. Using the name Codburner2018mania on Reddit, the supposed industry insider has leaked just about every rumor and story so far during rostermania. While some of the information has been off the mark, the rest of it has been eerily accurate to the goings on behind the scenes and they have correctly predicted a number of high profile moves, giving the information a level of legitimacy. However, the constant leaks are certainly causing a whole new level of distrust within the ranks of the professional players as suspicions continue to grow on a daily basis. Those suspicions will be at an all-time high following Codburner’s latest Reddit post which clearly shows OpTic Gaming’s Matthew ‘FormaL’ Piper playing with Luminosity Gaming in a scrim against eUnited. What makes the image rather damning is that it appears to have been taken by eUnited’s Alec ‘Arcitys’ Sanderson because his name is the one highlighted on the scoreboard. Arcitys was quick to respond to the post on Reddit, saying that he never took a picture of the match in question and showing a screenshot of him asking Codburner where he got it. Codburner responds by saying it was sent to him by Tommy (presumably referring to FaZe Clan’s Thomas ‘ZooMaa’ Paparatto) and going on to state “u can’t trust that guy”. Arcitys maintains that he never took a picture of the match, though, and goes on in a later comment to state that he wouldn’t leak a picture that clearly showed himself as the culprit. The image is certainly one of the most mysterious leaks so far but nobody seems to be outright denying the content that it shows, which is that FormaL was scrimming with the Luminosity players. This would appear to confirm the rumors of a trade between OpTic Gaming and Luminosity where FormaL joins LG and Sam ‘Octane’ Larew moves to OpTic Gaming.
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Arcitys explains why Chicago Huntsmen should “never lose” in the CDL – Dexerto
Arcitys explains why Chicago Huntsmen should “never lose” in the CDL Katy Eyre (ESPAT Media)2019 World Champion Alec ‘Arcitys’ Sanderson has been less than satisfied with the results of the Chicago Huntsmen lately, putting teammates on blast during a recent Call of Duty League interview. As the Call of Duty League has transitioned online, certain teams have been shining brighter than ever before, while others are struggling to find their groove. After a first-place finish in London, the Huntsmen were knocked out of both the Atlanta and Dallas events by the Florida Mutineers. With the online Chicago Home Series just days away, Arcitys has outlined the internal struggles of the CDL squad that they need to address sooner than later. Jumping into a chat with CDL casters Miles Ross, Ben ‘Benson’ Bowe, and Phil ‘Momo’ Whitfield, Arcitys addressed the recent Huntsmen slump: “We shoot our guns straight, we just don’t know how to play the game,” he stated. “I tell them this every day. Us five shouldn’t be losing, no matter what game it is, no matter what CoD it is. I told them we could probably hop on Gears of War and win a couple of games there. ” While the Huntsmen lineup still currently sits atop the standings with 110 CDL points, others are closing the gap — including Flordia and Dallas — and Arcitys believes their team should command a far bigger lead than they do. “There’s a lot of bickering, a lot of arguing, a lot of not listening to each other,” he continued, highlighting some of the reasons why he believes the team may have missed the mark in their recent runs compared to their early success. Official results are one thing, but scrims have also been lackluster for the team lately, according to Arcitys. “There was a week right before Dallas…we didn’t win a map for three or four days,” the 2019 champ explained. Things almost got to the point where Arcitys benched himself for a day of scrims, purely so he could spectate and see exactly what everyone was doing on the map. The roster had an “hour-long conversation” days ago where they touched on all matter of subjects in order to start hitting their old form, Arcity added. “You’re not waking up on time, you’re waking up five minutes before scrims, you’re not listening to each other,” Arcitys said. “There’s no excuse. This is a job. We all need to take it seriously. It’s something we are working on.” With such a star-studded roster, being the number one seed at the beginning of the season isn’t enough for them. They clearly want to right their wrongs and get back on track with their event-winning ways moving forward. They compete this weekend in their own Chicago Huntsmen Online Home Series. Here’s everything you need to know about the April 24-26 event.
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Arcitys explains how Envoy could “come close” to matching Scump’s legacy – Dexerto
Arcitys explains how Envoy could “come close” to matching Scump’s legacy Activision / YouTube: H3CZAlec ‘Arcitys’ Sanderson has heaped praise on his teammate Dylan ‘Envoy’ Hannon, and suggested the 20-year-old Chicago Huntsmen star could even rival Seth ‘Scump’ Abner in terms of legacy by the time his career is over. There’s always weight behind the suggestion a player could match up to any superstar’s achievements, and when it comes to Call of Duty, there’s no one bigger to compare a rising youngster with than the King. Abner forged a legacy alongside some of the biggest in the game while flying the OpTic Gaming banner. He was crowned world champion in 2017, and—in the words of Hector ‘H3CZ’ Rodriguez—“transcended” the FPS title. According to Sanderson, his young Huntsmen teammate could have the same impact in the CoD scene, both in-game and out. Envoy may not have won much yet, but as they settle into the Call of Duty League, Arcitys is confident he’ll deliver. “The only player that has the potential to [come close to Scump] is Dylan,” Arcitys said on H3CZ’s Eavesdrop Podcast when speaking of Envoy’s future. The former eUnited lynchpin also added that because Hannon has the chance to learn off superstars like Matthew ‘FormaL’ Piper and Scump himself, as well as take teachings from H3CZ, he can “thrive.” That is, as long as he reigns himself in. “Oh god, he’s a f**king moron sometimes, the way he responds is hilarious,” Chicago’s SMG player laughed, “but he has the potential to do what Seth does.” “Maybe not exactly what Seth does, but he could come to something. He’s very good at the game. He had an okay team around him last year, but he made them become the best. He proved, besides at Champs, that he had what it takes. “I was so keen to play with him after seeing how he did in the game last year. As soon as my team broke up [after CWL], I got in touch with Dylan and I said to him ‘Yo, I want to play with you,’ and he was down, so it all worked out.” SETHY HUNGRY 🥣🥣🥣 #HUNTSMEN #BETHEHUNTER @SCUMP pic.twitter.com/jh4PrtA9vD — OpTic Texas (@OpTicTexas) January 24, 2020 While H3CZ did agree that his young Huntsmen recruit was one of the best rising talents in the scene, he admitted he often felt like he had to “defend” long-term friend Scump whenever he was compared to fresh blood in the scene. “It’s like an older brother defending a younger brother… I know I’m biased, I won’t just look at his results, I’ll look at the whole scope of him, but when people compare a new player to him, I always think about what Scump has done,” he said. “No one can really compare to Seth, what he has built here, and the way he’s carried this community for such a long ass time. The way he has transcended outside CoD, and has stayed at the top of the game, no one has been able to do that.” Despite H3CZ’s feelings, he agrees that Envoy is one of the brightest stars shining in the scene right now, and knew when the rosters exploded ahead of the inaugural CDL season, he “had to sign” the former Gen.G star. For mobile readers, the related segment begins at 55:12 in the video below. Now, after the opening launch weekend of the league, it looks like H3CZ’s roster plan was executed perfectly, from the young talent in Envoy, to the veteran experience of long-term superstars like Scump and FormaL. At the Armory, the Huntsmen stormed into equal first-place, earning their first CDL victory together with a 3–1 win over Dallas Empire. The star-studded outfit added a second the next with a 3–0 stomp of OpTic Los Angeles. Chicago next load into Modern Warfare at the Copper Box Arena in London, when the Ravens host Week 2 of the league. The Huntsmen begin their bracket run against Los Angeles Guerrillas (1–1) on Saturday, February 8.
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What are AQ Soldier Kills in Warzone 2? – Dexerto
What are AQ Soldier Kills in Warzone 2? ActivisionWondering what AQ Soldier kills are in Warzone 2? Then our handy hub has everything you need to know about this new feature. Warzone 2 features plenty of new changes, with a new looting system, 2v2 Gulag, and enhanced loadouts. There are certainly a lot of mechanics and gameplay changes that separate Warzone 2 from the original BR title. However, one of the biggest additions is the inclusion of AI enemies on the battlefield. These computer-controlled soldiers appear at Strongholds and Black Sites, which enable players to claim plenty of loot and money for their squad. While regular kills are easy to understand, one feature that is currently confusing Warzone 2 players is the AQ Soldier Kills section on the scoreboard. So, if you’re confused by the game’s new feature, then our AQ Soldier Kills page has everything you need to know. What are AQ Soldier Kills in Warzone 2? To put it simply, AQ Soldiers are the bots that appear in matches of DMZ and at Strongholds and Black Sites in Warzone 2’s regular BR mode. AQ stands for Al-Qatala, the terrorist organization in both Modern Warfare 2019 and Modern Warfare 2’s campaigns. Whenever you kill one of these AI-controlled enemies, you’ll be rewarded with AQ Soldier Kills, which can be seen on the Warzone 2 scoreboard. Of course, you’ll likely have very few AQ Soldier Kills if you don’t visit Strongholds or Black Sites, but those playing DMZ will have a larger number of bots to chew through. These AI-controlled enemies may not be as deadly as regular players, but they can still deal a lot of damage if you’re not careful. It’s important to remember that Strongholds and Black Sites can reward you with your loadout and a free Weapon Blueprint. As result, you’ll want to head over to Strongholds and Black Sites to eliminate AQ Soldiers if you wish to increase your kill potential on Al Mazrah. So, there you have it, that’s everything you need to know about AQ Soldier Kills in Warzone 2. Be sure to check out our Call of Duty page for all the latest news and updates.
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Apathy Has His Own Theory About the Identity of the CoD Burner – Dexerto
Apathy Has His Own Theory About the Identity of the CoD Burner 2x World Champion Bryan “Apathy” Zhelyazkov has his own theory on who the infamous CoD Burner is, and thinks they could be much more fiendish that first thought. If unaware, the CoD Burner account is a Reddit user who earlier in the 2018 season began leaking numerous roster moves and behind the scenes info about CoD esports pro players, teams and the CWL at large. What gave the CoD Burner credence, was that their initial ‘leaks’ were almost all accurate, and players themselves have confirmed that the individual certainly knows more than the average fan – perhaps even a player themselves. But, after a lot of digging, no concrete evidence has come up as to the CoD Burner’s identity, and there are few leads to follow. Therefore, Apathy has come to the conclusion that it may not in fact be an individual with any insider knowledge through a position in the industry or with an organization – but could instead just be a hacker. With lots of conversations had in private via Twitter DM’s between professional players and organizations, Apathy suggests that perhaps someone has gained access to these, and is using it to spread information. The CoD Burner would likely have to actively seek out some of the information they are spreading – although hacking Twitter accounts could be a step too far.
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Anti-cheat org reveals how “free” Warzone hacks can ruin people’s lives – Dexerto
Anti-cheat org reveals how “free” Warzone hacks can ruin people’s lives Pexels, Mikhail / ActivisionCall of Duty: Warzone has been hit by a surge of hackers in recent months, but an anti-cheat organization has revealed that those hackers might be hit by some… unideal issues as well. It’s become a well-known problem in the Warzone world: there are more hackers in the game because the sites selling those cheats have offered a bunch of free trials. For normal players, this is incredibly annoying. For hackers, it probably seems like a fun time. Key word: “seems.” According to a highly regarded anti-cheat organization, the Anti-Cheat Police Department, these hack “free trials” aren’t as great as they sound. This is the same group that broke the console cheats story and now they’ve revealed that hackers just might be enacting karmic justice upon themselves. attempting to steal any sensitive info on you* whether it is your discord token access Credit cards Crypto wallets They can even just BSOD loop your PC for the fun of it and I have seen it happen before and covered it before Man any of ur worst nightmares can be done— Anti-Cheat Police Department 🕵️ (@AntiCheatPD) July 11, 2021 As explained by the cheater-focused org, all of these “free” trials come at a price. Instead of just getting to have fun at the expense of a furious community, these hackers are opening themselves up to their “worst nightmares.” The two main examples of what is likely happening to hopeful hackers is that their PCs are being cryptomined or scanned for sensitive information — among which the org lists “Discord token access, credit cards, and crypto wallets.” Past that, they also mention that a common abuse that could be repeated is a “BSOD loop,” where someone’s PC is forced into an infinite “blue screen of death.” For hopeful hackers, this information should probably be a strong warning not to cheat. After all, is ruining people’s games really worth ruining your own life? For regular players, this information may feel like a sign from above: karma could very well be real.
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Anti-cheat group expects “Day 1” Warzone Pacific hacks after RICOCHET leak – Dexerto
Anti-cheat group expects “Day 1” Warzone Pacific hacks after RICOCHET leak ActivisionAn anti-cheat watchdog is warning that Warzone’s Pacific update could be crawling with new hackers after Call of Duty’s RICOCHET was leaked before launch. Activision and Call of Duty have been hyping up the series’ new anti-cheat known as RICOCHET, but with hack developers already working to reverse it, it may not take long to crack. As Dexerto reported, cheaters aren’t worried about RICOCHET and thanks to the leaked kernel-level driver, they have a head start in preparing for the anti-cheat’s implementation in Warzone. Now, according to Anti-Cheat Police Department, it seems like hackers could be ready for RICOCHET on day one, when it rolls out alongside Warzone’s Pacific update. The version was signed 2 weeks ago, sure it’s an early build, but that doesn’t change because the obfuscator you use for your kernel driver is terrible? Cheat devs can quickly destroy it within hours. I hope the obfuscator you use on release is better than what’s shown. https://t.co/U4t19SpW4j — Anti-Cheat Police Department 🕵️ (@AntiCheatPD) October 15, 2021 Watchdog not surprised to see Warzone cheats on day one While Call of Duty has shut down concerns that an early RICOCHET build was leaked, Anti-Cheat PD says this doesn’t change the fact that hackers can “destroy” the obfuscator they use for their kernel driver with ease. “Cheat devs can quickly destroy it within hours. I hope the obfuscator you use on release is better than what’s shown,” the group said in response of CoD’s message. “The game is too close to release, and I really doubt you have something ready against that. I have seen the driver be completely de-obfuscated within hours and cheat devs be able to obtain the information they need,” they added. “ I would not be surprised for day 1 cheats.” The game is too close to release, and I really doubt you have something ready against that. I have seen the driver be completely de-obfuscated within hours and cheat devs be able to obtain the information they need. I would not be surprised for day 1 cheats. — Anti-Cheat Police Department 🕵️ (@AntiCheatPD) October 15, 2021 Warzone’s Pacific map is set to release sometime after Vanguard launches in 2021. Warzone in particular has become known for hackers and RICOCHET was intended to level the playing field. Now, with Vanguard launching in November, we won’t have long to wait to find out if hackers really have broken RICOCHET already and what the future will hold for both CoD titles.
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Another weapon added to competitive CoD gentlemen’s agreement in Black Ops 4 – Dexerto
Another weapon added to competitive CoD gentlemen’s agreement in Black Ops 4 Treyarch/Call of DutyAnother powerful weapon in Call of Duty: Black Ops 4 may have been added to the professional players growing list of things not to be used under their set of gentlemen’s agreements. The Gentlemen’s Agreements, or GA’s as they’ve come to be known, had been somewhat of a controversial topic to start the Call of Duty: Black Ops 4 year off – with pro teams split on what they wanted out of the game. However, since the game has been updated and pro players have gotten LAN experience under their belts, the list of GA’s has changed somewhat – with some controversial choices, like Stock II for the SAUG, being thrown out of the pro scene. Now, another weapon may have fallen to the GA’s. The Mozu pistol has been the usual sidearm to any pro players sniper class due to his incredible power at close-range but, it may no longer be available for use. Former Regal Reserve and Pnda Gaming player Brandon ‘Nelson’ McKinney tweeted that the gun had been GA’d after he posted ‘dirty’ highlight clips to Twitter. First I tweet Stock 2 clips (Nasty) and it gets GA’d the following week. Then, I tweet Mozu clips (Dirty) and it gets GA’d the following week. I wont be tweeting clips but if lightweight on a sub gets GA’d ill upload a video of me throwing my Cinch like Joe Flacco (15 yards max — nels (@BNellyNelson) February 13, 2019 However, it is unclear if the gun has actually been removed from the pro scene as OpTic Gaming star Brandon ‘Dashy’ Otell needed some clarification during an online Search and Destroy tournament. “Wait, is the Mozu like GA’d or some shit?,” Dashy asked his squadmates during the tournament. “It is in respawn (game modes) but not in this,” replied Charlie ‘MuTeX’ Saouma. Yet, the pistol was used during the Group A portion of the Call of Duty Pro League so if it has been GA’d, it would have to have been a pretty recent change. It is worth watching if the teams in Group B of the Pro League, who kick off their slate of games on February 18, are able to use the Mozu.
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Another Warzone streamer shows hacks live on Twitch stream – Dexerto
Another Warzone streamer shows hacks live on Twitch stream Infinity Ward / Twitch, @festationLike clockwork, another Call of Duty: Warzone streamer has exposed their in-game cheats while playing live on Twitch. And this time, the cheater did not take kindly to chat quickly trashing him. [jwplayer br5AuoVJ] Hackers have been the biggest issue in Warzone; with cross-play enabled between PC and console players for the first time, the CoD fanbase has been exposed to even greater levels of cheating than ever before. Going by ‘festation’ on Twitch, yet another streamer has outed themselves as a cheater on the platform by displaying their hacks while broadcasting live. In this case, they were quickly called out on Twitter and in the chat, leading to deleted clips and a switch to Black Ops 4 gameplay. With Twitch chat flaming him for being bad at Modern Warfare and Warzone even with hacks activated, festation proceeded to let them know that he is elite on Black Ops 4 and challenged them to 1v1 matches. He then switched over to the earlier CoD title, but not before his hacks were clipped and shipped across the internet. As shown in the clip, downloaded before its inevitable deletion on Twitch, festation is rolling around Verdansk while knowing precisely where every single opponent is on the map. He can see players, color-coded based on their health, with a structural indication of their character model’s movement through walls. Similarly, he also has indicators for guns, cash, and armor found throughout the map. Unfortunately for him, that sort of unfair game awareness doesn’t equate to the IQ that matters, as he is easily blown up by a Cluster Strike at one point. This is likely why Twitch chat laid into him even more, as fans typically shame hackers for remaining inferior at the game even when gaining an unfair advantage. https://twitter.com/grumpooo/status/1320002048646107138 Part of the reason why he gained a decent amount of viewers on Twitch was likely because of getting exposed on Twitter. Concerned fans of the battle royale went so far as to reply to a random TimTheTatMan tweet to try and bring attention to the blatant hacking. In response, new viewers could enjoy seeing the cheater switch over to BO4 and continue to struggle while throwing out challenges to his detractors in chat: “Get on Black Ops 4, watch me smack any of you on Hardpoint.” Read more: How to fix Warzone dev 6068 error on PC – This is far from the first time a streamer has been exposed for cheating. In the past, one accidentally displayed his hacks while another purposefully tried to show his off. As of yet, neither Infinity Ward nor Twitch appear to have banned festation, but repercussions seem likely following this exposure.
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Another Warzone hacker banned from CoD live on Twitch – Dexerto
Another Warzone hacker banned from CoD live on Twitch ActivisionYet another Call of Duty hacker has been caught out, revealing their cheats on stream for the world to see, and getting a ban from Warzone and Black Ops Cold War in the process. Ever since Warzone launched over a year ago, players have had plenty of problems to do with. However, none is more annoying than the hackers. Hackers and cheaters have plagued the battle royale since its inception, using everything from aimbots to wallhacks to invisible cheats and beyond to get an upper hand in Verdansk. Raven Software have, over time, rolled out a number of different ban waves to get rid of cheaters, but plenty still pop up – some even brazen enough to just stream themselves cheating. However, one cheater got their comeuppance when trying to run riot. CoD hacker banned from Warzone & Cold War in same Twitch stream The streamer in question this time, kd1pp, was in a game of Warzone on Rebirth Island when their shots hit with some ridiculous accuracy. Their first shot with a sniper did miss, but when followed up with a barrage of MP5 bullets, their opponent didn’t stand a chance, giving the streamer the knockdown. However, seconds later, and after complaining about being shot by a DMR user, they were disconnected from the server with the same message that cheaters receive when they’ve been banned. https://twitter.com/ProRebornYT/status/1372808423193128961 Seemingly testing out if he’d been account banned from CoD, kd1pp switched over to Black Ops Cold War and tried to find games there. Read More: Warzone YouTuber IceManIsaac joins NRG – While he was loading into a match on Alpine, he was kicked off again. This time, the on-screen message confirmed he’d been banned. “I got banned too here,” the streamer said, laughing. Here’s his Cold War ban🤣 Banned live.. in two games… in ONE NIGHT. pic.twitter.com/1UxWDFGrR6 — KRNG ProReborn (@ProRebornYT) March 19, 2021 Unlike some cheaters who were banned recently, kd1pp’s Twitch channel was caught up in the ban. As of writing, it’s still active and he most recently played Grand Theft Auto V. It remains to be seen if the crackdown on cheaters will continue, but players are desperate for the devs to rid the battle royale of hackers.
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Another OpTic dud at CDL Chicago intensifies roster change speculation – Dexerto
Another OpTic dud at CDL Chicago intensifies roster change speculation OpTic Gaming LA Despite their star-studded roster, OpTic Gaming Los Angeles continue to be among the bottom dwellers in the Call of Duty League standings, and their disappointing performance at the Chicago Home Series has some believing that a team change is imminent. Coming into the 2020 season, many saw OpTic Gaming LA as one of the top teams in the CDL mainly because their roster, on paper, was more talented than most of the competition. However, they’ve not even come close to living up to their potential; three out of the four tournaments they’ve played so far have ended winless, most recently CDL Chicago. After a 3-1 defeat at the hands of Dallas Empire on day one of the event, they face a first-round losers bracket elimination match against their in-city rivals, Los Angeles Guerrillas. This was their second match against LAG this season; the first encounter ended with OpTic reverse sweeping after falling behind 0-2. It looked as though this rematch would follow the same script – Guerrillas took the first two maps, including a dominant 6-1 win on Rammaza S&D, but OGLA stayed alive by winning the third. Read More: CDL Chicago Day 1 recap & highlights – However, the boys in purple stood their ground and a convincing 250-164 victory on Hackney Yard Hardpoint sealed the 3-1 series win and sent their rivals packing in the first round yet again. https://twitter.com/CODLeague/status/1254168570248003584 The player reactions following the match were far from convincing, most notably that of TJHaLy, who tweeted “sh*t like this just makes me not even wanna play anymore.” Dashy and SlasheR, considered to be the two biggest stars on the team, both had similar things to say on Twitter. This is just unacceptable. When does the next black ops game release? Gotta mark my calendar — SlasheR (@SlasheR_AL) April 25, 2020 Kuavo didn’t have much to say in his post-match tweet, but Seattle Surge star Octane’s reply featuring the two together from their 100 Thieves days sparked some speculation among fans. Rumors of roster changes have surrounded OpTic for a while now, admittedly calming down a bit after their seemingly improved form led them to a rare semifinal appearance at CDL Los Angeles in March. But now their form appears to have dipped right back down to where it had been before that, and a frankly inexcusable loss to Guerrillas could be enough for the team to make a change. Longtime Call of Duty caster Clint ‘Maven’ Evans, who had predicted OG would be one of the best teams this season, now believes we may have seen the last of this Green Wall roster. Welp, these are probably the final maps we will be seeing of this OpTic roster. The same could be said for Huntsmen depending on how the next series goes. It’s so frustrating to me for both parts. Both teams should be dominant. — Clint “”Maven”” Evans (@Maven) April 25, 2020 If OpTic were to make a change, they’d have two options. The first would be to promote either of their two substitutes – Chino or Goonjar – who have been riding the bench since being picked up prior to the start of the season. Read More: CoD power rankings heading into CDL Chicago – However, if the team feels that neither would provide the spark needed to improve performances and results, they could look to either make a trade with another CDL team or pick up someone from the amateur Challengers circuit. The latter might seem like an attractive option, considering the difference that newcomer Mack has made for the New York Subliners in his first-ever pro event. Either way, most fans are of the opinion that the time has come for OGLA to make some sort of decision regarding their roster because the team continues to be around the bottom of the CDL standings and time is running out for them to break into the playoff picture. Whatever they decide, they’re faced with a short turnaround before the next Home Series, hosted by Florida, where they will be competing against several top teams like Atlanta FaZe, Minnesota ROKKR, and Mutineers. You can keep up with all of this weekend’s Call of Duty League action via our CDL Chicago hub, which includes streams, updated scores, brackets, and more.
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Another Modern Warfare map glitch gives players invincibility – Dexerto
Another Modern Warfare map glitch gives players invincibility Infinity Ward has another map-related glitch on their hands, allowing players to farm kills from inside Tarvosk District on Modern Warfare. Modern Warfare features a variety of game modes that are tailored to fit the needs of Call of Duty’s loyal fanbase. From a dedicated ‘Realism’ mode (which strips away the player’s HUD and makes headshots one-hit-kills), to an up-scaled version of the core 6v6/10v10 experience on enormous maps in Ground War. It is the latter, however, which has been plagued with issues that are spoiling the in-game experience for plenty of players. Evading enemy gunfire by embedding oneself within the map sounds like an issue that should have been left behind with the previous generation of consoles. Yet players are still managing to utilize exploits where they hide in a one-way window on Infected, or even manage to traverse beneath maps such as Shoothouse to gain the upper hand. Unfortunately, Ground War is rife with players hopping on the bandwagon of exploits to get seemingly effortless nukes. It appears that the issue persists (regardless of the map of choice), as underscored by Reddit user ‘iska9der.’ Posted to the Modern Warfare subreddit, the Redditor highlights a player seemingly embedded into the landscape of Tavorsk District. Despite the player’s best efforts to alert his team of the danger lurking within the staircase, the foe in question managed to avoid oncoming gunfire and remain unscathed. Even the player’s Recon Drone couldn’t highlight their opponent’s whereabouts. And while the glitched opponent didn’t pick-up any kills in the clip, it is likely that the concrete barrier is just another one-way system that players will be able to rack-up kills with. Given Ground War’s popularity among the Call of Duty faithful, Infinity Ward will likely be pushing this to the forefront of their priorities. The larger maps mean that there is more space for things to go wrong. Yet, with Activision’s Call of Duty League just around the corner, the developer’s resources might be somewhat stretched as there remains a ton of glitches that still need to be patched.
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Another major clue links Crimsix to Dallas CoD franchise – Dexerto
Another major clue links Crimsix to Dallas CoD franchise MLGCall of Duty legend Ian ‘Crimsix’ Porter recently split with his long-time teammates in OpTic Gaming and is looking for a new home ahead of the Call of Duty franchising. Fans have been curious about the rifler’s future, but may have finally been given a key clue. Crimsix is one of the biggest names in CoD and is the game’s winningest player with an astounding 32 Major championship wins. With such an impressive accolade, it’s no surprise every fan of the game wants to know where he will end up, and things are beginning to point to a possible future in Dallas. Crimsix most recently represented OpTic Gaming. The American’s future has been shrouded in mystery after he announced his departure from OpTic on September 9, but things may have become clearer thanks to a tweet from the player. “Texas Forever” tweeted Crimsix on October 7, possibly hinting at him staying in Texas, where the now confirmed Dallas franchise is located. He also deleted the tweet not long after the team announced their first signing, raising a few eyebrows as they had similar backgrounds in the images. Crim deleted the tweet. W https://t.co/24WwTyPYHW pic.twitter.com/kVIqK1NVdD — CDL Intel (@INTELCallofDuty) October 14, 2019 If Crimsix does make his way into the Dallas franchise he would be once again joining forces with CoD legend James ‘Clayster’ Eubanks, to form an incredibly scary lineup, even with just two players annouced. The Dallas franchise is owned by Team Envy, leaving the spot in capable and experiences hands. There’s no doubt that most players would jump at the chance to join and that the team is capable of signing almost any player. With Clayster already confirmed and Crimsix joining him, this team has the potential to be one of the best in the Call of Duty League.
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Another Major Blackout Glitch Allows Two Players to be Revived at Once – Dexerto
Another Major Blackout Glitch Allows Two Players to be Revived at Once WilliamCCT – RedditA Reddit user by the name of ‘WilliamCCT’ uploaded a clip of another major bug in Blackout to the website, which revealed an interesting glitch concerning player revivals. In the clip, William is seen walking up to two downed teammates. After taking out an enemy, he went to revive just one – or so he thought. While the notification stated that he was only reviving one player, both players were surprisingly able to get back into the action. It is worth noting that both teammates had fallen in close proximity to each other: the glitch might only be able to be performed during such a situation. While no other instances of this particular glitch have been reported, it isn’t the only major bug to have been posted about in Blackout. Other glitches in the battle royale mode include occurrences of players being killed by their own escort choppers, as Call of Duty YouTuber and streamer ‘Dritft0r’ unfortunately discovered. Wall-breaches, vehicle glitches, and camera bugs have also been posted, including one hilarious clip of a player piloting an upside-down speedboat and living to tell the tale. Similarly, one player attempted to switch to third-person view inside of an airplane – and it looked as if the camera had fallen from the plane into the sea beneath it. While Blackout is currently only live in the Private Beta for the PS4, the game has already received an update, with Treyarch’s David Vonderhaar taking to Twitter to detail the changes. Recently, a nerf to armor was also revealed – a likely relief to many players. Vonderhaar’s comments assure players that developers are listening, even in the title’s early stages.
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Another Loadout Drop exploit is making Warzone players invincible again – Dexerto
Another Loadout Drop exploit is making Warzone players invincible again ActivisionThere’s another critical Loadout Drop issue to worry about in Warzone now as players have uncovered a bug that allows them to sit inside and pick off enemies without taking damage. Loadout Drops have been quite problematic in Warzone lately to say the least. From turning players invisible to outright freezing players and leaving them stuck. These don’t occur every game but they’re enough to have you worried. The next time you call down your favorite Loadouts, there’s a good chance it could just ruin the match. Similar to a game-breaking exploit from November 2020, players are glitching inside of these powerful care packages once again. Originally, calling in the Loadout Drop directly overhead would let players sit inside and secure some easy wins. Despite the issue being patched on December 19, the same bug can come into effect without any manual input. In the midst of a standard game on Rebirth Island, Reddit user ‘SyrianEiAD’ accidentally stumbled upon the bug. “I feel so dirty, but how did this happen?” They questioned. After accessing the menu to select their Loadout, they were caught in some gunfire that broke their armor. Rather than staying in the line of fire and getting knocked down, however, something bizarre happened. They randomly glitched into the Loadout Drop and stopped taking damage. Looking around from all angles, they spotted multiple players that seemingly had no idea they were trapped inside. They couldn’t move around but they were able to freely shoot with their pistol. Before long they were able to access Loadouts and make their way out of the cursed package, though not before securing kills while both invisible and invincible. There’s no telling exactly how this instance of the previously fixed bug came to be. The original exploit involved some awkward collision when standing underneath the Loadout Drop. Though this glitch came into effect while taking damage. So it might not be quite as easy to recreate. Devs are yet to address the latest instance of the Warzone bug, but given how rapidly the last one was shut down, expect a patch to fix the newly-broken Loadout Drops again sooner rather than later.
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Another Juggernaut exploit is making Warzone players invincible – Dexerto
Another Juggernaut exploit is making Warzone players invincible Infinity Ward / ActivisionThe juggernaut in Warzone is causing more problems, as a strange glitch is making it easy for players to hide in the crate, become invincible and pick up free kills. The Juggernaut killstreak can be incredibly difficult to deal with in Warzone, requiring lots of damage to put down. But, players have now found a new way to use the Juggernaut – without actually getting armored up at all. There has been numerous glitches with this rare drop already, such as unlimited self-revive. One of the worst recently allows players to duplicate the drops, meaning you could come up against a full team of juggs. But, there is now another one ruining Warzone matches, and players have called on Infinity Ward to introduce a fix in the next update. A similar glitch was previously found early on in Season 6 with Loadout drops but has since gone under the radar, with many presuming that it had been completely patched during one of the Warzone updates. Read More: What are the best perks to use in Warzone? – However, it’s now causing havoc for any unsuspecting opponents rushing to grab the Juggernaut drop and gain an advantage over their opponents, only to find a player glitched within the crate. The exploit was shared by Reddit user u/Null_pointer_23 highlighting just how devastating it can be and revealed that it is almost impossible for others to counter in-game. The exploit is done by crouching directly underneath the drop’s location, which causes the character model to glitch within the crate, making them invisible and often immune to bullet damage. Although it can be quite overpowered, the one downside is that players will be unable to move during this glitch, and it is likely that they will eventually die to the circle if they are avoided in-game. But, their still likely to rack up kills as unsuspecting players drop in the hope of getting the Juggernaut. Read More: Best Warzone SMGs and loadouts to use – Fans have called upon the Warzone devs to address bugs like this one that are ruining matches for players who are caught off guard. As of now, it is unclear just how long Juggernauts will remain in Warzone, or if this glitch will be removed ahead of the battle royale’s integration with Black Ops Cold War for Season One.
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Another Gentleman’s Agreement Made Between Professional Call of Duty Players Over New Burst Weapon – Dexerto
Another Gentleman’s Agreement Made Between Professional Call of Duty Players Over New Burst Weapon As the Call of Duty: WWII CWL season continues with the CWL Pro League Stage Two this week, it looks like a major change has come into play at the professional level. In April, the new burst Assault Rifle (AR) in CoD: WWII was made available in the competitive ruleset, with developers seemingly keen that it be used in CWL play. They were aware that adding a new weapon – and one so powerful – could well cause issues to the balance of the game competitively, and se were open to feedback. And it didn’t take long before a large majority of pro players were vocally against the weapon being used, claiming it was too powerful and gave a significant advantage to AR players. Regardless, many continued to practice and scrim while using the weapon, and so it was expected that it would still be in play come May 15th, the start of Stage Two of the Pro League, with Division A. However, the rumor now, and judging from the recent streamed practice of pro players, is that the weapon has become subject to a gentleman’s agreement – where all Pro League teams agree upon not using it between themselves. In a recent stream including OpTic Gaming’s Sam “Octane” Larew – who is a main AR player – he was seen using only alternatives. Further, the chat command response to ‘!itra’ is now “The ITRA has been GA’d” – so make of that what you will.
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Another classic MW2 map is coming to CoD Mobile – Dexerto
Another classic MW2 map is coming to CoD Mobile AcThe developers behind Call of Duty: Mobile have confirmed that Highrise, the fan-favorite map that debuted in Modern Warfare 2, will be making a return in the coming weeks. Modern Warfare 2, as far as Call of Duty multiplayer experiences have gone, is in the upper echelons. The game’s maps had a small, chaotic feel, and encouraged replayability. We have actually seen a host of MW2 maps return in 2019’s Modern Warfare, such as Rust and Scrapyard. Rust also made a comeback in Call of Duty: Mobile, back in Season 6. We are now in Season 7, and previous leaks suggested that Highrise would be added. The news, however, has now been confirmed by the game’s devs. In a June 2o tweet, the official CoD Mobile Twitter account commented that players “wouldn’t want to miss this view”. Attached was an image of Highrise in a more conspicuous sunset, suggesting that the map may have been slightly altered for its implementation into the world of mobile gaming. The map became synonymous with trickshotting Modern Warfare 2, thanks to the large crane and tall rooftops that overlook the main roof area of the map. Whether these locations are still accessible in the new version of the map remains to be seen, but fans of the FPS title were incredibly excited at the prospect of revisiting the top of this particular skyscraper. ? You wouldn’t want to miss this view Coming soon to #CODMobile! pic.twitter.com/xRseOffd6S— Call of Duty: Mobile (@PlayCODMobile) June 21, 2020 There have been concurrent rumors that Highrise will be added to Modern Warfare as well, but these rumors remain nothing more than hearsay for the time being. If you’re looking for your Highrise fix you’ll have to drop into Season 7 of Call of Duty: Mobile – for now, at least.
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Another Call of Duty league team name and logo possibly revealed – Dexerto
Another Call of Duty league team name and logo possibly revealed MLGThe name and logo of another organization competing in the upcoming Call of Duty franchise league may have been revealed ahead of official announcement. As the hype is ramping up for the inaugural year of the Call of Duty franchised league, with the recent release of the Modern Warfare beta, fans are looking forward to the confirmed organizations revealing their team’s brand in the offseason. Toronto’s slot, which is owned Overactive Media, the parent organization of former CWL competitors Splyce and the OWL’s Toronto Defiant, may be among the first of the brands to be revealed after a filed Trademark on a name and logo involving the Canadian city was discovered by CDL Intel. As all franchise teams within the new league are required to have branding that represents their home city in some form, fans quickly suspected that the Trademark filing with the “Toronto Ultra” listed would be Overactive Media’s new brand. The applicant’s address on the trademark filing also matches the address of the offices of Overactive Media according to the Toronto Defiant’s website, although whether or not they decide to use the brand for CoD’s franchise league is yet to be confirmed. The trademark filing also gave Toronto fans a first look at the possible logo for the Canadian esports organization ahead of the inaugural year of competition in the franchise league. 500This is not the first team to have their brand possibly leaked early as other teams such as the Kroenke’s LA slot are also rumored to have settled on a name for the franchised league. Despite the brand being apparently revealed, there has not been much shared about Toronto’s roster although many fans are suspecting that the roster will be built around former Splyce star Loony. However, it is likely that more details on the line-up will be revealed closer to the release of the new Call of Duty title, Modern Warfare as the initial roster signing period only commenced in early September. Some of Toronto’s future competitors in the CoD franchise league have already announced players who were signed pending league approval such as London’s and Minnesota’s roster updates on September 20. To keep up to date with all of the Call of Duty roster announcements and updates ahead of franchising check out our Off-Season Rostermania hub.
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Another 50,000 Warzone hackers and cheat sellers just got banned – Dexerto
Another 50,000 Warzone hackers and cheat sellers just got banned ActivisionRaven Software has announced another Warzone ban wave has been rolled out, targeting over 50,000 hackers and cheat providers. The war against hackers in Call of Duty’s battle royale title has been raging on for months, and at one point led to a massive in-game walkout – which included many top streamers. To name a few, Dr Disrespect, NICKMERCS, CouRage, TimTheTatman, and others were very vocal about wanting the developers to get a grip on this issue. Since that time, Raven has been focusing their attention on targetting spoofers, changing the way bans work. Previously, account bans would be used, meaning that somebody could be caught cheating, quickly make a new account, and dive back into the action. Warzone ban wave hits another 50,000 hackers However, that all changed with a ban wave on August 13, which made sure players were banned for good. Now that the new system of banning has been implemented, members of the community can start celebrating these ban waves safely in the knowledge that the offenders won’t be back. On September 1, Raven started the month with a bang by announcing a further 50,000 had been caught and punished. They posted: “Another Warzone ban wave today. Banned 50,000 accounts targeting cheaters and cheat providers. More to come.” 🚫 Another #Warzone ban wave today! Banned 50,000 accounts targeting cheaters and cheat providers. More to come. — Raven Software (@RavenSoftware) September 1, 2021 The Season 5 update in Warzone was a turning point for its hacking war, and players will equally be hoping a lot of these problems can be resolved before the launch of Call of Duty: Vanguard. Vanguard releases this November for Xbox, PlayStation, and PC platforms – and will be the next CoD game integrated into the massive BR experience of Warzone. To learn more about that integration, click here.
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Annoying Warzone texture bug turns Caldera into Roblox – Dexerto
Annoying Warzone texture bug turns Caldera into Roblox A new Warzone bug is giving Xbox players low-quality graphics that makes Caldera resemble the N64 era of gaming and looks like a Roblox game. Frustrating bugs and glitches have come and gone throughout Warzone’s lifespan. From a bizarre iron sights glitch that gives players an “incendiary” optic to bugged contracts that helps you level weapons insanely fast, players have learned to expect the unexpected when dropping into Caldera. Now, fans are frustrated with a graphics glitch on consoles that make Warzone’s new map resemble what you’d expect when playing on an old N64 console, or playing Roblox. Warzone player Lowiizy posted a Reddit thread on January 22 of what looked like an N64 edition of the popular battle royale. “N64 graphics on Xbox Series X… tired of this sh*t,” said the player, along with a 30-second clip showing the textures of the map not rendering in at all. Lowiizy could even see other players inside buildings, as the structures had not loaded. Others seem to be having the same issues as Lowiizy: “It’s like this every damn game for me to with invisible guns and scopes,” replied one player. “How the hell am I supposed to compete let alone have fun at all with these bugs and glitches man its a damn joke. They literally won’t fix f**king anything!” Player tenbones79 suggested turning off live texture download to fix the graphics issue: “I fixed this by disabling live texture download.” However, it was already turned off according to the original poster. Some couldn’t help but joke about the situation: “N64 looked better in my opinion,” added one player. “I played that map on Roblox when I was little,” said another. It doesn’t seem like all players are experiencing the issue, fortunately. But, like always, those affected will just have to hold out till the devs get around to fixing the problem.
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Annoying Warzone bug makes blueprints useless for completing challenges – Dexerto
Annoying Warzone bug makes blueprints useless for completing challenges ActivisionTo unlock new weapons in Warzone players are faced with challenges to complete throughout multiple matches. These challenges can be quite difficult at the best of times, but this frustrating blueprint bug makes them literally impossible. Warzone challenges require players to complete certain tasks to unlock new weapons that are introduced to the game. These range from getting a certain number of kills in a single game or just to get double kills. Blueprints serve multiple purposes in Warzone. One allows players to unlock a weapon prior to being a high enough level and get preset attachments. Another lets players use a unique camo and design on the weapon at hand. When players unlock a weapon they can edit the attachments on the blueprint version of weapon for their loadout. However, as cool as these blueprints can be there’s a bug that might make you want to turn away from using these in Warzone. Blueprints don’t progress challenges This Warzone player was a bit confused and very frustrated when trying to unlock the new SMG OTS-9. To unlock the weapon players need get two or more kills rapidly in 15 different matches and this player seemed to be making no progress. In this reddit post by mehmet24564 the player claimed they needed one more double kill or better to unlock the weapon and in this clip you can see that the player gets that double kill. The player was not happy to finish the game and see his challenge was still stuck on 14 out of 15 completed. It turns out, this is because weapon blueprints are bugged, causing challenge progress to not count toward unlocking the weapon. In the clip the player was using the Flower Power blueprint for the Milano 821 which was preventing the player from having their double kill count toward unlocking the gun. Another player was having similar issues and responded with a lot of frustration wondering why they have to do challenges to unlock a free weapon. The challenges aren’t too difficult but, for a casual player, getting these done could take more than just the 15 that are required to unlock the gun. It is unclear if the dev team is aware of this issue causing blueprints to halt progression but the best advice, for now, is to use the regular weapon when going for challenges to unlock new weapons.
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Annoying Warzone bug lets players glitch into building roofs – Dexerto
Annoying Warzone bug lets players glitch into building roofs ActivisionWhile Warzone cheaters have found ways to glitch into walls since the game first launched, some are now glitching into building roofs and raining hell on opponents below. Verdansk is laden with skyscrapers and buildings for players to forage, loot from and get an advantage over their enemies. While it’s frustrating to be gunned down by opponents sitting atop a building behind their head-glitches, some players have taken things a little too far. Now, some players are literally hiding inside the roof of buildings to get easy kills on their enemies in Warzone. In the past, we’ve seen wallbreach glitches become very common in Warzone. There are multiple spots where players can simply slide into the wall and become near-enough invincible, spraying down enemies as they pass. Usually, this is done with a vehicle. Players can drive into a confined space and, when getting out of the car, they’ll glitch into the wall as there isn’t technically enough space for their character to get out in the actual space. As shown in the clip below from Xander2299, he and his squad are downed in quick succession by a seemingly invisible enemy. It only became clear in the killcam after that the opponent was actually glitched inside the roof and could see everyone running around below him. It’s not exactly clear how players are able to glitch into the roof like this. As mentioned, usually players would use a vehicle to make this happen, but it’s not likely they’re able to get a truck up to the top floor and then somehow dispose of it after. It almost seems unlikely that this can be replicated with a helicopter, as the animation for getting out of a heli isn’t quite the same. That said, it’s still possible. Another realistic option is that there are simply some missing textures that the player managed to get through — either on purpose or by accident. Needless to say, it would be particularly rage-inducing to die like this, so hopefully the issue can be figured out and fixed for the mid-season update.
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Annoying Warzone bug is ruining Plunder’s return: “It’s almost unplayable” – Dexerto
Annoying Warzone bug is ruining Plunder’s return: “It’s almost unplayable” ActivisionAfter an unpopular hiatus, Warzone’s Plunder playlist has made its highly anticipated return — but all is not well in Verdansk, with some players suffering from a visual bug making the game mode “unplayable.” Plunder has remained one of Warzone‘s core playlists since the BR’s release, offering players a welcome break from the standard battle royale gameplay loop in the form of an objective-base game mode. In addition to offering a change of pace, Plunder is also used by many players to quickly level up new weapons, as the mode provides plenty of XP to help get your guns maxed-out and ready for the main BR playlist. After being removed by developer Raven Software — a highly unpopular change amongst the game’s community — Plunder has now returned as a Warzone playlist, but fans aren’t happy as the mode is now plagued by a highly distracting visual glitch. Warzone Plunder bug adds visual clutter to Verdansk Word of this bug began to spread on social media as players shared their frustrating experiences with unintended visual display. “When playing Plunder, suddenly in every match all of the cash drop and deposit indicators come on screen and never go away,” one player complained, and shared a screenshot of their encounter with the glitch. “It’s almost unplayable. Is this a bug?” Another Warzone fan made a near-identical post, including their own screenshot of the annoying visual clutter. “Oh god,” one comment under the post read, with another remarking “That’s woeful.” The latest Plunder bug is far from the first issue to put a damper on the community’s spirits. Back in the mode’s early days, players voiced concerns about the playlist being unbalanced and buggy, with others lamenting the lack of a killcam, one of CoD’s signature features. While many older issues have been addressed by Raven, this particular bug hasn’t appeared on their dev tracker at the time of writing, but it’s likely the studio will pick up on it soon and hopefully get the glitch patched out of the game so players can see clearly once again.
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Annoying Warzone Battle Pass glitch is back and ruining Season 2 Pacific – Dexerto
Annoying Warzone Battle Pass glitch is back and ruining Season 2 Pacific ActivisionAn annoying Warzone glitch is back and is forcing the battle pass screen to close after a few seconds, preventing players from viewing it. Warzone players have become accustomed to bizarre glitches since the popular battle royale’s release in 2020 – many of which are retrospectively fixed by Raven Software. From annoying footstep audio issues that have been a hot topic of discussion since Warzone’s launch to frustrating bullet hit registration issues, dropping into Caldera isn’t always as smooth as it should be. Outside of the actual game, players have been having a tough time viewing the battle pass screen for longer than a few seconds. In a February 15 Reddit thread, Warzone player adub915 shared a clip of them experiencing a problem with the battle pass menu. “So the Battle Pass screen auto-closes on me every time,” said the player. “Anyone else experiencing this issue?” As shown in the short clip, adub915 repeatedly tries to view the page but is quickly forced out of it after a few seconds. Multiple people seem to have been experiencing the same issues, with one saying this is a known issue. “That’s happened to me so many times over the past year,” said Hufftwoseven. Others took a more comedic route with their comments, taking the opportunity to hit out at the game. “It’s to remind you to stop buying battle passes until the game is worth a sh*t,” said SlevinScags. How to fix Warzone battle pass freezing According to multiple players, the battle pass freeze bug has been persistent throughout previous seasons. Fortunately, there’s a fix to the frustration glitch. “Press RB or LB as you open the battle pass, that fixed it in last season,” said one player. For now, the strange glitch will be added to the ever-growing list of bizarre bugs players are waiting for the devs to fix. Though, it’s unclear how long it will take for Raven Software to do so as they haven’t recognized the issue yet according to their Trello board.
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Annoying Modern Warfare bug stops players from unlocking Damascus camos – Dexerto
Annoying Modern Warfare bug stops players from unlocking Damascus camos Infinity Ward / via LucasSteepleCall of Duty players are encountering a problem in Modern Warfare that’s preventing them from unlocking the coveted Damascus camos after completing all of the requisite conditions for the collection. Unlocking Damascus takes an unrelenting grind, but has become a rite of passage of sorts for a lot of CoD-diehards to accomplish. The rewarding spam of notifications after completing your last gun is still one of the most satisfying feats in the franchise. A discouraging trend, however, is popping up where people aren’t getting their camo rewards for completing weapon challenges ranging from single Gold guns to the larger Damascus kit. “I recently got Platinum for everything in the game but it decided not to give me the Damascus camo,” user ‘ebai69’ said. “I don’t think it’s fair that I went through that long and hard grind to not get the reward I deserve.” The video attached shows the player going through their collection of weapons with Platinum skins shown on the ones featured. Apparently, ebai has contacted Activision support through their official channels but it didn’t yield any solutions. Some suggested that the drop of Modern Warfare Season 5’s new weapons AN-94 and ISO could have something to do with it. “Maybe it’s glitching and now you need to do the AN94 or ISO as well,” one person said. “Could be that they accidentally made that a requirement on mistake cause this didn’t happen before season 5, at least not that I know of.” While it’s known that DLC weapons don’t fit the parameters of Demascus’ requirements, the CoD community tried to exhaust all possibilities of why the camo isn’t unlocking. Other people noted that the same error is happening to them, but on a “smaller scale” with individual gun rewards. “On a smaller scale but related; I’ve finished all shotgun camos but don’t have Platinum either,” one person wrote. “R-90 was my last weapon and it says I’m 10/10 on all challenges but it did not unlock Gold. Basically ruined my motivation to continue working camo challenges.” For anyone who’s grinded an extended goal in a game, you can see how annoying this kind of glitch would be. And now CoD players are waiting to see if a meaningful fix from Activision or Infinity Ward comes through to sort the issue.
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Analysts Predict That Call of Duty’s ‘Blackout’ Battle Royale Mode Will “Thrive” Against Fortnite – Dexerto
Analysts Predict That Call of Duty’s ‘Blackout’ Battle Royale Mode Will “Thrive” Against Fortnite The Private Beta for Call of Duty’s new ‘Blackout’ battle royale mode has received some very positive first impressions after players have now had two days to try it out. The initial reviews have been so positive in fact, that it has caught the attention of financial experts and firms, one of which is Benchmark. Mike Hickey, an analyst from the firm, has released an investor report, which has been shared by CNBC, in which he notes and acknowledges the strong early performance of Blackout among consumers. In the report, the analyst claimed that this early success of Blackout could foreshadow the mode standing up to other popular battle royale titles, including Epic Games’ popular Fortnite Battle Royale. “Upcoming Call of Duty: Black Ops IIII: Blackout, Battle Royale (BR) mode, PS4 beta launched yesterday, greatly exceeding our expectations. Buzz from streamers was sensational, in our view. Popular Twitch streamers were gushing on the quality and fun of the play, while subscriber comments were calling Blackout a Fortnite and/or PUBG killer.” He substantiated this claim by pointing out at the viewership comparison of the two games; the Blackout Private Beta has accumulated nearly 400,000 viewers on Twitch, almost tripling Fortnite’s viewership total in the same time-span. “We believe Blackout will be a potentially massive hit. We believe the game will migrate investor focus from the Fortnite led BR competitive threat to the opportunity for BR in driving meaningful growth.” Treyarch and Activision have not revealed any plans regarding microtransactions in Blackout, but it is likely to be implemented, especially since Call of Duty points are confirmed to be back in Black Ops 4. Regardless, Blackout will not be free and will come as a mode within BO4, meaning that Activision will at least earn revenue from game unit sales. Read More: First Update for Blackout Increases Player Count, Bug Fixes, Looting Improvements and More – Mike Hickey is not the only one to have noticed the early raving reviews about Blackout; Activision Blizzard shares closed a whopping 7 percent higher on Tuesday and are up 17 percent for the year. While Blackout still has a long way to go before it challenges Fortnite in the battle royale genre, it seems that people are already buying into the hype, literally. Source – CNBC
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An Unexpected Team Dominates the May 27th EU CWL 2K Tournament – Final Standings – Dexerto
An Unexpected Team Dominates the May 27th EU CWL 2K Tournament – Final Standings Jérémy Pichard / VideoBlocksFor the first time since December of 2017, a French Call of Duty: WWII team has won a CWL 2K Tournament as against All authority toppled all competition. After a two month break, May 27th marked the return of the popular CWL 2K Tournaments. There is currently everything to play for as the top amateur teams aim to gain as many Pro Points as possible in an attempt to qualify for the Last Chance Qualifiers (for the World Championship) for their respective regions. In Europe there are a number of teams that are competing for those spots via the National Circuits, CWL Anaheim, and 2K tournaments, including the likes of Thomas ‘Tommey’ Trewren’s Vitality and Brandon ‘Vortex’ Gomes’ Supremacy. However, it was aAa (against All authority) who blew through all opposition on their way to claiming 2,000 Pro Points per player and winning the tournament, dropping just one map in their last five matches (against Giants in the round of 16). The current aAa roster has been together since May 10th when Tommy ‘Eazy’ Besse and Paul ‘Breszy’ Breszynski joined the team and Lucas ‘rizK’ Derambure only became a fully active member in April after the talented youngster finally turned 18. Their performance in the 2K goes to show that they have a roster that cannot be underestimated and it backs up their current form in the French National Circuit where they hold the number one spot with a 6-1 record. Les *aAa* CoD ont remarquablement remporté le 2K de ce dimanche. Une très bonne performance de bon augure pour les Playoffs de la CWL France vendredi ! @Zeeked_ @LucasDerambure @Breszyy @Sy_Eazy @BurnControllers #aAarmy pic.twitter.com/drtp7dm2xN — *aAa* Gaming (@aAaGaming) May 28, 2018 Deleo ‘Zerg’ Devitt and Nick ‘Nolson’ Nolson’s Team 3G came in second place after defeating Vitality in the semifinals and Maxime ‘mAxxie’ Ebran’s B3LA Family Gaming rounded out the top four. Supremacy had a disappointing showing as they failed to make it past the 9th – 16th spot along with the likes of Vodafone Giants, Team Heretics, and Mark ‘MarkyB’ Bryceland’s pickup team with Shane ‘ShAnE’ McKerral and co. The top 32 results for Sunday, May 27th’s EU CWL 2K can be found below.
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Among Us comes to Call of Duty in Black Ops Cold War with new Season 5 game mode – Dexerto
Among Us comes to Call of Duty in Black Ops Cold War with new Season 5 game mode ActivisionA new Among Us-style game mode is coming to the Call of Duty series with Black Ops Cold War’s Season 5 update. Here’s all there is to know about the new Double Agent playlist. Activision is trying its hand at an Among Us-style mode in the CoD franchise. Double Agent arrives in the upcoming Season 5 patch for Cold War, allowing players to get in on Mafia-type fun. Described as an “investigative multiplayer party experience,” Double Agent appears to play out just as you’d expect coming from Among Us. Ten players load into a map with a select few chosen as the undercover agents. The secret killers must wipe out investigators one by one without letting their identity slip. All the while, two other roles are filled out as players try to uncover the true double agents within the group. Every game starts with players assigned to one of three roles at random. Double Agents are the killers tasked with eliminating everyone else. However, these players can also secure a win by detonating explosives around the map without being detected. Next up is The Investigator. Upon finding clues, investigators can accuse suspicious players and try to reveal their real identities. Last but not least are the Operatives to add a special CoD twist on the Among Us structure. After suspected players have been called out, Operatives can then go in guns blazing to wipe out Double Agents before the game ends. All three roles come with their own unique abilities and gameplay opportunities throughout a typical match. Double Agents can use Counter UAVs and Attack Helicopters while Investigators can use Hand Cannons and Trophy Systems to name a few. Every player starts with a basic pistol. Though loadouts can be upgraded in the initial phase with more powerful weapons and equipment. Double Agent is playable with full groups in custom lobbies or with random players via online matchmaking. The Among Us-style mode goes live in Black Ops Cold War with the Season 5 update on Thursday, August 12.
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Amateur CoD team criticized for “toxic” trash talk at LAN event – Dexerto
Amateur CoD team criticized for “toxic” trash talk at LAN event L: Marko Swanepoel / R: ActivisionOne Call of Duty: Black Ops 4 team took their trash talk a little far as they hurled countless profanities at their opponents during a LAN event. Trash talk is part of any competitive environment and can be a good way to make matches feel more competitive and heated. One team came under criticism at an Australian CoD event called AUSLAN, where they went overboard with their trash talk. Following a match win, the team stood up and began to shout profanities for 20 seconds straight at their opponents across the stage. The shouting is difficult to make out as multiple players are hurling just about every harsh word they know across the stage, but, things like “gg easy, eat f*cking shit” can be heard. It’s clear that the Australians were excited about their win, but their celebrations may have been a tad over tuned. The other team doesn’t seem to react at all, however, so maybe this is just something that they are used to. The community quickly caught wind of this video and seemed to be quite split in their reactions. In a Reddit thread, some members argued that this trash talk was a bit too much and “toxic”, while others reminisced about the old days of CoD. “Can’t imagine acting like this in public no matter how much I hate my opponent” said one Reddit user, meanwhile another commented: “That’s some old school cod LAN vibes right there.” Both comments were well received by the community, so it is hard to tell how the majority feels. The winning team supposedly managed to reverse sweep their series, and were just extremely excited about the win. One user claims that this is just “typical Aussie trash talk”, but it does seem a bit excessive and there is a lot of back and forth on the matter.
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Amateur CoD player crashes motorbike in the middle of a gaming event – Dexerto
Amateur CoD player crashes motorbike in the middle of a gaming event Call of Duty amateur player ‘Robstar’ landed himself in a whole heap, quite literally, of trouble after crashing a motorbike inside an event hall. The Malta Cyber Series #5 event in Attard, Malta kicked off on Friday, May 10 – playing host to tournaments in CoD and Tekken 7, plus mobile games such as Clash Royale and Brawl Stars. However, the start of the event was quickly overshadowed by Robstar’s crash. A video of the incident instantly went viral on Twitter, showing the amateur player wiping out and crashing the vehicle into a display stand at the event. Robstar handed ban The tournament organizers tweeted the video out with an official statement from themselves, announcing that the player in question had been banned from playing at the event. “This just happened a few minutes ago outside our esports event. We took immediate action and banned the player from our event,” the tweet began. They also branded his behavior as “unacceptable” and apologized to anyone who was inconvenienced, adding: “This could have caused a lot more problems. Such behavior is unacceptable & very immature! On behalf of everyone here, we’re sorry for any inconvenience.” This just happened a few minutes ago outside our esports event. We took immediate action and banned the player from our event. This could have caused alot more problems. Such behaviour is unacceptable & very immature! On behalf of everyone here, we’re sorry for any inconvenience. pic.twitter.com/RyQ86HbfJ9 — Gamers.com.mt (@Gamerscommt) May 10, 2019 Robstar issues apology While the organizers announced that they had banned Robstar from competing, and others stated that he had been removed from the expo hall, the amateur CoD player tweeted less than 20 minutes later that the decision had been changed and issued an apology for what had happened. “They are allowing me to play in the event, just gotta keep my head down and play and do what I do best,” tweeted Robstar. “Sorry to everyone at gamers and EEG for my behavior.” They are allowing me to play in the event, just gotta keep my head down and play and do what I do best, sorry to everyone at gamers and eeg for my behaviour — Rob (@Robstarx__) May 10, 2019 The dangerous incident raised questions from some Twitter users, particularly concerning how Robstar was able to get a motorbike indoors in a crowded room, but the tournament organizers explained that they are sharing the space with an expo, meaning that there was potentially a motorbike display. Other users, like Ehsan ‘DREEALL’ Javed, saw the funny side of the incident and joked about how the security had let the bike roam free in the first place. Robstar Smuggling his motorbike into the venue, checked by this security guard. pic.twitter.com/ENhZDBtSTT — Ehsan Javed (@DREEALL) May 10, 2019 Despite the accident, the Malta Cyber Series event was able to get underway and kick start a weekend of Call of Duty: Black Ops 4 action – where the winning squad will take home €2500.
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Amateur CoD organizers accused of lying about precautions taken at AGN – Dexerto
Amateur CoD organizers accused of lying about precautions taken at AGN Twitter, @TazTR_[jwplayer br5AuoVJ] After defending themselves and blaming players for what appeared to be a LAN Call of Duty tournament, the American Gaming Network have now been accused of lying by an attending player. The amateur CoD scene goes hand in hand with drama and this past week has been no exception. Despite the AGN being asked by Activision to cancel their Indianapolis tournament and publicly proclaiming to have shifted it online, footage revealed dozens of players in attendance at a small venue. The organizers proclaimed their innocence following massive backlash, but an attending player has revealed why those excuses were “all bulls**t and lies.” https://twitter.com/AGNEvents/status/1289372796733149186 https://twitter.com/TheMrJPistachio/status/1289589877403611136?s=20 As is officially known, the AGN event was scheduled for LAN play on August 1 in Indianapolis before being canceled and shifted to online just 10 hours before the event was scheduled to start. Players were filmed playing at the venue, many without masks or wearing them improperly, and AGN then insisted this was against their intentions and entirely a fault of the players themselves. In a Twitlonger, a player, ‘Trace,’ who attended the event laid out why it was dishonest for the organizers to shift blame toward the players: “If you think this is still on the players, then I don’t know what’s wrong in your head.” The NBA and NHL paved the road for safe bubble play, so Trace expected some of those precautions to be put in place, including liability waivers, temperature checks, and mask requirements. (No comment on the most important of bubble precautions: mandatory 14-day quarantines after travel and daily testing.) While waiting until 10 hours before an event to move it to online, at a moment in which “95% of the teams/players are now in Indianapolis” is an entire debacle in itself, but that has been clear from the start. But ignoring those logistical issues, the bigger controversy here is that Trace contradicts AGN’s statements by revealing that it wasn’t just the players who showed up to the event space despite the shift to online play. “The whole AGN staff was there at one point … so when everything got out publicly, all of a sudden they disappear.” The players went to the facility which is open to play their matches. They ignored what @AGNCuatro and all of @AGNEvents said about social distancing. https://t.co/8RX9szBF3g — Evan (@Boston_Stats) August 1, 2020 As evidenced by one of a series of tweets that the AGN owner retweeted, the organizers insisted their innocence and that the players simply “ignored” their directions. Conversely, as evidenced by Trace’s experience, “this whole event was filled with nothing but lies.” The situation is obviously nuanced. The event space was open to the public and Indianapolis is currently hosting bigger events like AAU basketball. But Activision asked for safety precautions and, while the organizers did try to technically shift the event online at the last-minute, it’s clear that this situation is unideal for all parties involved.
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Amateur CoD event goes ahead covertly despite announcing it was canceled – Dexerto
Amateur CoD event goes ahead covertly despite announcing it was canceled MLG / ActivisionA tournament organizer allegedly flouted a ruling to cancel an amateur Call of Duty LAN event, despite publicly stating it had been canceled. Despite the ongoing health crisis, Call of Duty players made their way to Indianapolis in hopes of competing at a Modern Warfare tournament, American Gaming Network’s Indy Open. However, the amateur event, which was scheduled to kick off on August 1, was moved to an online format last minute after AGN revealed they were contacted by Activision over “health and safety concerns.” https://twitter.com/AGNEvents/status/1289372796733149186 “After discussions with representatives from Activision, we are deciding to change the Indianapolis Open to be online only,” AGN’s statement read. With under a day until the action was supposed to start, this news was announced too late for some teams. Many had already traveled and booked accommodation or arrived at nearby hotels. Event allegedly goes ahead on LAN It is now alleged that the event has simply continued as normal, rather than moving online, with videos showing players gathered in the venue. The competition was originally thought to have been thrown together and hosted at one of the teams’ Airbnb homes, with u/ElementalStormz sharing a brief clip of the LAN on Reddit. Later, it became apparent, according to some on social media, that the event was simply going ahead as planned, despite the statement to the contrary. Update, 1:40 PM EST, Aug 1: AGN, the tournament organizer, have denied their involvement in the event, and say the do not condone the players being there. https://twitter.com/AGNEvents/status/1289612360643010560 However, others noted that their staff members were present at the venue. Seattle Surge coach Joey ‘Nubzy’ DiGiacomo said “Pretty sure the online thing was fake and I believe they’re holding the LAN as we speak.” Toronto Ultra’s General Manager reaffirmed this claim, saying she had reported it to Activision Blizzard. They are. I reported everything to AB. Absolutely stupid and I can’t believe they thought they’d a) get away with it and b) be bold enough to post about it. — Wi5dom / Dominique (@Wi5dom12) August 1, 2020 Former MLG event organizer Adam Ap condemned the videos of the event that appeared online. In since-deleted Tweets, Adam called their public statement a “smoke screen.” Everyone involved with that disaster is about to get nuked from orbit. Who thought it was a good idea to try and trick an $80bn company? This will be worse than when Carthage got wiped off the face of the earth. — Adam Apicella (@MrAdamAp) August 1, 2020 A video of a match being played was posted with the result of the game, but was deleted when it started to be shared around. Another user reuploaded the video. https://twitter.com/TheMrJPistachio/status/1289589877403611136 AGN founder Gage Cash simply responded, “we are hosting an online event.” There was already criticism of the competitors for ignoring the safety concerns that Activision raised. Some pointed out the risks involved with this gathering. Comment byu/ElementalStormz from discussion inCoDCompetitive It is unclear when Call of Duty events will move back to the regular LAN setting, with tournaments such as the CDL and Challenger’s Playoffs also confirmed to be online. What is clear is that this event, in any capacity, should not be taking place.
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Alleged Warzone hacker to be flown out by NRG for gameplay & lie detector tests – Dexerto
Alleged Warzone hacker to be flown out by NRG for gameplay & lie detector tests Activision / Wikimedia CommonsThe Call of Duty: Warzone pro recently accused of hacking, Shifty, has been given a chance to prove his innocence. NRG are offering to fly him out to their facility so he can play on a neutral PC and take a… lie detector test. Over two years since Warzone released in March 2020, we have officially hit one of the wildest strands of the game’s timeline. We came close in July 2021, when ZLaner offered to fly his biggest hack accuser out to watch him play in person, but things fizzled. Now, the inverse is happening. After months of community debate, frequently accused Warzone pro Shifty’s requests for a chance to prove himself on a neutral, monitored setup have been answered. Esports and entertainment organization NRG are offering him a flight to their facility, in an opportunity to prove his innocence by playing on their PCs and taking a lie detector test. Yes, a literal lie detector test. Alleged Warzone hacker given chance to prove his legitimacy Now, @NRGgg’s @GradyRains has come into chat and offered their Castle Facility as an option 👀 pic.twitter.com/rLqEFPToFc — Dexerto Esports (@DexertoEsports) March 21, 2022 As mentioned, Shifty has been vocal about wanting a chance to replicate his gameplay on a completely neutral setup. His clips have been called suspicious, most notably by former CDL pro Rasim ‘Blazt’ Ogresevic, who accused him of hacking during a $100,000 tournament. Then, more accusations piled up on March 20 after Shifty struggled to match his typical performance with a new anti-cheat installed. In response to the situation, he repeated his request for a fair shot in a neutral setting and, this time, NRG’s Grady Rains responded. With a flight to the NRG Castle on the table, the exact components of Shifty’s tests have begun taking shape. Testing a Warzone hacker’s innocence with a lie detector? In order for this to happen I think the event must be live-streamed, he must be fully monitored, subject to play multiple games and possibly pro players, attempt to recreate similarities from his past clips/accusations and also subject to a lie detector test — Jake Lucky (@JakeSucky) March 21, 2022 While Rains technically made the offer to Shifty, NRG’s Jake Lucky has been handling much of the brainstorming behind it. As such, the gaming influencer laid out a tentative plan for the occasion – noting that the accused streamer will be “fully monitored” playing matches (possibly against other pros) and trying to recreate some of his suspicious clips. Further, Lucky noted that Shifty will also be “subject to a lie detector test.” This was immediately noticed as having ‘daytime TV’ energy by the community, with some likening the idea to the Maury Show. On Shifty’s end, the accused streamer has accepted the offer and taken steps to get an ID from the DMV so that he’ll be able to travel for this chance to prove his innocence.
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All Wonder Weapons in Black Ops 6 Zombies revealed so far – Dexerto
All Wonder Weapons in Black Ops 6 Zombies revealed so far ActivisionWonder Weapons are back in Black Ops 6 Zombies, so here is everything you need to know about their return and which guns are included in the lineup. Black Ops 6 developer Activision recently gave players their best look yet at what to expect from the next installment in the Call of Duty franchise. In particular, the devs showcased the updated Zombies experience featured in BO6, with new maps, enemies, and more all teased. Equipping the best gear is vital to success when making your way through the neverending hordes of Zombies. For Black Ops 6, the developers are once again bringing back classic Wonder Weapons, and these are the best way to ensure your survival when playing Zombies. In the lead-up to the game’s release, the devs have begun announcing which Wonder Weapons will be included in BO6. This being said, here is everything we currently know about Wonder Weapons in Black Ops 6. All Black Ops 6 Wonder Weapons revealed so far At the time of writing, only two Wonder Weapons have been confirmed to appear in BO6 Zombies, as detailed below. Ray Gun Is there a more iconic Call of Duty weapon than the Ray Gun? You’d be hard-pressed to find one, given it has been a franchise staple and was the first Wonder Weapon ever introduced in World at War. While small and nimble in appearance, the Ray Gun packs a deadly punch, one that completely obliterates Zombies thanks to its powerful plasma rays. As such, the Ray Gun is a useful weapon during later rounds of the game mode. Beamsmasher Alongside confirming that the Ray Gun will again return as a Wonder Weapon in BO6, the developers also announced that a brand new weapon, the Beamsmasher, will be joining the ranks. As the name suggests, Beamsmasher is a heavy hitter, allowing players to mow down crowds of zombies all at once, thanks to its Aetheric beam. The gun has two firing modes: a solid beam of energy that will have Zombies “break[ing] down at the molecular level” and a soundwave mode that can incapacitate multiple enemies simultaneously. Jet Gun Thrustodyne Aeronautics Model 23, more commonly known as the Jet Gun, is a Wonder Weapon that first debuted in Black Ops 2’s TranZit map. The gun has not returned since Black Ops 2, and fans were extremely excited when it was revealed that it would be part of BO6’s Liberty Falls Zombies experience. The Jet Gun was a buildable Wonder Weapon in BO2 and would disintegrate Zombies thanks to its devastating damage. However, it is currently unclear if the Jet Gun will once again be a buildable item or if it will be available through other means. Wunderwaffe DG2 Similarly, the Wunderwaffe DG2 will be a useable weapon in the new BO6 Zombies map Liberty Falls. In the cinematic trailer for the map, Edward Richtofen grabs the weapon before showcasing its massive power to take down zombies in West Virginia. The Wunderwaffe DG2 has appeared in multiple Call of Duty titles, including the original Black Ops and BO3, and has become a fan favorite. Its powerful electrical currents make it the perfect tool for taking down the hordes of undead while looking fabulous. Be sure to check back in with the article. We’ll update you on all the Wonder Weapons available in Black Ops 6 as they are announced.
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All CoD Vanguard weapons confirmed: Warzone & multiplayer guns – Dexerto
All CoD Vanguard weapons confirmed: Warzone & multiplayer guns ActivisionWith CoD Vanguard taking us back to World War II, classic weapons are back in focus for this year’s release. Before the new title arrives, get up to speed with the weapons you’ll be using across multiplayer and Warzone. After a few years with modern weaponry in hand, we’re heading back to the 1940s. With a focus on the WWII era once again, players will be dropping into battle with timely guns to match the period. While some of these weapons may be familiar to CoD veterans, there are a few new additions to be excited about as well. Before Vanguard takes over for the next year, here’s a complete overview of every confirmed weapon for the upcoming title. CoD: Vanguard weapons Following a brief Alpha and Beta period, we now know the full list of weapons arriving at the launch of CoD Vanguard Here are the guns we’ll see across both Vanguard and Warzone once the December 2 integration goes live. Vanguard Primary Weapons All Vanguard Assault Rifles (ARs) Although we’re yet to see each weapon available in this category, we know for certain that Vanguard is launching with seven Assault Rifles in total. STG44 – BAR – ITRA Burst – NZ-41 – Volk – Fedorov Avtomat – AS44 – All Vanguard Submachine Guns (SMGs) We’ve only seen half of the SMGs set to launch in CoD Vanguard, as Activision has confirmed there will be six available on day one. MP40 – Sten – M1928 – PPSH-41 – Owen Gun – Type 100 – All Vanguard Shotguns A total of four shotguns are set to be available at launch in CoD Vanguard. We’ll keep you updated here as the remaining weapons are revealed. Revolving Shotgun – Combat Shotgun – Gracey Auto – Double Barrel – All Vanguard Light Machine Guns (LMGs) Four LMGs round out the weapon category on day one in CoD Vanguard. DP27 – MG42 – Bren – Type 11 – All Vanguard Tactical Rifles CoD Vanguard is set to feature three Tactical Rifles at launch. M1 Garand – Gewerh-43 – SVT-40 – All Vanguard Snipers CoD Vanguard includes three Sniper Rifles available on day one. 3-Line Rifle – Kar98k – Type 99 – Vanguard Secondary Weapons Pistols RATT – Webley Revolver – Machine Pistol – M1911 – P.08 Luger – – Launchers Panzerschreck – M1 Bazooka – Panzerfaust – MKT1 Launcher – – Melee Combat Knife – FS Fighting Knife – – It is worth remembering, however, that any Vanguard weapons will also arrive in Warzone when the new battle royale experience takes over Verdansk. Call of Duty: Vanguard releases on November 5 on Xbox, PlayStation and PC, with preorders already live. Although this complete set rounds out the launch weapons available in CoD Vanguard, each new seasonal update is to bring some fresh additions. Read More: New Vanguard Patrol mode explained – We’ll keep you updated right here with all the new weapons as Vanguard’s biggest updates roll around.
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All confirmed weapons coming to Call of Duty Black Ops 6 – Dexerto
All confirmed weapons coming to Call of Duty Black Ops 6 ActivisionCall of Duty Black Ops 6 is on the horizon, and with it comes a new series of weapons for players to discover and master. Here are all the weapons known to be coming to the game via a press release. Call of Duty has had thousands of weapons over its lifecycle, with some being new additions and others being brought over from previous titles. This time around will be no different, with some weapons from previous Black Ops titles making another appearance. Here are the current known weapons in Black Ops 6. Weapon list for Call of Duty Black Ops 6 Twelve weapons that haven’t been in the franchise before will be included in Black Ops 6. Wherever there are repeat weapons, die-hard fans should recognize them. Jackal PDW – XM4 – Marine Shotgun – Kompact 92 – SVD – 9MM PM – These are just a few of the weapons coming to the latest Call of Duty installment. However, many more guns and weapons will be added when the game officially launches and receives further updates later on. In addition to these weapons, Call of Duty will introduce dedicated melees in Black Ops 6. This is different from previous titles, where players would have to select a knife as a secondary weapon to use it. These knives may spell a new era of weapons for Black Ops 6, including the possibility of additional melee types being added to the game. Various weapons will also have attachments to enhance their accuracy and playability. However, what attachments will be made available for what gun isn’t known at the moment. Black Ops 6 will also overhaul the loadout system, making it different from previous iterations with the addition of a pick-ten system, wild cards, and more. Additional information regarding the Operators, Maps, Modes, and more will be revealed as the countdown begins for the game’s release.
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All weapon buffs & nerfs in Warzone Season 5 Reloaded update: Major Krig, DMR 14 changes – Dexerto
All weapon buffs & nerfs in Warzone Season 5 Reloaded update: Major Krig, DMR 14 changes ActivisionThe Warzone Season 5 Reloaded patch notes have finally arrived and with them comes an enormous set of buffs and nerfs for almost every weapon type. As with most seasonal updates, balance has been tweaked across the board once again as part of the Season 5 Reloaded patch in Warzone. From Assault Rifles to Snipers and even specific attachments, there’s plenty to wrap your head around before dropping back into Verdansk. Here’s a complete overview of every major weapon buff and nerf included in the latest Warzone update. Assault Rifle changes in Warzone Season 5 Reloaded update Up first comes five Assault Rifle tweaks in the latest patch. Just one of these is an improvement as the Groza now has a faster sprint to fire speed. For the remaining four, these were all hefty nerfs. The Krig, C58, EM2, and FAL were all made worse to some degree. Some were hit with straight damage nerfs while others now have slightly different recoil patterns. Most notably, the Krig had four particular changes applied, all of which reduce damage and increase recoil. All Warzone Assault Rifle changes Krig 6 (BOCW) Maximum Damage decreased from 30 to 29 – Mid Damage now 25 – Minimum Damage decreased from 25 to 23 – Weapon Kick adjusted – – Groza (BOCW) Sprint to Fire Speed increased by 15% – – Assault Rifle Bravo (MW) Upper Torso Multiplier decreased from 1.1 to 1 – – EM2 (BOCW) Base Optic eye position retracted – – C58 (BOCW) Recoil adjusted – – LMG changes in Warzone Season 5 Reloaded update Just one Light Machine Gun change arrived in the Season 5 Reloaded patch. This time around, it’s the Stoner 63 that was hit with a slight nerf. Read More: When is anti-cheat coming to Warzone? – Recoil has been increased somewhat to bring the powerful LMG more in line with its competition. Raven Software warned “it will be harder to stay on target at longer ranges” as a result of this change. All Warzone LMG changes Light Machine Gun Alpha (BOCW) Recoil increased slightly – – Tactical Rifle changes in Warzone Season 5 Reloaded update Four Tactical Rifles were targeted in the new update as the DMR 14, AUG M16, and Type 63 were all adjusted. The first three were all hit with similar recoil adjustments to even out accuracy in the category. However, the Type 63 was impacted in a much bigger way than the rest. The headshot multiplier has been scaled back from 2.1 to 1.58, an admittedly “extreme” change but one that comes with some upsides as well. In light of the hefty nerfs, the Type 63 now has an increased neck multiplier along with less weapon kick as well. All Warzone Tactical Rifle changes Type 63 (BOCW) Headshot Multiplier decreased from 2.1 to 1.58 – Neck Multiplier increased from 1.2 to 1.58 – Upper Torso Multiplier decreased from 1.2 to 1 – Lower Torso Multiplier decreased from 1.1 to 1 – Weapon Kick decreased – – M16 (BOCW) Weapon Kick decreased – – DMR 14 (BOCW) Recoil adjusted – – Tactical Rifle Charlie (BOCW) Recoil decreased – – SMG changes in Warzone Season 5 Reloaded update The OTs 9, PPsh-41, and Modern Warfare MP5 were all hit in the Season 5 Reloaded patch. Similar to all previous weapon changes this time around, these SMGs came under focus for not just damage, but accuracy and range. Perhaps the biggest change in this category is a 6.2% range nerf for the newly introduced OTs 9. While the SMG was only just introduced last season, it’s already being scaled back quite significantly. All Warzone SMG changes PPSh-41 (BOCW) Weapon Kick adjusted – ADS Sway adjusted – – OTs 9 (BOCW) Maximum Damage Range decreased by 6.2% – – Submachine Gun Charlie (MW) Maximum Damage decreased from 34 to 31 – – Sniper Rifle changes in Warzone Season 5 Reloaded update Last but not least for particular weapon categories are the sniper changes in Season 5 Reloaded. Just two were impacted as the Swiss K31 and the ZRG 20mm were adjusted in the latest update. Both had recoil adjustments slapped on in an effort to improve the fairly neglected picks. All Warzone Sniper Rifle changes Swiss K31 (BOCW) Recoil adjusted – – ZRG 20mm (BOCW) Recoil adjusted – – Attachment changes in Warzone Season 5 Reloaded update Outside of specific weapon changes, a ton of attachments were also adjusted in the new patch. Barrels and Grips were the key focus as eight of these attachments were nerfed across the board. Most were hit with damage reductions or recoil changes to make them a little less accurate. From Assault Rifles to Tac Rifles and LMGs, these attachment tweaks will certainly have a widespread impact. All Warzone Attachment changes Assault Rifles Ranger/Liberator/GRU Composite Vertical Recoil Control decreased from 10% to 8% – – Reinforced Heavy/VDV Reinforced/Contour Horizontal Recoil Control decreased from 5% to 4% – Vertical Recoil Control decreased from 5% to 4% – – Takedown/Contour M2 Horizontal Recoil Control decreased from 10% to 8% – – Task Force/Spetsnaz RPK/CMV Mil-Spec Horizontal Recoil Control decreased from 10% to 8% – Vertical Recoil Control decreased from 10% to 8% – – – Ranger/Liberator/GRU Composite – Light Machine Guns Match Grade Horizontal Recoil Control decreased from 5% to 4% – Vertical Recoil Control decreased from 5% to 4% – – Task Force Horizontal Recoil Control decreased from 10% to 8% – Vertical Recoil Control decreased from 10% to 8% – – – Match Grade – Tactical Rifles DMR 14 (BOCW) 16.3” Titanium Damage Range decrease reduced from 25% to 20% – Rate of Fire increase reduced from 16.7% to 15% – – – 16.3” Titanium – – DMR 14 (BOCW) – Assault Rifles Groza (BOCW) Serpent Grip ADS Speed increase reduced from 9% to 7% – – – Serpent Grip – – Groza (BOCW) – There’s no telling just yet how big an impact these changes may have on the competitive Warzone meta. But before you jump in to test things out, be sure to brush up on the full Warzone Season 5 Reloaded changes.
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All weapon buffs & nerfs in Warzone Season 4 update – Dexerto
All weapon buffs & nerfs in Warzone Season 4 update TreyarchWarzone Season 4 is here, and with it has come a massive raft of balance adjustments for Assault Rifles, Shotguns, and more. Here’s everything you need to know about the buffs & nerfs now that Raven Software has unveiled the June 17 patch notes. CR-56 AMAX headlines Assault Rifle nerfs – Raven Software looking to boost TTK by 60-100 milliseconds – Infamous DMR 14 getting buffs in Season 4 update – In this patch, Raven Software is focusing on gun skills. They explained: “The more time we allot to mechanical and strategic expression within Warzone engagements, the higher the skill ceiling and the longer our journey of mastery.” To lift the “skill ceiling” in the popular Call of Duty battle royale, weapons from both Modern Warfare and Black Ops Cold War will have their “efficiency decreased.” The plan, Raven Software continued in the June 17 patch notes, is to drop the game’s already rapid time to kill by around 60 to 100 milliseconds. “These changes will not only increase capacity for skill expression, but should also introduce weapons into viability that have not yet had a chance to shine.” Assault Rifles No surprise here — the meta-warping CR-56 AMAX assault rifle has been nipped in the bud slightly. The weapon evolved into a “must-take” pickup in Season 3, which has forced the Warzone devs to take a swing at its balance again. “The real strength of the AMAX lay in its long-range viability and TTK consistency,” the devs explained. “We’re hoping that third time is, in fact, the charm.” The Groza, FN Scar 17, and XM4 also copped changes. CR-56 AMAX (MW) Upper Torso Damage multiplier decreased from 1.2 to 1.1 – Groza (BOCW) Minimum Damage increased from 18 to 23 – Upper Torso Damage Multiplier increased from 1.1 to 1.2 – Lower Torso Damage Multiplier increased from 1 to 1.1 – Maximum Damage range decreased by 12% – Assault Rifle Golf (MW) Neck Damage Multiplier increased from 1 to 1.5 – Upper Torso damage multiplier increased from 1 to 1.2 – XM4 (BOCW) Neck Damage Multiplier increased from 1 to 1.5 – Tactical Rifles Just one Tactical Rifle is getting changed in this update: the infamous DMR 14. Raven Software believes they may have over-nerfed the Season 2 terror slightly, and are “bumping it back up” so it can hold its own again at long ranges. DMR 14 (BOCW) Recoil magnitude decreased – Shotguns Black Ops Cold War’s signature shotgun is an absolute beast at short-range, and the Warzone devs want to bring that down a little with several nerfs. Streetsweeper (BOCW) Maximum Damage range decreased by 24% – Second Damage range decreased by 18% – Third Damage range decreased by 7% – Move Speed decreased by 1% – Sniper Rifles Sniper Rifles copped a massive rework in the Season 3 Reloaded update. Now, Raven is trying to find the sweet spot for some, including the slow-firing M82 Sniper Rifle and the Swiss K31. Sniper Rifle Charlie (BOCW) Bullet Velocity increased by 7.7% – Upper Torso Damage Multiplier increased from 1.1 to 1.25 – Lower Torso Damage Multiplier increased from 1 to 1.15 – Swiss K31 (BOCW) Base Optic functionality improved – Base Reticle updated – Submachine Guns Five different SMGs are in line for major Warzone changes in the June 17 update, including the AUG, KSP 45, and Milano 821. Most of the patch changes are in the shape of nerfs, with powerful picks like the AUG boasting “far too high a time-to-kill” in the battle royale. Others, like the Milano 821 buff, are looking to bring new SMG options into the meta. Submachine Gun Alpha (MW) Upper Torso Damage Multiplier increased from 1 to 1.1 – Maximum Damage range increased by 10% – Bullfrog (BOCW) Ironsights ADS position adjusted – KSP 45 (BOCW) Maximum damage range increased by 16.6% – Extremities multipliers increased from .9 to 1 – Milano 821 (BOCW) Maximum Damage increased from 34 to 36 – Minimum Damage increased from 25 to 30 – Maximum Damage range increased by 23% – Upper Torso Damage Multiplier increased from 1 to 1.2 – Lower Torso Damage Multiplier increased from 1 to 1.1 – Extremities Damage Multipliers increased from .9 to 1 – Submachine Gun Echo (MW) Maximum Damage increased from 34 to 35 – Extremities Damage Multipliers increased from .9 to 1 – Handguns AMP63 (BOCW) Maximum Damage increased from 30 to 33 – Second Damage range increased by 14.3% – Upper Torso Damage Multiplier increased from 1 to 1.1 – Extremities Damage Multipliers increased from .9 to 1 – Head Damage Multiplier decreased from 1.4 to 1.3 – Melee Ballistic Knife (BOCW) Projectile Velocity increased by 25% – Neck Damage Multiplier increased from 1 to 1.3 – Upper Torso Damage Multiplier increased from 1 to 1.23 – Move Speed increased by 1.3% – Attachments Raven Software has two major aims in the Season 4 patch when it comes to attachment changes: boost the Black Ops Cold War sniper selections so they are “much closer to parity” with their Modern Warfare counterparts, and fix overall Black Ops Cold War gun recoil. To do this, they’re focusing on five Sniper Rifle attachments, including the Combat Recon option on the Pelington 703, the LW3, ZRG 20mm, and more. The recoil change should help Warzone’s meta expand out beyond Modern Warfare guns: “These buffs & nerfs will help alleviate problems with long-range viability of Black Ops Cold War weapons, for a more diverse section overall.” Barrels Combat Recon (Snipers) Pellington 703 (BOCW) Bullet Velocity increased from 42.5% to 47.5% – – Sniper Rifle Charlie (BOCW) Bullet Velocity increased from 42.5% to 50% – – Swiss K31 (BOCW) Bullet Velocity increased from 43% to 50% – – LW3 – Tundra (BOCW) Bullet Velocity increased from 42.5% to 44% – – ZRG 20mm (BOCW) Bullet Velocity increased from 42.5% to 43% – – – Pellington 703 (BOCW) – Ranger (Assault Rifles) Now increases Bullet Velocity by 50% – Now increases Vertical Recoil Control by 15% – Now increases Hip Spread by 20% – – Takedown (Assault Rifles) Now increases Effective Damage Range by 35% – Now increases Horizontal Recoil Control by 15% – Now increases Hip Spread by 20% – – Reinforced Heavy/Match Grade (Assault Rifles, Light Machine Guns) Now increases Bullet Velocity by 25% – Now increases Effective Damage Range by 17.5% – Now increases Horizontal Recoil Control by 7.5% – Now increases Vertical Recoil Control by 7.5% – Now decreases ADS Move Speed by 10% – Now decreases Sprint Speed by 2.5% – Now decreases ADS Speed by 3% – Now increases Hip Spread by 25% – – Task Force/Spetsnaz RPK/CMV Mil-Spec (Assault Rifle, Light Machine Guns) Now increases Bullet Velocity by 50% – Now increases Effective Damage Range by 35% – Now increases Horizontal Recoil Control by 15% – Now increases Vertical Recoil Control by 15% – Now decreases ADS Move Speed by 20% – Now decreases Sprint Speed by 5% – Now decreases ADS Speed by 6% – Now increases Hip Spread by 30% – – Optics Most BOCW Reticles have been updated. – Axial Arms 3x Optic position shifted – – Royal & Kross 4x Optic position shifted – – Underbarrels Bruiser Grip (Snipers) Aiming Stability increased from 10% to 19% – –
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All weapon buffs & nerfs in Warzone Season 1 Reloaded update – Dexerto
All weapon buffs & nerfs in Warzone Season 1 Reloaded update ActivisionA new set of weapon and attachment changes have arrived in Warzone as part of the Season 1 Reloaded update. From Assault Rifle buffs to Shotgun nerfs, here’s a full breakdown of the latest balance pass. Raven Software just deployed a hefty midseason patch as we now clear the halfway point of Warzone Pacific Season 1. Although no new content was released, the update instead focused on widespread balance changes. After weeks of Shotgun dominance and Vanguard weapons tearing up the meta, a number of key changes are now in effect to keep things fresh. Below is a full rundown of every buff and nerf bundled into the Warzone Season 1 Reloaded patch. Assault Rifle changes in Warzone Season 1 Reloaded update First up in the latest patch are sweeping recoil changes to Vanguard Assault Rifles. Four weapons, in particular, were hit with slight buffs as the STG44, Automaton, AS44, and NZ-41 now have reduced recoil. Some had their initial recoil tuned, others had deviation adjusted, and the latter even takes longer to for its recoil to kick in now. These changes apply to the weapons by default. Though a considerable number of attachment changes outlined below further impact how effective these guns will be moving forward. All Warzone Assault Rifle changes Assault Rifle Alpha (VG) Visual Recoil decreased – – Assault Rifle Hotel (VG) Recoil decreased – Recoil Deviation decreased – – AS44 (VG) Initial Recoil decreased – Recoil Deviation decreased – – NZ-41 (VG) Recoil Deviation decreased slightly – Recoil ramp-up now occurs one bullet later – – Shotgun changes in Warzone Season 1 Reloaded update After weeks of ‘concerning’ Shotgun builds running rampant in Warzone, nerfs finally arrived in a January 7 update. While Double Barrel loadouts were taken care of though, “busted” Einhorn Revolving classes remained intact. Fortunately, the Season 1 Reloaded patch is here to try and right that wrong. Just one adjustment came through in the new update as the controversial Vanguard Shotgun had its hip fire spread “increased slightly.” There’s no telling just yet if this will be enough to put an end to Shotgun dominance across Caldera and Rebirth Island. All Warzone Shotgun changes Einhorn Revolving (VG) Hip Spread increased slightly – – Attachment changes in Warzone Season 1 Reloaded update Rounding out the patch notes was a significant number of attachment changes. In total, a whopping 27 attachments have been impacted across eight weapons. The most affected gun in this update was the STG44 with five attachment changes all looking to decrease visual recoil. Paired with its base recoil reduction, expect this AR to feel sharper than ever. One of the more notable changes looks to buck the MP40 SMG from the meta. Moving forward, the popular Krausnick 317mm 04B Barrel will be 6.4% less effective at reducing hipfire accuracy. Last but not least, even more Shotgun nerfs were loaded into the balance pass. Both the Double Barrel and Einhorn builds should be well and truly buried after today. All Warzone Attachment changes Ammo Cooper Carbine (VG) Compressed Rounds Horizontal Recoil Control decreased by 1.04, down from 1.05 – Visual Recoil decreased slightly – – – Compressed Rounds – Barrel Assault Rifle Alpha (VG) VDD 760mm 05B Visual Recoil decreased – Cooper Carbine (VG) – – 22″ Cooper Custom Sprint to Fire Speed decreased by 1.2, down from 1.3 – – – VDD 760mm 05B – Light Machine Gun Charlie (VG) Queen’s 705mm Royal No longer removes Damage Falloff – Now multiplies Damage Range by 1.5, up from 1 – Horizontal Recoil Control increased by 1.36, down from 1.37 – – – Queen’s 705mm Royal – Submachine Gun Charlie (VG) Krausnick 317mm 04B Now decreases Hip Fire Accuracy by 6.4% – – – Krausnick 317mm 04B – Gun Perk Double Barrel (VG) Akimbo Hip Spread Accuracy decreased by 40%, down from 32% – – – Akimbo – Magazine Assault Rifle Alpha (VG) 7.62 Gorenko 50 Round Mags Visual Recoil decreased – – – 7.62 Gorenko 50 Round Mags – Cooper Carbine (VG) .30 Carbine 45 Round Mags Move Speed increased by 4% – ADS Speed increased by 1% – Horizontal Recoil Control decreased by 1.28, down from 1.3 – Vertical Recoil Control decreased by 1.28, down from 1.3 – – – .30 Carbine 45 Round Mags – Light Machine Gun Charlie (VG) 6.5 Sakura 40 Round Mags Vertical Recoil Control increased by 1.17, down from 1.2 – Horizontal Recoil Control increased by 1.19, down from 1.21 – – – 6.5 Sakura 40 Round Mags – Muzzle Assault Rifle Charlie (VG) Mercury Silencer Vertical Recoil Control increased by 1.07, up from 1.048 – Horizontal Recoil Control increased by 1.03, up from 1.013 – – MX Silencer Horizontal Recoil Control increased by 1.049, up from 1.036 – Visual Recoil decreased slightly – – – Mercury Silencer – Assault Rifle Hotel (VG) Mercury Silencer Vertical Recoil Control increased by 1.05, up from 1.035 – Horizontal Recoil Control increased by 1.02, up from 1.01 – Visual Recoil decreased slightly – – MX Silencer ADS Speed decreased by 5.1%, up from 4% – Horizontal Recoil Control increased by 1.065, up from 1.03 – – – Mercury Silencer – Einhorn Revolving (VG) M97 Full Choke ADS Spread (Bloom) Multiplier decreased to .9, up from .85 – – ADS Spread (Bloom) Multiplier decreased to .9, up from .85 – – M97 Full Choke – Rear Grip Assault Rifle Alpha (VG) Pine Tar Grip ADS Speed decreased by 4.9%, up from 4% – Vertical Recoil Control increased by 1.11, up from 1.1 – – Rubber Grip Now decreases Idle Sway Control by 5% – Vertical Recoil Control increased by 1.06, up from 1.047 – – – Pine Tar Grip – Assault Rifle Hotel (VG) Polymer Grip Visual Recoil decreased slightly – – – Polymer Grip – Stock Assault Rifle Alpha (VG) Krausnick S11S Folding Visual Recoil decreased slightly – – – Krausnick S11S Folding – Cooper Carbine (VG) Removed Stock Horizontal Recoil Control decreased by 1.11, down from 1.3 – Vertical Recoil Control decreased by 1.09, down from 1.1 – Visual Recoil decreased – – – Removed Stock – Einhorn Revolving (VG) Removed Stock Hip Fire Accuracy increased by 6.4%, down from 7.6% – – VDD Hunter Hip Fire Accuracy increased by 5.6%, down from 7.6% – – – Removed Stock – Underbarrel Assault Rifle Alpha (VG) Carver Foregrip Visual Recoil decreased – – M1941 Hand Stop Visual Recoil decreased – – – Carver Foregrip – Assault Rifle Charlie (VG) Carver Foregrip Vertical Recoil Control increased by 1.11, up from 1.093 – Visual Recoil decreased slightly – – M1930 Strife Angled Now increases Vertical Recoil Control by 1.012 – – – Carver Foregrip – Assault Rifle Hotel (VG) Carver Foregrip ADS Speed decreased by 5%, up from 4% – Hip Spread Accuracy increased to 1.03, down from 1.04 – Horizontal Recoil Control increased by 1.025, up from 1.016 – Vertical Recoil Control increased by 1.072, up from 1.065 – Visual Recoil decreased slightly – – M1941 Hand Stop Horizontal Recoil Control increased by 1.06, up from 1.049 – Idle Sway Control now decreased by 10% – Vertical Recoil Control increased by 1.06, up from 1.048 – Visual Recoil decreased slightly – – – Carver Foregrip –
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All weapon buffs & nerfs, TTK changes in Warzone Season 4 Reloaded update – Dexerto
All weapon buffs & nerfs, TTK changes in Warzone Season 4 Reloaded update ActivisionThe Warzone Season 4 Reloaded update is upon us and with it, Raven Software introduced the “biggest” balance pass in Warzone history. Here’s a complete rundown on all the latest buffs and nerfs. Rather than waiting for the next full season, Raven Software jumped the gun and implemented Warzone’s biggest balance update ever in the Season 4 Reloaded patch. Almost every primary weapon was impacted in some way. From major SMG nerfs to some drastic time-to-kill adjustments, there’s plenty to wrap your head around before diving in. To help make sense of it all, here’s a complete breakdown of every single weapon buff and nerf in the Warzone Season 4 Reloaded update. Assault Rifle changes in Warzone Season 4 Reloaded update First up are the Assault Rifle changes that tweaked 17 weapons in total. From the newer C58 to the classic RAM-7 and everything in between, almost all of the changes were nerfs. The biggest adjustment across the board was damage multiplier reductions. Most Assault Rifles had their Headshot multipliers decreased while others had their Upper and Lower Torso modifiers reduced as well. Particular guns like the FARA 83 were hit with more recoil, while others like the XM4 copped an ADS speed nerf as well. In general, Assault Rifles should feel slightly weaker in hopes of increasing the average TTK “across multiple weapon categories,” Raven outlined. “With reductions to these multipliers, we are placing a bigger emphasis on precision — a move which we feel is ultimately healthy for the game.” All Warzone Assault Rifle changes AK-47 (BOCW) Headshot Multiplier decreased from 1.62 to 1.5 – Upper Torso Multiplier decreased from 1.2 to 1 – – AK-47 (MW) Upper Torso Multiplier decreased from 1.2 to 1.1 – – C58 (BOCW) Headshot Multiplier decreased from 1.62 to 1.58 – Upper Torso Multiplier decreased from 1.2 to 1 – Lower Torso Multiplier decreased from 1.1 to 1 – Maximum Damage Range increased by 8% – Recoil increased – – CR-56 AMAX (MW) Headshot Multiplier increased from 1.5 to 1.55 – Upper Torso Multiplier decreased from 1.1 to 1 – – Assault Rifle Bravo (MW) Headshot Multiplier decreased from 2.05 to 1.62 – Upper Torso Multiplier decreased from 1.2 to 1.1 – – FARA 83 (BOCW) Maximum Damage decreased from 31 to 29 – Recoil increased – – FFAR 1 (BOCW) Headshot Multiplier decreased from 1.5 to 1.4 – Maximum Damage decreased from 27 to 25 – Minimum Damage decreased from 25 to 23 – Maximum Damage Range decreased by 20% – Neck Multiplier increased from 1 to 1.2 – – Assault Rifle Golf (MW) Upper Torso Multiplier decreased from 1.2 to 1.1 – – Grau 5.56 (MW) Minimum Damage increased from 22 to 24 – – Groza (BOCW) Maximum Damage decreased from 28 to 27 – Maximum Damage Range increased by 4.5% – Headshot Multiplier decreased from 1.62 to 1.5 – Upper Torso Multiplier decreased from 1.2 to 1.12 – Lower Torso Multiplier decreased from 1.1 to 1 – Recoil pattern smoothed – – Krig 6 (BOCW) Minimum Damage increased from 25 to 26 – – M13 (MW) Minimum Damage increased from 19 to 20 – – Assault Rifle Charlie (MW) Maximum Damage decreased from 28 to 27 – Minimum Damage increased from 22 to 23 – – Oden (MW) Upper Torso Multiplier decreased from 1.3 to 1.2 – – QBZ-83 (BOCW) Minimum Damage increased from 22 to 24 – Base Move Speed reduced by 3% – Base ADS Move Speed reduced by 5% – Upper Torso Multiplier increased from 1.1 to 1.2 – Lower Torso Multiplier increased from 1 to 1.1 – – RAM-7 (MW) Maximum Damage decreased from 28 to 26 – – XM4 (BOCW) Maximum Damage decreased from 32 to 30 – Minimum Damage decreased from 28 to 27 – ADS Speed decreased slightly – Recoil increased slightly – – LMG changes in Warzone Season 4 Reloaded update Next up are the Light Machine Gun changes. For the most part, LMGs also had damage nerfs across the board, though certain guns were buffed in other ways to bring them more in line with the popular picks. The SA87, MG 34, and Stoner 63 were among LMGs hit with damage nerfs. Meanwhile, the M60 and PKM actually received damage buffs. Notably, the MG 82 was hit with an ADS speed nerf, the only LMG change of that nature. The full list of LMG changes in the Warzone Season 4 Reloaded patch are as follows. All Warzone LMG changes M60 (BOCW) Maximum Damage increased from 36 to 37 – Headshot Multiplier increased from 1.5 to 1.6 – – MG 34 (MW) Maximum Damage decreased from 31 to 29 – Minimum Damage decreased from 28 to 27 – Headshot Multiplier decreased from 1.5 to 1.4 – Upper Torso Multiplier decreased from 1.1 to 1 – – MG 82 (BOCW) ADS Speed decreased slightly – – Light Machine Gun Alpha (MW) Maximum Damage increased from 31 to 32 – Maximum Damage Range decreased by 7% – Upper Torso Multiplier decreased from 1.1 to 1 – – SA87 (MW) Upper Torso Multiplier decreased from 1.2 to 1.1 – – Light Machine Gun Alpha (BOCW) Maximum Damage decreased from 34 to 33 – Upper Torso Multiplier decreased from 1.1 to 1 – – Sniper Rifle changes in Warzone Season 4 Reloaded update Sniper Rifles didn’t receive all too much love this time around compared to other weapon categories. In fact, just one weapon was targeted for new changes in the Reloaded patch. The Swiss K31 didn’t receive damage buffs or nerfs, instead, it now has a new base reticle and an improved ADS animation. Fans of the weapon should have a much easier time scoping in now. All Warzone Sniper Rifle changes Swiss K31 (BOCW) ADS animation updated – Now shares a base reticle with the ZRG 20mm – – SMG changes in Warzone Season 4 Reloaded update Similar to the Assault Rifle category, SMGs have led the Warzone meta for quite some time. In order to bring the powerful guns in line with new TTK goals, Raven Software has implemented widespread nerfs for the SMG class. 14 SMGs were changes in the Season 4 Reloaded patch and every single one of them were nerfed to some degree. From the Bullfrog to the Milano and even the newer Nail Gun, SMGs were reined in more than any other category. No different from the AR nerfs, SMGs were hit with damage multiplier reductions. Headshots, Upper Torso shots, even Arm and Leg shots were all catered for. Moving into the latter half of the season, expect a drastic meta shift with these SMG nerfs. All Warzone SMG changes AK-74u (BOCW) Maximum Damage decreased from 35 to 31 – Minimum Damage increased from 25 to 26 – Headshot Multiplier decreased from 1.62 to 1.6 – Upper Torso Multiplier increased from 1 to 1.1 – Bullet Velocity increased by 5% – – Submachine Gun Alpha (MW) Minimum Damage increased from 25 to 26 – Headshot Multiplier decreased from 1.62 to 1.47 – – Bullfrog (BOCW) Maximum Damage decreased from 32 to 31 – Headshot Multiplier decreased from 1.62 to 1.5 – Left Upper Arm Multiplier increased from .9 to 1 – Right Upper Arm Multiplier increased from .9 to 1 – Left Upper Leg Multiplier increased from .9 to 1 – Right Upper Leg Multiplier increased from .9 to 1 – – KSP-45 (BOCW) Headshot Multiplier decreased from 1.62 to 1.57 – – LC10 (BOCW) Maximum Damage decreased from 30 to 27 – Minimum Damage decreased from 25 to 24 – Headshot Multiplier decreased from 1.62 to 1.55 – – Mac-10 (BOCW) Maximum Damage decreased from 24 to 23 – Minimum Damage decreased from 20 to 19 – – Milano 821 (BOCW) Recoil increased slightly – Maximum Damage range decreased by 12% – Headshot Multiplier decreased from 1.62 to 1.38 – Upper Torso Multiplier decreased from 1.2 to 1.1 – Lower Torso Multiplier decreased from 1.1 to 1 – – Submachine Gun Alpha (BOCW) Maximum Damage decreased from 33 to 31 – Minimum Damage decreased from 25 to 24 – – Nail Gun (BOCW) Maximum Damage decreased from 50 to 46 – Headshot Multiplier decreased from 1.62 to 1.45 – Upper Torso Multiplier decreased from 1.28 to 1 – – Submachine Gun Echo (MW) Maximum Damage decreased from 35 to 34 – Minimum Damage increased from 25 to 26 – – PPSh-41 (BOCW) Maximum Damage decreased from 28 to 26 – – ISO (MW) Minimum Damage increased from 20 to 21 – – Submachine Gun Delta (MW) Minimum Damage increased from 25 to 26 – – Fennec (MW) Maximum Damage decreased from 25 to 24 – Minimum Damage decreased from 20 to 19 – – Tactical Rifle changes in Warzone Season 4 Reloaded update Last but not least, Tactical Rifles were also on the chopping block this time around. While not as drastic as other weapon categories, three Tac Rifles were nerfed as part of the Reloaded patch. Read More: Warzone Payload tips & tricks – The AUG, CARV.2, and the M16 all received minor Headshot multiplier reductions. All Warzone Tactical Rifle changes Tactical Rifle Charlie (BOCW) Headshot Multiplier decreased from 1.8 to 1.7 – – CARV.2 (BOCW) Headshot Multiplier decreased from 1.7 to 1.6 – – M16 (BOCW) Headshot Multiplier decreased from 1.8 to 1.6 – – So there you have it, the full rundown on all the weapon buffs and nerfs in the Season 4 Reloaded patch. Be sure to check the full patch notes to catch up on all the new content.
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All weapon buffs and nerfs in MW2 & Warzone 2 Season 1 update – Dexerto
All weapon buffs and nerfs in MW2 & Warzone 2 Season 1 update ActivisionThe Modern Warfare 2 and Warzone 2 Season 1 update added a long laundry list of weapon balancing. Here’s a breakdown of every nerf and buff included. After just under a month of leaving up and testing every gun in Modern Warfare 2, the game’s meta is beginning to slowly take shape. The Kastov-74u, M4, and SP-R 208 emerged as early front runners for best weapon, but the jury is still out. We took a crack at ranking MW2’s best weapons and provided a loadout for each gun. The meta will continue to evolve, especially as players discover what weapons work best in Warzone 2. Modern Warfare 2 and Warzone 2’s first major weapon-balancing patch nerfed the game’s top weapons while giving some much-needed boosts to other forgotten guns. Most significant weapon buffs and nerfs One of the most significant changes made is an increase in long-distance flinch on all Assault Rifles SMGs, and LMGs. The Kastov-74u, M4, STB 556, and SP-R 208 all received much-needed nerfs but nothing that will completely take them out of the game’s meta. Players should have less to fear when going up against a Kastov-74u or STB 556 in close-quarters combat. While the FSS Hurricane, PDSW 528, and M16 received buffs to help bring them in line with other offerings. The M16 got a massive overhaul to its rate of fire, ADS movement speed, strafing speed, and recoil reduction. Modern Warfare 2 and Warzone 2 Season 1 buffs and nerfs Here is the full list of MW2 Season 1 buffs and nerfs. » Assault Rifles « Increase to long distance flinch on all Assault Rifles – Kastov 545 ADS speed increase – Improved ironsight ADS sight picture – Kastov-74u ADS speed decrease – Hip spread increase – M4 Hip spread reduction – M16 Rate of fire increase – Hip spread reduction – Recoil recenter speed increase – Shot grouping improvement – Increase ADS movement speed – Increase strafing movement speed – Semi auto recoil reduction – Semi auto damage reduction – STB 556 Close range damage reduction – Reduced sprint to fire speed – » Battle Rifles « FTac Recon ADS speed improvement – 5 round magazine – speed and handling improvement – Increased flinch caused by bullets – Hip spread decrease – SO-14 Increased hip fire when full auto – » Handguns « Increase to close range flinch on all Handguns – » Light Machine Guns « Increase to long distance flinch on all Light Machine Guns – » Marksman Rifles « Lockwood 300 Damage range reduction – SA-B 50 Minor increase to flinch when hit – SP-R 208 Large increase to flinch when hit – » Shotguns « Increase to close range flinch on all Shotguns – Bryson 800 Close range damage increase – Hip spread increase – » Submachine Guns « Increase to long distance flinch on all Submachine Guns – FFS Hurricane ADS move speed increase – Increased headshot damage – Increased far damage range – Minibak Movement speed decrease – Damage range decrease – ADS speed decrease – Hip spread increase – PDSW 528 Movement speed increase – Damage range increase – ADS speed increase – Hip spread decrease – Adding Laser and Flashlight Attachments1mW Artemis Laser – 1mW Quick Fire Laser – Accu-Shot 5mW Laser – VLK LZR 7mW – 7mW Canted Laser – Schlager ULO-66 Laser – – VEL 46 Damage range increase – » Sniper Rifles « Signal .50 Fixed attributes on the Signal .50 barrels:21.5″ Fluted Fifty – 23.5″ SA Fifty-H7 – –
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All weapon buffs & nerfs in Modern Warfare 2 and Warzone 2 Season 4 – Dexerto
All weapon buffs & nerfs in Modern Warfare 2 and Warzone 2 Season 4 ActivisionModern Warfare 2 & Warzone 2 Season 4 has finally arrived and brought with it a whole host of new weapon changes. So, here are all the buffs and nerfs in the new update. Over the last few months, the weapons in Warzone 2 and Modern Warfare 2 have undergone some serious changes – more so on the side of the battle royale. The meta in the BR has been dominated by the Cronen Squall recently after the AR took the spot that was previously held by the ISO Hemlock. Though, that’ll likely change in Season 4. Alongside the new Vondel map – which is smaller than Al-Mazrah but bigger than Ashika Island – the addition of new weapons including the Tempus Razorback, and a whole host of other changes, the new seasonal update is bringing with it a round of buffs and nerfs. So, let’s take a look at what’s changing. All Warzone 2 & Modern Warfare 2 weapon changes in Season 4 The most notable change in Season 4 comes to the Cronen Squall. The dominant Assault Rifle has been knocked down a few pegs by the devs as they’ve now increased the bullets needed to kill by two. There has also been a focus put on shotguns. The Bryson 800, Bryson 890, Expedite 12, KV Broadside, and Lockwood 300 have been changed. Each shotgun has seen its minimum damage decreased but the 800, 890, and Lockwood have had their multipliers for different limb damages increased. The Broadside’s 12 Gauge Dragon’s Breath attachment has also had its close-range damage increased slightly. It remains to be seen if these changes will bring shotguns back into the meta, though. Just last season, these changes will affect weapons in both Warzone 2 and Modern Warfare 2 multiplayer – though are some Warzone-specific tweaks this time around. You can find the complete set of weapons buffs and nerfs for Warzone 2 and Modern Warfare 2 Season 4 below. Warzone 2 & MW2 weapon changes patch notes for Season 4 Shotgun Pellets now use damage priority If more than four pellets hit a target, the highest damage among those hit pellets will be used – – – Pellets now use damage priority – Melee Fist Lunge Range decreased – Gunbutt Lunge Range decreased – Gunbutt Damage decreased | Warzone Only – – WEAPON BALANCING These changes to Player Health and the application of Armor Damage ultimately result in the Time to Kill feeling slower, more consistent, and more reactable at every engagement distance. While a select few Weapons are listed below, it is important to note that most Weapons will see their effectiveness altered as a result of the change to Armor Damage. For now, we will be retiring the term “Armor Damage” and any future changes that are Warzone specific will be followed by “Warzone Only.” Battle Rifles Cronen Squall Full-Auto Bullets to Kill increased by 2 | Warzone Only – Maximum Damage increased | Warzone Only – Minimum Damage added | Warzone Only – – Semi-Auto Bullets to Kill increased by 1 | Warzone Only – Maximum Damage decreased | Warzone Only – Minimum Damage increased | Warzone Only – – – Full-Auto – Shotguns Bryson 800 Minimum Damage decreased | Warzone Only – Head Multiplier increased – Neck Multiplier increased – Upper Torso Multiplier increased – Arm Multipliers increased – Leg Multipliers increased – – Bryson 890 Minimum Damage decreased | Warzone Only – Head Multiplier increased – Neck Multiplier increased – Upper Torso Multiplier increased – Arm Multipliers increased – Leg Multipliers increased – – Expedite 12 Minimum Damage added | Warzone Only – Leg Multipliers increased – – KV Broadside Mid Damage decreased – – Lockwood 300 Minimum Damage decreased | Warzone Only – Head Multiplier increased – Neck Multiplier increased – Upper Torso Multiplier increased – Arm Multipliers increased – Leg Multipliers increased – Hip to ADS Spread transition speed increased Becomes accurate faster after aiming down sights – – Mid Damage Ranges increased – Mid Damage decreased slightly – – Submachine Guns Fennec 45 Bullets to Kill decreased by 1 | Warzone Only – – FTAC Siege Akimbo FTAC Siege (NEW) Unlock through in-game Challenge: 25 Hip Fire Operator kills with the FTAC Siege – – – Akimbo FTAC Siege (NEW) – Kastov-74u KSTV-17 Barrel (NEW) Added to Kastov-74u progression, replaces 5.45 Tracer at Level 9 Players who have progressed beyond this level will have it retroactively granted to their account following the launch of Season 4 – – – Added to Kastov-74u progression, replaces 5.45 Tracer at Level 9 – – KSTV-17 Barrel (NEW) – KV Broadside 12 Gauge Dragon’s Breath Close-range Damage increased slightly – – – 12 Gauge Dragon’s Breath –
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All weapon buffs & nerfs in Warzone Season 5 update – Dexerto
All weapon buffs & nerfs in Warzone Season 5 update ActivisionSeason 5 addresses Warzone’s long-range meta, improves previously forgotten classes, and reworks weapons scopes. Season 4 Reloaded weapon buffs and nerfs targeted assault rifles and their growing long-range dominance. Raven said, “The current health of the Long-Range Assault Rifle category is not where we’d like it to be; as it stands, the best performing builds are ones that result in the least amount of recoil.” Warzone Season 5 accomplishes the same goal but from a different angle. Raven Software added sniper glints to the SVT-40 PU Scope 3-6x and the 1013 Variable 4-8x. A sniper glint reveals a player’s location after shooting a weapon, so now players can quickly locate players abusing ARs from unrealistic ranges. Last Stand also buffs marksman rifles. Vanguard marksman rifles now use assault rifle ammunition instead of sniper rifle. AR ammo is easier to find, making marksman rifles more viable. Let’s see what else Season 5 has to offer for weapon balancing. In Raven Software’s Season 5 blog, the developers spoke about their reasoning behind adding sniper glints to assault rifles. “This will have a significant impact on the long-range playstyle, enabling wider options and not total domination from Vanguard Assault rifles,” Raven said. Season 4 Reloaded brought sniper rifles back into Warzone’s meta, and Season 5 builds upon those improvements. The developers further decreased flinch for heavy sniper rifles and light sniper rifles. Raven said, “we expect this category of Weapons to be in a solid position going forward.” The KGM40, Armaguerra, and Marco 5 were hit hard by nerfs, while The Vargo-S, M1928, and M1 Garand benefited from substantial buffs. Here is the complete list of Season 5 weapon buffs and nerfs. All Warzone Season 5 buffs and nerfs in Reloaded update » Assault Rifles « AS44 (VG) Max Damage decreased to 22, down from 24 – Kovalevskaya 615mm Damage Range Increased to 30%, up from 20% – Vertical Recoil Control increased to 15%, up from 12% – – ZAC 12B CustomInitial Firing Recoil increased to 14%, up from 10% – Movement Speed penalty decreased to -3%, up from -4% – – The unquestioned strength of the AS44 (VG) was encroaching on the sub-machine gun class and less its Assault Rifle brethren. We’re making a modification to the close-range damage profile and compensating with more recoil control, enabling the Weapon to perform as a more reliable Sniper-Support. Assault Rifle Charlie (VG) 8mm Klauser 40 Round MagsMagazine Capacity increased to 50, up from 40 – – Cooper Carbine (VG) Compressed RoundsRecoil Control penalty increased to -4.5%, down from -3.5% – – 22″ Cooper CustomHorizontal Recoil Control decreased to 35%, down from 50% – – KG M40 (VG) Min Damage decreased to 23, down from 25 – Sprint to Fire Time increased to 1.02, up from 1.0 – Reisdorf 720mm ShroudedMuzzle Velocity decreased to 38%, down from 45% – Vertical Recoil Control decreased to 24%, down from 30% – Horizontal Recoil Control decreased to 17%, down from 20% – – 6.5mm Sakura 40 Round MagsMuzzle Velocity penalty increased to -15%, down from -10% – Vertical Recoil Control decreased to 12%, down from 14% – Horizontal Recoil Control decreased to 16%, down from 20% – – 8mm Klauser 60 Round DrumsMovement Speed Scaler decreased to 0.98, down from 0.985 – ADS Time Penalty increased to -5%, up from -2.5% – – VDD 22G PaddedRecoil Control decreased to 12.5%, down from 14% – – The KG M40 (VG) continued to climb after the last round of adjustments, so we’re making a further reduction of its long-range damage profile combined with some reasonable accuracy adjustments. The result is a Weapon that should exist firmly in the camp of “Newcomer friendly” but other Weapons will be preferable for higher skilled Players. Grau 5.56 (MW) Max Damage Increased to 29, up from 28 – Max Damage Range increased to 1240, up from 1200 – Neck Damage multiplier increased to 1.15, up from 1.01 – Groza (BOCW) Min Damage increased to 24, up from 23 – Vargo 52 (BOCW) ADS Transition In Time decreased to 280ms, down from 300ms – ADS Transition Out Time decreased to 280ms, down from 300ms – Spetsnaz 60 Rnd ADS Time Penalty Decreased to -10%, down from -15% – – Vargo-S (VG) Min Damage increased to 22, up from 20 – Neck Damage Multiplier increased to 1.5, up from 1.3 – Mirzoyan 414mm CustomDamage Range Penalty removed – Sprint to Fire penalty decreased to 1.1, up from 1.15 – – Nazaryan 336mm AGRecoil Control Penalty decreased to -40%, up from -45% – Sprint to Fire penalty removed – – Gabrielyan LW 298mm Vertical Recoil Control Penalty decreased to -60%, up from -80% – – 6.5mm Sakura 45 Round DrumsMagazine Capacity increased to 50, up from 45 – – 8mm Mauser 30 Round MagsMagazine Capacity increased to 40, up from 30 – – .30-06 38 Round MagsRate of Fire increased by 50% – – Mirzoyan Custom SK2 Movement speed penalty decreased to -2%, up from -4% – – Season Four Reloaded’s newcomer struggled to find a firm identity in the long-range AR class. We’re making some all-round modifications to smoothen out the experience, while compensating for the slightly below average Torso damage profile with the most generous “Critical Box” of the Vanguard Assault Rifles, with the Neck now matching the Headshot multiplier. Assault Rifle Alpha (VG) VDD 760mm 05BHorizontal Recoil Decreased to 20%, down from 30% – Muzzle Velocity decreased to 40%, down from 45% – – 8mm Kurz 60 Round DrumsADS Time Scaler penalty decreased to -10%, up from -7% – – » Light Machine Guns « UGM-8 (VG) Sustained Recoil Slightly Adjusted – Type 11 (VG) Sakura 487mm ShroudedRate of Fire Penalty decreased to -11.5% down from -15% – Horizontal Recoil Control increased to 32%, up from 30% – – 5.6mm 45 Round MagsMuzzle Velocity Penalty removed – – » Marksman Rifles « Vanguard Marksman Rifles have been held back by their restriction of using Sniper Ammunition. In Season Five we’re making large changes to these Weapons to now use Assault Rifle Ammunition instead, along with rebalancing the handling and damage potential of each Weapon in the class. Flinch Decreased on Marksman Rifles by 33% – Vanguard Marksman Rifles now use Assault Rifle Ammunition. – SVT-40 (VG) Time to ADS decreased to 400ms, down from 450ms – ZAC 730mm Precision BarrelADS Time penalty increased to – 8%, down from -7% – – .303 British 15 Round MagDamage Penalty increased to -10%, down from -7% – ADS Time decreased to 2%, down from 4% – Recoil Control now 5%, down from 32% – – 6.5 Sakura 20 Round MagDamage Penalty increased to -17%, up from -11% – Rate of Fire Bonus decreased to 30%, down from 50% – ADS Time decreased to 1%, down from 2% – Recoil control now 10%, down from 45% – – M1 Garand (VG) Muzzle Velocity increased by 13.4% – .303 British 12 Round ClipsMagazine Capacity Increased to 16 rounds, up from 12 – Recoil Control decreased to 5%, down from 25% – – 6.5 Sakura 20 Round DrumMagazine Capacity Increased to 40 rounds, up from 20 – Rate of Fire Bonus decreased to 25%, down from 43% – Movement Speed decreased to -4% down from 2% – Recoil control decreased to 20%, down from 31% – – .30-06 16 Round MagMagazine Capacity Increased to 30 rounds, up from 16 – – .30-06 20 Round DrumMagazine Capacity Increased to 40 rounds, up from 20 – Movement Speed penalty increased to -4%, up from -2% – – G-43 (VG) Max Damage increased to 35, up from 34 – Min Damage increased to 31, up from 28 – ZP 770mm Precision BarrelADS Time penalty decreased to -2%, up from -6% – – Fitzherbert 500mm RapidRecoil Recovery now increased by 10% – – Wyvern 570mm Full-Auto BarrelVertical Recoil increased to 20%, up from 2% – Horizontal recoil penalty decreased to -10%, up from -40% – – 8mm Klauser 20 Round MagMagazine Capacity Increased to 40 rounds, up from 20 – ADS Time penalty decreased to -2%, down from 4% – – M1916 (VG) Time to ADS decreased to 310ms, down from 340ms – ZP Custom BarrelRecoil Recovery now increased by 10% – – 6.5mm Sakura 20 Round MagRate of Fire Bonus decreased to 5%, down from 20% – – Crossbow (MW) Lower Torso Damage Multiplier decreased to 1.5, down from 1.8 – Upper Extremities Damage Multiplier decreased to 1.5, down from 1.8 – Lower Extremities Damage Multiplier decreased to 1.5, down from 1.8 – » Melee « Combat Shield (VG) Movement Speed Scalar decreased to 0.785, down from 0.8 – Scythe (BOCW) Melee Damage increased to 150, up from 145 – Attack Speed increased by 20% – Attack interrupt time decreased to 450ms, down from 660ms – Dual Kodachis (MW) Standing and crouching melee range decreased to 1.7m, down from 2.4m – Prone melee range decreases to 1.2m, down from 1.7m – Standing and crouched charged melee lunge increased to 2.4m, up from 1.7m – » Handguns « Klauser (VG) Wyvern 170mm 29LDamage Range increased to 40%, up from 20% – Horizontal Recoil Control Penalty decreased to -15%, up from -25% – Vertical Recoil Control Penalty decreased to -5%, up from -10% – Movement Speed Penalty decreased to -2.5, up from -4% – – Fitzherbert 200mm BL Muzzle Velocity increased to 50%, up from 40% – ADS Time Penalty decreased to- 6%, up from -12 – Movement Speed penalty decreased to -1%, down from -1.5% – ADS Movement Speed penalty decreased to -1%, down from -2% – – .45 ACP 12 Round MagsMagazine Capacity Increased to 16, up from 12 – Rate of Fire Penalty decreased to -4%, down from -10% – – » Sniper Rifles « Snipers have almost climbed to the ideal healthy usage rate, and for the first time we’re seeing a good spread of different Weapons being used depending on map and situation. With the rebalancing of some of the Vanguard Optics and a further reduction of flinch, we expect this category of Weapons to be in a solid position going forward. Flinch Decreased on Heavy Sniper Rifles by 11% – Flinch Decreased on Light Sniper Rifles by 40% – LW3 – Tundra (BOCW) Damage Range Increased to 69 meters, up from 61 meters – Upper Torso Damage Multiplier increased to 1.52, up from 1.1 – Lower Torso Damage Multiplier increased to 1.3, up from 1.05 – Extremities Damage Multiplier increased to 1.0, up from 0.9 – ADS Transition In Time decreased to 430ms, down from 460ms – Type 99 (VG) Shiraishi 712mm SniperNeck Damage Multiplier scale increased to 1.62, up from 1.0 – Upper Torso Damage Multiplier decreased to 1.1, down from 1.181 – Sprint to Fire Penalty decreased to -15%, up from -18% – – 3-Line Rifle (VG) .30-06 20 Round MagsDamage Bonus decreased to 7%, down from 10% – Rate of Fire Penalty decreased to -6.5% , up from -10% – – » Shotguns « Combat Shotgun (VG) Headshot Locational Damage Multiplier decreased to 1.05, down from 1.1 – Neck Locational Damage Multiplier decreased to 1.05, down from 1.1 – 12 Gauge 5 Round TubeLocational Damage Multipliers decreased to 2.5%, down from 5% – – Sawed-Off Damage Range Penalty increased to -25%, down from -20% – Bonus Damage decreased to 15%, down from 20% – – » Submachine Guns « We’re making some adjustments to widen the Close Range meta even further by making additional changes to the best performers, and giving some much needed attention to some old favorites. Armaguerra 43 (VG) ADS Movement Speed Scale decreased to 1.32, down from 1.36 – Imerito 550mm 03PVertical Recoil Control decreased to 10%, down from 15% – Horizontal Recoil Control decreased to 15%, down from 20% – – Imerito 180mm ShortVertical Recoil Control Penalty increased to -15%, up from -10% – – Botti 570mm PrecisioneHeadshot Damage Multiplier decreased to 1.14, down from 1.2 – Muzzle Velocity decreased to 30%, down from 40% – Horizontal Recoil Control decreased to 25%, down from 35% – – 8mm Kurz 72 Round MagsMuzzle Velocity decreased to 10%, down from 20% – Damage Range Bonus removed, down from 5% – – 9mm 60 Round MagsMovement Speed Penalty increased to -3%, down from -1% – ADS Time penalty increased to -8%, down from -6% – – Imerito TA Skeletal Initial Recoil decreased to 10%, down from 15% – Sustained Recoil penalty increased to -10%, down from -7.5% – – Marco 5 (VG) Max Damage decreased to 32, down from 34 – Mid Damage decreased to 29, down from 30 – Mid Damage Range increased to 20 meters, up from 15 meters – Imerito 342mm 04PMuzzle Velocity decreased to 40%, down from 50% – Recoil Control decreased to 5%, down from 8% – – Perfetto Lesto 355mmVertical Recoil Control penalty increased to -25%, down from -21% – Horizontal Recoil Control decreased to -15%, down from -12% – – H4 Blixen (VG) Bergström 17″ F3Recoil Control Decreased to 30%, down from 45% – – 7.62 Gorenko 54 Round MagsHeadshot Multiplier Removed – Upper Torso Damage Multiplier increased to 1.13, up from 1.0 – Movement Speed Scale Decreased to 0.97, down from 1.02 – ADS Time Scalar Penalty decreased to -4%, up from -3% – – UGR (BOCW) Magazine Capacity increased to 45, up from 40 – Explosive Flechettes Magazine Capacity increased to 50, up from 36 – – Fennec (MW) Neck Damage Multiplier increased to 1.4, up from 1.01 – Leg and Foot Damage Multiplier increased to 1.0, up from 0.9 – M1928 (VG) Chariot 2.5″Rate of Fire decreased to 10%, down from 15% – Vertical Recoil Control penalty decreased to -35%, up from -50% – – Chariot 5.5″Min Damage increased to 22, up from 21 – – 8mm Kurz 50 Round DrumsDamage Range decreased to 15%, down from 20% – Vertical Recoil Control penalty decreased to -25%, up from -30% – – 8mm Kurz 100 Round DrumsDamage Range decreased to 15%, down from 20% – Vertical Recoil Control penalty decreased to -25%, up from -30% – – PPSh-41 (VG) ZAC 300mm Hip Fire Accuracy penalty decreased to -15%, up from -20% – Damage Range increased to 25%, up from 20% – – 8mm Nambu 71 Round MagsDamage Penalty Removed – Damage Range Penalty increased to -25%, down from -20% – – ZAC FoldingRecoil Recovery increased by 10% – – Submachine Gun Bravo (MW) Mid Damage increased to 22, up from 20 – Mid Damage Range decreased to 17.8 meters, down from 19.1 meters – Min Damage increased to 19, up from 18 – Striker 45 (MW) Neck Damage Multiplier increased to 1.15, up from 1.01 – Upper Torso Damage Multiplier increased to 1.12, up from 1.01 – ATTACHMENTS » Muzzles « MX Silencer Recoil Control decreased to 3%, down from 4% – Muzzle Velocity decreased to 10%, down from 12% – Damage Range decreased to 7.5%, down from 10% – M1928 Silencer – Recoil Control decreased to 3%, down from 4% – Muzzle Velocity decreased to 10%, down from 12% – Damage Range decreased to 7.5%, down from 10% – Mercury Silencer Horizontal Recoil Control decreased to 4%, down from 5% – » Scopes « SVT-40 PU Scope 3-6x Sniper Glint has been enabled – Recoil Control Decreased to 1%, down from 5% – Flinch Resistance decreased – Assault Rifles:ADS Penalty increased to -10%, up from -4% – – 1913 Variable 4-8x Sniper Glint has been enabled – Recoil Control decreased to 5%, down from 10% – Flinch Resistance decreased – Assault Rifles:ADS Penalty increased to -12%, up from -8% – – » Gunperks « Tight Grip Sustained Recoil Control decreased to 9%, down from 10% –
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All weapon buffs & nerfs in Warzone Season 3 update – Dexerto
All weapon buffs & nerfs in Warzone Season 3 update ActivisionCall of Duty: Warzone Pacific’s Season 3 update is out now and things are about to change. With nerfs to all the Sniper Rifles in the game and a second pass on the MP-40 holding onto much of the spotlight, here are all of the differences in this patch. Warzone typically enters into a new era of gameplay after every major patch. Just like the Vanguard integration brought the Cooper Carbine, STG, and MP40 into the meta, each new season hopes to bring a fresh coat of paint to the BR experience. That looks to be the case yet again as the Season 3 patch notes bring one of the biggest sets of weapon changes in the title’s three-year history. Not even the most beloved of loadouts were safe from this tuning run. Warzone Pacific Season 3 nerfs Since boosting HP on Caldera to 150 the devs noticed that snipers were becoming increasingly common in the playerbase, as getting a headshot meant not having to engage with stronger, healthier enemies like intended. To counterbalance this, not all sniper rifles will be able to one-shot kill anymore and damage range will determine the lethality potential of some others. These are the snipers that can no longer one-shot enemies: Rytec AMR (MW) – Dragunov (MW) – M82 (BOCW) – The list of guns that have limited one-shot headshot potential is a little bit longer and more complicated: Marksman Rifle Charlie (MW) – SP-R 208 (MW) – Pelington 703 (BOCW) – Swiss K31 (BOCW) – Type 99 (VG) – Kar98k (VG) – This means that only the HDR, ZRG, 3-Line, Gorenko, and AX-50 have not been targeted. There were a ton of small changes in this update but we’ll highlight the ones most likely to affect the meta. Both the Owen Gun and MP40 saw some nerfs to their most popular attachments while the Bren’s changes highlighted reductions in range and accuracy: MP40 (Vanguard) VDD 189mm Short Barrel Min Damage decreased to 23, down from 24 – Upper and Lower Torso Damage Multiplier decreased to 1.04, down from 1.1 – – – VDD 189mm Short Barrel – Owen Gun (Vanguard) 7.62 Gorenko 33 Round Mags Neck Damage Multiplier decreased to 1.17, down from 1.3 – – 7.62 Gorenko 72 Round Drums Head Damage Multiplier decreased to 1.47, down from 1.5 – Neck Damage Multiplier decreased to 1.17, down from 1.3 – – Hockenson 142mm Rapid Fire Rate decreased to 16%, down from 19% – – Bren LMG (Vanguard) Max Damage decreased to 32, down from 34 – Min Damage decreased to 28, down from 30 – 6.5 Sakura 40 Round Mags Horizontal Recoil Control decreased to 14%, down from 20% – Vertical Recoil Control decreased to 14%, down from 18% – – Queen’s 775m Scepter Horizontal Recoil Control decreased to 23%, down from 40% – Vertical Recoil Control decreased to 20%, down from 40% – – Queen’s 705mm Royal Horizontal Recoil Control decreased to 31%, down from 38% – – Tight Grip Recoil Control greatly decreased – – – Warzone Pacific Season 3 weapon buffs: STG-44, Volk The two most notable bumps in potential are undoubtedly the STG-44 and the Volkssturmgewehr. Attachment changes to the former should give it a well-defined space among the AR category while the Volk will be getting a bump in accuracy and damage range STG-44 (Vanguard) .30 Russian Short 45 Round Mags Damage Range decreased to 10%, down from 20% – Horizontal Recoil Control penalty decreased to -23%, down from -25% – Vertical Recoil Control penalty decreased to -18%, down from 20% – Visual Recoil decreased – – 7.62 Gorenko 50 Round Mags Damage Range penalty removed – Bullet Velocity penalty removed – – Krausnick 620mm Precision Bullet Velocity increased to 40%, up from 30% – Now increases Damage Range by 20% – – VDD 320mm 02B Bullet Velocity increased to 30%, up from -12% – Damage Range increased to 10%, up from -10% – Horizontal Recoil Control penalty decreased to -18%, down from -25% – Initial Firing Recoil penalty decreased to -10%, down from -20% – – VDD 760mm 05B Damage Range increased to 35%, up from 15% – Bullet Velocity increased to 50%, up from 40% – – Volk (Vanguard) 7.62 Gorenko 30 Round Mags Bullet Velocity penalty removed – Damage Range penalty removed – – 7.62 Gorenko 40 Round Mags Bullet Velocity penalty removed – Damage Range penalty removed – – Krausnick 428mm 05V Bullet Velocity increased to 50%, up from 40% – – Reisdorf 407mm Custom Now increases Bullet Velocity by 30% – Now increases Damage Range by 26% – – VDD 287mm Bullet Velocity increased to -10%, up from -12% – Horizontal Recoil Control penalty decreased to -21%, down from -25% – Vertical Recoil Control penalty decreased to -12%, down from -50% – – With such sweeping changes across the board, it’s going to take some time for the real top dogs to emerge and a new meta to form. There’s no doubt that the upcoming week will be a huge one in terms of shaping the new meta, so keep your eyes peeled for any early favorites that emerge through the fog.
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All weapon buffs & nerfs in Warzone Season 3 Reloaded update – Dexerto
All weapon buffs & nerfs in Warzone Season 3 Reloaded update ActivisionAll new balance adjustments have just landed in Warzone as part of the Season 3 Reloaded update. From SMG nerfs to Sniper buffs, here’s a look at every single weapon change. As expected from the latest sizeable update, a handful of fresh balance tweaks have been implemented in Warzone. While Black Ops Cold War multiplayer deployed a considerably larger set of changes, there’s still a good amount to wrap your head around here in the battle royale. Season 3 Reloaded is now live and with it, came a few key weapon buffs and nerfs. Notably, two Submachine Guns will now behave differently. Sniper Rifles have been tweaked across the board, and a variety of attachments will now feel a little different. Here’s a complete overview of every single weapon change in Warzone’s Season 3 Reloaded update. Submachine Gun changes in Warzone Season 3 Reloaded update First up, two Submachine Guns were altered as part of the new update. Both the AK-74u and the PPSh-41 have been changed in Season 3 Reloaded. The former has been scaled back in some areas while slightly improved in others. Bullet Velocity and maximum range have both seen hefty drops of 15% and 15% respectively. Meanwhile, Sprint to Fire Speed was boosted by 20% to account for the changes. Landing shots to the neck will also be slightly more damaging now as the multiplier has increased from 1 to 1.4. For the PPSh-41, this SMG is now better than ever. A slight damage increase from 27 to 28 was complemented with a 3.8% increase to maximum range. This should bump it in line with some of the better SMGs in Warzone today. AK-74u Neck multiplier increased from 1 to 1.4 – Sprint to Fire Speed increased by 20% – Bullet Velocity decreased by 15% – Maximum damage range decreased by 25% – – PPSh-41 Maximum damage increased from 27 to 28 – Maximum damage range increased by 3.8% – – – AK-74u – Sniper Rifle changes in Warzone Season 3 Reloaded update Up next are the Sniper Rifle changes, of which there are plenty. It’s crucial to note that outside of specific weapon adjustments, all Black Ops Cold War Snipers have had their base optics tweaked to some extent. Certain options have been hit with stability improvements, others now have faster ADS speeds. For some, damage has even been impacted. The ZRG 20mm is one such example, now dealing much more damage to the upper torso with a further improvement to bullet penetration. Read More: World Series of Warzone revealed – Conversely, the M82 has now been overhauled into a ‘heavy duty’ semi-auto Sniper. As a result, it fires much slower than ever before. All Black Ops Cold War Sniper base optics have been adjusted. – Sniper Rifle Charlie – M82 (Semi-Auto) Bullet Velocity increased by 14% – Extremity multipliers increased from .9 to 1 – Rate of Fire decreased from .33 to .83 – – LW3 – Tundra Aiming Stability increased – – Swiss K31 Flinch Resistance greatly increased – ADS Speed increased slightly – Aiming Stability increased – – ZRG 20mm Bullet Penetration increased – Upper Torso multiplier increased from 1.25 to 1.7 – Lower Torso multiplier increased from 1.15 to 1.25 – Extremity multipliers increased from .9 to 1 – ADS Speed decreased by 4% – Bullet Velocity decreased by 2% – Move Speed decreased by 2% – ADS Move Speed decreased by 1% – – Attachment changes in Warzone Season 3 Reloaded update Last but not least, an assortment of popular attachments have been adjusted in Warzone. Seven in total have tweaked in order to accommodate some of the base weapon updates. Lasers on Snipers now no longer come with certain innate buffs such as increased range or decreased hip spread. Meanwhile, Suppressors are now surprisingly more powerful with improvements to Bullet Velocity, ADS Speed, and Sprint to Fire Speed. Muzzles Flash Guard Vertical Recoil Control increased slightly – – Suppressor No longer reduces Bullet Velocity – Now increases Bullet Velocity – Now increases ADS Speed – Now increases Sprint to Fire Speed – – – Flash Guard – Lasers SOF Target Designator (Snipers) No longer increases Effective Damage Range – Now increases Aiming Stability – ADS Move Speed multiplier increased – – Ember Sighting Point (Snipers) No longer increases Effective Damage Range – Now greatly increases Aiming Stability – ADS Move Speed multiplier increased – – Steady Aim Laser (Snipers) No longer decreases Hip Spread – Now increases ADS Speed – – Swat 5mW Laser Sight (Snipers) No longer decreases Hip Spread – No longer decreases ADS Speed – Now increases Aiming Stability – Now greatly increases ADS Speed – – – SOF Target Designator (Snipers) – Rear Grips Airborne/GRU Elastic Wrap Aiming Stability increased – – – Airborne/GRU Elastic Wrap –
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All weapon buffs & nerfs in Warzone Season 2 Pacific update – Dexerto
All weapon buffs & nerfs in Warzone Season 2 Pacific update ActivisionCall of Duty: Warzone Pacific’s Season 2 update has arrived and, with it, a serious shift in the weapon landscape. With nerfs to the meta Bren and MP-40 taking center stage, here are all of the patch’s gun buffs and nerfs. Warzone becomes a different game when weapons change and, unlike the Pacific Season 1 Reloaded patch, Season 2 seems ready to truly shake up the meta. In the last update, meta guns weren’t tweaked quite heavily enough to be removed from loadouts – but the devs doubled down for the new season. In the Pacific Season 2 patch notes, a total of 16 guns were adjusted, as well as… 113 different attachments. While you should check out the full patch notes (as linked above) for the devs’ details on each change, we’ll simplify the buffs and nerfs here so that players can have an overview of what to expect. Warzone Pacific Season 2 general buffs & nerfs: Bullet velocity, Incendiary Before getting into specific guns, there are two adjustments in the S2 patch that will have universal consequences across a number of weapons. First, the bullet velocity of every Vanguard weapon has been improved so that they are close to the strengths of Modern Warfare and Black Ops Cold War guns. This will make all VG guns easier to hit shots with at range. Second, the Incendiary rounds were nerfed heavily: the flames now do 6 damage (instead of 9) and the rounds now lower guns’ damage by 10% (3% for snipers). This should make them far less enticing to use than options like Hollow Point (for SMGs) and Lengthened (for ARs and LMGs). It’s worth noting that Lengthened’s impact was also changed (now a 10% increase in velocity, down from 40%). It shouldn’t feel that much worse, though, as VG guns got a velocity buff across the board (as did a number of their attachments). Warzone Pacific Season 2 nerfs: Bren, MP40, C58, more As for gun-specific nerfs, there are a number of impactful changes. Here are the ones that are most likely to affect the meta: Bren LMG (Vanguard) Upper arm and lower torso damage multipliers decreased from 1.1 to 1.0 – Meta Queen’s 705mm Royal barrel now decreases ADS Speed by 12% (formerly 10%), while decreasing ADS Movement Speed by 2%, Hip Fire Accuracy by 15%, and Movement Speed by 1.5% – Meta m1941 Hand Stop underbarrel now decreases Horizontal and Vertical Recoil Control by 4% – C58 AR (Black Ops Cold War) Recoil deviation and magnitude both increased (will make it harder to hit shots) – STG-44 AR (Vanguard) ADS Speed decreased to 0.26 (from 0.255) – Meta VDD 760mm 05B barrel now decreases ADS Speed (12%) and Movement Speed (2%), while increasing Bullet Velocity by 40% and movement speed by 4.5% (down to a 2% nerf, formerly 6.5%) – Cooper Carbine AR (Vanguard) Meta 22″ Cooper Custom barrel now decreases ADS Movement Speed by 2%, ADS Speed by 12%, Hip Fire Accuracy by 15%, and Movement Speed by 2%, while increasing Bullet Velocity by 40% – MP40 SMG (Vanguard) Maximum Damage Range decreased to 422 (formerly 473) and Mid Damage Range decreased to 600 (formerly 612) – Meta Krausnick 317mm 04B barrel now decreases ADS Movement Speed (2%), ADS Speed (12%), Hip Fire Accuracy (15%), and Movement Speed (1.5%), while increasing Bullet Velocity by 20% – Meta 7.62 Gorenko 45 Round Mags now increase Fire Rate by 17.8% (down from 20%) and Vertical Recoil Control by 22% (down from 25%) – Welgun SMG (Vanguard) Maximum Damage Range decreased to 525 (formerly 581) and Mid Damage Range decreased to 734 (formerly 778) – Meta 120mm Gawain Short barrel now decreases Bullet Velocity by 3.8%, Damage Range by 6%, Vertical Recoil Control by 4%, and its Fire Rate buff was decreased by 3.2% (from 12.5% to 9.3%) – Meta 7.62 Gorenko 40 Round Mags’ recoil control buffs toned down: Horizontal and Vertical Recoil Control now increased by 22% (formerly 25%) – Warzone Pacific Season 2 buffs: Top Break pistol, 3-Line Rifle, more While there were a lot of changes that could positively impact a variety of guns, there are some clear standouts in terms of buffs. The Klauser, Machine Pistol, and Top Break pistol all received positive adjustments, as did the 3-Line Rifle and Gorenko Anti-Tank Rifle. The most notable, though, are the Top Break and 3-Line: Top Break Pistol (Vanguard) Bullet velocity increased to 399 (formerly 360), Max Damage Range increased to 925 (formerly 800), Mid Damage increased to 34 (formerly 30), and Min Damage increased to 26 (formerly 24) – Wilkie W-7 barrel now increases Bullet Velocity by 6% and Neck Damage by 10% – 3-Line Rifle (Vanguard) ADS Movement Speed increased by 27.1% and Movement Speed increased by 3.7% – Neck Damage Multiplier increased to 1.6 (formerly 1.5) – Gun Bob decreased – ADS Speed nerfed by 0.017, from .500 to .517 – With such a ludicrous amount of balancing changes, it will be impossible to predict the meta just yet. So far, though, these changes should provide a refreshing slate of opportunity for those looking to tweak their loadouts. We’ve highlighted the biggest movers, in terms of positive and negative tweaks, from the Season 2 patch – but things are sure to unfold as players test out all of the attachments this week.
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All weapon buffs & nerfs in Warzone and MW2 Season 4 Reloaded – Dexerto
All weapon buffs & nerfs in Warzone and MW2 Season 4 Reloaded ActivisionWith each midseason ‘Reloaded’ update, Call of Duty brings in a number of new features to keep Warzone and Modern Warfare 2 feeling fresh, be it with new maps or weapons or balancing certain guns to shift the meta. Here are all the weapon buffs and nerfs in Season 4 Reloaded. With the constant ongoing nature of Call of Duty multiplayer and battle royale, weapon buffs and nerfs can be paramount to players’ enjoyment of the games, and creating a good, balanced meta is key. That’s why there’s a constant focus from Warzone devs Raven Software and MW2 devs Infinity Ward to look at the power of their guns with each update and try to make overpowered weapons less powerful, and underused guns more powerful. With that said, here are all the changes made for Season 4 Reloaded. (Be sure to also check out our Warzone patch notes and Modern Warfare 2 patch notes for the latest update.) Season 4 Reloaded weapon buffs & nerfs Here are all the weapon buffs and nerfs in S4 Reloaded. Submachine Guns ISO 45 Reduced close range damage – Reduced headshot damage | MWII Only – Increased hip spread – – Vaznev 9k Reduced close-mid damage distance – – Assault Rifles Kastov 762 Reduced headshot damage | MWII Only – Increased time to ADS – – Kastov-74u Reduced headshot damage | MWII Only – Increased hip spread – – TAQ-56 Reduced headshot damage | MWII Only – – Shotguns KV Broadside Increased mid range damage | MWII Only – – Bryson 800 Reduced damage to head, upper torso, legs, and arms | MWII Only – Reduced mid damage range slightly | MWII Only – – Bryson 890 Reduced damage to arms | MWII Only – Increased damage to lower torso | MWII Only – Increased ADS movement speed – – Expedite 12 Increase damage to head and upper torso | MWII Only – Reduced ADS time – Reduced hip spread – – Marksman Rifles Tempus Torrent Reduced close to mid range damage | MWII Only – Reduced neck location damage | MWII Only – Increased time to ADS – – EBR-14 Reduced ADS movement speed – Reduced hip strafe speed – – Lockwood MK2 Reduced time to ADS – Movement increase – – SA-B 60 Movement increase – – Fixed an issue with Underbarrel Grenade Launchers that prevented explosion effects from occurring when hitting Players with a direct shot as long as the grenade is at arming distance – The LA-B 330/SP-X 80 22” Cavalry Barrel attachment now displays that it will block muzzle attachments – The FTAC Siege Supertac-VI attachment now displays that it will block muzzle attachments – Fixed a crash that could occur when equipping the Liquid Hot Blueprint and changing the receiver –
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All weapon buffs & nerfs in Vanguard Season 3 update – Dexerto
All weapon buffs & nerfs in Vanguard Season 3 update ActivisionThe Vanguard Season 3 Classified Arms patch update has arrived with a fresh set of buffs and nerfs for the arsenal. From the Welgun to the Volk we’ve got all the changes rounded up and ready to break down. It’s time for Vanguard to get a fresh coat of paint in the form of the Season 3 update. Each season aims to switch things up a little bit to keep things fresh and this one was certainly no exception. There are some big hitters coming up on the chopping block and you’ll want to get reacquainted with the state of things before loading into a game. All weapon buffs and nerfs in Vanguard Season 3 update It shouldn’t be a surprise that the Welgun received some of the most substantial changes in this patch. Read More: How to unlock Trophy Systems in Vanguard – A popular choice in both Vanguard and Warzone, the quick-hitter lost a bit of damage range and on top an accuracy reduction. The 320mm SA Shrouded barrel saw a similar change in order to keep the gun in check. Welgun Decreased damage ranges. – Increased initial recoil while firing. – 320mm SA Shrouded (Barrel) Decreased accuracy benefit. – – Vanguard’s Volksturmgewehrr also saw some big updates after the gun skyrocketed to popularity following CDL Major II. It was there that pro player Spart showed the world exactly how good the gun was, and it seems like the devs were paying keen attention to that fact. Decreased aim walking movement speed. – Shells will no longer cease to eject from the Weapon after sustained fire. – VDD 287mm (Barrel) Decreased aim walking movement speed benefit. – – Reisdorf 22V Adjustable (Stock) Decreased aim walking movement speed benefit. – – – The Armaguerra 43, G-43, STG-44,and Type 100 additionally saw similar adjustments to the Volk, with all three sets of nerfs focusing on movement speed while aiming down sights. Armaguerra 43 (SMG) Imerito 180mm Short (Barrel) Decreased aim walking movement speed benefit. – – Imerito TA Skeletal (Stock) Decreased aim walking movement speed benefit. – – G-43 (Marksman Rifle) Fitzherbert Short (Barrel) Decreased aim walking movement speed benefit. – – Wyvern Skeletal (Stock) Decreased aim walking movement speed benefit. – – – Fitzherbert Short (Barrel) – STG-44 (AR) Konstanz Tactical (Stock) Decreased ADS move speed benefit. – – – Konstanz Tactical (Stock) – Type 100 (SMG) Sakura 196mm Light (Barrel) Decreased aim walking movement speed benefit. – – Warubachi 134mm Rapid (Barrel) Slightly increased accuracy penalty. – – Warubachi Grip Folding (Stock) Decreased aim walking movement speed benefit. – – .30 Russian Short 30 Round Mags (Magazine) Increased fire rate penalty. – – The only gun to receive a buff in the entire patch is the PPSH-41, but that also came with a trade off. Despite getting a bump in ADS accuracy, the gun will no longer have quite the same hipfire potential that it did before. PPSH-41 Increased accuracy. – Decreased hip fire accuracy. – Kovalevskaya 230mm BO3P (Barrel) Decreased hip fire accuracy benefit. – – ZAC 300mm (Barrel) Decreased accuracy benefit. – Increased aim walking movement speed penalty. – – – That’s all for the weapon buffs and nerfs in Vanguard Season 3. If you’re looking for more Season 3 content, check out our other guides and hubs here: Everything in Season 3 | What is the Sabotage Contract? | How to unlock M1916 in Vanguard | How to unlock Nikita AVT in Vanguard
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All weapon buffs & nerfs in MW3 and Warzone Season 5 Reloaded – Dexerto
All weapon buffs & nerfs in MW3 and Warzone Season 5 Reloaded ActivisionModern Warfare 3 and Warzone Season 5 has reached the mid-way point, which has made way for this season’s Reloaded update to add some major weapon changes via buffs and nerfs. The Call of Duty devs have shaken up the meta once more with Season 5 Reloaded, with plenty of different guns receiving balance adjustments across each mode. Warzone has been hit with tons of buffs and nerfs, in particular giving damage range buffs for an array of Assault Rifles, Battle Rifles, and Submachine Guns. Meanwhile, the standout for MW3 has been the decreased recoil adjustments for the BAL-27, which were also changed for Warzone. Aside from that, the previously dominant Superi 46 and FJX Horus Submachine Guns in MW3 have seen further nerfs to their damage range. Despite this, Horus’s sprint to fire time was increased. As with any update, some of these changes will only apply to Modern Warfare 3’s Multiplayer modes, while others are exclusive to Warzone. Keep this in mind when adjusting your loadouts. The complete list of buff and nerfs from the Season 5 Reloaded weapon changes can be found below. Warzone weapon changes Assault Rifles BAL-27 Max Damage Range increased to 31.75 meters, up from 26.67. – DG-56 Lower Torso Modifier increased to 1.1x, up from 1x. – FR 5.56 Max Damage Range increased to 43.18 meters, up from 38.1. – Lower Arm and Hand Modifiers increased to 1.1x, up from 1x. – Holger 556 Max Damage Range increased to 41.91 meters, up from 36.83. – MCW Max Damage Range increased to 36.83 meters, up from 30.48. – Near-Mid Damage Range increased to 44.45 meters, up from 38.1. – Mid Damage Range increased to 53.34 meters, up from 48.26. – STG44 Max Damage decreased to 32, down from 36. – M16 (MWII) JAK Patriot Conversion Kit Max Damage Range increased to 30.48 meters, up from 24.9. – – Battle Rifles BAS-B Leg and Foot Modifiers increased to 1.1x, up from 1x. – MTZ-762 JAK Heretic Carbine Kit Max Damage Range increased to 33.02 meters, up from 27.94. – – SOA Subverter Max Damage Range increased to 25.4 meters, up from 20.57. – Submachine Guns Rival-9 Max Damage Range increased to 15.24 meters, up from 12.7. – Static-HV Mid Damage decreased to 24, down from 25. – Max Damage Range decreased to 13.97 meters, down from 16.0. – Near-Mid Damage Range decreased to 25.4 meters, down from 30.48. – Mid Damage Range decreased to 35.56 meters, down from 40.64. – Headshot Modifier decreased to 1.2x, down from 1.4x. – Leg and Foot Modifiers decreased to .95x, down from 1x. – Striker Max Damage Range increased to 14.48 meters, up from 12.7. – Near-Mid Damage Range increased to 26.67 meters, up from 24.13. – Lachmann Shroud (MWII) JAK Decimator Conversion Kit Max Damage Range increased to 13.46 meters, up from 12.44. – – Light Machine Guns Pulemyot 762 Neck Modifier increased to 1.2x, up from 1.1x. – Lower Torso and Hand Modifiers increased to 1.1x, up from 1x. – Decreased sprint to fire time to 262ms, down from 285ms . – Decreased aim down sight time to 420ms, down from 450ms. – Increased rate of fire to 545rpm, up from 492rpm. – RPK (MWII) JAK Cataclysm Conversion Kit Increased incoming flinch to 0.68n, up from 0.17n. – Increased hipfire spread minimum to 10deg/s, up from 3.6deg/s. – Increased hipfire spread maximum to 14deg/s, up from 9deg/s. – Increased recoil gun kick to 38.60deg/s, up from 23.16deg/s. – Increased horizontal recoil to 23.29deg/s, up from 18.63deg/s. – Increased vertical recoil to 94.08deg/s, up from 56.45deg/s. – – Marksman Rifles DM56 Max Damage Range increased to 43.18 meters, up from 36.83. – MCW 6.8 Increased rate of fire to 353rpm, up from 316rpm. – Lower Torso Modifier increased to 1.2x, up from 1x. – Handguns P890 (MWII) Akimbo P890 Rear Grip Decrease hipfire spread by 20%. – Decrease damage range penalty by 20%. – – .50 GS (MWII) Akimbo .50 GS Rear Grip Decreased hipfire spread by 10%. – Decreased damage penalty by 10%. – – X12 (MWII) Akimbo X12 Rear Grip Removed hipfire spread penalty. – Removed damage range penalty. – – Basilisk (MWII) Akimbo Basilisk Rear Grip Decreased hipfire spread by 10%. – Decreased damage penalty by 10%. – – FTAC Siege (MWII) Akimbo FTAC Siege Rear Grip Decreased hipfire spread by 20%. – Decreased damage range penalty by 20%. – – GS Magna (MWII) GS Magna Akimbo Rear Grip Decreased hipfire spread by 10%. – Decreased damage penalty by 10%. – – 9mm Daemon (MWII) Akimbo 9mm Daemon Rear Grip Decreased hipfire spread by 10%. – Decreased damage penalty by 10%. – – X13 Auto (MWII) Akimbo X13 Rear Grip Decreased hipfire spread by 40%. – Decreased damage range penalty by 20%. – – Modern Warfare 3 weapon changes Assault Rifles BAL-27 Decreased horizontal recoil magnitude, allowing greater predictability during sustained fire. – Decreased overall recoil magnitude to aid in long-range effectiveness. – Decreased overall recoil deviation, ensuring a more predictable pattern that is easier to control at range. – Submachine Guns Superi 46 Decreased movement speed from 5m/s to 4.9m/s (-2%). – Decreased crouched movement speed from 2m/s to 1.9m/s (-5%). – Decreased sprint speed from 5.9m/s to 5.8m/s (-2%). – Decreased ADS movement speed from 3.6m/s to 3.4m/s (-6%). – FJX Horus Increased sprint to fire time from 93ms to 110ms (+18%). – Decreased maximum damage range from 13.7m to 11.4m (-17%). – Decreased near-medium damage range from 22.9m to 19m (-17%). – Decreased medium damage range from 29.7m to 25.4m (-15%). – Decreased far-medium damage range from 36.6m to 30.5m (-17%). – Shotguns Reclaimer 18 Fixed an issue causing inconsistent damage dealt to enemies in both fire types. – Semi-Auto Fire Type Increased fire rate from 182rpm to 200rpm (+10%). – Increased tac-stance spread by 12%. – – Pump Action Fire Type Increased hipfire maximum damage from 80 to 220 (+175%). – Increased hipfire maximum damage range from 2m to 3m (+50%). – Increased hipfire near-medium damage from 20 to 25 (+25%). – – KV Broadside (MWII) JAK Jawbreaker Conversion Kit Decreased vertical recoil by 20%. – – MX Guardian (MWII) Removed the ability to equip the incompatible GRV-Z Short Grip Underbarrel Attachment. – Light Machine Guns Pulemyot 762 Increased upper arm and lower arm damage multipliers from 1x to 1.1x. – Marksman Rifles MTZ Interceptor Decreased maximum damage range from 30.5m to 22.9m (-25%). – Decreased lower torso, upper arm, lower arm, and hand damage multipliers from 1x to 0.9x. – EBR-14 (MWII) SO-90 Factory Stock Fixed an issue causing players to become unable to move while aiming down sights. – – Sniper Rifles XRK Stalker Increased upper leg, lower leg, and foot damage multipliers from 1x to 1.1x. – Carrack .300 (MWII) Increased maximum damage range from 12.7m to 17.8m (+40%). – Increased near-medium damage range from 30.7m to 66m (+115%). – Removed medium damage range. – Handguns COR-45 Decreased rate of fire from 375rpm to 240rpm (-36%). – XRK v6 Match Trigger Action Decreased rate of fire from 438rpm to 264rpm (-40%). – – XRK v21 Heavy Match Trigger Action Decreased rate of fire from 545rpm to 272rpm (-50%). – – TYR Increased maximum damage range from 5.6m to 8.9m (+14%). – Increased near-medium damage range from 11.4m to 15.2m (+33%). – GS Magna (MWII) Removed the ability to equip the incompatible JAK NRG-IV Optic Attachment. – Melee Sledgehammer Decreased movement speed by 22%. – Decreased heavy swing melee range from 5.3m to 3.2m (-40%). –
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All weapon buffs & nerfs in MW3 and Warzone Season 3 Reloaded – Dexerto
All weapon buffs & nerfs in MW3 and Warzone Season 3 Reloaded ActivisionSeason 3 Reloaded is here, introducing changes to MW3 and Warzone’s vast arsenal. Here are the full details on buffs and nerfs courtesy of the midseason patch. Season 3 Reloaded introduces plenty of new content across MW3 and Warzone. Along with the launch of the midseason update, a huge patch has deployed with a wide range of notable weapon balance changes. These changes will affect the meta greatly across both multiplayer and battle royale. It’s important to know all about them to avoid your loadouts becoming dated and irrelevant. Courtesy of the official patch notes, here’s every weapon buff and nerf across Warzone and MW3. All Modern Warfare 3 weapon changes in Season 3 Reloaded Assault Rifles BP50 Increased hipfire spread minimum from 2.4deg/s to 3deg/s (+25%). – Increased hipfire spread maximum from 6.7deg/s to 7.2deg/s (+7%). – Increased moving hipfire spread maximum from 4.7deg/s to 5.2deg/s (+11%). – – SVA 545 Increased hipfire spread minimum from 2.6deg/s to 3.3deg/s (+27%). – Increased hipfire spread maximum from 7.3deg/s to 7.8deg/s (+7%). – Increased moving hipfire spread maximum from 5.3deg/s to 5.8deg/s (+9%). – – RAM-7 Increased hipfire spread minimum from 2.6deg/s to 3deg/s (+15%). – – MTZ-556 Increased hipfire spread minimum from 2.6deg/s to 3.1deg/s (+19%). – Increased hipfire spread maximum from 7deg/s to 7.4deg/s (+6%). – Increased moving hipfire spread maximum from 5.3deg/s to 5.4deg/s (+2%). – – Holger 556 Increased hipfire spread minimum from 2.6deg/s to 3.4deg/s (+31%). – Increased hipfire spread maximum from 7.5deg/s to 7.8deg/s (+4%). – Increased moving hipfire spread maximum from 5.5deg/s to 5.8deg/s (+5%). – – MCW Increased hipfire spread minimum from 2.6deg/s to 3.2deg/s (+23%). – Increased moving hipfire spread maximum from 5.3deg/s to 5.6deg/s (+6%). – – DG-56 Increased hipfire spread minimum from 2.4deg/s to 2.8deg/s (+17%). – Increased moving hipfire spread maximum from 3.3deg/s to 5deg/s (+52%). – Added medium damage range, 29 damage to 38.1m. – Decreased minimum damage from 29 to 25 (-14%). – – FR 5.56 Decreased sprint to fire time from 231ms to 216ms (-6%). – Decreased aim down sight time from 260ms to 250ms (-4%). – Increased aim down sight movement speed from 2.7m/s to 2.9m/s (+7%). – Increased bullet velocity from 680m/s to 720m/s (+6%). – 600mm FR Longbore Barrel Removed hipfire spread minimum benefit. – Decreased hipfire spread penalty by 8%. – Decreased aim down sight speed penalty by 20%. – Replaced aiming idle sway penalty with benefit. – – 435mm FR 435 Barrel Removed movement speed penalties. – Removed hipfire spread penalties and benefits. – Increased recoil control benefit by 5%. – Added firing aim stability benefit. – Removed bullet velocity benefit. – Removed damage range penalty. – Decreased aim down sight speed penalty by 2%. – Decreased aim down sight movement speed penalty by 3%. – Removed aiming idle sway penalty. – – 395 FR Minibore Barrel Replaced hipfire spread minimum penalty with benefit. – Added sprint to fire speed benefit. – Removed aiming idle sway penalty. – – FR Sprinter Stock Removed tactical sprint speed benefit. – Added aim down sight speed benefit. – Decreased aiming idle sway penalty. – Added flinch resistance benefit. – – Recon Stock Pad Removed crouch movement speed benefit. – Added movement speed benefit. – Replaced hipfire spread penalty with benefit. – Added sprint to fire speed benefit. – Removed aim down sight speed benefit. – – FR Anchor Comb Removed tactical sprint speed penalty. – Decreased sprint to fire speed penalty by 3%. – Added aiming idle sway benefit. – – FR TON-618 Comb Decreased aim down sight speed penalty by 18%. – Removed aiming idle sway benefit. – Added firing aim stability benefit. – – FR Giga Comb Increased aim down sight speed benefit by 2%. – Removed aim down sight movement speed penalty. – Added flinch resistance penalty. – – RMT Rear Grip Increased aim down sight speed benefit by 2%. – – 45 Round Magazine Decreased movement speed penalties. – Decreased aim down sight speed penalty by 4%. – – 60 Round Magazine Decreased movement speed penalties. – Decreased aim down sight speed penalty by 7%. – – – Lachmann-762 (MWII) Increased maximum damage range from 19.3m to 30.5m (+58%). – Increased near-medium damage range from 37.1m to 43.2m (+16%). – Increased medium damage range from 48m to 55.9m (+16%). – – M13C (MWII) Increased maximum damage range from 17.8m to 25.4m (+43%). – Increased near-medium damage from 27 to 28 (+4%). – Increased near-medium damage range from 33.5m to 39.4m (+17%). – Increased leg and foot damage multipliers from 0.88x to 1x (+14%). – – Battle Rifles SOA Subverter Added near-medium damage range, 33 damage to 38.1m. – Decreased minimum damage from 33 to 26 (-21%). – – MTZ-762 Decreased aim down sight time from 280ms to 260ms (-7%). – JAK Thunder LMG Kit Decreased aim down sight time benefit by 20ms. – – – FTAC Recon (MWII) Fire Type: Semi-Auto Increased minimum damage from 45 to 50 (+11%). – – Fire Type: Full-Auto Increased upper torso, arm, and hand damage multipliers from 1x to 1.1x (+10%). – – – Fire Type: Semi-Auto – SO-14 (MWII) Fire Type: Semi-Auto Increased maximum damage from 46 to 50 (+9%). – Increased near-medium damage from 35 to 46 (+31%). – Increased medium damage from 32 to 40 (+25%). – Increased minimum damage from 30 to 38 (+27%). – – Fire Type: Full-Auto Decreased sprint to fire time from 307ms to 261ms (-15%). – Decreased aim down sight time from 290ms to 270ms (-7%). – Decreased torso, arm, hand, leg, and foot damage multipliers from 0.8x to 0.74x (-8%). – – – Fire Type: Semi-Auto – Submachine Guns RAM-9 Increased horizontal recoil from 16.9deg/s to 17.6deg/s (+4%). – Increased vertical recoil from 42.9deg/s to 44.4deg/s (+3%). – Decreased maximum damage range from 12.7m to 11.2m (-12%). – – AMR9 Increased near-medium damage from 25 to 29 (+16%). – Increased medium damage from 23 to 24 (+4%). – Increased minimum damage from 21 to 22 (+5%). – Increased lower arm and hand damage multipliers from 1x to 1.1x (+10%). – – HRM-9 Increased medium damage range from 30.5m to 33m (+8%). – – WSP-9 Decreased sprint to fire time from 110ms to 66ms (-40%). – – WSP Swarm Decreased maximum damage range from 6.9m to 5.6m (-19%). – – Shotguns KV Broadside JAK Jawbreaker Removed aim down sight spread. – Decreased hipfire spread penalty from 100% to 30%. – Muzzle Attachments can now be equipped. – – – JAK Jawbreaker – Riveter Decreased aim down sight spread by 10%. – .410 Gauge Ball Ammunition Increased aim down sight spread by 10%. – Increased maximum damage from 33 to 37 (+12%). – Increased near-medium damage from 26 to 33 (+27%). – Increased medium damage from 21 to 27 (+29%). – Increased minimum damage from 19 to 25 (+32%). – – – Light Machine Guns DG-58 LSW Decreased horizontal recoil from 7.28deg/s to 6.35deg/s (-13%). – Decreased vertical recoil from 52.65deg/s to 47.89deg/s (-9%). – Increased minimum damage from 33 to 35 (+6%). – Increased torso, arm, and hand damage multipliers from 1x to 1.1x (+10%). – – TAQ Eradicator Decreased sprint to fire time from 252ms to 210ms (-17%). – Decreased aim down sight time from 340ms to 330ms (-3%). – – Holger 26 Increased neck damage multiplier from 1.1x to 1.2x (+9%). – – Marksman Rifles MTZ Interceptor Decreased maximum damage range from 38.1m to 30.5m (-20%). – – Sniper Rifles MORS Increased aim down sight time from 560ms to 580ms (+4%). – Decreased lower leg and foot damage multipliers from 1x to 0.95x (-5%). – HVP Anti-Materiel Slug Ammunition Increased bullet velocity penalty from 15% to 20%. – – – Handguns COR-45 Increased movement speed from 5.2m/s to 5.4m/s (+4%). – – Renetti Increased movement speed from 5.2m/s to 5.4m/s (+4%). – – TYR Increased movement speed from 5.1m/s to 5.3m/s (+4%). – – WSP Stinger Increased movement speed from 5.7m/s to 5.9m/s (+4%). – – P890 (MWII) Increased movement speed from 5.2m/s to 5.3m/s (+2%). – – .50 GS (MWII) Increased sprint speed from 5.7m/s to 5.8m/s (+2%). – – X12 (MWII) Increased movement speed from 5.2m/s to 5.4m/s (+4%). – Increased sprint speed from 6m/s to 6.1m/s (+2%). – – Basilisk (MWII) Increased movement speed from 5.1m/s to 5.3m/s (+4%). – – FTAC Siege (MWII) Increased movement speed from 5.1m/s to 5.3m/s (+4%). – – GS Magna (MWII) Increased sprint speed from 5.7m/s to 5.8m/s (+2%). – – 9mm Daemon (MWII) Increased movement speed from 5.3m/s to 5.5m/s (+4%). – Akimbo 9mm Daemon Rear Grip Removed 10% movement speed penalty. – Decreased hipfire spread minimum from 2.4deg/s to 1.7deg/s (-29%). – Decreased hipfire spread maximum from 5.5deg/s to 5deg/s (-9%). – Removed 26% damage penalty. – Increased lower torso, arm, and hand damage multipliers from 1.1x to 1.3 (+18%). – – – Melee Gladiator Decreased standing lunge distance to 1.3m, matching that of the Combat Knife. – – All Warzone weapon changes in Season 3 Reloaded Assault Rifles BP50 Increased hipfire spread minimum to 3deg/s, up from 2.4deg/s. – Increased hipfire spread maximum to 7.2deg/s, up from 6.7deg/s. – Increased moving hipfire spread maximum to 5.2deg/s, up from 4.7deg/s. – – SVA 545 Increased hipfire spread minimum to 3.3deg/s, up from 2.6deg/s. – Increased hipfire spread maximum to 7.8deg/s, up from 7.3deg/s. – Increased moving hipfire spread maximum to 5.8deg/s, up from 5.3deg/s. – – RAM-7 Max Damage decreased to 28, down from 32. – Near-Mid Damage decreased to 26, down from 28. – Near-Mid Damage Range decreased to 39.37 meters, down from 43.18. – Mid Damage Range decreased to 49.53 meters, down from 53.34. – Increased hipfire spread minimum to 3deg/s, up from 2.6deg/s. – – MTZ-556 Increased hipfire spread minimum to 3.1deg/s, up from 2.6deg/s. – Increased hipfire spread maximum to 7.4deg/s, up from 7deg/s. – Increased moving hipfire spread maximum to 5.4deg/s, up from 5.3deg/s. – – Holger 556 Increased hipfire spread minimum to 3.4deg/s, up from 2.6deg/s. – Increased hipfire spread maximum to 7.8deg/s, up from 7.5deg/s. – Increased moving hipfire spread maximum to 5.8deg/s, up from 5.5deg/s. – – MCW Mid Damage increased to 24, up from 23. – Min Damage increased to 20, up from 18. – Max Damage Range increased to 30.48 meters, up from 26.67. – Increased hipfire spread minimum to 3.2deg/s, up from 2.6deg/s. – Increased moving hipfire spread maximum to 5.6deg/s, up from 5.3deg/s. – – FR 5.56 Increased aim down sight movement speed to 2.9m/s, up from 2.7m/s. – Increased bullet velocity to 720m/s, up from 680m/s. – Upper Torso and Upper Arm Modifier increased to 1.1x, up from 1x. – 600mm FR Longbore Barrel Removed hipfire spread minimum benefit. – Decreased hipfire spread penalty by 8%. – Decreased aim down sight speed penalty by 20%. – Replaced aiming idle sway penalty with benefit. – – 435mm FR 435 Barrel Removed movement speed penalties. – Removed hipfire spread penalties and benefits. – Increased recoil control benefit by 5%. – Added firing aim stability benefit. – Removed bullet velocity benefit. – Removed damage range penalty. – Decreased aim down sight speed penalty by 2%. – Decreased aim down sight movement speed penalty by 3%. – Removed aiming idle sway penalty. – – 395 FR Minibore Barrel Replaced hipfire spread minimum penalty with benefit. – Added sprint to fire speed benefit. – Removed aiming idle sway penalty. – – FR Sprinter Stock Removed tactical sprint speed benefit. – Added aim down sight speed benefit. – Decreased aiming idle sway penalty. – Added flinch resistance benefit. – – Recon Stock Pad Removed crouch movement speed benefit. – Added movement speed benefit. – Replaced hipfire spread penalty with benefit. – Added sprint to fire speed benefit. – Removed aim down sight speed benefit. – – FR Anchor Comb Removed tactical sprint speed penalty. – Decreased sprint to fire speed penalty by 3%. – Added aiming idle sway benefit. – – FR TON-618 Comb Decreased aim down sight speed penalty by 18%. – Removed aiming idle sway benefit. – Added firing aim stability benefit. – – FR Giga Comb Increased aim down sight speed benefit by 2%. – Removed aim down sight movement speed penalty. – Added flinch resistance penalty. – – RMT Rear Grip Increased aim down sight speed benefit by 2%. – – 45 Round Magazine Decreased movement speed penalties. – Decreased aim down sight speed penalty by 4%. – – 60 Round Magazine Decreased movement speed penalties. – Decreased aim down sight speed penalty by 7%. – – – M13B (MWII) Max Damage increased to 24, up from 23. – Headshot Modifier decreased to 1.4x, down from 1.5x. – Upper Torso Modifier increased to 1.2x, up from 1.1x. – Arm and Hand Modifiers increased to 1.2x, up from 1x. – – Tempus Razorback (MWII) Near-Mid Damage increased to 26, up from 22. – Min Damage increased to 22, up from 18. – – FR Avancer (MWII) Near-Mid Damage increased to 22, up from 20. – Mid Damage increased to 20, up from 17. – Min Damage increased to 18, up from 16. – – Battle Rifles SOA Subverter Min Damage decreased to 25, down from 28. – Max Damage Range decreased to 20.57 meters, down from 22.86. – – MTZ-762 Decreased aim down sight time to 260ms, down from 280ms. – JAK Thunder LMG Kit Decreased aim down sight time benefit by 20ms. – – – SO-14 (MWII) Fire Type: Full-Auto Decreased sprint to fire time to 261ms, down from 307ms. – Decreased aim down sight time to 270ms, down from 290ms. – – – Fire Type: Full-Auto – Submachine Guns HRM-9 Max Damage decreased to 28, down from 31. – Near-Mid Damage decreased to 24, down from 28. – Mid Damage decreased to 22, down from 24. – Max Damage Range decreased to 10.41 meters, down from 11.3. – – RAM-9 Increased horizontal recoil to 17.6deg/s, up from 16.9deg/s.. – Increased vertical recoil to 44.4deg/s, up from 42.9deg/s. – – Rival 9 Max Damage increased to 26, up from 25. – Max Damage Range decreased to 12.19 meters, down from 13.97. – Lower Arm and Hand Modifiers increased to 1.1x, up from 1x. – Lower Torso Modifier increased to 1.1x, up from 1x. – – WSP-9 Decreased sprint to fire time to 66ms, down from 110ms. – – Striker Min Damage increased to 28, up from 23. – Mid Damage Range increased to 35.56 meters, up from 30.48. – – Shotguns KV Broadside JAK Jawbreaker Removed aim down sight spread. – – – JAK Jawbreaker – Riveter Decreased aim down sight spread by 10%. – .410 Gauge Ball Ammunition Increased aim down sight spread by 10%. – – – Light Machine Guns DG-58 LSW Upper Torso Modifier increased to 1.1x, up from 1x. – Arms and Hands Modifiers increased to 1.1x, up from 1x. – Lower Torso Modifier increased to 1.1x, up from 1x. – – Bruen MK9 Max Damage decreased to 26, down from 28. – Leg Modifiers decreased to 1x, down from 1.05x. – Lower Torso Modifier decreased to 1x, down from 1.1x. – – TAQ Eradicator Decreased sprint to fire time to 189ms, down from 252ms. – Decreased aim down sight time to 330ms, down from 340ms. – – Sniper Rifles XRK Stalker Decreased bullet velocity to 790m/s, down from 860m/s. – – KATT-AMR Decreased bullet velocity to 620m/s, down from 660m/s. – – MORS Increased aim down sight time to 580ms, up from 560ms. – Decreased bullet velocity to 900m/s, down from 960m/s. – HVP Anti-Material Slug Ammunition Increased bullet velocity penalty to 20%, up from 15%. – – – Handguns COR-45 Increased movement speed to 5.4m/s, up from 5.2m/s. – – Renetti Increased movement speed to 5.4m/s, up from 5.2m/s. – – TYR Increased movement speed to 5.3m/s, up from 5.1m/s. – – WSP Stinger Upper Torso Modifier increased to 1.1x, up from 1x. – Increased movement speed to 5.9m/s, up from 5.7m/s. – – P890 (MWII) Increased movement speed to 5.3m/s, up from 5.2m/s. – – .50 GS (MWII) Increased sprint speed to 5.8m/s, up from 5.7m/s. – – X12 (MWII) Increased movement speed to 5.4m/s, up from 5.2m/s. – Increased sprint speed to 6.1m/s, up from 6m/s. – – 9MM Daemon (MWII) Increased movement speed to 5.4m/s, up from 5.2m/s. – Akimbo 9mm Daemon Rear Grip Max Damage increased to 24, up from 22. – Near-Mid Damage increased to 22, up from 21. – Mid Damage increased to 20, up from 18. – Min Damage increased to 18, up from 16. – Max Damage Range increased to 10.36 meters, up from 5.64. – Near-Mid Damage Range increased to 18.28 meters, up from 12.34. – Mid Damage Range increased to 33.52 meters, up from 18.58. – Removed 10% movement speed penalty. – Decreased hipfire spread minimum to 1.7deg/s, down from 2.4deg/s. – Decreased hipfire spread maximum to 5deg/s, down from 5.5deg/s. – – –
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All weapon buffs & nerfs in Modern Warfare & Warzone May 19 update – Dexerto
All weapon buffs & nerfs in Modern Warfare & Warzone May 19 update Infinity WardThe massive update that was released for Call of Duty: Modern Warfare and Warzone on May 19 implemented some balancing changes to several of the game’s guns. Gunplay is one of the most important yet delicate aspects of Modern Warfare and Warzone, as even the slightest change to a weapon can seriously alter its function and viability. Early in the morning on May 19, Infinity Ward rolled out a major patch that made some tweaks to certain guns, buffing or nerfing them, depending on how well or poorly they’d been performing in-game. All in all, seven weapons were addressed in this tuning update, including the highly-controversial RPG launcher and the Renetti pistol, which has become a lot more popular recently following the nerf to the highly-overpowered Akimbo .357 Snakeshot handgun. Read More: How to view your MW & Warzone stats – You can find the full details on all these changes below, including information provided by IW in the update’s official patch notes. Weapon nerfs RPGs have been a controversial aspect of Warzone since the battle royale released in March. Highly-viable against both vehicles and in regular gunfights, the launcher allows players to wield a deadly secondary weapon without having to use Overkill. In an effort to balance it out, the developers have “reduced the RPG kill radius for players with full armor,” which means the rocket will have to hit closer to a fully-armored target in order to knock them down. Read More: You can now open the vaults in Warzone – The other weapon that was nerfed was the Renetti, one of the newest additions to Modern Warfare at the start of Season 3 that had been starting to cause more and more havoc in Warzone over the past week. Reduced the max ammo reserve – MK3 Burst Mod – Significant hip spread increase – MK3 Burst Mod – Small decrease to damage – Reduced damage when Akimbo and MK3 Burst Mod are both equipped – Weapon buffs The biggest set of changes administered in this balancing update was for the Holger 26 – a versatile LMG added back in Season 1 that barely gets used in multiplayer or battle royale. Not only were the base stats of the Holger improved, such as movement speed, ADS time, and recoil, but IW also made some major changes to several of its attachments, including the FTAC 8.98″ Spitfire Barrel, XRK Ultralight Barrel, 30 round mags, No Stock, and Stippled Grip. Increased move speed – Improved ADS time – Slight recoil reduction – Attachments: FTAC 8.98” Spitfire Barrel: Improved ADS time – Faster movement – Reduced hip spread – – XRK Ultralight Barrel: Improved ads time – – 30 Round Magazine: Reduced sprint out time – Improved ADS time – Faster movement – Improved hip spread profile – – No Stock: Increased sprint out time – Faster movement – Reduced hip spread – Improved ADS time – – Stippled Grip: Improved ADS time – – – FTAC 8.98” Spitfire Barrel: – The other buffed weapons include the FAL, SCAR, and VLK Rogue shotgun, another gun that was added post-launch. FAL: Decrease to ADS time – SCAR: Decrease to ADS time – VLK Rogue Increased rate of fire – Increased close damage range for 12 gauge – Increased damage range to 6” Revolt barrel – – Other changes There were a couple of additional weapon-related changes in this update, which aren’t really too significant in terms of performance, but are definitely worth keeping in mind next time you decide to use them. LMGS: Lowered ammo count for reload warning on belt fed LMGs – Reduced penalty for holding breath too long with sniper scopes – Fix for the level 34 unlock of the Renetti showing the Merc Foregrip – For full information about this patch, make sure to check out our Modern Warfare & Warzone May 19 update patch notes.
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All weapon buffs & nerfs in Modern Warfare 2 and Warzone 2 Season 3 Reloaded – Dexerto
All weapon buffs & nerfs in Modern Warfare 2 and Warzone 2 Season 3 Reloaded ActivisionWarzone Season 3 Reloaded is finally here and the devs have trotted out a whole host of weapons changes. Here’s every buff and nerf affecting Warzone 2 and Modern Warfare 2. With each seasonal update for Warzone 2 and Modern Warfare 2, Infinity Ward has been giving weapons a bit of a tweak with different rounds of weapon balancing. This has included the arrival of new weapons, which have dropped into the game in a strong position, while longer-standing weapons have been adjusted as well. In Season 3 Reloaded, the devs have once again introduced two new guns – the FTAC Siege and GS Magna – and rolled out some big changes to weapons, as Assault Rifles, Battle Rifles, Submachine Guns, and Light Machine Guns now have Maximum Armor Damage values to slow down their respective times-to-kill. All Warzone 2 & Modern Warfare 2 weapon changes in Season 3 Reloaded With this update, the popular Lachmann Sub, Vaznev-9K, ISO Hemlock, and Kastov 762 have all been hit with nerfs following their dominance in the meta. The bullet velocity of the explosive rounds attachment, which has helped make snipers a one-shot killers again, has also been toned down. On the flip side, the likes of the M16, M13B, FTAC Recon, and Lachmann-556 have all been buffed. Lasers are now less visible too, following complaints from players about those giving away their positions. The addition of the Maximum Armor Damage values also means that some weapons will have nerfs that only affect Warzone 2 instead of Modern Warfare 2. You can find the complete range of weapons buffs and nerfs for Warzone 2 and Modern Warfare 2 Season 3 Reloaded below. Warzone 2 & MW2 weapon changes patch notes for Season 3 Reloaded Handguns Basilisk Minimum Armor Damage increased | Warzone 2.0 Only – – P890 Minimum Armor Damage added | Warzone 2.0 Only – – X12 Minimum Armor Damage added | Warzone 2.0 Only – – X13 Auto Minimum Armor Damage added | Warzone 2.0 Only – – Submachine Guns BAS-P ADS Speed increased – Headshot Damage Multiplier decreased – Maximum Damage increased – Maximum Damage Range increased – Mid-far Damage increased – Mid-far Damage Range increased – Minimum Armor Damage added | Warzone 2.0 Only – Minimum Damage increased – Minimum Damage Range increased – Reduced ‘First Raise’ animation time – – Lachmann Sub Burst-fire Minimum Armor Damage increased | Warzone 2.0 Only – – Minibak Minimum Armor Damage increased | Warzone 2.0 Only – – MX9 Minimum Armor Damage added | Warzone 2.0 Only – – Vaznev-9K Maximum Damage Range decreased – – Assault Rifles Chimera Semi-auto Minimum Armor Damage added | Warzone 2.0 Only – Reduced ‘First Raise’ animation time – – ISO Hemlock Maximum Damage decreased – Mid Damage decreased – Minimum Damage decreased – Lower Torso Multiplier increased – Extremities Multipliers decreased – – Kastov 545 Close-mid Damage Range decreased – Mid Damage Range decreased – Minimum Armor Damage added | Warzone 2.0 Only – – Kastov 762 Semi-auto Minimum Armor Damage added | Warzone 2.0 Only – Extremities Multipliers decreased – – Kastov-74u Minimum Armor Damage added | Warzone 2.0 Only – – Lachmann-556 Close-mid Damage increased – Maximum Damage Range increased – Mid Damage Range added – Minimum Armor Damage added | Warzone 2.0 Only – Semi-auto Minimum Armor Damage added | Warzone 2.0 Only – Upper Torso Multiplier increased – – M16 Close-mid Damage Range increased – Maximum Damage Range increased – Minimum Armor Damage added | Warzone 2.0 Only – Cooldown time between bursts decreased – Reduced ‘First Raise’ animation time – – M4 Semi-auto minimum Armor Damage added | Warzone 2.0 Only – Reduced ‘First Raise’ animation time – – M13B ADS Speed increased slightly – Damage Ranges increased – Hip Spread Accuracy increased slightly – Minimum Armor Damage added | Warzone 2.0 Only – Reduced ‘First Raise’ animation time – – TAQ-56 Maximum Damage Range decreased – – Battle Rifles FTAC Recon Auto-fire Minimum Armor Damage increased | Warzone 2.0 Only – Minimum Armor Damage increased | Warzone 2.0 Only – Reduced ‘First Raise’ animation time – – Lachmann-762 Auto-fire Minimum Armor Damage increased | Warzone 2.0 Only – Minimum Armor Damage added | Warzone 2.0 Only – – SO-14 Auto-fire Minimum Armor Damage increased | Warzone 2.0 Only – Lower Torso Multiplier increased – Maximum Damage increased – Minimum Armor Damage increased | Warzone 2.0 Only – – TAQ-V Minimum Armor Damage increased | Warzone 2.0 Only – Semi-auto Minimum Armor Damage increased | Warzone 2.0 Only – – Shotguns Bryson 800 Minimum Armor Damage increased | Warzone 2.0 Only – Mid Damage increased – – Bryson 890 Minimum Armor Damage increased | Warzone 2.0 Only – Mid Damage increased – – Lockwood 300 Minimum Armor Damage added | Warzone 2.0 Only – – Light Machine Guns HCR 56 Minimum Armor Damage added | Warzone 2.0 Only – – RAPP H Reduced ‘First Raise’ animation time – – SAKIN MG38 Reduced ‘First Raise’ animation time – – ATTACHMENTS Ammunition Explosive Bullet Velocity decreased – – .500 Snakeshot Tuning enabled – – .300 Blackout (All Types) Maximum Armor Damage added | Warzone 2.0 Only – – Laser Laser visibility decreased – Canted Vibro-Dot 7 Now blocks Core BP2 Underbarrel – – 7mW Canted Laser Now blocks Core BP2 Underbarrel – – Magazine Fennec Fennec Double Tap Mod Maximum Ammo Reserves increased – Maximum Armor Damage added | Warzone 2.0 Only – Minimum Armor Damage decreased | Warzone 2.0 Only – Starting Ammo increased – – – Fennec Double Tap Mod – STB 556 Single Tap Mod Cooldown time between shots decreased – – – Single Tap Mod – The Magazine adjustments below apply to all Attachments depending on whether they are larger or smaller relative to a Weapon’s base Magazine capacity. These changes will mean, on average, larger capacity Magazines are considerably less punitive, and smaller capacity Magazines offer substantially more upside. Large ADS Speed penalty decreased – Movement Speed penalties decreased – – Small ADS Speed benefit increased – Movement Speed benefits increased – Sprint to Fire Speed benefit increased – – Muzzle Lockshot KT85 Horizontal Recoil Control decreased – Vertical Recoil Control increased – – Optic Kazan-Holo Reticle visibility improved – – Stock FJX Imperium FJX Lux-7 Aim Walking Speed benefit increased – Aiming Idle Stability penalty increased – Sprint Speed benefit increased – – – FJX Lux-7 – RIB400 Recoil Control benefit increased – ADS Speed penalty increased – – X12 XRK Pistol Stock Movement Speed penalities decreased – – – XRK Pistol Stock – X13 Auto XRK Bar Stock Movement Speed penalties decreased – – XRK Dynamic Precision Stock Movement Speed penalties decreased – – X13 Coachwhip Stock Movement Speed penalties decreased – – – XRK Bar Stock – Underbarrel Corvus Masterkey ADS Speed increased – ADS Pellet Spread decreased – Ammo Reserve increased – Mid Damage Range increased slightly –
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All weapon buffs & nerfs in Modern Warfare 2 and Warzone 2 Season 3 – Dexerto
All weapon buffs & nerfs in Modern Warfare 2 and Warzone 2 Season 3 ActivisionThe Season 3 update for Modern Warfare 2 and Warzone 2 is finally here and a lot of popular weapons have been adjusted. Here’s a breakdown of every weapon buff and nerf in the Season 3 update. With each new season introduced to Call of Duty Modern Warfare 2 and Warzone 2, the development team seems eager to shake up the previous meta from last season. Now, Activision has released the official patch notes for the Season 3 update, which brought with it a ton of weapon balance changes. Notably, strong weapons like the ISO Hemlock were hit with some hefty nerfs, while Assault Rifles like the M13B and the STB 556 were given some noteworthy damage increases across the board. Here’s a full breakdown of every weapon change in the new Season 3 update. Modern Warfare 2 & Warzone 2 Season 3 weapon balance patch notes Assault Rifles ISO Hemlock All Damage Ranges reduced – Lower Torso Damage reduced – – M13B Headshot Damage slightly reduced – Lower Torso Damage increased – Mid-range Damage distance increased – Upper Torso Damage slightly reduced – – STB 556 Headshot Damage increased – Leg Damage increased – Lower Torso Damage increased – Mid-range Damage distance increased – Mid-range Damage reduced – – TAQ-56 Headshot Damage Increased – – Battle Rifles FTAC Recon Movement Speed increased – Semi-Auto Leg Damage increased – Semi-Auto Minimum Armor Damage increased | Warzone 2.0 Only – Semi-Auto Upper Torso Damage increased – – Lachmann 762 Movement Speed increased – – SO-14 Movement Speed increased – Semi-Auto Minimum Armor Damage increased | Warzone 2.0 Only – – TAQ-V Minimum Armor Damage increased | Warzone 2.0 Only – Movement Speed increased – Semi-Auto Lower Leg Damage increased – – Handguns Basilisk Minimum Armor Damage reduced | Warzone 2.0 Only – – Light Machine Guns RAAL MG Headshot Damage reduced – Minimum Armor Damage added to Semi-Auto Firing Mode | Warzone 2.0 Only – Semi-Auto Headshot Damage increased – Semi-Auto Upper Torso Damage increased – Semi-Auto Lower Torso Damage increased – – RPK Close-mid Damage slightly reduced – – Marksman Rifles Tempus Torrent All Damage Ranges reduced slightly – Close-mid Damage reduced slightly – Headshot Damage reduced – – Submachine Guns Submachine Gun Hip Spread accuracy increased – BAS-P ADS Move Speed increased – All Damage Ranges increased – Minimum Armor Damage added to Semi-Auto Firing Mode | Warzone 2.0 Only – – Lachmann Sub Headshot Damage decreased – Burst-Fire Leg Damage increased – Burst-Fire time between shots decreased – Burt-Fire Torso Damage increased – – MX9 Sprint to Fire Speed increased – – Vaznev-9K Headshot Damage decreased – – VEL 46 Headshot Damage decreased – – Attachments Ammunition Basilisk .500 Snakeshot Maximum Armor Damage added (Warzone 2.0 Only) – – – .500 Snakeshot – Explosive Bolt-Action Weapons equipped with Explosive Ammunition are now able to down fully armored Players in one shot (Warzone 2.0 Only) – Explosive Ammunition has been added to the MCPR-300 progression tree – – ISO Hemlock .300 Blackout (All Types) Headshot Damage increased – Hip Spread accuracy while prone increased – Initial Recoil increased slightly – Long-range Damage decreased – Mid-range Damage increased – Minimum Armor Damage added to Semi-Auto Firing Mode (Warzone 2.0 Only) – Recoil violence increased – – – .300 Blackout (All Types) – Barrel Heavy Barrels ADS Speed penalty slightly reduced – – Light Barrels Muzzle Velocity penalty reduced – – Short Barrels ADS Speed benefit increased – Damage Range penalty reduced – Hip Spread accuracy benefit increased while moving and firing – Hip Spread accuracy penalty for Shotguns decreased while moving and firing – – Bipod ADS Speed penalty reduced – Laser Laser brightness increased – Magazine Large Magazines Light Machine Guns (Global) Handling and Movement penalties reduced – – Kastov 545 60 Round Magazine Handling penalty reduced – – – 60 Round Magazine – Kastov 762 40 Round Magazine Handling penalty reduced – – – 40 Round Magazine – Lachmann Sub 50 Round Drum Handling penalty reduced – – – 50 Round Drum – M13B 60 Round Magazine Handling penalty reduced – – – 60 Round Magazine – M16 60 Round Magazine Handling penalty reduced – – – 60 Round Magazine – Vaznev-9K 45 Round Magazine Handling penalty reduced – – – 45 Round Magazine – VEL 46 50 Round Magazine Handling penalty reduced – – 60 Round Magazine Handling penalty reduced – – – 50 Round Magazine – – Light Machine Guns (Global) – Small Magazines Movement Speed increased – Sprint to Fire Speed increased – Fennec 45 Fennec Double Tap Mod (Benefits from Small Magazine buffs) Damage increased – Damage Ranges reduced – Minimum Armor Damage added (Warzone 2.0 Only) – Time between bursts reduced – – – Fennec Double Tap Mod (Benefits from Small Magazine buffs) – STB 556 Single Tap Mod (Benefits from Small Magazine buffs) Damage increased – Mid-range Damage distances increased – Minimum Armor Damage added (Warzone 2.0 Only) – Time between shots increased – – – Single Tap Mod (Benefits from Small Magazine buffs) – Rear Grip Basilisk Akimbo Basilisk Maximum Armor Damage added (Warzone 2.0 Only) – – – Akimbo Basilisk – Stock Heavy Stocks ADS Move Speed penalty reduced – Aiming Stability benefit increased – Aim Walking Steadiness benefit increased – – Be sure to check the full Seaon 3 patch notes for both Modern Warfare 2 and Warzone 2 to see everything that changed.
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All weapon buffs & nerfs in Modern Warfare 2 and Warzone 2 Season 1 Reloaded – Dexerto
All weapon buffs & nerfs in Modern Warfare 2 and Warzone 2 Season 1 Reloaded Activision BlizzardModern Warfare 2 and Warzone 2 Season 1 Reloaded nerfs Akimbo pistols & the Riot Shield and buffs the Kastov 545 and Vel 47. Season 1 Reloaded marks the first major weapon balance update for Modern Warfare 2 and Warzone 2. In previous CoD titles, multiplayer and Warzone had separate weapon balance updates. However, Infinity Ward made balance changes universal across both games in the mid-season update. The meta for MW2 and Warzone 2 is slightly different, but a few weapons emerged as go-to options. CoD content creator JoeWo claimed the Akimbo X12 is the best weapon in WZ2, and TimTheTatman unearthed a one-shot kill shotgun loadout. The Riot Shield is always a cult favorite on the multiplayer side of things. Season 1 Reloaded re-introduces Shipment, and the developers aptly used it as an opportunity to nerf the popular weapon. Here are all of the weapon balances coming to Modern Warfare 2 and Warzone 2 in Season 1 Reloaded. Akimbo pistols and Riot Shield nerfed in Season 1 Reloaded Akimbo Pistols were a go-to secondary for the first few weeks of Warzone 2. Infinity Ward responded by reducing damage against armored opponents for the AkimboP890, X12, Basilisk, and .50 GS. The phrase “armored opponents” implies the nerf only impacts WZ2. The update also nerfed Riot Shields, making them require three hits to kill an enemy. It also takes longer to pull out a throwing knife when a Riot Shield is equipped. The Vel 47, Kastov 545, and MX9 all received much-needed buffs. The Kastov-74u received a slight damage reduction, but it will still be an extremely popular choice for multiplayer and Warzone. Season 1 Reloaded weapon balance update Here are the full Modern Warfare 2 and Warzone 2 weapon balance changes. General Akimbo P890, X12, Basilisk, and .50 GS have received a damage reduction against armored opponents – Fixed an issue causing shotguns to inconsistently display the broken armor hitmarker – Assault Rifles MX9 Increased movement speed, ADS speed, and sprint to fire speed on the 32 round magazine – M13B Blocking underbarrel launcher and shotgun on 7” Bruen B-M20 barrel – Kastov-74u Small reduction to close damage; three hits to kill requires at least one chest hit – Kastov 545 Increase to muzzle velocity – Small decrease to hip spread – Increase close damage – Increase to chest damage multiplier – SMGs VEL 47 SMG Reduced hip spread. – Increased movement speed. – Increased far damage. – Basilisk Revolver Blocking Basilisk compensators and flash hider on the FTAC ARROW barrel – Adding muzzle attachment usage on the FTAC ARROW barrel: LOCKSHOT KT85, SA LEVELER 55, CRONEN DARK KX30 – .50 GS Pistol Reduced hip spread – Increased 1 hit headshot range – Increased damage range – Increased neck and upper shoulder location damage multipliers – Increased bullet velocity – Increased damage range on SA LONGSHOT – 50 and SA TYRANT FIFTY barrel – Shotguns Shotguns can no longer kill fully armored players in one shot Expedite 12 Shotgun Added guard category: TV CF40 Guard – AZ-40 Shotguard – AZAROV T15 – – Melee Riot Shield Reduced movement speed – Reduced melee damage to 3 hit kill – Shield movement animation improvement – Longer switch time pulling out throwing knife when riot shield is equipped – Launchers JOKR Missiles no longer land out of bounds when targeting a wall on the edge of a map – Improved the thermal readability when aiming in –
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All weapon buffs & nerfs in Black Ops Cold War Season 2 Reloaded update – Dexerto
All weapon buffs & nerfs in Black Ops Cold War Season 2 Reloaded update ActivisionWhile Black Ops Cold War’s Season 2 Reloaded update added a ton of new content to the game, it’s also implemented some major weapon tuning, including some significant buffs to assault rifles, SMGs, and even some attachments across the board. While it had been been a bit since the last major Black Ops Cold War weapon tuning changes, that’s all changeed now with the game’s mid-season update, titled Season 2 Reloaded. Starting with that patch, a number of different weapons across the board were altered and changed, with a number of them in every category getting buffs to make them more competitive against other guns. Assault Rifle changes in Season 2 Reloaded Update The weapon that easily got the most changes with this update is the Krig 6. Not only has the visibility been increased when firing while aiming-down sights, but it’s also gotten a complete tuning pass when it comes to its accuracy, movement, clarity with optics. In addition to that, two other popular weapons also got some changes. The FFAR has had its ballistic speed increased and the Groza’s max damage range has been buffed. All AR underbarrel and muzzle attachments that affect recoil also received adjustments. Krig 6 Improved visibility while firing in ADS. – Complete tuning pass on weapon accuracy, weapon movement, and visual clarity while firing with any Optic attachment. – Addressed instances of the weapon feeling “floaty” when firing for a prolonged amount of time. – – FFAR 1 Increased ballistic speed by 12.8%. – – Groza Increased maximum damage range by 40%. – – Attachments Complete tuning pass on Muzzle and Underbarrel attachments that affect Recoil on assault rifles. – – SMG Changes in Season 2 Reloaded Update While almost every weapon category got some form of changes, the SMGs were affected the most. The Milano got the most buffs out of all of them, with increases to its mid-range damage, sprint-out speed, raise-speed, and even ADS-time. Most notably, the AK-74u got a slight nerf, with its accuracy and muzzle velocity getting reduced, while the KSP 45 received a slight buff. Furthermore, just as with the ARs, all SMG underbarrel and muzzle attachments also got tweaked for recoil. Milano 821 Increased mid-range damage by 10%. – Increased mid-range damage range by 33%. – Increased sprint out speed by 14.2%. – Increased raise speed by 11%. – Slightly increased ADS-in speed. – – KSP 45 Increased ballistic speed by 32.5%. – Reduced burst delay by 20%. – – AK-74u Reduced accuracy with prolonged firing. – Reduced muzzle velocity by 23.4%. – – LC10 Reduced max damage range by 41%. – Slightly reduced mid-range damage. – – MAC-10 Modified bullet pattern to add slightly more horizontal trajectories. – – Attachments Complete tuning pass on Muzzle and Underbarrel attachments that affect Recoil on SMGs. – – All other weapon changes in Season 2 Reloaded update There were also some smaller tweaks that affected other guns in the Season 2 Reloaded update as well, like the Stoner 63 LMG, which got a slight nerf to its max damage range. Also, sniper rifles that have an Iron Sight attached to them no longer have a glint effect when aiming-down sights, which was something the community has been asking for for a while now. Finally, rockets fired from launchers also got a buff against Flak Jacket in Hardcore, another complaint that’s been levied against the game for months now. Light Machine Guns Light Machine Gun Alpha Reduced maximum damage range by 25%. – – – Light Machine Gun Alpha – Sniper Rifles Disabled glint effect on sniper rifles with Iron Sights equipped. – – Pistols 1911 Increased ADS speed by 11%. – – Magnum Slightly decreased hip-fire accuracy. – Dual Wield: Bullet trajectories are now more varied when firing both guns simultaneously. – Redesigned the 4.7” Takedown Barrel attachment into a “Tight Snub” Barrel. This attachment now adds damage to both enemies and vehicles. – – – 1911 – Launchers RPG-7 Slightly increased blast radius. – Greatly increased length of straight rocket flight path. – – General Rockets now inflict more damage to enemies with Flak Jacket in Hardcore. Still requires a direct hit for a 1-hit kill. – – – RPG-7 – Attachments Infantry V-Choke Updated attachment description to clarify pros and cons. – – – Infantry V-Choke – Weapon Progression Players can now earn Weapon XP and Challenge progress by using any weapon, even if they do not currently own it (for example, using another player’s weapon picked up from the ground that the player does not currently own). – – As previously mentioned, all of the above changes are for the core multiplayer experience within Black Ops Cold War. The weapons in Warzone are not affected by any of these changes.
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All weapon buffs & nerfs in Black Ops Cold War Season 5 update – Dexerto
All weapon buffs & nerfs in Black Ops Cold War Season 5 update ActivisionThe Black Ops Cold War Season 5 patch has arrived and we’ve got the complete rundown on all weapon buffs and nerfs featured in the latest update. As with most seasonal updates, the latest Cold War patch brought with it a number of major balance tweaks. From Assault Rifle nerfs to SMG adjustments, there’s plenty for multiplayer fans to wrap their heads around. While the spotlight may be on new Season 5 content like the return of Slums and the Among Us-style mode, changes under the hood will directly impact how Cold War plays moving forward. To get you up to speed with the full Season 5 patch notes, here’s what you need to know about all the latest weapon changes in Cold War. Assault Rifle changes in Cold War Season 5 update Before we get to any specific AR changes in the Season 5 patch, it’s worth highlighting two broad changes that have been applied for all weapons in the category. The Agency Suppressor along with the regular Suppressor have both received slight buffs. When applied, these attachments will now have a small reduction to Bullet Velocity. Moving into the particulars, six ARs in total have been tweaked in the Season 5 update. Most of the changes look to address recoil patterns and overall effectiveness at range. The C58 is one example of a gun that has been completely “overhauled” with this patch. Not only does it have a brand new recoil system but it’s also more impactful from afar. On the opposite side, the FFAR 1 may struggle from long range in Season 5. Various attachments are now less effective when firing from a great distance. Though this AR comes with better hip-fire accuracy and improved close-range damage as a new tradeoff. The full list of AR changes in the Cold War Season 5 update is as follows: Assault Rifles (All) Reduced Bullet Velocity penalty on Agency Suppressor attachment from -30% to -15%. – Reduced Bullet Velocity penalty on Suppressor attachment from -15% to -8%. – – XM4 Increased Reload Quickness from 2.6 sec to 2.5 sec. – Increased Vertical Recoil Control bonus on Infantry Compensator from +12% to +15%. – Reduced Horizontal Recoil Control penalty on Infantry Compensator from -8% to -5%. – Increased Reload Quickness on Jungle-Style Mag from +20% to +30%. – Removed ADS Time penalty from 40 Rnd Speed Mag. – Reduced extra ammo of 40 Rnd Speed Mag from +10 to +5. – Changed Salvo 50 Rnd Fast Mag attachment to 45 Rnd Fast Mag. – Reduced ADS Time penalty on 45 Rnd Fast Mag from -25% to -12%. – Replaced SAS Mag Clamp with unique “B-Ops Mini Clamp” attachment. This attachment increases Reload Quickness by 50%, improves ADS Time by 10%, and provides an additional starting magazine, but reduces magazine ammo from 30 to 25. – – QBZ-83 Reduced vertical recoil by 10%. – – FFAR 1 Now deals 30 damage out to 12.7 meters for higher damage at short range. – Increased Hip Fire Accuracy by 14%. – Reduced Sprint to Fire Time penalty on Tiger Team Spotlight from -10% to -5%. – Reduced Aim Walking Movement Speed penalty on 21.2” Ranger Barrel from -20% to -5%. – Reduced Effective Damage Range bonus on 19.5” Reinforced Heavy Barrel from +100% to +40%. – Reduced Effective Damage Range bonus on 19.5” Task Force Barrel from +50% to +20%. – Reduced Effective Damage Range bonus on 20.3” Takedown Barrel from +150% to +80%. – – Groza Reduced vertical recoil by 15%. – Reduced weapon movement when walking in ADS. – Moved Iron Sights view farther away from the player camera. – Increased Horizontal Recoil Control bonus on Spetsnaz Grip from +17% to +25%. – Increased Vertical Recoil Control bonus on Spetsnaz Grip from +7% to +15%. – Increased ADS Time bonus on Spetsnaz Field Grip from +15% to +30%. – Reduced Flinch Resistance mitigation on Spetsnaz Field Grip from +80% to +70%. – Increased Sprint to Fire Time bonus on KGB Pad from +30% to +50%. – Reduced Hip Fire Accuracy penalty on KGB Pad from -30% to -20%. – – FARA 83 Reduced initial recoil when firing the weapon. – Moved Iron Sights view farther away from the player camera. – – C58 Overhauled recoil system. – Improved weapon visibility when initially firing. – Increased Effective Damage Range from 25.4m to 30.48m. – Reduced Effective Damage Range penalty on Suppressor attachment from -15% to -8%. – – SMG changes in Cold War Season 5 update Next up we have just two SMGs that changed in the Season 5 patch. Both the KSP 45 and the LC10 have received minor nerfs in Cold War. The former has slightly reduced range and takes a little longer to fire while the latter also took a hit to its range with some added recoil as well. These changes look to “raise the skill level required for success,” Treyarch explained in the Season 5 patch notes. KSP 45 Reduced Effective Damage Range from 25.4m to 22.86m. – Slowed burst fire delay from 0.066 to 0.083. – – LC10 Reduced medium damage range from 50.8m to 45.72m. – Increased recoil on the first and 12th bullets. – – Pistol changes in Cold War Season 5 update Last but not least is another broad change that applies to every Pistol in Cold War. Specifically, when dual-wielding these secondary weapons, players will notice a 5% reduction in regular movement speed and strafe speed. That’s every weapon change featured in the Season 5 patch but there’s still plenty of fresh content to help shake things up. Be sure to brush up on all the new additions before jumping in.
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All weapon buffs & nerfs in Black Ops Cold War Season 3 Reloaded update – Dexerto
All weapon buffs & nerfs in Black Ops Cold War Season 3 Reloaded update TreyarchBlack Ops Cold War’s Season 3 Reloaded patch introduced a sweeping set of weapon changes in one of the biggest balance updates yet. Here’s a complete breakdown of every major buff and nerf. With each sizable Black Ops Cold War update comes a ton of new content and, more often than not, some noteworthy balance changes. With Season 3 Reloaded, Treyarch implemented perhaps the biggest set of weapon adjustments to date. From Sniper Rifles to Pistols and Light Machine Guns, almost every weapon category has been tweaked to some degree. Bullet Velocity across the board has been heavily altered while many of the most popular attachments have been hit with considerable nerfs. There’s a lot to wrap your head around, but we’ve got you covered. Below is a complete breakdown of every weapon buff and nerf in Black Ops Cold War’s Season 3 Reloaded patch. Sniper Rifle changes in Season 3 Reloaded update Sniper Rifles received undoubtedly the biggest changes in the Season 3 Reloaded update. From individual weapon tweaks to overall category adjustments, Treyarch hopes to finally bring Snipers back to the foreground. First up, Snipers now have a unique flinch exclusive to the weapon class. This new flinch “moves the weapon aim while being hit.” Adding to that, each Sniper now controls differently when aiming down sights. ‘ADS Momentum’ is the label given to the feeling of scoping in and out. Moving forward, heavier Snipers will have slower ADS Momentum, meaning they’ll scope in slower than lighter alternatives. Overall, three Snipers now have slower ADS speeds. The ZRG 20mm, Pellington 703, and LWS – Tundra will now scope in slightly slower than before. The Swiss K31 has seen no changes to the base ADS speed, while the M82 received the only notable ADS buff. This more recent Sniper now has faster ADS speed with better one-hit kill potential. As a tradeoff, it now comes with a drastically slower rate of fire. LW3 – Tundra – Increased Bullet Velocity from 550 to 580. – Reduced ADS-In Momentum from 0.2 to 0.233. – – Attachments Reduced Bullet Velocity bonus from 28.2” Extended Barrel attachment from 25% to 18%. – Reduced Bullet Velocity bonus from 29.1” Combat Recon Barrel attachment from 75% to 36%. – Reduced Bullet Velocity bonus from 28.2” Tiger Team Barrel attachment from 50% to 27%. – Reduced Flinch Resistance bonus from Dropshot Wrap Handle attachment from 50% to 33%. – Reduced Flinch Resistance bonus from Field Tape Handle attachment from 90% to 50%. – Reduced Flinch Resistance bonus from SASR Jungle Grip Handle attachment from 80% to 67%. – Increased Sprint to Fire Time penalty from SASR Jungle Grip Handle attachment from 12% to 15%. – Reduced Flinch Resistance Bonus from Airborne Elastic Wrap Handle attachment from 90% to 25%. – Increased Sprint to Fire Time penalty from Airborne Elastic Wrap Handle attachment from 15% to 18%. – Reduced Aim Down Sight Time bonus from Airborne Elastic Wrap Handle attachment from 12% to 5%. – – Pelington 703 – Increased Sprint to Fire speed from 0.45 to 0.433. – Reduced Bullet Velocity from 500 to 478. – Increased Aim Down Sight Time from 0.55 to 0.583. – – Attachments Reduced Bullet Velocity bonus from 25” Extended Barrel attachment from 25% to 17%. – Reduced Bullet Velocity bonus from 27.2” Combat Recon Barrel attachment from 75% to 43%. – Reduced Bullet Velocity bonus from 26.5” Tiger Team Barrel attachment from 50% to 30%. – Reduced Flinch Resistance bonus from Field Tape Handle attachment from 90% to 50%. – Reduced Flinch Resistance bonus from SASR Jungle Grip Handle attachment from 80% to 67%. – Reduced Flinch Resistance Bonus from Airborne Elastic Wrap Handle attachment from 90% to 25%. – Reduced Aim Down Sight Time bonus from Airborne Elastic Wrap Handle attachment from 12% to 5%. – – Sniper Rifle Charlie – M82 – Increased one-hit kill potential to include the mid-torso. – Increased Aim Down Sight speed from 0.7 to 0.666. – Increased ADS-Out Momentum from 0.2 to 0.183. – Reduced ADS-In Momentum from 0.2 to 0.25. – Reduced firing speed from 0.333 to 0.833. – – Attachments Reduced Bullet Velocity bonus from 22.2” Extended Barrel attachment from 25% to 13%. – Increased Fire Rate bonus from 20.6” Rapid Fire Barrel attachment from 11% to 12%. – Reduced Bullet Velocity bonus from 22.6” Combat Recon Barrel attachment from 75% to 26%. – Reduced Bullet Velocity bonus from 22.6” Tiger Team Barrel attachment from 50% to 20%. – Increased Fire Rate bonus from 22.6” Tiger Team Barrel attachment from 18% to 24%. – Reduced Flinch Resistance bonus from Field Tape Handle attachment from 90% to 50%. – Reduced Flinch Resistance bonus from SASR Jungle Grip Handle attachment from 80% to 67%. – Increased Sprint to Fire penalty from SASR Jungle Grip Handle attachment from 12% to 15%. – Reduced Flinch Resistance Bonus from Airborne Elastic Wrap Handle attachment from 90% to 25%. – Increased Sprint to Fire penalty from Airborne Elastic Wrap Handle attachment from 15% to 18%. – Reduced Aim Down Sight Time bonus from Airborne Elastic Wrap Handle attachment from 12% to 5%. – – ZRG 20mm – Reduced Aim Down Sight speed from 0.65 to 0.683. – Reduced Bullet Velocity from 925 to 923. – Increased ADS-Out Momentum from 0.2 to 0.183. – Reduced ADS-In Momentum from 0.2 to 0.283. – Custom Vehicle Damage: The “anti-material” property of this weapon deals extra damage to every vehicle and Scorestreak. Due to the sheer number of vehicles and Scorestreaks to choose from in Black Ops Cold War, this damage is displayed in-game as a range (i.e. 1100 – 2200). Generally speaking, the larger a vehicle or Scorestreak is, the more damage this weapon will deal to it. – – Attachments Reduced Bullet Velocity bonus from 41.9” Extended Barrel attachment from 25% to 10%. – Reduced Bullet Velocity bonus from 43.9” Combat Recon Barrel attachment from 75% to 20%. – Reduced Bullet Velocity bonus from 42.7” Sigma Special Barrel attachment from 67% to 16%. – Reduced Flinch Resistance bonus from Field Tape Handle attachment from 90% to 50%. – Reduced Flinch Resistance bonus from SASR Jungle Grip Handle attachment from 80% to 67%. – Increased Sprint to Fire penalty from SASR Jungle Grip Handle attachment from 12% to 18%. – Reduced Flinch Resistance Bonus from Airborne Elastic Wrap Handle attachment from 90% to 25%. – Increased Sprint to Fire penalty from Airborne Elastic Wrap Handle attachment from 15% to 20%. – Reduced Aim Down Sight Time bonus from Airborne Elastic Wrap Handle attachment from 12% to 5%. – – Swiss K31 – 25% less Flinch than other sniper rifles. – Reduced Bullet Velocity from 700 to 684. – – Attachments Reduced Bullet Velocity bonus from 24.9” Extended Barrel attachment from 25% to 16%. – Reduced Bullet Velocity bonus from 24.9” Combat Recon Barrel attachment from 75% to 31%. – Reduced Bullet Velocity bonus from 24.9” Tiger Team Barrel attachment from 50% to 23%. – Reduced Flinch Resistance bonus from Field Tape Handle attachment from 90% to 50%. – Reduced Flinch Resistance bonus from SASR Jungle Grip Handle attachment from 80% to 67%. – Reduced Sprint to Fire penalty from SASR Jungle Grip handle attachment from 12% to 11%. – Reduced Aim Down Sight Time bonus from Airborne Elastic Wrap Handle attachment from 12% to 5%. – – Assault Rifle changes in Season 3 Reloaded update As one of the most common weapon types in any Call of Duty, Assault Rifle changes are among the most important. For Black Ops Cold War’s Season 3 Reloaded update, Bullet Velocity is the main focal point of new buffs. In total, seven Assault Rifles have been hit with considerable buffs to their base Bullet Velocity. This means players won’t have to be overly reliant on certain attachments moving forward. The reason for this widespread change is to provide “Assault Rifles more innate long-distance advantage over Submachine Guns,” Treyarch explained. In long-range battles, you should notice Assault Rifles beating out Submachine Guns far more often now. On top of Bullet Velocity tweaks, headshot multipliers have also been changed. Any Assault Rifles with 5.56 ammo have a 1.4x headshot multiplier across the board. Those with 7.62 ammo have a 1.25x multiplier. Read More: Everything coming in CoD Mobile Season 4 – Overall, the number of hits required to kill “remain the same.” The only noticeable difference comes to the FFAR 1 which now requires “fewer hits to kill” if you’re landing headshots. Krig 6 Increased Bullet Velocity from 625 to 686. – Increased Bullet Velocity bonus from 19.7” Ranger Barrel attachment from 100% to 126%. – Reduced Bullet Velocity penalty from 15.5” Contour Barrel attachment from 25% to 12%. – – AK-47 Increased Bullet Velocity from 490 to 702. – – FFAR 1 Increased maximum damage from 27 to 28. – Reduced Bullet Velocity from 705 to 629. – – Groza Reduced headshot multiplier from 1.4x to 1.25x. – Increased Bullet Velocity from 650 to 660. – – QBZ-83 Increased Bullet Velocity from 625 to 671. – – FARA 83 Increased headshot multiplier from 1.25x to 1.4x. – Increased Bullet Velocity from 675 to 729. – Reduced maximum damage from 31 to 30. – Reduced minimum damage from 28 to 27. – Reduced Bullet Velocity penalty from 17.5” Contour Barrel attachment from 25% to 18%. – – XM4 Increased Bullet Velocity from 550 to 657. – – Light Machine Gun changes in Season 3 Reloaded update When it comes to Light Machines Guns in Black Ops Cold War, three weapons were targeted with Bullet Velocity in mind. The overall goal was to boost “inherent power” of the weapon class without players having to rely on the Task Force Barrel attachment in all situations. “These changes provide more value to the rest of the Barrel attachments,” Treyarch confirmed. However, Task Force Barrel “remains a solid choice.” Read More: All Warzone Season 3 Reloaded map changes – Breaking down each weapon, Stoner 63, RPD, and M60 have all seen drastic buffs in terms of base Bullet Velocity. Meanwhile, the Task Force Barrel has seen at least a 56% Bullet Velocity reduction for all three guns. Light Machine Gun Alpha – Stoner 63 Increased Bullet Velocity from 675 to 714. – Reduced Bullet Velocity bonus from 21.8” Task Force Barrel attachment from 100% to 41%. – – RPD Increased Bullet Velocity from 475 to 684. – Reduced Bullet Velocity bonus from 20.3” Task Force Barrel attachment from 100% to 44%. – – M60 Increased Bullet Velocity from 600 to 791. – Reduced Bullet Velocity bonus from 22.8” Task Force Barrel attachment from 100% to 39%. – – Pistol & Special Weapon changes in Season 3 Reloaded update Last but not least, three Pistols and one particular Special Weapon were also hit with some key adjustments. The 1911, Magnum, and Diamatti have all seen an increase to base Bullet Velocity. This was done in hopes of “pushing their hitscan range,” making them more optimal from longer distances. As a final point, the R1 Shadowhunter Crossbow now comes with some added difficulty. Similar to Sniper Rifles, a unique flinch has been applied to the powerful Special Weapon. 1911 Increased Bullet Velocity from 200 to 206. – – Magnum Increased Bullet Velocity from 300 to 313. – – Pistol Charlie – Diamatti (Burst Fire) Increased Bullet Velocity from 250 to 257. – – R1 Shadowhunter Added Sniper Flinch. – – So there you have it, a complete breakdown of every single change in the Season 3 Reloaded update. For the full patch notes, be sure to check our overview of all the new content and changes coming to Black Ops Cold War Season 3.
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All weapon changes in Blackout battle royale – November 6 update – Dexerto
All weapon changes in Blackout battle royale – November 6 update The latest game settings update in Call of Duty: Black Ops 4 has implemented some major changes to certain weapons in the Blackout battle royale mode. With this latest update, which went live on November 6, Treyarch have buffed a large number of weapon and weapon classes based on analysis and the feedback received from both players. As had been previously hinted at, Submachine Guns have received a major buff which has increased muzzle velocity on all weapons in the class so that they may perform better when coming up against Assault Rifles. “This should provide more consistent gunfights when in SMG range,” Treyarch has said. “Along with ensuring that SMGs perform as expected in their intended power band when compared to Assault Rifles in Blackout.” The only AR to receive a buff was the Rampart 17, while the Auger DMR and Swordfish of the Tactical Rifle category both received considerable improvements. In terms of Light Machine Guns, although Treyarch are willing to admit that the weapons have strong potential, the developers have introduced further buffs to make them a more preferred option that they are now. The Titan, VKM 750, and Hades all now have increased re-center speed and reduced re-center patter offsets. The update also temporarily removed the controversial 9-Bang stun item from Blackout, after it had been the subject of many complaints within the player base that it was too over-powered. As a direct result, the Concussion Grenade has been strengthened so to make up for the absence of the 9-Bang. All of the weapon changes in Blackout can be seen below, as provided by Treyarch. For a full look at the entire patch notes for this latest update, click HERE. Weapons (Blackout Only) Submachine Guns Increased muzzle velocity on all SMGs. This should provide more consistent gunfights when in SMG range, along with ensuring that SMGs perform as expected in their intended power band when compared to Assault Rifles in Blackout. – Spitfire Reduced recoil. – – – Assault Rifles Rampart 17 Reduced ADS sway. – Reduced recoil. – – – Rampart 17 – Tactical Rifles Auger DMR Increased re-center speed. We slowed down the re-center due to high performance in our Blackout beta, but have seen the AUGER slightly underperform since release. – Slightly increased muzzle velocity. This should make for more predictable shots when firing at a moving target within the Auger’s intended ranges. – – – Auger DMR – Swordfish Tightened the spread pattern. This should allow more shots to land on target at range. – – Light Machine Guns While some players have found success with the LMGs in Blackout, they’re still being passed over by the large majority of players. These changes should help make LMGs more manageable when providing cover fire or engaging targets at range. – Titan Increased re-center speed. – Reduced re-center pattern offsets for more predictable recoil. – – VKM 750 Increased re-center speed. – Reduced re-center pattern offsets. – – Hades Increased re-center speed. – Reduced re-center pattern offsets. – – – Equipment (Blackout Only) 9-Bang Removed the 9-Bang from Blackout while we evaluate its place in the gameplay loop. – – Concussion Grenade Increased throw distance. – Increased stack count to 2. – –
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All weapon buffs and nerfs in Warzone Season 4 update – Dexerto
All weapon buffs and nerfs in Warzone Season 4 update Warzone players have been pulling out hairs over overpowered the H4 Blixen’s dominance, snipers becoming outdated, and Vanguard Assault Rifles taking over, but the Warzone Season 4 update rectifies all of those concerns. Raven Software did not hold back with its weapon tuning for Warzone Pacific Season 4. Massive changes have been made to Heavy Snipers, Melee Weapons, and Call of Duty: Vanguard ARs, Individual weapons such as the H4 Blixen, Owen Gun, and STG were nerfed, while the Vargo 52, Armaguerra 43, and NZ-41 received slight buffs. Let’s take a look at all of the key weapon balance adjustments made in Warzone Season 4… Warzone Season 4 weapon buffs The Vargo 52 has always been a reliable AR but recently fell out of the meta to more powerful Vanguard ARs. Developers stated in the blog that recoil adjustments “will result in the weapon being easier to control and filling its role as an easy to use, effective AR. Vargo 52 Muzzle Velocity increased by 3.7% – Raise Time decreased to 765ms, down from 833ms – 17.1 VDV Reinforced Recoil Control increased to 3.5%, up from 2.5% – – 18.6″ Task Force Recoil Control increased to 7%, up from 5% – – NZ-41 LOR MK1 Burst Initial Firing Recoil control increased to 30%, up from 20% – Sustained Recoil control decreased to -12%, up from 10% – Burst-fire cooldown decreased to 265ms, down from 300ms – Burst fire now supports auto burst Mode. Hold fire to continue firing in bursts. – – Orbweaver 360mm BC Muzzle Velocity now increased by 40% – – Muzzle Velocity now increased by 40% – Orbweaver Custom Visual recoil decreased – Horizontal Recoil Control increased to -15%, up from -30% – – Ravenwood 480mm No.2 ADS Initial Recoil Control increased to -20%, up from -30% – Hipfire Initial Recoil Control increased to -20%, up from -30% – – 6.5mm Sakura 50 Round Mags Vertical Recoil Control decreased to 40%, down from 45% – Visual Recoil Increased – – LOR Mk3 SC Sustained Fire Recoil Control decreased to 14%, down from 15% – – The KGM40, FFar, Nikita AVT, AS44, and Copper Carbine ARs all received welcomed buffs. AS44 (VG) Increased Standing Hip Fire Accuracy – Empress Falchion A Horizontal Recoil Control increased to -25%, up from -30% – – Kovalevskaya 615mm Vertical Recoil Control now increased by 12% – – 7.62x54mmR 40 Round Mags Recoil Control increased to -22%, up from -25% – Damage Bonus Removed – Damage Range Increased to 30%, up from 20% – Muzzle Velocity increased to 30%, up from 10% – – 7.62 Gorenko 50 Round Mags Muzzle Velocity increased to -15%, up from -20% – Damage Penalty Removed – Damage Range decreased to -30%, down from -20% – – Cooper Carbine (VG) Recoil intensity adjusted to account for less reliance on Tight Grip. Max Damage increased to 25, up from 24 – Min Damage Increased to 22, up from 20 – – Gracey Rapid Headshot Damage Multiplier Increased to 1.12, up from 1.071 – Upper Torso Damage Penalty Removed. – Horizontal Recoil penalty decreased to 30%, down from 33% – Vertical Recoil penalty decreased to 9%, down from 11% – – Tight Grip Recoil Control provided by Tight Grip has been decreased for the Cooper Carbine. – – Compressed Rounds Vertical Recoil now increased to 3.5% – Horizontal Recoil increased to 3.5, up from 2.4% – – Nikita AVT (VG) Max Damage increased to 26, up from 23 – Move Speed Scale increased to 0.86, up from 0.84 – 7.62x54mmR 50 Round Mags Movement Speed modifier removed – Reload Quickness penalty added – – 6.5 Sakura 60 Round Drums Movement Speed Modifier removed – Reload Quickness penalty slightly increased – – KG M40 (VG) Min Damage increased to 26, up from 24 – Recoil intensity adjusted to account for less reliance on Tight Grip. – 6.5mm Sakura 40 Round Mags Muzzle Velocity increased to -10%, up from -20% – Recoil Recovery penalty has been removed. – Global Damage increased to -4%, up from -10% – Damage Range increased to -15%, up from -20% – – VDD 500mm LS Muzzle Velocity increased to -10%, up from -12% – Vertical Recoil Control increased to -50%, up from -90% – – Krausnick 700mm 01V Damage Range increased to 25%, up from 20% – – Nilsson 515mm Burst Damage Range now increased by 25% – Muzzle Velocity now increased by 20% – Rate of Fire increased to 20%, up from 10% – Burst Fire Cooldown decreased to 200ms, down from 300ms – – VDD 390mm Rapid Fire Rate decreased to 18%, down from 21% – Global Damage decreased to -7%, down from -5% – – Reisdorf 36SK Hipfire Accuracy increased to -10%, up from -12.4% – – Tight Grip Recoil Control provided by Tight Grip has been decreased for the KGM40. – – FFAR1 (BOCW) Max Damage Range increased to 28.6 meters, up from 25.4 meters – Sniper Rifles have been thrown to the wayside in favor of powerful laser beam ARs and the developers are listening to community feedback. The blog post states, “the following “Aggresive” Snipers now adopt the lowest tier of flinch.” Sniper Rifles Marksman Rifle Charlie (MW) – SP-R 208 (MW) – Swiss K31 (BOCW) – Pelington 703 (BOCW) – LW3 – Tundra (BOCW) – Type 99 (VG) – Kar98k (VG) – – Flinch has been decreased by 12% on all “Heavy” snipers. – Gorenko Anti-Tank Rifle (VG) Rate of Fire increased to 0.5, up from 0.4 – Base Recoil decreased significantly – Max Damage decreased to 110, down from 120 – Min Damage decreased to 100, down from 102 – Headshot Damage Multiplier increased to 3, up from 2.96 – Upper Torso Damage Multiplier decreased to 1, down from 1.2 – Lower Torso Damage Multiplier decreased to 1, down from 1.1 – 240mm Zac Rapid 10% increased vertical recoil – Fire Rate decreased to 10%, down from 20% – ADS Time increased to 6.5%, up from 5% – Movement Speed increased to 3%, up from 2% – – 13mm AM 3 Round Fast Mags Movement Speed now increased by 3% – – Marksman Stock Movement Speed increased to -2.5%, up from -4% – – Reinforced Stock ADS Speed increased to 4.5%, up from 4% – – 3-Line Rifle (VG) ADS Transition In Time decreased to 506ms, down from 578ms – ADS Transition Out Time decreased to 514ms, down from 540ms – Empress 514mm F01 ADS Speed increased to 11%, up from 10% – – Kovalevskaya 820mm R1MN ADS Speed increased to -7%, up from -12% – – Kovalevskaya 700mm ADS Speed increased to 5%, up from 4% – – 500mm MN Custom ADS Speed increased to -3%, up from -8% – – Empress 700mm TN02 ADS Speed increased to -5%, up from -10% – – 270mm Voz Carbine ADS Speed increased to 8%, up from 7% – – Whitley (VG) Max Damage range increased to 40.2 meters, up from 38.1 meters – Max Damage increased to 39, up from 38 – Min Damage increased to 33, up from 32 – Muzzle Velocity increased by 10% – 28” Gracey Mk. 9 Damage Range now increased by 15% – – DP27 (VG) Muzzle Velocity increased by 8.4% – Light Machine Gun Charlie (VG) Muzzle Velocity increased by 2.4% – Type 11 (VG) Muzzle Velocity increased by 1.8% – MG42 (VG) Recoil intensity adjusted to account for less reliance on Tight Grip. – Max Damage increase to 22, up from 20 – Min Damage increased to 19, up from 17 – ADS Transition In Time increased to 410ms, up from 360ms – ADS Transition Out Time increased to 400ms, up from 350ms – Muzzle Velocity increased by 1.8% – VDD 890mm 32M Luftschutz Damage Range now increased by 15% – – 6.5 Sakura 125 Round Drums Damage Range increased to -10%, up from -20% – Muzzle Velocity increased to -10%, up from -20% – ADS Speed increased to 4%, up from 3.5% – – Tight Grip Recoil Control provided by Tight Grip has been decreased for the MG42 (VG). – – Marksman Rifles Flinch has been decreased on Marksman rifles by 25% – M1 Garand (VG) Upper Torso Damage Multiplier increased to 1.3, up from 1.1 – Neck Damage Multiplier increased to 1.3, up from 1.1 – SVT-40 (VG) Lower Torso Damage Multiplier increased to 1.3, up from 1 – Upper Extremities Damage Multiplier increased to 1.3, up from 1 – Crossbow (MW) Bolt Velocity increased by 27.2% – R1 Shadowhunter (BOCW) Bolt Velocity increased by 12.5% – Melee Weapons have never really been a part of the Warzone meta and as a result the Developers said, “many Melee weapons have had their swing time (the time it takes to swing a weapon in succession) and movement speed adjusted positively. Melee Weapons Katana (VG) Swing-time interrupt delay decreased to 620ms down from 1000ms – Movement Speed scale increased to 0.95, up from 0.948 – Lunge Distance decreased to 1.91m, down from 2.16m – Sawtooth (VG) Fatal Interrupt time decreased to 1000ms, down from 1500ms – Lunge Distance decreased to 1.78m, down from 2.04m – Skål Crusher (VG) Swing-time interrupt delay decreased to 500ms down from 1500ms – Movement Speed scale decreased to 0.938, down from 0.94 – ADS Movement Speed Scale increased to 0.97, up from 0.96 – Lunge Distance decreased to 2.29m, down from 2.8m – Ice Axe (VG) Swing-time delay decreased to 620ms down from 1000ms – Lunge Distance decreased to 2.04m, down from 2.52m – Sledgehammer (VG) Damage increased to 150, up from 135 – Movement Speed scale increased to 0.943, up from 0.942 – Lunge Distance decreased to 1.98m, down from 2.19m – Sledgehammer (BOCW) Swing Time decreased to 1300ms, down from 1500ms – Fatal Interrupt Time decreased to 1100ms, down from 1500ms – Damage increased to 150, up from 135 – Movement Speed scale increased to 0.94, up from 0.93 – Wakizashi (BOCW) Movement Speed scale increased to 0.945, up from 0.93 – Sai (BOCW) Damage increased to 100, up from 70 – Hits to Execute decreased to 3, down from 5 – Kali Sticks (MW) Damage increased to 90, up from 65 – Hits to Execute decreased to 3, down from 4 – Movement Speed scale increased to 0.95, up from 0.94 – Ballistic Knife (BOCW) Movement Speed scale increased to 0.955, up from 0.943 – Now benefits from Aim Assist – Dual Kodachis (MW) Movement Speed scale increased to 0.942, up from 0.875 – The entire Launcher class received buffs Launchers Launcher Alpha (BOCW) Inner Damage increased to 275, up from 250 – Mid Damage increased to 155, up from 135 – Outer Damage increased to 65, up from 50 – – RPG-7 (BOCW) Inner Damage increased to 275, up from 250 – Mid Damage increased to 155, up from 130 – Outer Damage increased to 65, up from 50 – – M79 (BOCW) Inner Damage increased to 275, up from 250 – Mid Damage increased to 125, up from 100 – Outer Damage increased to 100, up from 72 – – M1 Bazooka (VG) Inner Damage increased to 275, up from 250 – Mid Damage increased to 160, up from 130 – Outer Damage increased to 70, up from 50 – – MK11 Launcher (VG) Inner Damage increased to 250, up from 225 – Outer Damage increased to 165, up from 140 – – Panzerschreck (VG) Inner Damage increased to 275, up from 250 – Mid Damage increased to 160, up from 130 – Outer Damage increased to 70, up from 50 – – Panzerfaust (VG) Inner Damage increased to 275, up from 250 – Mid Damage increased to 160, up from 130 – Outer Damage increased to 70, up from 50 – – RPG-7 (MW) Inner Damage increased to 275, up from 250 – Mid Damage increased to 155, up from 130 – Outer Damage increased to 65, up from 50 – – PILA (MW) Inner Damage increased to 275, up from 250 – Mid Damage increased to 155, up from 130 – Outer Damage increased to 65, up from 50 – – JOKR (MW) Mid Damage increased to 175, up from 150 – Outer Damage increased to 65, up from 50 – – STRELA-P (MW) Inner Damage increased to 275, up from 250 – Mid Damage increased to 100, up from 75 – Outer Damage increased to 65, up from 50 – – Warzone Season 4 weapon Nerfs SMGs took a major hit with the Season 4 update. The Armaguerra 43, H4 Blixen, Type 100, and Owen Gun all received varying degrees of nerfs. Read More: Warzone adds Portable Redeploy Balloons & Weapon Trade Stations to Caldera in Season 4 The developers want the Armaguera 43 to excel as more of a close-range weapon and stated, “we’re making some adjustments to ensure that within its Max Damage range it performs more consistently and is less likely to lose a close-range gunfight. Armaguerra 43 (VG) Max Damage Increased to 27, up from 25 – Max Damage Range decreased to 9.6 meters, down from 10.3 meters – Botti 315mm CII Max Damage increased to 28, up from 26 – Max Damage Range decreased to 10.5 meters, down from 11.5 meters – Vertical Recoil Control decreased to -38.5%, down from -40% – – Perfetto Custom Damage Range increased to 30%, up from 25% – Fire Rate Modifier decreased to -7%, down from -13% – – Imerito 550mm 03P Horizontal Recoil Control decreased to 20%, down from 25% – Vertical Recoil Control decreased to 15%, down from 20% – – .30 Russian Short 34 Round Mags Locational damage penalties have been removed. – Damage Range increased to -18%, up from -20% – Fire Rate Modifier decreased to 8%, down from 10% – – 8mm Kurz 72 Round Mags Damage Bonus decreased to 7%, down from 10% – Fire Rate Modifier decreased to -8.5%, down from -15% – Vertical Recoil Control decreased to -25%, down from -20% – Horizontal Recoil Control decreased to -20%, down from -18% – – Botti DA Recoil decreased to 11%, down from 14% – – H4 Blixen Mid Damage decreased to 34, down from 35 – Movement Speed Scaler decreased to 0.9, down from 0.91 – ADS Movement Speed Scaler decreased to 1.45, down from 1.5 – Jönsson 9″ RMK Muzzle Velocity now increased by 20% – – Karlsson 17″ Custom Muzzle Velocity now decreased by 10% – Recoil control decreased to -11%, down from -10% – – Magnus 9″ Bust TG Muzzle Velocity now increased by 30% – – Bergström 17” F3 Horizontal Recoil Control decreased to 48%, down from 55% – – 7.62 Gorenko 54 Round Mags Headshot Damage Multiplier decreased to 18%, down from 25% – – Owen Gun (VG) Upper Torso Damage Multiplier decreased to 25%, down from 45% – Gawain 188mm Shrouded Max Damage Range increased to 18.4 meters, up from 17.8 meters – Upper Torso Damage Multiplier decreased to 1, down from 1.034 – Lower Torso Damage Multiplier decreased to 1, down from 1.034 – Lower Extremities damage multiplier decreased to 0.9, down from 1.034 – Vertical Recoil Control Decreased to -26% down from -25% – – PPSh-41 (VG) Recoil Intensity slightly decreased – 8mm Nambu 71 Round Mag Muzzle Velocity increased to -15%, up from -20% – – Sten (VG) Min Damage increased to 23, up from 21 – Max Damage increased to 30, up from 29 – Mid Damage increased to 25, up from 24 – Mid Damage Range decreased to 24.8 meters, down from 27.9 meters – Type 100 (VG) Lower Extremities damage multiplier decreased to 0.95, down from 1.0 – Warubachi 134mm Rapid Vertical Recoil Control Now decreased by 2.5% – Fire Rate decreased to 18%, down from 20% – – Welgun (VG) Lower Extremities damage multiplier decreased to 0.9, down from 1.0 –
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All weapon buffs and nerfs in Warzone Season 4 Reloaded update – Dexerto
All weapon buffs and nerfs in Warzone Season 4 Reloaded update ActivisionThe Warzone Season 4 Reloaded update wants players to be tactful with their loadouts thanks to an array of buffs and nerfs that will shake up the game’s meta. Call of Duty: Warzone Season 4 has been one of the stronger ones in recent memory as the game has been bolstered by a stellar new map and some cool new features. One of the most controversial aspects of this season, and others in the past, has been the subject of the game’s meta. Whilst it’s true that it’s ever-changing thanks to weekly updates, some are just more dominant than others. Warzone Season 4 has seen the NZ-41 absolutely dominate along with the Marco 5 SMG. Truth be told, only a handful of weapons have been in most players’ loadouts, but that is all set to change thanks to the new buffs and nerfs for Warzone Season 4 Reloaded. Warzone Season 4 Reloaded buffs and nerfs In their Warzone Season 4 Reloaded blog post discussing the game’s guns, Raven said: “The current health of the Long-Range Assault Rifle category is not where we’d like it to be, as it stands, the best performing builds are ones that result in the least amount of recoil.” So expect a lot of your favorites to be more difficult to control over distance, but potentially welcome back old flames like the AMAX, Kilo, and M13. Assault Rifle Charlie (VG) CGC 30″ XLVertical Recoil control decreased to 20%, down from 28% – Horizontal Recoil control decreased to 20%, down from 28% – – CGC 27″ 2BHorizontal Recoil control decreased to 25%, down from 35% – – Horizontal Recoil control decreased to 25%, down from 35% – 8mm Klauser 40 Round MagsVertical Recoil control decreased to 11%, down from 16% – Horizontal Recoil control decreased to 11%, down from 16% – – Chariot WRRecoil Control decreased to 12%, down from 14% – – Recoil Control decreased to 12%, down from 14% – Hardscope The recoil control that Hardscape provides the BAR has been decreased. – – Assault Rifle Alpha (VG) VDD 760MM 05BHorizontal Recoil control decreased to 30%, from 40% – – Horizontal Recoil control decreased to 30%, from 40% – Krausnick 620mm Precision Horizontal Recoil control decreased to 30%, from 40% – – Cooper Carbine (VG) 9mm 60 Round DrumsHorizontal Recoil control decreased to 11%, down from 29.5% – – Assault Rifle Bravo (VG) .303 British 36 Round MagsMuzzle Velocity increased to -10%, up from -20% – – NZ-41 (VG) Sustained Recoil Control decreased – Max Damage range decreased to 33.5 meters, down from 35.6 meters. – Min Damage decreased to 30, down from 34 – Neck Damage Multiplier decreased to 1.27, down from 1.3 – Nikita AVT (VG) Movement Speed Scale increased to 0.87, up from 0.86 – ADS Movement Speed Scale increased to 1.22, up from 1.2 – Empress 613mm FA Movement Speed increased to -2.5%, up from -3% – ADS Time Penalty decreased to -6%, down from -8% – Recoil Control increased to 11%, up from 10% – Sprint to Fire Penalty decreased to -4.5%, down from -5% – – 6.5 Sakura 60 Round DrumsDamage Range decreased to -6%, down from -4% – Muzzle Velocity decreased to -10%, down from -6% – Recoil Control increased to 2.5%, up from 2% – Hipfire accuracy increased to 4.5%, up from 4% – – KG M40 (VG) Max Damage Range decreased to 30.5 meters, down from 33 meters – Min Damage decreased to 25, down from 26 – Headshot Locational Damage Multiplier decreased to 1.46, down from 1.5 – Reisdorf 720mm ShroudedHorizontal Recoil control decreased to 20%, down from 35% – – Horizontal Recoil control decreased to 20%, down from 35% – .30-06 60 Round DrumsRecoil Control Penalty decreased to -35%, down from -40% – – CR-56 AMAX (MW) Headshot Locational Damage Multiplier increased to 1.6, up from 1.56 – Min Damage increased to 28, up from 24 – Kilo 141 (MW) Mid Damage step removed. – Min Damage increased to 23, up from 18 – FARA 83 (BOCW) Max Damage Range increased to 28 meters, up from 25.4 meters – Krig 6 (BOCW) Mid Damage increased to 26, up from 25 – Headshot Locational Damage Multiplier increased to 1.55, up from 1.5 – M13 (MW) Neck Locational Damage Multiplier increased to 1.3, up from 1.01 – Volkssturmgewehr (VG) Headshot Locational Damage Multiplier increased to 1.61, up from 1.55 – 7.62 Gorenko 40 Round MagsCapacity increased to 45, up from 40 – Damage Penalty Removed – Damage Range now decreased by 15% – Rate of Fire increased to 7.5%, up from 6.7% – Recoil Control decreased to 20%, down from 40% – – 7.62 Gorenko 30 Round Mags Damage Penalty Removed – Damage Range now decreased by 15% – Rate of Fire increased to 7.5%, up from 6.7% – Recoil control decreased to 20%, down from 40% – – .30 Russian Short 45 Round DrumsMuzzle velocity increased to 25%, up from 10% – Damage Bonus increased to 11%, up from 10% – Vertical Recoil Penalty decreased to -26%, down from -30% – – » Submachine Guns « Armaguerra 43 (VG) Botti 570mm Precisione Headshot Locational Damage Scalar decreased to 1.14, down from 1.2 – – H4 Blixen (VG) Headshot Locational Damage Multiplier decreased to 1.46, down from 1.5 – Min Damage decreased to 27, down from 28 – Movement Speed scale decreased to 0.9, down from 0.91 – Jonsson 9” RMKMin Damage decreased to 28, down from 30 – – 7.62 Gorenko 54 Round MagsHeadshot Locational Damage Scalar decreased to 1.1, down from 1.18 – – Marco 5 (VG) Max Damage decreased to 34, down from 36 – Mid Damage decreased to 30, down from 32 – Neck Locational Damage Multiplier decreased to 1.25, down from 1.5 – Perfetto Lesto 355mmLocational Damage Multipliers have been removed. – – UGR (BOCW) Upper Extremities Locational Damage multiplier increased to 1, up from 0.9 – Max Damage increased to 39, up from 38 – Max Damage Range increased to 11.45 meters, up from 10.8 meters – Mid Damage Range increased to 17.17 meters, up from 15.26 meters – Submachine Gun Delta (MW) Min Damage increased to 28, up from 26 – Neck Locational Damage Multiplier increased to 1.42, up from 1.01 – Submachine Gun Alpha (BOCW) Max Damage Range increased to 10 meters, up from 7.6 meters – Neck Locational Damage Multiplier increased to 1.2, up from 1.01 – » Shotguns « The following shotguns Max Pellet Damage have been increased by 26% .410 Ironhide (BOCW) – Einhorn Revolving (VG) – Double Barrel (VG) – Combat Shotgun (VG) – Shotgun Charlie (MW) – Model 680 (MW) – VLK Rogue (MW) – Hauer 77 (BOCW) – Shotgun Bravo (BOCW) Max Pellet Damage increased to 25, up from 24 – Gracey Auto (VG) Max Pellet Damage increased to 25, up from 24 – Mid 1 Pellet Damage increased to 20, up from 18 – Mid 2 Pellet Damage increased to 18, up from 14 – Min Pellet Damage increased to 14, up from 8. – Shotgun Delta (MW) Max Pellet Damage increased to 25, up from 24 – Min Pellet Damage increased to 14, up from 12. – Streetsweeper (BOCW) Min Pellet Damage increased to 10, up from 9. – » Sniper Rifles « Kar98k (VG) ADS Transition in Time decreased to 405ms, down from 430ms – ADS Transition out Time decreased to 380ms, down from 390ms – VDD RE02KADS Time Bonus increased by 13%, up from 12% – – 6.5mm Sakura 5 Round MagsDamage Penalty Removed – ADS Time Penalty decreased to -3%, down from -4% – – 3-Line Rifle (VG) Max Damage Decreased to 109, down from 115 – Upper Torso Damage Multiplier increased to 1.2, up from 1.1 – Lower Torso Damage Multiplier increased to 1.1, up from 1.06 – Lower Extremities Damage Multiplier increased to 1, up from 0.9 – Medium Telescopic SightADS Idle Sway decreased by 50% – – Type 99 10.0x Telescopic ADS Idle Sway decreased by 50% – – Type 97 5x Telescopic ADS Idle Sway decreased by 50% – – Gorenko Anti-Tank Rifle (VG) ADS Transition in Time decreased to 520ms, down from 600ms – ADS Transition out Time decreased to 410ms, down from 460ms – » Marksman Rifles « M1 Garand (VG) Lower Extremities Damage Multiplier increased to 1, up from 0.8 – Cooper 21” Shrouded Muzzle Velocity increased to 35%, up from 30% – – .303 British 12 Round ClipsMuzzle Velocity penalty decreased to -10%, down from -20% – Damage Penalty Removed – Damage Range penalty increased to -30%, up from -20% – Rate of Fire bonus decreased to 17.5%, down from 34.5% – – .30-06 20 Round DrumsMovement Speed penalty increased to -2.5%, up from -2% – – R1 Shadowhunter (BOCW) Bolt Accuracy increased by 50% – Crossbow (MW) Bolt Accuracy increased by 35% – » Light Machine Guns « Whitely (VG) 28” Gracey Mk.9 Horizontal Recoil Control increased to 22% , up from 20% – – 26” Gracey RapidRate of Fire Bonus decreased by 35% – Max Damage increased to 26, up from 21 – Min Damage increased to 20, up from 17 – Muzzle Velocity Penalty decreased to -10%, down from -16% – Horizontal Recoil Penalty decreased to -22%, down from -30% – – .50 BMG 150 Round BoxesRecoil Control Penalty decreased to -22%, down from -25% – View Center Scaler increased to 0.82, up from 0.77 – – .303 British 45 Round MagsRate of Fire bonus decreased to 4%, down from 5% – Horizontal Recoil control increased to 30%, up from 28% – Vertical Recoil control increased to 26%, up from 22% – – CGC R2 PaddedInitial Recoil Penalty decreased to -2%, down from -3% – Sustained Recoil Bonus increased to 4%, up from 3% – – UGM-8 (VG) Romauld 560mm DANeck Locational Damage Multiplier increased to 1.6, up from 1.3 – Horizontal Recoil Control now increased by 10% – – » Tactical Rifles « CARV.2 (BOCW) Max Damage Range increased to 33 meters, up from 30.5 meters – M16 (BOCW) Max Damage increased to 42, up from 40 – Neck Locational Damage Multiplier increased to 1.21, up from 1.1 – » Pistols « Pistol Melee Lunge Distance decreased to 1.52 meters, down from 1.83 meters. – Handgun Echo (MW) Max Damage increased to 91, up from 70 – Mid Damage increased to 65, up from 49 – Min Damage increased to 55, up from 45 – RATT (VG) Mid Damage Increased to 28, up from 26 – Empress 129mm B03TTRate of Fire Penalty decreased to -29%, down from -38% – – 7.62 Gorenko 14 Round Mags Muzzle Velocity Penalty decreased to -10%, down from -20% – Damage Range Penalty decreased to -10%, down from -20% – – .45 ACP 12 Round MagsLocational Damage Penalty Removed – – ATTACHMENTS » Muzzles « Recoil Booster Vertical Recoil Control now decreased by 1.5% – Fun fact, the recoil booster was previously only boosting horizontal recoil. » Under Barrels « Bayonet (VG) Movement Speed now increased by 1% – Carver Foregrip Vertical Recoil control decreased to 7%, down from 9% – M1930 Strife Angled Horizontal Recoil control decreased to 7%, down from 9% –
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All weapon buffs and nerfs in Warzone Pacific Season 5 Reloaded update – Dexerto
All weapon buffs and nerfs in Warzone Pacific Season 5 Reloaded update Treyarch/ActivisionWarzone Season 5 Reloaded is the game’s final major update and it’s set to have a huge impact on the weapon meta, focusing on adjusting underused guns. Warzone Season 5 Reloaded is on the cusp of release and marks the end of an era as the battle royale’s final major update. Despite this, the devs are not holding back when it comes to content, with the new BP50 AR and Lienna 57 LMG both arriving on September 28. However, as always, the focus for a lot of players is on the weapon adjustments and balancing Raven has implemented before saying their goodbyes to the title. Warzone Season 5 Reloaded buffs and nerfs In their Warzone Season 5 Reloaded blog post discussing the weapon changes, Raven revealed that the update would be focusing on bringing a “whole new Ground Loot and Gulag loadout experience” as well as “one last round of adjustments for the most underused weapons”. CR-56 AMAX (MW) Max Damage Range increased to 28.62 meters up from 24.1 meters – Upper Torso Damage Multiplier increased to 1.1, up from 1.0 – Automaton (VG) Neck Damage Multiplier decreased to 1.3, down from 1.5 – Lower Torso Damage multiplier decreased to 1.0, down from 1.1 – M4A1 (MW) Neck Damage Multiplier increased to 1.1, up from 1.01 – QBZ-83 (BOCW) Headshot Damage Multiplier increased to 1.6, up from 1.5 Neck Damage Multiplier increased to 1.25, up from 1.2 Oden (MW) Muzzle Velocity increased by 3.5% – Upper Arm Damage Multiplier increased to 1.2, up from 1.0 – EX1 (VG) Min Damage increased to 11, up from 10 – ADS Spread decreased to 0.01, down from 0.2 – PWN Beam CondenserMin Damage increased to 30, up from 28 – – Burst AC1-4Damage increased to 24, up from 20 – – Low Temp LaserRecoil Control now increased by 1% – Hip Fire Accuracy now increased by 1% – – Charge Amp PVMovement Speed Penalty now decreased by -1% – ADS Movement Speed Penalty now decreased by -5% – – Itra Burst (VG) Auto Burst-Fire Now Enabled – Rate of Fire Time decreased to 0.068, up from 0.065 – Perfetto 140mm RapidaRate of Fire Bonus decreased to 14%, down from 20% – Vertical Recoil now increased by 18% – Horizontal Recoil Control Penalty increased to -50%, down from -40% – – .303 British 36 Round MagsBurst Fire Cooldown Bonus decreased to 6%, down from 10% – – HardscopeInitial Recoil Control decreased when using Hardscope on the Itra Burst – – EM2 (BOCW) Headshot Multiplier increased to 1.5, up from 1.3 – Min Damage increased to 36, up from 35 – FFAR 1 (BOCW) Muzzle Velocity increased by 4.25% – ADS Movement Speed Scale increased to 1.4, up from 1.25 – ADS Transition In Time decreased to 300ms, down from 310ms – 17.9” UltralightADS Movement Speed while firing now increased by 3.5% – – Volkssturmgewehr (VG) ADS Movement Speed Scalar decreased to 1.42, down from 1.55 – .410 Ironhide (BOCW) Mid 1 Pellet Damage increased to 35, up from 30 – Mid 2 Pellet Damage increased to 24, up from 23 – Min Pellet Damage increased to 20, up from 18 – Buck and Slug RoundsHeadshot Damage has been increased – – Combat Shotgun (VG) Rechamber Time decreased by 10% – Slug RoundsMax Damage increased to 120, up from 100 – Mid Damage increased to 80, up from 75 – Min Damage increased to 70, up from 60 – Lower Extremity Damage Multiplier increased to 0.8, up from 0.7 – – Gallo SA12 (BOCW) Mid 1 Pellet Damage increased to 20, up from 18 – Mid 2 Pellet Damage increased to 18, up from 14 – Min Pellet Damage increased to 15, up from 12 – ADS Transition In Time decreased to 305ms, down from 320ms – ADS Transition Out Time decreased to 295ms, down from 320ms – Movement Speed Scaler increased to 0.89, up from 0.87 – 21.4” Reinforced Heavy BarrelDamage Range increased to 18%, up from 11% – – Streetsweeper (BOCW) Mid 2 Pellet Damage increased to 14, up from 12 – Min Pellet Damage increased to 13, up from 10 – Armaguerra 43 (VG) Headshot Damage Multiplier decreased to 1.5 down from 1.58 – Neck Damage Multiplier decreased to 1.30, down from 1.3 – ADS Movement Speed Scalar decreased to 1.29, down from 1.32 – Imerito TA SkeletalADS Movement Speed Bonus decreased to 28%, down from 35% – – 9mm 60 Round MagsMagazine Capacity decreased to 55, down from 60 – – 8mm 72 Round MagsMagazine Capacity decreased to 64, down from 60 – – Bullfrog (BOCW) Lower Arm Damage Multiplier increased to 1.0, up from 0.9 – Hand Damage Multiplier increased to 1.0, up from 0.9 – RA 225 (VG) Neck Damage Multiplier decreased to 1.1, down from 1.7 – Urban Rapid 11”Rate of Fire Bonus decreased to 10%, down from 15% – Vertical Recoil Control Penalty increased to -10% – Horizontal Recoil Control Penalty increased to -45%, down from -40% – – 7.62 Gorenko 38 Round MagsMagazine Capacity increased to 42, up from 38 – – .45 ACP 38 Round MagsMagazine Capacity increased to 42, up from 38 – – H4 Blixen (VG) Lower Torso Damage multiplier decreased to 1.01, down from 1.1 – ISO (MW) Neck Damage Multiplier increased to 1.15, up from 1.01 – Sprint to Fire Speed increased by 5% – CX-9 (MW) Headshot Damage Multiplier increased to 1.5, up from 1.45 – Neck Damage Multiplier increased to 1.2, up from 1.01 – Sprint to Fire Speed increased by 5% – KSP 45 (BOCW) Auto Burst-Fire Now Enabled – Lower Extremities Damage Multiplier decreased to 0.9, down from 1.0 – MP40 (VG) 7.62 Gorenko 45 Round MagsMuzzle Velocity Penalty decreased to -10%, up from -20% – Damage Range Penalty decreased to -15%, up from -20% – – PPSh-41 (VG) Min Damage decreased to 18, down from 19 – Upper Leg Damage Multiplier decreased to 0.9, down from 1.0 – Kovalevskaya 230mm B03PHipfire accuracy decreased to 45%, down from 50% – – 8mm Nambu 71 Round MagsMagazine Capacity decreased to 64, down from 71 – Damage Range Penalty decreased to -20%, up from -25% – Rate of Fire Bonus decreased to 5.5%, down from 6.6% – Vertical Recoil Control decreased to 10%, down from 15% – Horizontal Recoil Control decreased to 20%, down from 25% – Hipfire accuracy decreased to 3%, down from 4% – – Empress 140mm RapidRate of Fire Bonus decreased to 8.5%, down from 10% – Vertical Recoil Control now decreased by 10% – – Tight GripThe benefit that Tight Grip provides has been decreased – – UGM-8 (VG) Min Damage decreased to 22, down from 23 – Headshot Damage multiplier decreased to 1.5, down from 1.6 – Neck Damage multiplier decreased to 1.1, down from 1.3 – Recoil Intensity increased – Bernard XL214 736mmMuzzle Velocity bonus decreased to 30%, down from 35% – – Romuald 560mmMuzzle Velocity bonus increased to 15%, up from 10% – – 6.5mm Sakura 125 Round BoxBox Capacity decreased to 100, down from 125 – Recoil Control decreased to 12.5% down from 15% – – Crossbow (MW) Upper Extremities Damage Multiplier increased to 1.8, up from 1.5 – Lower Torso Damage Multiplier increased to 1.9, up from 1.5 – M1 Garand (VG) Min Damage decreased to 47, down from 48 – HardscopeInitial Recoil Control decreased – – AX50 (MW) Bullet Dropoff decreased – Muzzle Velocity increased by 2.7% – Dragunov (MW) Max Damage Range increased to 57.2 meters, up from 54.9 meters – Max Damage increased to 90up from 80 – Min Damage increased to 75, up from 60 – Upper Torso Damage Multiplier decreased to 1.9, down from 1.95 – Rytec AMR (MW) Can now one-shot down to the head at all ranges. – Min Damage increased to 112, up from 96 – Headshot Damage Multiplier increased to 2.7, up from 2.4 – 25x59mm Explosive 5-R MagDirect Hit Damage increased to 206, up from 176 – – Pellington 703 (BOCW) ADS Transition In Time decreased to 399ms , down from 421ms – ADS Transition Out Time decreased to 410ms, down from 433ms – Neck Damage Multiplier increased to 1.2, up from 1.1 – Upper Torso Damage Multiplier increased to 1.2, up from 1.1 – Lower Torso Damage Multiplier increased to 1.1, up from 1.0 – Gorenko Anti-Tank Rifle (VG) Bullet Dropoff increased – Fire Rate decreased to 111 RPM, down from 120 RPM – 420mm EmpressMuzzle Velocity decreased to 43%, down from 50% – Visual Recoil increased – – 400mm Kovalevskaya WrapADS Time Penalty decreased to -2%, up from -5% – – 440mm Anastasia CustomMuzzle Velocity increased to 25%, up from 20% – Rate of Fire Penalty decreased to -50%, up from -100% – Crouch Recoil Control decreased to 25%, down from 40% – Prone Recoil Control decreased to 35%, down from 67% – – 13mm AM 7 Round MagsADS Time Penalty increased to -5%, down from -4% – – 13mm AM 10 Round MagsADS Time Penalty increased to -6%, down from -4.5% – – Klauser (VG) Wyvern 170mm 29LDamage Range increased to 40%, up from 20% – Horizontal Recoil Control Penalty decreased to -15%, up from -25% – Vertical Recoil Control Penalty decreased to -5%, up from -10% – Movement Speed Penalty decreased to -2.5, up from -4% – – Fitzherbert 200mm BLMuzzle Velocity increased to 50%, up from 40% – ADS Time Penalty decreased to- 6%, up from -12 – Movement Speed penalty decreased to -1%, down from -1.5% – ADS Movement Speed penalty decreased to -1%, down from -2% – – .45 ACP 12 Round MagsMagazine Capacity increased to 16, up from 12 – Rate of Fire Penalty decreased to -4%, down from -10% – – JOKR (MW) Mid Damage increased to 200, up from 175 – Launcher Alpha (BOCW)Mid Damage increased to 170, up from 155 – Mid Damage Radius increased to 4.4 meters, up from 4 meters – –
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All weapon buffs and nerfs in Warzone 2 Season 2 update – Dexerto
All weapon buffs and nerfs in Warzone 2 Season 2 update ActivisionWarzone Season 2 finally delivers the game’s first major weapon balancing update, and Raven Software left no stone unturned. We learned pretty fast which weapons dominated Al Mazrah. The RPK and Fennec emerged as the go-to loadout with little to no variance. Akimbo pistols also had a short run on top as the most selected secondary weapon, but with customizable perks returning in Season 2, their time in the sun is most likely over. Sniper Rifles were must-use weapons in Verdansk and shined for a little on Caldera, but it’s been a much different story in Warzone 2. The class no longer one-shot kills enemies if they are fully plated. Despite the classes’ shortcomings, the Signal 50 became a fan-favorite weapon. With that in mind, the RPK, Fennec, X13, and Signal 50 all received nerfs in Season 2. Here is everything you need to know about the weapon balance changes made in Warzone 2. RPK and Fennec finally nerfed in Warzone 2 The RPK should be more in line with other LMGs after the Season 2 update. The weapon received a small reduction in ADS movement speed, reduced mid and long-range damage, reduced damage ranges, and a slower ADS time. As for the Fennec, the developers decreased its overall and headshot damage and added minimum damage against armor. The Signal 50’s sprint out and movement speed were decreased, as well as a small decrease in bullet velocity and long-range damage. Using Akimbo X13 pistols does less damage. Activision also made a weapon tuning update. The developers stated, “The results of this adjustment will generally be felt as an increase in the overall impact of Attachments, with the effects of Attachment Tuning becoming more significant.” Warzone Season 2 weapon balance patch notes Here are the full Season 2 weapon balance patch notes. Tuning has been enabled for Laser attachments – Tuning Sliders have been updated for numerous attachments – Some beneficial Tuning attribute magnitudes have been increased – Some harmful Tuning attribute magnitudes have been decreased – Season 01 Pro-Tuned Blueprints have received performance adjustments – Assault Rifles M13B Increased damage at mid range – Increased upper torso damage – – Kastov 762 Small damage reduction – Added additional long range damage falloff – – Lachmann-556 Increased semi auto rate of fire – – M4 Increased semi auto rate of fire – – STB 556 Fixed an issue with the Single Tap Mod Magazine attachment which caused the weapon to deal considerably less damage to the upper left leg – – Battle Rifles Lachmann-762 Decreased full auto head and torso damage – Increased semi-auto upper torso damage – Increased semi auto rate of fire – Reduced full auto recoil – Increased damage on long range – Added minimum damage against armor – – FTac Recon Decreased full auto upper torso damage – Sped up ads time – Reduced full auto recoil – Increased close range damage distance – Increased lower torso damage multiplier – Added minimum damage against armor – – SO-14 Increased semi auto rate of fire – Increased long range damage – Reduced semi-auto headshot damage – Added minimum damage against armor – – TAQ-V Decreased mid-range damage – Increased semi-auto torso damage – Reduced semi auto leg damage – Decreased full auto head damage – Decreased full auto head damage – Reduced semi auto rate of fire – – Handguns X13 Auto Reduced damage while using Akimbo – Increase lower body damage – Increased close range damage – Increase damage distances – – Launchers STRELA-P Removed activation distance for projectile – Projectile will now explode at any range – – RPG-7 Small increase to splash damage amount – Small reduction to splash damage range – – Light Machine Guns RPK Small reduction to ADS movement speed – Reduced mid and long-range damage – Reduced damage ranges – Small increase to ADS time – – RAAL MG Increased recoil – – Marksman Rifles EBR-14 Reduced long range damage – Increased upper torso damage – Added minimum damage against armor – – LM-S Added minimum damage against armor – – TAQ-M Slight increase to rate of fire – Increased upper torso damage – Added minimum damage against armor – – Melee Increased non-lunging melee damage range, allows Players to hit equipment on the ground with melee while crouched – Melee attacks with non-Melee Weapons will now require three hits to kill a fully armored enemy instead of two – Submachine Guns Vasznev-9K Reduced mid-to-long range damage – – Minibak Reduced damage ranges – Reduced lower torso damage at close range – Reduced lower body damage at mid to close range – Added minimum damage against armor – – Fennec 45 Decreased damage overall – Decreased headshot damage – Added minimum damage against armor – – Sniper Rifles Signal 50 Reduced sprint out speed – Reduced movement speed – Reduced long range damage – Small decrease to bullet velocity – – Attachments Reduced ADS penalty for bipods – Fixed an issue with choke attachments scaling hip spread incorrectly – Be sure to check the full Season 2 patch notes for both Modern Warfare 2 and Warzone 2 to see everything that changed.
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All weapon buffs and nerfs in Warzone 2 Season 2 Reloaded update – Dexerto
All weapon buffs and nerfs in Warzone 2 Season 2 Reloaded update ActivisonWarzone 2’s Season 2 Reloaded patch has arrived and it’s added a huge range of balance changes, including long-awaited nerfs to the KV Broadside shotgun. Warzone 2 and Modern Warfare 2’s Season 2 Reloaded patch is here and it’s introduced a massive amount of new content for players. One of the biggest additions is the new Tempus Torrent Marksman Rifle, but it’s the balance changes that have caught the attention of the community. With heavily requested nerfs finally hitting the Lachmann Sub and KV Broadside shotgun, this patch is guaranteed to shake up the meta. So, let’s check out all the weapon buffs and nerfs that came with Season 2 Reloaded and which guns were affected most. Warzone Season 2 weapon balance patch notes Assault Rifles STB 556 Added minimum damage against Armor (limits bullets to kill at furthest range) – Light Machine Guns RAAL MG Reduced far-range damage – Small increase to close range damage – Reduced headshot damage – Reduced upper torso damage – Increased recoil – RPK Reduced walking speed – Reduced muzzle velocity – Sakin MG38 Reduced damage range – Marksman Rifles Crossbow Increased time period to trigger double kills for challenges – Submachine Guns MX9 Increased mid-damage ranges – BAS-p Increased sprint to fire time – Increased damage ranges – PDSW 528 Slightly offset weapon while ADS using iron sights to improve visibility – Vel 46 Increased close damage ranges – Fixed attributes on 30 round magazine to improve handling and mobility – Lachmann Sub Reduced movement speed – Reduced aim down sight speed – Improved recoil control – LM Nebula Barrel Improved damage range – Improved recoil control – – Shotguns KV Broadside Reduced lower torso damage – 12 Gauge Ammo Reduced damage ranges – Reduced close range damage – – Dragon’s Breath Ammo Reduced damage ranges – Reduced close range damage – Global reduction to 12 gauge Dragon’s Breath maximum residual damage – – Bryson 800 and Bryson 890 Increased headshot damage on all slugtype ammo – Added minimum damage against armor – Attachments Flinch Reduced recenter speed for Flinch – Minor increase to Flinch on ARs, SMGs, LMGs, and Shotguns – Ammunition Hollow Point Rounds Removed bullet velocity penalty – – Frangible Rounds Changed healing delay timer to set from last bullet’s impact (lengthens the overall delay on a Player) – Removed damage range penalty – – Overpressure Rounds Removed recoil penalty – Increased flinch imparted on Players – – 12 Gauge Dragon’s Breath Reduced residual damage while burning – – 12 Gauge Slugs and HE Slugs Added minimum damage against armor – – Underbarrel Launchers Removed movement penalty from Grenade Launchers – Added recoil control bonus to Underbarrel Grenade and Shotgun Launchers – Added one extra ammunition stock to Grenade Launchers – Stocks Reduced flinch received on no stock modifications – Bipod Grips Reduced ADS penalty for the Bipod V9 grip – CORE BP2 Bipod Grip: Fixed bug in stat reporting – Added hip recoil control – Reduced hip walking speed – Removed ADS penalty – Added grip to compatible LMGs and Marksman Rifles – – Underbarrel Grips Reduced ADS penalty on all under barrel grips – Reduced movement speed penalty for all vertical grips – Muzzle Attachments Breachers – Greatly reduced ADS penalty – Added hip movement speed buff – Flash Hiders Reduced ADS penalty – Optics Reduced ADS penalty on holo optics – Removed movement penalties on holo optics – Reduced ADSand movement penalties from all thermal, hybrid, and variable zoom optics – Reduced ADS penalty on shotgun scopes – Comb Attachments Fixed Handling stat UI on: Shlager TTF3 Riser – FSS Ammo Sleeve – PD-A40 Sleeve – Wingman Comb – FSS EL-T Pouch – – Be sure to check the full Season 2 Reloaded patch notes for both Modern Warfare 2 and Warzone 2 to see everything that changed.
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All weapon buffs and nerfs in Nov 13 Black Ops 4 update – Dexerto
All weapon buffs and nerfs in Nov 13 Black Ops 4 update The latest major update in Call of Duty: Black Ops 4 has introduced some massive changes to the balancing of certain weapons and weapon classes. In update v1.05, which went live on November 13, Treyarch have adjusted the effectiveness of some weapons based on the feedback received from players about the weapons’ performance in-game. Unlike previous updates, some of the changes have been implemented across both the Multiplayer and Blackout battle royale modes. As expected, several of the lesser-used Submachine Guns and Assault Rifles have received boosts in order to make them more viable options for players. More specifically, the MX9, GKS, Cordite, and Spitfire have all received a slightly increase in their ADS move speed, while their minimum kill hit range has been expanded. As for ARs, the KN-57 and Rampart 17 have both received reduced idle sway and an increase in their 4-hit kill range. However the Maddox RFB, one of the strongest weapons in the game, has received an increased recoil between the first and second shots. The Swordfish is the only Tactical Rifle to receive any major changes, as the delay between its burst has been reduced and so has the idle sway. From the LMG category, the Titan has received some balancing adjustments as well, as it now has a reduced ADS speed but also an increased sprint-out time. The Outlaw is the one Sniper Rifle that has received the most changes, with several notable aspects of it having been improved, such as the fire rate, idle sway, recoil reliability, and more. From the Shotguns, the SG12’s Strobe Light Operator Mod, which has been the topic of many complaints from players, has been greatly reduced in terms of both visual effect and rang at which it affects aim assist. As for attachments, the controversial Grip II has received yet another nerf, as its ability to mitigate flinch has been reduced yet again. All of the weapon changes introduced in the v1.05 update in Black Ops 4 can be seen below in full detail. All changes apply to both Multiplayer and Blackout unless otherwise noted. An in-depth look at the entire patch notes for this update is available HERE. Submachine Guns MX9 Adjusted 5-hit kill range up to 6m (MP only). – Slightly increased ADS move speed. – – GKS Adjusted 5-hit kill range up to 3m (MP only). – Slightly increased ADS move speed. – – Cordite Adjusted 5-hit kill range up to 3m (MP only). – Slightly increased ADS move speed. – – Spitfire Increased 6-hit kill range by 3m (MP only). – Slightly increased ADS move speed. – – – MX9 – Assault Rifles Maddox RFB Slightly increased recoil of 1st and 2nd shots. – Echo Fire Operator Mod: Removed recoil penalty when equipped. – – KN-57 Reduced idle sway. – Slightly increased 4-hit kill range by 1.5m (MP only). – – Rampart 17 Reduced idle sway. – Slightly reduced recoil of 1st and 3rd shots. – Increased 4-hit kill range by 3m (MP only). – – – Maddox RFB – Tactical Rifles Swordfish Slightly reduced delay between bursts. – Reduced idle sway. – Penta Burst Operator Mod: Now implements standard burst delay. – – – Swordfish – Light Machine Guns Titan Reduced ADS speed. – Increased sprint-out time. – Slightly increased hip-fire spread (MP only). – Stock: Slightly reduced movement benefits when equipped (MP only). – – – Titan – Sniper Rifles Outlaw Slightly increased fire rate. – Greatly reduced idle sway. – Slightly increased ADS speed. – Updated ADS rechamber animation to make it easier to stay on target. – Recoil now centers more reliably. – Increased base damage increased by 10, only affecting shots to kill an already-damaged target (MP only). – – SDM Added aim-assist while hip-firing. – – Koshka Recoil now centers more reliably after the first shot. – – – Outlaw – Shotguns SG12 Reduced visual effect of Strobe Light Operator Mod. – Reduced range at which Strobe Light affects aim-assist by 50%. – – – SG12 – Attachments Grip II Reduced flinch mitigation. – – – Grip II –
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All weapon buffs and nerfs in MW3 & Warzone Season 5 – Dexerto
All weapon buffs and nerfs in MW3 & Warzone Season 5 ActivisionModern Warfare 3 and Warzone Season 5 is finally here and there is another round of big weapon changes that will absolutely shake up the meta. Over the last few weeks, the Modern Warfare 3 devs have been making some big changes to the massive arsenal of weapons in the game. Warzone has especially been hit by these changes, with the dominant KAR98K being knocked off its perch in Season 4. Players have been calling for further changes since then, with many believing that the meta has gotten stale. The Superi 46, which had been paired with the KAR98K for a while, has been one of the biggest culprits of that. And, well, fans of the battle can celebrate as the SMG has finally been brought down a few notches. In the biggest change for Season 5, the devs have hit the SMG’s movement speed in a big way. It is joined by the FJX Horus, which has also been a key part of the meta, as the SMG has also had its damage ranges nerfed. The Holger 26, another top meta option, has seen it’s torso damage modifier also tweaked. On the flip side of things, the Bas-B and BAL-27 have seen some interesting buffs. There also a handful of MW2 weapons including the Minibak, M4, and Vaznev-9K that have also been shown some love and could become viable contenders. As ever, some of these changes are only going to take hold in Modern Warfare 3’s Multiplayer modes, while others are specific to Warzone. So, make sure you take that into account when adjusting your loadouts. The full list of buff and nerfs in the Season 5 weapon changes can be found below. Warzone & MW3 weapon changes patch notes for Season 5 Warzone weapon changes ASSAULT RIFLES MCW Lower Torso Modifier increased to 1.1x, up from 1x – SVA 545 Max Damage Range increased to 36.83 meters, up from 31.75. – BAL-27 Max Damage Range increased to 26.67 meters, up from 21.59. – Decreased horizontal recoil magnitude, allowing greater predictability during sustained fire. – Decreased overall recoil magnitude to aid in long-range effectiveness. – Decreased overall recoil deviation, ensuring a more predictable pattern that is easier to control at range. – MTZ-556 Near-Mid Damage Range increased to 60.96 meters, up from 50.8. – M4 (MWII) Min Damage increased to 21, up from 17. – Near-Mid Damage increased to 24, up from 21. – Max Damage Range increased to 30.48 meters, up from 25.4. – BATTLE RIFLES BAS-B Max Damage Range increased to 40.64 meters, up from 35.56. – TAQ-V (MWII) Leg Modifier increased to 0.9x, up from 0.85x. – SUBMACHINE GUNS AMR9 Max Damage Range increased to 12.7 meters, up from 10.67. – Near-Mid Damage Range increased to 21.59 meters, up from 17.78. – FJX HORUS Max Damage Range decreased to 8.63 meters, down from 10.16. – Near-Mid Damage Range decreased to 17.27 meters, down from 20.32. – Mid Damage Range decreased to 25.91 meters, down from 30.48. – Increased sprint to fire time to 110ms, up from 93ms. – SUPERI 46 Decreased movement speed to 4.9m/s, down from 5m/s. – Decreased crouched movement speed to 1.9m/s, down from 2m/s. – Decreased sprint speed to 5.8m/s, down from 5.9m/s. – Decreased ADS movement speed to 3.4m/s, down from 3.6m/s. – WSP-9 Legs Modifiers decreased to .9x, down from 1x. – MINIBAK (MWII) Min Damage increased to 26, up from 21. – Max Damage Range increased to 11.43 meters, up from 8.38. – Near-Mid Damage Range increased to 21.59 meters, up from 19.05. – Lower Torso Modifiers increased to 1.1x, up from 1x. – Arm and Hand Modifiers increased to 1.1x, up from .95x. – PDSW 528 (MWII) Min Damage increased to 19, up from 16. – Near-Mid Damage increased to 24, up from 22. – VEL-46 (MWII) Near-Mid Damage increased to 22, up from 20. – Min damage increased to 16, up from 15. – Arm and Hand Modifiers increased to 1.1x, up from 1x. – VAZNEV-9K (MWII) Mid Damage increased to 27, up from 25. – Min Damage increased to 23, up from 20. – Max Damage Range increased to 11.43 meters, up from 8.89. – LIGHT MACHINE GUNS BRUEN MK9 Max Damage Range increased to 36.83 meters, up from 31.75. – HOLGER 26 Lower Torso Modifier decreased to 1x, down from 1.1x. – PULEMYOT 762 Max Damage Range increased to 34.29 meters, up from 27.94. – Upper and Lower Arm Modifiers increased to 1.1x, up from 1x. – TAQ ERADICATOR Min Damage increased to 28, up from 24. – Max Damage Range increased to 39.37 meters, up from 33.02. – TAQ EVOLVERE Leg Modifier increased to 1.07x, up from 1x. – SHOTGUNS RECLAIMER 18 Fixed an issue causing inconsistent damage dealt to enemies in both fire types. – Semi-auto Increased rate of fire to 200rpm, up from 182rpm. – – KV BROADSIDE (MWII) JAK Jawbreaker Conversion Kit Decreased vertical recoil by 20%. – – HANDGUNS COR-45 Decreased rate of fire to 240rpm, down from 375rpm. – XRK v6 Match Trigger Action Decreased rate of fire to 264rpm, down from 438rpm. – – XRK v21 Heavy Match Trigger Action Decreased rate of fire to 272rpm, down from 545rpm. – – MELEE Sledgehammer Decreased movement speed by 22%. – Decreased heavy swing melee range to 3.2 meters, down from 5.3. – Modern Warfare 3 weapon changes Assault Rifles BAL-27 Decreased horizontal recoil magnitude, allowing greater predictability during sustained fire. – Decreased overall recoil magnitude to aid in long-range effectiveness. – Decreased overall recoil deviation, ensuring a more predictable pattern that is easier to control at range. – – Submachine Guns Superi 46 Decreased movement speed from 5m/s to 4.9m/s (-2%). – Decreased crouched movement speed from 2m/s to 1.9m/s (-5%). – Decreased sprint speed from 5.9m/s to 5.8m/s (-2%). – Decreased ADS movement speed from 3.6m/s to 3.4m/s (-6%). – – FJX Horus Increased sprint to fire time from 93ms to 110ms (+18%). – Decreased maximum damage range from 13.7m to 11.4m (-17%). – Decreased near-medium damage range from 22.9m to 19m (-17%). – Decreased medium damage range from 29.7m to 25.4m (-15%). – Decreased far-medium damage range from 36.6m to 30.5m (-17%). – – Shotguns Reclaimer 18 Fixed an issue causing inconsistent damage dealt to enemies in both fire types. – Semi-Auto Fire Type Increased fire rate from 182rpm to 200rpm (+10%). – Increased hipfire spread by 12%. – – Pump Action Fire Type Increased hipfire maximum damage from 80 to 220 (+175%). – Increased hipfire maximum damage range from 2m to 3m (+50%). – Increased hipfire near-medium damage from 20 to 25 (+25%). – – – KV Broadside (MWII) JAK Jawbreaker Conversion Kit Decreased vertical recoil by 20%. – – – JAK Jawbreaker Conversion Kit – MX Guardian (MWII) Removed the ability to equip the incompatible GRV-Z Short Grip Underbarrel Attachment. – – Light Machine Guns Pulemyot 762 Increased upper arm and lower arm damage multipliers from 1x to 1.1x. – – Marksman Rifles MTZ Interceptor Decreased maximum damage range from 30.5m to 22.9m (-25%). – Decreased lower torso, upper arm, lower arm, and hand damage multipliers from 1x to 0.9x. – – EBR-14 (MWII) SO-90 Factory Stock Fixed an issue causing players to become unable to move while aiming down sights. – – – SO-90 Factory Stock – Sniper Rifles XRK Stalker Increased upper leg, lower leg, and foot damage multipliers from 1x to 1.1x. – – Carrack .300 (MWII) Increased maximum damage range from 12.7m to 17.8m (+40%). – Increased near-medium damage range from 30.7m to 66m (+115%). – Removed medium damage range. – – Handguns COR-45 Decreased rate of fire from 375rpm to 240rpm (-36%). – XRK v6 Match Trigger Action Decreased rate of fire from 438rpm to 264rpm (-40%). – – XRK v21 Heavy Match Trigger Action Decreased rate of fire from 545rpm to 272rpm (-50%). – – – TYR Increased maximum damage range from 5.6m to 8.9m (+14%). – Increased near-medium damage range from 11.4m to 15.2m (+33%). – – GS Magna (MWII) Removed the ability to equip the incompatible JAK NRG-IV Optic Attachment. – – Melee Sledgehammer Decreased movement speed by 22%. – Decreased heavy swing melee range from 5.3m to 3.2m (-40%). – –
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All weapon buffs and nerfs in MW3 & Warzone Season 4 Reloaded – Dexerto
All weapon buffs and nerfs in MW3 & Warzone Season 4 Reloaded ActivisionThe halfway point of Modern Warfare 3 and Warzone Season 4 is here, as we’ve now got Season 4 Reloaded – and it includes some big buffs and nerfs for popular guns. At the start of Season 4, longtime Call of Duty and Warzone fans were overjoyed that the KAR98K would be returning to the game. The rifle dominated the early days of the battle royale and is synonymous with the glory days of Verdansk. However, it didn’t take long before the sentiment flipped as players grew tired of the KAR’s power and domination over the meta when paired with the Superi 46 SMG. While some players have tried to run a few different weapons, it is that duo that gets the job in most lobbies these days. Well, the Modern Warfare 3 devs confirmed that the KAR would be going under the knife in Season 4 Reloaded by receiving a nerf, and now we know exactly what they’ve done – nerfing the Max Damage Range and Bullet Velocity. Additionally, the Kar’s aim assist has also been nerfed as the devs have brought it in line with sniper rifles. On the flip side of things, a number of SMGs and Assault Rifles have been buffed. That includes the Rival-9, FJX Horus, BAL 27, and MCW. There is good news for adopters of the MTZ-556. The AR, which was tipped to become the best gun in Season 4 Reloaded, has had its bullet velocity buffed. As ever, some of these changes are only going to take hold in Warzone, while others are specific to multiplayer. So, be aware of that when you’re making changes to your loadouts. The full list of buff and nerfs for the Season 4 Reloaded update can be found below. Warzone buffs and nerfs in Season 4 Reloaded Assault Rifles BAL 27 Lower Torso Modifier increased to 1.1x, up from 1x. – MCW Min Damage increased to 24, up from 22. – Increased bullet velocity to 750m/s, up from 710m/s. – Holger 556 Near-Mid Damage Range increased to 60.96 meters, up from 50.8 – Increased bullet velocity to 720m/s, up from 690m/s. – MTZ 556 Increased bullet velocity to 720m/s, up from 690m/s. – M16 (MWII) Jak Patriot AMP Mid Damage Range increased to 53.34 meters, up from 48.26. – – Submachine Guns FJX Horus JAK Scimitar Kit Max Damage Range increased to 15.08 meters, up from 13.71. – Near-Mid Damage Range increased to 27.22 meters, up from 24. – Mid Damage Range increased to 41.91 meters, up from 41.14. – – Striker Lower Torso Modifier increased to 1.1x, up from 1x. – Rival-9 Max Damage Range increased to 12.7 meters, up from 12.19. – Near-Mid Damage Range increased to 25.4 meters, up from 24.3. – Battle Rifles MTZ 762 Max Damage Range increased to 25.4 meters, up from 19.05. – Near-Mid Damage Range increased to 48.26 meters, up from 40.64. – Light Machine Guns RAAL MG (MWII) Min Damage increased to 28, up from 27. – Sakin MG 38 (MWII) Min Damage increased to 25, up from 24. – Rapp H (MWII) Leg Modifier increased to 1x, up from .95x. – HCR 56 (MWII) Near-Mid Damage Range increased to 50.8 meters, up from 48.2. – Marksman Rifles Lockwood MK2 (MWII) JAK Wardens Conversion Kit Increased sprint to fire speed from to 100ms, up from 35ms. – – KAR98K Modified controller aim assist properties to align with the Sniper Rifle class. – Max Damage Range decreased to 55.88 meters, down from 63.5. – Decreased bullet velocity to 620m/s, down from 660m/s. – Modern Warfare 3 buffs and nerfs in Season 4 Reloaded Submachine Guns FJX Horus Decreased maximum damage range from 15.2m to 13.7m (-10%). – Decreased near-medium damage range from 25.4m to 22.9m (-10%). – Decreased medium damage range from 33m to 29.7m (-10%). – Decreased far-medium damage range from 40.6m to 36.6m (-10%). – – JAK Scimitar Kit Increased damage range benefit from 35% to 65%. – – Shotguns KV Broadside JAK Jawbreaker Conversion Kit Fixed an issue causing Muzzle Attachment to unequip in gameplay. – – – JAK Jawbreaker Conversion Kit – Marksman Rifles Kar98k Removed hipfire aim assist properties for controller input devices. – Decreased strength of ADS aim assist properties for controller input devices. – – Controller aim assist properties of the Kar98k are now aligned with the Sniper Rifle class. Lockwood Mk2 JAK Wardens Conversion Kit Increased sprint to fire speed from 35ms to 100ms (+186%). – Decreased maximum damage range from 4.6m to 3m (-33%). – Decreased near-medium damage range from 8.9m to 7.1m (-20%). – – – JAK Wardens Conversion Kit – Sniper Rifles Carrack .300 Increased maximum damage from 95 to 128 (+35%). – Increased near-medium damage from 90 to 95 (+6%). – Increased medium damage from 70 to 90 (+29%). – Increased minimum damage from 60 to 70 (+17%). – Decreased maximum damage range from 30.7m to 12.7m (-59%). – Decreased near-medium damage range from 58.1m to 30.7m (-47%). – Decreased medium damage range from 69.6m to 58.1m (-16%). – Increased head and neck damage multiplier from 1.7x to 2.2x. – Increased lower torso damage multiplier from 1x to 1.1x. – – Handguns COR-45 XRK IP-V2 Conversion Kit Fixed an exploit allowing the Akimbo Rear Grip to be equipped. – – – XRK IP-V2 Conversion Kit –
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All weapon buffs and nerfs in MW3 & Warzone Season 4 – Dexerto
All weapon buffs and nerfs in MW3 & Warzone Season 4 ActivisionModern Warfare 3 and Warzone Season 4 is finally here and there are some pretty big weapon changes that are sure to flip the meta on its head. Whenever a new seasonal update for Modern Warfare 3 and Warzone rolls around, fans are quick to check what fresh changes are coming. This time around, the battle royale is getting an increase in player count to 120 and multiplayer is receiving a few new maps. On top of that, these new updates also bring about new weapons, as well as changes to the current arsenal of guns. These updates also shift the meta in both Warzone and the normal multiplayer mode. That’ll be the same story in Season 4, as the devs have finally tackled the BP50, DG-58 LSW, and Striker 9 with some changes. So, here’s what you need to know about the new round of weapon changes. All Warzone & Modern Warfare 3 weapon changes in Season 4 In terms of the big changes, the previously mentioned meta options in the BP50, Striker 9, and DG-58 LSW have all been changed. The BP50 has seen its movement speeds decreased across the board, while the Striker 9 has had its damage ranges and headshot multiplier nerfed. Additionally, the SVA 545 has also been nerfed as the devs have looked to tweak the Assault Rifle’s mid damage range and headshot multiplier decreased. On the other side of things, the BAL-27, MCW, and FJX Horus have also seen some interesting buffs. The Horus has undergone some of the biggest changes of the bunch, and should be propelled into the meta moving forward. As ever, some of these changes are only going to take hold in Multiplayer, while others are specific to Warzone. This is evidenced by the sweeping changes to SMGs. So, be aware of that when you’re making changes to your loadouts. The full list of buff and nerfs in the Season 4 weapon changes can be found below. Warzone & MW3 weapon changes patch notes for Season 4 Warzone weapon changes ASSAULT RIFLES BP50 Decreased movement speed to 4.8m/s, down from 5m/s. – Decreased sprint speed to 5.5m/s, down from 5.7m/s. – Decreased tactical sprint speed to 6.8m/s, down from 7m/s. – JAK Revenger Kit Decreased movement speed to 5.1m/s, down from 5.5m/s. – Decreased crouch movement speed to 2.4m/s, down from 2.6m/s. – Decreased sprint speed to 5.8m/s, down from 6.2m/s. – Decreased tactical sprint speed to 7.1m/s, down from 7.7m/s. – Decreased ADS movement speed to 3.1m/s, down from 3.3m/s. – – BAL-27 Near-Mid Damage Range increased to 49.53 meters, up from 39.37. – Mid Damage Range increased to 60.96 meters, up from 50.8. – Lower Arm and Hand Modifiers increased to 1.1x, up from 1x. – HOLGER 556 Near-Mid Damage Range increased to 50.8 meters, up from 45.72. – Leg Modifier increased to 0.95x, up from 0.85x. – SVA 545 Mid Damage decreased to 22, down from 24. – Headshot Modifier decreased to 1.3x, down from 1.4x. – MCW Min Damage increased to 22, up from 20. – MTZ-556 Max Damage Range increased to 40.64 meters, up from 35.56. – Near-Mid Damage Range increased to 50.8 meters, up from 48.26. – Headshot Modifier increased to 1.25x, up from 1.2x. – KASTOV 762 (MWII) Mid Damage Range increased to 57.15 meters, up from 51.81. – Arms and Hand Modifiers increased to 1.15x, up from 0.96x. – Lower Torso Modifier increased to 1.15x, up from 1x. – Leg Modifier increased to 1x, up from 0.96x. – CHIMERA (MWII) Near-Mid Damage increased to 26, up from 24. – Arm Modifier increased to 1.15x, up from 1x. – Lower Torso Modifier increased to 1.15x, up from 1.1x. – ISO HEMLOCK (MWII) Mid Damage increased to 25, up from 24. – Min Damage increased to 21, up from 20. – Arm Modifier increased to 1.16x, up from 0.95x. – SUBMACHINE GUNS AMR9 Max Damage increased to 29, up from 27. – Max Damage Range decreased to 10.66 meters, down from 17.78. – Near-Mid Damage increased to 27, up from 25. – New Damage Range Added Mid Damage set to 25 – Mid Damage Range set to 34.29 meters. – – FJX HORUS Max Damage increased to 28, up from 27. – Near-Mid Damage increased to 24, up from 23. – Mid Damage increased to 21, up from 19. – Min Damage increased to 19, up from 16. – Max Damage Range increased to 10.16 meters, up from 7.62. – Headshot Modifier decreased to 1.2x, down from 1.4x. – Arm and Hand Modifiers increased to 1x, up from 0.95x. – Lower Torso Modifier increased to 1x, up from 0.95x. – Leg Modifier increased to 1x, up from 0.95x. – Decreased recoil gun kick to 35.4deg/s, down from 42.5deg/s. – No Stock Mod Increased ADS movement speed benefit to 12%, up from 9%. – – Lopper LX-D Stock Added 3% ADS movement speed penalty. – – RIVAL-9 Increased bullet velocity to 500m/s, up from 450m/s. – JAK Headhunter Carbine Conversion Increased rate of fire to 882rpm, up from 682rpm. – – STRIKER-9 Min Damage decreased to 21, down from 23. – Max Damage Range decreased to 11.17 meters, down from 12.19. – Headshot Modifier decreased to 1.25x, down from 1.3x. – WSP-9 Max Damage Range decreased to 15.49 meters, down from 18.03. – Near-Mid Damage Range decreased to 23.36 meters, down from 26.67. – Mid Damage Range decreased to 33.02 meters, down from 38.1. – Lower Arm and Hand Modifiers decreased to 1x, down from 1.1x. – LIGHT MACHINE GUNS DG-58 LSW Headshot Modifier decreased to 1.2x, down from 1.4x. – Decreased bullet velocity to 780m/s, down from 880m/s. – HOLGER-26 Headshot Modifier increased to 1.3x, up from 1.2x. – SNIPER RIFLES XRK STALKER Neck Modifier decreased to 1.2x, down from 2x. – Modern Warfare 3 weapon changes Assault Rifles BP50 Decreased movement speed from 5m/s to 4.8m/s (-4%). – Decreased sprint speed from 5.7m/s to 5.5m/s (-4%). – Decreased tactical sprint speed from 7m/s to 6.8m/s (-3%). – JAK Revenger Kit Decreased movement speed from 5.5m/s to 5.1m/s (-7%). – Decreased crouch movement speed from 2.6m/s to 2.4m/s (-8%). – Decreased sprint speed from 6.2m/s to 5.8m/s (-6%). – Decreased tactical sprint speed from 7.7m/s to 7.1m/s (-8%). – Decreased ADS movement speed from 3.3m/s to 3.1m/s (-6%). – Decreased maximum damage from 32 to 28 (-13%). – Decreased near-medium damage from 28 to 25 (-11%). – Decreased medium damage from 25 to 23 (-8%). – – – MCW Increased head damage multiplier from 1.1x to 1.25x. – – Submachine Guns FJX Horus Decreased recoil gun kick from 42.5deg/s to 35.4deg/s (-17%). – Increased maximum damage range from 10.2m to 17.8m (+75%). – Increased near-medium damage range from 20.3m to 25.4m (+25%). – Increased lower torso damage multiplier from 1x to 1.1x. – No Stock Mod Increased ADS movement speed benefit from 9% to 12%. – – Lopper LX-D Stock Added 3% ADS movement speed penalty. – – – RAM-9 Increased maximum damage range from 11.2m to 12.4m (+11%). – Increased near-medium damage range from 20.3m to 21.6m (+6%). – – AMR9 Increased maximum damage range from 14m to 15.2m (+9%). – Increased near-medium damage range from 20.3m to 21.6m (+6%). – – Rival-9 Fixed an issue causing the Trebuchet Brake Attachment to be unavailable. – Increased maximum damage range from 10.2m to 11.4m (+13%). – Increased near-medium damage range from 21.6m to 22.9m (+6%). – JAK Headhunter Carbine Conversion Increased rate of fire from 682rpm to 882rpm (+29%). – Increased maximum damage from 26 to 33 (+27%). – Increased near-medium damage from 24 to 30 (+25%). – Increased minimum damage from 22 to 28 (+27%). – Decreased neck and upper torso damage multipliers from 1.5x to 1.1x. – Decreased lower arm and hand damage multipliers from 1.1x to 1x. – – – HRM-9 Increased maximum damage range from 16.5m to 17.8m (+8%). – Increased near-medium damage range from 24.1m to 25.4m (+5%). – – Striker 9 Increased maximum damage range from 14m to 15.2m (+9%). – Increased near-medium damage range from 20.3m to 21.6m (+6%). – – Striker Increased maximum damage range from 9.7m to 10.9m (+13%). – Increased near-medium damage range from 21.6m to 22.9m (+6%). – – WSP-9 Increased maximum damage range from 18.5m to 24.1m (+30%). – Increased near-medium damage range from 25.1m to 31.8m (+26%). – – Marksman Rifles MCW 6.8 MCW 6.8 Full-Auto Conversion Kit Resolved an issue causing recoil overcorrection after firing. – – – MCW 6.8 Full-Auto Conversion Kit – Launchers RGL-80 Decreased aim down sight time from 310ms to 260ms (-16%). – Decreased explosive damage by 80% in Hardcore game modes. – – RGL-80 explosive damage is now scaled to align with the Hardcore player health scalar.
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All weapon buffs and nerfs in MW3 & Warzone Season 3 – Dexerto
All weapon buffs and nerfs in MW3 & Warzone Season 3 ActivisionSeason 3 is upon us, and with it comes sweeping changes to weapons in MW3 and Warzone. Here’s the full details of what’s changed. Call of Duty’s multiplayer experiences are a constant balancing act by the devs as they strive to create the “perfect” meta. This year has proven to be one of the most challenging yet, with MW3 & Warzone featuring hundreds of weapons that need attention. Season 3 aims to continue the balancing act via a huge sweep of the weapon pool. Most notably, weapons like the MCW continue to receive slight nerfs, while MW2’s weapons see some reworks in Warzone. Without further ado, here’s all that’s changed via Season 3’s patch: All Modern Warfare 3 weapon changes in Season 3 Assault Rifles RAM-7 Decreased neck damage multiplier from 1.3x to 1x (-23%). – – Holger 556 Decreased upper leg, lower leg, and foot damage multipliers from 1x to 0.85x (-15%). – – The Holger 556 now requires shots to land above the waist for a 4-shot kill. MCW Decreased headshot damage multiplier from 1.3x to 1.1x (+15%). – – With the MCW, 1 headshot will no longer result in a 4-shot kill. DG-56 Increased sprint to fire time from 178ms to 199ms (+12%). – – Battle Rifles SOA Subverter Increased sprint to fire time from 256ms to 268ms (+5%). – Increased aim down sight time from 270ms to 290ms (+7%). – – BAS-B Decreased rate of fire from 667rpm to 600rpm (-10%). – Decreased recoil center speed by 6%. – JAK Outlaw-277 Kit Decreased sprint to fire time from 252ms to 226ms (-10%). – Decreased aim down sight time from 300ms to 240ms (-20%). – Decreased aim down sight rate of fire penalty from 150% to 135%. – Increased medium damage from 74 to 90 (+22%) – Increased minimum damage from 70 to 90 (+29%). – – – The JAK Outlaw-277 Kit is now a maximum of 2-shots to kill to all body locations. Sidewinder Decreased sprint to fire time from 231ms to 210ms (-9%). – Increased bullet velocity from 600m/s to 770m/s (+28%). – – Submachine Guns RAM-9 Decreased sprint to fire time from 178ms to 147ms (-17%). – – AMR9 Decreased sprint to fire time from 189ms to 136ms (-28%). – – Rival-9 Increased sprint to fire time from 93ms to 110ms (+18%). – Decreased near-medium damage from 27 to 25 (-7%). – Decreased medium damage from 25 to 23 (-8%). – Decreased lower torso, lower arm, and hand damage multipliers from 1.1x to 1x (-9%). – – HRM-9 Increased sprint to fire time from 94ms to 110ms (+17%). – – Striker 9 Increased sprint to fire time from 100ms to 103ms (+3%). – – Striker Increased sprint to fire time from 100ms to 110ms (+10%). – – WSP-9 Increased sprint to fire time from 88ms to 110ms (+25%). – – WSP Swarm Increased sprint to fire time from 88ms to 99ms (+13%). – – Shotguns Added Long Haul 50 and Wolfcall 300 Muzzle Attachments to MWIII Shotguns. – Light Machine Guns TAQ Evolvere Increased sprint to fire time from 245ms to 257ms (+5%). – Increased aim down sight time from 385ms to 415ms (+8%). – 7.62 Belt Magazines Decreased neck damage multiplier from 1.4x to 1.2x (-14%). – – 5.56 Belt Magazines Decreased rate of fire from 857rpm to 789rpm (-8%). – – – Bruen Mk9 Decreased aim down sight time from 410ms to 350ms (-15%). – – RAAL MG (MWII) Increased sprint to fire time from 199ms to 216ms (+9%). – Increased aim down sight time from 330ms to 380ms (+15%). – Increased neck damage multiplier from 1x to 1.3x (+30%). – Increased upper torso damage multiplier from 1x to 1.2x (+20%). – Increased leg and foot damage multipliers from 0.9x to 1x (+11%). – – Marksman Rifles MTZ Interceptor Increased aim down sight time from 280ms to 300ms (+7%). – Decreased medium damage from 88 to 83 (-6%). – Decreased minimum damage from 84 to 77 (-8%). – Decreased near-medium damage range from 44.5m to 38.1m (-14%). – – Sniper Rifles XRK Stalker Increased aim down sight time from 580ms to 600ms (+3%). – – KV Inhibitor Increased aim down sight time from 540ms to 580ms (+7%). – – SP-X 80 (MWII) Increased sprint to fire time from 270ms to 310ms (+15%). – Increased aim down sight time from 570ms to 590ms (+4%). – – Handguns TYR 12.7x55mm Snake Shot Ammunition Increased minimum damage range and bullet termination range from 14.5m to 19.6m (+35%). – – – 12.7x55mm Snake Shot Ammunition – WSP Stinger Akimbo WSP Stinger Rear Grip Increased rate of fire from 600rpm to 750rpm (+25%). – – – Akimbo WSP Stinger Rear Grip – Attachments Added initial aim accuracy benefit to all Heavy Bolts for Sniper Rifles. – Cronen INTLAS MSP-12 Optic Laser is no longer visible to enemies at the hip. – – SL Razorhawk Laser Light Flashlight is no longer visible to enemies at the hip. – Laser is no longer visible to enemies at the hip. – – CS15 Scarlet Box Laser Laser is no longer visible to enemies. – – Verdant Hook Box Laser Laser is no longer visible to enemies at the hip. – – VT-7 Spiritfire Suppressor Muzzle Increased sprint to fire speed penalty from 2% to 5%. – – L4R Flash Hider Muzzle Decreased horizontal recoil control benefit from 13% to 10%. – – DR-6 Handstop Underbarrel Decreased aim down sight movement speed benefit by 3-4%, dependent upon Weapon Class. – – Bruen Heavy Support Grip Underbarrel Decreased horizontal recoil control benefit from 12% to 8%. – – All Warzone weapon changes in Season 3 General Decreased obstructive VFX while firing MWII Weapons to align with MWIII standards. – Removed variance from ADS Idle Sway, allowing a predictable sway pattern. – Assault Rifles RAM-7 Max Damage decreased to 32, down from 36. – Near-Mid Damage decreased to 28, down from 30. – Max Damage Range decreased to 24.13 meters, down from 26.67. – Head Modifier decreased to 1.2x, down from 1.3x. – Neck Modifier decreased to 1x, down from 1.3x. – – DG-56 Increased sprint to fire time to 199ms, up from 178ms. – – Lachmann 556 (MWII) Max Damage increased to 28, up from 24. – Near-Mid Damage increased to 24, up from 21. – Neck Modifier increased to 1.1x, up from 1.06x. – Upper Torso Modifier increased to 1.1x, up from 1.06x. – Arm and Hand modifier increased to 1.1x, up from 1x. – – M13C (MWII) Max Damage Range increased to 21.59 meters, up from 17.78. – – FR AVANCER (MWII) Arm and Hand Modifiers increased to 1.12x, up from 1.06x. – – Battle Rifles BAS-B Decreased rate of fire to 600rpm, down from 667rpm. – Decreased recoil center speed by 6%. – JAK Outlaw-277 Max Damage decreased to 90, down from 100. – Near-Mid Damage Range decreased to 25.4 meters, down from 27.94. – Head Modifier decreased to 1.4x, down from 1.6x. – Upper Torso and Arms Modifiers decreased to 1.1x, down from 1.3x. – Decreased sprint to fire time to 226ms, down from 252ms. – Decreased aim down sight time to 240ms, down from 300ms. – Decreased aim down sight rate of fire penalty to 135%, down from 150%. – – – MTZ-762 Max Damage decreased to 38, down from 40. – Near-Mid Damage decreased to 35, down from 38. – – SOA Subverter Max Damage Range decreased to 22.86 meters, down from 25.4. – Near-Mid Damage Range decreased to 41.91 meters, down from 46.23. – Increased sprint to fire time to 268ms, up from 256ms. – Increased aim down sight time to 290ms, up from 270ms. – – Sidewinder Decreased sprint to fire time to 210ms, down from 231ms. – Increased bullet velocity to 770m/s, up from 600m/s. – – Submachine Guns RAM-9 Max Damage decreased to 27, down from 30. – Decreased sprint to fire time to 147ms, down from 178ms. – – AMR9 Max Damage decreased to 27, down from 31. – Min Damage decreased to 22, down from 25. – Near-Mid Damage decreased to 25, down from 27. – Max Damage Range decreased to 17.78 meters, down from 22.86. – Near-Mid Damage Range decreased to 34.29 meters, down from 40.64. – Decreased sprint to fire time to 136ms, down from 189ms. – – RIVAL-9 Increased sprint to fire time to 110ms, up from 93ms. – – HRM-9 Increased sprint to fire time to 110ms, up from 94ms. – – Striker Increased sprint to fire time to 110ms, up from 100ms. – – Striker 9 Max Damage Range increased to 12.19 meters, up from 10.67. – Increased sprint to fire time to 103ms, up from 100ms. – – WSP-9 Increased sprint to fire time to 110ms, up from 88ms. – – WSP Swarm Increased sprint to fire time to 99ms, up from 88ms. – – MX9 (MWII) Near-Mid Damage increased to 28, up from 26. – Max Damage Range increased to 11.17 meters, up from 9.65. – – Lachmann Sub (MWII) Max Damage increased to 28, up from 27. – Max Damage Range increased to 9.65 meters, up from 8.25. – – Bas-P (MWII) Max Damage increased to 28, up from 26. – – Light Machine Guns Bruen MK9 Min Damage decreased to 24, down from 26. – Decreased aim down sight time to 350ms, down from 410ms. – – Taq Eradicator Max Damage increased to 30, up from 28. – – Taq Evolvere Increased sprint to fire time to 257ms, up from 245ms. – Increased aim down sight time to 415ms, up from 385ms. – 5.56 Belt Magazines Decreased rate of fire to 789rpm, down from 857rpm. – – – RAPP H (MWII) Upper Torso & Neck Modifier increased 1.1x, up from 1.08x. – Arm and Hand Modifier increased to 1.1x, up from 0.95x. – – HCR 56 (MWII) Max Damage Range increased to 33.65 meters, up from 30.73. – Arm and Hand Modifiers increased to 1.1x, up from 0.99x. – Leg Modifier increased to 1x, up from 0.95x. – – RAAL MG (MWII) Increased sprint to fire time to 216ms, up from 199ms. – Increased aim down sight time to 380ms, up from 330ms. – – Marksman Rifles Tempus Torrent (MWII) Max Damage decreased to 70, down from 74. – – Sniper Rifles XRK Stalker Increased aim down sight time to 600ms, up from 580ms. – – KV Inhibitor Increased aim down sight time to 580ms, up from 540ms. – – SPX-80 (MWII) Increased sprint to fire time to 310ms, up from 270ms. – Increased aim down sight time to 590ms, up from 570ms. – – Handguns Renetti Max Damage Range increased to 12.95 meters, up from 11.68. – – WSP Stinger Akimbo WSP Stinger Rear Grip Increased rate of fire to 750rpm, up from 600rpm. – – – Akimbo WSP Stinger Rear Grip – Attachments Heavy Bolts Added initial aim accuracy benefit to all Heavy Bolts for Sniper Rifles. – – Cronen INTLAS MSP-12 Optic Laser is no longer visible to enemies at the hip. – – SL Razorhawk Laser Light Flashlight is no longer visible to enemies at the hip. – Laser is no longer visible to enemies at the hip. – – CS15 Scarlet Box Laser Laser is no longer visible to enemies. – – Verdant Hook Box Laser Laser is no longer visible to enemies at the hip. – – VT-7 Spiritfire Suppressor Muzzle Increased sprint to fire speed penalty to 5%, up from 2%. – – L4R Flash Hider Muzzle Decreased horizontal recoil control benefit to 10%, down from 13%. – – DR-6 Handstop Underbarrel Decreased aim down sight movement speed benefit by 3-4%, dependent upon Weapon Class. – – Bruen Heavy Support Grip Underbarrel Decreased horizontal recoil control benefit to 8%, down from 12%. – –
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All weapon buffs and nerfs in MW3 & Warzone Season 2 Reloaded – Dexerto
All weapon buffs and nerfs in MW3 & Warzone Season 2 Reloaded ActivisionThe halfway point of Modern Warfare 3 and Warzone Season 2 is here, as we’ve now got Season 2 Reloaded – and it includes some big buffs and nerfs for guns. Here’s what you need to know. Weapon balancing is a constant pain point for Call of Duty fans, and things have been complicated in recent years with the addition of Warzone. The battle royale has prompted crossover between multiple games, which leads to a bit of weapon imbalance — something players constantly moan about. In recent years, but especially in Modern Warfare 3, there have been a number of updates to weapons that are specific to multiplayer and others are just for Warzone. This can complicate builds, especially if you’re someone who likes to dip their toes into both sides of the game. Well, with Season 2 Realoded, we’ve got another round of such changes, with some of MW3’s best weapons going under the knife. Here’s what you need to know. All Warzone & Modern Warfare 3 weapon changes in Season 2 Reloaded That’s right, the long-awaited Season 2 Reloaded update – which marks the arrival of the map Das Haus in multiplayer, the new Research Vessel POI in Warzone, and a host of new skins – also has some big weapon changes. Those changes include the popular MTZ 762 and WSP-9 which have both been nerfed in a big way.. On the flip side, there are a host of buffs for weapons that have been on the rise. That includes the MCW and Holger 556 which are both seeing changes to their damage outputs. As noted, some of these changes are only going to take hold in Warzone, while others are specific to Multiplayer. So, be aware of that when you’re making changes to your loadouts. The full list of buff and nerfs in the Season 2 Reloaded weapon changes can be found below. Weapon Adjustments Assault Rifles MCW (MWIII) Near-Mid Damage increased to 26, up from 24. – Mid Damage increased to 23, up from 19. – Holger 556 (MWIII) Max Damage increased to 38, up from 35. – Max Damage Range increased to 36.83 meters, up from 33.02. – Near-Mid Damage set to 34. New Variable – Near-Mid Damage Range set to 45.72 meters. New Variable – BP50 (MWIII) Max Damage decreased to 28, down from 30. – Near-Mid Damage decreased to 26, down from 28. – Increased minimum hipfire spread to 2.4deg/s, up from 2.2deg/s. – Increased maximum hipfire spread to 6.7deg/s, up from 6.3deg/s. – Increased tactical stance spread to 2.9deg/s, up from 2.8deg/s. – Increased aim down sight time to 230ms, up from 220ms. – Decreased aim down sight movement speed to 3m/s, down from 3.4m/s. – Increased horizontal recoil to 15.6deg/s, up from 10.6deg/s. – Decreased vertical recoil to 42deg/s, down from 44.4deg/s. – Forbearer Heavy Stock Increased recoil gun kick benefit to 16%, up from 11%. – – Moat-40 Stock Decreased aim down sight time benefit to 2%, down from 7%. – – SVA 545 (MWIII) Decreased sprint to fire time to 189ms, down from 210ms. – Decreased aim down sight time to 230ms, down from 250ms. – RAM-7 (MWIII) Max Damage Range decreased to 26.67 meters, down from 33.02. – Battle Rifles BAS-B (MWIII) Decreased maximum damage from 39 to 38 (-3%). – Decreased near-medium damage from 33 to 32 (-3%). – Decreased maximum damage range from 35.6m to 30.5m (-14%). – Decreased near-medium damage range from 43.2m to 40.6m (-6%). – MTZ-762(MWIII) Max Damage decreased to 40, down from 42. – Min Damage decreased to 32, down from 34. – Neck Damage Modifier decreased to 1.1x, down from 1.3x. – Lower Torso Damage Modifier decreased to 1x, down from 1.1x. – Head Damage Modifier decreased to 1.2x, down from 1.3x. – Near-Mid Damage Range decreased to 40.64 meters, down from 44.7. – JAK Heretic Carbine Kit Decreased horizontal recoil to 9.4deg/s, down from 11.9deg/s. – Increased vertical recoil to 47.9deg/s, up from 47.1deg/s. – – Sidewinder (MWIII) Decreased recoil intensity during sustained fire slightly. – A90 Venom Stock Decreased recoil gun kick penalty to 5%, down from 16% . – – RB Rapidstrike Grip Increased aim down sight time benefit to 11%, up from 9%. – Decreased recoil control penalty to 4%, up from 10%. – – SMG AMR9 (MWIII) JAK Ettin Double Barrel Kit – Bullets are now fired in a vertical column rather than a randomized spread. – RAM-9(MWIII) Speedway v5 Short Barrel Decreased aim down sight speed penalty to 10%, down from 15%. – Increased recoil gun kick benefit to 9%, up from 4%. – Increased recoil control benefit to 12%, up from 8%. – – FSS Imperator Light Barrel Increased bullet velocity benefit to 20%, up from 15%. – Increased damage range benefit to 20%, up from 12%. – – Boreal-6C Suppressed Barrel Decreased damage range penalty to 12%, down from 20%. – Decreased bullet velocity penalty to 12%, down from 20%. – – WSP-9 (MWIII) Decreased minimum standing hipfire spread to 1.8deg/s, down from 2deg/s. – Decreased maximum standing hipfire spread to 5.6deg/s, down from 6.2deg/s. – Decreased tactical stance spread to 3.1deg/s, down from 3.4deg/s. – Rival 9 (MWIII) JAK Headhunter Carbine Kit Near-Mid Damage Range increased to 45.72 meters, up from 33.02. – – PDSW 528 (MWII) Improved alignment of the default iron sight optic. – Shotguns Lockwood 680 (MWIII) Barrel Attachments Damage pellet count now remains at 6, regardless of ammo capacity. – – LMG Bruen MK9 (MWIII) Lower Torso Damage Modifier increased to 1.1x, up from 1.05x. – Decreased aim down sight time to 410ms, down from 450ms. – Increased movement speed to 4.4m/s, up from 3.9m/s . – Increased crouch movement speed to 2.1m/s, up from 1.6m/s. – Increased tactical sprint speed to 6.4m/s, up from 6.3m/s. – Increased aim down sight movement speed to 2.4m/s, up from 1.9m/s. – Pulemyot 762 (MWIII) Increased strength of aim down sight idle sway. – Jak Annihilator Bullpup Kit Decreased bullet velocity to 660m/s, down from 760m/s. – – Sniper Rifles XRK Stalker (MWIII) Decreased aim down sight time to 580ms, down from 610ms. – KATT AMR (MWIII) Decreased aim down sight time to 720ms, down from 760ms. – SPX -80 (MWII) Increased aim down sight time to 570ms, up from 545ms. – Handguns Renetti (MWIII) JAK Ferocity Carbine Kit Max Damage increased to 36, up from 33. – Min Damage increased to 28, up from 25. – – COR-45 (MWIII) XRK IP-V2 Conversion Kit Increased bullet velocity to 600m/s, up from 525m/s. – – TYR (MWIII) Near-Mid Damage Range increased to 15.24 meters, up from 11.43. – 9mm Daemon (MWII) Daemon Hand Rear Grip Added missing Pistol Fastdraw benefit. – – Launchers Stormender EMP effects will now properly apply to enemies in Free for All Modes. – – Wonder Weapons Wunderwaffe DG-2 Splash damage increased to 100, up from 75. – Increased Projectile Explosion Radius to 64, up from 50. – Increased Projectile Speed to 101.6m/s, up from 50.8m/s. – Players directly impacted by the Wunderwaffe DG-2 are no longer forced to fire. – Allowed Tick Damage effect to stack – Adjusted ADS & Hipfire Sway. – Fixed an issue with ADS FOV when exiting ADS. –
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All weapon buffs and nerfs in MW3 & Warzone Season 2 – Dexerto
All weapon buffs and nerfs in MW3 & Warzone Season 2 ActivisionModern Warfare 3 and Warzone Season 2 is finally here and there are some pretty big weapon changes to get stuck into. So, here are all the buffs and nerfs you need to know about. The meta in Warzone very rarely stays stale for too long and the Modern Warfare 3 cycle has been a testament to that. Players and content creators have routinely praised the devs for making the meta so diverse at the minute that pretty much anything can compete. Of course, there are standout weapons like the MCW, Ram-7, AMR9, and HMR-9 that have come to the fold following the Season 1 and Season 1 Reloaded changes, but the meta is in a very healthy position. That could take a turn as the Season 2 update rolls around, especially as a number of popular weapons have gone under the knife through different buffs and nerfs. So, here’s what you need to know. All Warzone & Modern Warfare 3 weapon changes in Season 2 In terms of the big changes, the aforementioned MCW, Ram-7, and HRM-9 have all been changed. The MCW has had it’s aim down sight speed and sprint to fire time increased, the Ram-7 has seen it’s damage reduced in two ranges, and the HRM-9’s max damage range has been decreased. Additionally, the Bas-B has also been nerfed as the devs have gone after the battle rifle’s max damage output and also increased it’s sprint to fire, aim down sight speed, and hip-fire spread. On the flip side of things, handguns have been buffed across the board in a number of different ways while select shotguns have had sprint-to-fire times decreased. As ever, some of these changes are only going to take hold in Warzone, while others are specific to Warzone. So, be aware of that when you’re making changes to your loadouts. The full list of buff and nerfs in the Season 2 weapon changes can be found below. Warzone General We’ve reduced the recoil on all weapons while using them in Tac Stance. – A number of improvements have been made to Modern Warfare II weapons: Assault Rifles Increased movement speed while aiming down sights. – – Battle Rifles Increased movement speed while aiming down sights and while crouched. – – Marksman Rifles Increased movement speed while aiming down sights and while crouched. – – Light Machine Guns Increased movement speed while aiming down sight, while crouched, and while strafing. – – Sniper Rifles Increased movement speed while aiming down sight, while crouched, and while strafing. – – – Assault Rifles – Assault Rifles RAM-7 (MWIII) Mid Damage reduced to 24, down from 28. – Min Damage reduced to 22, down from 25. – – MCW (MWIII) Increased aim down sight time to 265ms, up from 240ms. – Increased sprint to fire time to 252ms, up from 241ms. – – Holger 556 (MWIII) Increased aim down sight time to 270ms, up from 260ms. – – TR-76 Geist (MWII) Headshot Damage Modifier reduced to 1.25x, down from 1.3x. – Upper Torso Damage Modifier increased to 1.15x, up from 1.05x. – Arm and Hand Damage Modifier increased to 1.15x, up from 0.96x. – – Battle Rifles BAS-B (MWIII) Max Damage reduced to 30, down from 35. – Increased sprint to fire time to 252ms, up from 231ms. – Increased aim down sight time to 270ms, up from 260ms. – Increased hipfire spread minimum to 2.9deg/s, up from 2.3deg/s. – – MTZ-762 (MWIII) Semi-Auto damage override has been removed. The weapon now does the same damage in semi-auto as it does in automatic. – – – Semi-Auto damage override has been removed. – Sidewinder (MWIII) Increased bullet velocity to 600m/s, up from 540m/s. – Decreased recoil and gun kick significantly. – JAK Thunder LMG Kit Increased delay before accelerated rate of fire begins to decay to 500ms, up from 200ms. – Decreased accelerated rate of fire decay rate to 240rpm/s, down from 300rpm/s. – Increased gun kick control and recoil control by 35%. – – – SMGs HRM-9 (MWIII) Max Damage Range reduced to 12.9m, down from 16.5m. – – WSP-9 (MWIII) Max Damage Range increased to 18m, up from 16.5m. – Near-Mid Damage Range increased to 26.7m, up from 22.9m. – Decreased aim down sight time 220ms, down from 240ms. – Broodmother .45 Kit Decreased aim down sight time to 241ms, down from 270ms. – Decreased movement speed penalties by 50%. – – – Shotguns Lockwood 680 (MWIII) Mid Damage reduced to 30, down from 44. – Defender Heavy Long Barrel Increased sprint to fire time penalty to 30%, up from 8%. – – – Haymaker (MWIII) 12 Gauge Dragon’s Breath Max Damage Range decreased to 2.9m, down from 3.5m. – Near-Mid Damage Range decreased to 4.1m, down from 4.8m. – – – 12 Gauge Dragon’s Breath – Riveter (MWIII) Near-Mid Mid Damage Range reduced to 5.5m, down from 6.3m. – .410 Gauge Incendiary Max Damage Range decreased to 2.5, down from 3.0m. – Near-Mid Damage Range decreased to 3.3, down from 3.8m. – – – Bryson 890 (MWII) Mid Damage Range reduced to 10.4m, down from 13.2m. – – KV Broadside (MWII) Decreased sprint to fire time to 189ms, down from 210ms. – Decreased aim down sight time to 240ms, down from 330ms. – – Lockwood 300 (MWII) 12 Gauge Dragon’s Breath Max Damage Range decreased to 2.6m , down from 3.3m. – Near-Mid Damage Range decreased to 5.3m, down from 7.1m. – – – 12 Gauge Dragon’s Breath – MX Guardian (MWII) 12 Gauge Dragon’s Breath Max Damage Range decreased to 2.9m, down from 3.5m. – Near-Mid Damage Range decreased to 4.8m, down from 5.5m. – – – 12 Gauge Dragon’s Breath – LMGs Pulemyot 762 (MWIII) Jak Annihilator Bullpup Kit Near-Mid Damage set to 32. New Variable – Near-Mid Damage Range set to 38.1m. New Variable – Min Damage reduced to 30, down from 34. – – – Jak Annihilator Bullpup Kit – TAQ Evolvere (MWIII) Max Damage increased to 34, up from 26. – Max Damage Range reduced to 30.5m, down from 45.8m. – Near-Mid Damage 29. New Variable – Near-Mid Damage Range 45.8m. New Variable – Min Damage increased to 26, up from 20. – – TAQ Eradicator (MWIII) Increased sprint to fire time to 252ms, up from 210ms. – Increased sprint to fire time to 340ms, up from 330ms. – – 556 Icarus (MWII) Decreased sprint to fire time to 235ms, down from 250ms. – – RAAL MG (MWII) Decreased sprint to fire time to 199ms, down from 216ms. – Decreased aim down sight time to 330ms, down from 390ms. – – RPK (MWII) Decreased aim down sight time to 380ms, down from 410ms. – – Marksman Rifles KVD Enforcer (MWIII) Decreased headshot multiplier to 1.4x, down from 1.8x. – – MTZ Interceptor (MWIII) Increased sprint to fire time to 262ms, up from 252ms. – Increased aim down sight time to 280ms, up from 265ms. – Decreased neck multiplier to 1.0x, down from 1.62x. – – MCW 6.8 (MWIII) Decreased aim down sight time to 245ms, down from 271ms. – Decreased hipfire spread minimum to 4.1deg/s, down from 5deg/s. – Decreased hipfire spread maximum to 10deg/s, down from 12.1deg/s. – Decreased bullet velocity to 930m/s, down from 1,016m/s. – – LM-S (MWII) Reduced intensity of aim down sight idle sway. – – Crossbow (MWII) Neck Damage Multiplier increased to 3x, up from 1.2x. – Lower limb Damage Multipliers increased to 1x, up from 0.9x. – – We’ve standardized the hit locations on the Crossbow, by making the profile more even and widening the one-shot location of the head to include the neck. Sniper Rifles XRK Stalker (MWIII) Now one-shot downs to the head within its Max Damage Range – Max damage range increased to 50.8 meters. – – Longbow (MWIII) Min Damage reduced to 73, down from 75. – Decreased aim down sight time to 520ms, down from 550ms. – – Signal 50 (MWII) Near-Mid Damage Range reduced to 62.3m, down from 67.4m. – – SP-X 80 (MWII) Increased aim down sight time to 545ms, up from 521ms. – – Handguns Renetti (MWIII) JAK Ferocity Carbine Kit Reduced movement speed penalties by 50%. – – – JAK Ferocity Carbine Kit – WSP Stinger (MWIII) Max Damage increased to 24, up from 20. – Near-Mid Damage increased to 22, up from 16. – Min Damage increased to 20, up from 14. – – .50 GS (MWII) Max Damage increased to 78, up from 72. – – Basilisk (MWII) Lower Torso Damage Modifier increased to 1.2x, up from 1.0x. – – Melee Gutter Knife (MWIII) Decreased melee lunge distance by 30%. – – Karambit (MWIII) Decreased melee lunge distance by 30%. – – Combat Knife (MWII) Decreased melee lunge distance by 30%. – – Dual Kodachis (MWII) Decreased melee lunge distance by 30%. – – Dual Kamas (MWII) Decreased melee lunge distance by 30%. – – Pickaxe (MWII) Decreased melee lunge distance by 30%. – – JAK BFB Muzzle Decreased gun kick control benefit to 55%, down from 60%. – Decreased vertical recoil control benefit to 35%, down from 40%. – Increased aim down sight time penalty to 15%, up from 12%. – Increased sprint to fire time penalty to 14%, up from 11%. – Increased aim walking speed penalty to 17%, up from 14%. – Added 18% bullet velocity penalty. – – Modern Warfare 3 WEAPONS & ATTACHMENTS Decreased melee lunge distance of all MWIII Weapons to align with MWII standards. – Increased movement speeds of all MWII Weapons to align with MWIII standards. – Added gun kick control and recoil control benefits in Tactical Stance for all Weapons. – Assault Rifles Holger 556 Increased aim down sight time from 260ms to 270ms (+4%). – – MCW Increased aim down sight time from 240ms to 265ms (+10%). – Increased sprint to fire time from 241ms to 252ms (+5%). – JAK Raven Kit Increased maximum damage from 31 to 33 (+6%). – Decreased medium damage from 23 to 22 (-4%). – Decreased minimum damage from 22 to 20 (-9%). – Decreased maximum damage range from 20.3m to 19.8m (-3%). – Increased near-medium damage range from 29m to 35.6m (+23%). – Increased medium damage range from 40.6m to 45.7m (+13%). – Increased headshot damage multiplier from 1.4x to 1.5x (+7%). – Increased lower-torso damage multiplier from 1.01x to 1.1x (+9%). – Decreased hipfire spread while sliding. – Decreased recoil and gun kick significantly. – – – Battle Rifles BAS-B Increased sprint to fire time from 231ms to 252ms (+9%). – Increased aim down sight time from 260ms to 270ms (+4%). – Increased hipfire spread minimum from 2.3deg/s to 2.9deg/s (+26%). – – Sidewinder Increased bullet velocity from 540m/s to 600m/s (+11%). – Decreased recoil and gun kick significantly. – JAK Thunder LMG Kit Increased delay before accelerated rate of fire begins to decay from 200ms to 500ms (+150%). – Decreased accelerated rate of fire decay rate from 300rpm/s to 240rpm/s (-20%). – Increased gun kick control and recoil control by 35%. – – – TAQ-V (MWII) Increased maximum damage range from 35.6m to 43.2m (+21%). – Increased near-medium damage range from 48.3m to 55.9m (+16%). – – Submachine Guns Striker Increased near-medium damage range from 19.1m to 21.6m (+13%). – Increased medium damage range from 25.4m to 27.9m (+10%). – – AMR9 JAK Ettin Double Barrel Kit Added missing hipfire crosshair. – – – JAK Ettin Double Barrel Kit – WSP-9 Decreased aim down sight time from 240ms to 220ms (-8%). – Increased maximum damage range from 16.5m to 18.5m (+12%). – Increased near-medium damage range from 22.9m to 25.1m (+10%). – Broodmother .45 Kit Decreased aim down sight time from 270ms to 241ms (-11%). – Decreased movement speed penalties by 50%. – – – Shotguns Lockwood 680 Lockwood Defender Heavy Long Barrel Increased sprint to fire time penalty from 8% to 30% (+22%). – – – Lockwood Defender Heavy Long Barrel – KV Broadside (MWII) Decreased sprint to fire time from 210ms to 189ms (-10%). – Decreased aim down sight time from 330ms to 240ms (-27%). – – Light Machine Guns TAQ Eradicator Increased sprint to fire time from 210ms to 252ms (+20%). – Increased aim down sight time from 330ms to 340ms (+3%). – – RAAL MG (MWII) Decreased sprint to fire time from 216ms to 199ms (-8%). – Decreased aim down sight time from 390ms to 330ms (-15%). – – 556 Icarus (MWII) Decreased sprint to fire time from 250ms to 235ms (-6%). – – RPK (MWII) Decreased aim down sight time from 410ms to 380ms (-7%). – – Marksman Rifles MCW 6.8 Decreased aim down sight time from 271ms to 245ms (-10%). – Decreased all damage ranges by 18%. – Decreased bullet velocity from 1016m/s to 930m/s (-8%). – Decreased hipfire spread minimum from 5deg/s to 4.1deg/s (-18%). – Decreased hipfire spread maximum from 12.1deg/s to 10deg/s (-17%). – – DM56 Decreased near-medium damage from 42 to 41 (-2%). – Decreased minimum damage from 39 to 38 (-3%). – – MTZ Interceptor Increased sprint to fire time from 252ms to 262ms (+4%). – Increased aim down sight time from 265ms to 280ms (+6%). – Decreased neck damage multiplier from 1.62x to 1x (-38%). – – SP-R 208 (MWII) Decreased maximum damage range from 19.6m to 13m (-34%). – Increased upper-arm damage multiplier from 1.15x to 1.5x (+30%). – – Damage multiplier increase allows for one-shot kills to the upper-arm. Lockwood Mk2 (MWII) Increased maximum damage from 110 to 125 (+14%). – Decreased maximum damage range from 8.9m to 6.4m (-29%). – – Damage increase allows for one-shot kills to the upper-torso within the maximum damage range. LM-S (MWII) Decreased intensity of aim down sight idle sway. – – SA-B 50 (MWII) Increased maximum damage from 110 to 120 (+9%). – Decreased maximum damage range from 14.2m to 10.4m (-27%). – – Damage increase allows for one-shot kills to the upper-torso within the maximum damage range. Sniper Rifles Longbow Decreased aim down sight time from 550ms to 520ms (-5%). – – Signal 50 (MWII) Decreased maximum damage range from 48.5m to 35.1m (-28%). – – SP-X 80 (MWII) Increased aim down sight time from 521ms to 545ms (+5%). – – Handguns Renetti JAK Ferocity Carbine Kit Decreased movement speed penalties by 50%. – – – JAK Ferocity Carbine Kit – Basilisk (MWII) Increased maximum damage range from 6.9m to 8.4m (+22%). – Increased near-medium damage range from 15.2m to 22.9m (+50%). – Increased medium damage range from 22.9m to 35.1m (+53%). – Increased far-medium damage range from 35.1m to 41.9m (+20%). – Increased lower-torso damage multiplier from 1x to 1.2x (+20%). – – Damage range increase allows for one-shot kills to the head at a further distance. Launchers Stormender Addressed an issue preventing some Killstreaks from being destroyed and/or disabled. – – Melee Gutter Knife Decreased melee lunge distance by 30%. – – Karambit Decreased melee lunge distance by 30%. – – Combat Knife (MWII) Decreased melee lunge distance by 30%. – – Dual Kodachis (MWII) Decreased melee lunge distance by 30%. – – Dual Kamas (MWII) Decreased melee lunge distance by 30%. – – Pickaxe (MWII) Decreased melee lunge distance by 30%. – – Attachments JAK BFB Muzzle Decreased gun kick control benefit from 60% to 55% (-5%). – Decreased vertical recoil control benefit from 40% to 35% (-5%). – Increased aim down sight time penalty from 12% to 15% (+3%). – Increased sprint to fire time penalty from 11% to 14% (+3%). – Increased aim walking speed penalty from 14% to 17% (+3%). – Added 18% bullet velocity penalty. – –
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All weapon buffs and nerfs in MW3 & Warzone Season 1 update – Dexerto
All weapon buffs and nerfs in MW3 & Warzone Season 1 update ActivisionModern Warfare 3’s first real round of weapon balancing is here alongside the Season 1 update. So, here’s what changes are in store for multiplayer and Warzone. When Call of Duty Modern Warfare 3 was first announced, plenty of fans were annoyed that the game would launch without any Warzone integration. That has had to wait until Season 1. In that time, however, they have been able to level up guns through multiplayer. Many suggested that the MTZ 556, MCW, and Bas-B would be the go-to’s – while some experts started hyping up snipers due to the promised one-shot capability they’d have when Urzkistan launches. The only sniper that can one-shot, however, is the KATT AMR. Well, the time has now come for the first big update as Season 1 is here, and that means weapon changes. So, let’s get into them. All Warzone & Modern Warfare 3 weapon changes in Season 1 If you’ve put any sort of serious time into MW3’s multiplayer, you’ve probably had your life ruined by the Striker and Sidewinder at some point. So, you’ll probably be glad to know that they’re being nerfed ever so slightly. The Striker will have it’s sprint to fire and ADS times reduced, while the Sidewinder get it’s ADS speed knocked down. It’s a similar story for the SMGs as a whole, as they’ve gone under the knife just a little bit. The Riot Shield will also now suffer a movement speed penalty when it’s on your back. That was rumored before the update and clocks in at 10%. On the flip side of things, the MTZ-556 and BAS B have been buffed and should prove to be more than solid options in Urzkistan. As we’ve had in other Warzone updates, some are these changes are specific to the battle royale itself and these weapons will be affected differently in multiplayer. So, it’s something to be aware of going forward. The full list of buff and nerfs in the Season 1 weapon changes can be found below. Warzone & MW3 weapon changes patch notes for Season 1 Decreased hipfire spread penalty incurred while firing/moving for all Submachine Guns. – Assault Rifles MTZ-556 Increased maximum hipfire spread while standing by 10%. – Increased maximum hipfire spread while crouched by 6%. – Increased hipfire spread penalty incurred while firing by 10%. – Increased hipfire spread penalty incurred while moving by 4%. – MTZ Natter Heavy Short (Barrel) Decreased hipfire spread benefit by 5%. – – Bruen Thunder V9 (Stock) Decreased hipfire spread benefit by 6%. – – – Battle Rifles BAS-B Increased damage multipliers in semi-auto fire type to intended values. Lower-Torso: 1x to 1.2x – Arm & Hand: 1x to 1.35x – – – Increased damage multipliers in semi-auto fire type to intended values. – Sidewinder Decreased aim down sights time from 280ms to 265ms (-5%). – Tempus Predator Precision (Barrel) Increased gun kick control benefit by 5%. – – Huntsman Series-R Integrated Suppressor (Barrel) Increased gun kick control benefit by 7%. – – RB Borealis Grip (Rear Grip) Increased gun kick control benefit by 5%. – – – Submachine Guns Striker Decreased sprint to fire time from 110ms to 100ms (-9%). – Decreased aim down sights time from 230ms to 215ms (-7%). – Striker Stubby (Barrel) Added 9% aim down sights time benefit. – – – WSP Swarm Decreased sprint to fire time from 110ms to 88ms (-20%). – Decreased aim down sights time from 190ms to 175ms (-8%). – – Striker 9 Decreased sprint to fire time from 110ms to 100ms (-9%). – Decreased aim down sights time from 225ms to 205ms (-9%). – Striker Stubby (Barrel) Added 9% aim down sights time benefit. – – – Shotguns Lockwood 680 Tac-Stance will no longer reduce damage pellet count. – – Marksman Rifles MCW 6.8 Equipping the Full-Auto Conversion Kit and 60rnd Drum Magazine will no longer result in a broken aim down sights animation. – – Melee Riot Shield Increased melee damage from 50 to 75 (+50%). – Added a 10% movement speed penalty while stowed. – – Attachments S-37C DL Breacher Device (Muzzle) Decreased hipfire spread benefit by 14%. – Resolved an issue that prevented one-hit melee kills in round-based Modes. – – Bruen Tactical Vertical Grip (Underbarrel) Decreased hipfire spread benefit by 8%. – – Hollowpoint (Ammunition) Decreased inflicted sprint penalty time from 800ms to 200ms (-75%). – – Modern Warfare II (Carry-Forward) Increased reserve ammunition for all Weapons to MWIII standards. – Decreased hipfire spread benefit of Underbarrel vertical grips by 5-12%. – Decreased hipfire spread benefit of applicable Lasers by 2-5%. – Assault Rifles M4 Increased maximum damage from 28 to 35 (+25%). – Decreased head and neck damage multipliers from 1.37x 1.1x (-20%). – – Battle Rifles TAQ-V Increased lower-torso, leg, and foot damage multipliers from 0.8x to 1.1x (+38%). – – Submachine Guns Vaznev-9K Increased near-medium damage from 29 to 30 (+3%). – – ISO 45 Increased maximum damage from 30 to 33 (+10%). – – Shotguns KV Broadside Increased far-medium damage range from 9m to 10m (+8%). – Decreased aim down sights spread slightly. – – Light Machine Guns RAAL MG Decreased aim down sights time from 470ms to 390ms (-17%). – Decreased sprint to fire time from 375ms to 320ms (-15%). – Decreased tactical sprint to fire time from 496ms to 416ms (-16%). – – 556 Icarus Increased maximum damage from 28 to 34 (+21%). – Decreased head damage multiplier from 1.4x to 1.1x (-21%). – – Marksman Rifles SP-R 208 Increased maximum damage range from 15m to 20m (+28%). – Decreased aim down sights time from 370ms to 340ms (-8%). – – Handguns Basilisk Increased maximum damage range from 5m to 7m (+35%). – Increased near-medium damage range from 6m to 15m (+140%). – Increased far-medium damage range from 17m to 23m (+32%). – – Launcher Damage All launchers have been adjusted in regards to their damage and interaction with vehicles. This includes: Most launchers will destroy lighter vehicles in one shot. – The RPG-7, PILA, and STRELA-P will destroy most medium sized vehicles in two shots. – The JOKR will destroy almost all vehicles in one shot. – The RGL-80 and the STRELA-P will not cause most vehicles to immediately explode. – The PILA will not cause most medium and larger vehicles to immediately explode. – The RPG-7 and the JOKR will cause most vehicles to explode immediately. – – – All launchers have been adjusted in regards to their damage and interaction with vehicles. This includes: – Sniper Damage KATT AMR will one shot to the head at any distance. – –
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All weapon buffs and nerfs in MW3 & Warzone Season 1 Reloaded – Dexerto
All weapon buffs and nerfs in MW3 & Warzone Season 1 Reloaded ActivisionWarzone and Modern Warfare 3 Season 1 Reloaded is finally here, bringing about some pretty interesting weapon changes. Here’s everything you need to know. It’s been a few months since Modern Warfare 3 and the Warzone integration both launched, and there have already been a handful of serious weapon-balancing changes that have shaken up the meta in both multiplayer and the battle royale. These changes have come in the form of hotfixes as well as a part of seasonal updates. In Season 1, the biggest change came to the pesky Riot Shields, as a movement penalty was introduced. On top of that, the MTZ-556 and Bas-B were both hit with changes and they have, somewhat, fallen away from the meta. Well, with Season 1 Reloaded now coming at the midway point between Season 1 and the start of Season 2, there has also been another shake-up. So, let’s get into what has changed. All Warzone & Modern Warfare 3 weapon changes in Season 1 Reloaded If you’ve played Warzone and Modern Warfare 3’s multiplayer mode for any serious amount of time, you’ve probably had issues with the MTZ Interceptor at some point. However, the rifle has not been nerfed in Season 1 Reloaded. It will, instead, be getting its own change in the “near future.” With this update, the devs are tackling the M13B from Modern Warfare, knocking it’s max damage down a notch. The pesky MTZ 762 has also been nerfed in a significant way, as it’s damage has come down. Across the board, LMGs have been nerfed too. On the flip side, the Holger 556 and Striker 9 have both been buffed and should start to become a little more popular in the coming weeks – especially when it comes to Warzone. As ever, some of these changes are specific to Warzone, while others are specific to Multiplayer, so you will have to be aware of that when it comes to making changes to your loadouts. The full list of buff and nerfs in the Season 1 Reloaded weapon changes can be found below. Warzone & MW3 weapon changes patch notes for Season 1 Reloaded Warzone Assault Rifle Holger 556 (MWIII) Max Damage increased to 35, up from 32 – – M13B (MWII) Max Damage reduced to 23, down from 25 – Near-Mid Damage reduced to 21, down from 24 – Min Damage reduced to 19, down from 22 – – MCW (MWIII) Max Damage increased to 28, up from 24 – Near-Mid Damage increased to 24, up from 20 – 16.5” MCW Cyclone Long Barrel Damage range benefits reduced by 6% – Velocity benefits reduced by 7% – Hip fire and tac-stance penalty reduced by 5% – Sprint to Fire penalty increased by 1% – – RB Regal Heavy Stock Gun kick benefit reduced by 11% – Horizontal and vertical benefit reduced by 5% – Mobility penalties increased by 3% – Sprint to Fire penalty increased by 1% – – – Battle Rifle MTZ 762 (MWIII) Max Damage reduced to 42, down from 45 – Near-Mid Damage reduced to 38, down from 42 – Min Damage reduced to 34, down from 37 – – Light Machine Gun Bruen MK9 (MWIII) Max Damage reduced to 28, down from 32 – Min Damage reduced to 26, down from 28 – – DG LSW (MWIII) Max Damage reduced to 29, down from 33 – Min Damage reduced to 27, down from 29 – – Puleymont AMP (MWIII) Max Damage reduced to 38, down from 40 – Min Damage reduced to 34, down from 36 – – TAQ Eradicator (MWIII) Max Damage reduced to 28, down from 33 – Min Damage reduced to 24, down from 25 – – Submachine Gun AMR9 (MWIII) Max Damage increased to 31, up from 28 – Near-Mid Damage increased to 27, up from 25 – Min Damage increased to 25, up from 23 – – ISO 9mm (MWII) Max Damage reduced to 21, down from 24 – Near-Mid Damage reduced to 17, down from 19 – Mid Damage reduced to 15, down from 16 – Far-Mid Damage reduced to 12, down from 13 – – Rival-9 (MWIII) Slight reduction in horizontal recoil – MTZ Marauder Stock Fire aim stability benefit reduced by 5% – – – Striker 9 (MWIII) Near-Mid Damage increased to 27, up from 25 – Min Damage increased to 23, up from 20 – – Sniper Rifle KATT-AMR (MWIII) ZANG-34 Barrel Damage Range Benefits reduced by 9% – Velocity Benefit reduced by 8% – – – ZANG-34 Barrel – Ammunition .50 Cal Spire Point Rounds Damage Range Benefit increased by 2% – Velocity Benefit reduced by 19% – – .410 Gauge Dragon’s Breath Near-Mid Damage Range reduced by 12% – Mid Damage Range reduced by 10% – – 12 Gauge Dragon’s Breath Near-Mid Damage Range reduced by 8% – Mid Damage Range reduced by 10% – – Laser SL Razorhawk Laser Light Increased ADS Speed Benefit by 4.5% – Increased Sprint to Fire Benefit by 7% – – FSS OLE-V Laser Reduced the ADS Speed Benefit by 2% – Reduced the Sprint to Fire Benefit by 4% – – FTAC Grimline Laser Reduced the Sprint to Fire Benefit by 7% – – Verdant Hook Box Laser Increased the Sprint to Fire Benefit by 3% – – Muzzle XRK Nightfall Supressor Damage Range Benefit reduced by 5.5% – Velocity Benefit reduced by 8% – Recoil Benefit reduced by 3% – ADS Penalty increased by 7% – Sprint to Fire Penalty increased by 3% – – Modern Warfare 3 multiplayer SVA 545 Increased maximum damage from 29 to 30 (+3%). – – Holger 556 Increased sprint to fire time from 231ms to 252ms (+9%). – – DG-56 Decreased maximum damage range from 35.6m to 20.3m (-43%). – Decreased medium damage range from 44.5m to 30.5 (-31%). – – FR 5.56 Increased medium damage from 36 to 40 (+11%). – – MCW Increased sprint to fire time from 220ms to 241ms (+10%). – 16.5″ MCW Cyclone Long Barrel Decreased damage range benefit by 6%. – Decreased bullet velocity benefit by 7%. – Increased sprint to fire time penalty by 1%. – Decreased hipfire spread penalty by 5%. – Decreased tactical stance spread penalty by 5%. – – RB Regal Heavy Stock Decreased gun kick control benefit by 11%. – Decreased horizontal recoil control benefit by 5%. – Decreased vertical recoil control benefit by 5%. – Increased sprint speed penalty by 3%. – Increased tactical sprint speed penalty by 3%. – Increased sprint to fire speed penalty by 1%. – – JAK Raven Kit Increased arm damage multiplier from 1x to 1.1x (+10%). – Increased hand damage multiplier from 1x to 1.1x (+10%). – – – STB-556 (MWII) Increased maximum damage range from 15.2m to 30.5m (+100%). – Increased near-medium damage range from 29.5m to 39.4m (+34%). – Increased medium damage range from 47m to 54.6m (+16%). – – Kastov 762 (MWII) Increased lower-torso damage multiplier from 0.96x to 1.1x (+15%). – Increased leg damage multiplier from 0.96x to 1.1x (+15%). – Increased foot damage multiplier from 0.96x to 1.1x (+15%). – – Chimera (MWII) Increased near-medium damage from 28 to 29 (+4%). – – Tempus Razorback (MWII) Increased maximum damage from 28 to 29 (+4%). – Increased maximum damage range from 12.7m to 22.9m (+80%). – Increased lower-torso damage multiplier from 1x to 1.1x (+10%). – – FR Avancer (MWII) Increased maximum damage from 25 to 29 (+16%). – Decreased maximum damage range from 34.9m to 24.8m (-29%). – – M16 (MWII) Decreased upper-torso damage multiplier from 1.2x to 1x (-17%). – Decreased arm damage multiplier from 1.2x to 1x (-17%). – Decreased hand damage multiplier from 1.2x to 1x (-17%). – Decreased sprint to fire time from 210ms to 189ms (-10%). – Decreased aim down sight time from 290ms to 240ms (-17%). – – Kastov-74u (MWII) Increased minimum damage from 19 to 22 (+16%). – Increased near-medium damage range from 22.9m to 30.5m (+33%). – Increased medium damage range from 36.8m to 47m (+28%). – – Kastov 545 (MWII) Increased maximum damage from 32 to 34 (+6%). – Decreased maximum damage range from 24.9m to 15.2m (-39%). – Decreased aim down sight time from 240ms to 225ms (-6%). – – Battle Rifles Sidewinder Decreased recoil and gun kick while firing. – – Lachmann-762 (MWII) Increased maximum damage from 44 to 52 (+18%). – Full-Auto Fire Type Decreased upper-torso damage multiplier from 0.95x to 0.9x (-5%). – Decreased lower-torso damage multiplier from 0.95x to 0.9x (-5%). – Increased arm damage multiplier from 0.75x to 0.9x (+20%). – Increased hand damage multiplier from 0.75x to 0.9x (+20%). – – – Cronen Squall (MWII) Increased maximum damage from 31 to 32 (+3%). – – FTAC Recon (MWII) Increased lower-torso damage multiplier from 1x to 1.3x (+30%). – Decreased aim down sight time from 270ms to 250ms (-7%). – Full-Auto Fire Type Increased lower-torso damage multiplier from 0.9x to 1x (+11%). – Increased arm damage multiplier from 0.85x to 1x (+18%). – Increased hand damage multiplier from 0.85x to 1x (+18%). – Increased leg damage multiplier from 0.85x to 1x (+18%). – Increased foot damage multiplier from 0.85x to 1x (+18%). – – – SO-14 (MWII) Increased maximum damage from 41 to 46 (+12%). – Full-Auto Fire Type Decreased neck damage multiplier from 0.85x to 0.8x (-6%). – Decreased upper-torso damage multiplier from 0.85x to 0.8x (-6%). – Increased lower-torso damage multiplier from 0.74x to 0.8x (+8%). – Increased arm damage multiplier from 0.63x to 0.8x (+27%). – Increased hand damage multiplier from 0.63x to 0.8x (+27%). – Increased leg damage multiplier from 0.59x to 0.8x (+36%). – Increased foot damage multiplier from 0.59x to 0.8x (+36%). – – – Submachine Guns WSP Swarm Increased maximum damage range from 4.6m to 6.6m (+50%). – Increased near-medium damage range from 7.9m to 11.7m (+48%). – – Rival-9 Decreased horizontal recoil slightly. – MTZ Marauder Stock Decreased firing aim stability benefit by 5%. – – – Striker 9 Increased maximum damage from 27 to 29 (+7%). – – Lachmann Shroud (MWII) Increased maximum damage from 30 to 38 (+27%). – Increased near-medium damage from 28 to 32 (+14%). – Decreased maximum damage range from 12.2m to 10.7m (-13%). – Decreased headshot damage multiplier from 1.4x to 1.2x (-14%). – Decreased neck damage multiplier from 1.2x to 1.02x (-15%). – Decreased upper-torso damage multiplier from 1.2x to 1.02x (-15%). – Decreased arm damage multiplier from 1.2x to 1.02x (-15%). – Decreased hand damage multiplier from 1.2x to 1.02x (-15%). – – ISO 9mm (MWII) Incompatible Underbarrel Attachments can no longer be equipped. – – Fennec 45 (MWII) Increased maximum damage range from 10.7m to 12.7m (+19%). – Increased leg damage multiplier from 1x to 1.1x (+10%). – Increased foot damage multiplier from 1x to 1.1x (+10%). – Decreased aim down sight time from 200ms to 190ms (-6%). – Decreased sprint to fire time from 110ms to 99ms (-10%). – – BAS-P (MWII) Decreased maximum damage range from 18.8m to 16.3m (-14%). – Increased leg damage multiplier from 0.95x to 1x (+5%). – Increased foot damage multiplier from 0.95x to 1x (+5%). – – Lachmann Sub (MWII) Increased near-medium damage from 28 to 29 (+4%). – Increased lower-torso damage multiplier from 1x to 1.1x (+10%). – – MX9 (MWII) Increased upper-leg damage multiplier from 0.9x to 1.04x (+16%). – Increased foot damage multiplier from 0.9x to 1.04x (+16%). – Decreased aim down sights time from 220ms to 200ms (-9%). – Decreased sprint to fire time from 110ms to 88ms (-20%). – – Shotguns Lockwood 680 Increased sprint to fire time from 184ms to 200ms (+9%). – Sawed Off Mod Stock Decreased movement speed benefit by 2%. – Decreased sprint to fire time benefit by 5%. – Decreased aim down sight time benefit by 3%. – Decreased recoil control penalties by 10%. – Decreased hipfire spread benefits by 6%. – – – Lockwood 300 (MWII) 12 Gauge Slug Ammunition Decreased minimum damage from 75 to 57 (-24%). – – Maelstrom Dual Trigger Action Decreased maximum damage range from 3m to 2.3m (-25%). – Decreased near-medium damage range from 6.4m to 5.3m (-16%). – – – 12 Gauge Slug Ammunition – Expedite 12 (MWII) Increased medium damage range from 10.4m to 12.4m (+20%). – Decreased pellet spread while aiming down sight by 20%. – – Bryson 800 (MWII) Decreased sprint to fire time from 182ms to 145ms (-20%). – Decreased aim down sight time from 350ms to 300ms (-14%). – – Bryson 890 (MWII) Increased rate of fire from 150rpm to 164rpm (+9%). – – Light Machine Guns Holger 26 Increased minimum damage from 25 to 29 (+16%). – – DG-58 LSW Decreased sprint to fire time from 294ms to 231ms (-21%). – Decreased aim down sight time from 370ms to 320ms (-14%). – – Bruen Mk9 Incompatible Underbarrel Attachments can no longer be equipped. – – Sakin MG38 (MWII) Increased lower-torso damage multiplier from 1x to 1.15x (+15%). – Decreased aim down sight time from 430ms to 410ms (-5%). – – HCR 56 (MWII) Decreased sprint to fire time from 250ms to 225ms (-10%). – Decreased aim down sight time from 390ms to 310ms (-21%). – – Marksman Rifles DM56 Increased sprint to fire time from 168ms to 199ms (+19%). – – MTZ Interceptor Decreased head damage multiplier from 2x to 1.62x (-19%). – Decreased neck damage multiplier from 2x to 1.62x (-19%). – – EBR-14 (MWII) Decreased sprint to fire time from 270ms to 216ms (-20%). – Decreased aim down sight time from 255ms to 240ms (-6%). – – Lockwood Mk2 (MWII) Incompatible Underbarrel Attachments can no longer be equipped. – Decreased aim down sight time from 250ms to 240ms (-4%). – Decreased hipfire spread while standing by 10%. – – Tempus Torrent (MWII) Increased leg damage multiplier from 0.95x to 1x (+5%). – Increased foot damage multiplier from 0.95x to 1x (+5%). – – Crossbow (MWII) Increased minimum damage from 100 to 125 (+25%). – Brightblaze 20” Bolts Increased maximum damage from 85 to 105 (+24%). – Increased upper-torso damage multiplier from 0.98x to 1.2x (+22%). – Increased lower-torso damage multiplier from 0.95x to 1.2x (+26%). – Increased arm damage multiplier from 0.95x to 1.2x (+26%). – Increased hand damage multiplier from 0.95x to 1.2x (+26%). – Increased leg damage multiplier from 0.9x to 1.2x (+33%). – Increased foot damage multiplier from 0.9x to 1.2x (+33%). – – – LM-S (MWII) Decreased sprint to fire time from 210ms to 189ms (-10%). – Decreased aim down sight time from 270ms to 245ms (-9%). – – Sniper Rifles KATT-AMR Zang-34 Barrel Decreased damage range benefit by 9%. – Decreased bullet velocity benefit by 8%. – – – Zang-34 Barrel – KV Inhibitor Added medium damage at 129 to 61m. – Decreased minimum damage from 129 to 99 (-23%). – Decreased maximum damage range from 38.1m to 30.5m (-20%). – Decreased near-medium damage from 58.4m to 48.3m (-17%). – – Victus XMR (MWII) Increased lower-torso damage multiplier from 1.05x to 1.5x (+43%). – – Carrack .300 (MWII) Increased recoil center speed by 100%. – – Handguns Renetti JAK Ferocity Carbine Kit View will no longer be obstructed while aiming down sight with certain Optic Attachments equipped. – – – JAK Ferocity Carbine Kit – TYR Increased near-medium damage from 90 to 100 (+11%). – Increased minimum damage from 70 to 75 (+7%). – Decreased near-medium damage range from 15.2m to 11.4m (-25%). – Increased upper-torso damage multiplier from 1.3x to 1.5x (+15%). – Decreased lower-torso damage multiplier from 1.3x to 1x (-23%). – Decreased arm damage multiplier from 1.3x to 1x (-23%). – Decreased hand damage multiplier from 1.3x to 1x (-23%). – Decreased trigger action delay from 150ms to 90ms (-40%). – Incompatible Chrios Holo Optic Attachment can no longer be equipped. – Ullr’s Fury Trigger Action Decreased trigger action delay from 70ms to 60ms (-14%). – – Odin’s Judgement Trigger Action Decreased trigger action delay from 210ms to 150ms (-29%). – – – 9mm Daemon (MWII) Added far-medium damage at 26 to 31m. – Increased maximum damage from 34 to 40 (+18%). – Increased near-medium damage from 30 to 34 (+13%). – Increased medium damage from 26 to 30 (+15%). – Decreased maximum damage range from 9.4m to 7.4m (-22%). – Decreased near-medium damage range from 20.6m to 11.4m (-44%). – Decreased medium damage range from 31m to 20.6m (-34%). – – Launchers Stormender EMP effects will now disable and/or destroy the following items: Drill Charge (Lethal) – Smoke Airdrop (Field Upgrade) – Inflatable Decoy (Field Upgrade) – Swarm (Killstreak) – – – EMP effects will now disable and/or destroy the following items: – Attachments Corvus Torch Underbarrel Attachment is now available to equip on many Assault Rifles and Battle Rifles. – Resolved an issue in which Lasers and Underbarrels would visibly overlap. – View is no longer obstructed in Tac-Stance while the KR Intlas LSJ-3 Optic Attachment is equipped. – SL Razorhawk Laser Light Increased aim down sight speed benefit by 5%. – Increased sprint to fire speed benefit by 7%. – – FSS OLE-V Laser Decreased aim down sight speed benefit by 2%. – Decreased sprint to fire speed benefit by 4%. – – FTAC Grimline Laser Decreased sprint to fire speed benefit by 7%. – – Verdant Hook Box Laser Increased sprint to fire speed benefit by 3%. – – .50 Cal Spire Point Rounds Ammunition Increased damage range benefit by 2%. – Decreased bullet velocity benefit by 19%. – – XRK Nightfall Suppressor XL Decreased damage range benefit by 6%. – Decreased bullet velocity benefit by 8%. – Decreased recoil control benefit by 3%. – Increased aim down sight speed penalty by 7%. – Increased sprint to fire speed penalty by 3%. – – Round Nose Ammunition Revised description to accurately reflect its true effects. Dramatically reduces bullet range while increasing flinch. – – – Revised description to accurately reflect its true effects. –
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All weapon buffs and nerfs in MW3 & Warzone Dec 14 update – Dexerto
All weapon buffs and nerfs in MW3 & Warzone Dec 14 update ActivisionDecember 14’s set of patch notes come just a week after sweeping balance changes from MW3 Season 1’s launch, and there are some massive follow-up nerfs to some meta weapons. Here’s every buffed and nerfed weapon MW3’s Dec 14 update. Nailing down the weapon balance in Modern Warfare 3 has been a challenge for the devs. Combining MW2’s weapon pool with MW3’s guns and increasing health across the board in the transition has created some outliers, both for overpowered and underpowered weapons. And, while some particularly OP guns like the Holger were nerfed quickly as devs have been diligent with balance updates, there are still some weapons that have been tearing it up since release. As a result, the devs have delivered some heavy nerfs to some of the game’s strongest weapons in the MW3 Dec 14 update. MW3 weapon buffs and nerfs in Dec 14 update This patch is purely nerfs; there are no buffs coming this time around. However, some of these nerfs are massive, with Akimbo pistols getting nerfed across the board and many of the strongest ARs and long-range rifles getting hit hard. What’s more, Akimbo Snakeshot Tyrs have emerged as a heavy-hitter in Warzone with Snakeshot attached. The Snakeshot rounds seem undeterred by the standard Tyr nerf, making them a real meta deviant at the moment despite the nerfs below. Here’s the full list of weapon nerfs in MW3’s Dec 14 update: Assault Rifles DG-56 Max Damage reduced to 32, down from 40. – – FR 5.56 Max Damage reduced to 35, down from 43. – – Battle Rifles BAS-B Max Damage reduced to 35, down from 39. – Min Damage reduced to 25, down from 27. – – Handguns COR-45 Akimbo Max Damage reduced to 30, down from 45. – – – Akimbo – Renetti Akimbo Max Damage reduced to 22, down from 33. – Headshot Multiplier reduced to 1.2, down from 1.4. – – – Akimbo – TYR Akimbo Max Damage reduced to 70, down from 120. – – – Akimbo – Marksman Rifles DM56 Max Damage reduced to 41, down from 50. – Min Damage reduced to 37, down from 39. – – KVD Enforcer Headshot Multiplier reduced to 1.8, down from 2.2. – – MTZ Interceptor Headshot Multiplier reduced to 1.5, down from 2. – – Shotguns Haymaker Max Damage reduced to 36, down from 52. – – Submachine Guns Fennec 45 (MWII) Max Damage reduced to 22, down from 25. – Headshot Multiplier reduced to 1.25, down from 1.35. – Lower Torso Multiplier reduced to 1, down from 1.1. – –
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All weapon buffs and nerfs in MW2 & Warzone 2 Season 5 update – Dexerto
All weapon buffs and nerfs in MW2 & Warzone 2 Season 5 update ActivisionWarzone 2 Season 5 is finally here and the devs have made a whole host of changes to the weapon pool. Here’s every buff and nerf affecting Warzone 2 and Modern Warfare 2. Over the last few months, the Warzone 2 and Modern Warfare 2 devs have really shaken up the battle royale’s meta with a few rounds of weapon balancing and changes. At the start of Season 4, the Cronen Squall was hit with a bit of a nerf, but has remained the go-to weapon for maybe despite subsequent changes in Season 4 Reloaded and other updates. Despite that, the meta has been in a healthy position for a few weeks, with many different weapons being viable across the board. Now, with the start of Season 5, the devs have shaken things up once again. The FR Avancer, the M13C AR, and Carrack .300 sniper are all being introduced as new weapons while pre-existing meta guns like the Squall and Lachmann Sub being hit with sizable nerfs. All Warzone 2 & Modern Warfare 2 weapon changes in Season 5 That’s right, the two top guns in the meta have been hit with nerfs in the Season 5 update following their dominace throughout both Season 4 and Season 4 Reloaded. As noted, its another start of season nerf for the Squall, so it remains to be seen if this one finally knocks it off its perch. On top of that, the HCR 56 has also been targeted for a change with it’s limb damage multiplier being decreased. It wasn’t a completely meta weapon last season, but had gotten a bit of shine. However, on the other side of things, the likes of the Chimera, M13B, and MX9 have all been given a bit of a buff. These weapons have all been there and thereabouts in the meta recently and should, theoretically, be catapulted into increased usage. As Season 5 rolls on, and we get a Season 5 Reloaded update, there will be further updates to the weapon pool that should shake things up. But, for now, these are the major changes. You can find the complete range of weapons buffs and nerfs for Warzone 2 and Modern Warfare 2 Season 5 below. Warzone 2 & MW2 weapon changes patch notes for Season 5 Light Machine Guns RAPP H Increased semi auto Damage – Reduced semi auto rate of fire – – The following weapon changes are applicable to Warzone only. While we are generally pleased with the state of Weapon balance in Warzone, our work is never done. Internal data has shown that the Cronen Squall is still performing better than we would like–enough so that it would restrict the pool of viable Weapons. Our main focus of these changes is and always will be to broaden gameplay options at every level of play. Not all Weapons have the potential to sit atop the charts–and that is okay. As long as those Weapons enable a playstyle or have a niche in which they can thrive, that is our goal. Below you will find changes that aim to level the playing field between some of the top and bottom performers. Assault Rifles Chimera Close-mid Damage increased – – M13B Headshot Multiplier increased – – Battle Rifles Cronen Squall Maximum Damage decreased – Minimum Damage increased – Neck Damage Multiplier decreased – Upper Torso Damage Multiplier decreased – Lower Torso Damage Multiplier decreased – Limb Damage Multipliers decreased – – Light Machine Guns HCR 56 Limb Damage Multipliers decreased – – RAAL MG Headshot Multiplier increased – – Submachine Guns MX9 Close-mid Damage increased – Neck Multiplier increased – Upper Torso Multiplier increased – Lower Torso Multiplier increased – – Minibak Damage step added at mid-far range – Minimum Damage decreased – Headshot Multiplier increased – – Lachmann Sub Maximum Damage Range decreased – Close-mid Damage Range decreased – – VEL-46 Neck Multiplier increased – Upper Torso Multiplier increased – Lower Torso Multiplier increased – – BAS-P Maximum Damage Range increased – Neck Multiplier increased – Upper Torso Multiplier increased – Lower Torso Multiplier increased – – Fennec 45 Maximum Damage increased – – Lastly, we are aware of concerns surrounding the Signal 50 in Warzone. While our data does not suggest the Signal 50 is out of the normal range in performance, its experiential impact for Players is equally important to us. At this time we do not feel it is necessary to make changes to the Signal 50, but we will continue to monitor the data and your feedback closely.
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All weapon buffs and nerfs in MW2 & Warzone 2 Season 5 Reloaded – Dexerto
All weapon buffs and nerfs in MW2 & Warzone 2 Season 5 Reloaded ActivisionWarzone 2 Season 5 Reloaded is here and there a few more changes to the weapon pool. So, here are every buff and nerf affecting Warzone 2 and Modern Warfare 2 weapons. Over the last few seasons of Warzone 2 and Modern Warfare 2, Infinity Ward have been making a whole lot of changes to the weapon pool in order to keep things fresh and allow a healthy meta to form. They’ve continually targeted the Cronen Squall for nerfs, lifted up the SMGs and LMGs in Warzone 2, and added minimum armor damage values to shake things up. The Squall is still a go-to for many players, but there are plenty of weapons in a viable position these days. With the start of Season 5 Reloaded, the CoD devs are bringing in the Lachmann Shroud SMG and 9mm Daemon Pistol as new weapons – as well as the Pickaxe, which is a melee weapon. Plus, there are a few weapon changes to get your head around. All Warzone 2 & Modern Warfare 2 weapon changes in Season 5 Reloaded That’s right, Season 5 Reloaded sees the devs making some changes that are split between Modern Warfare 2 and Warzone 2. Some weapons have gotten Warzone 2-specific changes like the M4, Cronen Squall, and Sakin MG. In the case of the Cronen, all of it’s multipliers have been decreased including head and neck shots. The M4 has seen it’s close and close-mid range damage profiles increased, however. Another welcome change sees all launchers having their damage against players being nerfed. So, you may just be able to breathe a sigh of relief when you hear an RPG coming your way. In terms of Season 6, nothing has been confirmed by the devs just yet, but there is a pretty sizable gap between the end of Season 5 Reloaded and Modern Warfare 3 being released. So, we might just see one. Until that point, these are changes that players will have to contend with. You can find the complete range of weapons buffs and nerfs for Warzone 2 and Modern Warfare 2 Season 5 below. Warzone 2 & MW2 weapon changes patch notes for Season 5 Reloaded Handguns FTAC Siege Increased close-mid distance damage range | MWII only – – Submachine Guns Lachmann Sub Adjusted stats on FT Mobile Stock to increase mobility – – PDSW 258 Minor adjustment to ironsights to better align with bullet trajectory – – ISO 45 Increased damage range | MWII only – – Lachmann Sub Reduced close distance damage range | MWII only – – Assault Rifles FR Avancer Increased damage range | MWII only – Reduced hip spread – – Tempus Razorback Increased damage range | MWII only – – M16 Increased close-mid distance damage range | MWII only – – Kastov 74u Reduced damage range | MWII only – – ISO Hemlock Reduced mid-far distance damage range | MWII only – – Battle Rifles TAQ-V Increased damage range | MWII only – – Cronen Squall Increased damage range | MWII only – – SO-14 Increased damage range | MWII only – – Lachman 762 Increased damage range | MWII only – – Shotguns Lockwood 300 Reduced mid distance damage range | MWII only – Slugs and HE slugs attachments: Increased damage range | MWII only – Increased long range damage amount | MWII only – – – Bryson 890 Slightly reduced damage range | MWII only – Slugs and HE slugs attachments: Increased damage range | MWII only – – – Bryson 800 Slightly reduced mid-distance damage range | MWII only – Slugs and HE slugs: Increased damage range | MWII only – Increased long range damage amount | MWII only – – – Marksman Rifles SA-B 50 Increased ADS speed – Increased ADS movement speed – Increased damage range | MWII only – – Lockwood MK2 Increased ADS speed – Increased ADS movement speed – – SP-R 208 Increased long-distance damage range | MWII only – – EBR 14 Reduced damage range | MWII only – – Light Machine Guns HCR 56 Increased mid distance damage range | MWII only – – Rapp H Increased mid distance damage range | MWII only – – Sniper Rifles Carrack .300 Increased close range damage | MWII only – Increased upper arm location damage | MWII only – Increased long distance damage range | MWII only – Increased ADS to hip transition speed – Increased hip movement speed – Increased sprint speed – – FJX Imperium Increased ADS speed – Increased ADS movement speed – Small reduction to hip spread – – Signal 50 Reduced close distance damage range | MWII only – – SP-X 80 Reduced damage range | MWII only – – Assault Rifles Chimera | WZ Only Close damage increased – Far damage increased – Head damage multiplier increased – Lower torso damage multiplier increased – – FR Avancer | WZ Only Close damage increased – Far damage increased – – ISO Hemlock | WZ Only Close-mid damage range decreased – Mid damage range decreased – – Lachmann-556 | WZ Only Head damage multiplier increased – Neck damage multiplier increased – Upper torso damage multiplier increased – – M13B | WZ Only All location damage multipliers increased – – M13C | WZ Only Close damage increased – Mid damage increased – All location damage multipliers increased – – M4 | WZ Only Close damage range increased – Close-mid damage range increased – – STB 556 | WZ Only Head damage multiplier increased – – Tempus Razorback | WZ Only Close damage range increased – Close-mid damage range increased – – Battle Rifles Cronen Squall | WZ Only Head damage multiplier decreased – Neck damage multiplier decreased – Upper torso damage multiplier decreased – Lower torso damage multiplier decreased – Limb damage multipliers decreased – – Launchers All Launchers have had their damage against Players decreased | WZ Only – Light Machine Guns RPK | WZ Only Close-mid damage decreased – Close damage range decreased – Headshot damage multiplier increased – – Sakin MG38 | WZ Only Neck damage multiplier decreased – Upper torso damage multiplier decreased – Limb damage multipliers decreased – – Marksman Rifles Lockwood MK2 | WZ Only All location damage multipliers increased – – Shotguns Bryson 800 | WZ Only Lower limb damage multipliers increased – – Bryson 890 | WZ Only Lower limb damage multipliers increased – – Submachine Guns BAS-P | WZ Only Neck damage multipliers increased – Upper torso damage multipliers increased – Lower torso damage multipliers increased – Limb damage multipliers increased – – Fennec 45 | WZ Only Neck damage multiplier increased – Upper torso damage multiplier increased – – VEL 46 | WZ Only Limb damage multipliers increased – –
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All weapon buffs and nerfs in Black Ops 4 v1.04 game update – Dexerto
All weapon buffs and nerfs in Black Ops 4 v1.04 game update The latest game update in Call of Duty: Black Ops 4 has introduced some major changes to certain weapons and weapon classes. With update v1.04, which went live on October 30, Treyarch have buffed or nerfed weapons based on the feedback received from players about how well each performed. As expected, the Assault Rifle class of weapons have been nerfed and the SMGs buffed, in order to balance out the two classes after the Multiplayer had become very AR-heavy. “We’re dialing back some previous buffs to Assault Rifles to help close the gap in effectiveness between ARs and SMGs,” Treyarch wrote. “This allows SMGs to be more effective at firing on the move.” The ICR-7 and VAPR-XKG, which most consider to be the two best ARs, have been nerfed in several ways, as well as the Grip II attachment, which now has reduced ADS flinch mitigation. For the SMGs, the MX9 and Cordite received major buffs in the shape of all of their damages ranges being extended. As for the Tactical Rifles class, the only weapon to receive major changes is the ABR 223, which has been buffed “to be more competitive with other Tactical Rifles.” The ABR now has extended maximum damage range and improved hip-fire accuracy with the Laser Sight I and II attachments. All of the Sniper Rifles except for the Paladin HB50 (Outlaw, SDM, Koshka) have been buffed in order to compete with the other snipers. The Paladin itself has also been slightly nerfed in terms of its 1-hit kill ability on the lower torso of enemies. In order to make sure that LMGs do not become overly powerful, Titan, VKM 750, and Hades have all seen their effectiveness reduced in several ways and across several attachments. All of the weapon changes implemented via the v1.04 update in Black Ops 4 can be seen below in full detail. An in-depth look at the entire patch notes for this update can be seen HERE. Assault Rifles We’re dialing back some previous buffs to Assault Rifles to help close the gap in effectiveness between ARs and SMGs, allowing SMGs to be more effective at firing on the move. – Slight reduction to ADS move speed for all Assault Rifles. – Slight reduction to ADS-in transition speed for all Assault Rifles. – ICR-7 Reduced headshot damage. – Slight reduction to reload speed. – – VAPR-XKG Reduced close-range headshot damage. – Damage now falls off sooner. – High Caliber: Reduced headshot multiplier, eliminating the possibility of a 3-hit kill. – – – Submachine Guns Mobility is the primary strength of SMGs, speeding across the map to engage or disengage quickly. Some of the close-range SMGs were performing quite well, while others struggled to compete with the rest of the category. This week’s balancing pass levels the playing field between SMGs. – MX9 Extended all damage ranges. – High Caliber: Reduced headshot multiplier, eliminating the possibility of a 4-hit kill. – – Cordite Extended all damage ranges. – Belt-Feed Operator Mod: Increased overheat rate. – – GKS Quad Shot Operator Mod: Slight time increase in between bursts. – – Saug 9mm Dual Wield Operator Mod: Reduced hip-fire accuracy. – – – Tactical Rifles We’ve buffed the ABR to be more competitive with the other Tactical Rifles, while stepping down its Operator Mod to keep it from becoming a crutch Attachment. The Swordfish received some Attachment adjustments, as well. – ABR 223 Extended maximum damage range. – Repeater Operator Mod: Now takes longer to accelerate fire rate. – Stock: Slight reduction in movement speed bonus. – Laser Sight & Laser Sight II: Improved hip-fire accuracy. – – Swordfish High Caliber: Reduced headshot multiplier, eliminating the possibility of a 3-hit kill. – Penta Burst Operator Mod: Reduced extra granted clip-size. – – – Sniper Rifles The other Sniper Rifles needed help to fight King Paladin. We’re giving these rifles reduced idle sway and upping their damage to help finish off wounded targets more consistently. – Removed turn sway when aiming down sights on all Sniper Rifles to better ensure the weapon reticle stays centered when turning. – Paladin HB50 High Caliber II: Hitting the lower torso on a full Tak-5-boosted enemy will no longer be a 1-hit kill. – FMJ II: Improved damage against Scorestreaks. – Stabilizer II: Player can now hold breath sooner after the previous hold breath. – – Outlaw Improved base damage from 110 to 130. – Reduced idle sway. – Increased base movement speed. – Stock: Slight increase in ADS movement speed bonus. – – SDM Increased clip size from 10 to 12. – Reduced idle sway. – – Koshka Improved Damage from 120 to 140. – Stock: Slight increase in ADS movement speed bonus. – – – Light Machine Guns Some in the community have discovered that the Titan and VKM 750 are extremely effective weapons! We’re toning them down before everyone jumps on the bandwagon. While they’ll still be scary to face off against, players will now have a more reasonable chance to defend themselves against these LMGs. – Titan Reduced headshot damage. – Reduced hip-fire accuracy. – Stock: Reduced ADS movement speed bonus. – – VKM 750 Reduced movement speed while firing. – Reduced damage slightly. – Fat Barrel Operator Mod: Reduced bullet tracer size. – – Hades Cross Bar Operator Mod: Reduced movement speed and accuracy. – Steady Grip: Improved recoil mitigation. – – – Pistols Slight reduction to ADS-in transition speed for all Pistols. – RK 7 Garrison Slight increase to the time between bursts. – Slight reduction to reload speed. – – – Shotguns This weapon class is close to where we want it, with only a couple of specific Attachments performing better than intended. Shotguns in Black Ops 4 play a different role than in past Call of Duty titles, and those who have practiced cat-and-mouse gameplay can be highly effective with them. – MOG 12 Choked Barrel: 1-hit-kill range reduced. – Dragon’s Breath Operator Mod: Resolved an issue where the Dragon’s Breath occasionally triggered incorrect visual and sound FX on targets. – – SG12 Strobe Light Operator Mod: Addressed an issue with the Strobe Light where it would remain on after death. – Live update coming soon to reduce the range at which the Strobe Light interferes with enemy aim. – – – Attachments (All Weapons) Grip II Reduced ADS flinch mitigation. – – Suppressor Reduced damage falloff ranges. – – Holographic Sight Optic Reduced ADS recoil. – – Dual Zoom Optic Reduced ADS recoil. – – Recon Optic Reduced ADS recoil. – – ELO Optic Slightly increased ADS recoil. – – – Grip II –
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All weapon buffs and nerfs ahead of Black Ops Cold War launch – Dexerto
All weapon buffs and nerfs ahead of Black Ops Cold War launch TreyarchCall of Duty: Black Ops Cold War is almost ready to launch, but that hasn’t stopped Treyarch from spicing things up with a lengthy list of changes, which includes many weapon buffs and nerfs. [jwplayer 38QHhqzR] Call of Duty: Black Ops Cold War has enjoyed a successful beta, and the official version is set to launch on November 13. It’s an exciting time for console players in particular, as they’re ushered into a new generation with the PlayStation 5 and Xbox Series X/S. But while players have been getting stuck into the game, Treyarch has been busy taking their feedback on board and taking notes on which weapons need to be changed and balanced. The official patch notes boast many changes and improvements, and a lot of them have to do with weapons. In fact, every weapon class has been changed in some way, but while some have been buffed, others have been nerfed. Weapon Nerfs and Buffs Call of Duty: Black Ops Cold War is about to have its meta turned upside down ahead of the official launch. Treyarch has implemented many weapon changes to balance things out, including nerfs to assault rifles, pistols, snipers, and submachine guns, buffs to light-machine guns and launchers, and more. Assault Rifles General assault rifle performance has been tuned to be closer to Krig 6 and XM4 performance in the beta. This should make assault rifles more balanced in general. – AK-47 recoil has been increased. – Submachine Guns SMGs have been made less effective at longer ranges to make them less dominant. – Light Machine Guns LMG damage has been increased to make them more effective. – LMG ADS has been increased to prevent them from being too overpowered with the damage increase. – Sniper Rifles Aim assist has been made to feel smoother and require more skill and precision. – Sniper rifle ADS times have been slightly increased. – Sniper scope glint has been changed to display more often. – Pistols Burst-fire pistol hip-fire accuracy has been decreased. – Burst-fire pistol max damage range has been reduced. – Shotguns Semi-auto shotgun fire rate has been reduced. – Launchers The inner damage of launcher rockets has been slightly increased. This should allow for lethal damage when placed precisely. – Melee Sprinting speed with the Knife equipped has been slightly reduced. – Attachments and Other Changes It’s all well and good to balance out the weapons. However, everyone knows a weapon’s true potential lies in the attachments. Fortunately, Treyarch hasn’t missed a beat. They’ve made some changes to attachments in Call of Duty: Black Ops Cold War, as well as some other bits and pieces. Additional Attachments More attachments have been in the Gunsmith. – Attachment Balance Balance for half of the attachments has been updated across all weapons to increase viability across the board. – Bonuses and penalties on Barrel attachments have been reworked to better reflect the relationship between ranges, muzzle velocities, and barrel length. – There are now Barrel attachments that offer shorter Barrel length for increased strafe speed movement, either when hip-firing or ADS-firing. This provides players with greater options for leaning into movement as a kit option. – Enemy reveal range when using the mounted light attachment has been increased. – Attachment Descriptions Names, descriptions, and statistics categories for weapons have been updated to provide a clearer picture of functionality and authenticity. – Dual Wield Added the ability to dual-wield pistols. – Weapon Levels Increased primary weapon levels from 40 to 55. – Stationary Turrets Increased use radius of stationary turrets. – Aim and Recoil Changes Last but not least, Treyarch has changed some of the mechanics surrounding aim assist, aiming down the sights, and recoil and sight alignment. Players will be thrilled to know that aiming down the sights has been made smoother and recoil should feel more natural. Aim Assist Tuning Aim assist parameters have been tweaked to provide a more expected feel across weapon classes. – Aiming Down Sights (ADS) ADS transitions have been adjusted to make them smoother and more fluid. – ADS sway has been altered to provide a more dramatic feel while reducing weapon rotation. – Weapon pushback when firing in ADS has been changed to address cases where optic models could get too close to the player camera. – Recoil and Sight Alignment Cleaned up issues with bullet direction and recoil to feel more intuitive and responsive. – In the Beta, the location of the player’s bullet was always based on the direction of their weapon, which could have a slight deviation to their eye-view perspective through the sights. These should now line up better across all iron sights and optics, providing more precision when ADS-firing. – As you can see, Treyarch wasn’t messing around in the Call of Duty: Black Ops Cold War beta. They’ve been keeping an eye on every little detail, and now we’re seeing them iron out flaws ahead of the launch. Of course, it’s still only the beginning. You can count on more balance changes happening in the weeks to come. Still, it’s good to know that they’re on the ball, and doing their best to fine-tune the game.
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All Warzone Urzikstan Bunker locations & how to open them – Dexerto
All Warzone Urzikstan Bunker locations & how to open them ActivisionUrzikstan’s Bunkers have remained mysterious since the map’s release in Warzone, but Season 3 Reloaded is finally opening them up to players. Here is everything you need to know about where to find them and how to get inside. Ever since its addition in Season 1, Urzikstan has always featured 12 bunkers, most of which have always remained closed. Briefly, in Season 2, Bunker 5 opened where players could see zombies in cryostasis and test tubes, but after the season ended the bunker was shut once again. Season 3 Reloaded included with a teaser for Urzikstan’s Bunkers, with a simple “[REDACTED]” written over it in the patch notes and blog post. Despite the silent teases from the devs, players were quick to find the bunker’s new secrets. Here is everything you need to know about Urzikstan’s bunker locations and how to open them. Where are all of Warzone Urzikstan’s Bunkers? There are a total of 12 bunkers dotted across Urzikstan. Below you can find a list and a map of all the bunker locations. Outskirts of Levin Resort – Porpov power – Orlov Military Base – Seaport District – Old Town – Between Old Town and Low Town – North of Old Town by the water – Hadiqa Farms – Bottom left corner of the map – Zaravan Suburbs – In the middle of Low Town, Zaravan Suburbs and Shahin Manor – South of Shahin Manor – How to open Warzone Urzikstan’s Bunkers? To open the Bunkers you will need to get a Bunker Keycard. To get a keycard, you will need to do any contract, which will reward you with a keycard when completed. When used on a bunker, it will open the doors. However, according to Warzone Tac Map, the only bunker the keycard cannot open is Bunker 7 which is north of the Old Town by the water. The reasoning for this is unknown. The reward inside the bunkers is high-tier loot where you can get Epic or Legendary weapons.
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All Warzone subway stop locations confirmed for Season 6: full map – Dexerto
All Warzone subway stop locations confirmed for Season 6: full map Infinity WardWarzone’s upcoming Season 6 update is set to introduce a new subway system featuring many underground stops. Here’s everything you need to know on where you’ll be able to find them across Verdansk. Following the addition of the train in Season 5, Infinity Ward is expanding that little bit further with Season 6. A fully-fledged subway system was long-rumored and now finally confirmed thanks to the latest trailer. Thanks to promotional leaks back in August, we were given our first look at how these subway stations look in-game. Players will seemingly be able to head underground at any one of the new stations. Not only does this open a handful of new areas on the map, but it also provides new ways to board the train. In the closing moments of the brand new teaser, a map appeared as seven stations were highlighted as part of the ‘North Line.’ Based on this quick glimpse, we now know exactly where all subway stations will be located in Season 6 of Warzone. While the battle royale map is filled to the brim with dozens of unique points of interest, only a select few will be part of the new subway system. The underground railway travels far and wide across many popular hotspots, though it won’t quite reach some of the outermost sections of Verdansk. From A to G there are seven stations on the line, each signified with their own letter. These should help with callouts if you ever need to distinguish between the various underground locations. The line appears to be a clearcut loop that originates at Verdansk International Airport. From here, it travels North East on its longest segment without stopping. It curves back down as it heads past Verdansk Stadium before looping down and eventually making its way back to the start. As soon as the update lands, these new stations are sure to be hotspots. Players will want to master the new terrain as usual so expect plenty of competition if you’re dropping straight underground when Season 6 arrives. Below is a full list of all seven subway station coming soon: Warzone’s new subway stations A – Verdansk International Airport – B – Karst River Quarry (between that and Bloc 14) – C – Verdansk Stadium (between that and Gorengard Lumber Yard) – D – Downtown Tavorsk District – E – Barakett Promenade East – F – Verdansk Train Station – G – Torsk Bloc – While the subway stations are all confirmed, we’re still not clued in on a few key details just yet. Will multiple trains be running at the same time? How long will they be stopped at each station? Is there anything else hidden away in these new areas? All of these questions will be answered in time. Keep your eyes peeled for new details over the coming days as the Season 6 update lands on Tuesday, September 29. From new weapons to fresh Operators, there’s already plenty more we know about the next big patch.