Preseason Updates
Welcome to Launch
Patch Notes for the Call of Duty: Black Ops 6 Preseason
Friday, November 8, 2024
MULTIPLAYER
Maps
- Lowtown
- Addressed an issue where players could get outside of the intended playspace on Lowtown.
Featured Playlists
- Stakeout 24/7
- 10v10 Moshpit
- Maps: Red Card, Rewind, Vault, Vorkuta, Lowtown, Derelict, Skyline, Scud, Nuketown
- Modes: TDM, Domination, Kill Confirmed, Hardpoint
These Featured Playlists are scheduled to go live at 10 AM PT which is after the publication of these notes.
Perks
- Recon Combat Specialty
- Further reduced the duration that enemies are highlighted after respawning from 1.5 to .5 seconds.
We will continue to monitor data and feedback on Combat Specialties throughout post-launch.
XP Earn Rates
- Resolved an issue where match bonus was being improperly scaled across game modes.
- Resolved an issue where match bonus was not consistently being awarded in Search and Destroy.
Challenges
- Removed the "Get 50 Eliminations using Weapons with no Attachments" Daily Challenge.
Stability
- Added various stability fixes.
ZOMBIES
Weapons
- Resolved an issue where weapons with a default scope would show an extra attachment pip when viewed in game.
Gunsmith
- Resolved an issue where the players Multiplayer Loadout would be present when previewing their Zombies Loadout.
Field Upgrades
- Closed an exploit that allowed certain Field Upgrade Augment effects to persist beyond their intended duration.
Vehicles
- Closed an exploit that allowed players to launch Tactical Rafts into the air on Terminus.
Stability
- Added various stability fixes.
Monday, November 4, 2024 - 5 pm/PT
GLOBAL
Audio
- The Enhanced Headphone Mode has been reenabled in Audio settings on all platforms.
Monday, November 4, 2024 - 3 pm/PT
CAMPAIGN
- Updated Safehouse rewards to indicate correct Game/Mode compatibility.
- Addressed several issues causing extreme positive or negative currency values.
- Players that encountered this issue will be placed at a set amount of 5,000 to resume upgrade and reward functionality while we investigate this issue.
- Addressed a variety of crashes across the campaign.
- Addressed an issue that caused autosaves at the start of Most Wanted to corrupt save data.
- Addressed an issue causing water to flicker at certain distances.
Monday, November 4, 2024 - 10 am/PT
GLOBAL
Stability
- Improved stability when interacting with the Message of the Day.
- Improved stability when sending voice communications.
Progression
- Completion display will now properly appear when completing Prestige Challenges in both Multiplayer and Zombies.
Operators
- Addressed an issue where Bailey wasn’t holding an intended Pistol in the Operator selection menu.
MULTIPLAYER
Maps
- Nuketown
- Nuketown is now available in Private Matches.
Modes
- Addressed an issue where players were spawned in when joining a session in progress instead of spectating before selecting a Loadout. Yes, we saw ourselves in a Killcam before selecting a Loadout too.
- Improved stability in Infected game mode.
Spawns
- General spawn logic tuning across several maps for improved spawning.
Spawn tuning will be an ongoing process of taking in data, reviewing gameplay and making measured adjustments in the live environment. Our number one goal is to always provide the safest spawn that we can across all maps and game modes.
Loadouts
- Addressed an issue where players would automatically equip their previously used Loadout when joining matches already in progress.
- Addressed an issue where Players would die at initial spawn when selecting their Loadout.
Weapons
It’s been awesome seeing players discover and share their favorite weapon builds during the first week of launch. Every day we monitor both player feedback and game data to keep tabs on how the weapon meta is evolving and prepare for a comprehensive tuning pass in Season 01.
We have seen the discussions about the relative balance of Assault Rifles and Submachine Guns, and we are making some early, general changes to adjust their effective ranges. For ARs, we are pulling in minimum damage ranges and lessening the impact of headshots at close range. SMGs are receiving damage range increases to improve their mid-range effectiveness.
Assault Rifle Adjustments
XM4
XM4 Damage Adjustments
Maximum Damage Range
— Damage —
22
— Range —
0 - 7m
— Damage —
21⇩
— Range —
0 - 16.5m⇧
Medium Damage Range
— Damage —
21
— Range —
7.1 - 45.7m
— Damage —
20⇩
— Range —
16.6 - 40.6m⇩
Minimum Damage Range
— Damage —
17
— Range —
>45.7m
— Damage —
17
— Range —
>40.6m⇩
Attachment Adjustments
- CHF Barrel multiplier reduced from 1.48x to 1.42x
AK-74
AK-74 Damage Adjustments
Maximum Damage Range
— Damage —
28
— Range —
0 - 5.7m
— Damage —
27⇩
— Range —
0 - 38.1m ⇧
Medium Damage Range
— Damage —
27
— Range —
5.7 - 41.9m
— None —
Note: This weapon will now only have a Maximum and Minimum Damage range.
Minimum Damage Range
— Damage —
21
— Range —
>41.9m
— Damage —
22 ⇧
— Range —
>38.1m⇩
- Headshot multiplier reduced from 1.3x to 1.15x
AMES 85
AMES 85 Damage Adjustments
Maximum Damage Range
— Damage —
23
— Range —
0 - 8.3m
— Damage —
21⇩
— Range —
0 - 50.8m⇧
Medium Damage Range
— Damage —
23
— Range —
8.3 - 55.9m
— None —
Note: This weapon will now only have a Maximum and Minimum Damage range.
Minimum Damage Range
— Damage —
17
— Range —
>55.9m
— Damage —
17
— Range —
>50.8m⇩
GPR 91
GPR 91 Damage Adjustments
Maximum Damage Range
— Damage —
23
— Range —
0 - 10.1m
— Damage —
21⇩
— Range —
0 - 19.1m⇧
Medium Damage Range
— Damage —
21
— Range —
10.2 - 48.3m
— Damage —
20⇩
— Range —
19.1 - 45.7m⇩
Minimum Damage Range
— Damage —
17
— Range —
>48.3m
— Damage —
17
— Range —
>45.7m⇩
- Headshot multiplier increased from 1.28x to 1.3x
Model L
Model L Damage Adjustments
Maximum Damage Range
— Damage —
29
— Range —
0 - 8.9m
— Damage —
27⇩
— Range —
0 - 44.5m⇧
Medium Damage Range
— Damage —
27
— Range —
8.9 - 50.8m
— None —
Note: This weapon will now only have a Maximum and Minimum Damage range.
Minimum Damage Range
— Damage —
21
— Range —
>50.8m
— Damage —
22⇧
— Range —
>44.5m⇩
- Headshot multiplier reduced from 1.3x to 1.15x
Goblin Mk2
Goblin Mk2 Damage Adjustments
Maximum Damage Range
— Damage —
39
— Range —
0 - 6.4m
— Damage —
37⇩
— Range —
0 - 39.4m⇧
Medium Damage Range
— Damage —
37
— Range —
6.4 - 39.4m
— None —
Note: This weapon will now only have a Maximum and Minimum Damage range.
Minimum Damage Range
— Damage —
30
— Range —
>39.4m
— Damage —
30
— Range —
>39.4m
AS VAL
AS VAL Damage Adjustments
Maximum Damage Range
— Damage —
21
— Range —
0 - 9.5m
— Damage —
20⇩
— Range —
0 -21.6m⇧
Medium Damage Range 1
— Damage —
20
— Range —
9.6 - 43.2m
— Damage —
17⇩
— Range —
21.7 - 43.2m
Medium Damage Range 2
— Damage —
17
— Range —
43.3 - 53.3m
— None —
Note: This weapon will now only have one Medium Damage Range.
Minimum Damage Range
— Damage —
15
— Range —
>53.3m
— Damage —
15
— Range —
>43.2m⇩
SMG Adjustments
C9
C9 Damage Adjustments
Maximum Damage Range
— Damage —
29
— Range —
0 - 12.7m
— Damage —
29
— Range —
0 - 13.3m⇧
Medium Damage Range 1
— Damage —
23
— Range —
12.7 - 15.9m
— Damage —
23
— Range —
13.3 - 16.5m⇧
Medium Damage Range 2
— Damage —
19
— Range —
16 - 27.3m
— Damage —
19
— Range —
16.6 - 30.5m⇧
Minimum Damage Range
— Damage —
16
— Range —
>27.3m
— Damage —
16
— Range —
>30.5m⇧
KSV
KSV Damage Adjustments
Maximum Damage Range
— Damage —
26
— Range —
0 - 10.2m
— Damage —
26
— Range —
0 - 10.8m⇧
Medium Damage Range 1
— Damage —
21
— Range —
10.3 - 15.2m
— Damage —
21
— Range —
10.9 - 15.9m⇧
Medium Damage Range 2
— Damage —
15
— Range —
15.3 - 26.7m
— Damage —
15
— Range —
16 - 29.2m⇧
Minimum Damage Range
— Damage —
13
— Range —
>26.7m
— Damage —
13
— Range —
>29.2m⇧
Tanto .22
Tanto .22 Damage Adjustments
Maximum Damage Range
— Damage —
38
— Range —
0 - 6.4m
— Damage —
38
— Range —
0 - 6.4m
Medium Damage Range 1
— Damage —
34
— Range —
6.4 - 15.2m
— Damage —
34
— Range —
6.4 - 16.5m⇧
Medium Damage Range 2
— Damage —
28
— Range —
15.3 - 25.4m
— Damage —
28
— Range —
16.6 - 27.9m⇧
Minimum Damage Range
— Damage —
22
— Range —
>25.4m
— Damage —
22
— Range —
>27.9m⇧
PP-919
PP-919 Damage Adjustments
Maximum Damage Range
— Damage —
25
— Range —
0 - 15.9m
— Damage —
25
— Range —
0 - 16.5m⇧
Medium Damage Range 1
— Damage —
20
— Range —
16 - 19.7m
— Damage —
20
— Range —
16.6 - 20.3m⇧
Medium Damage Range 2
— Damage —
17
— Range —
19.8 - 29.2m
— Damage —
17
— Range —
20.4 - 31.8m⇧
Minimum Damage Range
— Damage —
15
— Range —
>29.2m
— Damage —
15
— Range —
> 31.8m⇧
Jackal PDW
Jackal PDW Damage Adjustments
Maximum Damage Range
— Damage —
27
— Range —
0 - 14.6m
— Damage —
27
— Range —
0 - 15.2m⇧
Medium Damage Range 1
— Damage —
20
— Range —
14.7 - 17.8m
— Damage —
20
— Range —
15.3 - 18.4m⇧
Medium Damage Range 2
— Damage —
17
— Range —
17.8 - 26m
— Damage —
17
— Range —
18.5 - 29.8m⇧
Minimum Damage Range
— Damage —
15
— Range —
>26m
— Damage —
15
— Range —
>29.8m⇧
Kompakt 92
Kompakt 92 Damage Adjustments
Maximum Damage Range
— Damage —
20
— Range —
0 - 10.8m
— Damage —
20
— Range —
0 - 11.4m⇧
Medium Damage Range 1
— Damage —
17
— Range —
10.9 - 14.6m
— Damage —
17
— Range —
11.4 - 15.2m⇧
Medium Damage Range 2
— Damage —
13
— Range —
14.7 - 22.9m
— Damage —
13
— Range —
15.3 - 26.7m⇧
Minimum Damage Range
— Damage —
11
— Range —
>22.9m
— Damage —
11
— Range —
>26.7m⇧
Shotguns
Last week, we fixed an issue with shotgun Slugs, but we are still working on an additional issue causing this attachment to perform better in hip fire than intended. Slugs are meant to offer an alternate playstyle for shotguns that trades close quarters effectiveness for improved range and precision. We are removing the ability for Slugs to one-hit kill to the body for now and will be revisiting the overall tuning of this attachment in an upcoming update.
- Marine SP
- Slug attachment Max Damage reduced from 106 to 92.
- ASG-89
- Slug attachment Max Damage reduced from 106 to 92.
Perks
- Recon Combat Specialty
- Reduced duration that enemies are highlighted after respawning from 2 seconds to 1.5 seconds. An additional reduction will be coming before Season 01.
- Resolved an issue that allowed players to activate Recon Combat Specialty by changing Loadouts.
- Dispatcher
- Increased Dispatcher Perk score cost for UAV from 500 to 550.
- Increased Dispatcher Perk score cost for Counter UAV from 550 to 600.
As we head into Season 1, we are continuing to observe data and feedback for Perks and Combat Specialties in Multiplayer. Currently, Enforcer is the most popular Combat Specialty with Recon in second place. It's not just about the data though, as your feedback is a critical part of how we approach tuning of the live game. With that said, we are making some spot adjustments today as we as we continue to take a holistic look at our Perks and Combat Specialties moving forward.
Equipment
- Flashbang
- Reduced Flashbang Tactical screen effect duration by 20%.
Scorestreaks
- Increased health of UAV and Counter UAV (rockets to destroy remain unchanged).
- Increased initial explosion radius of Napalm Strike.
- Reduced the initial entry delay of the LDBR.
- Increased the fly-in speed of the Strategic Bomber.
- Reduced score cost for Interceptors from 1250 to 1150.
Movement Updates
- Adjusted stance change cooldowns to reduce effectiveness of repeated prone to stand movement (enough snaking).
XP Earn Rates
- Adjusted Player XP and Weapon XP earn rates for most modes to ensure that players are being rewarded for their match performance as expected wherever they play. These changes include:
- Increased Weapon XP earn rates for most modes
- Increased Player XP earn rates for the following modes:
- Team Deathmatch
- Control
- Search & Destroy
- Gunfight
- Slight decrease to Player XP and Weapon XP earned in Face Off modes
Challenges
- Addressed an issue where players were able to complete the Nuke Challenge while dying.
UI
- Appropriate Perks will now display when viewing the featured player during Best Play.
- NOTE: The following fixes were live this morning at 10 am/PT but were missed in our initial draft of the Patch Notes.
- When activating the HARP Scorestreak, the minimap will now display the correct facing direction of the enemies.
- Using the “Remove” hotkey Gunsmith will now properly remove cosmetics.
- Addressed an issue where incorrect player levels were shown during Killcam, Best Play, and the Scoreboard.
- Weapon Level Up Reward Cards in the After Action Report will now properly show XP reward information.
Known Issues
- Gunsmith
- We are investigating an issue where any equipped Optic attachment is removed when when entering the Gunsmith in Main Menus.
- Players will not notice this issue if entering Gunsmith during a match.
- Players can equip Optic attachments, but will need to re-equip them anytime they enter Gunsmith in a Main Menu to adjust attachments or customizations.
- In cases where an Optic is locked and equipped via a Blueprint, players will need to reapply the Blueprint to obtain the Optic.
- We are investigating an issue where any equipped Optic attachment is removed when when entering the Gunsmith in Main Menus.
ZOMBIES
UI
- GobbleGum names will now properly update when switching between tier tabs.
NOTE: The following fixes were live this morning at 10 am/PT but were missed in our initial draft of the Patch Notes.
Vehicles
- Closed an exploit that allowed moving the Tactical Raft while the player is inside of it.
Stability
- Added various stability fixes.
Friday, November 1, 2024
GLOBAL
Stability
- Addressed an issue where some players may encounter a black screen when loading into a public or private match for both Multiplayer and Zombies.
Settings
- Resolved an issue when trying to select DLSS or DLAA in the upscaling options.
UI
- Resolved an issue with the unlock notification for Diamond Mastery Badges.
MULTIPLAYER
Maps
- Removed Lowtown from Infected map pool.
Modes
- Added Infected to Private Match mode select.
- Resolved an issue in Free-For-All where scoring was based on total score rather than the number of elimination points.
- Resolved an issue in Search and Destroy where players could slide too far while defusing or planting the bomb.
Weapons
- Resolved an issue with the Slug attachment on Shotguns dealing incorrect damage.
Progression
- Resolved an issue where challenges requiring Dive Kills were not awarded properly.
Stability
- Resolved an issue with stability when using the UAV.
- Resolved an issue with stability in Infected when earning medals.
- Resolved an issue with stability when using the Vigilance perk.
ZOMBIES
Gameplay
- Closed an exploit that allowed players to re-activate timed GobbleGums.
Enemies
- Specials and Elites killed by scorestreaks will no longer drop items.
Terminus
- Closed an exploit that allowed players to block zombie pathing with the Tactical Raft.
Liberty Falls
- Resolved an issue that prevented Scorestreaks from being used after completing the Main Quest.
- Resolved an issue that would leave the player in spectator mode when dying after completing the Main Quest.
Stability
- Resolved an issue with stability when changing field upgrades.
- Added various server-side stability fixes.
UI
- Adjusted round UI limit to 999 from 256.
Tuesday, October 29th, 2024
GLOBAL
UI
- Improved certain cases of image streaming in front-end menus.
- Long Loadouts and Blueprints names will no longer be truncated for certain languages.
- Players can expect longer Loadout and Blueprint names to scroll horizontally.
- Improved stability within main menus.
MULTIPLAYER
Weapons
- Addressed an issue where certain weapons would lose a specific attachment upon match start.
Stability
- Added various server-side stability fixes.
ZOMBIES
Gameplay
- Terminus
- Closed an exploit on Terminus that allowed players to temporarily lose enemy targeting.
- Liberty Falls
- Closed an exploit on Liberty Falls that allowed players to temporarily lose enemy targeting.
- Players can now only individually interact with the Bank Vault combination lock three times per round.
Stability
- Added various server-side stability fixes.
Saturday, October 26th, 2024
GLOBAL
Loadouts
- The last-selected loadout will properly be highlighted when opening the Loadouts menu in-game.
Operators
- Addressed an issue with Bailey’s animation in the Operators menu.
Settings
- The ‘Mute Licensed Music’ setting now functions properly.
MULTIPLAYER
Maps
- Babylon
- Closed an exploit where players could get outside of the intended playspace on Babylon.
- Lowtown
- Closed an exploit where players could get outside of the intended playspace on Lowtown.
- Red Card
- Closed an exploit where players could get outside of the intended playspace on Red Card.
- Improved stability in Red Card.
- General
- Adressed an issue with stability when using in-game interacts.
Modes
- Increased XP and Weapon XP rates for modes that were awarding less XP than expected.
- Team Deathmatch
- Control
- Search & Destroy
- Gunfight
Our team is closely monitoring XP rates for all modes to ensure players are progressing as expected wherever they play.
Matchmaking
- Addressed an issue that was occasionally preventing matches from quickly finding a replacement player in the case that another player quit the match.
Firing Range
- Players can now select a Loadout in Firing Range, regardless of level progression.
Private Matches
- Private Match will no longer forfeit if one team has zero players.
Theater
- Improved performance when watching clips in Theater.
Training Course
- Improved server stability in the Training Course.
Equipment
- Tactical Equipment
- Decoy
- Removed XP gain for Decoys.
- Smoke
- Resolved an issue with stability when using the Smoke Grenade.
- Decoy
Scorestreaks
- Dreadnought
- Addressed an issue where the incoming missile sound from the Dreadnought would continuously play.
Medals
- Fixed an issue where the Ace Medal was being incorrectly awarded during certain conditions.
ZOMBIES
Terminus
- Addressed an issue with a Side Quest in Terminus sometimes not ending properly.
Liberty Falls
- Addressed an issue that could cause zombies to stop spawning in Liberty Falls.
GobbleGums
- The Wonderbar! GobbleGum now grants the Player a Wonder Weapon appropriately.
Gameplay
- S.A.M. Trials
- Corrected text in S.A.M. trials to properly reference the LDBR.
- Fixed an issue with S.A.M. Trials not spawning during matches in certain instances.
Stability
- Added various crash and stability fixes.
UI/UX
- Addressed an issue where player progression levels were incorrect on the Scoreboard.
- Addressed an issue where the interface wouldn’t display the player’s correct progression level in main menus.
- Improved stability in the main menus.
STORE
- Store will properly update after the C.O.D.E. Endeavor Pack has been purchased.
Thursday, October 24th, 2024
These patch notes were previously posted on @CODUpdates.
GLOBAL
- Addressed an issue with stability when using Emotes.
- Addressed an issue where loadout items may not follow you into game.
- Addressed an issue that removed camos from Weapon Builds.
MULTIPLAYER
Modes
- Kill Confirmed
- Addressed an issue with stability when collecting Dog Tags in Kill Confirmed.
Perks
- Vigilance
- Addressed an issue with stability when using the Vigilance perk.
Equipment
- Tactical Equpiment
- Addressed an issue with stability when using the Smoke Grenade.
Scorestreaks
- Addressed an issue with stability when using the Valkyrie Scorestreak.
ZOMBIES
Loadouts
- Addressed an issue that prevented some players from setting Zombie Builds.
Enemies
- Vermin
- Addressed an issue with stability when Vermin would attack players.
Exfil
- Addressed an issue with stability during exfil.
Zombies Accessibility Features
- Addressed an issue with stability when using High Contrast Mode.
LEADERBOARDS
- Addressed an issue where players would sometimes see various stats in the Global leaderboards as 0 values.
- A fix for Friend leaderboards is in the works.
PC UPDATES
- Added stability fixes for various GPU related crashes on PC.
CALL OF DUTY UI & CROSS-LAUNCHING
- Addressed an issue where players would not receive a prompt to install the #MW3 MP Package if it wasn't installed prior to cross-launching in MW3.
- Added stability fixes for the Call of Duty UI and cross-launching to #MW3 on PC.
Welcome to Launch Week
The launch of Black Ops 6 is almost here! Make sure to check when the game will become available in your region and pre-load now to save time on launch day.
Global launch times across consoles and PC are listed below:
Last month, we shared some key areas the team has been focused on between our Beta and the launch of the game. Today, we’ve got some new details to share as well as a recap of everything you can expect when you jump in this week.
CAMPAIGN
Forced to go rogue. Hunted from within.
Black Ops 6 arrives with a brand-new single player experience lead by our friends at Raven Software. Our story picks up after the events of Black Ops Cold War and the 1980s flashbacks of Black Ops II to deliver both new and returning players an action-packed narrative experience.
Black Ops 6 brings an exciting blend of familiar and fresh elements. Beloved characters make their return alongside new faces, creating a rich cast for players to engage with. Players will join this cast in a breadth of missions across the globe, with unique decisions to make.
The Rook - our new, customizable safehouse - not only helps players prepare for the next mission but allows for a closer look at each key character as the story progresses. Plus, the Campaign arsenal is packed with both new and familiar weapons and equipment, ensuring for plenty of fun along the way.
As a reminder, there are plenty of great rewards to unlock by completing the Campaign, including a new Operator Skin, Finishing Move, multiple Weapon Blueprints to bring into Multiplayer and Zombies, and more:
For all the intel on Campaign, check out the Call of Duty Blog and prepare to unravel a new conspiracy.
ZOMBIES
Round-based Zombies will make its long-awaited return at launch with 2 brand-new maps: Terminus and Liberty Falls. The Dark Aether storyline continues, where we find three members of Requiem escaping from their prison on Terminus Island with the help of newcomer Maya Aguinaldo, just as dimensional breaches occur simultaneously in both the Philippine Sea and Liberty Falls, West Virginia.
Note: The Main Quest and all Side Quests for both maps will be enabled at 10 AM PT / 1 PM ET / 6 PM BST on October 25. Clear your calendar, assemble your crew, and stay on your toes... the Zombies team has made a difficulty tuning pass to increase the difficulty starting at Round 25 and beyond. Der Wunderfizz will also only appear after Round 25. Plan accordingly and prepare for launch.
Looking to bank some Whimsical GobbleGums in-game? You’ll earn these by successfully completing an Exfil at Round 15 or higher:
- Round 15-29: 1 Whimsical GobbleGum
- Round 30-44: 2 Whimsical GobbleGums
- Round 45+: 3 Whimsical GobbleGums
For a deep-dive on ALL things Zombies, check out our recent Zombies Mode Prep COD Blog, and get ready to jump in on October 25... and before you know it, our third Round-Based Zombies map will arrive before the end of the year!
MULTIPLAYER
16 brand-new maps, Omnimovement, Wildcards, Combat Specialties, new Scorestreaks and more… Black Ops 6 Multiplayer is almost here!
Prepare for all things Multiplayer by checking out our deep dive blog here. You can also find map and mode guides here.
Additionally, catch-up on previously announced changes following our Multiplayer Beta.
Weapons
There are 33 weapons at launch waiting for you to unlock and customize. See our full breakdown on weapons at the COD blog.
Weapon Balance
While many weapon balance changes have been implemented across the board since Beta, we consider launch to be our day 1 baseline across the entire arsenal. Weapon balance is always ongoing, so we’ll be evaluating data and feedback, and sharing updates on this regularly.
- In the Multiplayer Beta we tested a change that disabled aim assist at close ranges. While this was a change in the right direction, we felt that this was a bit jarring when crossing that close range threshold, so we’ve adjusted our approach to linearly interpolate aim assist strength. This means that aim assist will be much weaker at point blank ranges and smoothly increase in strength out to a short range. We will of course continue to monitor and assess data and player feedback.
- Improved Pistol and Dedicated Melee swap speeds
- Slight increase to Weapon Butt melee attack speeds
- Adjustments to sway, bob and overall weapon motions to improve point of aim when entering ADS
- Additional improvements coming in Season 01
- Improved Depth of Field across all Weapons
Movement
- Added a toggle option for Corner Slicing
- Added an option to set the hold time to perform a Dive to Prone or Slide depending on your Slide/Dive Behavior setting
- Added an Intelligent Movement option to set Mantle Assist Angle from tight, medium, or wide
Multiplayer Map Adjustments
Keen eyes have already noticed a handful of changes we have introduced to our Beta maps thanks to everyone’s amazing feedback. Delivering fair and consistent gameplay will always remain our goal, and as such we’ve introduced some additional cover and changes to make firefights a bit fairer, as well as various lighting changes. The below selects aren’t every change we have made, but they’ll help provide an idea of what to expect from Beta to Launch.
Skyline
- Expanded the cover points around the hot tub at the center of the map.
- Added new planters as cover near far spawn point.
- Added multiple cover options throughout the map.
Scud
- Adjusted bullet penetration values on the satellite dish panels to allow additional bullet penetration.
- The concrete wall at the main overwatch is now broken out, which will allow more bullet penetration to make it slightly less powerful.
- Panels are doubled up at the side overwatch to still amount a small amount of bullet penetration where there was previously none.
- Made additional cover improvements throughout the map.
Rewind
- Made cover improvements across multiple sightlines.
Audio
- We’re excited to introduce our best-in-class audio experience coming to Black Ops 6 with the introduction of HRTF (Head-Related Transfer Function) via Universal Profile in Enhanced Headphone Mode, which is available to all players for free.
- We’ve also added a setting to disable licensed music across all modes, particularly useful for content creators streaming the game.
For a closer look at our innovations in adaptive audio, spatial reverb, physics-based acoustics, game sound prioritization, HRTF support, and all-new asymmetrical hearing compensation technology, check out our dedicated audio blog.
RICOCHET Anti-Cheat
RICOCHET Anti-Cheat systems activated for Black Ops 6. Upgrades deployed include:
- Kernel-Level Driver (PC) detection and monitoring updates across all protected titles, including Black Ops 6 and Call of Duty®: Warzone™
- #TeamRICOCHET mitigations live in Black Ops 6 multiplayer, including Damage Shield, Disarm, Splat, and more
- Machine-learning behavioral systems deployed to increase speed of detection
- Machine-learning detection models added to analyze gameplay combating aim bots
For more information on RICOCHET Anti-Cheat, check out the most recent blog here.
Adjustments for Future Weapon Damage Patch Notes
Whether you're new to the franchise or a long-time fan, understanding how your weapon of choice deals damage is an essential aspect of Call of Duty gameplay. In the past, our patch notes used some terms to describe damage values at various ranges that could create some mild confusion for some players.
In Black Ops 6 and Warzone: Season 01, we aim to avoid this confusion two-fold:
- Creating a new Weapon Damage Adjustment table for Black Ops 6 and Warzone: Season 01 patch notes.
- Establishing Weapon Damage Range definitions for Black Ops 6 and Warzone: Season 01 moving forward.
Weapon Damage Adjustment Table
New in Black Ops 6 and Warzone: Season 01, we're introducing a new table to highlight the changes a weapon has undergone from one patch to the next. You'll find it nested within our existing tables in our attempt to keep information as detailed and centralized as possible.
This new table will comprise three columns (Damage Range, Pre-Patch, and Post-Patch) and rows of up to five to account for each applicable Damage Range for a given weapon. In each Pre-Patch/Post-Patch cell, the corresponding Damage and Range (in meters) values will be found.
For easier understanding, we'll identify "positive" (⇧) and "negative" (⇩) adjustments with an arrow like what you see in-game.
Here's an example of the C9 Adjustment we made during the Beta.
EXAMPLE ONLY: SMG Adjustments
C9
We feel that the C9 is in a good spot as a well-rounded Submachine Gun with a solid rate of fire. It has higher horizontal recoil compared to other Submachine Guns, so we’ve given a boost to its medium damage falloff range.
EXAMPLE ONLY: C9 Damage Adjustments
Maximum Damage Range
— Damage —
29
— Range —
0 - 12.70m
— Damage —
29
— Range —
0 - 12.70m
Medium Damage Range 1
— Damage —
23
— Range —
12.71 - 15.88m
— Damage —
23
— Range —
12.71 - 15.88m
Medium Damage Range 2
— Damage —
19
— Range —
15.89m - 25.40m
— Damage —
19
— Range —
15.89m - 27.31m⇧
Minimum Damage Range
— Damage —
16
— Range —
25.41m+
— Damage —
16
— Range —
27.32m+⇧
Now that you have a visual example of what our new Weapon Damage Adjustments table looks like, let’s get technical.
Weapon Damage Range Explainer
In Black Ops 6 and Warzone: Season 01, not all weapons are created the equal, but all of them respect the fundamental principle that the closer your target is to you, the more damage you will deal to them. Using the following dynamic ranges, we identify how damage works in Multiplayer and Warzone:
Maximum Damage Range
- This range outlines the maximum potential damage a weapon can output in a single shot up to a specified distance.
- This range will always start at 0 meters and extend outward until a player falls outside of our Maximum Damage Range, where damage begins to "step down."
Medium and Minimum Damage Ranges
- Picking up right after the Maximum Damage Range ends, we use Medium and Minimum Damage Ranges to identify how damage will "step down" in potency over distance.
- Remember how we said not all weapons are created equal? Some weapons can have up to three Medium Damage Ranges while some can have zero.
- In situations where a weapon only has one Medium Damage Range, we will label this Medium Damage range as-is.
- If a weapon has no Medium Damage Range, we’ll omit over the Medium Damage Range rows.
- Medium Damage Ranges
- Picking up right after the Maximum Damage Range ends, we use Medium Damage Ranges to identify how damage will "step down" over distance.
- Reminder: A weapon with Medium Damage Ranges can have a minimum of one Medium Damage Range and a maximum of three.
- In all future Damage Range Adjustment tables, we'll identify these Medium Damage Ranges as 1, 2, and 3 when applicable, with One (1) being closest to the player and Three (3) being the furthest within the Medium Damage Ranges.
- In previous patch notes versions, these were identified as “Close-Mid,” “Near-Mid,” “Mid,” “Mid-Far,” or “Far-Mid.”
- Minimum Damage Range
- This range identifies the minimum potential damage a player can receive at the furthest distances.
- This range will always pick up right after the furthest Medium Damage Range ends and will continue indefinitely unless otherwise noted.
- Reminder: Some weapons can have no Medium Damage Range and will enter a Minimum Damage Range immediately after the Maximum Damage Range.
One Last Thing: As we progress through our future Seasons, the teams at Treyarch and Raven will adjust weapons based on feedback and data to deliver the best experiences possible for Multiplayer and Warzone respectively. These adjustments may include shared Black Ops 6 weapons having different Damage Range values between titles.
Stay tuned for future updates and look for dedicated Warzone Patch Notes brought to you by our partners at Raven starting in Season 01.
COMMS AND LIVE ISSUES
Make sure you are following @CODUpdates for critical live communications and track live issues on our Trello board.
Remember – if you are having an issue, please tag our official channels below and include your platform and any available media of the issue. If you are in a game – your Match ID (the numbers of the bottom left-hand corner of your screen) are also helpful for us to pull backend data.
You can also follow @Treyarch and @RavenSoftware for more information including insight from developers.
We can’t wait to jump in with everyone at launch! From all of us here at Treyarch, thanks for your support over the years, and we’ll see you online.