Call of Duty: Black Ops 6 Preseason Patch Notes

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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

Weapon
Adjustments
Weapon:

XM4

Adjustments:

XM4 Damage Adjustments

Damage Range
Pre-Patch
Post-Patch
Damage Range:

Maximum Damage Range

Pre-Patch:

— Damage —

22

 

— Range —

0 - 7m

Post-Patch:

— Damage —

21⇩

 

— Range —

0 - 16.5m⇧

Damage Range:

Medium Damage Range

Pre-Patch:

— Damage —

21

 

— Range —

7.1 - 45.7m

Post-Patch:

— Damage —

20⇩

 

— Range —

16.6 - 40.6m⇩

Damage Range:

Minimum Damage Range

Pre-Patch:

— Damage —

17

 

— Range —

>45.7m

Post-Patch:

— Damage —

17

 

— Range —

>40.6m⇩

Attachment Adjustments

  • CHF Barrel multiplier reduced from 1.48x to 1.42x
Weapon:

AK-74

Adjustments:

AK-74 Damage Adjustments

Damage Range
Pre-Patch
Post-Patch
Damage Range:

Maximum Damage Range

Pre-Patch:

— Damage —

28

 

— Range —

0 - 5.7m

Post-Patch:

— Damage —

27⇩

 

— Range —

0 - 38.1m ⇧

Damage Range:

Medium Damage Range

Pre-Patch:

— Damage —

27

 

— Range —

5.7 - 41.9m

Post-Patch:

— None —

 

Note: This weapon will now only have a Maximum and Minimum Damage range.

Damage Range:

Minimum Damage Range

Pre-Patch:

— Damage —

21

 

— Range —

>41.9m

Post-Patch:

— Damage —

22 ⇧

 

— Range —

>38.1m⇩

  • Headshot multiplier reduced from 1.3x to 1.15x
Weapon:

AMES 85

Adjustments:

AMES 85 Damage Adjustments

Damage Range
Pre-Patch
Post-Patch
Damage Range:

Maximum Damage Range

Pre-Patch:

— Damage —

23

 

— Range —

0 - 8.3m

Post-Patch:

— Damage —

21⇩

 

— Range —

0 - 50.8m⇧

Damage Range:

Medium Damage Range

Pre-Patch:

— Damage —

23

 

— Range —

8.3 - 55.9m

Post-Patch:

— None —

 

Note: This weapon will now only have a Maximum and Minimum Damage range.

Damage Range:

Minimum Damage Range

Pre-Patch:

— Damage —

17

 

— Range —

>55.9m

Post-Patch:

— Damage —

17

 

— Range —

>50.8m⇩

Weapon:

GPR 91

Adjustments:

GPR 91 Damage Adjustments

Damage Range
Pre-Patch
Post-Patch
Damage Range:

Maximum Damage Range

Pre-Patch:

— Damage —

23

 

— Range —

0 - 10.1m

Post-Patch:

— Damage —

21⇩

 

— Range —

0 - 19.1m⇧

Damage Range:

Medium Damage Range

Pre-Patch:

— Damage —

21

 

— Range —

10.2 - 48.3m

Post-Patch:

— Damage —

20⇩

 

— Range —

19.1 - 45.7m⇩

Damage Range:

Minimum Damage Range

Pre-Patch:

— Damage —

17

 

— Range —

>48.3m

Post-Patch:

— Damage —

17

 

— Range —

>45.7m⇩

  • Headshot multiplier increased from 1.28x to 1.3x
Weapon:

Model L

Adjustments:

Model L Damage Adjustments

Damage Range
Pre-Patch
Post-Patch
Damage Range:

Maximum Damage Range

Pre-Patch:

— Damage —

29

 

— Range —

0 - 8.9m

Post-Patch:

— Damage —

27⇩

 

— Range —

0 - 44.5m⇧

Damage Range:

Medium Damage Range

Pre-Patch:

— Damage —

27

 

— Range —

8.9 - 50.8m

Post-Patch:

— None —

 

Note: This weapon will now only have a Maximum and Minimum Damage range.

Damage Range:

Minimum Damage Range

Pre-Patch:

— Damage —

21

 

— Range —

>50.8m

Post-Patch:

— Damage —

22⇧

 

— Range —

>44.5m⇩

  • Headshot multiplier reduced from 1.3x to 1.15x
Weapon:

Goblin Mk2

Adjustments:

Goblin Mk2 Damage Adjustments

Damage Range
Pre-Patch
Post-Patch
Damage Range:

Maximum Damage Range

Pre-Patch:

— Damage —

39

 

— Range —

0 - 6.4m

Post-Patch:

— Damage —

37⇩

 

— Range —

0 - 39.4m⇧

Damage Range:

Medium Damage Range

Pre-Patch:

— Damage —

37

 

— Range —

6.4 - 39.4m

Post-Patch:

— None —

 

Note: This weapon will now only have a Maximum and Minimum Damage range.

Damage Range:

Minimum Damage Range

Pre-Patch:

— Damage —

30

 

— Range —

>39.4m

Post-Patch:

— Damage —

30

 

— Range —

>39.4m

Weapon:

AS VAL

Adjustments:

AS VAL Damage Adjustments

Damage Range
Pre-Patch
Post-Patch
Damage Range:

Maximum Damage Range

Pre-Patch:

— Damage —

21

 

— Range —

0 - 9.5m

Post-Patch:

— Damage —

20⇩

 

— Range —

0 -21.6m⇧

Damage Range:

Medium Damage Range 1

Pre-Patch:

— Damage —

20

 

— Range —

9.6 - 43.2m

Post-Patch:

— Damage —

17⇩

 

— Range —

21.7 - 43.2m

Damage Range:

Medium Damage Range 2

Pre-Patch:

— Damage —

17

 

— Range —

43.3 - 53.3m

Post-Patch:

— None —

 

Note: This weapon will now only have one Medium Damage Range.

Damage Range:

Minimum Damage Range

Pre-Patch:

— Damage —

15

 

— Range —

>53.3m

Post-Patch:

— Damage —

15

 

— Range —

>43.2m⇩

SMG Adjustments

Weapon
Adjustments
Weapon:

C9

Adjustments:

C9 Damage Adjustments

Damage Range
Pre-Patch
Post-Patch
Damage Range:

Maximum Damage Range

Pre-Patch:

— Damage —

29

 

— Range —

0 - 12.7m

Post-Patch:

— Damage —

29

 

— Range —

0 - 13.3m⇧

Damage Range:

Medium Damage Range 1

Pre-Patch:

— Damage —

23

 

— Range —

12.7 - 15.9m

Post-Patch:

— Damage —

23

 

— Range —

13.3 - 16.5m⇧

Damage Range:

Medium Damage Range 2

Pre-Patch:

— Damage —

19

 

— Range —

16 - 27.3m

Post-Patch:

— Damage —

19

 

— Range —

16.6 - 30.5m⇧

Damage Range:

Minimum Damage Range

Pre-Patch:

— Damage —

16

 

— Range —

>27.3m

Post-Patch:

— Damage —

16

 

— Range —

>30.5m⇧

Weapon:

KSV

Adjustments:

KSV Damage Adjustments

Damage Range
Pre-Patch
Post-Patch
Damage Range:

Maximum Damage Range

Pre-Patch:

— Damage —

26

 

— Range —

0 - 10.2m

Post-Patch:

— Damage —

26

 

— Range —

0 - 10.8m⇧

Damage Range:

Medium Damage Range 1

Pre-Patch:

— Damage —

21

 

— Range —

10.3 - 15.2m

Post-Patch:

— Damage —

21

 

— Range —

10.9 - 15.9m⇧

Damage Range:

Medium Damage Range 2

Pre-Patch:

— Damage —

15

 

— Range —

15.3 - 26.7m

Post-Patch:

— Damage —

15

 

— Range —

16 - 29.2m⇧

Damage Range:

Minimum Damage Range

Pre-Patch:

— Damage —

13

 

— Range —

>26.7m

Post-Patch:

— Damage —

13

 

— Range —

>29.2m⇧

Weapon:

Tanto .22

Adjustments:

Tanto .22 Damage Adjustments

Damage Range
Pre-Patch
Post-Patch
Damage Range:

Maximum Damage Range

Pre-Patch:

— Damage —

38

 

— Range —

0 - 6.4m

Post-Patch:

— Damage —

38

 

— Range —

0 - 6.4m

Damage Range:

Medium Damage Range 1

Pre-Patch:

— Damage —

34

 

— Range —

6.4 - 15.2m

Post-Patch:

— Damage —

34

 

— Range —

6.4 - 16.5m⇧

Damage Range:

Medium Damage Range 2

Pre-Patch:

— Damage —

28

 

— Range —

15.3 - 25.4m

Post-Patch:

— Damage —

28

 

— Range —

16.6 - 27.9m⇧

Damage Range:

Minimum Damage Range

Pre-Patch:

— Damage —

22

 

— Range —

>25.4m

Post-Patch:

— Damage —

22

 

— Range —

>27.9m⇧

Weapon:

PP-919

Adjustments:

PP-919 Damage Adjustments

Damage Range
Pre-Patch
Post-Patch
Damage Range:

Maximum Damage Range

Pre-Patch:

— Damage —

25

 

— Range —

0 - 15.9m

Post-Patch:

— Damage —

25

 

— Range —

0 - 16.5m⇧

Damage Range:

Medium Damage Range 1

Pre-Patch:

— Damage —

20

 

— Range —

16 - 19.7m

Post-Patch:

— Damage —

20

 

— Range —

16.6 - 20.3m⇧

Damage Range:

Medium Damage Range 2

Pre-Patch:

— Damage —

17

 

— Range —

19.8 - 29.2m

Post-Patch:

— Damage —

17

 

— Range —

20.4 - 31.8m⇧

Damage Range:

Minimum Damage Range

Pre-Patch:

— Damage —

15

 

— Range —

>29.2m

Post-Patch:

— Damage —

15

 

— Range —

> 31.8m⇧ 

Weapon:

Jackal PDW

Adjustments:

Jackal PDW Damage Adjustments

Damage Range
Pre-Patch
Post-Patch
Damage Range:

Maximum Damage Range

Pre-Patch:

— Damage —

27

 

— Range —

0 - 14.6m

Post-Patch:

— Damage —

27

 

— Range —

0 - 15.2m⇧

Damage Range:

Medium Damage Range 1

Pre-Patch:

— Damage —

20

 

— Range —

14.7 - 17.8m

Post-Patch:

— Damage —

20

 

— Range —

15.3 - 18.4m⇧

Damage Range:

Medium Damage Range 2

Pre-Patch:

— Damage —

17

 

— Range —

17.8 - 26m

Post-Patch:

— Damage —

17

 

— Range —

18.5 - 29.8m⇧

Damage Range:

Minimum Damage Range

Pre-Patch:

— Damage —

15

 

— Range —

>26m

Post-Patch:

— Damage —

15

 

— Range —

>29.8m⇧

Weapon:

Kompakt 92

Adjustments:

Kompakt 92 Damage Adjustments

Damage Range
Pre-Patch
Post-Patch
Damage Range:

Maximum Damage Range

Pre-Patch:

— Damage —

20

 

— Range —

0 - 10.8m

Post-Patch:

— Damage —

20

 

— Range —

0 - 11.4m⇧

Damage Range:

Medium Damage Range 1

Pre-Patch:

— Damage —

17

 

— Range —

10.9 - 14.6m

Post-Patch:

— Damage —

17

 

— Range —

11.4 - 15.2m⇧

Damage Range:

Medium Damage Range 2

Pre-Patch:

— Damage —

13

 

— Range —

14.7 - 22.9m

Post-Patch:

— Damage —

13

 

— Range —

15.3 - 26.7m⇧

Damage Range:

Minimum Damage Range

Pre-Patch:

— Damage —

11

 

— Range —

>22.9m

Post-Patch:

— 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.

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. 

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