Season 01 Reloaded Updates
Welcome to Season 01 Reloaded
Season 01 Updates
Welcome to Season 01
Thursday, December 12, 2024
GLOBAL
Store
- Addressed a rare issue where players could encounter an error when attempting to add bundles to their Wishlist in the Store.
MULTIPLAYER
Modes
- New Modes
- Ran-Snack added to Featued Playlists
- Indulge your sweet tooth while gaining buffs in Ran-Snack, a festive themed variant of the Ransack Season 01 game mode.
- Infectious Holiday added to Featured Playlists
- ‘Tis the season to slay the undead in Infected with a holiday twist.
- Ran-Snack added to Featued Playlists
- Limitied Time Modes
- Limited Time Modes will no longer count toward the win requirement for Ranked Play.
General Playlist Updates
- 10v10 Moshpit and Hardcore 10v10 Moshpit
- Added Protocol, Extraction, Hideout and Hacienda to map list.
XP Earn Rates
- Increased XP & Weapon XP earn rates in the following modes:
- Domination
- Headquarters
- Kill Order
- Search & Destroy
- Increased Weapon XP earn rates in the following modes:
- Team Deathmatch
- Kill Confirmed
- Control
- Increased XP earn rates in Prop Hunt
ZOMBIES
Maps
- Citadelle des Morts
- Addressed an issue where players would unintentionally become invulnerable after using the Rampart Cannon.
- Addressed an issue where players could potentially get stuck after being grabbed by the Amalgam in certain cases.
UI
- Merry Mayhem
- The progress bar animation now plays correctly when going beyond the fourth reward.
Wednesday, December 11, 2024
GLOBAL
Events
- The Hit List
- We have addressed an issue where players who participated in The Hit List Event but did not log in to claim their rewards before the Event ended did not receive all of the associated Community rewards. These Community Rewards have been retroactively granted to those who participated in the event.
- Community Rewards include: 'Buffer Weight' Stock, 'Shadow' Multiplayer Perk, 'Hand Cannon' Scorestreak, 'Veteran' Warzone Perk, and the Sirin 9mm Weapon
- Note: Personal rewards remain limited to your personal contributions during the Event.
- Personal Rewards include: 'Big Plans' Loading Screen, 'Elimination Game' Calling Card, 'Evidence' Emblem, 'Targeted' Weapon Charm, Power Drill Weapon
- We have addressed an issue where players who participated in The Hit List Event but did not log in to claim their rewards before the Event ended did not receive all of the associated Community rewards. These Community Rewards have been retroactively granted to those who participated in the event.
Stability
- Resolved some cases that could result in mismatched player animations between the client and server, targeting Warzone, high player count MP matches, and Zombies.
- Resolved a visual bug for some cases where blood effects could appear where shots did not connect with their intended target.
We remain committed to tracking and investigating reports from the community. Studio teams are always monitoring reported issues and continue to prioritize optimization of our infrastructure to ensure the best experience for all players.
ZOMBIES
Maps
- Citadelle des Morts
- Addressed an issue where excessive amounts of enemies could spawn during the Caliburn Sword Quest.
- Addressed an issue that could cause players to be stuck indefinitely in the Sanctuary during the Solais Sword Quest.
- Resolved an issue where light symbols would respond incorrectly to splash damage during the Solais Sword Quest.
- Addressed an issue where the Main Quest boss received higher melee damage than intended.
- Addressed a rare issue where the Main Quest boss would die in one hit.
- Closed an exploit that allowed the Idle Eyes GobbleGum to freeze the Main Quest boss indefinitely.
Note: Not all bugs are created equal. Some issues will take longer to identify, replicate, fix, test, and release than others, and addressing one issue can often create another. Certain bugs also need to have their fix scheduled for a major update down the line before they can go live, such as code fixes, while others can be done server-side on the backend without having to be held until a new season or mid-season launch.
The team is always working to prioritize and solve issues as they’re discovered; if you don’t see a fix for a particular bug that you’re hoping to be addressed, it doesn’t mean we’re not on the case! Thanks for your patience, and keep an eye on our Trello board for status updates on specific issues.
Tuesday, December 10, 2024
GLOBAL
Weapons (MP/ZM/WZ)
We have taken a comprehensive pass on weapon motion and applied reductions across the board to improve the combat experience. Depending on the class and weapon, our targets for these reductions range from 30% to 75%. Players will notice far more stability while turning, moving, changing stances, and firing, especially while ADS. We are committed to continually improving Black Ops 6 gunplay with a focus on balanced and rewarding gameplay while maintaining the unique characteristics of each weapon.
- Weapon Motion
- Reduced visual recoil on all weapons, especially full-auto weapons.
- Reduced turn sway on all weapons, especially on higher magnification optics.
- Reduced gun kick on higher magnification optics on all weapons except for Sniper Rifles.
- Reduced default idle sway on all weapons except Sniper Rifles.
- Further reduced idle sway while firing on all weapons except Sniper Rifles.
- Reduced weapon motion (bob, translation, and additional idle sway penalties) as a result of walking or changing stances in ADS.
- Removed additional layers of hip fire deviation, which caused crosshair to bounce while firing.
Aiming Idle Sway Delay is a mechanic that scales a weapon's idle sway when first entering ADS, so the initial point of aim matches the crosshair positioning. These values are now improved and consistent across all weapon classes. Sniper Rifles, which previously only scaled initial idle sway by 50%, now provide a complete reduction. As always we will be keeping a close eye on sniper balance after this change.
- Aiming Idle Sway Delay
- Aiming Idle Sway Delay on all weapons is now 2.2s
- Aiming Idle Sway Delay on Sniper Rifles now fully removes Idle Sway, rather than reducing by 50%
- Target Laser now improves Aiming Idle Sway Delay to 2.9s on all weapons
MULTIPLAYER
Maps
- Hacienda
- Adjusted spawn logic
Modes
- Face Off
- Face Off Domination score limit increased from 100 to 150
- Face Off Kill Order score limit increased from 150 to 200
- Face Off Kill Confirmed score limit increased from 75 to 100
- Face Off Team Deathmatch score limit increased from 125 to 150
- 10v10 Moshpit
- We're planning to increase the score limit for 10v10 Kill Confirmed and 10v10 Team Deathmatch in a future update (originally planned for Dec. 10).
- Prop Hunt
- Prop movement speed has been increased on all props except Extra Large props.
- Round Time Limit reduced to 3 minutes from 4 minutes
- Prop Hunt enabled in Private Match
LTM Updates
- Nuketown Holiday
- Addressed an issue where players could have green visual FX attached to them during the match..
Weapons
Headshot damage has been a big source of discussion in the community, and we are making adjustments that will increase the effectiveness of headshots on full-auto primary weapons. Our philosophy on hit location modifiers in Black Ops 6 has been to limit sources of inconsistency, especially when players are engaging in so many forms of movement. That said, we understand that players have muscle memory and expectations built around headshots, and we want our gunplay to support that.
In most cases, weapons will require one fewer headshot at all ranges to improve time to kill. The major exception is SMGs in the Max Damage Range, as we are wary of letting these TTKs get too fast. To compensate we are increasing SMG ranges to help them keep that consistent edge at short ranges. The CHF Barrel attachments have also been adjusted on all updated weapons to maintain a step up on the new default values.
We expect this change to greatly impact the weapon meta, especially in conjunction with our weapon motion changes. We will be monitoring closely as that new meta settles to make sure individual weapon and weapon class variety continues to be strong in Black Ops 6.
Assault Rifle Adjustments
XM4
XM4 Damage Adjustments
Maximum Damage Range
— Damage —
23
— Range —
0 - 16.5m
— Damage —
22⇩
— Range —
0 - 40.6m⇧
Medium Damage Range
— Damage —
22
— Range —
16.6 - 40.6m
— None —
Note: This weapon will now only have Maximum and Minimum Damage Ranges.
Minimum Damage Range
— Damage —
19
— Range —
>40.6m
— Damage —
19
— Range —
>40.6m
- Additional Adjustments
- Headshot multiplier increased from 1.15 to 1.25
- Attachment Adjustments
- CHF Barrel Attachment
- Headshot multiplier increased from 1.25 to 1.3
- CHF Barrel Attachment
AMES 85
AMES 85 Damage Adjustments
Maximum Damage Range
— Damage —
23
— Range —
0 - 50.8m
— Damage —
23
— Range —
0 - 15.2m⇩
Medium Damage Range
— None —
Note: This weapon previoulsy only had Maximum and Minimum Damage Ranges.
— Damage —
22
— Range —
15.3 - 50.8m
Minimum Damage Range
— Damage —
19
— Range —
>50.8m
— Damage —
19
— Range —
>50.8m
- Additional Adjustments
- Headshot multiplier increased from 1.12 to 1.2
- Attachment Adjustments
- CHF Barrel Attachment
- Headshot Multiplier increased from 1.25 to 1.3
- Vertical View Kick and Gun Kick penalty improved from 50% to 45%
- CHF Barrel Attachment
GPR 91
GPR 91 Damage Adjustments
Maximum Damage Range
— Damage —
23
— Range —
0 - 19.1m
— Damage —
23
— Range —
0 - 17.8m⇩
Medium Damage Range
— Damage —
22
— Range —
19.1 - 45.7m
— Damage —
22
— Range —
17.9m - 45.7m
Minimum Damage Range
— Damage —
19
— Range —
>45.7m
— Damage —
19
— Range —
>45.7m
Additional Adjustments
- Headshot multiplier increased from 1.15 to 1.25
Attachment Adjustments
- CHF Barrel Attachment
- Headshot Multiplier increased from 1.2 to 1.35
- Vertical View Kick and Gun Kick penalty increased from 50% to 55%
- Horizontal View Kick and Gun Kick penalty increased from 20% to 25%
Goblin Mk2
Goblin Mk2 Damage Adjustments
Maximum Damage Range
— Damage —
39
— Range —
0 - 39.4m
— Damage —
40⇧
— Range —
0 - 16.5m⇩
Medium Damage Range
— None —
Note: This weapon previoulsy only had Maximum and Minimum Damage Ranges.
— Damage —
37
— Range —
16.6m - 39.4m
Minimum Damage Range
— Damage —
30
— Range —
>39.4m
— Damage —
30
— Range —
>39.4m
Additional Adjustments
- Headshot multiplier increased from 1.15 to 1.25
Attachment Adjustments
- CHF Barrel Attachment
- Headshot Multiplier increased from 1.4 to 1.5
- Horizontal View Kick and Gun Kick penalty increased from 20% to 25%
Model L
Model L Damage Adjustments
Maximum Damage Range
— Damage —
27
— Range —
0 - 44.5m
— Damage —
28⇧
— Range —
0 - 44.5m
Minimum Damage Range
— Damage —
22
— Range —
>44.5m
— Damage —
22
— Range —
>44.5m
Additional Adjustments
- Headshot multiplier increased from 1.15 to 1.25
Attachment Adjustments
- CHF Barrel Attachment
- Vertical View Kick and Gun Kick penalty increased from 50% to 55%
- Horizontal View Kick and Gun Kick penalty increased from 20% to 25%
AK-74
- Headshot multiplier increased from 1.15 to 1.27.
AS VAL
AS VAL Damage Adjustments
Maximum Damage Range
— Damage —
20
— Range —
0 -21.6m
— Damage —
22⇧
— Range —
0 -12.7m⇩
Medium Damage Range 1
— Damage —
17
— Range —
21.7 - 43.2m
— Damage —
18⇧
— Range —
12.8m - 43.2m
Minimum Damage Range
— Damage —
15
— Range —
>43.2m
— Damage —
16⇧
— Range —
>43.2m
Additional Adjustments
- Headshot multiplier decreased from 1.3 to 1.24
Krig C
The Krig has been a top performer since its release at the start of the season. We are adjusting its handling and recoil to balance against its competitive TTK.
- Headshot multiplier increased from 1.15 to 1.25
- Sprint to Fire Time increased from 0.2s to 0.21s
- Tactical Sprint to Fire Time increased from 0.3s to 0.31s
- View Kick Strength, Direction, and Deviation slightly increased
- View Kick now progresses through pattern in shorter number of bullets
SMG Adjustments
C9
C9 Damage Adjustments
Maximum Damage Range
— Damage —
29
— Range —
0 - 13.3m
— Damage —
26⇩
— Range —
0 - 15.2m⇧
Medium Damage Range 1
— Damage —
23
— Range —
13.3 - 16.5m
— Damage —
22⇩
— Range —
15.3 - 20.3m⇧
Medium Damage Range 2
— Damage —
19
— Range —
16.6 - 30.5m
— Damage —
18⇩
— Range —
20.4m - 33m⇧
Minimum Damage Range
— Damage —
16
— Range —
>30.5m
— Damage —
15⇩
— Range —
>33m
Additional Adjustments
- Headshot multiplier increased from 1.1 to 1.27
Attachment Adjustments
- CHF Barrel Attachment
- Headshot Multiplier increased from 1.2 to 1.35
KSV
KSV Damage Adjustments
Maximum Damage Range
— Damage —
26
— Range —
0 - 10.8m
— Damage —
26
— Range —
0 - 12.7m⇧
Medium Damage Range 1
— Damage —
21
— Range —
10.9 - 15.9m
— Damage —
21
— Range —
12.8 - 19.7m⇧
Medium Damage Range 2
— Damage —
15
— Range —
16 - 29.2m
— Damage —
15
— Range —
19.8 - 31.8m⇧
Minimum Damage Range
— Damage —
13
— Range —
>29.2m
— Damage —
13
— Range —
>31.8m
Additional Adjustments
- Headshot multiplier increased from 1.1 to 1.25
Attachment Adjustments
- CHF Barrel Attachment
- Headshot Multiplier increased from 1.3 to 1.38
Tanto .22
Tanto .22 Damage Adjustments
Maximum Damage Range
— Damage —
38
— Range —
0 - 6.4m
— Damage —
38
— Range —
0 - 8.9m⇧
Medium Damage Range 1
— Damage —
34
— Range —
6.4 - 16.5m
— Damage —
34
— Range —
9.0 - 20.3m⇧
Medium Damage Range 2
— Damage —
28
— Range —
16.6 - 27.9m
— Damage —
29⇧
— Range —
20.4 - 30.5m⇧
Minimum Damage Range
— Damage —
22
— Range —
>27.9m
— Damage —
22
— Range —
>30.5m
PP-919
PP-919 Damage Adjustments
Maximum Damage Range
— Damage —
25
— Range —
0 - 16.5m
— Damage —
25
— Range —
0 - 18.4m⇧
Medium Damage Range 1
— Damage —
20
— Range —
16.6 - 20.3m
— Damage —
21⇧
— Range —
18.5 - 24.1m⇧
Medium Damage Range 2
— Damage —
17
— Range —
20.4 - 31.8m
— Damage —
18⇧
— Range —
24.2 - 34.3m⇧
Minimum Damage Range
— Damage —
15
— Range —
> 31.8m
— Damage —
15
— Range —
> 34.3m
Jackal PDW
Jackal PDW Damage Adjustments
Maximum Damage Range
— Damage —
27
— Range —
0 - 15.2m
— Damage —
26⇩
— Range —
0 - 17.1m⇧
Medium Damage Range 1
— Damage —
20
— Range —
15.3 - 18.4m
— Damage —
22⇧
— Range —
17.2 - 22.2m⇧
Medium Damage Range 2
— Damage —
17
— Range —
18.5 - 29.8m
— Damage —
17
— Range —
22.3 - 32.4m⇧
Minimum Damage Range
— Damage —
15
— Range —
>29.8m
— Damage —
15
— Range —
>32.4m
Additional Adjustments
- Headshot multiplier increased from 1.2 to 1.27
Attachment Adjustments
- CHF Barrel Attachment
- Headshot Multiplier increased from 1.28 to 1.35
Kompakt 92
Kompakt 92 Damage Adjustments
Maximum Damage Range
— Damage —
20
— Range —
0 - 11.4m
— Damage —
20
— Range —
0 - 13.3m⇧
Medium Damage Range 1
— Damage —
17
— Range —
11.4 - 15.2m
— Damage —
17
— Range —
13.4 - 19.1m⇧
Medium Damage Range 2
— Damage —
13
— Range —
15.3 - 26.7m
— Damage —
13
— Range —
19.2 - 27.9m⇧
Minimum Damage Range
— Damage —
10
— Range —
>26.7m
— Damage —
11⇧
— Range —
>27.9m
Additional Adjustments
- Headshot multiplier increased from 1.1 to 1.24
Attachment Adjustments
- CHF Barrel Attachment
- Headshot Multiplier increased from 1.3 to 1.4
Saug
It's good having the Saug back and we are happy with where the balance is sitting generally. However, dual wield is terrorizing close quarters combat more than we'd like, so we're making targeted adjustments to the Akimbo and Rapid Fire attachments to keep that specific build in check.
Saug Damage Adjustments
Maximum Damage Range
— Damage —
21
— Range —
0 - 11.4m
— Damage —
21
— Range —
0 - 13.3m⇧
Medium Damage Range 1
— Damage —
18
— Range —
11.4 - 19.1m
— Damage —
18
— Range —
13.4 - 22.9m⇧
Medium Damage Range 2
— Damage —
15
— Range —
19.2 - 27.3m
— Damage —
15
— Range —
23 - 29.8m ⇧
Minimum Damage Range
— Damage —
12
— Range —
>27.3m
— Damage —
12
— Range —
>29.8m
Additional Adjustments
- Headshot multiplier increased from 1.16 to 1.25
Attachment Adjustments
- CHF Barrel Attachment
- Headshot Multiplier increased from 1.24 to 1.3
- Akimbo Stock:
- Damage Range penalty increased from 17% to 25%
- Hip Spread penalty increased from 12% to 70%
- View Kick penalty increased from 15% to 20%
- Rapid Fire:
- Damage Range penalty increased from 10% to 15%
- Fire Rate improvement decreased 10% to 7%
LMG Adjustments
XMG
We are making a small adjustment to the CHF Barrel recoil to help balance an already strong headshot profile with improved stability from the new visual recoil adjustments.
Attachment Adjustments
- CHF Barrel Attachment
- Vertical View Kick and Gun Kick penalty increased from 45% to 50%
- Horizontal View Kick and Gun Kick penalty increased from 20% to 25%
PU-21
PU-21 Damage Adjustments
Maximum Damage Range
— Damage —
26
— Range —
0 - 45.7m
— Damage —
27⇧
— Range —
0 - 45.7m
Minimum Damage Range
— Damage —
21
— Range —
>45.7m
— Damage —
21
— Range —
>45.7m
Attachment Adjustments
- CHF Barrel Attachment
- Headshot Multiplier increased from 1.35 to 1.4
GPMG-7
GPMG-7 Damage Adjustments
Maximum Damage Range
— Damage —
22
— Range —
0 - 55.9m
— Damage —
23⇧
— Range —
0 - 55.9m
Minimum Damage Range
— Damage —
18
— Range —
>55.9m
— Damage —
19⇧
— Range —
>55.9m
Additional Adjustments
- Headshot multiplier reduced from 1.2 to 1.15
Attachment Adjustments
- CHF Barrel Attachment
- Headshot Multiplier reduced from 1.3 to 1.25
- Horizontal View Kick and Gun Kick penalty increased from 20% to 25%
Melee
We are improving melee weapon attack speeds, especially on the two-hit kill weapons. Our goal is for all melee weapons to feel unique and satisfying to run, and we will continue to find ways to hit that target while ensuring that melee is not frustrating to play against.
- Knife
- Time between melee swings improved by 7.5%
- Baseball Bat
- Time between melee swings improved by 14%
- Power Drill
- Time between melee swings improved by 9.5%
Equipment
- Reduced Frag Grenade inner radius damage to allow survival with Flak Jacket equipped.
UI
- Addressed an issue that prevented teammates outside of a maximum range from displaying on the perimeter of the minimap.
- Addressed an issue where previewing the “Gentleman’s Handshake” Finishing Move in the Bad Manners store bundle would show the wrong animation.
Graphics
- Addressed an issue where the player's weapon is missing during a benchmark test.
Stability
- Various stability improvements.
ZOMBIES
Maps
- Citadelle des Morts
- Addressed an issue where players could get an AFK warning while actively running around the map.
- Addressed an issue where loading a save after obtaining the four incantations would prevent players from entering the Final Encounter.
- Addressed an issue where the light beams for obtaining the amulet would not be visible if a player disconnected and rejoined a match while in a squad.
Weapons
- Addressed an issue where changing default attachments on a Blueprint Weapon would not apply in a match.
Stability
- Various stability improvements.
Friday, December 6, 2024
MULTIPLAYER
Weapons
- Fix for an issue where attachments could apply incorrectly on Weapon Blueprints in MP.
- We are actively investigating this issue for Warzone and Zombies modes as well.
Playlist Updates
- Added Hideout to Control map pool.
- Replaced Nuketown with Nuketown Holiday in 10v10 Moshpit and Hardcore 10v10 Moshpit.
Training Course
- Addressed an issue where attempting to load into the Multiplayer Training Course would load players into the Zombies Training Course.
Stability
- Various Stability Fixes.
ZOMBIES
Maps
Citadelle des Morts
- Addressed an issue that caused morse code beeps to linger for the player in Citadelle des Morts.
Stability
- Various Stability Fixes.
Thursday, December 5, 2024
Multiplayer
Ranked Play
- Addressed an issue that was preventing SR Loss Forgiveness from applying correctly after matches where a matchmade teammate disconnected.
UI
- Addressed an issue where the Best Play would sometimes have low performance and no UI.
- Addressed an issue where "No player data" and blank squares would be shown in the AAR Scoreboard.
Season 01 keeps on giving in the mid-season update. Visit Citadelle des Morts tomorrow! Then celebrate CODMAS, where even the undead get festive, with multiple holiday-themed LTMs plus three Multiplayer maps including Nuketown Holiday, three new weapons, the arrival of Battle Royale Ranked Play for Call of Duty: Warzone, and more.
In the meantime, check out our Patch Notes for details on new Season 01 Reloaded Content and the latest balance adjustments, gameplay improvements, bug fixes, and more.
Looking for Warzone Patch Notes? The team at Raven Software has you covered here.
New Multiplayer Maps
- Hacienda (6v6)
- Last seen in Black Ops 4, the iconic competitive map returns, sending Operators back to the infamous vineyard estate. Battle within the open-air, two-story mansion with surrounding views of the pristine courtyard below. From the grand foyer past the lion statue, head toward the showroom garage or move out to the garden to keep the fight outside. On the other end of the estate, marvel at the built-in aquarium above the vault.
- Racket (2v2, 6v6)
- Time to crack open the heart of the Luttazzi money laundering operation and hit them where it really hurts. Breach the premises in this small-sized underground bank vault, a line of broken tiles marking the path of the center bulldozer placed before the vault of golden bars. Defaced pieces of art and the crossed-out emblem of the Luttazzi family indicate not just greed but malicious intent. In combat, however, leave that all to the side — keep your senses sharp and your head on a swivel while navigating the map’s many tight corners and enclosed spaces.
- Nuketown Holiday (6v6)
- Nuketown gets a festive makeover for the holidays. Put on your winter gear and grab some snowballs!
New Limited-Time Multiplayer Modes
- Ran-Snack (December 12)
- Trade gold for sweets in this festive LTM that challenges teams to gather and deposit the most cookies. Grab cookies from the rotating crate and fallen Operators and bring them back to your stash. Impede the enemy's progress by eating their cookies directly from their cookie box. In honor of the season of giving, your Operator also earns buffs for depositing cookies, including a speed boost, faster reload, and faster health regen. The first team to reach the Score Limit or have the best score when the Time Limit expires wins.
- Infectious Holiday (December 12)
- Even the undead are getting into the holiday spirit as zombies and fallen Operators don festive clothing in this festive twist on the fan-favorite Infected mode.
New Weapons
- Maelstrom - Shotgun (Merry Mayhem Event Reward)
- Clear rooms with this fast firing full-auto Shotgun that overwhelms enemies with a hail of lead. The perfect weapon for the new Racket Strike map and in any confined area, the Maelstrom requires getting up close, its heavy recoil and large hip spread quickly losing effectiveness at range. If you can close the distance first, they’re toast.
- AMR Mod 4 - Sniper Rifle (Archie’s Festival Frenzy Event Reward)
- Down enemies fast with this powerful Sniper Rifle providing a one-shot elimination across the upper body not accounting for armor. Its high damage is balanced by slow aim speed and heavy recoil, though these drawbacks can be alleviated with the right attachments. However you customize it, this thing is guaranteed to hit hard.
- Cleaver - Melee (Event Reward)
- Go ham with the close-quarters Cleaver Melee weapon. Chop and slice with a mix of heavy and light attacks. Equally useful for enemy Operators and the undead.
New Attachments
- 3-Round Burst Mod Conversion (Merry Mayhem Event Reward)
- Convert the XM4 Assault Rifle’s primary firing mode into a three-round burst, conserving ammo and supporting a steadier aim through sustained combat.
- 3-Round Burst Mod Conversion (Archie's Festive Frenzy Event Reward)
- Add some control to the rapid-fire Kompakt 92 SMG with a three-round burst primary firing mode. Each burst cycles quickly to the next, allowing you to still pump out damage when it’s needed most.
New Multiplayer Perk & Wildcard
- New Perk - Season Launch Window
- Shrapnel Radar - Recon
- Unlocked reward as part of the Merry Mayhem Event
- Blast damage dealt from area-of-effect Lethals, Tacticals and Field Upgrades mark the injured target on your minimap.
- Shrapnel Radar - Recon
- New Wildcard - Unlocked In-Season
- High Roller
- Equip a fourth Scorestreak for use in Core 6v6 Multiplayer matches. Pairs well with Assassin, Dispatcher, and Bankroll.
- High Roller
New Zombies Map
- Citadelle des Morts
- One of Avalon’s oldest landmarks, the Citadel is shunned by locals both for its sinister history and because it is a base of operations for the crime family known as the French Syndicate. The castle was established in the 1100s on the site of a leper colony, and construction was completed a century later. In the 1300s, the renegade knight Guy de Saint Michel and his four enforcers took over the fortress and instituted a criminal reign of terror that birthed the Syndicate.
New Zombies Enemy
- Doppelghast (Citadelle des Morts)
- Serving as the next stage in the evolutionary chain of Dark Aether metamorphosis, Doppelghasts are violent and display erratic and unsettling movement, as if each head is independently fighting for control of its body. It lurches, randomly knots itself up to perform fast and unexpected maneuvers and tends to outrun its lesser brethren using its powerful, elongated feet.
New Zombies Perk-A-Cola
- Vulture Aid
- Available for the first time since Black Ops II, consume a can of Vulture Aid Elixir once you find the monstrous avian sculpture of a Perk-A-Cola machine, and you’ll discover an increase in the variety of loot dropped from enemies. Additional loot takes the form of Essence Vials and small Ammo drops. This is only available (and visible) to the player with Vulture Aid active. Then unlock the full power of the Perk by ensuring Augments are added!
- Vulture Aid is available on Citadelle des Morts, along with the eight previously accessible Zombies Perks. Note that some of these eight Perks are only available via a Der Wunderfizz machine.
- Vulture Aid is available on Liberty Falls and Terminus maps via the Der Wunderfizz machine.
- Vulture Aid: Major Augments
- Fetid Upgr-aid
- On death, zombies have a chance to create a gas cloud that charges your Field Upgrade.
- Smell of Death
- On death, zombies have a chance to create a gas cloud that conceals you while standing in it.
- Parting Gift
- Vulture Aid ammo drops give more ammo to Wonder Weapons.
- Fetid Upgr-aid
- Vulture Aid: Minor Augments
- Condor’s Reach
- Auto-pickup loot from farther away.
- Carrion Luggage
- Critical kills have a chance to drop extra Salvage.
- Picky Eater
- On death, zombies have a higher chance of dropping your current equipment.
- Condor’s Reach
- Available for the first time since Black Ops II, consume a can of Vulture Aid Elixir once you find the monstrous avian sculpture of a Perk-A-Cola machine, and you’ll discover an increase in the variety of loot dropped from enemies. Additional loot takes the form of Essence Vials and small Ammo drops. This is only available (and visible) to the player with Vulture Aid active. Then unlock the full power of the Perk by ensuring Augments are added!
New Zombies Ammo Mod
- Light Mend
- Bullets deal Light (i.e. elemental) damage. Each bullet has a chance to transform a normal or Special enemy’s health into a healing glyph that moves to nearby injured allies.
- This Ammo Mod can be used in all three Zombies maps along with the previously accessible Ammo Mods, assuming it is chosen at an Arsenal Machine.
- Unlocked reward as part of the Merry Mayhem Event.
- Light Mend: Major Augments
- Antibiotic
- The healing glyph now damages enemies that touch it, but its lifetime is reduced.
- Big Game
- Light Mend can activate on Elite enemies, dropping three more healing glyphs.
- Dual Action
- Consuming a healing glyph will temporarily allow you to heal faster.
- Antibiotic
- Light Mend: Minor Augments
- Longer Life
- The healing glyph’s lifetime is increased.
- Extra Strength
- The healing glyph replenishes more health when consumed.
- Express Remedy
- Increase the range that the glyph will move to an ally.
- Longer Life
- Bullets deal Light (i.e. elemental) damage. Each bullet has a chance to transform a normal or Special enemy’s health into a healing glyph that moves to nearby injured allies.
New Zombies Field Upgrade
- Tesla Storm
- For 10 seconds, lightning connects to other players, stunning and damaging normal enemies.
- This Field Upgrade can be used in all three Zombies maps along with the previously accessible Field Upgrades, assuming it is chosen as part of your Loadout, or swapped via the menu during a game.
- Unlocked reward as part of the Merry Mayhem Event.
- Tesla Storm: Major Augments
- Transformer
- The field’s damage is increased by the number of allies that are connected.
- Shockwave
- On activation, stun and damage all nearby enemies.
- Static Discharge
- On activation, create a lethal surge of electricity around you.
- Transformer
- Tesla Storm: Minor Augments
- Power Grid
- Increase the range the electric tether can connect to allies.
- Overclocked
- Your movement speed is increased during Tesla Storm.
- Lithium Charged
- Increase Tesla Storm duration.
- Power Grid
- For 10 seconds, lightning connects to other players, stunning and damaging normal enemies.
New GobbleGums
- Power Keg (Rare): Spawns a Full Power Power-up.
- Unlocked reward as part of the GobbleGum Mania Event.
- Time Out (Ultra): Lasts three minutes. Clear all Normal and Special enemies and end the Round. Normal spawning will not resume during this time.
- Unlocked reward as part of the GobbleGum Mania Event.
- Holiday Cheer (Whimsical): Zombies have festive decorations.
- Primarily unlocked in the Jingle Hells Limited Time Event, potentially whenever you earn GobbleGums by playing. Also unlocked randomly from a successful Exfil. Once acquired, Holiday Cheer GobbleGums can be kept (they do not expire) and used in any of the three available maps. Expect these to be earned even after the Holiday Season.
New Zombies Training Course
- Coming in Season 01 at Reloaded Launch, the Zombies Training Course allows you to learn the basics if you’re a new or casual player or refresh your knowledge if you’re a more seasoned player.
- Polish your favorite armament and drop into Liberty Falls where the gruff Arsenal Machine Drill Sergeant gives you tough love as you maneuver to a sequence of different “Station” flags dotted around the map. If you’re unsure how to play this game mode, visit the following stations and learn (and perform) a different aspect of the game.
- Killing Zombies: Learn how to kill zombies and replenish resources.
- Map Progression: Learn how to navigate the world and progress rounds.
- Powering Up Players: Buff your strength and survivability with Perks and Armor.
- Powering Up Weapons: Increase your lethality with weapon upgrades.
- Getting New Weapons: Discover methods to acquire new weapons.
- GobbleGums: Learn how to use GobbleGums for unique power-ups.
- Exfil: Learn how to exit a match.
New Limited-Time Zombies Modes
- Jingle Hells (December 17)
- Deck the Falls with boughs of holly, as the Jingle Hells festive Limited Time Mode returns! Last seen in Black Ops Cold War, Jingle Hells drops you in what could optimistically be called a winter wonderland, as the entirety of the Liberty Falls map is festooned with wreaths, ribbons, twinkling lights, Christmas trees, garlands of fir tree bunting, and a thin blanket of snow. Although, something feels a bit off… not least the melting piles of slush stained with bloody entrails…
GLOBAL
Camos
- CDL, Ranked Play, and Incentive Camos can now be equipped to any Weapon, regardless of whether all 9 Military Camos have been unlocked for that Weapon in one mode
Settings
- Controllers
- Stick Sensitivity
- The controller stick sensitivity sliders system changed from a 1-20 scale to a 0.10-4.00. This will give players finer control over their sensitivity values and more transparency on the effect of their changes. Previously set sensitivity settings will be maintained.
- Stick Sensitivity
Stick Sensitivity
1
0.6
2
0.8
3
1.0
4
1.2
5
1.4
6
1.6
7
1.8
8
1.9
9
2.0
10
2.1
11
2.2
12
2.4
13
2.6
14
2.8
15
3.0
16
3.25
17
3.5
18
3.7
19
3.9
20
4.0
MULTIPLAYER
Maps
- New
- Hacienda (6v6)
- Racket (2v2, 6v6)
- Nuketown Holiday (6v6)
- Adjustments
- Lowtown
- Addressed an issue where players could get outside of the intended playspace.
- Protocol
- Adjusted Search & Destroy A Bombsite location
- Lowtown
Modes
- Adjustments
- Hardpoint
- Resolved an issue where zone markers could sometimes disappear when contesting a hardpoint location.
- CDL Modes (CDL Hardpoint, CDL Search and Destroy, CDL Control)
- Dynamic Map Elements are now disabled by default in CDL game modes.
- Secret paths (Skyline bookcase, Hacienda panic room) will be open by default.
- Dynamic Map Elements are now disabled by default in CDL game modes.
- Hardpoint
Weapons
We will be releasing a large weapon balancing patch shortly after the launch of Season 1 Reloaded. The patch will address some common pieces of community feedback that we have been seeing. Here are just a few of the high level changes, with detailed notes coming later.
- Headshot damage improvements on full-auto weapons
- Full removal of idle sway at the start of ADS on Sniper Rifles
- Reductions to visual recoil, sway, and bob
Gunsmith
- Addressed an issue that displayed incorrect movement speed values on some weapons in Detailed Weapon Stats.
Theater Mode
- Addressed an issue where HUD effects from a previously spectated player would be shown when in Free Cam in Theater.
- Addressed an issue where the Hellstorm intro would not be displayed in Theater.
- Addressed an issue where Free Cam would zoom in and out if the last spectated player is ADS.
- Addressed an issue where Smoke Grenade VFX were not properly displayed in Theater.
- Addressed an issue where a black screen would be present when viewing a file in Theater.
- Addressed a crash that could occur when attempting to open a Theater file when another has already been opened.
- Free Cam movement bindings for up/down on controllers have been adjusted to L1/R1.
Perks
- Recon Combat Specialty bonus of the HUD edge indicator will now only display when an enemy is ADS
- Improved Auto-Ping from Tracker in Free For All modes.
Equipment
- Resolve an issue where flash and concussion assists could be awarded when hitting teammates in modes with friendly fire enabled
Scorestreaks
- Addressed issues where static overlays from various Scorestreaks could persist in the Winner’s Circle.
- Sentry Turret will now target enemies in last stand.
- Resolved an issue where players firing an unsuppressed weapon with the Ghost perk equipped could be seen by an enemy Scout Pulse.
- Addressed an issue where the Archangel Launcher and Hand Cannon would be stowed when performing a high mantle.
- Addressed an issue where the player would be unable to use a second Archangel Launcher in one life when obtained by points and a Care Package.
Lobby Vote
- Fixed an issue with the Classified vote option that was causing it to frequently select the same map(s) in some playlists. The Classified vote option will now randomly select one of the map (or mode) selections not shown in the 2 visible Lobby Vote options.
UI
- Social
- Addressed an issue where friends were not showing online when resuming from sleep on consoles.
- Addressed an issue where offline players could show as Online Friends in Social.
Challenges
- Calling Card Challenges
- Fixed an issue that was preventing the “Merciless Killer” Challenge from progressing if any of the 10 Kills required were achieved with a Scorestreak Weapon (Archangel Launcher or Hand Cannon)
- Daily Challenges
- Reduced the amount of progress needed to complete various Multiplayer Daily Challenges
- Camo Challenges
- Launcher Gold & Dark Spine Camo Challenges now also award progress when destroying enemy Equipment and Field Upgrades in one match, in addition to destroying enemy Scorestreaks
- Addressed an issue where final kills of a match were not consistently being counted toward Camo Challenges.
Ranked Play
- New
- Updated Restrictions
- The following items are now restricted in Ranked Play to match the latest CDL pro GAs:
- Assault Rifles:
- Krig
- Model L
- XM4
- SMGs
- Saug
- Snipers
- All Snipers (All Modes)
- Assault Rifles:
- Attachments:
- All Assault Rifle and SMG Magazine Attachments
- Equipment:
- Smoke Grenades (All Modes)
- Players who have the above items equipped to their Ranked Play Loadouts will want to manually swap them out for unrestricted items and Attachments. If players select a Loadout with restricted content the restricted items will be automatically removed when the player spawns in-game.
- Smoke Grenades (All Modes)
- The following items are now restricted in Ranked Play to match the latest CDL pro GAs:
- Hacienda
- With the return of the competitive staple Hacienda in Season 01 Reloaded, the map will be added to the Ranked map pool for all 3 Ranked modes prior to it being added to the official CDL map pool later in December:
- Hacienda Hardpoint
- Hacienda Control
- Hacienda Search & Destroy
- Rewind Control will be removed with the addition of Hacienda Control
- With the return of the competitive staple Hacienda in Season 01 Reloaded, the map will be added to the Ranked map pool for all 3 Ranked modes prior to it being added to the official CDL map pool later in December:
- Ranked Play Bug Fixes
- Fixed an issue that was preventing SR Loss Forgiveness from applying correctly after the player’s first Loss of the Day
- CDL Modes Update (CDL Hardpoint, CDL Search and Destroy, CDL Control)
- Dynamic Map Elements are now disabled by default in CDL game modes.
- Secret paths (Skyline bookcase, Hacienda panic room) will be open by default
- Dynamic Map Elements are now disabled by default in CDL game modes.
- Updated Restrictions
Stability
- Various stability fixes.
ZOMBIES
General Gameplay Updates
- General Updates
- Reduced the number of Mangler spawns at mid-to-high Rounds.
- Implemented a maximum cap on active Manglers in the game, ramping up until the cap is released at Round 100.
- Reduced the Mangler’s arm cannon health.
- Significantly reduced the length of Special Rounds by reducing the number of spawns and adjusting the spawn delay rate for Special Rounds.
- Scaled Parasite damage between Rounds 31-91.
- Slightly increased damage scaling for base zombies at Round 150-400.
- Addressed an issue that would prevent zombies from spawning normally after loading a save.
- Addressed an issue where rarely all players would be downed without a way to revive and have to wait to bleed out before the match would end.
- Addressed an issue in splitscreen where Player 1 would not spawn with the correct loadout.
- Terminus
- Addressed an issue where the AFK timer was not present on Terminus Directed Mode.
- Addressed an issue that caused additional Amalgam’s to spawn in when loading a save.
- Addressed an issue where using the Beamsmasher alternate fire mode on a camera would display “Immune” text.
- Addressed an issue that sometimes caused incorrect iconography on the minimap during the Boat Race.
- Liberty Falls
- Addressed an issue where an Abomination could spawn outside the Exfil zone during an Exfil attempt.
- Addressed an issue where Parasites could spawn in Liberty Falls.
- Addressed an issue where Vermin could end up on the roof when attacking the player in some locations.
- Addressed an issue where Zombies could get underneath the Forecourt.
Weapons
- Added the Krig C, Saug, Sirin 9mm and Power Drill to the Mystery Box.
- Addressed an issue where the AK-74 would have downward recoil.
- Addressed an issue where some weapons would have the wrong rarity displayed.
Wonder Weapons
- Thrustodyne M23
- Addressed an issue where the alternate fire could be used without a cooldown.
Perks
- Jugger-Nog
- Addressed an issue where the Reactive Armor augment would stun Brainrot charmed zombies.
- Improved the lighting on the perk machine.
- Der Wunderfizz Machine
- Der Wunderfizz will now appear on the map when loading a save past Round 25 without needing to progress to the next round.
Field Upgrades
- Tesla Storm
- Unlocked reward as part of the Merry Mayhem Event.
- Dark Flare
- Addressed an issue where Dark Flare could be activated without being fully charged.
- Quick Revive
- Addressed an issue that caused Dying Wish not to account for armor mitigation.
- Aether Shroud
- Closed an exploit that allowed players to go through doors and barriers without unlocking them with the Burst Dash augment.
GobbleGums
- Power Keg
- Unlocked reward as part of the GobbleGum Mania Event.
- Time Out
- Unlocked reward as part of the GobbleGum Mania Event.
- Free Fire
- Addressed an issue where Underbarrel Grenade Launchers and PaP’d GS45 Pistols would not have unlimited ammo.
- Addressed an issue where the player would be unable to use GobbleGums while having a Sentry Turret active.
Scorestreaks
- Hand Cannon
- Unlock available through the Armory for players that did not already unlock it with The Hit List Event.
Power-Ups
- Max Armor Power-Up will now also fill the player’s reserve plates.
Loot
- Addressed an issue where picking up a weapon off the ground could swap it with your secondary weapon instead of the held weapon.
Activities
- S.A.M. Trials
- Addressed an issue where original scorestreaks were sometimes not returned to the player after the trial.
Challenges
- Calling Card Challenges
- Fixed issues that were preventing the following Zombies Calling Card Challenges from tracking correctly:
- “Endless Barrage” Prestige 1 Challenge
- “Madness” Career Challenge
- “Kunoichi” Dark Ops Challenge
- “Sticks n’ Stones” Dark Ops Challenge
- “Splash Damage” Trophy Hunter Challenge
- “Liberated” Dark Ops Challenge
- “Gumption” Kitted Out Challenge
- “Hide & Seek” Fresh Meat Challenge
- Fixed issues that were preventing the following Zombies Calling Card Challenges from tracking correctly:
- Daily Challenges
- Reduced the amount of progress needed to complete various Zombies Daily Challenges
- Medals
- Addressed an issue that was preventing the Monkey Business Medal from tracking correctly.
UI
- Addressed an issue where playlists would sometimes appear locked.
- Updated the text below Directed Mode rewards to “Charm reward will also be awarded for completing Standard Mode” to accurately reflect what will be additionally awarded from Standard mode.
- Addressed an issue where sometimes the previous GobbleGum name was shown when scrolling through GobbleGum packs in the store.
- Addressed an issue in splitscreen where the GobbleGum UI from the previous match would be present at the start of a new match preventing the player from seeing what Gums they have.
- Addressed an issue where the Scoreboard would be missing in splitscreen.
- Addressed an issue where the Center Dot crosshair would disappear in 3rd person.
- Updated the ping icon for the Krig C.
- Addressed some text inconsistencies.
Stability
- Various stability fixes.
Monday, November 25, 2024
GLOBAL
Movement
- High Mantle Speed
- The speed at which players pull themselves over (mantle) high ledges or walls has been increased.
Gunsmith
- Addressed an issue where some weapons could have 9 attachments.
Firing Range
- Players using controller input can now double-tap left on the D-Pad to inspect weapons in the Firing Range.
UI
- Addressed an issue where some players would not see their Battle Pass progression after a match.
Events
- Addressed an issue where the Hit List event was tracking Kills, and not Eliminations as it was intended.
Stability
- Added various stability fixes.
ZOMBIES
Gunsmith
- Addressed issue with ZM blueprints not equipping correctly.
Maps
- Terminus
- Addressed an issue where zombies would not attack players.
Stability
- Added various stability fixes.
Thursday, November 21, 2024
GLOBAL
New Event: The Hit List
Who’s next? Keep up your luxurious – but slightly corrupt – lifestyle during the Hit List Event. You’re offered up a take-no-prisoners mission: kill or be killed. The Hit List Limited Event gives players a board of contracts with one goal – take them all out. Cross off the entire list and earn some exclusive loot for hire.
MULTIPLAYER
Playlist Updates
- Added 10v10 Moshpit to Quickplay
- Added Hardcore 10v10 Moshpit to Hardcore Quickplay
- Added Hideout, Extraction, and Protocol to 10v10 map pool
Challenges
- Addressed an issue on the Krig C and Saug where Camo progression for Dark Spine was not tracking properly.
RANKED PLAY
Restrictions Update
- The RC-XD has been restricted in all modes.
Gameplay
- Addressed an issue where some matches would unintentionally end in a draw.
UI
- Addressed an issue where SR would sometimes display incorrectly after a match.
- Addressed an issue where players would sometimes be stuck with no UI after a match ended when they are max level.
ZOMBIES
Movement
- Addressed an issue where players would be slowed when reloading while sprinting.
Challenges
- Addressed an issue that could prevent the “Box Addict” Dark Ops Challenge to not track properly.
Stability
- Added various stability fixes.
Wednesday, November 20, 2024
RANKED PLAY
The definitive Ranked Play experience that we have been building toward since 2021 is coming to Season 01, starting a day earlier than expected: today. Ranked Play will be going live later today for all players who have achieved at least 50 wins in Multiplayer.
Launch Preparations
Launch Evaluation Period
We’re excited to release Ranked Play earlier than ever, and with this feat comes a special evaluation period where a larger selection of weapons will be available for feedback and use in Ranked Play and a third Control map will join the rotation.
- Ranked Play restrictions will be updated over the next few weeks to reflect the Competitive Ruleset as it falls into place ahead of the start of the @CODLeague Season on December 6th, so that everyone can play just like the pros.
- In the meantime, a wider variety of Assault Rifles and SMGs will be available in Ranked Play as Treyarch, the CDL, and our CDL Pro players evaluate and formalize the 2025 Season ruleset.
- A third Control map will also be available in Ranked Play that isn’t currently in v1.0 of the CDL Competitive Settings: Rewind. Rewind is not currently an official Control CDL map selection according to v1.0 of the CDL Competitive Settings. However, it will be playable in Ranked Play as we test additions to the map pool.
- CDL and Ranked Play maps are subject to change in the future as competitive adjustments are made and new Black Ops 6 maps are released, including but not limited to the competitive fan-favorite Hacienda releasing later in Season 1.
- In addition to the Competitive Settings, we intend to closely follow Pro GAs during the Black Ops 6 Competitive Season and will share updates regarding our adjustments or omissions where necessary.
To stay up to date on the latest Ranked Play restrictions and settings, stay tuned to @Treyarch and @CODUpdates for the latest details, and bookmark our Patch Notes pages.
Launch Matchmaking
During the Ranked Play launch period, Rank Matchmaking restrictions will be relaxed, allowing players who climb into higher Ranks faster than the rest of the population to find matches.
- Rank matchmaking will continue to put high-Rank players in matches appropriate for their skill. As more players reach higher Ranks, we will begin tightening our matchmaking parameters.
- Full Parties of four can now play together in Ranked Play regardless of their individual Ranks. However, Skill Matchmaking will be based on the highest Rank in the Party. Party Skill Restrictions still apply to parties made up of two or three players.
- For more information regarding Ranked Play Matchmaking, keep an eye out for the upcoming Ranked Play Matchmaking White Paper.
Ricochet Anti-Cheat
Here is a message from our partners at Team Ricochet that was previously shared in the Season 01 Launch Patch Notes:
Treyarch has delivered several updates to combat disruptive behavior for Ranked Play, including:
- Enhanced AFK detections to battle against account boosting
- Adjusting ping thresholds to require players play matches in their region to cut down on VPN abuse
To unlock Ranked Play in Black Ops 6, players will need to win 50 match-made multiplayer matches:
- This ensures that players are experienced with Multiplayer before they enter the mode and gives #TeamRICOCHET a historical match history to examine before an account enters Ranked Play
- #TeamRICOCHET also utilizes its Replay Investigation Tool to monitor replays of top players as part of the investigation process
Detection systems initially deployed at launch from #TeamRICOCHET to collect data to test for effectiveness will be activated to help flag accounts for action beginning with Season 01.
The security system updates listed above will also be active for Ranked Play in Call of Duty®: Warzone™, which launches at mid-season.
Competitive Settings Overview
Play like the pros in competitive 4v4 matches with similar settings, maps, and modes as the Call of Duty League (CDL).
- Select Weapons, Attachments, Equipment, Perks, Field Upgrades, and Streaks are restricted based on official CDL Competitive rules.
Maps & Modes
Maps & Modes
CDL Search and Destroy
- Protocol
- Rewind
- Vault
- Skyline
- Red Card
CDL Control
- Protocol
- Rewind
- Vault
CDL Hardpoint
- Protocol
- Rewind
- Vault
- Skyline
- Red Card
As noted above, Rewind is not currently an official Control CDL map selection according to v1.0 of the CDL Competitive Settings. However, it will be playable in Ranked Play as we test additions to the map pool.
Ranked Play Restrictions
Weapon Restrictions
Assault Rifles
- AS VAL
SMGs
- Tanto .22
Pistols
- 9MM PM
- Grekhova
- GS45
Sniper Rifles
- Restricted in Hardpoint & Control
- LW3A1 Frostline
- LR 7.62
- All Modes
- SVD
Marksman Rifles
- All
Shotguns
- All
Launchers
- All
Special Weapons
- All
Attachment Restrictions
Optics Attachments
- Thermal Optics
- All
- Night Vision Optics
- All
- Pistols Only
- Kepler Pistol Scope
Muzzle Attachments
- Suppresors
- All
Barrel Attachments
- Suppressed Barrels
- All
- Headshot Multiplier Barrels
- All
Underbarrel Attachments
- Underbarrel Launchers
- All
Magazine Attachments
- Extended Mags
- All
Laser Attachments
- Lasers
- All
Fire Mod Attachments
- Rapid Fire
- All
- FMJ Rounds
- All
Snipers Only
- Sniper Attachments
- All
Loadout Restrictions
Equipment
- Lethals
- Impact Grenade
- C4
- Molotov
- Blast Trap
- Drill Charge
- Combat Axe
- Thermo Grenades
- Tacticals
- Restricted in Hardpoint & Control
- Smoke
- All Modes
- Spy Cam
- Stim Shot
- Prox Alarm
- Decoy
- Shock Charge
- Restricted in Hardpoint & Control
Field Upgrades
- Spring Mine
- Scrambler
- Signal Lure
- War Cry
- Tac Insert
- Acoustic Amp
- Morphine Injector
- Neurogas
- Sleeper Agent
Scorestreaks
Restricted in Hardpoint & Control
- RC-XD
The RC-XD will temporarily be available in all Ranked Play modes for a short duration after launch. Next steps for the RC-XD will result in a temporary restriction in all modes while we prepare to enable it in Search and Destroy only. Stay tuned to @CODUpdates and @Treyarch for details and timing.
All Modes
- Scout Pulse
- Sam Turret
- UAV
- CUAV
- Archangel Launcher
- Care Package
- Napalm Strike
- LDBR
- Sentry Turret
- Watchdog Helo
- AGR Mark 1
- Interceptors
- Strategic Bomber
- HARP
- Chopper Gunner
- Dreadnaught
- Nuke
- Hand Cannon
Perks
- Combat Specialties
- All
- Enforcer
- Assassin
- Bruiser
- Bankroll
- Recon
- Scavenger
- Ghost
- Engineer
- Tracker
- Forward Intel
- Vigilance
- Cold-Blooded
- Strategist
- Dispatcher
- Shadow
- Guardian
- Gearhead
Wildcards
- Tactical Expert
- Overkill
- Danger Close
- Prepper
Global Weapon Builds
Any Global Weapon Build you create in Ranked Play can easily be used across Loadouts in Multiplayer, Zombies, and Call of Duty: Warzone – just like any other Weapon Build in Black Ops 6. Conversely, you can bring any Builds you’ve created outside Ranked Play into Ranked (restrictions permitting).
Ranks & SR (Skill Rating) Overview
Rank Breakdown: The 1-50 Rank and Skill Division system seen in previous versions of Ranked Play has been combined to focus on what matters most in Black Ops 6 Ranked Play: Skill. In Black Ops 6, your Rank represents what was previously your Skill Division and Tier.
- The Progressive Rank and Victory Stars system seen in previous Ranked Play installments has been removed to streamline the experience and focus on skill.
- All players begin their first Competitive Season at Bronze I Rank with 0 SR.
- Players increase their SR by winning matches and lose SR whenever they lose matches.
- Both individual and team performance will impact how much SR you gain or lose per match.
- Play the objective, communicate, and help your team to find success.
- In higher Ranks, team performance has a bigger impact on SR gained or lost so that all winning playstyles are more consistently rewarded.
- Players progress through eight Ranks by reaching SR milestones:
- Bronze – Starting Rank
- Silver – 900 SR
- Gold – 2,100 SR
- Platinum – 3,600 SR
- Diamond – 5,400 SR
- Crimson – 7,500 SR
- Iridescent – 10,000 SR
- Top 250 – 10,000+ SR
- Rank Tiers: All Ranks except for Iridescent have 3 Tiers - Tier I, Tier II & Tier III. Climb into higher Tiers as you advance your way through each Rank.
- Show Off Your Skill: It’s easy to see which Rank someone is in in BO6 Ranked Play. Each Rank has a unique icon and colors, and your current Tier is also prominently shown in the center of your Rank icon.
- Seasonal Setback Breakdown: The End-of-Season SR Setback has been adjusted in Black Ops 6 Ranked Play to reduce the impact felt by players early in their Rank journey. Every new season, your Rank may be reset based on where you ended the previous season, as follows:
- Bronze or Silver Rank players are not impacted by the Seasonal setback and will be able to pick up where they ended each Season with no SR deduction.
- Gold or Platinum Rank players will start the next Season in Tier I of Gold or Platinum respectively.
- Diamond Rank and above players will start the next Season at Diamond I.
- Top 250 Rank & Leaderboard: The Top 250 Rank returns, ranking the top 250 Ranked Play players in the world on an in-game Leaderboard that all players can view starting Day 1 of each season from within the Multiplayer Ranked Play lobby.
- Players will qualify for the Top 250 and appear on the Leaderboard as they surpass 10,000+ SR.
- The top 250 players with the highest SR above 10,000 will remain on the board and compete for 1st place over the remainder of the Season.
- Play like the pros, against the pros: Top 250 Leaderboard will display CDL Team Affiliations and Profiles for current CDL Professional players and coaches. Keep track of your favorite players and teams and see how they stack up against the Ranked Play competition. New in Black Ops 6, if any of your favorite CDL Casters or Desk Analysts manage to make the Top 250 they’ll also receive Leaderboard Profiles.
- Ultimate Bragging Rights: In addition to new Rank and Seasonal Rewards in Black Ops 6, the #1 Ranked Play player at the end of each Season will receive a unique, one-of-a-kind Calling Card as well as the Top 250 Champion Skin – exclusive only players who finish #1 in a Season.
Rewards Overview
There are a variety of valuable rewards exclusively earned in Ranked Play that you can earn and equip to show off your skill – wherever you play.
Breakdown: Rewards
- Players can earn rewards in a variety of ways:
- Win Challenges: Available at launch and can be earned in any Season.
- Rank Operator Skins: Available at launch and can be earned in any season.
- Gold through Iridescent Rank Operator Skins are awarded immediately.
- Top 250 related rewards are awarded at the end of the Season.
- Season Rewards: Available at the start of a Season and only available in that Season.
- Season Win Challenges and Gold through Iridescent Rank Rewards are awarded immediately.
- Top 250 Rank Rewards are awarded at the end of a Season.
- Season Rewards include “Flex” Reward items that change Season over Season.
- Players in Season 01 will earn Large Decals to represent their highest attained Rank in addition to a standard Rank Calling Card.
- Future Seasons will have different “Flex” Rank Reward item types.
Win Challenges
Reach win milestones over the course of your Ranked Play career to earn rewards available at launch and throughout the Black Ops 6 competitive seasons.
Win Challenge Rewards
5 Wins
Emblem: Ranked Play Competitor
10 Wins
Operator Skin: Blacvk Ops Ranked Competitor (Home & Away)
20 Wins
Blueprint: Pro Issue Frag Skin
30 Wins
Gunscreen: Ranked Play Win Tacker
40 Wins
Loading Screen: Ranked Play Locker
50 Wins
Camo: SR Collector
100 Wins
Charm: 100 Ranked Wins
250 Wins
Spray: 250 Ranked Wins
500 Wins
Large Decal: 500 Ranked Wins
1000 Wins
Blueprint: 1000 Win Knife Skin
Animated Emblem: 1000 Ranked Wins
Rank Operator Skins
Reach Gold or higher to earn a Home & Away set of Ranked Play Operator Skins to show off your Rank and skill.
- Unlike previous Ranked Play iterations, Gold through Iridescent Operator Skins are now awarded immediately upon reaching a Rank milestone for the first time.
- Top 250 Competitor and Top 250 Champion skins are awarded at the end of the Ranked Play Season to recognize those who actively climbed and maintained their Top 250 placement.
Season 01 Rewards
10 Season 01 Wins
Blueprint: Pro Issue Knife Blueprint
100 Season 01 Wins
Large Decal: 100 Wins Large Decal
Reach Silver
Calling Card: Silver Season 01
Reach Gold
Calling Card: Gold Season 01
Large Decal: Gold Season 01
Reach Platinum
Calling Card: Platinum Season 01
Large Decal: Platinum Season 01
Reach Diamond
Calling Card: Diamond Season 01
Large Decal: Diamond Season 01
Reach Crimson
Calling Card: Crimson Season 01
Large Decal: Crimson Season 01
Reach Iridescent
Calling Card: Iridescent Season 01
Large Decal: Iridescent Season 01
Finish in Top 250
Calling Card: Top 250 Season 01
Large Decal: Top 250 Season 01
Finish #1 in Top 250
Calling Card: Top 250 #1 Overall Season 01
Competitive Integrity Features
- Map & Mode Veto: Before each Ranked match, 3 map and mode combinations are presented in the Lobby and Ranked Play teams can independently vote to veto one of the presented options.
- After both teams make their veto pick, the remaining option is selected.
- If both teams veto the same option, the match’s map/mode will be randomly selected out of the two non-vetoed options.
- Penalties & Suspensions: Players who disconnect or quit matches will receive SR penalties as well as temporary suspensions, with escalating penalties for repeat offenders.
- SR Forgiveness: Players will not lose any SR under the following circumstances.
- A matchmade player has disconnected or left the game midway through a match.
- It is still possible to earn SR if players can overcome their disadvantage, but a loss at a numerical disadvantage will not yield SR loss for players outside of the leaving player’s party.
- A player has lost their first match of the day.
- No matter what your Rank, each player’s first loss of the day will be forgiven and not deduct SR. This does not stack.
- A player currently has Demotion Protection.
- A matchmade player has disconnected or left the game midway through a match.
- Match Cancel: If a player quits or disconnects before the start of a match, the match will be canceled and will not count. The remaining players will be returned to the main menu.
- Professional Conduct Only: Friendly Fire is enabled in Ranked Play per CDL rules. Repeated Friendly Fire will result in players being kicked from games and receiving penalties and suspensions.
- Demotion Protection: After advancing to a higher Rank, players will be granted temporary Demotion Protection and will not lose any SR within the first three games in the new Rank. Following that initial protection, if players were to lose enough SR to be demoted, they will first be dropped to the minimum threshold of their current Rank instead of being demoted. Losing their next match will result in a demotion.
- Demotion Protection is also applied for the player’s first 3 games of each Ranked Play Season.
- Party Skill Restrictions: Full Parties of four can now play together in Ranked Play regardless of their individual Ranks. However, Skill Matchmaking will be based on the highest Rank in the Party. Party Skill Restrictions still apply to parties made up of two or three players:
- Bronze - Platinum: Can party up without any restrictions
- Diamond: Can party within 2 Ranks
- Iridescent (Including Top 250) & Crimson: Can party with players within 1 Rank
Competitive Integrity Features coming Mid-Season
- Forfeit: Players will be able to vote to end matches early.
- All teammates must vote for the Forfeit for it to pass and end the match.
- Forfeited matches count as a standard loss and do not result in additional SR penalties or suspensions.
- Forfeit becomes available in the Options Menu at a designated point in each mode:
- Hardpoint: The Winning Team reaches 100 Points
- Control: After Round 1
- Search & Destroy: After Round 3
Additional Social Features
- Hot Streaks
- Win 3 Ranked Play games in a row over a short period of time to earn Victory Streak Flames that appear behind your Rank Icon in the lobby and in-game.
- Extend your win streak to progress the flames. Victory Streak Flames expire when you lose or after 72 hours without playing a Ranked Play match.
- More Hot Streak levels have been added in Black Ops 6, so go on a roll to discover how high they go and let the competition know the heat is coming. Stay Spicy!
- Social Profile
- Rank Play icons will be added to your Social profile to identify your Ranked Play Rank anywhere your profile is viewed across Black Ops 6 and Warzone.
Tuesday, November 19, 2024 - 6 pm/PT
GLOBAL
Movement
- Reduced the minimum sprint time required to perform the following actions: dive-to-prone or slide.
- Addressed an issue that could result in being unable to sprint when performing several actions within a short amount of time.
These changes apply to both Black Ops 6 and Warzone and should result in more responsive movements with fewer occurrences where players attempt to dive to prone or slide and instead crouch. We will continue to assess and identify areas for improved fluidity with omnimovement.
MULTIPLAYER
Movement
- Players will no longer be taken out of sprint when taking forward-facing bullet damage with a Melee weapon equipped.
ZOMBIES
Maps
- Terminus
- Addressed an issue where zombies could spawn indefinitely.
- Liberty Falls
- Addressed an issue where players would not be removed from a Chopper Gunner when starting the Main Quest Final Encounter.
Directed Mode
- Exfil will now be triggered at the fifth hour of a Directed Mode Match due to a performance issue.
GobbleGums
- Addressed an issue that allowed GobbleGums to persist indefinitely.
Stability
- Added various stability fixes.
Tuesday, November 19, 2024 - 9 am/PT
GLOBAL
Legacy XP Tokens
- Updated Black Ops 6 to support legacy XP token functionality
Gameplay
- Improved hitmarker UI to help identify individual shots more easily.
Cosmetics
- Addressed an issue where weapon sights would be misaligned with the Weaver Repairman Operator Skin equipped.
Store
- Improved the loading of Tracer and Inspect preview videos for weapons.
MULTIPLAYER
Gunsmith
- Added several missing language translations when swapping attachments.
Scorestreaks
- Improved steering in reverse with View-Based vehicle controls.
UI
- Addressed an unintentional bug where MWII and MWIII camos could be applied to Black Ops 6 weapons. Camos from previous titles were not designed for Black Ops 6 weapons and attachments and are not supported due to visual inconsistencies.
- Addressed an issue where some Perk bags were not displaying when creating loadouts.
Stability
- Various stability fixes.
ZOMBIES
UI
- Added additional information for the current saved game in the map selection menu.
Stability
- Various stability improvements.
Saturday, November 16, 2024
GLOBAL
Cosmetics
- Saug Mastercraft - Mecha-Drake
- Addressed an issue where optic reticles would be misaligned on the Mecha-Drake.
MULTIPLAYER
Maps
- Babylon
- Addressed an issue where players could get outside of the intended playspace.
- Extraction
- Addressed an issue where players could get outside of the intended playspace.
Weapons
- Addressed an issue that applied the incorrect range and damage tunings to Assault Rifles and SMGs. These will now correctly reflect the values in our Season 01 patch notes.
- This updated was previously released around 6 PM/PT on November 15.
XP Earn Rates
- Adjusted Ransack XP earn rates to align with other game modes.
Stability
- Numerous stability fixes.
ZOMBIES
Movement
- Addressed an issue where players could not reload while Tac-Sprinting.
We have identified multiple issues with reloading and player movement in Zombies. A fix for the player being unable to reload while Tac Sprinting has gone live while a slow down in speed when reloading while sprinting is still being investigated.
Equipment
- Addressed an issue where Kazimir skins would not be visible in a match.
- Addressed an issue where a Kazimir could be equipped in a starting loadout.
UI
- Addressed an issue where the prompt to open the GobbleGum menu would disappear after opening for the first time.
Stability
- Addressed an issue where reaching 1000 kills on the Time of Death charm would result in low performance while the weapon is held.
Friday, November 15, 2024
GLOBAL
Battle Pass
- Addressed an issue on Steam where BlackCell content was not correctly awarded after purchasing.
- Addressed an issue where players could become stuck when viewing the Battle Pass.
- Addressed an issue where Battle Pass Tokens would sometimes not be awarded properly.
- Disabled Shader Pre-Loading during the Battle Pass Showcase video.
Store
- Addressed an issue where some filter prompts would show controller inputs when using KBM.
Previous Updates
- PlayStation 5 Pro Updates
- Black Ops 6 and Warzone are optimized for PlayStation 5 Pro:
- Launch Features
- Using Sony's PlayStation Spectral Super Resolution Black Ops 6 supports a higher image quality when running at 4K and 60 Hz.
- New PlayStation 5 Pro quality settings: higher quality shadows, ambient occlusion, reflections and screen space global illumination (unique to Quality Mode).
- Players can also opt to play at 120 Hz for greater performance; on the PS5 Pro 120 Hz mode has the same image quality as the PlayStation 5 running at 60 FPS.
- Using Sony's PlayStation Spectral Super Resolution Black Ops 6 supports a higher image quality when running at 4K and 60 Hz.
- With Season 01
- New variable refresh rate mode that with the allows our highest image quality mode to often exceed 60 Hz on compatible display devices (120 Hz VRR).
- Launch Features
- Black Ops 6 and Warzone are optimized for PlayStation 5 Pro:
MULTIPLAYER
Maps
- Hideout
- Addressed an issue where players could get outside of the intended playspace.
- Payback
- Addressed an issue where players could get outside of the intended playspace.
Playlist Updates
- Nuketown 24/7 replaces Radioactive 24/7 in Featured, Quickplay, and Hardcore Quickplay
Loadouts
- Increased total Loadouts available for all platforms to 12.
Ghost
- Addressed an issue where after permanently unlocked the Ghost Perk it could not be equipped.
Strategist Combat Specialty
- Addressed an issue where deploying Equipment faster with the Strategist Bonus was not functioning correctly.
Scorestreaks
- Improved stability when using the Napalm Strike.
- Improved stability when using the UAV.
Medals
- Increased the Point Blank Medal range by 40%.
- This adjustment was included in the initial Season 01 Update.
UI
- Addressed an issue where Equipment skins would sometimes show as locked when owned.
- Fixed an issue that incorrectly allowed legacy XP tokens to be activated in the Black Ops 6 UI.
Stability
- Improved stability with the MP Game Mode Announcer.
ZOMBIES
Maps
- Terminus
- Closed an exploit related to the Treasure Hunt Side Quest that allowed players to earn too much essence.
Playlist Updates
- Directed Mode added for Zombies Private Matches (Squad Fill Off)
Ammo Mods
- Dead Wire
- Addressed an issue where Dead Wire electric fields could ignite zombies while having the Dragon’s Breath attachment equipped.
General
- Closed an exploit where some Field Upgrades would persist after leaving a match.
Stability
- Added numerous stability fixes.
Until then, check out our Patch Notes for details on New Season 01 Content and the latest balance adjustments, gameplay improvements, bug fixes, and more.
Looking for Warzone Patch Notes? The team at Raven Software has you covered right here.
New Multiplayer Maps
- Season Launch
- Hideout (6v6)
- Sharpen your combat skills in this mid-sized Multiplayer map featuring an extensive training site including target practice, an obstacle course, and a lifelike recreation of a vault and security room to help plan for the next mission to hit the Luttazzi crime family.
- Heirloom (6v6, 2v2)
- Crash a private showing of Luttazzi family art to create a diversion for the other Rogue Black Ops team as they execute the real job.
- Extraction (6v6)
- All hell has broken loose in the aftermath of a Crimson One ambush when the attack on the Luttazzis goes sideways.
- Hideout (6v6)
New Multiplayer Modes
- Season Launch
- Ransack
- Ransack sees you looting gold bars from crates dotted around the area of operations on 6v6 maps. Once gathered, secure your loot by bringing it back to your team’s stash.
- Ransack
- In-Season
- Prop Hunt
- Prepare for an infamous game of hide-and-seek, as the fan-favorite Black Ops party mode is back! Drop into a Multiplayer map as a Prop or Hunter.
- Prop Hunt
New Weapons (Multiplayer & Zombies)
- Season Launch
- Krig C – Assault Rifle (Battle Pass)
- For a hard-hitting, versatile Assault Rifle that performs well across multiple ranges, look no further than the Krig C.
- Saug – SMG - Battle Pass (Battle Pass)
- Pepper your enemies with a hailstorm of lead using this rapid-fire SMG that’s perfect for breaching and clearing small spaces.
- Krig C – Assault Rifle (Battle Pass)
- In-Season
- Sirin 9mm – Special Weapon (Special Event Reward)
- Take your game to the next level with this foldable Special category weapon offering full-auto fire with a slow and steady fire rate to help you stay on target up to the mid-range.
- Power Drill – Melee Weapon (Event Reward)
- There’s no better tool for the job than the Power Drill, offering a rapid attack speed for quick follow-up hits to get the job done.
- Sirin 9mm – Special Weapon (Special Event Reward)
New Attachments (Multiplayer & Zombies)
- Season Launch
- 12 Gauge Dragon’s Breath (Battle Pass)
- Add some heat to your Shotgun blasts with incendiary rounds comprised of magnesium sparks that stick to and burn enemies over time.
- 12 Gauge Dragon’s Breath (Battle Pass)
- In-Season
- Buffer Weight Stock (Event Reward)
- The heavier Buffer Weight Stock provides significantly smoother action through the additional resistance met by the bolt carrier group for the XM4 Assault Rifle, XMG LMG, and DM-10 Marksman Rifle.
- XM4 Burst Fire Conversion (Event Reward)
- Convert the XM4 Assault Rifle’s primary firing mode into a three-round burst to help conserve ammo and stay on target.
- Kompakt 92 Burst Fire Conversion (Event Reward)
- Convert the Kompakt 92 SMG’s primary firing mode into an exceptionally rapid three-round burst.
- Buffer Weight Stock (Event Reward)
New Multiplayer Perks
- Season Launch Window
- Shadow – Strategist
- Undetectable to enemy traps and mines.
- Shadow – Strategist
New Scorestreak (Multiplayer & Zombies)
- Hand Cannon
- Available as an Event Reward in the Season Launch Window, this mid-level Scorestreak allows players to equip a massively powerful handgun for a finite amount of time.
- The Hand Cannon can also be accessed in Zombies at the Crafting Table under Support.
New Operators (Multiplayer & Zombies)
- Goliath (BlackCell, Rogue Black Ops, Launch)
- Solidify your fiery combat mastery as the molten man of fire himself, Goliath! All biographical information for this Operator has been redacted.
- Sevati “Sev” Dumas (Battle Pass, Rogue Black Ops, Launch)
- A main player in the Rogue Team after the conclusion of the Campaign, Sev is ready to make a deal with the untrustworthy French Syndicate and is gearing up to take down the rival Luttazzi family to prove it.
- The Replacer (Bundle, Rogue Black Ops, In-Season)
- There’s no substitute for greatness. The Replacer has concluded his whirlwind Black Ops 6 takeover tour and has freed up some time to appear in-game, available as a Store Bundle shortly after Launch.
- Competitor CDL Home and Away Operators
- Two new Operators arrive just in time for the 2025 Call of Duty League® season, and both are available (along with a host of other content including a Weapon Camo) in the CDL Store Bundle. The first available Bundle includes the “2025 CDL Home” “Competitor” Operator (Rogue Black Ops), and the “2025 CDL Away” “Competitor” Operator (Crimson One).
- Access either of the Competitor Operators to find the location where a variety of incoming Operator Skins will become available, once earned. Expect the following as Season 01 progresses:
- CDL Team Packs for the Atlanta Faze, Boston Breach, Carolina Royal Ravens, Los Angeles Guerrillas, Los Angeles Thieves, Miami Heretics, Minnesota Rokkr, Cloud9 New York, Vancouver Surge, Optic Texas, Toronto Ultra, and Vegas Falcons.
- Skins unlocked during Multiplayer Ranked Play for Challenge Wins, Gold, Platinum, Diamond, Crimson, Iridescent, Top 250, and Seasonal World Champion.
- Skins unlocked during Warzone Ranked Play for Challenge Wins, Gold, Platinum, Diamond, Crimson, Iridescent, Top 250, and Seasonal World Champion.
New Events
- The Hit List (In-Season)
- Who’s next? Keep up your luxurious – but slightly corrupt – lifestyle during the Hit List Event. You’re offered up a take-no-prisoners mission: kill or be killed. The Hit List Limited Event gives players a board of contracts with one goal – take them all out. Cross off the entire list and earn some exclusive loot for hire.
New Zombies Directed Mode
- Liberty Falls and Terminus
- For those players looking to witness the Zombies story with a guided experience to complete the objectives of the Main Quests in Liberty Falls and Terminus, Directed Mode is available at launch.
- Directed Mode offers direct assistance in completing the Main Quest with objectives listed on-screen.
- All Side Quests, S.A.M. Trials, and the Rampage Inducer are disabled in this mode.
- Rounds are capped based on certain steps in the Main Quest progression, with a maximum of Round 15.
- The chance to earn unique Calling Card rewards for completing the Main Quests for Liberty Falls or Terminus before Directed Mode goes live will expire when Season 01 launches.
- For those players looking to witness the Zombies story with a guided experience to complete the objectives of the Main Quests in Liberty Falls and Terminus, Directed Mode is available at launch.
GLOBAL
Ricochet Anti-Cheat
Here is a message from our partners at Team Ricochet:
Treyarch has delivered several updates to combat disruptive behavior for Ranked Play, including:
- Enhanced AFK detections to battle against account boosting
- Adjusting ping thresholds to require players play matches in their region to cut down on VPN abuse
To unlock Ranked Play in Black Ops 6, players will need to win 50 match-made multiplayer matches:
- This ensures that players are experienced with multiplayer before they enter the mode and gives #TeamRICOCHET a historical match history to examine before an account enters Ranked Play
- #TeamRICOCHET also utilizes its Replay Investigation Tool to monitor replays of top players as part of the investigation process
Detection systems initially deployed at launch from #TeamRICOCHET to collect data to test for effectiveness will be activated to help flag accounts for action beginning with Season 01.
The security system updates listed above will also be active for Ranked Play in Call of Duty®: Warzone™, which launches at mid-season.
Armory
- The Armory will go live in Black Ops 6 in S01 Reloaded when post-Event content is available to unlock.
- In Warzone, the Armory will be available to unlock at Player Level 24 at Season 01 launch. For more details, check out the Warzone Season 01 patch notes here.
CAMPAIGN
Performance
- Made improvements to mission intro sequence animations.
Bug Fixes
- Updated text for a number of languages localizations.
- Addressed various issues that resulted in infrequent game crashes.
- Addressed a memory error that was forcing players to restart their game.
- Addressed visual fidelity issues with water effects.
- Addressed an issue causing the High Contrast setting to be on by default.
- Addressed an issue where players would be mistakenly shown an out-of-bounds warning while navigating a mission.
- Addressed an issue that would prevent players from completing a mission due to the untimely passing of Gladney.
MULTIPLAYER
Maps
- Lowtown
- Addressed an issue where the water would flicker for some players.
- Protocol
- Adressed an issue where the water would flicker for some players.
- Adjusted the A S&D bombsite to prevent line of sight from artillery above.
- Red Card
- Addressed an issue where players could get outside of the intended playspace.
- Vault
- Adjusted the A S&D bombsite to reduce line of sights from start spawn area.
Spawns
- Spawn logic updates across several maps to reduce the chances of spawning near enemies.
- Adjusted start spawns in Subsonic to prevent damaging opposing enemy team at match start.
Modes
- Addressed an issue across several maps where Hardpoint zones could be captured outside of the intended boundaries.
- Addressed an issue where incorrect icons could display on the Next Hardpoint lock icon.
- Addressed an issue where the bomb in Search & Destroy could not be retrieved if dropped on a destroyed vehicle.
- Addressed an issue where the “Time is almost up” line would play too frequently in Gunfight.
Playlists
- Added Nuketown, Extraction, and Hideout to the Core map pool.
- Added Heirloom to the Face Off map pool.
Game Chat
- Addressed an issue where some players were unable to hear each other during Intermission (between rounds) and in Post-Game voice chat.
Weapons
Throughout the pre-season we have seen a steady and healthy variety of weapon usage. Most weapons sit quite closely in both performance and pick rate, with no weapons dominating in both areas. As such our first round of Season 01 tuning changes will not be introducing any major shifts to the current state of weapon balance, and instead focus on elevating some of the weapons at the bottom of the pack. We are also addressing feedback regarding Assault Rifle damage in Hardcore and completing our adjustments to the shotgun slug attachment.
Reminder: We're using a new Weapon Damage Adjustments tables to identify post-patch damage changes when possible. Need an explainer? Click here!
All Weapons
- Adjusted weapon motion while moving and changing stances to improve aiming feel and centering (especially with optics).
- Hold Breath focus state will now be maintained while firing if applicable.
- Improved Weapon depth of field settings when performing a Weapon Inspect.
Assault Rifles
We are increasing the damage values for some of our Assault Rifles to ensure that they kill in just one bullet in Hardcore modes. The headshot multiplier changes have either kept the bullets to kill with headshots the same or even improved them at some Min Damage Ranges.
Assault Rifle Adjustments
XM4
XM4 Damage Adjustments
Maximum Damage Range
— Damage —
21
— Range —
0 - 16.5m
— Damage —
23⇧
— Range —
0 - 16.5m
Medium Damage Range
— Damage —
20
— Range —
16.6 - 40.6m
— Damage —
22⇧
— Range —
16.6 - 40.6m
Minimum Damage Range
— Damage —
17
— Range —
>40.6m
— Damage —
19⇧
— Range —
>40.6m
- Additional Adjustments
- Headshot multiplier reduced from 1.3 to 1.15
- Attachment Adjustments
- CHF Barrel Attachment
- Headshot multiplier reduced from 1.42 to 1.25.
- CHF Barrel Attachment
AMES 85
AMES 85 Damage Adjustments
Maximum Damage Range
— Damage —
21
— Range —
0 - 50.8m
— Damage —
23⇧
— Range —
0 - 50.8m
Minimum Damage Range
— Damage —
17
— Range —
>50.8m
— Damage —
19⇧
— Range —
>50.8m
- Additional Adjustments
- Headshot multiplier reduced from 1.25 to 1.12
- Attachment Adjustments
- CHF Barrel Attachment
- Headshot multiplier reduced from 1.4 to 1.25.
- CHF Barrel Attachment
GPR 91
In addition to the Hardcore adjustments, we are further improving some handling times on the GPR 91 to solidify its role within the class.
GPR 91 Damage Adjustments
Maximum Damage Range
— Damage —
21
— Range —
0 - 19.1m
— Damage —
23⇧
— Range —
0 - 19.1m
Medium Damage Range
— Damage —
20
— Range —
19.1 - 45.7m
— Damage —
22⇧
— Range —
19.1 - 45.7m
Minimum Damage Range
— Damage —
17
— Range —
>45.7m
— Damage —
19⇧
— Range —
>45.7m
Additional Adjustments
- Headshot multiplier reduced from 1.3 to 1.15
- Sprint to Fire time improved from 165ms to 160ms
- Tactical Sprint to Fire time improved from 275ms to 270ms
- Slide to Fire time improved from 0.37s to 0.33s
- Dive to Fire time improved from 0.45s to 0.42s
Attachment Adjustments
- CHF Barrel Attachment
- Headshot multiplier reduced from 1.4 to 1.2
Goblin Mk2
Like the GPR 91, we are making some small, initial adjustments to the Goblin Mk2 to help it shine as the fastest semi-auto primary.
Adjustments
- All movement speeds improved by 0.01m/s (Yes, every little bit matters)
- Sprint to Fire time improved from 180ms to 175ms
- Tactical Sprint to Fire time improved from 290ms to 285ms
SMGs
SMG Adjustments
Kompakt 92
The Kompakt 92 can now kill with one headshot in Hardcore modes at its Max Damage Range. Bullets to kill at the Min Damage Range have not changed, but headshots will now be much more effective at that range.
Kompakt 92 Damage Adjustments
Maximum Damage Range
— Damage —
20
— Range —
0 - 11.4m
— Damage —
20
— Range —
0 - 11.4m
Medium Damage Range 1
— Damage —
17
— Range —
11.4 - 15.2m
— Damage —
17
— Range —
11.4 - 15.2m
Medium Damage Range 2
— Damage —
13
— Range —
15.3 - 26.7m
— Damage —
13
— Range —
15.3 - 26.7m
Minimum Damage Range
— Damage —
11
— Range —
>26.7m
— Damage —
10⇩
— Range —
>26.7m
Additional Adjustments
- Headshot multiplier improved from 1.05 to 1.1
Shotguns
Strelok Laser Attachment Adjustments
- Increased the time it takes to reach ADS spread from 20% of Aim Down Sight Speed to 70% of Aim Down Sight Speed
Slug Attachment Adjustments
- Slugs allow players to run shotguns as mid-range precision weapons. As a tradeoff, they have limited short range effectiveness if you are not carefully hitting headshots
Shotgun 12 Gauge Slug Attachment Adjustments
Marine SP
Marine SP 12 Gauge Slug Damage Adjustments
Maximum Damage Range
— Damage —
92
— Range —
0 - 9.7m
— Damage —
102⇧
— Range —
0 - 2m⇩
Medium Damage Range 1
— Damage —
84
— Range —
9.8 - 15.2m
— Damage —
96⇧
— Range —
2.1 - 12.7m⇩
Medium Damage Range 2
— Damage —
60
— Range —
15.3 - 18.2m
— Damage —
70⇧
— Range —
12.8 - 25.4m⇧
Medium Damage Range 3
— Damage —
49
— Range —
18.3 - 20.7m
— Damage —
50⇧
— Range —
25.5 - 33m⇧
Minimum Damage Range
— Damage —
45
— Range —
>20.7m
— Damage —
45
— Range —
>33m⇧
Additional 12 Gauge Slug Adjustments
- Headshot multiplier increased from 1 to 1.5
- Upper Torso and Upper Arm multipliers increased from 1 to 1.1
- Now increases hip spread by 15%
ASG-89
ASG-89 12 Gauge Slug Damage Adjustments
Maximum Damage Range
— Damage —
92
— Range —
0 - 3.8m
— Damage —
102⇧
— Range —
0 - 1.3m⇩
Medium Damage Range 1
— Damage —
84
— Range —
3.9 - 5.3m
— Damage —
70⇩
— Range —
1.4 - 15.2m⇧
Medium Damage Range 2
— Damage —
49
— Range —
5.4 - 12.1m
— Damage —
50⇧
— Range —
15.3 - 21.6m⇧
Medium Damage Range 3
— Damage —
33
— Range —
12.2 - 19.1m
— Damage —
40⇧
— Range —
21.7 - 29.2m⇧
Minimum Damage Range
— Damage —
24
— Range —
>19.1m
— Damage —
30⇧
— Range —
>29.2m⇧
Additional 12 Gauge Slug Adjustments
- Headshot multiplier increased from 1 to 1.5
- Upper Torso and Upper Arm multipliers increased from 1 to 1.1
- Now increases hip spread by 20%
Marksman Rifles
We are adjusting handling stats on the burst rifles so that they fit more squarely into their intended roles. The Swat 5.56 has a slower fire rate within each burst and more recoil, making it better suited for mid-range engagements. Meanwhile the AEK-973 has better stability and precision, but a longer burst delay makes it a riskier pick when playing aggressively. We are also significantly reducing the power of the AEK-973 Rapid Fire, which was too strong not to take.
Marksman Rifle Adjustments
Swat 5.56
General Adjustments
- Aim Down Sight Speed improved from 340ms to 315ms
- Sprint to Fire time improved from 215ms to 205ms
- Tactical Sprint to Fire time improved from 325ms to 315ms
Attachment Adjustments
- Rapid Fire Attachment:
- Recoil Gun Kick penalty increased from 25% to 30%
- Vertical Recoil penalty increased from 25% to 30%
- Horizontal Recoil penalty increased from 25% to 30%
AEK-973
General Adjustments
- Sprint to Fire time increased from 205ms to 215ms
- Tactical Sprint to Fire time increased from 315ms to 325ms
Attachment Adjustments
- Rapid Fire Attachment:
- Rate of Fire benefit reduced from 10% to 5%
- Burst Fire Delay increased from 115ms to 295ms
- Recoil Gun Kick penalty increased from 25% to 50%
- Vertical Recoil penalty increased from 20% to 50%
- Horizontal Recoil penalty increased from 25% to 50%
Sniper Rifles
We have been monitoring feedback on Sniper Rifles and are making some changes to promote more build diversity and improve the sniping experience before gaining access to a complete attachment set. We are lowering the baseline flinch on all Snipers and reducing the Flinch Resistance given by stock attachments. The resulting received flinch values are much lower up front and just a bit lower overall after equipping the stocks. We are also increasing Aim Walking Movement Speed bonuses on stock attachments to make those choices more valuable.
Lastly, we are improving the ADS Idle Sway delay by default on all Snipers, meaning that on average there will be less deviation from your point of aim when entering ADS. Our goal is to support the various sniping playstyles you all enjoy through several viable weapon builds. We will continue to monitor weapon and attachment data as well as your feedback to ensure that all sniping playstyles are fun and rewarding in Black Ops 6.
Sniper Rifle Class Adjustments
- All snipers now have 1 second of 50% Idle Sway scaling at the beginning of Aim Down Sight
- All snipers have had base Flinch Resistance improved by 17%
Sniper Rifle Adjustments
LW3A1 Frostline
We see the LW3A1 Frostline falling behind the LR 7.62 and are buffing its handling and Idle Sway to make it a more appealing choice in spite of its more limited one-shot hit locations.
General Adjustments
- Aim Down Sight Speed improved from 550ms to 535ms
- Sprint to Fire time improved from 300ms to 290ms
- Tactical Sprint to Fire time improved from 450ms to 430ms
- ADS Idle Sway reduced (improved) by about 10%
Attachment Adjustments
- Infiltrator Stock Attachment
- Aim Walking Movement Speed improvement increased from 0.48m/s to 0.58m/s
- Heavy Stock Attachment
- Flinch Resistance decreased from 60% to 53%
- CHF Barrel Attachment
- Recoil Gun Kick penalty improved from 75% to 50%
- Vertical Recoil penalty improved from 65% to 50%
- Combat Stock Attachment
- Aim Walking Movement Speed improvement increased from 0.25m/s to 0.33m/s
- Flinch Resistance decreased from 35% to 23%
SVD
General Adjustments
- Introduced a delay after firing before a new shot can be queued. This does not change the rate of fire, but prevents accidentally firing extra unintended shots when repeatedly pulling the trigger.
- Sprint to Fire time improved from 310ms to 300ms
- Tactical Sprint to Fire time improved from 460ms to 450ms
Attachment Adjustments
- Infiltrator Stock Attachment
- Aim Walking Movement Speed improvement increased from 0.5m/s to 0.56m/s
- Heavy Stock Attachment
- Flinch Resistance decreased from 50% to 42.5%
- CHF Barrel Attachment
- Recoil Gun Kick penalty improved from 75% to 50%
- Vertical Recoil penalty improved from 65% to 50%
- Combat Stock Attachment
- Aim Walking Movement Speed improvement increased from 0.27m/s to 0.3m/s
- Flinch Resistance decreased from 25% to 12.5%
LR 7.62
General Adjustments
- Tactical Sprint to Fire time improved from 470ms to 460ms
Attachment Adjustments
- Infiltrator Stock Attachment
- Aim Walking Movement Speed improvement increased from 0.43m/s to 0.51m/s
- Heavy Stock Attachment
- Flinch Resistance decreased from 55% to 48%
- CHF Barrel Attachment
- Recoil Gun Kick penalty improved from 75% to 50%
- Vertical Recoil penalty improved from 65% to 50%
- Combat Stock Attachment
- Aim Walking Movement Speed improvement increased from 0.2m/s to 0.25m/s
- Flinch Resistance decreased from 30% to 18%
Gunsmith
- Various updates to weapon descriptions.
- Addressed an issue that was sometimes equipping Stickers to the wrong slot or incorrectly equipping as a Large Decal.
- Players will now go directly to the Perk Greed tab instead of Perk 1 tab when trying to edit the bonus Perk slot when the Perk Greed Wildcard is equipped.
Perks
- Slight reduction to Ninja footstep volume.
- Additionally we’ve made a slight reduction to default footstep volume.
- Addressed an issue that prevented Gearhead from being able to booby-trap enemy Care Packages.
- Addressed an issue that prevented Equipment from replenishing with the Scavenger Perk.
Scorestreaks
- Archangel
- Addressed an issue where the rocket would sometimes explode immediately when firing near a wall.
Ranks & Prestige
- Added Prestige Master Hub that shows the player’s progress through Prestige Master and all Prestige Master rewards, including hidden redactions for Level 1000 rewards.
- Addressed an issue where Prestige Wallpaper rewards weren’t previewing properly.
- Prestige rewards now display names, descriptions, and other information when browsing Prestige screens.
Challenges
- Addressed an issue where some Daily Challenges were not tracking properly.
Movement Updates
- Addressed a bug causing player to be slowed when shot while mantling.
Theater
- Added Nuketown and Private Match recordings.
- Addressed various stability issues when viewing matches.
UI
- Added Mastery Badge Category Calling Card reward previews to the Mastery Badge Hub.
- Players will no longer back all the way out of the Calling Card menu when they choose “Back,” and will instead move back to the previous Calling Card Challenge screen.
- Closed an exploit that allowed players to equip Operators they had not unlocked.
- Addressed an issue where the AAR could close when entering the Scoreboard tab.
- Addressed an issue earned and unearned medals would not display correctly in Collections.
- Addressed an issue where the option to select an attachment skin would not be visible for some players.
Graphics
- Addressed an issue where some weapon effects would persist on the character after changing weapons.
Stability
- Added numerous stability fixes.
ZOMBIES
Maps
- Terminus
- Addressed an issue where defuse progress was sometimes not saved if the player stopped defusing during the Apocalypse Protocol Main Quest step.
- Addressed an issue where entering a Kazimir after completing the Main Quest would teleport the player to the boss arena and down them.
- Addressed an issue where loading into a saved game after unlocking the Pack-A-Punch machine could cause some doors to have inconsistent collision.
- Addressed an issue during the Main Quest where connecting both Node Connectors at the same time would cause overlapping voice lines.
- Changed the location of the Ammo Cache on the Seaside Path.
- Liberty Falls
- Updated the first Mangler whose arm is blown off to always drop a Mangler Cannon instead of only the first Mangler that spawns.
- Resolved an issue where Blanchard would not be present during some dialogue.
Weapon Adjustments
The recent changes to Assault Rifles in Zombies were an unintended carryover from a global weapon tuning pass. We do not intend to inherit all MP weapon tuning without looking at how it affects Zombies tuning as well.
We have corrected this in this update, while also making a pass on increasing the damage performance of ARs in Zombies. All ARs have had their Pack-a-Punched base damage and overall critical damage increased. While you may see the word "decreased" in a few places, the performance for these weapons is still increased overall!
Additionally, the HE-1 Launcher has gotten a buff to become more useful at stopping hordes of zombies. When Pack-a-Punched, it will now have more stock ammo and a larger explosion with more overall damage.
Assault Rifle Adjustments
AMES 85
AMES 85 Zombies Adjustments
Base Pack-a-Punch Damage & Critical Damage Multiplier
— Bullet Damage —
23
— Crit Multiplier —
4.23x
— Crit Damage —
97
— Bullet Damage —
26⇧
— Crit Multiplier —
4.51x⇧
— Crit Damage —
117⇧
AK-74
AK-74 Zombies Adjustments
Base Pack-a-Punch Damage & Critical Damage Multiplier
— Bullet Damage —
27
— Crit Multiplier —
4.85x
— Crit Damage —
130
— Bullet Damage —
31.6⇧
— Crit Multiplier —
4.85x
— Crit Damage —
153⇧
AS VAL
AS VAL Zombies Adjustments
Base Pack-a-Punch Damage & Critical Damage Multiplier
— Bullet Damage —
20
— Crit Multiplier —
5.55x
— Crit Damage —
111
— Bullet Damage —
23⇧
— Crit Multiplier —
5.35x⇩
— Crit Damage —
123⇧
Model L
Model L Zombies Adjustments
Base Pack-a-Punch Damage & Critical Damage Multiplier
— Bullet Damage —
27
— Crit Multiplier —4.25x
— Crit Damage —
114
— Bullet Damage —30.5⇧
— Crit Multiplier —
4.65x⇧
— Crit Damage —
141⇧
XM4
XM4 Zombies Adjustments
Base Pack-a-Punch Damage & Critical Damage Multiplier
— Bullet Damage —
23
— Crit Multiplier —4.65x
— Crit Damage —
106
— Bullet Damage —
25⇧
— Crit Multiplier —
4.65x
— Crit Damage —
116⇧
GPR-91
GPR-91 Zombies Adjustments
Base Pack-a-Punch Damage & Critical Damage Multiplier
— Bullet Damage —
23
— Crit Multiplier —4.6x
— Crit Damage —
105
— Bullet Damage —
34.5⇧
— Crit Multiplier —
3.75x⇩
— Crit Damage —
129⇧
Launcher Adjustments
HE-1
- Ammo Adjustments
- Increased Stock Ammo from 5 to 11
- Explosion Radius Adjustments.
- Increased Inner Explosion Radius from .4 meters to 3.25 meters
- Increased Mid Explosion Radius 1.6 meters to 4.1 meters
- Increased Outer Explosion Radius 3.26 meters to 5 meters
- Explosion Damage Adjustments.
- Lowered Inner Explosion Damage from 1045 to 800
- Increased Mid Explosion Damage from 475 to 600
- Increased Outer Explosion Damage from 220 to 400
Bug Fixes
- Addressed an issue where camos were not being applied to Zombie Builds.
- Closed an exploit that allowed players to have 3 weapons.
- Addressed an issue where Wallbuy rarity would reset when loading into a save.
- Addressed an issue where yellow damage numbers would appear when hitting a critical spot with the Ray Gun.
Perks
- Quick Revive
- Dying Wish Augment
- Addressed an issue where Dying Wish could activate when diving from large heights while protected from fall damage.
- Dying Wish Augment
- Elemental Pop
- Addressed an issue where Elemental Pop would prevent normal Ammo Mod activations.
- Jugger-nog
- Turtle Shell Augment
- Turtle Shell will now apply damage mitigation when being grabbed by an Amalgam.
- Turtle Shell Augment
- PHD Flopper
- Addressed an issue where diving onto an elevated or inclined surface, such as stairs or up a hill, would not activate the perk.
GobbleGums
- Addressed an issue that prevented players revived by Near Death Experience from keeping all their Perks.
Field Upgrades
- Adjusted the description for the Energy Mine to no longer say it deals Electrical damage to accurately reflect the damage type.
- Increased Dark Flare damage from 20% to 40% of the base zombie max health per tick.
- Addressed an issue where an extra charge on Field Upgrades would be lost when loading a save.
Support
- Addressed an issue that could cause the Mutant Injection to end early when near water.
- Addressed an issue that allowed the player to pick up a Sentry Turret while using Mutant Injection.
- Reduced self-damage from the LDBR.
Save & Load
- Closed an exploit that allowed keeping a save file after it had already been loaded.
Enemies
- Addressed an issue where zombies charmed by Brain Rot could prevent the player from completing an exfil.
- Addressed an issue where loading a save would disable the rampage inducer if it was active.
- Addressed an issue where zombies would throw guts at the end camera if the player leaves the match to end the game.
- Terminus
- Addressed an issue where rarely the round would not end after killing all zombies.
- Addressed an issue where the Amalgam could grab the player while slowed.
- Addressed an issue where the Amalgam could pull players into walls causing them to get stuck.
- Addressed an issue where diving while being hit by knockback from Patient 13 could push the player further than intended.
- Liberty Falls
- Addressed an issue that prevented the Abomination from spawning inside Fuller’s Liberty Lanes.
- Addressed an issue where the Abomination could fire off a beam attack before leaving a spawn closet.
Activities
- Addressed an issue that would prevent one elite from spawning consistently during exfil from rounds 16 onward
- Updated S.A.M. Trials that required the player to not take damage to display a progress bar instead of a timer.
- Terminus.
- Addressed an issue where players would be able to use Equipment, Scorestreaks, and fire weapons during the Boat Race awards sequence.
XP Earn Rates
- Addressed an issue where XP was being awarded to all weapons being used in an assist instead of just the last one.
- If two weapons were used in an assist only the last one used by the players getting the assist will be awarded XP.
Challenges
- Addressed an issue where Wall Buys would not progress the Prestige 8 Challenge Value Town.
- Addressed an issue where Legendary GobbleGums would progress the Ultra Prestige 8 Challenge Full Power instead of Ultra GobbleGums.
- Addressed an issue where the Liberated Challenge could be completed by saving and quitting before starting the final encounter.
- Addressed an issue that would complete the Social Distancing and Invincible Challenges by joining a game in progress.
- Addressed an issue that would complete the Harbinger of Doom Challenge when loading into a saved game and using a Scorestreak.
- Addressed an issue where the Prestige 5 Challenge Fire & Forget would mention needing a Bombing Run medal instead a Lethality medal.
- Addressed an issue where the player would not complete Outrageous Challenge until Round 16 instead of Round 15.
- Addressed an issue where loading a save past Round 25 would complete the Sticks N’ Stones Challenge.
- Addressed an issue where the Dark Journey Challenge could show as not complete when unlocking Nebula on 33 weapons and being awarded the Calling Card.
AFK Detection
- We have updated the detection logic to determine if a player is AFK during an active match.
- This should reduce the amount of false positive AFK kicks in Zombies.
- Added AFK Kick warning UI to ZM
UI
- Updated visuals on all GobbleGums to improve readability.
- Addressed an issue where the Boat UI would overlap with the Map with the Central Command HUD preset.
- Addressed an issue where the Drop Node Connecter prompt during the Terminus Main Quest would overlap with the Map with the Central Command HUD preset.
- Addressed an issue where the Round number would initially be displayed incorrectly when loading a save.
- Addressed an issue where the Weapon Stats on the AAR would show the loadout players started with instead of the loadout they ended with.
- Addressed an issue where some items would show the wrong text on the Tac Map when pinged.
- Removed Multiplayer information from Melee Weapon descriptions.
- Added a Highest Round icon to the AAR when reaching a new personal highest round.
- Added a timer to the scoreboard.
- Added a notification when picking up Intel.
Graphics
- Addressed an issue on PS4 where some effects would stop rendering at higher rounds.
- Addressed an issue where some effects for the Mutant Injection were not working when Sprinting.
- Addressed an issue where the character effects from Brutus would be present during Mutant Injection.
- Liberty Falls
- Addressed an issue where some damaged vehicles would not have smoke effects.
Stability
- Addressed an issue where the game could crash when attempting to start a solo match after playing in splitscreen.
- Addressed an issue where sometimes the player would be unable to Save & Quit with the error "The game failed to save for an unknown reason. Try again later."
- Added numerous stability fixes.
For regular updates about all Call of Duty® related live issues, follow @CODUpdates.
For updates about Call of Duty®: Black Ops 6 Multiplayer and Zombies, follow @Treyarch and visit the Black Ops 6 Trello Board.
For regular updates about Call of Duty®: Black Ops 6 Campaign and Warzone™, follow @RavenSoftware.
For regular updates about Call of Duty®: Modern Warfare III, follow @SHGames.
For updates about Call of Duty®: Modern Warfare II, follow @InfinityWard.
For all sorts of other franchise content, check out our Call of Duty® blog.
*Game features described above are based on current in-development features that are subject to change based on final development changes and/or game tuning or updates that may remove or modify some or all of the above features.
Weapon Damage Patch Notes Presentation & Explainer
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.